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The Wreaking Crypt
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<blockquote data-quote="Jack7" data-source="post: 5632463" data-attributes="member: 54707"><p><span style="font-family: 'Verdana'">After sketching out my ideas I've decided this will actually be a set of 3 adventures. If players survive the first one they move on progressively. The first will be <strong>the Wreaking Crypt</strong>. The second will be <em>The Dwarves, the Giants, and the Folly Men.</em> And the last will be called <strong><em>Wreaking Havoc</em></strong>.</span></p><p> </p><p> </p><p> </p><p> </p><p> <span style="font-family: 'Verdana'">I don't wanna give it all away but every Undead will have some powers normally associated with the type (but in my setting there are usually just one or a few of each type of monster) and also a number of powers and abilities completely unique to it as an individual. Certain things can hurt most of the Undead, like silver, but has random effects on the Shades, because the Shades are now weekend or transformed spirits, not Undead as they were formerly. (One has even transformed in nature into something else entirely.) The Shades also have different effects upon each player they possess, which will be a sort of amalgam effect of the possessors former capabilities, and the individual capabilities of the character being possessed. Therefore a Holy symbol might help drive out or exorcise one possessor in one character but have no effect upon another character. And the Mummy Shade possessing one character will not necessarily behave or have the same capabilities as if it possessed another character. Each Undead shade will have it's own agenda as well. As well as a basic history of when it was both alive and Undead that will affect what it can do or will do.</span></p><p> </p><p> <span style="font-family: 'Verdana'">Each Undead will also have different types of remains. For instance all that is left of the Vampire is a shadow imprinted upon a huge crystal mirror of where the Vampire's body was destroyed. All that is left of the Ghoul is ashes in an urn. And a heart that still beats. But the Mummy's body has been transformed into a huge, rock hard chunk of salt. </span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'">The ghost and demon will also not be ordinary "Types" but will have their own agendas and unique abilities.</span></p><p> </p><p> </p><p> </p><p> </p><p> <span style="font-family: 'Verdana'">The Glammor Door first appears in a dream on the first night in the area to one of the party members. The dream even provides a vision of where it can be found. Upon investigation they find the Glammor Door but every time they approach it it shifts position before they can see inside it. The next night it appears near the party on the Barrow and when approached rapidly detaches itself from the wall and runs at and engulfs one of the party members. Then disappears. The next night it appears on the Barrow surface and is stable and can be entered by all of the other party members. The Glammor door is actually being manipulated by the Warlock so as to entice and lure the party members into the crypt for his own reasons. He wants them to take it. And with my party there is no way they will desert the party member swallowed by the door.</span></p><p> </p><p> </p><p> </p><p> </p><p> <span style="font-family: 'Verdana'">The Warlock uses magic to observe the party. And sometimes to manipulate them to various crypts, but he doesn't know where all the crypts are or which Undead shade might know about the Wreak. He has not discovered the Barrow Shade, or as it calls itself, the Barrow Wight (The Buried Man). The warlock does try to pull strings, he has some power to influence dreams and visions and he uses misdirection. As to how he reacts to the party and how he uses them and to whether and to what extent he is evil the party will have to figure that out as they go along. The Warlock is absolutely committed to finding the Wreak and to using it to gain power and perhaps immortality.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p> </p><p> <span style="font-family: 'Verdana'">Some of them are. You've got some good ideas there and I like where you're going. Some of the traps can also exorcise possession by trapping a Shade but can also be dangerous in other ways (to player abilities, physically dangerous, to experience level, to the mind or soul, etc.).</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p> </p><p> <span style="font-family: 'Verdana'">I don't handle much of anything by die-roll. Often we don't even use dice for combat. I've got a set of three systems we use to handle various situations. One uses die-rolls, one does not, and one is a sort of hybrid. the players get to choose how they handle a game or even specific encounters. Most satiations I'll describe or provide illustrations and then they tell me what they do. If they trip something by their actions the traps spring. If not, they won't. Same for the way they handle Undead remains and most everything else. It'll be their choice how we play it.</span></p><p><span style="font-family: 'Verdana'"></span></p><p> </p><p> </p><p> </p><p> <span style="font-family: 'Verdana'">The whole place is both a Maze and a Map, if the players can figure out how to read it. If they do then the architecture itself will provide the map. If they don't understand what they're seeing then they'll have to play it out the old fashioned "mapping as they go route." Like Tomb of Horrors there will also be teleport areas. Btu also areas where solid walls can be walked through and some areas in which you can step into the wall and the wall itself will push you along it like a river current.</span></p><p> </p><p> <span style="font-family: 'Verdana'">The Warlock is not allied to either the Demon or the Ghost. The Warlock is scared to go most places because he's already been almost killed by being possessed by 2 or the Undead (before he figured out what was really going on). The Demon and the Ghost do not work with each other. The Demon is trapped there but can't penetrate certain areas. The Demon is hardly averse to killing and will make every attempt to do so. The Ghost can kill just by being in its presence, regardless of its intentions. The Ghost can apparently go anywhere in the Barrow but no one is sure who he is, why he is there, or what his real purpose is. </span></p><p> </p><p> <span style="font-family: 'Verdana'">The Barrow Wight is another Wild Card. As are the Undead remains, and their treasure, as are their Shades, and the Barrow itself. The Barrow is constructed of huge blacks that are the retransformed bones of others that have been petrified. If the party figures this out (or if the Warlock observes the party doing this) then either or both can use the structure itself to do very unique and weird things, some magical, some supernatural, some even miraculous. </span></p><p> </p><p> <span style="font-family: 'Verdana'">The Wreak is not what the Warlock thinks it is. And unless the party captures or interrogates or gets the Warlock to confess they won't even know about the Wreak until after the entire adventure is concluded. </span></p><p> </p><p> <span style="font-family: 'Verdana'">I'll put up the other adventures in the series later. Hitting the hay for now.</span></p><p><span style="font-family: 'Verdana'"></span></p><p><span style="font-family: 'Verdana'"></span></p><p> </p><p> </p><p> <span style="font-family: 'Verdana'">There will be something very important about that, if either the players or the Warlock can figure it out. If they can't figure it out then the Wreak escapes. If they do figure it out then the Wreak possesses the Warlock and transforms the Warlock into something very peculiar. And dangerous.</span></p></blockquote><p></p>
[QUOTE="Jack7, post: 5632463, member: 54707"] [FONT=Verdana]After sketching out my ideas I've decided this will actually be a set of 3 adventures. If players survive the first one they move on progressively. The first will be [B]the Wreaking Crypt[/B]. The second will be [I]The Dwarves, the Giants, and the Folly Men.[/I] And the last will be called [B][I]Wreaking Havoc[/I][/B].[/FONT] [FONT=Verdana][/FONT] [FONT=Verdana]I don't wanna give it all away but every Undead will have some powers normally associated with the type (but in my setting there are usually just one or a few of each type of monster) and also a number of powers and abilities completely unique to it as an individual. Certain things can hurt most of the Undead, like silver, but has random effects on the Shades, because the Shades are now weekend or transformed spirits, not Undead as they were formerly. (One has even transformed in nature into something else entirely.) The Shades also have different effects upon each player they possess, which will be a sort of amalgam effect of the possessors former capabilities, and the individual capabilities of the character being possessed. Therefore a Holy symbol might help drive out or exorcise one possessor in one character but have no effect upon another character. And the Mummy Shade possessing one character will not necessarily behave or have the same capabilities as if it possessed another character. Each Undead shade will have it's own agenda as well. As well as a basic history of when it was both alive and Undead that will affect what it can do or will do.[/FONT] [FONT=Verdana]Each Undead will also have different types of remains. For instance all that is left of the Vampire is a shadow imprinted upon a huge crystal mirror of where the Vampire's body was destroyed. All that is left of the Ghoul is ashes in an urn. And a heart that still beats. But the Mummy's body has been transformed into a huge, rock hard chunk of salt. The ghost and demon will also not be ordinary "Types" but will have their own agendas and unique abilities.[/FONT] [FONT=Verdana][/FONT] [FONT=Verdana]The Glammor Door first appears in a dream on the first night in the area to one of the party members. The dream even provides a vision of where it can be found. Upon investigation they find the Glammor Door but every time they approach it it shifts position before they can see inside it. The next night it appears near the party on the Barrow and when approached rapidly detaches itself from the wall and runs at and engulfs one of the party members. Then disappears. The next night it appears on the Barrow surface and is stable and can be entered by all of the other party members. The Glammor door is actually being manipulated by the Warlock so as to entice and lure the party members into the crypt for his own reasons. He wants them to take it. And with my party there is no way they will desert the party member swallowed by the door.[/FONT] [FONT=Verdana][/FONT] [FONT=Verdana]The Warlock uses magic to observe the party. And sometimes to manipulate them to various crypts, but he doesn't know where all the crypts are or which Undead shade might know about the Wreak. He has not discovered the Barrow Shade, or as it calls itself, the Barrow Wight (The Buried Man). The warlock does try to pull strings, he has some power to influence dreams and visions and he uses misdirection. As to how he reacts to the party and how he uses them and to whether and to what extent he is evil the party will have to figure that out as they go along. The Warlock is absolutely committed to finding the Wreak and to using it to gain power and perhaps immortality. [/FONT] [FONT=Verdana][/FONT] [FONT=Verdana]Some of them are. You've got some good ideas there and I like where you're going. Some of the traps can also exorcise possession by trapping a Shade but can also be dangerous in other ways (to player abilities, physically dangerous, to experience level, to the mind or soul, etc.). [/FONT] [FONT=Verdana][/FONT] [FONT=Verdana]I don't handle much of anything by die-roll. Often we don't even use dice for combat. I've got a set of three systems we use to handle various situations. One uses die-rolls, one does not, and one is a sort of hybrid. the players get to choose how they handle a game or even specific encounters. Most satiations I'll describe or provide illustrations and then they tell me what they do. If they trip something by their actions the traps spring. If not, they won't. Same for the way they handle Undead remains and most everything else. It'll be their choice how we play it. [/FONT] [FONT=Verdana][/FONT] [FONT=Verdana]The whole place is both a Maze and a Map, if the players can figure out how to read it. If they do then the architecture itself will provide the map. If they don't understand what they're seeing then they'll have to play it out the old fashioned "mapping as they go route." Like Tomb of Horrors there will also be teleport areas. Btu also areas where solid walls can be walked through and some areas in which you can step into the wall and the wall itself will push you along it like a river current.[/FONT] [FONT=Verdana]The Warlock is not allied to either the Demon or the Ghost. The Warlock is scared to go most places because he's already been almost killed by being possessed by 2 or the Undead (before he figured out what was really going on). The Demon and the Ghost do not work with each other. The Demon is trapped there but can't penetrate certain areas. The Demon is hardly averse to killing and will make every attempt to do so. The Ghost can kill just by being in its presence, regardless of its intentions. The Ghost can apparently go anywhere in the Barrow but no one is sure who he is, why he is there, or what his real purpose is. [/FONT] [FONT=Verdana]The Barrow Wight is another Wild Card. As are the Undead remains, and their treasure, as are their Shades, and the Barrow itself. The Barrow is constructed of huge blacks that are the retransformed bones of others that have been petrified. If the party figures this out (or if the Warlock observes the party doing this) then either or both can use the structure itself to do very unique and weird things, some magical, some supernatural, some even miraculous. [/FONT] [FONT=Verdana]The Wreak is not what the Warlock thinks it is. And unless the party captures or interrogates or gets the Warlock to confess they won't even know about the Wreak until after the entire adventure is concluded. [/FONT] [FONT=Verdana]I'll put up the other adventures in the series later. Hitting the hay for now. [/FONT] [FONT=Verdana][/FONT] [FONT=Verdana]There will be something very important about that, if either the players or the Warlock can figure it out. If they can't figure it out then the Wreak escapes. If they do figure it out then the Wreak possesses the Warlock and transforms the Warlock into something very peculiar. And dangerous.[/FONT] [/QUOTE]
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