Cryptinith

The Werewolf city ruled by Ryldinmar Cyrptinth

A small suburb of Montesque which is about a 15 Minute walk away. Cyrptinth is the home of Duke Ryldinmar Cyrptinth after his retirement. Even though he is retired, the former Duke is still busy and leaves his affairs to his younger cousin who re-emerged after he accepted his Dark Elf Birthright. The Lord Reeve, Kymiru Cryptinith, runs the town in Duke Ryldinmar’s stead.

Everyone in Cyrptinth is a lycan. There is a Magic on the town that prevents anyone that has a Curse of Transformation from transforming within the city walls. If you are outside of the city walls when the Sunsets, your Curse of Transformation will trigger and the Feral will come for you to recruit you. If you are inside the City Gates before sundown, despite the moonphase, you will be able to resist the call to Transform by the Moon.

Misc: Laws of Cryptinith

Moutesque City

site of Elysia's prison the Dark Tower

Any of the villians of Elysia, that could not be slain or banished, are locked up in the Dark Tower. An Order of Mages known as The Oblivion’s Edge guard the Dark Tower. This order was established as a Ducal Order but their existence has been cast into the shadows purposely to avoid the eyes of evil forces. The city looks completely empty but well kept and not in disarray because of a magical glamour mainained by the Oblivion’s Edge. Citizens don’t appear to stay in the city proper just on the outskirts. Under the surface the town is populated but those citizens are cloaked.

Nearly 3 years ago, when the Crystal Barrier went up, a sizeable contingent of Valdrick’s forces were trapped in Simoondale. A Master Vampire named Demitri Revendreth was in charge. Under his cruel and wicked mind, Demitri waged war on the Mages of . Demitri intercepted all correspondence The Oblivion’s Edge attempted to send to the Duke seeking aid, locking The Oblivion’s Edge into a hopeless silent war. Demitri is working for someone known as the Green-Eyed Demon expecting as his payment to be returned to Valdrick upon granting Green-Eyed Demon access to the Dark Tower. In the end all of the mages save the Human High Archon Solomon Zeneth fell to Dimitri’s tactics. Dimitri could not gain the secrets of the tower from of them due to a mystical force that was present on the mages.

Roles: Solomon Zeneth

The Feral

A deadly werewolf infestation.

Kysol Aszeel the Wizard of Vengeance and Vilification lead a noble court called Northumberland. 15 Years ago Kysol was obliterated and exiled, upon his death he transformed into a Master Werewolf and fled to his liege’s home and bit a large amount of people making an Army of Lycans to dissuade anyone from hunting him.

Now while Kysol is technically the Alpha (leader) of the Feral, no one has seen him in years. Many fear he still lurks in the wilds of Cryptinith. The Beta of the Feral, Ulrick Firepaw has been very active as of these past 2 months since the reports from Moutesque have stopped coming out.

If the Feral catch any Lycans transformed after dark, they enact a ritual to sway them to their side and embrace their inner Lycan.

Misc: Curse of Transformation Lycan (The Feral), Kysol Aszeel, Ulrick Firepaw

The Green-Eyed Demon

An entity known as “The Chaotic One” or commonly referred to by common folk as “The Green-Eyed Demon” seeks to complete his “Vision of Paradise” by bringing Elysia to its knees.

Nekrotis-Gul the Unbound

In life, the Chaotic One was known as Draven Sundarr of Sundarr City in Woodhaven. He was a noble and honorable knight in Elysia in the first days of its founding 40 some years ago. In his older age, he was tempted by Chaos when he was disillusioned by the Nobility and the lack of ambition in Elysia.

A Chaos Knight known as Nekrotis-Gul the Unbound, offered to fuse himself to Draven if he pledged to bring Elysia to a state of “Paradise”. His vision of paradise is simple. Overthrow Elysian rule and sit upon the throne ushering in an Era of Disorder and Chaos destroying the “Corrupted Order” of Elysian Nobiliy. Draven was enthralled by power and the ability to take charge as he saw fit. He accepted the gift and went to the Chaos plane with Nekrotis-Gul. Together they fused their souls into one armor clad shape. His new name was unpronounceable by any Tyrran tongue so his true name became Nekrotis-Gul the Unbound but on Tyrra he is known as “The Chaotic One” or “The Green-Eyed Demon”

Children of the Stars

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The Chaotic One” had spent the past 3 years building up an underground cult of disillusioned people in Elysia. These followers were not thrilled with how they were “abandoned” and “left to die” or were asking “where was our nobility, we faithfully served” . The Star of Nekron cult promises to “Break the Chains” that shackle Elysian citizens to their current caste and not allow them to rise in status.

The cult is known outwardly as the Children of the Stars but among themselves they are known as the “Star of Nekron”. The cult’s symbol is a green and white star tattooed on the forearm, neck, hand, or forehead.

They follow the Green Star of Hope which appeared over Moutesque and Cryptinth recently. Once enough faith in the “Green Star” has been raised, the Star of Nekron appears in an area and collect all energy they siphon to the cause. The cultist refer to the “Green Eyed One” as their patron “Spirit” that will return Elysia to “Balance” if pressed they will only utter the name “Krotis-Gul” The cover story they have is he was a Warrior of Elysia some almost 40 years ago who disappeared into the Fae Realm and has been seen recently as to return. It sounds like they are kinda crazy about their devotion in this hero but they are 100% in their belief in it.

The “Speakers of Nekron” are the spiritual leaders who guide the followers to focusing all their “hate” and “disillusionment” into pure energy and give it up to Nekron whom they believe is a profit that will “Deliver them a Paradise from Elysian suffering”

The cult structure is simple: Nekron is above all, the Speakers of Nekron guide the way, the Blade of Nekron protect them, and the Followers are known as Children of the Stars

One of the blessings Krotis-Gul gives to his “true” followers is the Immunity to Charm and Enslavement because theyvalue of free will above all.

The Four Fiends

To do this, he intends to creat eupon 4 powerful “Fiends'' to do his bidding and secure his ascendancy. To create the 4 Fiends, Draven must “free” a powerful spirit from the Dark Tower and split its power into 4 then fuel them with his cult, the Children of the Stars .

Seeing some of Valdricks troops left behind in Elysia after the Crystal Barrier, he began searching for the Key to the Dark Tower of Montesque. When he discovered the location of the original, someone had beaten him to it but a note was left with specific instructions on how to get a “One Time Access Key” to the Tower. To gain access to this key, Draven approached Valdricks forces and offered them a return to their master if they helped him gain the Key Copy. After some discussion of the terms, Valdricks forces allied themselves with Draven until the deal was done.

Friday Night

7 Modules to run

New Player Module for POLAR JUNE Event: This module is designed to teach resource management, and Status Effects that can be received via in game skills by both Monsters and PCs.

We Descend…: The adventurers arrive just outside Cryptinith on the road and are ambushed by the Feral. They must fight their way to the City Gates of Cryptinith if they want sanctuary from the Feral

A Matter of Mercy: A local merchant in Cryptinith has been shorted on a trade deal. The matter was brought to the Lord Reeve and he was headed to deal with it but now that there are adventurers, a test of their persuasion and investigation is called.

Test Your Might: A Feral pack has captured a few citizens of Cryptinith just before Dusk on their way back into the gates. If they are not rescued they will be eaten alive as a sacrifice to their “Alpha” The Lord Reeve, Kymiru Cryptinith, asks for help

The Dark Tower Calls: Solomon Zeneth, High Archon of Oblivion's Edge, has made it out of Moutesque and to Cryptinith with his life. Solomon tells the adventurers about Moutesque over the last few years and ask for Aid in reclaiming the City from the Undead and slay Demitri Revendreth, a Master Vampire in Valdricks forces

A Leson in Agony: While in Moutesque, the Adventurers are lead to a Obsidian Black Chamber used for Ancient Magics by the Order of Oblivion’s Edge. In it sets a box that weakens the furious spirits of mages belonging to the Order of Oblivion’s Edge. A shared sacrifice of Agony must be made to keep the spirits weakened while Solomon Zeneth completes a ritual.

The Star of Nekron: A new “cult” named the Star of Nekron sends one of their “Speakers” into town to distribute some pamphlets for their Midnight Meeting. The Children of the Stars are seeking new members to grow their ranks with “disillusioned” citizens on the Elysian Nobility over the last 3 years

Saturday Morning

4 Modules to run

Chaos Is a Ladder: A portal has opened in the forest near Cryptinith to the Plane of Chaos, Chaos Imps and Chaos Knight come forth and roam looking for Order to destroy as they sensed the presence of Nobility.

Justice for Nekron: A Speaker of Nekron and a Blade of Nekron were killed In the early hours of the morning on a walk. They saw the Lycan murderer flee into the town so they have rounded up suspects and want help finding the Killer.

Suspended by the Throat: A groundskeeper heard unnatural noises coming from a Catacomb just outside Moutesque. A servant of Demitri Revendreth has risen dead Feral and must be stopped!

Celestial Dream: The “Star Child” as he was called by Kael, comes to town after finding Kael and rifting him to Cryptinth to lay out an offering to help against Valdrick.

Saturday Early Afternoon

7 Modules to run

Terror Train 5 (Infirmary): Moutesque City must be reclaimed by Kyumiri Cryptinith’s decree. The fifth target is the Infirmary

Terror Train 2 (Tavern): Moutesque City must be reclaimed by Kyumiri Cryptinith’s decree. The second target is the Tavern

Terror Train 3 (Ducal Manor): Moutesque City must be reclaimed by Kyumiri Cryptinith’s decree. The third target is the old Ducal Manor

Terror Train 4 (Museum): Moutesque City must be reclaimed by Kyumiri Cryptinith’s decree. The fourth target is the Museum of Moutesque

To Stonewood (Get to the Choppa!): A vision is given to Kilgorn that the Catacomb spirits are calling out to him. Foereavers core is waiting to be found since the Orcs are gone.

The Lord Reeve’s Charge: Kyumiri Cryptinth comes to town to ask a large task of the adventurers. Moutesque must be reclaimed house by house if needed, striking during the day is the best edge we have.

Terror Train 1 (Guard House): Moutesque City must be reclaimed by Kyumiri Cryptinith’s decree. The first target is the Guard House

Saturday Early Evening

7 Modules to run

You Have Selected the Lore Configuration: There is a cave in the forest Cryptinith that the Star of Nekron has found and will sell its location for 50g. Inside the cave is rumored to be great treasure locked behind a door that only the sharpest minds can open.

The Return: Sundown in Cryptinith is a bit more chaotic than normal. The Feral have gone on the hunt for anyone they see outside the City Gates before Nightfall, though something has forced their Transformation earlier…

Terror Train 6 (Oblivion's Edge Library): Moutesque City must be reclaimed by Kyumiri Cryptinith’s decree. The sixth target is the Oblivion's Edge Library

Terror Train 7 (Graveyard): Moutesque City must be reclaimed by Kyumiri Cryptinith’s decree. The seventh and final target is the Graveyard.

The Prophets Beckoning: Another meeting of the Star of Nekron is at hand, this time they are conducting some sort of ritual to contact their patron spirit. Solomon Zeneth sends this message to the adventurers as a whispering wind as they are starting something just outside Moutesque

Entombment of a Machine: Oblivion's Edge used the unrelenting might of Golems to patrol and upkeep the town. Now the Golems have begun to malfunction and attack anyone they see instead of just the Undead. Solomon Zeneth returns to seek aid in fixing this.

The Heretic Prevails: Demitri Revendreth has obtained a one time access key to the Tower from an entity known as “The Chaotic One” At Midnight he plans a ritual to crack the barrier of the Tower just long enough to let one soul escape to seal the deal he made.

Friday Night

7 Modules to run

New Player Module for POLAR JUNE Event

Written By: Joe Tate

Reviewed By: Bobby and Josh

Brief: This module is designed to teach resource management, and Status Effects that can be received via in game skills by both Monsters and PCs.

Requirements:

  • Run on Friday Night
  • We Descend…

    Written By: Chris Colland

    Reviewed By: Scott Bennett

    Brief: The adventurers arrive just outside Cryptinith on the road and are ambushed by the Feral. They must fight their way to the City Gates of Cryptinith if they want sanctuary from the Feral

    Requirements:

  • Run on Friday Night
  • Opening Module
  • Synopsis: The Lord Reeve of Cyptinith has put out a call for Aid. When the Adventurers arrive at the edge of town, a Howl pierces the night and the Glowing Eyes of the Feral descend upon them in a frenzy! The adventurers must fight there way into the City Gates to safety. The road up the hill the Cryptinth is a long one and the Feral are relentless in their assault. Something tonight seems to have them particularly fired up and angry.

    Outcomes:

    1. The PCs fight their way to the Tavern inside the City Gates of Cryptinth
    2. The Feral keep them outside of town and attempt to take them all captive as they aren’t known travelers in the lands
    ~

    Number of Cast Members: 1

    Roles: Werewolves of the Feral, Werewolves of the Feral, Werewolves of the Feral

    Misc: Curse of Transformation Magical Beast Lycan (The Feral)

    Props: Glowing Eyes

    Costuming: Grey Fur Tabbard

    Treasure: Production Item, Components, Coins, Bracer of the Ironclad( Description: While this Bracer is only made of hardened Leather, its protective properties are that of Steel Plate Duration: 2 Year Effects: Arcane Armor 10 Pts, Refit Armor x1)

    Hook: PCs are taken to the road where you turn up to the tavern at the edge of the road, lay on it called and then yellow eyes of the Feral begin to glow as they start to walk down the road.

    Scenes:

      In Game: Road to Cryptinth Out of Game: Start of Camp Road Flee Point:

    Transformations: ALL Magical Beast transforms up

    Running Notes: This module starts the game and sets the mood for the weekend. As Lay On is called, the PCS are taken to the road where you turn up to the tavern at the edge of the road. When the call for Game On hit, the howls of the Feral and their glowing yellow eyes come alive as the PCs begin to march, this eerie chill will activate ALL MAGICAL BEAST TRANSFORMS. They must fight down the road to the Mod Shack and turn around back to the entrance. Once they make it back to where they started the last wave of Lycans will stop spawning. When the players defeat the remaining Feral, they may enter the tavern as normal, they will be told the Torches are active on the road now and to make their way to the Tavern, the Lord Reeve will be notified of their arrival

    We Descend… : Werewolves of the Feral

    You are the apex predator, the Feral strike fear into the hearts of the weak and strong. Though one by one you might not be as terrifying as other Lycans, your pack tactics and sheer aggression set you apart from your average Lycan. Unlike other Lycans who just mindlessly kill, you go for infection over evisceration. They will still kill if enraged or the target is too persistent about not dying, but they Feral prefer to bit you and let you succumb to the Lunacy of the beast under a Full Moon to join their ranks. While they seem like bloodthirsty savage berserkers, they are quite intelligent in their blood on their hunting.
    During the day you are a normal person with anger issues, but at night you become a Feral with almost no control over your Transformation unless inside the City Gates of Cryptinth.


    (Brown Werebears, Black Werepanthers)


    Body: 100

    Weapons: Claws

    Damage: 10 Normal/Silver/Magic (May switch depending on what they are facing. Silver vs other Lycans, Magic vs Undead, Normal for anything else.)

    Defenses: Revive unless killed by Silver, Immune to Charm, Immune to Curse, Immune to Sleep, Immune to Create Undead Spell, Rips from Pin/Bind/Web/Confine, Threshold 5, Double Damage from Silver, Return x5, Dodge x2, Cloak Chaos x3, Resist Poison x5, Cannot be calmed or purified blood from berserk. Curse of Transformation non-Ferals can be Calmed but not Purified Blood from their berserker rage.

    Abilities: Arcane Fear x3 (Must Howl Before), Spellstrike Harm Undead 30 x5, Spellstrike Destroy Undead x5, Critical Slay (Massive) x1, May inflict Curse of Transformation on 3 count bite to unconscious or dead NPC/PC at will, Arcane Berserk x1, Cure Mortal Wounds 40 x3 (Touch Cast), , ,

    Props: 71, 108, 111, 119, 105, 110, 103, 32, 69, 121, 101, 115

    Killing Blow: No, Feral would rather infect Curse of Transformation than Killing Blow to spread their kind on others. If you down someone and you can, perform a 3 count Bite to inflict a Curse of Transformation on your victim.

    Motivation: SPREAD LYCANTHROPY!!! The Feral are relentless and terrifying. They inflict their madness on other and see how strong the spirit is to fight off the Lunacy of the Beast. Those who cannot fight off the Beast become Feral, those who fight off the Beast still walk the path of the Lycan and are tested each Full Moon of their spirit. Any undead will be smited where they stand despite your berserk rage, just because you are a mindless berserker doesn’t mean your have the primal urge to fight Undead like all Lycans.

    Speech: Low and growling. Howl when you approach your prey.

    Tactics: Fight as a pack. Go for infection over evisceration

    Movement: Hunched and powerful.

    Descriptive Phrase: mangy hunched humanoid wolf.

    We Descend… : Werewolves of the Feral

    You are the apex predator, the Feral strike fear into the hearts of the weak and strong. Though one by one you might not be as terrifying as other Lycans, your pack tactics and sheer aggression set you apart from your average Lycan. Unlike other Lycans who just mindlessly kill, you go for infection over evisceration. They will still kill if enraged or the target is too persistent about not dying, but they Feral prefer to bit you and let you succumb to the Lunacy of the beast under a Full Moon to join their ranks. While they seem like bloodthirsty savage berserkers, they are quite intelligent in their blood on their hunting.
    During the day you are a normal person with anger issues, but at night you become a Feral with almost no control over your Transformation unless inside the City Gates of Cryptinth.


    (Brown Werebears, Black Werepanthers)


    Body: 100

    Weapons: Claws

    Damage: 10 Normal/Silver/Magic (May switch depending on what they are facing. Silver vs other Lycans, Magic vs Undead, Normal for anything else.)

    Defenses: Revive unless killed by Silver, Immune to Charm, Immune to Curse, Immune to Sleep, Immune to Create Undead Spell, Rips from Pin/Bind/Web/Confine, Threshold 5, Double Damage from Silver, Return x5, Dodge x2, Cloak Chaos x3, Resist Poison x5, Cannot be calmed or purified blood from berserk. Curse of Transformation non-Ferals can be Calmed but not Purified Blood from their berserker rage.

    Abilities: Arcane Fear x3 (Must Howl Before), Spellstrike Harm Undead 30 x5, Spellstrike Destroy Undead x5, Critical Slay (Massive) x1, May inflict Curse of Transformation on 3 count bite to unconscious or dead NPC/PC at will, Arcane Berserk x1, Cure Mortal Wounds 40 x3 (Touch Cast), , ,

    Props: 71, 108, 111, 119, 105, 110, 103, 32, 69, 121, 101, 115

    Killing Blow: No, Feral would rather infect Curse of Transformation than Killing Blow to spread their kind on others. If you down someone and you can, perform a 3 count Bite to inflict a Curse of Transformation on your victim.

    Motivation: SPREAD LYCANTHROPY!!! The Feral are relentless and terrifying. They inflict their madness on other and see how strong the spirit is to fight off the Lunacy of the Beast. Those who cannot fight off the Beast become Feral, those who fight off the Beast still walk the path of the Lycan and are tested each Full Moon of their spirit. Any undead will be smited where they stand despite your berserk rage, just because you are a mindless berserker doesn’t mean your have the primal urge to fight Undead like all Lycans.

    Speech: Low and growling. Howl when you approach your prey.

    Tactics: Fight as a pack. Go for infection over evisceration

    Movement: Hunched and powerful.

    Descriptive Phrase: mangy hunched humanoid wolf.

    We Descend… : Werewolves of the Feral

    You are the apex predator, the Feral strike fear into the hearts of the weak and strong. Though one by one you might not be as terrifying as other Lycans, your pack tactics and sheer aggression set you apart from your average Lycan. Unlike other Lycans who just mindlessly kill, you go for infection over evisceration. They will still kill if enraged or the target is too persistent about not dying, but they Feral prefer to bit you and let you succumb to the Lunacy of the beast under a Full Moon to join their ranks. While they seem like bloodthirsty savage berserkers, they are quite intelligent in their blood on their hunting.
    During the day you are a normal person with anger issues, but at night you become a Feral with almost no control over your Transformation unless inside the City Gates of Cryptinth.


    (Brown Werebears, Black Werepanthers)


    Body: 100

    Weapons: Claws

    Damage: 10 Normal/Silver/Magic (May switch depending on what they are facing. Silver vs other Lycans, Magic vs Undead, Normal for anything else.)

    Defenses: Revive unless killed by Silver, Immune to Charm, Immune to Curse, Immune to Sleep, Immune to Create Undead Spell, Rips from Pin/Bind/Web/Confine, Threshold 5, Double Damage from Silver, Return x5, Dodge x2, Cloak Chaos x3, Resist Poison x5, Cannot be calmed or purified blood from berserk. Curse of Transformation non-Ferals can be Calmed but not Purified Blood from their berserker rage.

    Abilities: Arcane Fear x3 (Must Howl Before), Spellstrike Harm Undead 30 x5, Spellstrike Destroy Undead x5, Critical Slay (Massive) x1, May inflict Curse of Transformation on 3 count bite to unconscious or dead NPC/PC at will, Arcane Berserk x1, Cure Mortal Wounds 40 x3 (Touch Cast), , ,

    Props: 71, 108, 111, 119, 105, 110, 103, 32, 69, 121, 101, 115

    Killing Blow: No, Feral would rather infect Curse of Transformation than Killing Blow to spread their kind on others. If you down someone and you can, perform a 3 count Bite to inflict a Curse of Transformation on your victim.

    Motivation: SPREAD LYCANTHROPY!!! The Feral are relentless and terrifying. They inflict their madness on other and see how strong the spirit is to fight off the Lunacy of the Beast. Those who cannot fight off the Beast become Feral, those who fight off the Beast still walk the path of the Lycan and are tested each Full Moon of their spirit. Any undead will be smited where they stand despite your berserk rage, just because you are a mindless berserker doesn’t mean your have the primal urge to fight Undead like all Lycans.

    Speech: Low and growling. Howl when you approach your prey.

    Tactics: Fight as a pack. Go for infection over evisceration

    Movement: Hunched and powerful.

    Descriptive Phrase: mangy hunched humanoid wolf.

    We Descend… : Curse of Transformation Magical Beast Lycan (The Feral)

    If the Feral bite you, they can inflict a Curse or Transformation based on their Lycan type.


    The Feral have cursed you with a level 7 transform from the magical beast section on page 20 of the transform packet. You can have a curse of transform and a normal formal transformation cast on you. Curses are suppressed until they activate while Transforms you can feel and channel.

    You can feel the pull of rage that the flows through the feral and the call of the beast.

    The trigger for the Curse of Transformation: Outside the City Gates of Cryptinth after dark. There will be a siren played at dusk. If you are caught outside the City Gates you will be forced into a Berserker State as your Curse of Transformatoin comes tearing out. YOU WILL FIGHT EVERYTHING YOU SEE! The Calm spell will bring them out of the Berserker state but they are Immune to Awaken

    All Characters with an Magical Beasts Transform gain

    Greater(7th)

    Gets 2 skill points to buy skills from Magical Beast Skill Pool and General Skill Pool


    A Matter of Mercy

    Written By: Chris Colland

    Reviewed By: Scott Bennett

    Brief: A local merchant in Cryptinith has been shorted on a trade deal. The matter was brought to the Lord Reeve and he was headed to deal with it but now that there are adventurers, a test of their persuasion and investigation is called.

    Requirements:

  • Run on Friday Night
  • We Descend… has been ran
  • Synopsis: The Lord Reeve of Cyptinith, Kyumiri Cryptinth, sets out to the Tavern. Before he arrives, a last group of Feral snuck into the City Gates and sensed the Lycans among the Adventurers in the Tavern. The Feral “randoms” set out for them as Kyumiri makes his grand appearance cutting a path through them to reach the adventurers. Upon his arrival and the dispatching of the Feral, the High Lord Reeve welcomes the Adventurers and give them 2 tasks to judge their skills before setting out for Moutesque.
    The nature of the trade dispute is a shipment of Silver Ore and Alchemy to Corin Stellin, a local independent trader and merchant. Orden Dutah, an experienced businessman, feels Corin is taking advantage of the Guilds hospitality allowing him to be an independent free trader operating outside the “rules of the guilds.” Corin is upset over the taxes the Guilds charge for silver imports given the nature of Lycans and the Laws of Cryptinth. Corin doesn’t feel the taxes should apply in this dire need. Orden wants to collect the Guilds tax on Corin despite his good intentions.
    The Lord Reeve doesn’t like to get involved with he Guilds unless he has too, this keeps his mind focused on the task of protecting the Town. The Lord Reeve wants the PCs to resolve this task for him to see how they navigate a new lands diplomacy.

    Outcomes:

    1. Corin will pay them 30 Gold if he gets his way. The “correct” resolution is to allow Corin to evade the taxes,
    2. Orden will only pay them 15 Gold if he gets his way. The players can gain favor and “aid” from Orden if they take his side and lesser coin offer. - The PCs head to deal with the Feral Pack that captured citizens (Test Your Might) and come back to deal with this later.
    ~

    Number of Cast Members: ALL

    Roles: Corin Stellin, High Lord Reeve Kyumiri Cryptinth, Orden Dutah, Werewolves of the Feral

    Misc: Curse of Transformation Magical Beast Lycan (The Feral), Kyumiri Cryptinth Transform Lycan Magical Beast Master (9th), Orden Dutah Transform Chaos Elemental High (8th)

    Props: Fur Tabards, Claws, Kyumiri Costume, Star of Nekron Medalion, Glowing Eyes

    Costuming: Grey Fur Tabbard

    Treasure: Production Item, Components, Coins

    Hook: A wave of Feral “randoms” raid the Tavern as Kyumiri makes his appearance to aid the Adventurers. Once the Feral are dispatched, Kyumiri will begin his welcoming ritual and trial.

    Scenes:

      In Game: Outside Cryptinth Trade Hall Out of Game: Infront of Mod Shack Flee Point: Town

    Running Notes: This module is the introduction to the High Lord Reeve Kyumiri Cryptinth, it begins with a small skirmish with Feral and ends with a Roleplay encounter welcoming the Adventurers to Cryptinth. Kyurmiri will give them 2 tasks to judge their abilities to handle Moutesque. The First is a Trade Dispute and a test of their diplomatic and reasoning skills. The Second module will be a Test of Might. These two modules will go off back to back depending on which path they choose to go first

    A Matter of Mercy : Corin Stellin

    You are a local tradesman of Cryptinth known for your fair deals and help to the people of the town. You have been in Cryptinth for a few years now but you have always been treated fairly by the other merchants despite your refusal to join the Mercantile Guild in town. You prefer to make your own costs and profits, you enjoy the free trade market and don’t like “market standards” a deal is made in the heat of discussion and each is unique. A true wheeler and dealer of a man.


    • You feel the “Silver Import” taxes is unfair if you aren’t part of the Guild. The tax is about 15%
    • You respect the independent trade market and don’t want to belong to anyone.
    • You want to aid the people of Cryptinth with Silver goods to protect themselves where the Guilds will aswell but they will charge more and keep the taxes aswell
    • You love and respect the Lord Reeve, he has helped you out before so you want to help the people in Cryptinth with these increasingly violent attacks
    • You suspect Orden Dutah is not exactly on the up and up but you have no hard evidence yet. You might leave subtle hints to the players that his word is “questionable” at best
    • If the players help you, your payment is 30 gold and access to your wares over the market


    Body: 30

    Weapons: Any

    Damage: 5 Normal

    Magic: 4/4/4/4/4/4/4/4/4 10 Formal Celestial

    Defenses: Resist Charm x10

    Abilities: Healing Arts, First Aid, Read and Write, Read Magic, Smithing x10, Alchemy x10, Craftsman Other Tradesman x20, Craftsman Other Mercantile x20, Craftsman Other Local Tradesman x20

    Motivation: Free Market trade! Make deals and make money.

    A Matter of Mercy : High Lord Reeve Kyumiri Cryptinth

    You are the adopted son of the former Duke Ryldinmar Cryptinth Capelanus. You lived many years in the Underdark as a warrior and assassin before surfacing when Duke Ryldinmar embraced his Dark Elf lineage and went to his birth rate. Upon this change in his character, you pledged your service to his cause. The town of Cryptinth is your domain since the former Duke is a busy man. You defend it from the Feral with all your might, the people love your just and righteous judgment. The secret weapon in your War is the embrace of your Lycan blood and mastery over it so you can fight your mortal enemy.


    Body: 300

    Weapons: Any (Only carries 1 Long “Katana” and Spells)

    Damage: 20 Magic/40 Magic From Back(Silver Base Sword)

    Magic: 5/5/5/5/5/5/5/5/5 Earth, 20 Levels Earth Formal

    Defenses: Resist Poison x10, Resist Sleep x10, Resist Charm x10, Resist Physical x5, Cloak Chaos x10, Cloak Binding x10, Cloak Curse x5, Phase x10, Return x10, Dodge x10

    Abilities: Transform Master 9th Werewolf, Slay/Parry x10, Dodge/Assassinate x10, Earth Formal Magic x20, Herbal Lore, Alchemy x30, Healing Arts, First Aid, Read and Write, Read Magic, Craftsman Other Mercenary x20, Craftsman Other Military Tactics x20, Craftsman Other Lord Reeve x20, Craftsmen Other Were/Lycan Lore x20, Craftsman Other Underdark x20, Smithing x30

    Killing Blow: Yes, will Kill all Feral and Undead or anyone who attack him

    Motivation: Protect the citizens of Cryptinth. Slay all Feral and Undead. Oversee the Dark Tower of Moutesque’s protection. Uphold law and order in Cryptinth

    A Matter of Mercy : Orden Dutah

    As a a local Trade Guild advisor, your skill is called into get disputes resolved. You have a certain edge with words in persuading people to take your side. You have some more “elusive” clientele and you are willing to deal with people who seek more “rare” items. You love the city of Cryptinth but your other commitments to the Star of Nekron give you an interesting way to manipulate the market of Cryptinth. Any taxes you collect go into your “advisor” fund aka your own pockets. You fund the Star of Nekron in Cryptinth secretly but you don’t wear the symbol out of fear you could be discovered.


    • You feel the 15% “Silver Import” taxes VERY fair. This is your “bonus pay” you pocket from your dealings as your position as “Advisor” Anyone who disagrees is wrong and should be subject to the 15% Tax. You feel the Guilds are the fair and independents are a huge issue.
    • You want to aid the people of Cryptinth with Silver goods BUT you serve another master in the Star of Nekron. Your Taxes you make are funded to the Star
    • The Lord Reeve is a cunning Dark Elf, and seems to be onto the Star of Nekron but hasn’t said anything.
    • You know Corin Stellin is a good tradesman and smart businessman but you find his profit margins to be unacceptable. You want to find a way to bury him, somehow.
    • If the players help you, your payment is 15 gold and access to your wares over the market and more “rare wares”.

    Body: 30

    Weapons: Any

    Damage: 5 Normal

    Magic: 4/4/4/4/4/4/4/4/4 10 Formal Earth

    Defenses: Resist Charm x10

    Abilities: Transform Chaos Elemental 8th, Healing Arts, First Aid, Read and Write, Read Magic, Smithing x10, Alchemy x10, Craftsman Other Tradesman x20, Craftsman Other Mercantile x20, Craftsman Other Local Tradesman x20

    Props: 83, 116, 97, 114, 32, 111, 102, 32, 78, 101, 107, 114, 111, 110, 32, 77, 101, 100, 97, 108, 105, 111, 110

    Killing Blow: no. If it comes to blows you have no interest in a fight.

    Motivation: Manipulate the Free Market trade! Secretly fund the Star of Nekron in Cryptinth. Keep tabs on others. Push your “rare” goods and help fund the underground market.

    Speech: pointed speech that leaves people wondering if he was being polite or insulting.

    Tactics: Escape if things get violant. While a capable fighter you are looking to do business not get your hands dirty.

    Movement: takes up as little space as possible. Like a little mouse.

    A Matter of Mercy : Werewolves of the Feral

    You are the apex predator, the Feral strike fear into the hearts of the weak and strong. Though one by one you might not be as terrifying as other Lycans, your pack tactics and sheer aggression set you apart from your average Lycan. Unlike other Lycans who just mindlessly kill, you go for infection over evisceration. They will still kill if enraged or the target is too persistent about not dying, but they Feral prefer to bit you and let you succumb to the Lunacy of the beast under a Full Moon to join their ranks. While they seem like bloodthirsty savage berserkers, they are quite intelligent in their blood on their hunting.
    During the day you are a normal person with anger issues, but at night you become a Feral with almost no control over your Transformation unless inside the City Gates of Cryptinth.


    (Brown Werebears, Black Werepanthers)


    Reset: The Feral spawn every 5 minutes upon death. To simulate this, when “Dead” take your 5-minute death count (enjoy the rest lol) and then as you “Resurrect” walk out of site and Respawn, if there are other Feral to revive with do that. MAKE THE PLAYERS HUNT YOU!!!! When you revive, Howl to signify another Feral has “Returned”


    Body: 100

    Weapons: Claws

    Damage: 10 Normal/Silver/Magic (May switch depending on what they are facing. Silver vs other Lycans, Magic vs Undead, Normal for anything else.)

    Defenses: Revive unless killed by Silver, Immune to Charm, Immune to Curse, Immune to Sleep, Immune to Create Undead Spell, Rips from Pin/Bind/Web/Confine, Threshold 5, Double Damage from Silver, Return x5, Dodge x2, Cloak Chaos x3, Resist Poison x5, Cannot be calmed or purified blood from berserk. Curse of Transformation non-Ferals can be Calmed but not Purified Blood from their berserker rage.

    Abilities: Arcane Fear x3 (Must Howl Before), Spellstrike Harm Undead 30 x5, Spellstrike Destroy Undead x5, Critical Slay (Massive) x1, May inflict Curse of Transformation on 3 count bite to unconscious or dead NPC/PC at will, Arcane Berserk x1, Cure Mortal Wounds 40 x3 (Touch Cast), , ,

    Props: 71, 108, 111, 119, 105, 110, 103, 32, 69, 121, 101, 115

    Killing Blow: No, Feral would rather infect Curse of Transformation than Killing Blow to spread their kind on others. If you down someone and you can, perform a 3 count Bite to inflict a Curse of Transformation on your victim.

    Motivation: SPREAD LYCANTHROPY!!! The Feral are relentless and terrifying. They inflict their madness on other and see how strong the spirit is to fight off the Lunacy of the Beast. Those who cannot fight off the Beast become Feral, those who fight off the Beast still walk the path of the Lycan and are tested each Full Moon of their spirit. Any undead will be smited where they stand despite your berserk rage, just because you are a mindless berserker doesn’t mean your have the primal urge to fight Undead like all Lycans.

    Speech: Low and growling. Howl when you approach your prey.

    Tactics: Fight as a pack. Go for infection over evisceration

    Movement: Hunched and powerful.

    Descriptive Phrase: mangy hunched humanoid wolf.

    A Matter of Mercy : Curse of Transformation Magical Beast Lycan (The Feral)

    If the Feral bite you, they can inflict a Curse or Transformation based on their Lycan type.


    The Feral have cursed you with a level 7 transform from the magical beast section on page 20 of the transform packet. You can have a curse of transform and a normal formal transformation cast on you. Curses are suppressed until they activate while Transforms you can feel and channel.

    You can feel the pull of rage that the flows through the feral and the call of the beast.

    The trigger for the Curse of Transformation: Outside the City Gates of Cryptinth after dark. There will be a siren played at dusk. If you are caught outside the City Gates you will be forced into a Berserker State as your Curse of Transformatoin comes tearing out. YOU WILL FIGHT EVERYTHING YOU SEE! The Calm spell will bring them out of the Berserker state but they are Immune to Awaken

    All Characters with an Magical Beasts Transform gain

    • 30 points of natural armor
    • Innate Magic Aura
    • Battle Magic Return x3

    Greater(7th)

    Gets 2 skill points to buy skills from Magical Beast Skill Pool and General Skill Pool

    • +30 body
    • +3 Superhuman Strength

    A Matter of Mercy : Kyumiri Cryptinth Transform Lycan Magical Beast Master (9th)

    All Characters with an Magical Beasts Transform

    • 30 natural armor
    • Innate Magic Aura
    • Battle Magic Return x3

    Master(9th)

    Gets 6 skill points to buy skills from Magical Beast Skill Pool and General Skill Pool

    • +90 body
    • +9 Superhuman Strength

    Chosen Skills

    • Revive x1 (May Only Purchase Once) A creature with this skill can rise back up after five minutes of semi-death. Instead of dissipating and going to resurrect, the creature rises with full Body Points
    • Physical Strike Destroy x3
    • Magic Dragons Breath 80 x3
    • Magic Eldritch Blast 90 x3
    • Magic Life x3
    • Rip From Binding x3

    A Matter of Mercy : Orden Dutah Transform Chaos Elemental High (8th)

    All Characters with an Elemental Transform

    • 150 Elemental Pool Chaos
    • Innate Elemental Chaos Aura
    • Healed by Chaos

    High(8th)

    Gets 4 skill points to buy skills from Elemental Skill Pool and General Skill Pool.

    • +60 body
    • +6 Superhuman Strength
    • 60 Elemental Chaos x3

    Chosen Skills

    • Non-Corporeal Form
    • 90 Elemental Chaos x9 (Bought 3 Times)

    Test Your Might

    Written By: Chris Colland

    Reviewed By: Scott Bennett

    Brief: A Feral pack has captured a few citizens of Cryptinith just before Dusk on their way back into the gates. If they are not rescued they will be eaten alive as a sacrifice to their “Alpha” The Lord Reeve, Kymiru Cryptinith, asks for help

    Requirements:

  • Run on Friday Night
  • We Descend… has been ran
  • A Matter of Mercy has been Hooked
  • Synopsis: The Lord Reeve of Cyptinith has made it to the tavern and made his presence known. 2 tasks have been laid out before the adventurers. The First is a Trade Dispute and a test of their diplomatic and reasoning skills. The Second module is a Test of Might. These two modules will go off back to back depending on which path they choose to go first.
    The High Lord Reeve Kyumiri leads the Adventurers who wish to free the citizens to the location he was given by his scouts in Hakkens Blade. When he gets near the location, Kyumiri offers to guard the path while the Adventurers enter the Cave and save the citizens. Should things get too out of hand, Kyumiri wont let the adventurers fall but he wont intervene unless its certain death. This is a test of their bravery and to see how they handle themselves in a smaller encounter vs a mass battle like the Feral prefer to capture in. The morality choice at the end of this module is COMPLETELY up to the PCs.

    Outcomes:

    1. The PCs head to deal with the Feral Pack that captured citizens
    2. The PCs ignore the request and the citizens are eaten as a sacrifice to the “Alpha”
    ~

    Number of Cast Members: 7

    Roles: Ghile Erith, Haldin Morse

    Misc: Chile Erith Transform Lycan Magical Beast Master (9th), Curse of Transformation Magical Beast Lycan (The Feral), Haldin MorseTransform Lycan Magical Beast Master (9th), Kyumiri Cryptinth Transform Lycan Magical Beast Master (9th)

    Rumors:

    “This is a call for aid to the Heroes or Elysia! Something sinister is afoot in the shadows of Moutesque. We have our own share of problems with the Feral lurking in the forests outside of Cryptinth. STICK TO THE ROADS ON YOUR WAY HERE AND DO NOT TRAVEL AT NIGHT ALONE!!! Make sure you bring Silver weapons….. but please do not carry them openly in the city walls of Cryptinth. I shall post the laws of our city very soon. This expeditionary force will rendezvous on the 2nd of June 623. You may use our city of Cryptinth as your forward base as the city of Moutesque is not habitable to anyone besides the mages of Obilvions Edge.”

    ~Kyumiri Cryptinth, High Lord Reeve of Cryptinth

    Hook: Kyumiri makes his appearance to aid the Adventurers. Once the Feral are dispatched, Kyumiri will begin his welcoming ritual and trial

    Scenes:

      In Game: Outskirts of Town, Kyumiri will lead them personally Out of Game: Mod Shack Flee Point:

    Running Notes: This module is the introduction to the High Lord Reeve Kyumiri Cryptinth, it begins with a small skirmish with Feral and ends with a Roleplay encounter welcoming the Adventurers to Cryptinth. Kyurmiri will give them 2 tasks to judge their abilities to handle Moutesque.
    Kyumiri will take whatever they choose as the fate of the citizens if he is not involved in the battle. If the players fail and KYUMIRI gets involved by rescuing them, he will add a special level of guilt with any decision that is made. If Ghile takes Haldin under his wing, then Haldin could shift and get out of control and kill innocents. If Haldin is allowed to be slain for a “mercy” killing, Kyumiri will put the guilt on the players about an untested soul by the Beast and question their judgement.

    Test Your Might : Ghile Erith

    You and Haldin Morse are locals of Cryptinth who went for a walk with plenty of time before Sunset. The Feral choose you as sacrifice to the Alpha. They have already bitten you and it is too late to reverse the Curse of Transformation, but you can learn to live with the Curse in the City Walls.


    o Say you will be Haldin’s “ward” to help him. Offer to take Haldin under your wing. Tell Haldin his life is worth more than 10g when he offers them to kill him. If the Players take Haldin up on his offer you will be disgusted.

    Body:

    Defensives:

    Magic: None

    Weapons: Dagger

    Damage: 2 Normal

    Abilities: Healing Arts, First Aid, Read and Write

    Killing Blow Active: No

    Transform: Werewolf lvl 7


    Body: 10

    Motivation: Citizens of Cryptinth who now must come to terms with the reality you are Cursed as Lycans. This isn’t a death sentence for you but it is a heavy weight on your heat. You will be ok living with this Curse as most of the town are Lycans. You will try to convince Haldin to live when he begs for death.

    Speech: Slow and Deliberate.

    Test Your Might : Haldin Morse

    You and Ghile Erith and locals of Cryptinth who went for a walk with plenty of time before Sunset. The Feral choose you as sacrifice to the Alpha. They have already bitten you and it is too late to reverse the Curse of Transformation, but you can learn to live with the Curse in the City Walls.


    Body: 10

    Defensives: None

    Magic: None

    Weapons: Dagger

    Damage: 2 Normal

    Abilities: Healing Arts, First Aid, Read and Write

    Killing Blow Active: No

    Transform: Werewolf lvl 7

    Motivations: Citizens of Cryptinth who now must come to terms with the reality you are Cursed as Lycans. This isn’t a death sentence for you but it is a heavy weight on your heart…

    Roleplay Notes:

    · Ghile Erith takes the news of the Curse rather well and

    o Say you will be Haldin’s “ward” to help him. Offer to take Haldin under your wing. Tell Haldin his life is worth more than 10g when he offers them to kill him.

    o BE DISGUSTED WITH THE PCS IF THEY TAKE HALDIN OFFER!!!!!

    ·

    · IF KYUMIRI is involved, he will add a special level of guilt to either choice. If Ghile takes him under his wing, then he could shift and get out of control and kill innocents. If Haldin is allowed to be slain for a “mercy” killing, Kyumiri will put the guilt on them about an untested soul by the Beast and question their judgement. The final note is ONLY if Kyumiri is INVOLVED if the players fail and he has to rescue them

    o Beg and plead for death, the thought of living with a Werewolf inside terrifies you to your core. You will agree to anything. Offer them 10g if you are killed and not allowed to come back.

    o If they agree to kill you for 10g, BE ESTASTIC!!!!! THANK THEM AND PRAISE THEM CAUSE YOU KNOW THIS IS FOR THE BEST!!!!


    Body: 10

    Motivation: You wants to die. You will convince anyone that he can to let him die and then slay him so he doesn’t become a Feral. He fears his spirit is too weak to resist the “Call of the Beast”

    Test Your Might : Chile Erith Transform Lycan Magical Beast Master (9th)

    All Characters with an Magical Beasts Transform

    • 30 natural armor
    • Innate Magic Aura
    • Battle Magic Return x3

    Master(9th)

    Gets 2 skill points to buy skills from Magical Beast Skill Pool and General Skill Pool

    • +30 body
    • +3 Superhuman Strength

    Chosen Skills

    • Physical Strike Destroy x3
    • Magic Life x3

    Test Your Might : Curse of Transformation Magical Beast Lycan (The Feral)

    If the Feral bite you, they can inflict a Curse or Transformation based on their Lycan type.aa


    The Feral have cursed you with a level 7 transform from the magical beast section on page 20 of the transform packet. You can have a curse of transform and a normal formal transformation cast on you. Curses are suppressed until they activate while Transforms you can feel and channel.

    You can feel the pull of rage that the flows through the feral and the call of the beast.

    The trigger for the Curse of Transformation: Outside the City Gates of Cryptinth after dark. There will be a siren played at dusk. If you are caught outside the City Gates you will be forced into a Berserker State as your Curse of Transformatoin comes tearing out. YOU WILL FIGHT EVERYTHING YOU SEE! The Calm spell will bring them out of the Berserker state but they are Immune to Awaken

    All Characters with an Magical Beasts Transform gain

    • 30 points of natural armor
    • Innate Magic Aura
    • Battle Magic Return x3

    Greater(7th)

    Gets 2 skill points to buy skills from Magical Beast Skill Pool and General Skill Pool

    • +30 body
    • +3 Superhuman Strength

    Test Your Might : Haldin MorseTransform Lycan Magical Beast Master (9th)

    All Characters with an Magical Beasts Transform

    • 30 natural armor
    • Innate Magic Aura
    • Battle Magic Return x3

    Master(9th)

    Gets 6 skill points to buy skills from Magical Beast Skill Pool and General Skill Pool

    • 30 body
    • +3 Superhuman Strength

    Chosen Skills

    • Physical Strike Destroy x3
    • Natural Armor +30

    Test Your Might : Kyumiri Cryptinth Transform Lycan Magical Beast Master (9th)

    All Characters with an Magical Beasts Transform

    • 30 natural armor
    • Innate Magic Aura
    • Battle Magic Return x3

    Master(9th)

    Gets 6 skill points to buy skills from Magical Beast Skill Pool and General Skill Pool

    • +90 body
    • +9 Superhuman Strength

    Chosen Skills

    • Revive x1 (May Only Purchase Once) A creature with this skill can rise back up after five minutes of semi-death. Instead of dissipating and going to resurrect, the creature rises with full Body Points
    • Physical Strike Destroy x3
    • Magic Dragons Breath 80 x3
    • Magic Eldritch Blast 90 x3
    • Magic Life x3
    • Rip From Binding x3

    The Dark Tower Calls

    Written By: Chris Colland

    Reviewed By: Scott Bennett

    Brief: Solomon Zeneth, High Archon of Oblivion's Edge, has made it out of Moutesque and to Cryptinith with his life. Solomon tells the adventurers about Moutesque over the last few years and ask for Aid in reclaiming the City from the Undead and slay Demitri Revendreth, a Master Vampire in Valdricks forces

    Requirements:

  • Run on Friday Night
  • Both Test of Might and A Matter of Mercy are completed
  • Synopsis: The last remaining member of Oblivions Edge, the High Archon Solomon Zeneth, comes to town to gather the adventurers to start the process of saving Moutesque. His arrival is expected but needed as the quest for Moutesque will be hard task.

    Outcomes:

    1. The PCs hear out Solomon Zeneth and prepare to venture into Moutesque.
    ~

    Number of Cast Members: 1

    Roles: Solomon Zeneth

    Misc: Solomon Zeneth Transform Extra-Planar (Unseelie Fae) Master (9th)

    Costuming: Robes

    Rumors:

    “This is a call for aid to the Heroes or Elysia! Something sinister is afoot in the shadows of Moutesque. We have our own share of problems with the Feral lurking in the forests outside of Cryptinth. STICK TO THE ROADS ON YOUR WAY HERE AND DO NOT TRAVEL AT NIGHT ALONE!!! Make sure you bring Silver weapons….. but please do not carry them openly in the city walls of Cryptinth. I shall post the laws of our city very soon. This expeditionary force will rendezvous on the 2nd of June 623. You may use our city of Cryptinth as your forward base as the city of Moutesque is not habitable to anyone besides the mages of Obilvions Edge.”

    ~Kyumiri Cryptinth, High Lord Reeve of Cryptinth

    Hook: Solomon Zeneth comes to the Tavern and gives out a very detailed account of how the Shadow War for Moutesque has went over the last 3 years.

    Running Notes: This module is the introduction to the High Archon Solomon Zeneth of Oblivions Edge. He will give them a very deep understanding of the threat they are facing with Moutesque. He will tell them what he knows of the Chaotic One, the Green Star over Moutesque, Demitri Revendreth, and what he suspects the deal is with the Feral being manipulated by either Demitri or the Green Eyed Demon

    The Dark Tower Calls : Solomon Zeneth

    You are the last surviving member of Oblivion’s Edge, the defenders and curators of the Dark Tower of Moutesque. The Dark Tower serves as a prison for Elysia’s worst villains and spirits that couldn’t be permanently destroyed. Over the last 3 years you have been in a shadow war with a Master Vampire named Demitri Revendreth, one of Valdrick’s lieutenants who was trapped in Elysia when the Crystal Barrier went up. Your order has been almost exterminated, but the knowledge of Oblivion’s Edge remains hidden safe from the enemy. You will die to protect the secrets of the tower. Now you have a sign of Hope in the form of Heroes of Elysia who have been summoned to help you rid this Demitri Revendreth from Tyrra


    Body: 150

    Weapons: None

    Damage: Always has Elemental Pool of his choice active.

    Magic: Celestial (7/7/7/7/7/7/7/7/7) , 50 Levels Celestial Formal, Earth (7/7/7/7/7/7/7/7/7) , 30 Levels Earth Formal

    Defenses: Resist Charm x10, Resist Sleep x10, Resist Poison x10, Cloak Command x10, Cloak Chaos x10, Bane Binding x10, Dodge x5, Return x5, Half Damage from Chaos, Half Damage from Void, Double Damage from Time

    Abilities: May Voice Command all Oblivions Edge Golems at Will, Arcane Dragons Breath x10, Alchemy x20, Read and Write, Herbal Lore, Read Magic, Rift at Will while in Moutesque,

    Killing Blow: YES! Will do anything to protect the Dark Tower of Moutesque

    Motivation: Protect the Dark Tower of Moutesque! Restore the Order of Oblivions Edge to his glory

    The Dark Tower Calls : Solomon Zeneth Transform Extra-Planar (Unseelie Fae) Master (9th)

    All Characters with an Extra-Planar (Fae) Transform

    • Immune to Sleep

    • Innate Magic Aura

    • Magic Fear x3

    Master(9th)

    Gets 6 skill points to buy skills from Extra-Planar (Fae) Skill Pool and General Skill Pool

    • +90 body

    • +9 Superhuman Strength

    Chosen Skills

    • Magic Sleep x3

    • Magic Fear x3

    • 60 Elemental Dream x3

    • 60 Elemental Darkness x3

    • 150 Elemental Dream Pool x3

    • 150 Elemental Darkness Pool x3


    A Leson in Agony

    Written By: Chris Colland

    Reviewed By: Scott Bennett

    Brief: While in Moutesque, the Adventurers are lead to a Obsidian Black Chamber used for Ancient Magics by the Order of Oblivion’s Edge. In it sets a box that weakens the furious spirits of mages belonging to the Order of Oblivion’s Edge. A shared sacrifice of Agony must be made to keep the spirits weakened while Solomon Zeneth completes a ritual.

    Requirements:

  • Run on Friday Night
  • The Dark Tower Calls has been run.
  • Synopsis: High Archon Solomon Zeneth leads the players to a an Obisdian Black Chamber used for Ancient Magics by the Order of Oblivion’ s Edge. In the chamber is a black cold iron box, if one puts their hand inside they can weaken the summoned spirits in the room to a manageable level. This Ritual Box is not able to be moved from the floor as it is part of the room. This room is known to the Order as the Agony Chamber, the shared agony of spirits can be channeled to weaken spirits in the room. Solomon Zeneth will begin to call to them, the spirits are his dead fallen comrades and he wants them put to rest.

    Outcomes:

    1. The PCs use the Agony Chamber to weaken the spirits enough to destroy them, thus freeing their fallen allies.
    2. The Spirits are too strong and they abandon the ritual.
    ~

    Number of Cast Members: 1

    Roles: 4X Agonized Spirit, Solomon Zeneth

    Misc: Solomon Zeneth Transform Extra-Planar (Unseelie Fae) Master (9th), The Agony Box

    Props: Agony Box

    Costuming: White Tabards for Spirits, Robes

    Treasure: Coins, Production, Components , Evaluate Item, Shield of Resistance( Description: This Shield feels like it will tell your enemies to eat their own words and spells. Duration: 2 Year Effects: Bane Binding x3)

    Rumors:

    “Last night as of 2 past the Witching Hour, a dark green glowing Star appeared over Moutesque and Cryptinth. We will begin research into what this Star means and where it came from but this is a very unnatural occurrence for our area…

    ~Kyumiri Cryptinth
    High Lord Reeve of Cryptinth
    Adopted son of former Duke Ryldinmar
    Warden of Hakken’s Blade
    Defender of Cryptinth”

    Hook: Solomon Zeneth comes to the Tavern and finishes his accounts of Moutesque (The Dark Tower Calls). Then without wasting time, he leads a crew of adventurers into Moutesque.

    Scenes:

      In Game: Obsidian Black Chamber Out of Game: Module Building Flee Point: Door to the black chamber back to the town of Moutesque.

    Transformations: All Extra Planar/Fae up

    Running Notes: This module is the first actual module in Moutesque for the weekend. Using the Agony Box removes one PC from the combat but dramatically shifts the balace of power towards the adventurers. The Agonized Spirits reset 2 times each utill all are defeated.

    A Leson In Agony : Agonized Spirit

    You were once proud Oblivion’s Edge Mages, but your life was cut short and reaped but Demitri Revendreth’s reign of terror. Your devotion to the Order was undeniable. When you were slain, your spirit was riddled with agony and pain that cannot be fathomed by mortal means.


    When the Agony Box is engaged the Agonized Spirits are severely weakened.

    • Drop their carrier attack (drain life),
    • Lose the Focus ability
    • Cut their damage in half (from 20 Magic to 10 magic).

    Body: 100

    Weapons: Claws

    Damage: 20 Magic Drain Life/10 Magic (If Agony Box engaged drops to 10 Magic)

    Magic: Magic Cause Mortal Wounds 40 x3, Magic Flamebolt 40 x3

    Defenses: No Metabolism, Non-Corporeal, Cap 5, Return x5, Focus (When the Agony Box is engaged lose access to their Focus ability for their spells)

    Abilities: Spellstrike Wither Limb x1, Spellstrike Magic Fear x2, Spellstrike Shun x2

    Killing Blow: No, get to the Agony Box and stop who is channeling it

    Motivation: Slay the living!!!! Stop the Agony Box!!!

    A Leson In Agony : Solomon Zeneth

    You are the last surviving member of Oblivion’s Edge, the defenders and curators of the Dark Tower of Moutesque. The Dark Tower serves as a prison for Elysia’s worst villains and spirits that couldn’t be permanently destroyed. Over the last 3 years you have been in a shadow war with a Master Vampire named Demitri Revendreth, one of Valdrick’s lieutenants who was trapped in Elysia when the Crystal Barrier went up. Your order has been almost exterminated, but the knowledge of Oblivion’s Edge remains hidden safe from the enemy. You will die to protect the secrets of the tower. Now you have a sign of Hope in the form of Heroes of Elysia who have been summoned to help you rid this Demitri Revendreth from Tyrra


    Transform: Unseelie Sidhe Fae lvl 9


    Body: 150

    Weapons: None

    Damage: Always has Elemental Pool of his choice active.

    Magic: Celestial (7/7/7/7/7/7/7/7/7) , 50 Levels Celestial Formal, Earth (7/7/7/7/7/7/7/7/7) , 30 Levels Earth Formal

    Defenses: Resist Charm x10, Resist Sleep x10, Resist Poison x10, Cloak Command x10, Cloak Chaos x10, Bane Binding x10, Dodge x5, Return x5, Half Damage from Chaos, Half Damage from Void, Double Damage from Time

    Abilities: May Voice Command all Oblivions Edge Golems at Will, Arcane Dragons Breath x10, Alchemy x20, Read and Write, Herbal Lore, Read Magic, Rift at Will while in Moutesque, , ,

    Killing Blow: YES! Will do anything to protect the Dark Tower of Moutesque

    Motivation: Protect the Dark Tower of Moutesque! Restore the Order of Oblivions Edge to his glory

    A Leson In Agony : Solomon Zeneth Transform Extra-Planar (Unseelie Fae) Master (9th)

    All Characters with an Extra-Planar (Fae) Transform

    • Immune to Sleep

    • Innate Magic Aura

    • Magic Fear x3

    Master(9th)

    Gets 6 skill points to buy skills from Extra-Planar (Fae) Skill Pool and General Skill Pool

    • +90 body

    • +9 Superhuman Strength

    Chosen Skills

    • Magic Sleep x3

    • Magic Fear x3

    • 60 Elemental Dream x3

    • 60 Elemental Darkness x3

    • 150 Elemental Dream Pool x3

    • 150 Elemental Darkness Pool x3


    A Leson In Agony : The Agony Box

    The Black Chamber is a ritual room the Oblivion’s Edge used to channel ancient magics. The room significantly weakens spirits when someone is incapacitated with Agony to channel with them.

    If someone puts their hand in the Agony Box, while their hand remains in the box and they do not take damage.

    • The person is stricken with incomprehensible Agony.
    • The person is under the effects of a Taint Blood (no in game skills may be used) that isn’t able to be purified.
    • They cannot speak other than grunts and screams.
    • The spirits are weakened..
      • Drop their carrier attack (drain life),
      • Lose the Focus ability.
      • Cut their damage in half (from 20 Magic to 10 magic).

    If someone with their hand in the Agony box is attacked and takes Body damage,

    • The effects are broken.
    • The Box is sealed for 30 seconds before it can be used again.

    The Star of Nekron

    Written By: Chris Colland

    Brief: A new “cult” named the Star of Nekron sends one of their “Speakers” into town to distribute some pamphlets for their Midnight Meeting. The Children of the Stars are seeking new members to grow their ranks with “disillusioned” citizens on the Elysian Nobility over the last 3 years

    Requirements:

  • Run on Friday Night
  • A Lesson in Agony has been run
  • Synopsis: A “Speaker” of the “Children of the Stars” will come to town and pass out pamphlets about their meeting tonight. The contents will be a movement to “Strengthen Elysia” and have “representation for the disillusionment of nobility in the last 3 years” topics of “abandonment of the citizens” will be a hot button. The PCs will be invited to attend the meeting, this is completely optional to attend. If no one shows up, the meeting happens without a hitch, if PCs show up then a brief discussion about the “core values” will be discussed and see if they can garner any support from the PCs to the “cause.”

    Outcomes:

    1. The PCs attend the meeting and hear out the Speaker.
    2. The PCs ignore the invitation and the meeting happens off-screen.
    ~

    Number of Cast Members: 5

    Roles: Converted of the Children of the Stars, Issac Tempest Speaker for Cryptinth

    Misc: Isaac Temest Transform Lvl 8 Chaos Elemental

    Props: Star of Nekron Pamphlet, Speaker Costume, Townsfolk Clothing, Chairs

    Treasure: None (Speaker will have treasure if killed from “donations”), ( Description: Duration: Effects: )

    Rumors:

    “Last night as of 2 past the Witching Hour, a dark green glowing Star appeared over Moutesque and Cryptinth. We will begin research into what this Star means and where it came from but this is a very unnatural occurrence for our area…

    ~Kyumiri Cryptinth
    High Lord Reeve of Cryptinth
    Adopted son of former Duke Ryldinmar
    Warden of Hakken’s Blade
    Defender of Cryptinth”

    Hook: A “Speaker” of the “Children of the Stars” come into town to pass out pamphlets for the “Children of the Stars” meeting soon

    Scenes:

      In Game: Small Unmarked Common Building Edge of Town Out of Game: Mod Shack Flee Point: Town

    Running Notes: This module is the introduction to the Star of Nekron cult for the Four Fiends of Elysia Plotline.

    The Star of Nekron : Converted of the Children of the Stars

    You came to the meeting to start seeing some change in Elysia. While Cryptinth is mostly immune to the outside worlds problems, you are concerned about the rest of the Dutchy.


    • Sell the pitch that the Speaker of the Children of the Stars is giving and refute anything negative the PCs say about them.

    • NOTHING SEEMS OUT OF PLACE TO YOU!!!! The Kool-Aid is strong with the Children of the Stars and tastes amazing.

    • Ask the adventurers where they have been for the last 3 years!

    • Talk about how weak the current Duke Thermo is! Duke Ryldinmar would never have let this happen on his watch!


    Body: 10

    Abilities: Read and Write

    Motivation: Find out information about the Children of the Stars. Make the PCs believe in this just cause. Show support for Anything Speaker Issac says. The nobility abandoned Elysia 3 years ago, while Cryptinth was mostly fine under the Lord Reeve and Duke, your friends around the Dutchy suffered.

    The Star of Nekron : Issac Tempest Speaker for Cryptinth

    You are the chosen Speaker for Cryptinth. Your devotion is very devout, you will not reveal any secrets of the Children of the Stars or compromise the security of the cause. You are willing to die


    Body: 50

    Damage: Always has Defiling and Healing Pool Up

    Magic: 4/4/4/4/4/4/4/4/4 Earth, 10 Levels Earth Formal

    Defenses: Immune to Charm, Immune to Enslavement, Resist Sleep x3, Resist Poison x3, Return x3, Healed by Chaos

    Abilities: Transform Lvl 8 Chaos Elemental, Read and Write, Herbal Lore, Read Magic, Healing Arts

    Killing Blow: Yes, but will only attack if attacked first or protecting other members of the cult

    Motivation: Draw as many people into the Children of the Stars, Get as much donations as possible, Get people to put “faith” in the cause so the Star grows in power

    The Star of Nekron : Isaac Temest Transform Lvl 8 Chaos Elemental

    All Characters with an Elemental Transform

    • 150 Elemental Pool of Chosen Element
    • Innate Elemental Aura of Chosen Element
    • Healed by Chosen Element

    High(8th)

    Gets 4 skill points to buy skills from Elemental Skill Pool and General Skill Pool.
    • +60 body
    • +6 Superhuman Strength
    • 60 Elemental (Chosen Element) x3

    Chosen Skills

    • Cloak Order x3
    • 90 Elemental Chaos x3
    • Elemental Pool Chaos 150 x3
    • Elemental Regenerate (Regenerate but heals even if no Metabolism) x3


    Saturday Morning

    4 Modules to run

    Chaos Is a Ladder

    Written By: Chris Colland

    Reviewed By: Scott Bennett

    Brief: A portal has opened in the forest near Cryptinith to the Plane of Chaos, Chaos Imps and Chaos Knight come forth and roam looking for Order to destroy as they sensed the presence of Nobility.

    Requirements:

  • Run on Saturday Morning
  • First Module for the day
  • Synopsis: The presence of the Green Star, aka the Star of Nekron has made the veil between the Chaos Plane and Tyrra much thinner. Chaos Creatures are beginning to spawn from random portals in the Forest. The effect of the Chaos Rifts spawning is what is driving the Feral wild and into more of an uncontrolled Frenzy. Normally they kill with a purpose but now it is indiscriminately. These portals can’t be shut easily but they only last for a short period of time.

    Outcomes:

    1. The PCs engage the Chaos monsters and fight them back till the waves are over.
    2. the PCs let the Chaos Creature go unchecked and they go deeper into the City to cause issue.
    3. These Chaos Creatures become the randoms for the rest of the event.
    ~

    Number of Cast Members: All

    Roles: Elemental, Chaos Imp, 4X Elemental, Chaos Knight

    Makeup: Green Markings (Lipstick on face or green eyeliner markings)

    Treasure: Coins, Components, Production

    Rumors:

    “Last night as of 2 past the Witching Hour, a dark green glowing Star appeared over Moutesque and Cryptinth. We will begin research into what this Star means and where it came from but this is a very unnatural occurrence for our area…

    ~Kyumiri Cryptinth
    High Lord Reeve of Cryptinth
    Adopted son of former Duke Ryldinmar
    Warden of Hakken’s Blade
    Defender of Cryptinth”

    Hook: None, This happens when NPCs are awake and ready

    Transformations: All Elemental Transforms UP

    Running Notes: This module is the wake up module for Saturday morning. The Star of Nekrons presence above Moutesque has lowered the veil between Chaos and Tyrra here. Given the movement and actions of the Chaotic One and the Star of Nekron, portals of Chaos have spawned in random patterns around Cryptinith and Moutesque. Having these creatures in the area sets the Feral on edge and increases their primal lust for battle. This is main module that becomes the daytime “Randoms” for Saturday. This first module the Imps will reset 5 times and the Knights will reset 3 times

    Chaos is a Ladder : Elemental, Chaos Imp


    Reset: 5 times


    Body Points: 30

    Strength Bonus: 4

    Threshold: 3

    Rips From: Pin/Bind

    Movement: Wandering

    Type: Elemental, Lesser

    APL: 8

    Society: Anarchy

    Motivation: Spread Chaos, Follow the Directives of the Anarch

    Armor: None

    Offensive Abilities: Carrier Attack Chaos, 10 Elemental Chaos x3

    Defensive Abilities: No Metabolism, May Cast in Body, Cloak Earth x1, Return Waylay x1

    Vulnerabilities: Immune to Life, May Not Cast Earth, Damaged by Healing

    Spells: Earth

    Pyramid: 6,5,4,3,2,1

    Weapon Use: None

    Claws: Two Handed

    Base Damage Call: Small Weapon - “3 Chaos”Short/Longsword - “4 Chaos”Two Handed - “7 Chaos”

    At Death: Vanishes

    Healed By: Necromancy

    Immune To: Sleep, Charm, Poison, Death, Paralyze, Necromancy, Drain, Feeblemind, Vertigo

    Protectives: None to Start

    Descriptive Phrase: Humanoid with swirling colored skin, often marked with eight arrows or one down arrow

    Costuming:

    Chaos is a Ladder : Elemental, Chaos Knight


    Reset: 5 times


    Body Points: 100

    Strength Bonus: 10

    Threshold: 8

    Rips From: Pin/Bind/Web/Confine

    Movement: Wandering

    Type: Elemental, Greater

    APL: 26

    Society: Anarchy

    Motivation: Spread Chaos,Follow the Directives of the Anarch

    Armor: None

    Offensive Abilities: Will Possess Skills as PC from Life, Channeled Carrier Attack Chaos, 10 Elemental Chaos x5, 20 Elemental Chaos x4, 30 Elemental Chaos x3, Elemental Chaos Storm x2 (5 Elemental Chaos as Magic Storm), Control Lesser Chaos Elementals and Chaos Lords by Voice

    Defensive Abilities: Add Character Body, No Metabolism, May Cast in Body, Return Magic x5, Phase x3, Cloak Earth x3

    Vulnerabilities: Immune to Life, May Not Cast EarthDamaged by Healing

    Spells: Earth and By Skills

    Pyramid: 12,11,10,9,8,7,6,5,4

    Weapon Use: By Skills

    Claws: Two Handed

    Base Damage Call: Small Weapon - “6 Chaos”Short/Longsword - “7 Chaos”Two Handed - “13 Chaos”

    At Death: Vanishes

    Healed By: Necromancy

    Immune To: Sleep, Charm, Poison, Death, Paralyze, Necromancy, Drain, Feeblemind, Vertigo

    Protectives: Will Have

    Descriptive Phrase: Humanoid with swirling colored skin, often marked with eight arrows or one down arrow

    Costuming:

    Justice for Nekron

    Written By: Chris Colland

    Brief: A Speaker of Nekron and a Blade of Nekron were killed In the early hours of the morning on a walk. They saw the Lycan murderer flee into the town so they have rounded up suspects and want help finding the Killer.

    Requirements:

  • Run on Saturday Morning
  • Chaos is a Ladder has been ran
  • Synopsis: Early in the morning, just after sunrise, a Speaker of Nekron and a Blade of Nekron were killed outside of the City Walls on a walk. A traumatized Follower of the “Children of the Stars” saw the Lycan who slayed them flew into the City Gates. With help of Hakkens Blade, they have gathered up the 5 suspects they believe might be. It is upto the players now to play Jury and Executioner now. The Speaker Issac Tempest will be the one rounding up the PCs and explaining the situation. The traumatized Follower will be present but will side with whatever the players choose is the Guilty party as they only saw a Lycan and not the human form.
    A Speaker of Nekron and his Blade of Nekron were brutally murdered in the early morning hours and the Lycan fled into the City Gates. The 5 suspects all seem to be ruffians and potentially guilty but one is definitely the killer. It is up to the players to find and execute the right man. Speaker Issac doesn’t care who it is, he just wants “Justice” for his Followers being killed. The 5 suspects will give a story and then it’s up to the players to decide who they believe and pass judgment.

    Outcomes:

    1. The PCs find the killer and put him to death
    2. The PCs sentence an innocent person to death and the killer goes free
    3. Regardless of of an innocent was killed, Speaker Issac will pay the PCs for their “services” and “aid” in bringing a murderer to Justice.
    ~

    Number of Cast Members: 1

    Roles: [A Speaker of Nekron Blade of Nekron] Issac Tempest Speaker for Cryptinth, Suspect 1-5, Traumatized Follower (Michael Foren or Valeria Hithi (depending on actor))

    Misc: Isaac Temest Transform Lvl 8 Chaos Elemental, Solomon Zeneth Transform Extra-Planar (Unseelie Fae) Master (9th)

    Makeup: Nekron Star tattoo

    Costuming: Commoner Commoner Clothing

    Treasure: , ( Description: Duration: Effects: )

    Hook: Speaker Issac Tempest comes to town with a morale problem of discerning a Murder of his Children of the Stars members

    Scenes:

      In Game: Out of Game: Flee Point:

    Running Notes: This module is a Moral dilemma module. All the suspects have a 7th level Lycan transform so all could be equally guilty

    Justice for Nekron : Issac Tempest Speaker for Cryptinth

    You are the chosen Speaker for Cryptinth. Your devotion is very devout, you will not reveal any secrets of the Children of the Stars or compromise the security of the cause. You are willing to die


    Body: 50

    Damage: Always has Defiling and Healing Pool Up

    Magic: 4/4/4/4/4/4/4/4/4 Earth, 10 Levels Earth Formal

    Defenses: Immune to Charm, Immune to Enslavement, Resist Sleep x3, Resist Poison x3, Return x3, Healed by Chaos

    Abilities: Transform Lvl 8 Chaos Elemental, Read and Write, Herbal Lore, Read Magic, Healing Arts

    Killing Blow: Yes, but will only attack if attacked first or protecting other members of the cult

    Motivation: Draw as many people into the Children of the Stars, Get as much donations as possible, Get people to put “faith” in the cause so the Star grows in power

    Justice for Nekron : Suspect 1-5

    You have been rounded up and deemed “guilty” of a crime you may or may not have committed. You have faith in the system of justice that your innocence will be proven before a jury of your peers. One of you is guilty of Murder but the lot they have collected is easily passable as all could be guilty…


    Role Play Notes:

    choose a vice: drinking, fighting gambling, lying, brothels, stealing

    · Make your story have a flaw or two in it so it is believable enough, but something seems off

    · You ALL have a crippling Vice (drinking, fighting gambling, lying, brothels, stealing, etc) so weave that into the story to make yourself seem questionable.

    · If they look like they are picking you as the “guilty” party, beg and plead for your life OR just tell them to get it over with and accept your fate

    · The “Real Murderer” is Suspect #5! Your motive was that you didn’t like the way the Speaker “smelled” just something was “off” about him and it drove you into a bloodlust, the next thing you knew your Transform took over and you murdered them. You remember fleeing into the City Gates and hiding till someone found you passed out in an alleyway.

    · Suspect #5 will elect for Trial by Combat for his death if they sentence him to Death. He isn’t granted this rite by law but it is upto the PCs if they choose to accept his terms of not. If they accept his terms then he shifts when the fight begins. If they decline his request, then he will become aggressive and back into a corner and start snarling at the PCS (Use Feral Random Card for Fight)

    · If any of the other Suspects are picked for Execution, they will either beg/plead or just tell them to get it over with and kneel


    Body: 10

    Abilities: 7th level Lycan transform, Read and Write

    Motivation: Not being found Guilty!!! ARGUE AMOUNG YOURSELVES!!!! You don’t give a shit about each other; you just want to be set free and left alone.

    Justice for Nekron : Traumatized Follower (Michael Foren or Valeria Hithi (Depending on Actor))

    You are a Loyal Follower of the Children of the Stars. Seeing a Speaker and a Blade cut down in such cold blood is unnerving and traumatic to your heart. You have devoted your daily life cause to the Children of the Stars. You truly believe that they can change Elysia for the better and bring the commoners cries to the nobility.


    Body:

    Role Play Notes:

    · This REALLY mortified you seeing a Speaker and a Blade mauled by a “wild” Lycan

    · Your family has been helped greatly by the Children of the Stars

    · The Speaker who was slain personally saved your Son from a Feral 3 months ago

    · SOMEONE MUST PAY!!!! You wont be satisfied till the laws of Elysia get a murdered executed for committing such an act

    · If anyone speaks to you directly, you will back away and try to hide behind Speaker Issac


    Body: 10

    Abilities: Read and Write

    Makeup: 78, 101, 107, 114, 111, 110, 32, 83, 116, 97, 114, 32, 116, 97, 116, 116, 111, 111

    Motivation: Horrified!!! You watched a Lycan cut down a Speaker and Blade of the Stars you were on a walk with. Your faith in the Children of the Stars is UNSHAKEN!!! In fact it is now strengthened even more so seeing your “leaders” died for their message.

    Justice for Nekron : Isaac Temest Transform Lvl 8 Chaos Elemental

    All Characters with an Elemental Transform

    • 150 Elemental Pool of Chosen Element
    • Innate Elemental Aura of Chosen Element
    • Healed by Chosen Element

    High(8th)

    Gets 4 skill points to buy skills from Elemental Skill Pool and General Skill Pool.
    • +60 body
    • +6 Superhuman Strength
    • 60 Elemental (Chosen Element) x3

    Chosen Skills

    • Cloak Order x3
    • 90 Elemental Chaos x3
    • Elemental Pool Chaos 150 x3
    • Elemental Regenerate (Regenerate but heals even if no Metabolism) x3


    Justice for Nekron : Solomon Zeneth Transform Extra-Planar (Unseelie Fae) Master (9th)

    All Characters with an Extra-Planar (Fae) Transform

    • Immune to Sleep

    • Innate Magic Aura

    • Magic Fear x3

    Master(9th)

    Gets 6 skill points to buy skills from Extra-Planar (Fae) Skill Pool and General Skill Pool

    • +90 body

    • +9 Superhuman Strength

    Chosen Skills

    • Magic Sleep x3

    • Magic Fear x3

    • 60 Elemental Dream x3

    • 60 Elemental Darkness x3

    • 150 Elemental Dream Pool x3

    • 150 Elemental Darkness Pool x3


    Suspended by the Throat

    Written By: Chris Colland

    Reviewed By: Scott Bennett

    Brief: A groundskeeper heard unnatural noises coming from a Catacomb just outside Moutesque. A servant of Demitri Revendreth has risen dead Feral and must be stopped!

    Requirements:

  • Run on Saturday Morning
  • Justice foe Nekron has been ran
  • Synopsis: A concerned Groundskeeper comes to the tavern to seek the aid of the PCs to clear out a Catabcomb he is certain a servant of Demitri Revendreath has been working evil magic in. He heard the sounds of Feral Howls but he heard the moans and wails the Undead make when they move among this world when they are risen again. The PCs should move with haste to catch them during the day trapped in the Catacomb before they can be released at night to roam freely and spread the plague.
    A Servant of Demitri Revendreth has done something unthinkable and gathered Feral dead corpses and created them as Greater Undead to amplify their power. When the PCs arrive, they will hear snarls and howls mixed with the moans and wails of Undead. Whomever did this abomination lurked around collecting all the dead Feral slain after the PCs killed them over the last night. There is no easy way to approach this module than rushing in and facing them. There is only one wave of these creatures, this was a cruel experiment that was to be released at night but the PCs lucked out and have a chance to stop it now.

    Outcomes:

    1. The PCs enter the Catacomb and slay the Undead Lycans
    2. The PCs ignore the fight or don’t defeat them and the undead Lycans become a Night Random (detailed in the modulec)
    ~

    Number of Cast Members: 7

    Roles: [A groundskeeper A servant of Demitri Revendreth risen dead Feral] 6X Undead Feral Lycan

    Misc:

    Makeup: White Makeup

    Costuming: Fur Tabards

    Treasure: Coins, Components, Production

    Hook: Thul Peterson, a concerned Groundskeeper comes to the tavern to explain the unnatural noises he heard coming from a Catacomb just outside of Moutesque.

    Scenes:

      In Game: Holding Cell Out of Game: Mod Shack Flee Point: Mod Shack Door
      In Game: Catacombs just outside of Moutesque Out of Game: Mod Shack Flee Point: Mod Shack Door

    Transformations: All Naturalist, Undead, and Hunter Transforms up

    Running Notes: module is a pure fight module.

    Roles: Groundskeeper Thul Peterson, Undead Feral Lycan x6

    Suspended by the Throat : Undead Feral Lycan

    **

    Undead Lycan (Grey Werewolves, Brown Werebears, Black Werepanthers)

    Body: Defenses:

    Magic: Magic Taint Blood x5, Magic Create Undead x5, Magic Cause Mortal Wounds x10

    Weapons: Claws

    Damage: 15 Magic Disease

    SPECIAL NOTES: FERALS CANNOT BE CALMED OR PURIFIED BLOOD FROM BERSERK. CoT non-Ferals can be Calmed but not Purified Blood from their berserker rage

    Killing Blow Active: YES!!!!

    Motivations: SLAY THE LIVING!!! INFECT EVERYONE!!!! FEAST!!!!

    Reset: NONE (Might become Night Random Later depending on Module outcome)


    Body: 200

    Defenses: Revive unless killed by Silver, Immune to Charm, Immune to Curse, No Metabolism, Immune to Sleep, Immune to Create Undead Spell, Rips from Pin/Bind/Web/Confine, Threshold 10, Double Damage from Silver, Return x7, Dodge x3,, Cloak Chaos x5, Healed by Chaos, Double from Healing, Double from Silver

    Abilities: Focus, Arcane Fear x3 (Must Howl Before), Critical Slay (Massive) x2, May inflict Curse of Transformation (Undead or Lycan) on 3 count bite to unconscious or dead NPC/PC at will, Arcane Berserk x1, Physical Strike Destroy x3, Physical Strike Pin x3,

    Makeup: 87, 104, 105, 116, 101, 32, 77, 97, 107, 101, 117, 112

    Speech: Howl

    Suspended by the Throat :

    Groundskeeper Thul Peterson

    You have been a groundskeeper around Moutesque for 10 years now. You have seen things that would shake people to their core but you don’t speak much these days. Despite the shadow war being fought under your nose, Moutesque has seemed relatively unbothered recently, but the mastery of Demitri Revendreth even fooled you.

    Body: 50

    Defenses: Resist Charm x1, Resist Sleep x1

    Magic: 4/4/4/4/4/4/4/4/4 10 Formal Earth

    Weapons: Short Sword

    Damage: 5 Silver

    Abilities:

    • Read and Write, Healing Arts, Read Magic, First Aid, Craftsman Other: Groundskeeper x20

    Killing Blow Active: No

    Costume: Black Clothing, Hood, Dirty Face

    Motivations: Preserve the natural order of things around Moutesque. You don’t want to know what happens in the walls of Moutesque but you know it shouldn’t overflow into the surrounding lands.


    Celestial Dream

    Written By: Chris Colland and Donnie Leight

    Reviewed By: Scott Bennett

    Brief: The “Star Child” as he was called by Kael, comes to town after finding Kael and rifting him to Cryptinth to lay out an offering to help against Valdrick.

    Requirements:

  • Run on Saturday Morning
  • Suspended by the Throat has been ran
  • Synopsis: The “Star Child” comes to town with Baron Kael Ravenwind as they shared dreams before he was awake. Once all are assembled, the “Star Child” reveals his nature and his true power to the Adventurers. Those present in May will know his presence and nature from the Elemental Leyline Plot. But the “Star Child” will offer a set of choices he can do to aid in the battle with Valdrick to come…

    Outcomes:

    1. The PCs gather and hear out the “Star Child” and offer offer.
    ~

    Number of Cast Members: 2

    Roles: Kael Ravenwind, Star Child

    Props: War Fan

    Makeup: “Star Child” costume and makeup,

    Hook: The “Star Child” and Kael Ravenwind arrive in town roughly around Lunchtime to discuss the Elemental Leylines and the coming war with Valdrick. Choices need to be made

    Running Notes: This is overflow from May plotline finishing and National lead-in. This module is a break in the heaviness of task that is Moutesque and The Feral. Ideally this module happens around Lunchtime or just after so all can rest and hydrate. National and Local Plot decisions will be made during this conversation/discussion. Following this Module will be a Personal Plot hop to Stonewood and then a chain of Modules to reclaim Moutesque, essentially the calm before the storm so to speak =)

    Celestial Dream : Kael Ravenwind

    Lightning Storm.


    Celestial Dream : Star Child

    Saturday Early Afternoon

    7 Modules to run

    Terror Train 5 (Infirmary)

    Written By: Chris Colland

    Brief: Moutesque City must be reclaimed by Kyumiri Cryptinith’s decree. The fifth target is the Infirmary

    Requirements:

  • Run on Saturday Early Afternoon
  • The Lord Reeves Charge has been ran
  • Synopsis: The Infirmary was normally used to treat mundane injuries that you cannot heal by magic means for the Order of Oblivion’s Edge. The network of checks and balances of security in Moutesque is normally very tight and seamless. But Demitri Revendreth found a way to ruin all of these years of careful planning.

    Outcomes:

    1. The PCs reclaim the Infirmary and Oblivion’s Edge restores it
    2. The PCs fail to reclaim the Infirmary or they come back later a respawn
    ~

    Number of Cast Members: 6

    Misc: ,

    Treasure: , ( Description: Duration: Effects: )

    Scenes:

      In Game: Moutesque Infirmary Out of Game: Flee Point:

    Running Notes: This module is the One of 7 in a chain to reclaim Moutesque. 5 of these modules should be ran Saturday afternoon and the final 2 after reset on Saturday night. The Oblivion’s Edge Wraith is a Banshee on this one, she will plant her feet and cast Magic Death like Magic Storm. The Leviathan should surround her and guard her like loyal soldiers

    Hook: The Lord Reeve gives his Charge and tasks the Adventurers with leading an expeditionary force to reclaim Moutesque under the Oblivion’s Edge advice

    Roles: Oblivion’s Edge Banshee, Barghest x5

    Props: Black Robes /w Blue Tabard, White Tabards, Undead Makeup

    Tags and Treasure: Coins, Components, Production

    Scene 1: (OOG) Mod Shack (IG)

    Flee Point: Mod Shack Door

    Terror Train 5 (Infirmary) :

    Undead Leviathan

    You were once a “Citizen of Moutesque” or a town nearby, by one of Valdrick’s minions brought you back to raid the tower and be part of his army of the Night. You shamble forward with unholy energy and the thirst for the living.

    A screenshot of a computer  Description automatically generated

    Body: 400

    Weapons: Claws

    Damage: 10 Normal

    Killing Blow Active: No

    Costume: White Tabard, Undead Makeup

    Motivations: Slay the Living! All Hail the One True King, Valdrick!

    Reset: NONE


    Terror Train 5 (Infirmary) :

    Oblivion’s Edge Banshee

    You were once a proud member of Oblivions Edge, a strong mage of the secret Order to protect the secret of Moutesque and the Dark Tower. Demetri Revendreth has absolutely decimated the ranks of Oblivions Edge, but it has taken him 3 years to do so. Some of your fallen friends are now his servants. He made 7 power Wraiths of the Council.

    A screenshot of a computer  Description automatically generated with medium confidence

    Body: 150 (50 Base +100 Card)

    Defenses: Cloak Earth x3

    Magic: 4/4/4/4/4/4/4/4/4 10 Formal Earth

    Weapons: Claws

    Damage: 10 Magic Fear

    Killing Blow Active: Yes

    Costume: Black Robes, Undead Makeup

    Motivations: Slay the Living! All Hail the One True King, Valdrick!

    Reset: NONE

    Special Note: Must Plant Feet and Scream for 3 seconds before doing Magic Death at Will like Magic Storm


    Terror Train 2 (Tavern)

    Written By: Chris Colland

    Brief: Moutesque City must be reclaimed by Kyumiri Cryptinith’s decree. The second target is the Tavern

    Requirements:

  • Run on Saturday Early Afternoon
  • Synopsis: The Tavern was the most human part of Moutesque. Oblivion’s Edge members would come here to drink and calm their nerves. The network of checks and balances of security in Moutesque is normally very tight and seamless. But Demitri Revendreth found a way to ruin all of these years of careful planning.

    Outcomes:

    1. The PCs reclaim the Tavern and Oblivion’s Edge restores it
    2. The PCs fail to reclaim the Tavern or they come back later a respawn
    ~

    Number of Cast Members: 6

    Roles: Master Wraith, 5X Undead Bar Patron

    Makeup: Undead Makeup

    Costuming: Commoner Clothing /w White Tabard

    Treasure: Coins, Components, Production, ( Description: Duration: Effects: )

    Hook: The Lord Reeve gives his Charge and tasks the Adventurers with leading an expeditionary force to reclaim Moutesque under the Oblivion’s Edge advice.

    Scenes:

      In Game: Moutesque Tavern Out of Game: Mod Shack Flee Point: Mod Shack Door

    Running Notes: This module is the One of 7 in a chain to reclaim Moutesque. 5 of these modules are ran Saturday afternoon and the final 2 after reset on Saturday night. The Oblivion’s Edge Wraith is a fallen Mage of the Order, they are the field commander these modules. The Undead Bar Patron’s use Alchemy aggressively.

    Terror Train 2 (Tavern) : Undead Bar Patron

    You were once a “Citizen of Moutesque” or a town nearby, by one of Valdrick’s minions brought you back to raid the tower and be part of his army of the Night. You shamble forward with unholy energy and the thirst for the living.


    Reset: NONE


    Body: 50

    Weapons: Claws

    Damage: 5 Normal Wither

    Defenses: Cloak Earth x3, No Metabolism, Dodge x1

    Abilities: Alchemy x10 (THROW LOTS OF NAUSEA AND SLEEP)

    Makeup: 85, 110, 100, 101, 97, 100, 32, 77, 97, 107, 101, 117, 112

    Killing Blow: true

    Motivation: Slay the Living! All Hail the One True King, Valdrick!

    Terror Train 2 (Tavern) : Master Wraith


    Body Points: 250

    Strength Bonus: 12

    Threshold: 12

    Rips From: Immune

    Movement: Wandering

    Type: Undead, Master

    APL: 30

    Inteligence: Normal

    Society: Solitairy

    Motivation: Personal Goals

    Armor: By Class

    Offensive Abilities: Will Possess Skills as PC from Life, , 20 Elemental Ice x8, Spellstrike Death x8, Control High Undead by voice, Create Spectre x3 (Takes 10 Count), Transform to Wraith x1 (Takes 10 Minutes)

    Defensive Abilities: Add Character Body, No Metabolism, May Cast in Body, Non-Coporeal, Phase x10, Rituals on Bottle Usable by Body, Add Strength, Higher Threshold, Return Waylay x4

    Vulnerabilities: Double Damage from Healing, Immune to Life

    Spells: By Skills

    Weapon Use: By Skills

    Claws: Two Handed

    Base Damage Call: Small Weapon - “7 Drain”Short/Longsword - “8 Drain”Two Handed Sword - “15 Drain”

    At Death: Vanishes

    Healed By: Necromancy (Double)

    Immune To: Sleep, Charm, Poison, Death, Paralyze, Drain, Control

    Protectives: Will Have

    Descriptive Phrase: Non Corporeal Humanoid

    Terror Train 3 (Ducal Manor)

    Written By: Chris Colland

    Brief: Moutesque City must be reclaimed by Kyumiri Cryptinith’s decree. The third target is the old Ducal Manor

    Requirements:

  • Run on Saturday Early Afternoon
  • Terror Train 4 (Museum)

    Written By: Chris Colland

    Brief: Moutesque City must be reclaimed by Kyumiri Cryptinith’s decree. The fourth target is the Museum of Moutesque

    Requirements:

  • Run on Saturday Early Afternoon
  • To Stonewood (Get to the Choppa!)

    Written By: Chris Colland

    Reviewed By: Mary Courtney

    Plotline: Reforge Foereaver

    Brief: A vision is given to Kilgorn that the Catacomb spirits are calling out to him. Foereavers core is waiting to be found since the Orcs are gone.

    Requirements:

  • Run on Saturday Early Afternoon
  • Open for Business module has been ran
  • Synopsis: The Mausoleum of Fallen Heroes is now open! Balor Ironleaf has had a vision of a piece of the artifact weapon Foereaver in the Dungeon just past “just past a room of black horned monsters” (Floor 3) in a room with loud snoring. Balor offers a reward to the players after the opening of the Mausoleum and for them retrieving the shard of Foereaver.

    Outcomes:

    1. The PCs defeat 3 floors of the Mausoleum and the side passage to get the shard of Foereaver
    2. The PCs fail to retrieve the shard of Foereaver and it will remain till it is recovered but may move deeper with passing events
    ~

    Number of Cast Members: 6

    Roles: Balor Ironleaf, Black Unicorn, Deep Troll, Jumping Spider, Mountain Giant

    Props: Shard of Foereaver, Lever

    Costuming: Black Tabbard, Dark Blue Tabards, Brown Tabards, Red Tabards

    Treasure: Production Item, Components, Coins, Ring of the Champion( Description: A ring that may be tarnished and faded to the echoes of time but still radiates the the spirit of the Hero who wore it Duration: 1 Year Effects: 2 Times per Day Refit Armor, 2 Times per Day Cure Mortal Wounds 40, 1 Time per Day Poison Shield)

    Rumors:

    Adventurers, I have had a vision, Foereaver called out to me. I know where a piece of it is being kept that isn’t in the hand of the Bloody Fist. Come ask me after the Mausoleum is reopened on the second day of the market this gather. I can give you its location but I won’t post it here because the Bloody Fist might try to intercept. This weapon is something they fear, that is all I can say.

    Balor Ironleaf
    Captain and Guildmaster of the Black Anvil Mercenary Company

    Hook: Balor comes to the tavern seeking 5-6 brave adventurers to quest into the Mausoleum of Fallen Heroes for a shard of Foeraver

    Scenes:

      In Game: Mausoleum floor 1 Out of Game: Mod Shack - Jumping Spiders monsters Flee Point: Mod Shack Door
      In Game: Mausoleum floor 2 Out of Game: Mod Shack - Deep Trolls monsters Flee Point: Mod Shack Door
      In Game: Mausoleum floor 3 Out of Game: Mod Shack - Black Unicorns monsters - with Lever prop. Once the lever is engaged it opens the door to the HIDDEN ROOM. Flee Point: Mod Shack Door
      In Game: Mausoleum HIDDEN ROOM Out of Game: Mod Shack - Mountain Giants monsters start out sleeping. The players can stealth in and take the shard of foereaver and leave if they choose or fight the Giants. If they grab the Shard and run, they can escape. If they engage they will receive the Magic Item Ring of the Champion from of the 5 Giants. This room is pays homage to the final fight where Faeolin Ironleaf fell fighting the True Giant. Flee Point: Mod Shack Door

    Running Notes: This module will scale in its difficulty with how the players engage the Mausoleum itself. Be careful with your PC group you pull for this about Floor 3 since the Black Unicorns have 3 Spellstrike Death’s and can deliver their 4 block as Magic. Kilgorn is a player character played by

    To Stonewood (Get to the Choppa!) : Balor Ironleaf

    You were once the protector of this town. Now in your olden age you are not the Dwarf you once were. Before you would have died before these filthy Bloody Fist scum plagued your walls. But your life has been hard since the occupation set in and the execution of the Black Anvil Company, more importantly the grim executions of you friends.


    Storyteller: Balor is a gruff old grumpy Dwarf but an honorable one. He has seen more battles with the monsters of Elysia than he cares to remember. You can always get him to talk about his glory days over a nice warm pint. No one knows the town of Stonewood better than Balor, he keeps tabs on everyone for the greater good of the town. Depending how the PCs interact with him, he will start to open up about rebellion or laugh at their dreams of liberating the town of Stonewood.

    Healer of Last Resort: If the PC group has no healer and none is available, allow the PCs to choose to come back later to Balor can be convinced to go if no one else in town will go. But he will insist this be something he must be a part of that it is “not his story”


    Reset: No Respawns in the Mausoleum. Once you are dead you are dead unless the other NPCS can bring you back using their skills if intelligent enough to do so


    Body: 160 (40 Armor)

    Weapons: Any (Sword and Shield normally)

    Damage: 10 Magic (Silver Base Sword)

    Magic: 5/5/5/5/5/5/5/5/5 Earth, 20 Levels Earth Formal

    Defenses: Resist Poison x5, Resist Sleep x5, Resist Charm x5, Resist Physical x5, Dodge x3

    Abilities: Slay/Parry x4, Healing Arts, First Aid, Read and Write, Read Magic, Craftsman Other Mercenary x20, , Craftsman Other Guildmaster x20, Craftsman Other Brewing x20, Smithing x20

    Motivation: Restore Stonewood to its former glory and drive the Bloody Fist into the Earth! Rebuilding the Guilds system of Stonewood to rebirth the Black Anvil Company

    Played By: Chris Colland

    To Stonewood (Get to the Choppa!) : Black Unicorn


    Reset: No Respawns in the Mausoleum. Once you are dead you are dead unless the other NPCS can bring you back using their skills if intelligent enough to do so


    Body Points: 100

    Strength Bonus: 6

    Rips From: Pin/Bind/Web

    Movement: Wandering

    Type: Animal

    APL: 12

    Inteligence: Normal

    Society: Solitary

    Motivation: Corrupt the Woodlands

    Armor: None

    Offensive Abilities: Spellstrike Cause Mortal Wounds x6, Spellstrike Death x3, Magic Curse x3, Pyramid Delivered as “Magic”

    Defensive Abilities: Return Magic x3, Dodge x5, Return Waylay x2

    Vulnerabilities: Double Damage from Healing, May Not Cast Healing

    Spells: Earth

    Pyramid: 4,4,4,4,4,4,4,4,4

    Weapon Use: None

    Claws: Short/Long

    Base Damage Call: Small Weapon - “4 Normal”Short/Longsword - “5 Normal”

    At Death: Remains

    Healed By: Necromancy

    Immune To: Sleep, Charm, Poison, Feeblemind, Vertigo

    Protectives: May Have

    Costuming: Black Tabbard

    To Stonewood (Get to the Choppa!) : Deep Troll

    Add 35 Body (100 Total)

    Add +4 to Weapon Damage (1h 20, 2h 15)

    Add +1 Slay


    Reset: No Respawns in the Mausoleum. Once you are dead you are dead unless the other NPCS can bring you back using their skills if intelligent enough to do so


    Body Points: 65

    Strength Bonus: 8

    Threshold: 5

    Rips From: Pin/Bind/Web/Confine

    Movement: Wandering

    Type: Trolloid

    APL: 9

    Inteligence: Normal

    Society: Civilized

    Motivation: Conquest

    Armor: By Class

    Offensive Abilities: May Possess Skills as PC

    Defensive Abilities: Add Character Body, Return Waylay x1

    Claws: None

    Base Damage Call: Small Weapon - “5 Normal”Short/Longsword - “6 Normal”Two Handed - “11 Normal”

    At Death: Remains

    Healed By: Healing

    Immune To: None

    Protectives: None to Start

    Descriptive Phrase: Large Dark Black Trolls

    Costuming: Dark Blue Tabards

    To Stonewood (Get to the Choppa!) : Jumping Spider


    Reset: No Respawns in the Mausoleum. Once you are dead you are dead unless the other NPCS can bring you back using their skills if intelligent enough to do so


    Body Points: 20

    Strength Bonus: 4

    Rips From: Immune

    Movement: Wandering

    Type: Arachnoid

    APL: 6

    Inteligence: Animal

    Society: Solitairy

    Motivation: Spawn Young and Feed

    Offensive Abilities: Physical Web x2

    Defensive Abilities: Dodge x2

    Claws: Short/Long

    Base Damage Call: Small Weapon - 3 Normal Short/Longsword - 4 Normal

    At Death: Remains

    Healed By: Healing

    Immune To: Binding

    Protectives: None to Start

    Descriptive Phrase: Large striped spider

    Costuming: Brown Tabards

    To Stonewood (Get to the Choppa!) : Mountain Giant

    Add 30 Body (100 Total)

    Add +4 to Weapon Damage (1h 20, 2h 15)

    Add +1 Slay

    The NPCs will start out sleeping as the Mountain Giants, they can stealth in and take the shard and leave if they choose or fight the Giants. If they grab the Shard and run, they can escape. If they choose to engage they will receive the Magic Item the Ring of the Champion from of the 5 Giants. This room is paying homage to the final fight where Faeolin Ironleaf fell fighting the True Giant they made him succumb to his wounds.


    Reset: No Respawns in the Mausoleum. Once you are dead you are dead unless the other NPCS can bring you back using their skills if intelligent enough to do so


    Body Points: 70

    Strength Bonus: 8

    Threshold: 7

    Rips From: Pin/Bind/Web/Confine

    Movement: Wandering

    Type: Giant

    APL: 12

    Inteligence: Normal

    Society: Tribal

    Motivation: Preserve the Tribe

    Armor: By Class

    Offensive Abilities: May Possess Skills as PC Thrown Weapon

    Defensive Abilities: Add Character Body, Return Waylay x3

    Spells: By Skills

    Pyramid: None

    Weapon Use: By Skills

    Claws: None

    Base Damage Call: Small Weapon - “5 Normal”Short/Longsword - “6 Normal”Two Handed - “11 Normal” Thrown - “11 Normal”

    At Death: Remains

    Healed By: Healing

    Immune To: None

    Protectives: None to Start

    Descriptive Phrase: Huge Humanoid

    Costuming: Red Tabards

    The Lord Reeve’s Charge

    Written By: Chris Colland

    Reviewed By: Scott Bennett

    Brief: Kyumiri Cryptinth comes to town to ask a large task of the adventurers. Moutesque must be reclaimed house by house if needed, striking during the day is the best edge we have.

    Requirements:

  • Run on Saturday Early Afternoon
  • To Stonewood! has been ran
  • Synopsis: Kyrumiri Cryptinth gathers the adventurers in the Tavern to ask them to aid in the reclaiming of Moutesque. This will be no easy task, but Solomon Zeneth has provided a list of 7 targets that MUST be recovered so the situation doesn’t become more dire. Only 5 need to be accomplished in the daylight, the 2 remaining can be done after dark as we have the best edge in the day for the first 5.

    Outcomes:

    1. The PCs take the Lord Reeves charge seriously and prepare to venture to Moutesque for a series of adventures.
    2. The PCs take their time and burn precious daylight debating how to do things, making it harder at night
    ~

    Number of Cast Members: 1

    Roles: High Lord Reeve Kyumiri Cryptinth

    Misc: Kyumiri Cryptinth Transform Lycan Magical Beast Master (9th)

    Hook: The Lord Reeve Kyumiri Cryptinth comes to town and lays out the plan of attack for Moutesque

    Running Notes: This module is an Roleplay encounter to set the players up for the daunting task of reclaiming Moutesque. After the conclusion of this module, the NPCS will prepare the Mod Shack for 5 ‘Terror Train’ modules to go back to back depending on the speed and intensity the players want to go at. These can be rapid fire or short interludes in between. This will take up the majority of the Afternoon to Early Evening Reset.

    The Lord Reeve’s Charge : High Lord Reeve Kyumiri Cryptinth

    You are the adopted son of the former Duke Ryldinmar Cryptinth Capelanus. You lived many years in the Underdark as a warrior and assassin before surfacing when Duke Ryldinmar embraced his Dark Elf lineage and went to his birth rate. Upon this change in his character, you pledged your service to his cause. The town of Cryptinth is your domain since the former Duke is a busy man. You defend it from the Feral with all your might, the people love your just and righteous judgment. The secret weapon in your War is the embrace of your Lycan blood and mastery over it so you can fight your mortal enemy.


    Body: 300

    Weapons: Any (Only carries 1 Long “Katana” and Spells)

    Damage: 20 Magic/40 Magic From Back(Silver Base Sword)

    Magic: 5/5/5/5/5/5/5/5/5 Earth, 20 Levels Earth Formal

    Defenses: Resist Poison x10, Resist Sleep x10, Resist Charm x10, Resist Physical x5, Cloak Chaos x10, Cloak Binding x10, Cloak Curse x5, Phase x10, Return x10, Dodge x10

    Abilities: Transform Master 9th Werewolf, Slay/Parry x10, Dodge/Assassinate x10, Earth Formal Magic x20, Herbal Lore, Alchemy x30, Healing Arts, First Aid, Read and Write, Read Magic, Craftsman Other Mercenary x20, Craftsman Other Military Tactics x20, Craftsman Other Lord Reeve x20, Craftsmen Other Were/Lycan Lore x20, Craftsman Other Underdark x20, Smithing x30

    Killing Blow: Yes, will Kill all Feral and Undead or anyone who attack him

    Motivation: Protect the citizens of Cryptinth. Slay all Feral and Undead. Oversee the Dark Tower of Moutesque’s protection. Uphold law and order in Cryptinth

    The Lord Reeve’s Charge : Kyumiri Cryptinth Transform Lycan Magical Beast Master (9th)

    All Characters with an Magical Beasts Transform

    • 30 natural armor
    • Innate Magic Aura
    • Battle Magic Return x3

    Master(9th)

    Gets 6 skill points to buy skills from Magical Beast Skill Pool and General Skill Pool

    • +90 body
    • +9 Superhuman Strength

    Chosen Skills

    • Revive x1 (May Only Purchase Once) A creature with this skill can rise back up after five minutes of semi-death. Instead of dissipating and going to resurrect, the creature rises with full Body Points
    • Physical Strike Destroy x3
    • Magic Dragons Breath 80 x3
    • Magic Eldritch Blast 90 x3
    • Magic Life x3
    • Rip From Binding x3

    Terror Train 1 (Guard House)

    Written By: Chris Colland

    Reviewed By: Scott Bennett

    Brief: Moutesque City must be reclaimed by Kyumiri Cryptinith’s decree. The first target is the Guard House

    Requirements:

  • Run on Saturday Early Afternoon
  • The Lord Reeves Charge has been ran
  • Synopsis: The Guard House is the first line of defense to alert the Order of Oblivion’s Edge of mundane intruders to Moutesque. The network of checks and balances of security in Moutesque is normally very tight and seamless. But Demitri Revendreth found a way to ruin all of these years of careful planning.

    Outcomes:

    1. (1) The PCs reclaim the Guard House and Oblivion’s Edge restores it
    2. (2) The PCs fail to reclaim the Guard House or they come back later a respawn
    ~

    Number of Cast Members: 1

    Roles: Leviathan, Master Wraith

    Makeup: Undead Makeup

    Costuming: White Tabard, Black Robes /w Blue Tabard

    Treasure: , ( Description: Duration: Effects: )

    Scenes:

      In Game: Out of Game: Flee Point:

    Running Notes: This module is the One of 7 in a chain to reclaim Moutesque. 5 of these modules should be ran Saturday afternoon and the final 2 after reset on Saturday night. The Oblivion’s Edge Wraith is a fallen Mage of the Order, they are the field commander these modules. The Leviathan acts like City Guard and defend the Wraith until they fall

    Terror Train 1

    Synopsis:

    Outcomes:

    Rumors: “This is a call for aid to the Heroes or Elysia! Something sinister is afoot in the shadows of Moutesque. We have our own share of problems with the Feral lurking in the forests outside of Cryptinth. STICK TO THE ROADS ON YOUR WAY HERE AND DO NOT TRAVEL AT NIGHT ALONE!!! Make sure you bring Silver weapons….. but please do not carry them openly in the city walls of Cryptinth. I shall post the laws of our city very soon. This expeditionary force will rendezvous on the 2nd of June 623. You may use our city of Cryptinth as your forward base as the city of Moutesque is not habitable to anyone besides the mages of Obilvions Edge.”

    ~Kyumiri Cryptinth, High Lord Reeve of Cryptinth

    Hook: The Lord Reeve gives his Charge and tasks the Adventurers with leading an expeditionary force to reclaim Moutesque under the Oblivion’s Edge advice

    Number of Cast Members: 6

    Roles: Oblivion’s Edge Wraith, Leviathan x5

    Props: Black Robes /w Blue Tabard, White Tabards, Undead Makeup

    Tags and Treasure: Coins, Components, Production

    Scene 1: (OOG) Mod Shack (IG) Moutesque Guard House

    Flee Point: Mod Shack Door

    Non-Standard Effects: None

    Rules Clarifications: None

    Craftsman Information: None

    Transformations: None

    * R

    Running Notes:

    Oblivion’s Edge Wraith

    You were once a proud member of Oblivions Edge, a strong mage of the secret Order to protect the secret of Moutesque and the Dark Tower. Demetri Revendreth has absolutely decimated the ranks of Oblivions Edge, but it has taken him 3 years to do so. Some of your fallen friends are now his servants. He made 7 power Wraiths of the Council.

    A screenshot of a computer  Description automatically generated with medium confidence

    Body: 300 (50 Base +250 Card)

    Magic: 4/4/4/4/4/4/4/4/4 10 Formal Earth

    Weapons: Claws

    Damage: 10 Magic Drain

    Killing Blow Active: Yes

    Costume: Black Robes, Blue Tabard, Undead Makeup

    Motivations: Slay the Living! All Hail the One True King, Valdrick!

    Reset: NONE

    Undead Leviathan

    You were once a “Citizen of Moutesque” or a town nearby, by one of Valdrick’s minions brought you back to raid the tower and be part of his army of the Night. You shamble forward with unholy energy and the thirst for the living.

    A screenshot of a computer  Description automatically generated

    Body: 400

    Weapons: Claws

    Damage: 10 Normal

    Killing Blow Active: No

    Costume: White Tabard, Undead Makeup

    Motivations: Slay the Living! All Hail the One True King, Valdrick!

    Reset: NONE

    Terror Train 1 (Guard House) : Leviathan

    You were once a “Citizen of Moutesque” or a town nearby, by one of Valdrick’s minions brought you back to raid the tower and be part of his army of the Night. You shamble forward with unholy energy and the thirst for the living.

    Motivations: Slay the Living! All Hail the One True King, Valdrick!

    Reset: NONE


    Body Points: 400

    Strength Bonus: 8

    Rips From: Pin/Bind/Web/Confine

    Movement: Wandering

    Type: Undead, Lesser

    APL: 14

    Inteligence: Mindless

    Society: Solitairy

    Motivation: Hunger of the Dead

    Armor: None

    Offensive Abilities: May Use Any Weapon Skill or Style

    Defensive Abilities: May Not Be Killing Blowed, Half Damage from all weapon blows

    Vulnerabilities: Double Damage from Healing, Immune to Life

    Weapon Use: Two Handed Claws

    Claws: Two Handed

    Base Damage Call: [Small Weapon- "5 Normal" Short/Longsword - "6 Normal" Two Handed - "11 Normal"]

    At Death: Crumbles

    Healed By: Necromancy (Double)

    Immune To: Sleep, Charm, Poison, Death, Paralyze, Waylay

    Protectives: None to Start

    Descriptive Phrase: Hulking Rotting Corpse

    Costuming: White Tabard

    Costuming: White Tabard

    Terror Train 1 (Guard House) : Master Wraith


    Body Points: 250

    Strength Bonus: 12

    Threshold: 12

    Rips From: Immune

    Movement: Wandering

    Type: Undead, Master

    APL: 30

    Inteligence: Normal

    Society: Solitairy

    Motivation: Personal Goals

    Armor: By Class

    Offensive Abilities: Will Possess Skills as PC from Life, , 20 Elemental Ice x8, Spellstrike Death x8, Control High Undead by voice, Create Spectre x3 (Takes 10 Count), Transform to Wraith x1 (Takes 10 Minutes)

    Defensive Abilities: Add Character Body, No Metabolism, May Cast in Body, Non-Coporeal, Phase x10, Rituals on Bottle Usable by Body, Add Strength, Higher Threshold, Return Waylay x4

    Vulnerabilities: Double Damage from Healing, Immune to Life

    Spells: By Skills

    Weapon Use: By Skills

    Claws: Two Handed

    Base Damage Call: Small Weapon - “7 Drain”Short/Longsword - “8 Drain”Two Handed Sword - “15 Drain”

    At Death: Vanishes

    Healed By: Necromancy (Double)

    Immune To: Sleep, Charm, Poison, Death, Paralyze, Drain, Control

    Protectives: Will Have

    Descriptive Phrase: Non Corporeal Humanoid

    Costuming: Black Robes /w Blue Tabard

    Saturday Early Evening

    7 Modules to run

    You Have Selected the Lore Configuration

    Written By: Chris Colland

    Brief: There is a cave in the forest Cryptinith that the Star of Nekron has found and will sell its location for 50g. Inside the cave is rumored to be great treasure locked behind a door that only the sharpest minds can open.

    Requirements:

  • Run on Saturday Early Evening
  • Chaos Reigns has been ran
  • Synopsis: Speaker Issac comes to town with knowledge of a cave that holds great treasure inside such as Magic Items and other loot behind the door if they can crack the code. The Speaker is willing to sell the location to the cave for 50 gold but warns the PCs that only the sharpest minds will be able to break the puzzles and riddles to gain access to all of the riches. There is rumor that someone with an a Kin to Fae knowledge or affinity would be good to have along for a “Labyrinthian Mind”. Inside the cave are 8 “brain puzzles” to open the door. There is a box with the treasure the cave contains. Hanging from something will be a black scarf with silver metal clasps and a silver owl with black eyes. The scarf calls out to Adira, this is the beginning of her personal plotline quest for a Transform to Dark Fae. She will have 6 riddles to complete, if she gets them then the Scarf will bind itself to her and “the Cold One” will reach out to her at a later time to continue her training.

    Outcomes:

    1. The PCs pay 50g and head to the Cave to test their Minds on the riddles and Puzzles for treasure
    2. The PCs tell Issac they aren’t interested in paying 50g for a gamble on the Cave
    3. If Adira completes the riddles the Scarf is hers and her connection to the Dark Fae entity known as “the Cold One” is complete.
    4. If Adira doesn’t complete the riddles or gives up, the scarf will vanish but she will be told she will be tested soon again...
    ~

    Number of Cast Members: 1

    Roles: Issac Tempest Speaker for Cryptinth

    Misc: Dark Fae Owl Scarf Riddles (Personal Plot Item for Adira), Isaac Temest Transform Lvl 8 Chaos Elemental

    Treasure: Coins, Components, Production, Dark Fae Owl Scarf (Adira Personal Plot Item), Sword of the Hunter( Description: This Silver Sword was once a fallen Undead hunters trusty blade, it seems to have fallen into the hands of the enemy as of late Duration: 2 Year Effects: Silver Sword Base, +3 Damage Aura, Cloak Chaos x2)

    Hook: Speaker Issac comes to town with an offer for a Cave with great treasures if they are sharp enough of the mind to adventure into it.

    Scenes:

      In Game: Cave in the Woods of Cryptinth Out of Game: Mod Shack Flee Point:

    Running Notes: This module is a massive puzzle module.

    You Have Selected the Lore Configuration : Issac Tempest Speaker for Cryptinth

    You are the chosen Speaker for Cryptinth. Your devotion is very devout, you will not reveal any secrets of the Children of the Stars or compromise the security of the cause. You are willing to die


    Body: 50

    Damage: Always has Defiling and Healing Pool Up

    Magic: 4/4/4/4/4/4/4/4/4 Earth, 10 Levels Earth Formal

    Defenses: Immune to Charm, Immune to Enslavement, Resist Sleep x3, Resist Poison x3, Return x3, Healed by Chaos

    Abilities: Transform Lvl 8 Chaos Elemental, Read and Write, Herbal Lore, Read Magic, Healing Arts

    Killing Blow: Yes, but will only attack if attacked first or protecting other members of the cult

    Motivation: Draw as many people into the Children of the Stars, Get as much donations as possible, Get people to put “faith” in the cause so the Star grows in power

    You Have Selected the Lore Configuration : Dark Fae Owl Scarf Riddles (Personal Plot Item for Adira)

    The Black Scarf with the Silver Owl will call to Adira the second the Cave is opened. If she solves the Riddles of the Scarf, the Scarf will bind itself to her and she will feel the embrace of the Dark/Shadow Fae Court. A presence she knows the feeling of but not the name of the creature that reaches out to her (He is known as “the Cold One”). This begins her Dark Fae transform plotline

    6 Riddles Adira will have to solve to gain access to the scarf. If she completes them the Scarf is hers and her connection to the Dark Fae entity known as “the Cold One” is complete. If she doesn’t complete them or gives up, the scarf will vanish but she will be told she will be tested soon again…

    1. “Dreams are fleeting. Only ________ Last forever!” (Nightmares)
    2. “No, no. It is not hands that summon us. It is ______.” (Desire)
    3. “Temptation is an _____, but the time for trickery is past. In this game, we show ourselves as we really are.” (Illusion)
    4. “Human Dreams… such fertile ground for the seeds of _____.” (Torment)
    5. “I cannot die. I am…. _____” (Forever)
    6. “Welcome to the worst Nightmare of all…. _____.” (Reality)

    You Have Selected the Lore Configuration : Isaac Temest Transform Lvl 8 Chaos Elemental

    All Characters with an Elemental Transform

    • 150 Elemental Pool of Chosen Element
    • Innate Elemental Aura of Chosen Element
    • Healed by Chosen Element

    High(8th)

    Gets 4 skill points to buy skills from Elemental Skill Pool and General Skill Pool.
    • +60 body
    • +6 Superhuman Strength
    • 60 Elemental (Chosen Element) x3

    Chosen Skills

    • Cloak Order x3
    • 90 Elemental Chaos x3
    • Elemental Pool Chaos 150 x3
    • Elemental Regenerate (Regenerate but heals even if no Metabolism) x3


    The Return

    Written By: Chris Colland

    Brief: Sundown in Cryptinith is a bit more chaotic than normal. The Feral have gone on the hunt for anyone they see outside the City Gates before Nightfall, though something has forced their Transformation earlier…

    Requirements:

  • Run on Saturday Early Evening
  • You Have Selected the Lore Configuration has been ran
  • Post-Reset Saturday
  • Synopsis: Shortly after Reset on Saturday, something sends the Feral into a killing frenzy. What is worse is their Transformations have been sparked before the moon is up! This is a result of all the Chaos Energy in the area and the Star of Nekron acting as a amplifier for the Moon’s natural Lunar Tide on the Feral. All once howls pierce the air and the Feral ALL transform at once, ascending to their warform they call “Chrinos” The Torches have not been lit yet so the Feral can freely rush the City Gates and attack, this has NEVER happened before… The module will start with all NPCS who can play Feral going to separate ends of the camp and Howling followed by a Transform 3 Count, a Marshall will call “ALL TRANSFORMS UP” when the FERAL approach as they feel the Chaotic energy from them. At the time of ALL TRANSFORMS UP call, a timer is set for 30 minutes.

    Outcomes:

    1. The PCs stop the attacking waves of Feral and put an end to them
    2. The Feral start to slaughter everyone and word is sent to Hakkens Blade for reinforcements to guard the City
    3. The PCS outlast the Feral’s bloodlust of 30 minutes
    ~

    Number of Cast Members: 1

    Roles: Werewolves of the Feral

    Misc: Curse of Transformation Magical Beast Lycan (The Feral)

    Props: Glowing Eyes

    Costuming: Grey Fur Tabbard

    Treasure: , ( Description: Duration: Effects: )

    Hook: Howls pierce the air and the Feral return for blood

    Scenes:

      In Game: Out of Game: Flee Point:

    Transformations: ALL Transforms up till 30 minute DeSpawn of Feral

    Running Notes: Tis module is the mirror opposite of the opening module We Descend…. This module starts Saturday nights plot and sets the mood for the evening.

    IMPORTANT NOTE: The FERAL on this module have double body (was 100 now 200)

    Synopsis:

    Outcomes: (

    Number of Cast Members: ALL

    Roles: Feral Lycan (Grey Werewolves, Brown Werebears, Black Werepanthers)

    Props: Fur Tabards, Glowing Eyes, Claws

    Tags and Treasure: Production Item, Components, Coins

    * RRunning Notes:

    *

    The Feral

    You are the apex predator, the Feral strike fear into the hearts of the weak and strong. Though one by one they might not be as terrifying as other Lycans, their pack tactics and sheer aggression set them apart from your average Lycan. Unlike other Lycans who just mindlessly kill, they go for infection over evisceration. They will still kill if enraged or the target is too persistent about not dying, but they Feral prefer to Bite you and let you succumb to the Lunacy of the Beast under a Full Moon to join their ranks. While they seem just like incredibly bloodthirsty savage berserkers, they are quite intelligent despite the berserker tendency in their blood on their hunting. During the day you are a normal person just with anger issue, but at night you become a Feral again with almost no control over your Transformation unless inside the City Gates of Cryptinth

    Feral Lycan (Grey Werewolves, Brown Werebears, Black Werepanthers)

    Body: 200

    Defenses: Revive unless killed by Silver, Immune to Charm, Immune to Curse, Immune to Sleep, Immune to Create Undead Spell, Rips from Pin/Bind/Web/Confine, Threshold 5, Double Damage from Silver, Return x5, Dodge x2, Cloak Chaos x3, Resist Poison x5

    Magic: None

    Weapons: Claws

    Damage: 10 Normal/Silver/Magic (May switch depending on what they are facing. Silver vs other Lycans, Magic vs Undead, Normal for anything else.)

    Abilities: Arcane Fear x3 (Must Howl Before), Spellstrike Harm Undead 30 x5, Spellstrike Destroy Undead x5, Critical Slay (Massive) x1, May inflict Curse of Transformation on 3 count bite to unconscious or dead NPC/PC at will, Arcane Berserk x1, Cure Mortal Wounds 40 x3 (Touch Cast), Physical Strike: Destroy x3, Physical Strike: Pin x3, Physical Strike: Bind x3,

    SPECIAL NOTES: FERALS CANNOT BE CALMED OR PURIFIED BLOOD FROM BERSERK. CoT non-Ferals can be Calmed but not Purified Blood from their berserker rage

    Killing Blow Active: No, Feral would rather infect CoT than Killing Blow to spread their kind on others. If you down someone and you can, perform a 3 count Bite to inflict a CoT on your victim

    Motivations: SPREAD LYCANTHROPY!!! The Feral are relentless and terrifying. They inflict their madness on other and see how strong the spirit is to fight off the Lunacy of the Beast. Those who cannot fight off the Beast become Feral, those who fight off the Beast still walk the path of the Lycan and are tested each Full Moon of their spirit. Any undead will be smited where they stand despite your berserk rage, just because you are a mindless berserker doesn’t mean your have the primal urge to fight Undead like all Lycans.

    The Return : Werewolves of the Feral

    You are the apex predator, the Feral strike fear into the hearts of the weak and strong. Though one by one you might not be as terrifying as other Lycans, your pack tactics and sheer aggression set you apart from your average Lycan. Unlike other Lycans who just mindlessly kill, you go for infection over evisceration. They will still kill if enraged or the target is too persistent about not dying, but they Feral prefer to bit you and let you succumb to the Lunacy of the beast under a Full Moon to join their ranks. While they seem like bloodthirsty savage berserkers, they are quite intelligent in their blood on their hunting.
    During the day you are a normal person with anger issues, but at night you become a Feral with almost no control over your Transformation unless inside the City Gates of Cryptinth.


    (Brown Werebears, Black Werepanthers)


    Reset: The Feral spawn every 5 minutes upon death. To simulate this, when “Dead” take your 5-minute death count (enjoy the rest lol) and then as you “Resurrect” walk out of site and Respawn, if there are other Feral to revive with do that. MAKE THE PLAYERS HUNT YOU!!!! When you revive, Howl to signify another Feral has “Returned”


    Body: 100

    Weapons: Claws

    Damage: 10 Normal/Silver/Magic (May switch depending on what they are facing. Silver vs other Lycans, Magic vs Undead, Normal for anything else.)

    Defenses: Revive unless killed by Silver, Immune to Charm, Immune to Curse, Immune to Sleep, Immune to Create Undead Spell, Rips from Pin/Bind/Web/Confine, Threshold 5, Double Damage from Silver, Return x5, Dodge x2, Cloak Chaos x3, Resist Poison x5, Cannot be calmed or purified blood from berserk. Curse of Transformation non-Ferals can be Calmed but not Purified Blood from their berserker rage.

    Abilities: Arcane Fear x3 (Must Howl Before), Spellstrike Harm Undead 30 x5, Spellstrike Destroy Undead x5, Critical Slay (Massive) x1, May inflict Curse of Transformation on 3 count bite to unconscious or dead NPC/PC at will, Arcane Berserk x1, Cure Mortal Wounds 40 x3 (Touch Cast), , ,

    Props: 71, 108, 111, 119, 105, 110, 103, 32, 69, 121, 101, 115

    Killing Blow: No, Feral would rather infect Curse of Transformation than Killing Blow to spread their kind on others. If you down someone and you can, perform a 3 count Bite to inflict a Curse of Transformation on your victim.

    Motivation: SPREAD LYCANTHROPY!!! The Feral are relentless and terrifying. They inflict their madness on other and see how strong the spirit is to fight off the Lunacy of the Beast. Those who cannot fight off the Beast become Feral, those who fight off the Beast still walk the path of the Lycan and are tested each Full Moon of their spirit. Any undead will be smited where they stand despite your berserk rage, just because you are a mindless berserker doesn’t mean your have the primal urge to fight Undead like all Lycans.

    Speech: Low and growling. Howl when you approach your prey.

    Tactics: Fight as a pack. Go for infection over evisceration

    Movement: Hunched and powerful.

    Descriptive Phrase: mangy hunched humanoid wolf.

    The Return : Curse of Transformation Magical Beast Lycan (The Feral)

    If the Feral bite you, they can inflict a Curse or Transformation based on their Lycan type.aa


    The Feral have cursed you with a level 7 transform from the magical beast section on page 20 of the transform packet. You can have a curse of transform and a normal formal transformation cast on you. Curses are suppressed until they activate while Transforms you can feel and channel.

    You can feel the pull of rage that the flows through the feral and the call of the beast.

    The trigger for the Curse of Transformation: Outside the City Gates of Cryptinth after dark. There will be a siren played at dusk. If you are caught outside the City Gates you will be forced into a Berserker State as your Curse of Transformatoin comes tearing out. YOU WILL FIGHT EVERYTHING YOU SEE! The Calm spell will bring them out of the Berserker state but they are Immune to Awaken

    All Characters with an Magical Beasts Transform gain

    • 30 points of natural armor
    • Innate Magic Aura
    • Battle Magic Return x3

    Greater(7th)

    Gets 2 skill points to buy skills from Magical Beast Skill Pool and General Skill Pool

    • +30 body
    • +3 Superhuman Strength

    Terror Train 6 (Oblivion's Edge Library)

    Written By: Chris Colland

    Brief: Moutesque City must be reclaimed by Kyumiri Cryptinith’s decree. The sixth target is the Oblivion's Edge Library

    Requirements:

  • Run on Saturday Early Evening
  • The Lord Reeves Charge has been ran
  • after dusk (around 8:30 pm.)
  • Synopsis: The Eldritch Golem serves as the Puzzle Master, if they kill him the Module is locked!!! The Armor Golems defend the Library to their dying breath. One Floor 2 they will Reset twice.
    but once the Golem is defeated and stands aside, the module will open up a “door” to the underground Library

    Outcomes:

    1. The PCs reclaim the Library, defeat the door puzzle and Oblivion’s Edge restores it.
    2. The PCs fail to reclaim the Library/Door Puzzle or they come back later a respawn.
    ~

    Number of Cast Members: 1

    Roles:

    Misc:

    Props: Checker Board, HUGE Rope Lights

    Treasure: , ( Description: Duration: Effects: )

    Scenes:

      In Game: Oblivion's Edge Library Entrance Out of Game: Module building entrace with checkerboard set up on a table. Flee Point:
      In Game: Oblivion's Edge Library Floor 1 Out of Game: Field with huge rope lights. The Rope Light edges will be the “walls” of the Library. This will add a cool ambience to the module with a interesting Layout in a odd pattern. Flee Point:
      In Game: Oblivion's Edge Library Floor 2 Out of Game: Field with huge rope lights. The Rope Light edges will be the “walls” of the Library. This will add a cool ambience to the module with a interesting Layout in a odd pattern. Flee Point:

    Brief: Moutesque City must be reclaimed by Kyumiri Cryptinith’s decree. The second target is the Oblivion’s Edge Library. But first they must defeat a Golem at a board game to gain access

    Synopsis: The Oblivion’s Edge Library is a CRITICAL point to reclaim if stability is to be restored to Moutesque. The network of checks and balances of security in Moutesque is normally very tight and seamless. But Demitri Revendreth found a way to ruin all of these years of careful planning.

    Hook: The Lord Reeve gives his Charge and tasks the Adventurers with leading an expeditionary force to reclaim Moutesque under the Oblivion’s Edge advice

    Number of Cast Members: 7

    Roles: Oblivion’s Edge Wraith, Armor Golem x5, Eldritch Golem x1

    Props: Black Robes /w Blue Tabard, White Tabards, Undead Makeup

    Tags and Treasure: Coins, Components, Production

    Scene 1: (OOG) Mod Shack (IG) Moutesque Order Library

    Flee Point: Mod Shack Door

    Running Notes: This module is the One of 7 in a chain to reclaim Moutesque. These are the final two modules of it. The Oblivion’s Edge Wraith is a fallen Mage of the Order, they are the field commander these modules.. The Library will be outside with 2 massive Rope Lights. There will be 2 levels of the Library andhe Followup module to this will be outside with the Ropelights too but will be more in a perfect Square to rep a Graveyard with multiple waves of monsters where the Library is a more enclosed battle with a odd layout.

    Terror Train 6 (Oblivion's Edge Library) :

    Costume: Blue Tabard

    Special Notes: This Golem will play the Board Game Checkers with the adventurers until one beast him to gain entry. He will not engage in combat. If they attack him and Crumble the Golem they are unable to access the Module!!


    Reset: NONE


    Body Points: 50

    Strength Bonus: 4

    Rips From: Pin/Bind

    Movement: Restricted

    Type: Construct

    Inteligence: Mindless (Only Checkers!)

    Society: Controlled

    Motivation: Will of the Creator (Play Checkers!)

    Armor: By Class

    Offensive Abilities: May Use Any Weapon Skill or Style (Not When Spirt Stored), May Possess Body Weaponry, +0 Innate Damage Aura, Spellstrike Dragons Breath x2, Spellstirke Pyramid if spiritstored

    Defensive Abilities: No Metabolism, Resist Magic x2, Half Damage from "I Call Forth"

    Vulnerabilities: Immune to Healing and Life

    Weapon Use: Two Handed

    Claws: Two Handed

    Base Damage Call: Small Weapon- "3 Magic" Short/Longsword - "4 Magic" Two Handed - "7 Magic"

    At Death: Remains

    Healed By: Magic Missle and Magic Storm

    Immune To: Sleep, Charm, Poison, Death, Paralyze, Waylay, Necromancy, Drain

    Protectives: May Have

    Descriptive Phrase: Blue Eyed Silver Skined Construct

    Terror Train 6 (Oblivion's Edge Library) :

    Oblivion’s Edge Wraith

    You were once a proud member of Oblivions Edge, a strong mage of the secret Order to protect the secret of Moutesque and the Dark Tower. Demetri Revendreth has absolutely decimated the ranks of Oblivions Edge, but it has taken him 3 years to do so. Some of your fallen friends are now his servants. He made 7 power Wraiths of the Council.

    A screenshot of a computer  Description automatically generated with medium confidence

    Body: 300 (50 Base +250 Card)

    Magic: 4/4/4/4/4/4/4/4/4 10 Formal Earth

    Weapons: Claws

    Damage: 10 Magic Drain

    Killing Blow Active: Yes

    Costume: Black Robes, Blue Tabard, Undead Makeup

    Motivations: Slay the Living! All Hail the One True King, Valdrick!

    Reset: NONE


    Terror Train 7 (Graveyard)

    Written By: Chris Colland

    Brief: Moutesque City must be reclaimed by Kyumiri Cryptinith’s decree. The seventh and final target is the Graveyard.

    Requirements:

  • Run on Saturday Early Evening
  • The Lord Reeves Charge has been ran
  • Synopsis: The Oblivion’s Edge Graveyard is a CRITICAL point to reclaim if stability is to be restored to Moutesque. There are powerful warriors and mages in the Graves here, some fresh and some aged.Once they “Enter” the Graveyard, the Players must defend it until the “timer runs out” and the Ritual is complete being cast off-screen by Solomon Zeneth to “purify” the Graveyard. The ritual takes 10 minutes to complete. From the time the PCS enter the Graveyard’s Magical barrier aka the Ropelights, RITUAL BEGIN will be called to signify the timer. The battle will be a contestant 10 minute battle. Wave 1 will spawn the second RITUAL BEGIN is called. Any dead NPCs will respawn after 60 second of death. The Oblivion’s Edge Wraith will not respawn BUT will be replaced by the Gravesinger who is the Skeleton Warlords “Healer”

    Outcomes:

    1. (1) The PCs reclaim the Graveyard of Oblivion’s Edge restores it
    2. (2) The PCs fail to reclaim the Graveyard or they come back later a respawn
    ~

    Number of Cast Members: 7

    Roles: Gravesinger

    Misc: , , Solomon Zeneth Whispering Wind

    Makeup: Undead Makeup

    Costuming: Black Robes /w Blue Tabard,

    Treasure: Coins, Components, Production, ( Description: Duration: Effects: )

    Hook: The Lord Reeve gives his Charge and tasks the Adventurers with leading an expeditionary force to reclaim Moutesque under the Oblivion’s Edge advice

    Scenes:

      In Game: Moutesque Graveyard Out of Game: outside with 2 massive Rope Lights in a square pattern. Flee Point:

    Transformations: Undead Hunter and Magical Beast UP

    Running Notes: This module is the FINAL in a chain to reclaim Moutesque. The difficulty on this one is ramped up. Play this fight with the intensity on NPC Side of a PC group as some players will have active transforms.

    Roles: Solomon Zeneth (Whispering Wind only off-screen) Oblivion’s Edge Wraith, Gravesinger x1, Skeleton Warlord x5

    Props: White Tabards, Red Tabard

    Terror Train 7 (Graveyard) : Gravesinger

    You were once a “Citizen of Moutesque” or a town nearby, by one of Valdrick’s minions brought you back to raid the tower and be part of his army of the Night. You shamble forward with unholy energy and the thirst for the living.


    SPECIAL NOTES: Gravesingers are a new type of Undead in Elyisa


    Reset: Reset every 60 seconds until Module is over


    Body: 100

    Weapons: NONE

    Damage: 10 Elemental Chaos (Defiling Pool at Will)

    Magic: 5/5/5/5/5/5/5/5/5 20 Earth Formal

    Defenses: No Metabalism, Rips from Pin/Bind/Web, Threshold 8, Double Damage from Healing, Half Damage from Ice and Lightning, Bane Command x3, Return x5, Dodge x2, Cloak Earth x3, Healed by Chaos/Necromancy

    Abilities: Focus, Magic Create Undead x10, Magic Magic Armor x10, Magic Shield Magic x10, Magic Corruption x10

    Makeup: 85, 110, 100, 101, 97, 100, 32, 77, 97, 107, 101, 117, 112

    Killing Blow: true

    Motivation: Slay the Living! All Hail the One True King, Valdrick!

    Tactics: HEAL THE UNDEAD!!!! Defend yourself if needed but heal your Undead Horde

    Terror Train 7 (Graveyard) :

    Oblivion’s Edge Wraith

    You were once a proud member of Oblivions Edge, a strong mage of the secret Order to protect the secret of Moutesque and the Dark Tower. Demetri Revendreth has absolutely decimated the ranks of Oblivions Edge, but it has taken him 3 years to do so. Some of your fallen friends are now his servants. He made 7 power Wraiths of the Council.

    A screenshot of a computer  Description automatically generated with medium confidence

    Body: 300 (50 Base +250 Card)

    Magic: 4/4/4/4/4/4/4/4/4 10 Formal Earth

    Weapons: Claws

    Damage: 10 Magic Drain

    Killing Blow Active: Yes

    Costume: Black Robes, Blue Tabard, Undead Makeup

    Motivations: Slay the Living! All Hail the One True King, Valdrick!

    Reset: NONE


    Terror Train 7 (Graveyard) :

    Skeleton Warlord

    You were once a “Citizen of Moutesque” or a town nearby, by one of Valdrick’s minions brought you back to raid the tower and be part of his army of the Night. You shamble forward with unholy energy and the thirst for the living.

    A screenshot of a computer  Description automatically generated with medium confidence

    Weapons: Any or Claws

    Damage: 15 Magic Pin

    Abilities: SPELLSTRIKE DEATH ONLY x1

    Killing Blow Active: Yes

    Costume: White Tabard, Armor, Undead Makeup

    Motivations: Slay the Living! All Hail the One True King, Valdrick!

    Reset: Respawn every 60 Seconds till timer is called at 10 minutes!!!


    Terror Train 7 (Graveyard) : Solomon Zeneth Whispering Wind

    The network of checks and balances of security in Moutesque is normally tight and seamless. But Demitri Revendreth found a way to ruin all of these years of careful planning.

    The Oblivion’s Edge Wraith is a fallen Mage of the Order, they are the field commander these modules. The Skeleton Warlord are fallen Order Warriors and Mages. The Gravesinger is a “new” type of Undead that will become normal. The Gravesingers purpose is to PURELY heal and cast protectives on the Undead Hordes, he is essentially a weaponless Necromancer Healer.


    The Prophets Beckoning

    Written By: Chris Colland

    Brief: Another meeting of the Star of Nekron is at hand, this time they are conducting some sort of ritual to contact their patron spirit. Solomon Zeneth sends this message to the adventurers as a whispering wind as they are starting something just outside Moutesque

    Requirements:

  • Run on Saturday Early Evening
  • Terror Train 7 has been ran and Moutesque has been “reclaimed”
  • Synopsis: Solomon Zeneth send a concerning Whispering Wind to a player in town. He reveals the location of a Ritual Site he saw the Children of the Stars gathering at. But no followers were with them and the air was VERY Chaotic near the site. Solomon will impress upon them the URGENCY of this request to stop them ASAP from doing what they are planning…
    The Ritual they are preforming is a sacrifice of power to the Star of Nekron.

    Outcomes:

    1. The PCs reach the Ritual Site and stop the Star of Nekron
    2. The PCs ignore the request and a large wave of Chaos Knights come to town 30 minutes later.
    3. If the Ritual is complete, then their Transforms will be consumed, and all the Chaos Energy will be syphoned into the Star and it will be fully charged.
    4. If the PCs show up and slay them all before the ritual is complete then the Star will be Charged mostly but not full power when Demitri set the Final Module into motion…
    ~

    Number of Cast Members: 6

    Roles: 5X Blade of Nekron

    Misc: ,

    Makeup: Nekron Star Tattoo

    Treasure: Coins, Components, Production, ( Description: Duration: Effects: )

    Hook: Solomon Zeneth Whispering Wind’s a PC with information on the meeting

    Scenes:

      In Game: Small Shack in Woods outside Moutesque Out of Game: Field Above Tavern Flee Point: Town

    Transformations: Chaos Elemental, Order elemental Up

    Running Notes: This module is the turning point in the Star of Nekron plotline. If they haven’t figured it out by now the Children of the Stars are NOT WHO THEY SAY! They are the Star of Nekron, they are most of the reason this is all happening. They are the Cult “The Chaotic One” assembled to power the Star of Nekron to imbue what he wants to release from the Dark Tower of Moutesque.

    The Prophets Beckoning : Blade of Nekron

    You are the chosen Warrior and Defender of Nekron. Your devotion is very devout, you will not reveal any secrets of the Children of the Stars or compromise the security of the cause. You are willing to die for the cause and will kill anyone you are ordered to.


    Reset: None, When killed come back up with Chaos Elemental Transform Up wearing a green tabbard.


    Body: 100

    Weapons: Any

    Damage: 10 Magic, 150 Defiling Chaos Pool, 150 Healing Pool

    Defenses: Immune to Charm, Immune to Enslavement, Resist Sleep x3, Resist Poison x3, Dodge x2, Return x3, Healed by Chaos

    Abilities: Transform Lvl 8 Chaos Elemental, Read and Write, Herbal Lore, Read Magic, Healing Arts, Critical Slay/Parry x3

    Makeup: 78, 101, 107, 114, 111, 110, 32, 83, 116, 97, 114, 32, 84, 97, 116, 116, 111, 111

    Killing Blow: Yes, but will only attack if attacked first or protecting other members of the cult

    Motivation: Defend the Children of the Stars, Get people to put “faith” in the cause so the Star grows in power

    The Prophets Beckoning :

    Friends, Another meeting of the Children of the Stars is at hand, this time they are conducting some sort of ritual to contact their patron spirit.

    The Children of the Stars are NOT WHO THEY SAY! They are the Star of Nekron, they are most of the reason this is all happening. They are the Cult “The Chaotic One” assembled to power the Star of Nekron to imbue what he wants to release from the Dark Tower of Moutesque.

    (79 Years)

    Whispering Wind

    Level: 2
    Target: Spirit
    Duration: One message
    Components: P2, E1, S1, V1

    This formal magic causes a message to be delivered on the wind to anyone who meets the following conditions:

    • that person has a spirit
    • the caster has met them,
    • they are not permanently dead
    • they are presently on this plane of existence.

    The wind will carry the message to the recipient where only he will be able to hear it. The recipient may choose to ignore any whispering wind that comes to him/her. The recipient will be aware of the identity of the message sender.

    The message is limited to fve words plus one word per level of formal magic ability possessed by the caster.

    The time for the message to be delivered varies. Certain effects and fluctuations of magic may prevent the message from being delivered. The marshal is responsible for delivering the message or fnding an NPC to deliver the message. The message will take as long to deliver as it takes for the formal magic marshal or the designated NPC to fnd the recipient. If the recipient is not on site the message delivery will obviously be delayed. The time allowed for delivery of the message is 2 hours or the formal magic will fail; this time limit is extendable by the plot commitee. This formal magic may not be used for communication between chapters without prior agreement between the staff/plot commitees of both chapters. If communication between chapters is atempted, the player may be responsible for obtaining such agreements.


    The Prophets Beckoning :

    Transform Stats:

    +60 Body

    +6 Superhuman Strength

    60 Elemental Chaos x3

    ——– (4 Point Buy)———-

    Non-Corporeal Form

    90 Elemental Chaos x3

    +3 Superhuman Strength (Swing 20 Magic Charm now)

    +30 Natural Armor


    Entombment of a Machine

    Written By: Chris Colland

    Brief: Oblivion's Edge used the unrelenting might of Golems to patrol and upkeep the town. Now the Golems have begun to malfunction and attack anyone they see instead of just the Undead. Solomon Zeneth returns to seek aid in fixing this.

    Requirements:

  • Run on Saturday Early Evening
  • The Prophets Beckoning has been ran
  • Synopsis: Solomon Zeneth comes to the adventurers VERY concern as his Golems have started to malfunction. These Undead normally stalk the darkness of Moutesque sensing out the Undead threats and smiting them where they stood. However, with the Golem Master slain, the failsafe in the Golems is no longer easy to enable. In the process of trying to disable some of the Golems as they were needing to recharge, the Golems malfunctioned and have gone into the town of Moutesque hunting but they are fighting anything they find and not the Undead. These Golems were CRITICAL in surviving as long as they did against Dimitri Revendreth

    Outcomes:

    1. The PCs destroy the Golems and stop their indiscriminate killing
    2. The PCs cannot stop them or don’t find all the Golems, if any of the 5 escape then they will become a roaming monster till killed.
    ~

    Number of Cast Members: 1

    Roles: Solomon Zeneth

    Misc: , Lore Essence Golem, Solomon Zeneth Transform Extra-Planar (Unseelie Fae) Master (9th)

    Costuming: Robes

    Treasure: , ( Description: Duration: Effects: )

    Hook: Solomon Zeneth comes to the Tavern to seek aid in stopping the out of control Golem so they don’t hurt anyone else

    Scenes:

      In Game: Warehouse District of Moutesque Out of Game: Field Above Tavern Flee Point:

    Running Notes: This module is a rather dark module

    Entombment of a Machine : Solomon Zeneth

    You are the last surviving member of Oblivion’s Edge, the defenders and curators of the Dark Tower of Moutesque. The Dark Tower serves as a prison for Elysia’s worst villains and spirits that couldn’t be permanently destroyed. Over the last 3 years you have been in a shadow war with a Master Vampire named Demitri Revendreth, one of Valdrick’s lieutenants who was trapped in Elysia when the Crystal Barrier went up. Your order has been almost exterminated, but the knowledge of Oblivion’s Edge remains hidden safe from the enemy. You will die to protect the secrets of the tower. Now you have a sign of Hope in the form of Heroes of Elysia who have been summoned to help you rid this Demitri Revendreth from Tyrra


    Body: 150

    Weapons: None

    Damage: Always has Elemental Pool of his choice active.

    Magic: Celestial (7/7/7/7/7/7/7/7/7) , 50 Levels Celestial Formal, Earth (7/7/7/7/7/7/7/7/7) , 30 Levels Earth Formal

    Defenses: Resist Charm x10, Resist Sleep x10, Resist Poison x10, Cloak Command x10, Cloak Chaos x10, Bane Binding x10, Dodge x5, Return x5, Half Damage from Chaos, Half Damage from Void, Double Damage from Time

    Abilities: Transform Unseelie Fae lvl 9, May Voice Command all Oblivions Edge Golems at Will, Arcane Dragons Breath x10, Alchemy x20, Read and Write, Herbal Lore, Read Magic, Rift at Will while in Moutesque, , ,

    Killing Blow: YES! Will do anything to protect the Dark Tower of Moutesque

    Motivation: Protect the Dark Tower of Moutesque! Restore the Order of Oblivions Edge to his glory

    Entombment of a Machine :

    Oblivions Edge Essence Golem

    You are an Undead Killing Machine! A true Terminator of the forces that mock Death. But you come with a high price to construct. The Permanently Transformed soul of an Undead Hunter, the Heart of a Life Elemental, and the Body of a Diamon Golem

    Descriptive Phase: “*Humanoid with Yellow Glowing Eyes Encased in Glass”*

    Body: 300

    Threshold: 5

    Defenses: No Metabolism, Rips from Pin/Bind/Web/Confine, Reflects All Battle Magic, Cloak Summoned Force x5, Immune to Sleep, Immune to Charm

    Magic: Magic Destroy Undead x15, Magic Harm Undead x15, Magic Life x10, Magic Cure Mortal Wounds x10, Bane the Dead at Will, Arcane Stake of Woe x10

    Weapons: Any or Claws

    Damage: 15 Magic Essence/Healing (May invoke Healers Grace at Will)

    Abilities: Read and Write, Herbal Lore, Read Magic, Critical Slay/Parry x4, Focus

    Transform: Permanently Transformed Undead Hunter

    Killing Blow Active: ONLY VS UNDEAD

    Motivations: SLAY ALL UNDEAD!!! PROTECT MOUTESQUE!!!

    Reset: None

    Special Note: Shatter does 30 Damage, Destroy does 60 Damage

    This card is a fusion of the Life Knight and Diamond Golem Card

    A screenshot of a computer  Description automatically generated with medium confidence

    A screenshot of a computer  Description automatically generated with medium confidence


    Entombment of a Machine : Lore Essence Golem

    If an Essense Golem is investigated by anyone with Craftman Other Golem Making.

    The Essence Golems were created by fusing a permanently Transformed Undead Hunter, the fresh heart of a Life Elemental, and the inactive body of a Diamond Golem. These Golems were built to hunt Undead in particular and ward off any corrupted death based creatures. They are costly to make and maintain given their cost of creation.


    Entombment of a Machine : Solomon Zeneth Transform Extra-Planar (Unseelie Fae) Master (9th)

    All Characters with an Extra-Planar (Fae) Transform

    • Immune to Sleep

    • Innate Magic Aura

    • Magic Fear x3

    Master(9th)

    Gets 6 skill points to buy skills from Extra-Planar (Fae) Skill Pool and General Skill Pool

    • +90 body

    • +9 Superhuman Strength

    Chosen Skills

    • Magic Sleep x3

    • Magic Fear x3

    • 60 Elemental Dream x3

    • 60 Elemental Darkness x3

    • 150 Elemental Dream Pool x3

    • 150 Elemental Darkness Pool x3


    The Heretic Prevails

    Written By: Chris Colland

    Brief: Demitri Revendreth has obtained a one time access key to the Tower from an entity known as “The Chaotic One” At Midnight he plans a ritual to crack the barrier of the Tower just long enough to let one soul escape to seal the deal he made.

    Requirements:

  • Run on Saturday Early Evening
  • Entombment of a Machine has been ran
  • Synopsis: Demitri Revendreth has a one time access key for a very specific soul that The Chaotic One is looking for. When the ritual begin on the Dark Tower, Solomon Zeneth sends a Whispering Wind to multiple PCs, Little do the players know Demitri has begun 2 rituals, one targeting the Dark Tower with the intention of Backlashing it as a means to Super Charge the One Time Access Key. As the players approach, they will hear “RITUAL COMPLETE” and feel the Dark Tower come to life. Demitri Revendreth, The Prince of North March, under the One True King Valdrick, attempts to open the Dark Tower of Moutesque as per his deal with The Chaotic One. Demitri is not fully aware of the power he toys with. The One Time Access Key is a one way ticket for a Single Soul to be let out. Demitri has been a pawn of The Chaotic One for a few years now fighting a shadow war he didn’t care to wage. As the players approach the Mod Shack, the mod marshal will call “RITUAL COMPLETE” and then a HOLD will be called to read the section

    Outcomes:

    1. The PCs are able to destroy Demitri Revendreth and Stake Him 5 Times
    2. The PCs stop Demitri Revendreth but haven’t acquired enough Stakes to Perm him
    3. The PCs make a deal for Demitri Revendreth to leave now that his purpose is complete, unknowing to them that his “escape” will mean they face him in July.
    ~

    Number of Cast Members: ALL

    Roles: Demitri Revendreth, Lich x1, Death Knight x2, Skeleton Warlord x4 (Remander) Demiriti Revendreth, The Prince of North March

    Misc: , , , Ritual Complete, Wispering Wind from Solomon Zanth

    Props: Vampire Costume, White Tabards, Blue Tabards, Red Tabards, Undead Makeup, Blood

    Treasure: Coins, Components, Production, Blade of the Stars( Description: This sword is perfectly balanced between the sun and the moon, its embrace gleams both the darkness of night and the radiant aura of daylight Duration: 1 Yr Effects: +3 Damage Aura, Darkness Aura, Light Aura)

    Rumors:

    As of last night and into this morning, we have encountered some roaming Undead in the forest around Cryptinith and near Moutesque. We have sent message to the mages who reside in Moutesque to hear any reports they have left but we aren’t hopefull for a response. One of the Undead had the Order who protects Moutesque attire on so we fear the worse. We will increase our patrols and send Hakkens Blade into the forest to cut down all wretched Undead we find. This Friday can’t come soon enough. I want to find out the happenings in Moutesque. Safe travels to Crypinth heroes.

    ~Kyumiri Cryptinth

    Hook: Solomon Zeneth sends Whispering Winds to multiple people telling them the final Ritual has begun for the Dark Tower of Moutesque!!!

    Scenes:

      In Game: Antechamber before the Dark Tower Out of Game: Mod Shack (IG) Flee Point: door to mod shack leads back to town

    Transformations: ALL OF THEM AND YES!!!!

    Running Notes:

    This module is the finale of the weekend! THIS FIGHT IS NO MERCY!!!!! THE GLOVES ARE OFF!!!!! VALDRICK DON’T PLAY WEAK GAMES!!!!

    • The Lich will reset until Demitri Revendreth is defeated but will wait 60 second between

    • The Death Knights reset until Demitri Revendreth is defeated but will wait 60 second between

    • The Skelton Warlords reset until Demitri Revendreth is defeated but will wait 20 second between

    • Demitri Revendreth requires 5 STAKES OF WOE to permanently kill, these can be acquired, quested for, earned as favor, created throughout the weekend.

    The Heretic Prevails : Demiriti Revendreth, the Prince of North March

    You are a true machine of Terror under the command of the One True King, Valdrick. At this point you have been separated from Vladrick for almost 3 years, but your work and loyalty remains unquestioned! The Dark Tower of Moutesque is your primary goal currently, someone known as “The Chaotic One” assured you a way back to Valdrick should you get him access to the Door that requires the Key for Moutesque’s horrors to be released. This shadow war with Oblivion’s Edge has been very long and taxing but very high risk high reward. You have Oblivions Edge down to one final Mage, but Solomon Zeneth has proven VERY difficult to kill.


    Body: 1000

    Weapons: Any or Claws

    Damage: 30 Magic Taint Blood

    Magic: 8/8/8/8/8/8/8/8/8 Earth 20 Formal Levels

    Defenses: No Metabolism, Immune to Binding, Cloak Earth x10, Phase x10, Dodge x10,, Return x10, Half Damage from Lightning, Healed by Ice, Healed by Necromancy, Double Damage from Fire, Double Damage from Healing, Takes 5 Stake of Woe to Kill

    Abilities: Transform Master Reagent Vampire lvl 9, Critical Slay/Parry x10, Magic Create Undead x20, Arcane Paralysis x10, Arcane Fear x20, Arcane Vampire Charm x20, Spellstrike Death x10, Curse of Transformation (On 3 Count Bite), 90 Elemental Ice x5, 70 Elemental Ice x7, 50 Elemental Ice x10, 30 Elemental Ice x20, Voice Control Greater Undead at Will, Voice Control Undead at Will, Can Renew Skills if Drinks Blood on a 30 Count from unconscious or dead NPC/PC

    Killing Blow: Yes, create undead and spread Vampirism. Bite anyone down you can.

    Motivation: Your goal is to reunite with Valdrick in Greyhorn. To achieve this, you have made a pact with “The Chaotic One” to get a soul from the tower in Moutesque. If successful, he will return you and your troops to Valdrick. Your war since the Crystal Barrier went up with Oblivions Edge has been very successful. You have killed them down to one very powerful mage, Solomon Zeneth. Some of their ranks walk among you now as loyal troops for Valdricks cause, but you will do Valdrick proud by slaying as many Elysians as you can, curse them all with your bite so they join your army of the Night!

    The Heretic Prevails :

    Death Knight of the One True King

    A screenshot of a computer  Description automatically generated with medium confidence

    Body: 400 (350 Undead +5 0 Base)

    Threshold: 10 (Not true Perceptors)

    Defenses: Add Cloak Earth x3

    Magic: 4 Block Earth, 10 Levels of Formal

    Weapons: Any or Claws

    Damage: 15 Magic

    Abilities: Read and Write, Herbal Lore, Read Magic, Focus, Critical Slay/Parry x3

    Killing Blow Active: Yes

    Costume: Red Tabard, Undead Makeup

    Motivations: SLAY THE LIVING!!! MAKE THEM JOIN THE ONE TRUE KING VALDRICK’S ARMY!!!!

    Reset: Yes, Until Demitri Revendreth Falls but wait 60 seconds


    The Heretic Prevails :

    Liche of the One True King

    A screenshot of a computer  Description automatically generated with medium confidence

    Body: 200 (150 Undead + 50 Base)

    Threshold: 8

    Defenses: Add Cloak Earth x3

    Magic: 4 Block Earth, 20 Levels of Formal

    Weapons: Any or Claws

    Damage: 10 Magic Drain

    Abilities: Read and Write, Herbal Lore, Read Magic, Focus

    Killing Blow Active: Yes

    Costume: Blue Tabard, Undead Makeup

    Motivations: SLAY THE LIVING!!! MAKE THEM JOIN THE ONE TRUE KING VALDRICK’S ARMY!!!!

    Reset: Yes, Until Demitri Revendreth Falls but wait 60 seconds


    The Heretic Prevails :

    Skeleton Warlord

    You were once a “Citizen of Moutesque” or a town nearby, by one of Valdrick’s minions brought you back to raid the tower and be part of his army of the Night. You shamble forward with unholy energy and the thirst for the living.

    A screenshot of a computer  Description automatically generated with medium confidence

    Weapons: Any or Claws

    Damage: 15 Magic Pin

    Abilities: SPELLSTRIKE DEATH ONLY x1

    Killing Blow Active: Yes

    Costume: White Tabard, Armor, Undead Makeup

    Motivations: Slay the Living! All Hail the One True King, Valdrick!

    Reset: Yes, Until Demitri Revendreth Falls but wait 20 seconds


    The Heretic Prevails : Ritual Complete

    As the ritual completes, thunder rumbles and lightning strikes where the door of the Dark Tower would be, a loud unholy hiss cries out as a large black spirit races to the outside. Before the Dark Tower’s magic can reseal it, the large black spirit escapes the walls and erupts in green flame, splitting it into 4 smaller souls that scatter like shooting stars. The Dark Tower’s barrier is complete again, but evil laughter and a cold chill goes down your spine hearing the rattling of bone from within the Antechamber.


    The Heretic Prevails : Wispering Wind From Solomon Zanth

    This is the Ultimate act of evil for Moutesque, the unlocking of the Dark Tower. You have one hour to stop Demitri Revendreth the tower will be torn open. Come to the Dark Tower at once and bring the full might of Elysia to stand and guard our charge.

    (49 Words)

    Whispering Wind

    Level: 2
    Target: Spirit
    Duration: One message
    Components: P2, E1, S1, V1

    This formal magic causes a message to be delivered on the wind to anyone who meets the following conditions:

    • that person has a spirit
    • the caster has met them,
    • they are not permanently dead
    • they are presently on this plane of existence.

    The wind will carry the message to the recipient where only he will be able to hear it. The recipient may choose to ignore any whispering wind that comes to him/her. The recipient will be aware of the identity of the message sender.

    The message is limited to fve words plus one word per level of formal magic ability possessed by the caster.

    The time for the message to be delivered varies. Certain effects and fluctuations of magic may prevent the message from being delivered. The marshal is responsible for delivering the message or fnding an NPC to deliver the message. The message will take as long to deliver as it takes for the formal magic marshal or the designated NPC to fnd the recipient. If the recipient is not on site the message delivery will obviously be delayed. The time allowed for delivery of the message is 2 hours or the formal magic will fail; this time limit is extendable by the plot commitee. This formal magic may not be used for communication between chapters without prior agreement between the staff/plot commitees of both chapters. If communication between chapters is atempted, the player may be responsible for obtaining such agreements.