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- Attendees: 6
- - Erehn Linnaeus (208)
- - Miura (196)
- - Viorell (182)
- - Lemuria K. Linnaeus (204)
- - Rang
- - Eric Blacke (143)
- Threat-Level:
- Chance Of Injury (this was the recommended difficulty)
- The Fluff:
- After forcing out the foul presence of the long dead Matilda, Witch of The Wastes, the land's since slowly begun to heal. But, her mark on it still remains, in her time lingering the land she has committed atrocities untold and unseen for generations. Sitting on a stockpile of corpses that lay in various parts of the swamps.
- Corrupted by the witch's influence, forgotten long ago by his fellow knights, the corpse of another long dead (as well as many others now risen) would feel the sheer agony of undeath. Reanimated as a display of her power, as she faded from this world to the next she expelled all of her remaining energy toward the many dead she had left behind with a single goal driving them. To plague the lands, to pillage any that dare settle upon them, and to rest the heads of any man or woman that tread the land on a pike.
- The remaining relay of her demands, made testament to her power, is a long dead member of The Order. An unknown knight, having served some 50 years or so ago fighting in the Holy War, that happened upon Matilda in hopes of cleansing the land. In his failure, many others would fall prey to her power, and now compelled by it must be laid to rest. Now imbued with an unholy power and strength, now a Wight, the most formidable among them has been seen leading the others. Killing them could mean putting an end to this, once and for all! Only one way to find out...
- Synopsis:
- Deep in the grove, bloodcurdling wails and shrieks can be heard a great distance out, as the party approaches a nearby cave entrance they find a man whose injured and crawling out to the party. As he reaches them he's seen clearly wounded, delusional, and in some kind of hysteria. (he's twitching and stuttering, in obvious distress) Before they can mumble anymore toward the party, a glimmer from daggers whose wielder's identity lay hidden in shadow, as they come out they're revealed undead wielding daggers. These risen soon run with a savage ferocity toward the party. All the while making some kind of clacking and chittering sound.
- [ENCOUNTER ONE] (6 weak Undead / VS / The Party)
- [VICTORY] If the party wins, they continue with the encounter.
- [DEFEAT] If the party loses, they can choose to continue / try again, but risk injury in-doing so.
- The man thanks them, a codex at his side, he's clearly a member of The Faith. He blesses them in the name of his guiding star, Twe. That they may find proper reward for their given deeds inside, before he says, "I-I need to leave, this place seems dangerous, b-but good luck!"
- As they continue on, presumably toward the wails and screeches of the risen. Entering the cave's main chamber, the chittering's heard again. Then from deeper in the cave, mumbles and whispers as something's heard approaching. It isn't until they're close they can hear the chanting, "Rip- tear! Rip an' tear!! RIP AND TEAR!!!" 3 undead now descend upon the party and the next encounter begins.
- [ENCOUNTER TWO] (3 stronger Undead / VS / The Party)
- [VICTORY] If the party wins, they'd see the direction the Undead came from and would manage to find the Wight's chamber.
- [DEFEAT] If the party loses, they can choose to continue / try again, but risk injury in-doing so.
- As they continue on inside, there's a wall, it's littered with notes of Matilda's work. But on it, there's a map too. One part that's given a mark of blood, it was where they were! Upon further investigation they find there's more, and more, and- This wasn't her only den. It was one of many. (some food for thought here, and possible events in the future)
- While the party could approach / even look up close to the notes, touching any of them would cause a rune hidden on the wall to initiate a trapped explosion. The party each rolls 1d6 at this time, if someone rolls a 1 they're temporarily injured, the trap was clearly designed for a specific purpose. However, the rune's purpose was not to hurt the party, but to destroy the notes. (I roll 1d6, the number I roll are the locations remaining mapped / on-paper to the party) If the party decide to gather what remains, primarily ash but some of the map (the 1d6 of locations) still remains. (if by some luck I roll a 6, I just give them the map charred at its edges)
- With this said and done, the party can continue inside to the final chamber of Matilda's den, now harboring the Wight she'd risen. He dawns worn rusted armor, a chipped and unsharpened buster blade, as well as a limp prosthetic arm to his left. Surrounding him, he's formed mounds of corpses lining the walls of this massive stone chamber. (nothing over 30) As the party enter, he turns to them twitching before he takes an armed stance. Even in death, he seemed to be quite formidable. The knight dashed at them, as his eye blazed with crimson hues, now guided by a bloody haze... The knight and the party finally meet, and duke out in their final battle.
- [ENCOUNTER THREE] (1 Wight EC / VS / The Party)
- [VICTORY] If the party wins, the Wight would perish. Leaving behind coin and his worn / torn armor.
- [DEFEAT] If the party loses, they're all injured by the Wight and allowed to continue, but risk injury in-doing so.
- (this fight BY FAR should be the most difficult, upon winning the fight against the Wight I roll 1d6, only at a roll of 3 or below does the Wight die; otherwise, he'd get back up and would start the fight again)
- (this is when I'll tally up, I'll keep track of how many times a party member downs, downing more than 3 times will result in a perm)
- (anything below 3 will only result in injuries received in battle naturally, if any at all)
- If the party put him down, remaining... The knight leaves behind some 2.5k worth of blood money for each member of the party, pillaged from those he'd killed, as well as his mithril prosthetic. His weapon and armor are made from long rusted metals, but the prosthetic seems in (while not pristine) decent enough condition. Aged well for what is essentially a useless prosthetic, the party could make use of it, if they thought to.
- (one of the players wanted a trophy to take from this and turn into a weapon, so I made the prosthetic for that, since I imagine old rusted / damaged armor'd be useless even as scrap really)
- Rewards:
- [DEV ITEM] Matilda's Map (1d6 / condition)
- [DEV ITEM] Wight's Prosthetic
- [COMMON ITEM] 2.5k for each participant
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