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Chapter 5: Life After Death

This chapter of the campaign was a slightly over-ambitious Christmas run that ended up lasting a few sessions. I thought it would be fun to allow the party to be the monsters for a night, so I concocted a way for them to transform into liches and worked it into a story line that may come back to 'haunt' them in the future.
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The party was going to be introduced to a piece of Numerian technology (which has not been seen in the campaign yet) that would transport their consciousness to a far-away location that had only been briefly described in the reference materials when I designed it. So the maps and details that follow were developed out of necessity for this adventure.

Background of the Device:

 

Recently, the Technic League of Numeria hired renowned pathfinder Polivar Barmantle to find and recover an artifact that researchers had recently discovered amongst the ancient maps of the area. His target was the well-guarded mountain of metal ruin known as Silver Mount. Word began to spread of the expedition, in part because of the importance of the artifact they were seeking; an alien device that has the ability to grant immortality. The Technic league carefully left out the important detail that the artifact was actually a failed experiment. So when Polivar succeeded in his quest, and subsequently fell victim to a clever trap on his way out, the scrying eye of Po and Abel were able to complete the retrieval for their own purposes. In addition to the device, they were able to retrieve some documents of Numerian origin as well. Now they must find a way to decipher the writing and unlock the artifact’s secrets.

 

The device is an interconnected set of 12 concentric conical rings attached to a central hub. Each ring has numerous icons and glyphs upon it but the outside most ring has 6 fist-sized clear crystals. In the center off the 1 ½ foot diameter device is a central red crystal, which does not spin with the outer rings. Unlike what most observers may guess, the rings and symbols are not part of a puzzle or a key to unlock it. Instead the secret lies in the central crystal which acts as a powerful scrying device. Someone who can cast divination-type spells can attempt to make a scrying check as per the spell except that it can be used to scry a person or a location. Once a location has been determined, the rings will begin to align themselves and lock in place. Originally, the conception for this device was to create a sort of phylactery for a group of people to use to safely transport themselves into a hostile location, then if something happened to them, their soul would be safe behind and could be used to recreate the deceased body. Unfortunately, the magic used acted a little too much like a phylactery and created undead hosts on the other end, which would usually cause great concern (as well as undeath and ultimately loss of self-control and ethos – they would turn evil).

 

When 1 to 6 people touch the outer crystals while the device is activated, their souls will be instantly encased within the gems and copies of them will be transported to the scryed location. But the copies will take on the Lich template. The device can be activated by one of the crystal recipients, or an outside party. When the lich copy is killed, the crystal will begin rebuilding his body over the next 24 hours.

 

In Abel Hands

 

While the group has been adventuring in the Verduran, making alliances and spreading the good word about themselves, Abel has obtained a device (with the assistance of Po) of ancient Numerian origin. The writing on the device is a mixture of some strange alien symbology (comp langs does not work) and accompanied by Hallit notations. Abel has asked Po to recall Roga since he may have the ability to make sense of the translations. He wants this to be done in secret so as not to disrupt the current Verduran mission.

 

Harwyn will hold Roga back at his home until the group has left and Po will appear. He will explain that he has need of Roga’s expertise and wishes to bring him back to the Rising Sun. If agreed, Po will teleport the two of them back to the Rising Sun so Roga can begin the lengthy translation.

Once the translation has been made, Abel and Po report their findings to Khemet who wants to use the device to recon a Chelaxian stronghold called Citadel Rivad, just northwest of the city of Westcrown and home of the Hellknight Order of the Rack. As far as Abel and Po can tell, the device creates an effect similar to an ethereal jaunt that the group can use to infiltrate the Citadel and discover its defenses, map its corridors and find the leaders of the structure. They also know that there will be defenses that may be able to perceive or even prevent the group’s progress, but even if they are discovered, the resulting chaos and paranoia can be used for future benefit.

 

The group will appear in the local underground crypt of Citadel Rivad and are given instructions to head to Duskmoor Tower, an imposing structure near the center of the keep. Once inside the tower, they are to explore its levels and report their findings. If they run into any Hellknight leadership, they should try to take note of their names and ranks if possible.

Roga's player Steve had to miss a couple sessions so the following information was applied to his absence when he returned.

Intro for Roga

 

Roga will arrive back at the Rising Sun with Po who will allow him to refresh himself then requests to meet in the hold, where Abel will also be waiting with the device. They will show him the device and tell him that they acquired it from an adventurer in Numeria. Roga will know that it is a Numerian artifact, but also knows that the Technic League guards these things very jealously and it’s very rare that something like this would find its way so far from Numeria.

 

They will explain that they need him to translate any of the symbols on the device that he can, and then will show him the notes that are written on old, but sturdy vellum. If he agrees, he can start on the translations which will take several days to complete.

 

With knowledge rolls (+Int), Roga will be able to discern the following info. He will get one roll per day for 6 days:

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Int Roll / Info gained:

1-5 / Transport device

5-8 / Leaves ‘body’ behind and sends a copy to other place

9-11 / Outside crystals used for anchoring body

12-14 / Central crystal used for scrying, creates connection to ‘body anchors’

15-16 / Duplicate body similar to astral projection or ethereal jaunt

17 / Rings are not a combination, but rather an effect of location choice

18 / Scryer does not have to be one of six bodies, but needs to have divination casting ability

19 / Body is more ethereal jaunt effect than astral projection, copy has enhanced abilities

20 / Body crystals are used to remove any damage when copy has expired

21 / Usage enacts a form of necromantic energy

 

If Roga is not able to learn much from translations, Po will find an alternate translator to assist. Once Roga is done with translations, if he has attained a 17 or higher, Abel will reward him with a Numerian artifact that looks like an inscribed metallic pommel, wrapped in an exotic red leather. One end of the device is a flat metal ellipse at the other is a depression with faceted edges. Abel will tell him that if Roga can find a proper crystal for the end, this should be a valuable weapon for him. With a knowledge: history roll DC 16, Roga will recognize this device as a Numerian Starsword, which only Technic League Captains are allowed to possess. Abel hints that he may be able to help Roga find a power crystal in the near future, but in the meantime he will hand Roga 3 green gems that look the same size as the faceted depression. “These are a poor substitute for the real thing, probably won’t operate at its full potential until we find a true power gem, but once inserted, you should be able to get about 10 minutes (60 rounds) of power for each one. Just be sure to deactivate the device when it’s not in use.”

 

Numerian Starsword: +2 Keen, Bastard Sword (non-magical except for power gem)

Once the party arrives back at the ship after their adventure in the Verduran Forest, they will be briefed on the Numerian device and Roga's secret studies.

Intro for party

 

Abel will greet the party upon their return to the Rising Sun and after the group is allowed an evening to relax, they will be summoned to the galley the next morning.

 

“Well, I hear you made quite a name for yourselves in the forest. Maybe even a few enemies, but that’s the way it goes. When you take a stand for what you believe in, there always seems to be someone else you’re offending. But hey, remember this guy?”

 

Roga and Po enter the room carrying a strange metallic device. It is circular, slightly conical and about 1 ½ feet in diameter with several concentric rings. On the outer edge of the device are 6 clear fist-sized crystals and in the center, a large red crystal. Engraved in the metal device are glyphs and symbols that don’t look familiar to any of you. The two carefully place the device on the table.

 

“Take a look at this beauty! Straight from the treasures of Numeria, we just acquired this artifact. As you can see, there’s writing of some type all over it, but it ain’t easy to read. Po…”

 

Po says, “Of course I tried comprehend languages and similar divination magic, but I think that the writing is more symbolic than a real language. However, near the device several pages of notes written in the language known as Hallit were found. And it just so happens, we know someone fluent in Hallit.” He gestures to Roga. “Tell them what you found.”

 

<Roga can now tell the group the best to his knowledge what was gleaned from the Hallit notations.>

 

If the group agrees, Abel will give them some directions and advice:

 

“So, if yer not too familiar with ethereal jaunt spell, know that you will not be visible to the normal world. You can see everything as sort of a hazy grayness and can hear, but can’t affect the real world unless you have very specialized magic. However, if someone nearby on the material world can see invisible, they will be able to spot you and can use force magic to do ya harm. Best avoid those types of people and spells, heh.”

 

He pulls out two maps and points to them. “This here is the area where we’re sending you. This is the coast of Cheliax, that devil-infested country you may have heard something about.” The party can make DC12 Knowledge History or Local to know a bit about Cheliax. “This is the Hellknight stronghold called Citadel Rivad. You know about Hellknights?” Give them another DC10 Knowledge History or Local to know a little about Hellknights. “Well, this place is crawling with them. Rumor has it this was an old Taldorian fort a long time ago before Cheliax even became its own country, so there may be all sorts of secrets underground. But I think as a test of this device, we’ll just do a quick recon mission. I’m going to send you, well a shadow of you really, through the device and into Citadel Rivad. Although there are few places where you won’t find a lot of people around, we’ve chosen one that should be fairly empty – the Citadel’s main crypt. I doubt you’ll have anyone to worry about if we send you there and it’s a short distance to your main objective, Duskmoor Tower.” He points out the crypt and tower on the map. “The city is mostly nice neat rows of buildings with a few main promenades connecting the important structures. This one here is the one called Duskmoor Tower. I’d like you to make your way from the crypt to that tower and scout around. If it’s like most fortified towers, the higher you go, the more important the people and information you’ll garner. Any questions?”

© 2021 by MF

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