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Legacy of Death Part III: Undying Interlude
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<blockquote data-quote="TerraDave" data-source="post: 5754783" data-attributes="member: 22260"><p><strong>Despair and Zombies</strong></p><p></p><p><em>Undying Power: The “motto” of the alleged Church of Evil and reference to the trapped god Zorrath, his ability to exert influence while locked in the realm of the dead; his “anti-saints” (incarnates) associated with undead including Vecna and Orcus; undeath more generally. </em>Melkar’s Lexicon (incomplete, attribution contested). </p><p></p><p>Lucian and Nar immediately found the others and looked for Douvan, who happened to be sitting next to the fire (an unusually chilly night) drinking fine elvish brandy. He was mostly coherent. </p><p></p><p>Kalarel brought back memories of Bart and his companions, who helped rescue Douvan from Orcus cultists by Winterhaven. Winterhaven, in turn, is next to a old abandoned keep built centuries ago by then Illumarians, and then restored by the High King, to secure a shadowrift. It last guardian, Sir Keegan, was driven mad by the shadow and killed most of inhabitants of the keep. This he explained, as a ghost, to Bart and his companions while they explored the ruined keep. </p><p></p><p>Kalarel was of course a former Watercross, and Melkar House, professor that somehow got a copy of the Book and was using it to open the rift. He was killed, and in fact killed almost exactly a year before (though this detail is not focused on) and sucked back into the rift. This led to the question of how he got the book? Did he have associates still lurking about Watercross? Did they write the mordant two words outside the elf wizard’s chambers? </p><p></p><p>And who killed Bart? Those rapid, gaunt, alien beings who cleanly removed his head? Douvan has some newish thoughts, but he did not quite share all of them (or did he?). And what of this Simon Amber? Had Nar-Heru or anyone taken the slightest effort to learn more of him (Absolutely. Positively. Not.)? Amber’s private papers, moved to the central—restricted—stacks after one of the periodic inquisitions of Melkar house, were news to the elf. </p><p></p><p>As the questions on all this were coming, Douvan acted odder than usual. He seemed to briefly talk to himself. Mentioning “Valthrun”….but then seemed to let it go. Only with some pressing did he note that Valthrun the Prescient, who lived in Winterhaven had contacted hoping for some help from Bart or Samm, another companion not seen for many months. </p><p></p><p>It is decided to magically travel to Northall, both heading in the general direction of Winterhaven and providing an opportunity to again meet back with Mr. Woolseye. The Halfling mutters about trade routes and confirmation. Nar calls forth his magic and summons a daunting presence with fiery eyes. This moved Mr. Woolseye, but not enough. Forge (played by a surprisingly in character Randy) reminds him of everything that they went through to get the reward, and that he best hand it over. Ghen, the good cleric, finally brandishes his sword menacingly. Mr. Woolseye pays up, even as he mutters about gambling debts (“why do you think I have these guards?”). The 350 they each receive is just enough to cover living expenses over the last few months. </p><p></p><p>Ghen somehow overcomes his hatred of potion-pushers, and then they take their leave next to Thunderspire. A masked Mage of Sauron gives them a wave as they head one way, but then Forge heads the other! After months of little contact, he had resumed correspondence with his family. And what he reads disturbs him. He thanks the mage for bringing close to home, then disappears in a tunnel heading for it. </p><p></p><p>The others take phantom steeds to Winterhaven, moving over double elf speed, and ridding over water. They reach the gate, and are not let in. A burly grim man finally comes to the parapet. He and Lucian recognize each other, but this brings out less friendliness then the fiendish charmer might expect. Samm, warrior cleric of chaos goddess Katera (Queen of Thieves, The Chalice Thief, Luck’s Lefthand, etc) is suspicious at first, but hearing of Bart and the sending to Douvan finally gets him to open the gate. (The otherwise absolutely dire situation he faced probably should have also factored in, but he’s Randy’s character). </p><p></p><p>It is confirmed that evil has returned. Villagers have disappeared. Enemy spies are suspected, one of which sounds suspiciously blood sucking. Dark clouds are literally nearby, right on the ground, covering the graveyard and the old keep. A situation so urgent that it dictates…a nice sleep at the inn…Then the five manage to get themselves over to strange dark ground clouds. </p><p></p><p>It is realized that this is a manifestation of the dark Aether—a so called shadowfell—in the mortal world. And a growing one, possibly on its way to becoming a full scale domain of dread or a more outrageous planar rift (the characters don’t say this last bit, but surely one of them thinks it). </p><p></p><p>A shadowcrossing scroll is used to pass into the clouds. They are in the graveyard, just as in the mortal world. But now locked in a permanent twilight. With far more zombies, powerful rune covered zombies. And the vampire night witch and some villagers that are now her spawn. </p><p></p><p>The dark place is not only infested, it brings despair. Hopelessness, lethargy, apathy, fatalism, even drowsiness, hinder the party. Only Nar greets the shadow with an indomitable spirit. Perhaps a testament to his recent studies. </p><p></p><p>Even with the despair, the horde of undead is a dream opportunity for the shifter cleric (and hopefully some compensation for being called a werewolf multiple times and being petted by Valthrun). Radiant energy travels in great waves across the graves, displaying his might and that of the Varun, the Protector. </p><p></p><p>Unfortunately there are a LOT of zombies, and the vampires are slightly more resilient. A glowing arcane circle, all too similar to the one last time Samm was here, implies a dark ritual fueling the shadow and calling forth more zombies every few seconds. Lucian and Buckthorn pick off the undead the best they can. Nar tries to get over to the circle, but all the pesky undead block his way. Samm charges but at first has little luck other then drawing attacks. It is realized that when killed, the zombies make a final lurch and can become a true deadweight, especially for Nar. </p><p></p><p>Eventually the tide turns. Samm gets himself surrounded, and unleashes his own devastating turning. (And when he drops, Ghen brings him right back). The vampire night witch vanishes and flees. The vampire spawn hold on for a while, but after the power of the ritual is finally stopped and the zombies stop coming (about 40 total), they are defeated in turn. </p><p></p><p>They head to the keep and enter the dungeon underneath. What could be an extended search for the strange under-temple of the Rift is made much easier by the maps that Samm made 1 year ago and still has. It takes Ghen and Nar to actually navigate with the maps….but they make good progress. When menacing runes are found on the floor, Lucian is able to disable their necrotic magic (and in the place where Thaedrius the Warlock went mad and was killed by undead, converting his armor to the deathcut armor still worn by the rogue). </p><p></p><p>Stairs take them to a great hall. Lucian carefully advances through a side chamber to get a view:</p><p></p><p></p><p></p><p><img src="http://www.wizards.com/dnd/downloads/galleries/H1_KeeponTheShadowfell_maps/img/113949_CN_GL.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></p><p><em>Some letters changed, some didn’t</em></p><p></p><p>He also sees more of the villagers—aka vampire spawn—flanking the great room. The blood drains into a pit in the center. </p><p></p><p>Ghen also approaches, but is not quite as unnoticed. <span style="color: DarkOrange">“Intruders!”</span></p><p></p><p>It turns out there are 10 of the spawn, and the regenerated vampire night witch, and the Type I Demon: Vrock. Together with the Orcus Priest. </p><p></p><p>And, in contrast to the last fight, it is spawn that bring the party to the brink. Fighting at close quarters, they can steal life from another just as their own unlife seems to be ending, and they do so over and over again. Samm’s turning is far less effective, and Ghen’s is not enough. The luring power of the witch, the claws of the Vrock, and the dark rays of mortality released by the priest don’t help either. Samm and Buckthorn each have terrible luck (Lucian is almost shot). Then both Ghen and Buckthorn find themselves dying and for Ghen, the fatalism bestowed by this place brings death close indeed. </p><p></p><p>But Samm restores him, and Ghen in turn finally realeses his astral wave to devastating effect. Meanwhile Lucian manages teleports over to the priest and night witch, blinds them and the demon, and actually does some backstabbing. The Vrock is destroyed, as are the last spawn. A magna beast summoned by the wizard slays the priest, hurling him down the pit in the process. The witch shortly follows. </p><p></p><p>At the limit or their own resources, they retreat to a defensible corner of the keep and cast an entirely ineffective magic circle. Fortunately, the mayhem they spread on the day seems to be enough, and they survive the night. </p><p></p><p>They do not awake unscathed. Some have turned their previous curse into a boon, but more apathy and, now, madness spreads through their minds. </p><p></p><p>The pit awaits.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 5754783, member: 22260"] [b]Despair and Zombies[/b] [i]Undying Power: The “motto” of the alleged Church of Evil and reference to the trapped god Zorrath, his ability to exert influence while locked in the realm of the dead; his “anti-saints” (incarnates) associated with undead including Vecna and Orcus; undeath more generally. [/i]Melkar’s Lexicon (incomplete, attribution contested). Lucian and Nar immediately found the others and looked for Douvan, who happened to be sitting next to the fire (an unusually chilly night) drinking fine elvish brandy. He was mostly coherent. Kalarel brought back memories of Bart and his companions, who helped rescue Douvan from Orcus cultists by Winterhaven. Winterhaven, in turn, is next to a old abandoned keep built centuries ago by then Illumarians, and then restored by the High King, to secure a shadowrift. It last guardian, Sir Keegan, was driven mad by the shadow and killed most of inhabitants of the keep. This he explained, as a ghost, to Bart and his companions while they explored the ruined keep. Kalarel was of course a former Watercross, and Melkar House, professor that somehow got a copy of the Book and was using it to open the rift. He was killed, and in fact killed almost exactly a year before (though this detail is not focused on) and sucked back into the rift. This led to the question of how he got the book? Did he have associates still lurking about Watercross? Did they write the mordant two words outside the elf wizard’s chambers? And who killed Bart? Those rapid, gaunt, alien beings who cleanly removed his head? Douvan has some newish thoughts, but he did not quite share all of them (or did he?). And what of this Simon Amber? Had Nar-Heru or anyone taken the slightest effort to learn more of him (Absolutely. Positively. Not.)? Amber’s private papers, moved to the central—restricted—stacks after one of the periodic inquisitions of Melkar house, were news to the elf. As the questions on all this were coming, Douvan acted odder than usual. He seemed to briefly talk to himself. Mentioning “Valthrun”….but then seemed to let it go. Only with some pressing did he note that Valthrun the Prescient, who lived in Winterhaven had contacted hoping for some help from Bart or Samm, another companion not seen for many months. It is decided to magically travel to Northall, both heading in the general direction of Winterhaven and providing an opportunity to again meet back with Mr. Woolseye. The Halfling mutters about trade routes and confirmation. Nar calls forth his magic and summons a daunting presence with fiery eyes. This moved Mr. Woolseye, but not enough. Forge (played by a surprisingly in character Randy) reminds him of everything that they went through to get the reward, and that he best hand it over. Ghen, the good cleric, finally brandishes his sword menacingly. Mr. Woolseye pays up, even as he mutters about gambling debts (“why do you think I have these guards?”). The 350 they each receive is just enough to cover living expenses over the last few months. Ghen somehow overcomes his hatred of potion-pushers, and then they take their leave next to Thunderspire. A masked Mage of Sauron gives them a wave as they head one way, but then Forge heads the other! After months of little contact, he had resumed correspondence with his family. And what he reads disturbs him. He thanks the mage for bringing close to home, then disappears in a tunnel heading for it. The others take phantom steeds to Winterhaven, moving over double elf speed, and ridding over water. They reach the gate, and are not let in. A burly grim man finally comes to the parapet. He and Lucian recognize each other, but this brings out less friendliness then the fiendish charmer might expect. Samm, warrior cleric of chaos goddess Katera (Queen of Thieves, The Chalice Thief, Luck’s Lefthand, etc) is suspicious at first, but hearing of Bart and the sending to Douvan finally gets him to open the gate. (The otherwise absolutely dire situation he faced probably should have also factored in, but he’s Randy’s character). It is confirmed that evil has returned. Villagers have disappeared. Enemy spies are suspected, one of which sounds suspiciously blood sucking. Dark clouds are literally nearby, right on the ground, covering the graveyard and the old keep. A situation so urgent that it dictates…a nice sleep at the inn…Then the five manage to get themselves over to strange dark ground clouds. It is realized that this is a manifestation of the dark Aether—a so called shadowfell—in the mortal world. And a growing one, possibly on its way to becoming a full scale domain of dread or a more outrageous planar rift (the characters don’t say this last bit, but surely one of them thinks it). A shadowcrossing scroll is used to pass into the clouds. They are in the graveyard, just as in the mortal world. But now locked in a permanent twilight. With far more zombies, powerful rune covered zombies. And the vampire night witch and some villagers that are now her spawn. The dark place is not only infested, it brings despair. Hopelessness, lethargy, apathy, fatalism, even drowsiness, hinder the party. Only Nar greets the shadow with an indomitable spirit. Perhaps a testament to his recent studies. Even with the despair, the horde of undead is a dream opportunity for the shifter cleric (and hopefully some compensation for being called a werewolf multiple times and being petted by Valthrun). Radiant energy travels in great waves across the graves, displaying his might and that of the Varun, the Protector. Unfortunately there are a LOT of zombies, and the vampires are slightly more resilient. A glowing arcane circle, all too similar to the one last time Samm was here, implies a dark ritual fueling the shadow and calling forth more zombies every few seconds. Lucian and Buckthorn pick off the undead the best they can. Nar tries to get over to the circle, but all the pesky undead block his way. Samm charges but at first has little luck other then drawing attacks. It is realized that when killed, the zombies make a final lurch and can become a true deadweight, especially for Nar. Eventually the tide turns. Samm gets himself surrounded, and unleashes his own devastating turning. (And when he drops, Ghen brings him right back). The vampire night witch vanishes and flees. The vampire spawn hold on for a while, but after the power of the ritual is finally stopped and the zombies stop coming (about 40 total), they are defeated in turn. They head to the keep and enter the dungeon underneath. What could be an extended search for the strange under-temple of the Rift is made much easier by the maps that Samm made 1 year ago and still has. It takes Ghen and Nar to actually navigate with the maps….but they make good progress. When menacing runes are found on the floor, Lucian is able to disable their necrotic magic (and in the place where Thaedrius the Warlock went mad and was killed by undead, converting his armor to the deathcut armor still worn by the rogue). Stairs take them to a great hall. Lucian carefully advances through a side chamber to get a view: [img]http://www.wizards.com/dnd/downloads/galleries/H1_KeeponTheShadowfell_maps/img/113949_CN_GL.jpg[/img] [i]Some letters changed, some didn’t[/i] He also sees more of the villagers—aka vampire spawn—flanking the great room. The blood drains into a pit in the center. Ghen also approaches, but is not quite as unnoticed. [COLOR="DarkOrange"]“Intruders!”[/COLOR] It turns out there are 10 of the spawn, and the regenerated vampire night witch, and the Type I Demon: Vrock. Together with the Orcus Priest. And, in contrast to the last fight, it is spawn that bring the party to the brink. Fighting at close quarters, they can steal life from another just as their own unlife seems to be ending, and they do so over and over again. Samm’s turning is far less effective, and Ghen’s is not enough. The luring power of the witch, the claws of the Vrock, and the dark rays of mortality released by the priest don’t help either. Samm and Buckthorn each have terrible luck (Lucian is almost shot). Then both Ghen and Buckthorn find themselves dying and for Ghen, the fatalism bestowed by this place brings death close indeed. But Samm restores him, and Ghen in turn finally realeses his astral wave to devastating effect. Meanwhile Lucian manages teleports over to the priest and night witch, blinds them and the demon, and actually does some backstabbing. The Vrock is destroyed, as are the last spawn. A magna beast summoned by the wizard slays the priest, hurling him down the pit in the process. The witch shortly follows. At the limit or their own resources, they retreat to a defensible corner of the keep and cast an entirely ineffective magic circle. Fortunately, the mayhem they spread on the day seems to be enough, and they survive the night. They do not awake unscathed. Some have turned their previous curse into a boon, but more apathy and, now, madness spreads through their minds. The pit awaits. [/QUOTE]
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