Posted tagged ‘necromancers’

Crunch: Old bones, new uses

July 23, 2009

Today I present to you… a few necromancy spells that gives new and added flavor to the well-known spell… unseen servant, now with bones! I imagine that the necromancers of the Shadow Tower makes frequent use of these two spells.

Bone Servant

School necromancy; Level bard 1, cleric 1, sorcerer/wizard 1

Casting Time 1 standard action

Components V, S, M (a small bone)

Range close (25 ft. + 5 ft./2 levels)

Effect one mindless skeletal servant

Duration 10 min./level (D)

Saving Throw none; Spell Resistance no

This spell is simliar to unseen servant, except that the servant can’t run and that it can be attacked (see below). The bone servant gives the caster 1d10 temporary hit points, and when these are expended, the bone servant cease to function.

 

Greater Bone Servant

School necromancy; Level cleric 3, sorcerer/wizard 3

Casting Time 1 standard action

Components V, S, M (a large bone weighing at least 3 lb)

Range Close (25 ft. + 5 ft./2 levels)

Effect one mindless skeletal servant

Duration permanent (D); see special

Saving Throw none; Spell Resistance no

This spell works like bone servant, except that it gives the caster temporary hit points equal to 1d10 + 1 per caster level (maximum +15). The bone servant is permanent until destroyed.

 

Designer’s Notes: These spells actually combine two spells, unseen servant (as previously mentioned) and false life, two of my favorite spells. The duration is severely lowered on bone servant, as opposed to unseen servant, which will hopefully still make unseen servant a very useful spell.

Thoughts and oppinions are welcome!

The First Adventure…

April 22, 2009

Which of the following ideas would you like to see developed into the very first adventure of Mor Aldenn?

 

The Heirloom from the Delve

One day, an heirloom turns up in Mor Aldenn, seemingly by accident. It was supposed to be buried deep within the Barrowdelve, but is someone looting the necropolis of the city of mages? And like that wasn’t bad enough… this heirloom appears to be cursed!

 

The Spy

An old and weak woman dies one day, a brutal death by the hands of some vicious and unknown creature. The necromancers of the Shadow Tower bring back her soul briefly, to ask her a few questions. It seems that she know the identity of one of the night hag’s many spies… but when she tries to utter the name, the spell is broken! Can the PCs find the murderous creature and possibly…the spy?

 

The Strange Death

A local druid returns to Mor Aldenn, bearing terrible news. He has found several magical beasts in the surrounding forest, dead. It appears that they have been somehow… poisoned! When the PCs investigate the poisonous trail, they find a dying unicorn who knows some of the truth, but before the creature can tell them everything it knows, they are attacked by the cruel minions of the night hag…

 

Luck in the Woods

A wizard from the Tower of All-Magic needs the PCs to catch a blink dog. They are (under no circumstances!) to kill the beast or make it suffer, he wants it (mostly) unharmed and alive. However, while looking for this beast in the forest, the PCs come across a group of half-elves and human rogues who catch (dead or alive) magical beasts! The small group hope to sell the beasts to a nameless buyer in one of the western settlements… but will the PCs allow this?

 

The Theft

Something is stolen from the PCs, an item of value and importance. A little investigation leads to… nothing. However, a few days later, the PCs learn from a shadow in the night, that a caravan is transporting stolen goods south. Will the PCs be able to track down the caravan, find the thieves and perhaps learn the identity of their shadow ally? In fact, if the PCs play their cards right, they may uncover a whole organization of thieves…

 

The Demon’s Cult

An imp, a prophet who has terrible nightmares, a Fallen tower, a young cult and the deomn they worships and who wish to be free of its prison. Will the PCs be able to hunt down the cultists, stop their scheme and perhaps learn secrets of the Fallen Tower’s single inhabitant… or will the cultists unleash a fury upon the city unlike any Mor Aldenn has ever seen? 

 

Remember that these are just ideas, and will definitely change (somewhat) before the adventure is finished!

The Barrowdelve

March 10, 2009

Ghouls in the streets

Ghouls in the streets

Yes, the gates into the Barrowdelve used to be open to all, but these days, the ancestral halls may be the least safe place to be, especially at night! They say that the vile night hag of the Spindlewood Marshes has cast a deadly curse upon Mor Aldenn, waking the undead at night… but if you ask me, its those necromancers of the Shadow Tower causing all this nightly chaos!

 

– Caldrim, fisherman on the Tassalin river.

A long time ago, the inhabitants of Mor Aldenn decided that they would use the mound in the middle of the isle as a sort of necropolis. The first chambers were dug almost 300 years ago, but since then it has grown a little each year. The moraldenns are very proud of this dungeon, which they name their ancestral halls, and see it as a monument to their history and especially, to their ancestors. The wealthy have entire sections of the necroplois devoted to them. bought and paid for of course, while most others have their bones or ashes displayed in the impressive Hall of Bones.

The heroes of Mor Aldenn is an entirely different matter, as are the mages vaults. Heroes are often mummified and displayed in sarcophaguses in the Inner Sanctuary, while lesser known adventurers have their bones gilded and displayed in the hallways, along with the recollections of their valorous deeds.

The mages vault is perhaps the most secure part of the Barrowdelve, sealed behind arcane wards and doors, protected by magical guardians. The vault is not only home of the dead, but also a place where the mages store some of their worst secrets. Also, its not all mages that have their remains locked away in the vault, in fact, if you are allowed to sleep your eternal rest in the Vaults is up to the masters of the Mage Guild.

Recently, the dead have risen, causing havoc in the streets, killing innocents and mages. The mages were quick to react, especially the necromancers of the Shadow Tower. The gates were sealed using powerful magic, and now, only the mages can open them. You would think that this removed the threat to Mor Aldenn, but alas, it did not. There are still shadows, ghosts and other undead that care little for stone and magic. The strange thing is, the undead only arrive in the night.

The mages have their studies to tend to, which means that they have hired adventurers to watch the streets at night. The commoners mark their doors with sacred runes, lock their doors and hope for the best, but while the threat has not been removed, it has diminished, at least for now!

Art by Gary Dupuis (www.gdupuis.com)