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<blockquote data-quote="ElectricDragon" data-source="post: 7854034" data-attributes="member: 10778"><p><strong><span style="font-size: 22px">Services</span> </strong></p><p>Nethrancor trades a secret of undeath for a service. Upon receiving the secret or (if still living) after undeath has been acquired; Nethrancor transports the owing undead creature to his Audience Chamber, takes their soul object for safe-keeping, and doles out a service. Creatures asking for a secret to becoming undead are assigned either a shadow demon or a bone devil as a constant companion to keep them on track and ensure their compliance to become undead.</p><p></p><p>A service usually takes 50 years to complete, though short ones of only 10 or so years are sometimes available, as are extra long ones of up to 500 years. 90% of the time, a service will be finished in the usual time (50 years). Creatures that die or are destroyed during the performance of the service are revived in Nethrancor’s Vault; their service rendered. Some creatures have been known to set themselves up to be destroyed in order to end their service. Nethrancor does not hold this against them (and require another service) unless it happens more than once.</p><p></p><p>Services include guardianship of an unholy place (usually an undead dragon’s lair or hoard, but sometimes an Infernal Cesspool <em>Hollow Night </em>ritual site), performance of <em>Hollow Night </em>rituals for a specified time in a specified place (thus helping create another unholy site), and deliverance and teaching of a ritual to a worthy subject (no new rituals are given out for this service, the service provider must already know the ritual to be taught). Most services fall into these three categories. Finishing a service without being destroyed also transports the service provider to the Vault where its soul object can be reacquired and Nethrancor can release the creature.</p><p></p><p><strong><span style="font-size: 26px">Below Nethrancor’s Realm </span></strong></p><p>The<em> Grotto of Death</em> houses many chambers below the arena, the first and probably most well-known chamber is the Entry Chamber. This chamber must be passed before any other chambers can be located. Other known chambers are the Vault, the Audience Chamber, and the Planar Scrying Chamber. Entrances and exits are always sized for a Colossal+ creature. The walls, ceilings, and floors of all these chambers can only be affected magically or physically by divine beings of rank 14 or higher. Teleporting and planar travel are proscribed effects below the <em>Grotto</em>; only divine beings of rank 15 or higher can use those abilities in these areas.</p><p></p><p><strong><span style="font-size: 22px">The Entry Chamber</span></strong></p><p>There probably is a ritual that allows a lich to transform its body into that of a demi-lich to guard its lair while it travels the planes in search of some esoteric bit of knowledge. Nethrancor does not offer such a ritual for trade even though he provides a creature identical to the demi-lich (in reality an undead demon called a demon-lich) as a lair guardian for those performing a service for him. Services usually take around 50 years to complete, though there are exceptions (both shorter and waaaaay longer).</p><p>The Entry Chamber is a 400 ft. x 400 ft. cavern strewn with bones and skulls. The skulls glitter with gems inset in their eye sockets and jaws. The skulls and bones are demon-liches and are innumerable. It is possible to walk through this chamber without touching a single demon-lich, but it will take a Balance check DC 20 each round (20 feet per round, so 20 checks to cross the chamber) to do so. Lower planar creatures, undead, and divine beings of rank 14 or higher need not fear touching the demon-liches, but all other living creatures must be especially wary.</p><p>Flying, whether natural or magical, does not work in this chamber.</p><p></p><p><strong><span style="font-size: 22px">The Audience Chamber</span></strong></p><p>This is an enormous (1,200 feet diameter) vaguely round chamber with a large dais in the center where Nethrancor holds court. It has many entrances around its circumference from other chambers (including one from the Entry Chamber). Nethrancor is surrounded by his guards and attendants. Postulates for undeath and owers of services wait around the edges of the dais. In this chamber, the <em>Death Father</em> hands out rituals, assigns services, and rewards the faithful. Nethrancor personally attends to each attendee.</p><p></p><p><strong><span style="font-size: 22px">The Planar Scrying Chamber</span></strong></p><p>This room is an 800 foot diameter perfect circle with a dome as the ceiling (making the room a hemisphere). All the walls, floor, and ceiling are smoothly polished marble that often seem mirror-like. In the center of the room is a 20 foot diameter pool also made of marble (with a 3 foot high lip around it) containing a silvery liquid. The room is lit by continual flame torches in scones every 5 feet along the outer wall; but the main light in the chamber comes from the silvery liquid. Nethrancor can use this chamber to see, hear, converse, and visit any place where his name, secrets of undeath, or undead creation has been mentioned in the past 24 hours, no matter the plane. Visiting a place can be physical or mental; most times when Nethrancor visits it is a mental visit to the mind of the mentioning creature for up to 1 hour to convince the creature to accept Nethrancor’s advice and knowledge. Only dragons considering becoming undead require an actual physical visit.</p><p><strong> </strong></p><p><strong><span style="font-size: 22px">The Vault</span></strong></p><p>While performing a service, Nethrancor ensures the survival of the creature performing the service by keeping its soul object (phylactery, soul gem, shadow box, etc.) in his Vault. In the event the creature performing the service is killed or destroyed during the service, it will revive in its normal revivification time period at its soul object (in the Vault) and its service is considered fulfilled. There is usually only a short wait in the Vault as Nethrancor personally checks the Vault at least every 10 years and releases those inside while placing new soul objects. Soul objects not belonging to a creature are treated as if radiating <em>antipathy</em> (a divine necromantic effect that also affects intelligent objects, not an enchantment; saving throws and spell resistance do not apply) to every other creature other than their owner (divine beings of Divine Rank 14 or higher ignore this ability). The demon-lich lair guardian returns to Nethrancor’s realm to the Entry Chamber as soon as the creature whose lair it guards is released from the Vault.</p><p>The Vault is another enormous chamber (1,000 feet by 1,000 feet) sealed with a magical door of force that only Nethrancor (or another divine being of divine rank 14 or higher) can open. The door is immune to both physical blows and mortal magic. The force door is the only entrance or exit to this chamber. The walls of the vault are similarly protected from mortal harm.</p></blockquote><p></p>
[QUOTE="ElectricDragon, post: 7854034, member: 10778"] [B][SIZE=6]Services[/SIZE] [/B] Nethrancor trades a secret of undeath for a service. Upon receiving the secret or (if still living) after undeath has been acquired; Nethrancor transports the owing undead creature to his Audience Chamber, takes their soul object for safe-keeping, and doles out a service. Creatures asking for a secret to becoming undead are assigned either a shadow demon or a bone devil as a constant companion to keep them on track and ensure their compliance to become undead. A service usually takes 50 years to complete, though short ones of only 10 or so years are sometimes available, as are extra long ones of up to 500 years. 90% of the time, a service will be finished in the usual time (50 years). Creatures that die or are destroyed during the performance of the service are revived in Nethrancor’s Vault; their service rendered. Some creatures have been known to set themselves up to be destroyed in order to end their service. Nethrancor does not hold this against them (and require another service) unless it happens more than once. Services include guardianship of an unholy place (usually an undead dragon’s lair or hoard, but sometimes an Infernal Cesspool [I]Hollow Night [/I]ritual site), performance of [I]Hollow Night [/I]rituals for a specified time in a specified place (thus helping create another unholy site), and deliverance and teaching of a ritual to a worthy subject (no new rituals are given out for this service, the service provider must already know the ritual to be taught). Most services fall into these three categories. Finishing a service without being destroyed also transports the service provider to the Vault where its soul object can be reacquired and Nethrancor can release the creature. [B][SIZE=7]Below Nethrancor’s Realm [/SIZE][/B] The[I] Grotto of Death[/I] houses many chambers below the arena, the first and probably most well-known chamber is the Entry Chamber. This chamber must be passed before any other chambers can be located. Other known chambers are the Vault, the Audience Chamber, and the Planar Scrying Chamber. Entrances and exits are always sized for a Colossal+ creature. The walls, ceilings, and floors of all these chambers can only be affected magically or physically by divine beings of rank 14 or higher. Teleporting and planar travel are proscribed effects below the [I]Grotto[/I]; only divine beings of rank 15 or higher can use those abilities in these areas. [B][SIZE=6]The Entry Chamber[/SIZE][/B] There probably is a ritual that allows a lich to transform its body into that of a demi-lich to guard its lair while it travels the planes in search of some esoteric bit of knowledge. Nethrancor does not offer such a ritual for trade even though he provides a creature identical to the demi-lich (in reality an undead demon called a demon-lich) as a lair guardian for those performing a service for him. Services usually take around 50 years to complete, though there are exceptions (both shorter and waaaaay longer). The Entry Chamber is a 400 ft. x 400 ft. cavern strewn with bones and skulls. The skulls glitter with gems inset in their eye sockets and jaws. The skulls and bones are demon-liches and are innumerable. It is possible to walk through this chamber without touching a single demon-lich, but it will take a Balance check DC 20 each round (20 feet per round, so 20 checks to cross the chamber) to do so. Lower planar creatures, undead, and divine beings of rank 14 or higher need not fear touching the demon-liches, but all other living creatures must be especially wary. Flying, whether natural or magical, does not work in this chamber. [B][SIZE=6]The Audience Chamber[/SIZE][/B] This is an enormous (1,200 feet diameter) vaguely round chamber with a large dais in the center where Nethrancor holds court. It has many entrances around its circumference from other chambers (including one from the Entry Chamber). Nethrancor is surrounded by his guards and attendants. Postulates for undeath and owers of services wait around the edges of the dais. In this chamber, the [I]Death Father[/I] hands out rituals, assigns services, and rewards the faithful. Nethrancor personally attends to each attendee. [B][SIZE=6]The Planar Scrying Chamber[/SIZE][/B] This room is an 800 foot diameter perfect circle with a dome as the ceiling (making the room a hemisphere). All the walls, floor, and ceiling are smoothly polished marble that often seem mirror-like. In the center of the room is a 20 foot diameter pool also made of marble (with a 3 foot high lip around it) containing a silvery liquid. The room is lit by continual flame torches in scones every 5 feet along the outer wall; but the main light in the chamber comes from the silvery liquid. Nethrancor can use this chamber to see, hear, converse, and visit any place where his name, secrets of undeath, or undead creation has been mentioned in the past 24 hours, no matter the plane. Visiting a place can be physical or mental; most times when Nethrancor visits it is a mental visit to the mind of the mentioning creature for up to 1 hour to convince the creature to accept Nethrancor’s advice and knowledge. Only dragons considering becoming undead require an actual physical visit. [B] [SIZE=6]The Vault[/SIZE][/B] While performing a service, Nethrancor ensures the survival of the creature performing the service by keeping its soul object (phylactery, soul gem, shadow box, etc.) in his Vault. In the event the creature performing the service is killed or destroyed during the service, it will revive in its normal revivification time period at its soul object (in the Vault) and its service is considered fulfilled. There is usually only a short wait in the Vault as Nethrancor personally checks the Vault at least every 10 years and releases those inside while placing new soul objects. Soul objects not belonging to a creature are treated as if radiating [I]antipathy[/I] (a divine necromantic effect that also affects intelligent objects, not an enchantment; saving throws and spell resistance do not apply) to every other creature other than their owner (divine beings of Divine Rank 14 or higher ignore this ability). The demon-lich lair guardian returns to Nethrancor’s realm to the Entry Chamber as soon as the creature whose lair it guards is released from the Vault. The Vault is another enormous chamber (1,000 feet by 1,000 feet) sealed with a magical door of force that only Nethrancor (or another divine being of divine rank 14 or higher) can open. The door is immune to both physical blows and mortal magic. The force door is the only entrance or exit to this chamber. The walls of the vault are similarly protected from mortal harm. [/QUOTE]
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