Grappling Ghosts

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It's a warm evening, the kind of evening where it's easy to linger. The temple district is quiet, though there's clearly /something/ going on at the temple of Vardama. There's a plume of smoke out back, and the priests are turning away those coming with their regular prayers. Telling them to come back another time. It's a bit eye-catching truth be told, and more than one person has stopped in order to wonder at the plume of smoke and its significance. Not that fires are that unusual at a temple that is devoted to the dead. What /is/ unusual is that they're turning away parishioners at the same time.

"...sers?" Chay ducks his muzzle as he speaks. The sith-makar stops a space away from one of the priest--more than a respectful distance, but close enough to be noticed. "Sers, is there need for a hunter? One has been assisting down at the Soldier's Defense, sers, and is with the Temple of Gilead." His tail flicks, and doesn't seem to know where to settle. The air smells of soot.

Deak stands looking amazed at the column of smoke. He whistles.

Valadhiel arches a brow at the Temple, as that's... not normal, at least from her experience. Pausing in her stride, she changes course to walk over towards the Temple of Vardama, nose wrinkling at the smell of soot in the air.

Tara blinks quietly at the clerics turning people away from the as she floats there. "WHy are you turning people away? Do you need help? If so, I shall assist." She then looks to Chay. "I'm sure he'll assist too."

Walery doesn't get out much, being busy with his shop, and wary of the plague, but he's out now, and ... "That seem awfully like an out of control fire." Walery is an Artficer, he's no stranger to out of control fires. But they're turning folk away that could help so ... he looks around for maybe another side entrance or a tree near the wall?

GAME: Walery rolls Knowledge/Engineering: (19)+13: 32

Deak looks to those being turned away, scanning to see if any seem like they might be in greater need than the routine evening prayer service.

"One did offer, ser," Chay says, voice still pitched in soft tones. He looks down towards the cobbles, the streets. His gaze flicks here, there, to the adventurers moving around, and various citizens, poking at, investigating the rubble and shadows. He looks back to the priest, to Tara.

"With the temple of Gilead are you? From the Soldier's Defense?" The man that Chay addresses seems to consider this for a moment. "Very well you and your friend here." He motions to Tara as if he hadn't actually heard her talking at all (he did seem rather busy a second ago with someone else). "Can go in but stay out of the way would you?"

Walery looks both ways, but people seem to be concentrating on the fire and not really paying attention to the overall situation. Typical. Not that he's got a lot of room to speak, generally. But he's spotted the barrel near the wall, and it provides him a quick trip over the fence.

"Ser," Chay says. He bows, the motion awkward on a sith-makar's form and culture. Then looks to Tora, "Please, ser. One has the scent of...certain troublemakers. One asks this one be allowed to go first."

He draws in a careful breath, lets it go. "There are others here in the adventurer's guild, ser. Perhaps--they may be of assistance also? One ...perhaps does not recognize faces, but there is a look about them, sser."

Deak says, in response to Chay's statement, "Hearthguard Deak."

"Go." Tara says to Chay. "I'm not much of a melee fighter anyways. This smells of trouble. Sable says so."

"Whatever, whatever. Just take the volunteers off the front step would you?" The man looks irritably at Chay; clearly placing everyone under the sith-makar's command and thus his responsibility.

GAME: Chay casts Perceive Cues. Caster Level: 7 DC: 15
GAME: Chay rolls perception+5+3: (13)+10+5+3: 31

Valadhiel adjusts her cloak a bit, "I'm a mage with the Academy, I'm certain there's something that I /can/ do to assist in this endeavor." Though she doesn't really dress like a mage, anyway.

Crowd control. Check. Deak goes to stand opposite the front step and calls out, "Friends and Fellow Faithful, there is both danger and the need for those responsible to deal with that danger. Let us gather over here, out of their way. I'm sure you'll all get to know what is happening soon enough!"

“Ser," Chay says, and looks rattled as hell. He stands there for a moment even, frozen to the spot. Heart too quick, breath to fast. Then, "Ser," he says more quietly.

"Hunter caste will hunt," he says to the others. Then, "It is good to work with you, shamans," to Valadhiel and Tarragon. A twitching works underneath his scales, carries to the top of them. He raises three fingers, then, and draws them across his muzzle, between the nostrils. Raises his muzzle to the wind, and steps towards the--wherever it is they are going.

"...there are corpses burning, sers," Chay says. He looks back to the others--the look lingers on Deak. He slows in his movement, pauses then to look at the others to see what it is they'd wish to do. The group of them are headed in past the gates, having gotten permission to do so.

Valadhiel unslings her bow, tilting her head, "Why do I have a bad feeling about this..."

Chay is able to use his keen sense of smell to lead you all back through the temple - picking up a curious Kore on the way - all the way in the back to where there's a large open area behind the temple. Here you find the Vardaman's hard at work. Walery is already there, hidden in the back watching. There is a massive fire burning, a pyre upon which sit linen-wrapped bodies burned enough that you can no longer make out how many there were. The fires are being tended to by those wearing cloth masks to keep the smoke and ash at bay, though most stay at a distance praying for the souls of the departed being burned.

Deak smiles as lay worshippers move off the front steps, then nods to Chay and heads toward the charnel pyre.

"..." Chay looks towards the shamans. "...it may be more suitable for the shaman-caste to ask these questions," he says. And clarifies: "One wonders if these were plague victims, sers, and what their names were."

Tarragon floats along with Chay, but when prompted, she tilts her head. "Mmm.....couldn't hurt. it is drawing a crowd." She then makes her way forward and points nudges one of the pyre tenders. "Excuse me. Could you tell us why there's a fire back here?"

GAME: Deak rolls Diplomacy: (20)+12: 32
GAME: Tarragon rolls diplomacy+2: (2)+4+2: 8

"What's that?" Irritably the person tending the fire turns toward Tarragon, clearly meaning to dismiss her. Then he spots Deak. He stares for a long moment with his mouth open slightly, his eyes widened. "I mean... How... How are /you/ doing?" There's a grin spreading across his face and he's clearly talking to Deak - not to anyone else.

"With thanks, sers," Chay says. He looks to the shamans, and then the Vardaman priest. He looks from one to the other, and--"Ser?" he asks, confusion in his tone. He has...no idea what is going on. "Could someone ask him, sers, if there is a list of the names of the--of the deceased?"

Among those praying is a tiny Monk in dark clothes. She's half- Mul'niesssa, with the characteristically dark skin, and a belt of pouches. A silver holy symbol in the shape of a harp is held in one hand while she speaks her prayers. For now, the half-Elf isn't speaking. Then people ask for a list of names and she turns her gaze upward. "I will ask one of the Elders for you," Kore replies to Chay before turning to look over the group and head to do just that.

Tarragon looks to Deak...since he's the one with the flirting priest with him.

Deak smiles in a (platonically) friendly way. He says, "Friend, my companions and I have invested quite a lot of our personal time and effort in trying to save the plague victims. Regrettably, our efforts have so far been fruitless. By chance, are these the remains of those poor souls? Is there a register of these unfortunate ones?"

GAME: Kore rolls Diplomacy: (5)+0: 5

The priest trying to flirt with Deak offers the man a broad smile, clearly hoping that by being helpful he can find an in with the Hearthguard. "Yea, these are the plague victims. After what happened the other night we wanted to burn the bodies and... well make sure. I don't know all their names of course, but I'd be happy to take you to the register. Me and him are pals and I'm sure he'd give me the names."

Meanwhile Kore is having less luck with the elder she finds. The man stops his prayers for the dead long enough to look down at her, but it's not with a pleased expression. "I am busy at the moment. If you have questions like this take them to the register."

Deak puts his hand on the man's shoulder and says, "I would be grateful for your help. What's your name, anyway?"

Kore will simply bob her head when told to go to the register and off she'll go as fast as her small feet will carry her without /actually/ running. That would be rude. She will yet return with the requested information! If possible.

Walery is kind of hiding in the back, since he'd come in thinking there was some sort of bad thing. Since they were turning people away. But it looks kinda like things are just ... complicated, and not in need of his sort of help. He'll sort of hang back here away from where busy things are happening, for a few minutes. He can just hop back over the fence if it's still quiet.

GAME: Valadhiel rolls perception: (9)+13: 22
GAME: Walery rolls perception: (7)+10: 17
GAME: Deak rolls perception: (8)+7: 15
GAME: Chay rolls perception+5: (20)+10+5: 35
GAME: Kore rolls Perception: (4)+17: 21
GAME: Tarragon rolls perception: (15)+8: 23

You hear a high-pitched whining noise. The sound of it is so achingly high that it makes the ears are pained just to hear it. It is coming from the fire. Then abruptly the sound stops and in a flicker the flames of the fire turn bright blue. There's an explosion from the fire as it turns an odd crackling color. The priests duck away from it, sheltering their bodies from the debris that rains down from the fire.

Blue flames flash higher, emitting not heat but a stinging cold that is so chilled that it causes the skin to blister and burn as if it were hot. Then from the midst of the explosion where the roaring red flames once were comes a marching of faint blue figures. Dressed in the clothing that was theirs in life are a line of ghosts, each of them wailing in unison, their mouths open in a scream that chills the bones nearly as much as the fire that is not as it should be.

GAME: Chay rolls fort: (3)+8: 11
GAME: Tarragon rolls fortitude: (13)+6: 19
GAME: Deak rolls Fort/r: aliased to Fortitude+2: (4)+7+2: 13
GAME: Walery rolls fortitude: (19)+7: 26
GAME: Valadhiel rolls Fort: (8)+5: 13
GAME: Kore rolls fortitude: (16)+11: 27

Valadhiel goes to nock an arrow, but there's just something different about fighting in Rune, or Sendor, or... well, anywhere but your backyard, really. Seeing the undead here and hearing their supernatural howls actually makes her pause, the hand just freezing right above the quiver.

"--ss-sers?" Chay asks. The sith-makar looks around wildly and the--the ghosts. He stares at them. The skin beneath his scales goes pale and paler, and the seven-foot tall sith-makar shakes.

He does not move, but stares in terror!

Deak suddenly screams out in abject terror and grabs onto the nearest thing, which happens to be the very man who has taken such a liking to him.

This looks like a bad situation, Walery decides, and activates his Titan Armor with the push of a button on his belt. Eyepiece snaps down from his helmet and over his eye, and ... he's still not exactly sure what needs doing, but he decides a Shield would be helpful. A few tweaks to his armor, and the translucent shield is in place.

GAME: Walery casts Shield. Caster Level: 6 DC: 15
GAME: Kore rolls Knowledge/Religion+4: (7)+6+4: 17
GAME: Tarragon rolls knowledge/religion: (15)+10: 25
GAME: Chay rolls knowledge/religion+3: (15)+8+3: 26
GAME: Valadhiel rolls knowledge/religion: (13)+11: 24
GAME: Chay rolls 1d20+15-2: (4)+15+-2: 17
GAME: Chay rolls 1d20+15-2: (8)+15+-2: 21
GAME: Chay rolls 1d8+2d6+8: (4)+(10)+8: 22
GAME: Chay rolls 1d8+2d6+8: (3)+(8)+8: 19
GAME: Valadhiel casts Slow. Caster Level: 5 DC: 19
GAME: Aftershock rolls 1d100: (62): 62

Valadhiel shakes off the fear, the cold feeling of intellect racing as she overrides her emotions, recognizing the shades... and more important, realizing their intent. Thinking quickly, she chants out a spell, the arcane power flowing through her to try and inhibit the ghosts.

"Ghosts, sers! Their touch will spread the plague to the living!" Chay's voice--terror roars underneath it. The Charneth, though--toss you into the room, boy. Give us a treat. Give us a little play, you and the other slaves.

Go on. Lift the knife. He lifts the bow, and fires twice, in rapid succession.

GAME: Walery activates his Titan Armor, gaining: +4 Dex
GAME: Walery rolls 1d20+10: (17)+10: 27

Walery has no idea what he can do against ghosts. That seems really bad. He's really a one-trick artificer, though, so he tries his one trick. He sets his Death Ray to Fire, draws a bead on one of the ghosts, and gently squeezes the trigger. A burst of raw fire squirts out and goes right through the ghost. Well, that's not much good, then.

GAME: Deak casts Ghostbane Dirge. Caster Level: 6 DC: 16
GAME: Aftershock rolls 1d20+7: (9)+7: 16

The priests of Vardama are no slouches when it comes to dealing with the dead - however dead that dead may be. So they begin praying, trying to cast out the ghosts by the means of their magic, but it seems to have no effect on the dead. The ghosts are slowed however, moving menacingly closer to you and the priests at range. Two of the priests however are closer, and thus less lucky as the ghosts grasp hold of them and their screams fill the air.

GAME: Kore rolls weapon0+1+1+2: (17)+13+1+1+2: 34
GAME: Kore rolls 1d8+strength+1+2d6: (6)+4+1+(10): 21
GAME: Tarragon casts S3: Haste. Caster Level: 8 DC: 21
GAME: Chay rolls 1d20+16-2: (20)+16+-2: 34
GAME: Chay rolls 1d20+16-2: (1)+16+-2: 15 (EPIC FAIL)
GAME: Chay rolls 1d20+16-2: (20)+16+-2: 34
GAME: Chay rolls 1d20+16-2: (19)+16+-2: 33
GAME: Chay rolls 1d20+16-2: (6)+16+-2: 20
GAME: Chay rolls 1d8+2d6+8: (6)+(9)+8: 23
GAME: Chay rolls 1d8+2d6+8: (6)+(8)+8: 22
GAME: Chay rolls 3d8++2d6+24: (12)++(6)+24: 42

Seeing the ghosts erupt from the bodies, Tara immediately flies into the air. "No no Sable.....you are not allowed to bite them, no matter how much they deserve it." She then holds out her hand....and Sable crawls onto her hand....where the hourglass on the top of her abdomen is visible. "Siblanova diem anouroch" Tara recites...as if in a trance....and a visible bubble extends from her tarantula....to touch all of her comrades.

The shaman's magic lends Chay a quickness he hasn't felt in years. Memories surface of a time among the tribes. A happier time, a happier place, when one was a part of things. When one still...had kin. So many kin, as far as the eye could see among the jungle leaves.

He raises his bow again, fires. Leans, fires twice again, in rapid succession, into the ghost's ragged visage.

GAME: Valadhiel casts Scorching Ray. Caster Level: 5 DC: 18
GAME: Valadhiel rolls 1d20+10: (16)+10: 26

Valadhiel gestures, casting another spell, as a fiery bolt seems to fly through the ghost. Points for proper aim, but it just doesn't seem to have much effect.

GAME: Walery casts Cure Light Wounds. Caster Level: 6 DC: 15
GAME: Walery rolls 1d20+4: (5)+4: 9

Kore freezes for an instant when the screams begin, but then she's lunging right into the scattered debris. The tiny Monk leaps into a brutal kick that somehow connects with one of the ghosts' pallid forms. She takes up a defensive stance then, occupying as much space between the ghosts and priests if possible. This might be more effective were she a little... Taller.

Walery's death ray did nothing, so he'll try and see if his curative capability can harm the ghost. He preps his curative, but can't actually touch it to the ghost.

GAME: Deak rolls channel: aliased to 3d6: (12): 12
GAME: Tarragon rolls perception: (9)+8: 17
GAME: Valadhiel rolls perception: (5)+13: 18
GAME: Walery rolls perception: (1)+10: 11 (EPIC FAIL)
GAME: Deak rolls Perception: (9)+7: 16
GAME: Kore rolls PERCEPTION: (16)+17: 33
GAME: Chay rolls perception+5: (6)+10+5: 21
GAME: Aftershock rolls 1d20+6: (7)+6: 13
GAME: Aftershock rolls 1d20+6: (3)+6: 9
GAME: Aftershock rolls 1d20+6: (5)+6: 11
GAME: Aftershock rolls 1d20+6: (12)+6: 18
GAME: Kore rolls weapon0+1+1+2: (16)+13+1+1+2: 33
GAME: Kore rolls 1d8+2d6+2+1+strength: (1)+(9)+2+1+4: 17
GAME: Kore rolls weapon0+1+1+2: (18)+13+1+1+2: 35
GAME: Kore rolls 1d8+2d6+2+1+strength: (6)+(6)+2+1+4: 19
GAME: Aftershock rolls 1d4: (3): 3
GAME: Deak rolls Fort/r: aliased to Fortitude+2: (16)+7+2: 25

The two priests being attacked by ghosts begin to hack up black goo, and the ghosts attacking them seem to grow disinterested in them. The others continue their attacks though largely ineffective... Save Deak, who faces two ghosts one of whom thrusts a hand into his chest and drains some of his life away.

GAME: Kore rolls weapon0+1+1+2: (13)+13+1+1+2: 30
GAME: Kore rolls weapon0+1+1+2: (7)+13+1+1+2: 24
GAME: Kore rolls weapon0+1+1+2-5: (2)+13+1+1+2+-5: 14
GAME: Kore rolls weapon0+1+1+2: (16)+13+1+1+2: 33
GAME: Kore rolls 1d8+strength+2d6+2+1: (8)+4+(5)+2+1: 20
GAME: Kore rolls 1d8+strength+2d6+2+1: (4)+4+(3)+2+1: 14
GAME: Kore rolls 1d8+strength+2d6+2+1: (6)+4+(9)+2+1: 22
GAME: Chay rolls 1d20+12: (13)+12: 25
GAME: Chay rolls 1d20+12: (18)+12: 30
GAME: Chay rolls 1d4+4: (2)+4: 6
GAME: Chay rolls 1d4+4: (3)+4: 7

Flying over the battle towards Kore, Tara's tarantula crawls back up her shoulder. Tara's left hand flicks towards Kore....which produces a golden bolt that races towards Kore and hits her in the back...and the effect flows around her, causing her to glitter for a time. it's not distracting. Quite the opposite...it aids her focus.

GAME: Chay rolls ref+1: (15)+5+1: 21
GAME: Valadhiel rolls 1d20+11: (6)+11: 17
GAME: Valadhiel rolls 1d20+11: (2)+11: 13

Lessons from kin. Arzaneth and him, in those few precious moments--sparring as the sunlight filtered through Charn's dull skies. Sparring for kinship--and to save their lives. Chay brings his fist upwards, another behind and down, to guard his bow.

Strike! Jab! and hop backwards as the ghost explodes into blue flames and fire!

GAME: Valadhiel rolls 1d8+3: (5)+3: 8

Valadhiel frowns, thinking quickly as magic doesn't seem that effective on these things, so goes with her bow instead, nocking an arrow and firing, then shooting another quickly at her target. The first shot seems to hit /something/, but the second sails wide of her ghostly mark.

GAME: Walery rolls 1d8+5: (3)+5: 8
GAME: Valadhiel rolls 1d20+11: (9)+11: 20


Walery, at a loss for what he can do that's useful, will slap his curative charge on one of the injured priests. Hopefully it will help.

GAME: Deak casts Grace. Caster Level: 6 DC: 16

Deak quickly pleads for Althea's aid, and SKEDADDLES.

GAME: Aftershock rolls 1d20+6: (18)+6: 24
GAME: Aftershock rolls 1d20+6: (19)+6: 25
GAME: Aftershock rolls 1d20+6: (10)+6: 16
GAME: Aftershock rolls 1d4: (3): 3
GAME: Aftershock rolls 1d4: (4): 4
GAME: Aftershock rolls 1d4: (4): 4
GAME: Kore rolls sense motive+2: (4)+24+2: 30
GAME: Kore rolls fortitude: (8)+11: 19

The ghosts move in, one of them thrusting its hand into Kore's body and draining away her life as it had Deak's before her.

GAME: Kore rolls weapon0+1+1+2: (3)+13+1+1+2: 20
GAME: Kore rolls weapon0+1+1+2: (6)+13+1+1+2: 23
GAME: Kore rolls weapon0+1+1+2: (4)+13+1+1+2: 21
GAME: Kore rolls weapon0+1+1+2: (9)+13+1+1+2: 26
GAME: Kore rolls weapon0+1+1+2-5: (16)+13+1+1+2+-5: 28
GAME: Kore rolls 1d8+strength+2d6+2+1: (1)+4+(7)+2+1: 15
GAME: Kore rolls 1d8+strength+2d6+2+1: (8)+4+(8)+2+1: 23
GAME: Kore rolls 1d8+strength+2d6+2+1: (4)+4+(11)+2+1: 22
GAME: Kore rolls 1d8+strength+2d6+2+1: (8)+4+(11)+2+1: 26
GAME: Tarragon casts Heroism. Caster Level: 8 DC: 21

Tara stays close to Kore and she feels quite a bit more focused in her attacking....

GAME: Chay rolls 1d20+16-2: (7)+16+-2: 21
GAME: Chay rolls 1d20+16-2: (6)+16+-2: 20
GAME: Chay rolls 1d8+2d6+12: (4)+(7)+12: 23
GAME: Chay rolls 1d8+2d6+12: (8)+(11)+12: 31
GAME: Deak casts Spiritual Weapon. Caster Level: 6 DC: 16
GAME: Deak rolls SpirWpn+1: aliased to BAB+Wisdom+1: (2)+4+4+1: 11
GAME: Aftershock rolls 1d20+6: (7)+6: 13

Deak calls forth a Bill-hook of spiritual essense to battle the ghosts. Unfortunately, he misses his target.

GAME: Aftershock rolls 1d20+6: (17)+6: 23
GAME: Kore rolls Weapon0+1+1+2+2: (1)+13+1+1+2+2: 20 (EPIC FAIL)
GAME: Aftershock rolls 1d4: (4): 4
GAME: Chay rolls fort: (17)+8: 25

Chay slides backwards and away from the creature, as quickly as he can. The cestus goes down, the other hand comes up. He grips the bow, and draws back--taking care to hit harder, rather than faster.

One, two.

The ghosts are relentless, one thrusting a hand into Chay's body to steal some of his vitality. It seems no one is safe from their touch. Meanwhile the elder has gathered the other priests of Vardama and they're praying together as a unit, their eyes focused and intent. It seems they have some sort of plan.

GAME: Kore rolls weapon0+1+1+2+2: (9)+13+1+1+2+2: 28
GAME: Kore rolls weapon0+1+1+2+2: (7)+13+1+1+2+2: 26
GAME: Kore rolls weapon0+1+1+2+2: (3)+13+1+1+2+2: 22
GAME: Kore rolls weapon0+1+1+2+2: (9)+13+1+1+2+2: 28
GAME: Kore rolls weapon0+1+1+2+2-5: (2)+13+1+1+2+2+-5: 16
GAME: Kore rolls weapon0+1+1+2+2-5: (6)+13+1+1+2+2+-5: 20
GAME: Kore rolls 1d8+2d6+1+2+strength: (6)+(4)+1+2+4: 17
GAME: Kore rolls 1d8+2d6+1+2+strength: (5)+(8)+1+2+4: 20
GAME: Kore rolls 1d8+2d6+1+2+strength: (4)+(9)+1+2+4: 20
GAME: Kore rolls 1d8+2d6+1+2+strength: (7)+(7)+1+2+4: 21
GAME: Kore rolls reflex+2: (12)+12+2: 26
GAME: Aftershock rolls 1d20+7: (18)+7: 25
GAME: Chay rolls 1d20+16-2: (8)+16+-2: 22
GAME: Chay rolls 1d20+16-2: (12)+16+-2: 26
GAME: Chay rolls 1d8+2d6+12: (1)+(5)+12: 18
GAME: Chay rolls 1d8+2d6+12: (5)+(7)+12: 24

Two more strikes, two more careful aims with the bow. ANother ghost falls, and the archer's arrows fall, burning into blue flame. "..." Chay takes a few more steps back, shaking and shaking. He feels weaker. This is Not. Good.

It might be considered ironic that the diminutive Monk is wearing the same colours as the black and blue flame spouting from her foes. She seems to know the anatomy of the incorporeal. Fighting ghosts is something the girl was trained to, and vicious flurries of powerful punches and nimble kicks are reducing the undead back to their graves... Or wherever they might disperse. She keeps herself firmly placed between the remaining ghosts and the Priests and other casters. "If you need to fall back, go! I'll be fine." She /is/ making a good show of it, though she slips briefly as a ghost finds their mark. It's hard to say how much longer Kore will be able to keep at this.

Tara is still hovering a little over Kore as she fells the ghost. She turns her attention towards the next ghost as her eyes begin to turn red. "Executor....go after that ghost next." She says as her voice has an odd echo effect to it. "I shall assist you."

The ghosts scream in a terrible sudden noise, and suddenly a pulse of magic emits from the priests. Their prayers reach their climax and it's uncertain /what/ spell they cast, but it blasts into the ghosts and they explode into even more blue flames.

Deak will await a more opportune moment, but will get with the Mourners and ask them what this ritual was.

GAME: Kore rolls Perception: (10)+17: 27
GAME: Tarragon rolls perception: (7)+8: 15

The sith-makar near-fumbles for his bow. His hands begin to slide, the fingers over the wood--and it's only old terror, old training that has him regripping it.

There's no forgiveness in Charn. No second chances.

He grips it, hard, and backs away quickly. Moves, quickly, to a vantage to where he can stare at the shamans, and the ghostly remains.

Maybe, maybe even catch his breath a little.

GAME: Chay rolls perception+5: (5)+10+5: 20

You will notice an oddity. A dove and a raven flying away from the ground in a scattering of feathers and flying in opposite directions…

GAME: Deak rolls perception: (2)+7: 9
GAME: Chay rolls knowledge/religion: (14)+8: 22
GAME: Kore rolls knowledge/religion: (7)+6: 13

Breathe. Hiccup. The archer lowers his bow to a more relaxed stance as he stares at the birds. He mouths something to himself, the words barely escaping. Then looks at the others, and...

Just breathe. Okay. Let's focus on that.

GAME: Tarragon rolls knowledge/religion: (18)+10: 28

Tara looks at the pair of birds fly away and.....after a second, looks to the mourners nearby. "I have to applaud you all. That was the best reincarnation spell I have ever seen."

The mourners bow in unison, the elder merely nodding his head low. "We have you to thank, for allowing us the time to pray to Vardama for the blessing we needed. It seems that the dead of the plague can not be left to rest, nor burned to ash. This is a terrible thing which has come to Alexandria."

Chay hiccups again. The sith-makar looks from shaman to shaman and goes quiet, and still. He doesn't...care to move at this point. If he could vanish into the ether, he kinda would.

"If you're sure Sable." Tara says before she chants a few words....and sets her tarantula onto a wall surface...where it begins to walk towards Chay.

Skitter skitter....

"Perdon, sers," Chay says, with all the bravery one might possess. Pause. Deeper breath. "The creatures took some of our --" and then there's a spider coming after him.

...aaaand. Chay is gone. Just. GONE.

NOPE!

Tara...once Chay bolts from the area, floats down to collect her friend. "See Sable? I don't think many like spiders all that much. Too many legs." She then looks to the tarantula. "I know the cure spell would've made him feel better. Do not worry, Sable. I'm sure this executor would like it just as much." And she flies over to the now meditating Kore.

-End