Post by jamesd on Feb 15, 2013 17:55:23 GMT -5
Right so, first off sorry for the abrupt end, had to catch a bus or I would have had to walk, and thats a few hours for me, Thanks as well to the guy that pointed out the time, I really should have been paying attention, secondly, again sorry terrible with names so I will refer to class. As I said, feel free to add something if I forgot about it and I will edit this accordingly.
Across the world, in a valley surrounded entirely by mountains, one of the last places not affected by the black water exists.
The party is sent in to investigate a wizards tower that had appeared there, after it had started sending out an aura of necromancy which prevented scrying of any kind and, rather painfully, block attempts to teleport in. The aura is not yet covering the entire valley however and the party is given charms that will protect them from the aura temporarily.
They arrive on the outskirts of the village in the valley and are treated to a surprise after they decide to investigate the village, hordes of undead that do not behave like undead. An entire village of undead that behave like normal people. They dont even notice what happened to them, or even know what an undead is. A strange statue is in the village square depicting a Gnome in wizards robes the villagers refer to only as "the god". The party asks some questions and get nothing other than that to meet the god they must pass the trials of the tower.
Upon reaching the tower they notice it appears to be built out of darkness and emptiness (it makes sense to me) and not seeing an entrance the bard decides to poke at it, he takes slight damage as his finger slides through the emptiness and a little into The Abyss, and feels a strong resistance upon pulling his finger back out. The bard then decides to look for a door, finding one on the other side of the tower he finds two signs, he reads one and it promptly explodes in his face, the other crumbling to dust immediately.
They tentatively open the door, cowardice getting the better of them, and eventually enter the room, the door slamming shut them. The bard opens the door again to see only Abyss behind them and they decide to proceed.
Upon examining the room, which lit up as they entered, they see what looks like a museum, three large and rather strange looking fossils. Upon trying the door both doors vanish and the Fossil Golems spring to life. Taking some Dex Drain they make quick work of them and continue on, after reading the wrong sign and one party member begins to attack the others, eventually coming to two doors on opposite sides of the room. Managing to read the correct sign this time they find the words "beware the endless corridor". Solving this they move forward to face off against Demonic Mohrgs. They make ready work of them, and the players all make their will saves to prevent possession.
However one party member becomes scared out of his mind at what may await him ahead and uses his guild tattoo to escape (he had to leave) and winds up back in the room, inside out and dead. (if you really dont want the undead thing we can retcon this so you wound up in new hope inside out and dead, just let me know)
Continuing on they pass traps with ease (stupid alchemist, nothing personal) and come to a mausoleum. Four stone coffins dot the room, and in an alcove around the room countless statues sit. Triggering the encounter four giant flaming skeletons come out and the party makes easy work of them.
Then the lights begin to flicker with magical darkness. One party member notices the statues no longer look as they did.
The lights flicker faster and several party members take a bit of Dex Drain as they escape the room just in time to avoid these strange creatures, though as they shut the door behind them they hear dark whispers promising them much if only they come back.
Directly up the stairs they find themselves on what appears to be a mountain range, with a door on opposite them. Triggering the encounter they are faced with two dragons and after a harrowing battle (again sorry for the rush at the end) and only just manage to survive and head through the door, coming to a small library, decorated pleasantly.
In front of them an unassuming Gnome in Wizards robes, a small staff made of a human skull and spine at his side looking dead but pretty healthy all things considered (WOO gentle repose) but an aura of great power comes forth from him. No one in the party would recognize him of course as the only person there that was from back then never met him, though for the sake of fun he had heard the name before as he was a powerful wizard in the guild at the same time this person would have been.
Being rather weak and low on abilities even the paladin knows they are no match for this wizard and should he wish to harm them they would not stand half a chance.
However he has what he wants in this valley for the time being and strikes a deal with them, he wont kill them, and he will even send them home so long as they leave him be, even offering to make them undead should they so wish (the effects will be displayed at the bottom). Part of the deal he strikes with those that refuse his offer to be undead involves halting the growth if the aura until their death so they can tell the coalition that the damage, while irreversible, has stopped and they won. What does time mean to an immortal after all, and no detect alignment would not have worked on him so you cannot tell if he will keep his word or not.
The paladin swears he will see the Wizard dead, the wizard laughs and says he will enjoy seeing you try and should he ever come across you again he will not be so merciful.
While you were there the aura grew around the mountains and now sits evenly on all sides around them blocking any means of access.
The deal stuck, those that did not wish to be undead are sent back to new hope, instantly, only the small wizards stern gaze burned into their memories appearing directly in the chambers of the one that sent you, this would worry the coalition if they knew what had happened but the deal is a non disclosure attached to it, and can only tell him that you succeeded in the mission and as stated above the damage, while irreversible, has stopped growing. Should you break this non disclosure agreement you are told, before you left of course, that several marks of death, in large clusters will be deployed to heavily populated areas, (thats a total of 150 health within 60 feet, on NPCs no less, lots and lots of those) but hey, if you want their blood on your hands by all means, those words echo in your head should you disclose anything other than "we won" to anyone (this includes if you dont know you were heard).
A few days later the ones that wished to be undead are sent back to New Hope in a similar fashion, making it through the barrier as well, finding quiet spots each plants a seed, in different corners of the city, and continues on their paths.
If I forgot anything feel free to chime in and remind me.
Now the fun bit, (sorry for the really late in posting thing, it took a while to sort everything out to make it as not broken as possible)
For those that want it here is what is relevant to you.
First off, you are technically counted as "partially dead" and get +2 to saves against negative energy effects, immunity to effects that affect your mind (beyond the ones to be listed below of course) because of your new fanaticism, and a +2 on intimidate checks.
Further you look only mostly dead, and people who can detect undead would not be able to detect you as undead, and no longer technically need to eat or sleep (unless you need to do so for spellcasting or whatever) however not doing so will render your character looking much more like a typical zombie and you will get situational negatives until you feed and rest properly for a week, as well as any other hilarious effects DMs decide at their discretion.
Next up, your god becomes Krolnite (ask me how to pronounce it if you really want to) and you become fanatically devoted to him. Take that how you will for the most part but if anyone claims their god is better or insults him directly you must treat them as hostile and attack them, I heard one of the PCs from that night say if anyone mentions another god, thats an if you want to thing, take fanatacism however you like in this case, other than what is listed. That is the first compulsion, there are two.
Next up from that you are given a small bag of what you are told are seeds (infinite supply, no use but as read here). They produce no aura and are not inherently of any alignment, so are near impossible to detect, and the bag cannot be stolen or lost, you are told to keep them a secret (this is part of the compulsion. Further you must (unable to stop yourself must) when no one can see you plant one plant one in every area your question takes you to. This needs only be done once a mission rather than literally every step you take. To plant it basically pull one out and drop it on the ground it does the rest no matter the hardness of the stone or metal you are walking through. The final part of this compulsion is that whenever anyone learns of them you must attempt to kill that person.
Your alignment need not change, just swing in the fanaticism however you like and follow the compulsions. These are actual no control compulsions for the record, when those situations come up, or one where you feel like doing it, you have to, it will not affect alignment as you really have no control on the matter.
Again sorry for the long time in posting this.
Across the world, in a valley surrounded entirely by mountains, one of the last places not affected by the black water exists.
The party is sent in to investigate a wizards tower that had appeared there, after it had started sending out an aura of necromancy which prevented scrying of any kind and, rather painfully, block attempts to teleport in. The aura is not yet covering the entire valley however and the party is given charms that will protect them from the aura temporarily.
They arrive on the outskirts of the village in the valley and are treated to a surprise after they decide to investigate the village, hordes of undead that do not behave like undead. An entire village of undead that behave like normal people. They dont even notice what happened to them, or even know what an undead is. A strange statue is in the village square depicting a Gnome in wizards robes the villagers refer to only as "the god". The party asks some questions and get nothing other than that to meet the god they must pass the trials of the tower.
Upon reaching the tower they notice it appears to be built out of darkness and emptiness (it makes sense to me) and not seeing an entrance the bard decides to poke at it, he takes slight damage as his finger slides through the emptiness and a little into The Abyss, and feels a strong resistance upon pulling his finger back out. The bard then decides to look for a door, finding one on the other side of the tower he finds two signs, he reads one and it promptly explodes in his face, the other crumbling to dust immediately.
They tentatively open the door, cowardice getting the better of them, and eventually enter the room, the door slamming shut them. The bard opens the door again to see only Abyss behind them and they decide to proceed.
Upon examining the room, which lit up as they entered, they see what looks like a museum, three large and rather strange looking fossils. Upon trying the door both doors vanish and the Fossil Golems spring to life. Taking some Dex Drain they make quick work of them and continue on, after reading the wrong sign and one party member begins to attack the others, eventually coming to two doors on opposite sides of the room. Managing to read the correct sign this time they find the words "beware the endless corridor". Solving this they move forward to face off against Demonic Mohrgs. They make ready work of them, and the players all make their will saves to prevent possession.
However one party member becomes scared out of his mind at what may await him ahead and uses his guild tattoo to escape (he had to leave) and winds up back in the room, inside out and dead. (if you really dont want the undead thing we can retcon this so you wound up in new hope inside out and dead, just let me know)
Continuing on they pass traps with ease (stupid alchemist, nothing personal) and come to a mausoleum. Four stone coffins dot the room, and in an alcove around the room countless statues sit. Triggering the encounter four giant flaming skeletons come out and the party makes easy work of them.
Then the lights begin to flicker with magical darkness. One party member notices the statues no longer look as they did.
The lights flicker faster and several party members take a bit of Dex Drain as they escape the room just in time to avoid these strange creatures, though as they shut the door behind them they hear dark whispers promising them much if only they come back.
Directly up the stairs they find themselves on what appears to be a mountain range, with a door on opposite them. Triggering the encounter they are faced with two dragons and after a harrowing battle (again sorry for the rush at the end) and only just manage to survive and head through the door, coming to a small library, decorated pleasantly.
In front of them an unassuming Gnome in Wizards robes, a small staff made of a human skull and spine at his side looking dead but pretty healthy all things considered (WOO gentle repose) but an aura of great power comes forth from him. No one in the party would recognize him of course as the only person there that was from back then never met him, though for the sake of fun he had heard the name before as he was a powerful wizard in the guild at the same time this person would have been.
Being rather weak and low on abilities even the paladin knows they are no match for this wizard and should he wish to harm them they would not stand half a chance.
However he has what he wants in this valley for the time being and strikes a deal with them, he wont kill them, and he will even send them home so long as they leave him be, even offering to make them undead should they so wish (the effects will be displayed at the bottom). Part of the deal he strikes with those that refuse his offer to be undead involves halting the growth if the aura until their death so they can tell the coalition that the damage, while irreversible, has stopped and they won. What does time mean to an immortal after all, and no detect alignment would not have worked on him so you cannot tell if he will keep his word or not.
The paladin swears he will see the Wizard dead, the wizard laughs and says he will enjoy seeing you try and should he ever come across you again he will not be so merciful.
While you were there the aura grew around the mountains and now sits evenly on all sides around them blocking any means of access.
The deal stuck, those that did not wish to be undead are sent back to new hope, instantly, only the small wizards stern gaze burned into their memories appearing directly in the chambers of the one that sent you, this would worry the coalition if they knew what had happened but the deal is a non disclosure attached to it, and can only tell him that you succeeded in the mission and as stated above the damage, while irreversible, has stopped growing. Should you break this non disclosure agreement you are told, before you left of course, that several marks of death, in large clusters will be deployed to heavily populated areas, (thats a total of 150 health within 60 feet, on NPCs no less, lots and lots of those) but hey, if you want their blood on your hands by all means, those words echo in your head should you disclose anything other than "we won" to anyone (this includes if you dont know you were heard).
A few days later the ones that wished to be undead are sent back to New Hope in a similar fashion, making it through the barrier as well, finding quiet spots each plants a seed, in different corners of the city, and continues on their paths.
If I forgot anything feel free to chime in and remind me.
Now the fun bit, (sorry for the really late in posting thing, it took a while to sort everything out to make it as not broken as possible)
For those that want it here is what is relevant to you.
First off, you are technically counted as "partially dead" and get +2 to saves against negative energy effects, immunity to effects that affect your mind (beyond the ones to be listed below of course) because of your new fanaticism, and a +2 on intimidate checks.
Further you look only mostly dead, and people who can detect undead would not be able to detect you as undead, and no longer technically need to eat or sleep (unless you need to do so for spellcasting or whatever) however not doing so will render your character looking much more like a typical zombie and you will get situational negatives until you feed and rest properly for a week, as well as any other hilarious effects DMs decide at their discretion.
Next up, your god becomes Krolnite (ask me how to pronounce it if you really want to) and you become fanatically devoted to him. Take that how you will for the most part but if anyone claims their god is better or insults him directly you must treat them as hostile and attack them, I heard one of the PCs from that night say if anyone mentions another god, thats an if you want to thing, take fanatacism however you like in this case, other than what is listed. That is the first compulsion, there are two.
Next up from that you are given a small bag of what you are told are seeds (infinite supply, no use but as read here). They produce no aura and are not inherently of any alignment, so are near impossible to detect, and the bag cannot be stolen or lost, you are told to keep them a secret (this is part of the compulsion. Further you must (unable to stop yourself must) when no one can see you plant one plant one in every area your question takes you to. This needs only be done once a mission rather than literally every step you take. To plant it basically pull one out and drop it on the ground it does the rest no matter the hardness of the stone or metal you are walking through. The final part of this compulsion is that whenever anyone learns of them you must attempt to kill that person.
Your alignment need not change, just swing in the fanaticism however you like and follow the compulsions. These are actual no control compulsions for the record, when those situations come up, or one where you feel like doing it, you have to, it will not affect alignment as you really have no control on the matter.
Again sorry for the long time in posting this.