<strong>DM<br/>Tag: Gil</strong><br/><br/>On pilfering through the skeletons remains (respectfully, of course), Gil finds a silvery necklace, half hidden under mostly rotted away outfits. This should fetch a nice price if sold to the right person. For example a person that didn't mind a Necklace with the inscription 'Markus' in a heart on the inside.<br/><br/><strong>DM<br/>Tag: Everyone</strong><br/><br/>As you approach the runed Gateway you only tangentially notice it leading into a large, tomb like chamber before a creeping sensation (https://www.youtube.com/watch?v=ZeFPDmjt1Dc&list=RDQMT4rdekuU500&start_radio=1) sets in.<br/>The hairs on everyone's arms and neck stand up. There is a sensation of cold dread creeping in. Something<em>Terrible is ahead.</em>"This isn't right..." Alrun presses out<br/><br/>Both<strong>Evri</strong>and<strong>Arrian</strong>are hit the worst, screaming.. and simply dropping whatever they were holding, fleeing on the spot, never to look back.<br/><br/><strong>Ye'me</strong>freezes in place. Whatever this is, he doesn't want to get any closer. He really doesn't want any part in it at all. Only the supernatural nature of this fearfulness being forced upon him allows him to realize Something is wrong. He has to try and stand his ground! (Frightened condition, cannot move closer, disadvantage on everything. You can save against next turn, DC 12, to try and reduce this to Shaken, see below)<br/><br/><strong>Kirss</strong>finds herself affected by the fear. She isn't overcome like some of her companions seem to be.. but neither is she unaffected. (-2 On all rolls for 4 rounds, resave next round once to remove this, DC 15)<br/><br/><strong>The others</strong>find the Supernatural sensation of fear flow through them.. but they manage to overcome the darkness attempting to crawl into their minds and to the edges of their vision. (Especially Gil apparently ain't afraid of no ghost.)<br/><br/><strong>Alrun</strong>too seems to freeze up, just like Ye'me, but, with a subtle glow in his eyes and a slight gritting of his teeth, he shakes whatever is happening to him off, seemingly naturally immune to this unnatural fear, steadying himself for but a brief moment.<br/><br/>As for what was happening...<br/><div class="floatright">(https://pre00.deviantart.net/d5e1/th/pre/i/2017/345/c/0/undead_elf_by_carrionprince-dbwg08s.jpg)</div>The figure was an elf, half-elf, you correct yourself, remembering the story. He wears a scalemail, untouched by time, as is his silvery crown.. and his heavy mace. His expression is empty of life as well as emotion, as he approaches, the obvious sign of the aura of dread, his mace lifted to strike, all indicating his hostile nature. Those of you that came here for treasure might get to know this fine elven craftsmanship a little closer than comfortable.<br/><br/>Alrun seems, for the first time since you went on this journey, concerned as he shouts:<div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">elvish</div><div class="spoiler_body">"Honored king, we are not here to intrude, I am Alrun The Old, enemy of the Dark One, who was your enemy once."</div></div>With little reaction, but a cruel snarl from the elf in response.<br/>Alrun readied his staff and narrowed his eyes. "This was not how I hoped to meet this once noble prince. Whatever darkness has raised him as a Baelnorn, he must be stopped. A dangerous foe, but the power of the malicious spirit is dependant on his physical integrity...<br/>In other words, hit him hard." Alrun suggested.<br/><br/><em>You are standing at the end of a 20 ft wide corridor that leads off into the cave behind you. About 20 ft Infront of you, near to the entrance of an underground tomb stand the remains of a once noble elven warrior, the evil aura emanting from the creature alone making it's dark intent clear to everyone. You can't see far beyond it, but it seems the creature is your only foe. Alrun is standing in the front, but one more could take point beside him.. if they manage to overcome this gut-twisting fear.<br/>Those of you with magical expertise suspect that the elfs armor and weaponry might be enchanted, to be able to withstand the passage of time this well.<br/>Those of you without it suspect that being hit by the mace would be a bad idea overall.</em><br/><br/><em>Alrun Initiative: 18<br/>Kirss: 12<br/>Baelnorn Initiative: 7</em><br/><br/>DM note:<strong>Everyone please roll intiative and post your combat actions, for two turns.</strong>(We're down to 5 people, regrettably, so we can do a more 'involved' fight, hopefully. If Nomadsoul or Bard return in time, they can spent 1 round returning to the action after being feared away.)