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Pure Mission 03

The document provides details on encounters for an investigation of an old dark elf encampment. It describes 9 encounters with various undead and monsters that may be encountered. The final encounter is at the desecrated shrine, where players will face a demon and corrupted priest who turned to demonology. Background is given on the monsters that may be faced, including stats and abilities to properly roleplay them in encounters.
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0% found this document useful (0 votes)
58 views6 pages

Pure Mission 03

The document provides details on encounters for an investigation of an old dark elf encampment. It describes 9 encounters with various undead and monsters that may be encountered. The final encounter is at the desecrated shrine, where players will face a demon and corrupted priest who turned to demonology. Background is given on the monsters that may be faced, including stats and abilities to properly roleplay them in encounters.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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The Pure – Mission 3 – The old shrine

Hired by Sir Thomas de Sanclair to go investigate what is suspected to be an old encampment of the
dark elves who have been causing trouble with demons and strange cult activity. Encampment is in
the lands of Malig, north west past Lighthouse, further north than Ratlingsgate.

Looking for more details on the make up of the group, get an idea of how many might be left. Can
give the scouts more details on the directions.

Encounter 1:
Some undead, there will also be a dead dark elf (bequfician – they have been dead a long time, at
least 6 months – maybe use a zombie mask) and a spectre. The spectre’s body is the dark elf.

Encounter 2:
A knight of the Order of St Claremont escorting some locals to Barra for market. They are very brash
and will openly challenge the players as to who they are and what their intentions are, stepping in
front to “protect” the villagers. They are very brash and overly heroic, trying to impress the villagers.
They won’t fight the PCs and will apologise for reaching to their weapon, can’t be too careful on the
road. Someone needs to protect the people of Ithron, as the supposed true “heroes” of the Griffin
order aren’t anywhere to be seen – indeed they are led by a clown! Will also ask if they have seen
any Crowan Roses, or rumours of demons.

They’ve seen very little on the road, maybe some undead.

Encounter 3:
Some undead, dark elf scouting the outskirts keeping an eye on things. Will come in if they think
they can take people down/cause pain and suffering.

The dark elf knows:

• This is was their old home [True], there is nothing left here [Not quite true]
• Watching other squirm in pain is exquisite. [True]
• [Won’t tell unless compelled somehow] The remains of the shrine and the founder of the
Pure are still there.

Encounter 3.5:
More undead – some wearing the cult masks. Will put in if I need more space/time to set up the next
encounter

Encounter 4:
Entrance to the old encampment. There are cult symbols pinned up, on top of defaced bequifician
symbols. There is a trap wire and warning of living guardians. The guardians are 2 shadows
concealed in shadow if possible. If there arne’t enough masks have the rest of the mosnters be
skeletons with bequfician symbols – they will attack if the trap is set of, if someone starts to attack
them or if someone walks past them. The trap if set off will cast wound head on whoever set it off
and ignite on a signal fire.
MFIOR...
Encounter 5:
Line undead, can have a “house” death knight (bequificain holy symbol).

Encounter 6:
Dark elf ghost – they are a pretty angry bequfician ghost. They want the so called Pure to suffer and
be brought before Bequfis But suffering is too good for them, wait no, let them see the suffering
they are too cowardly to feel on their own. (there is a body nearby that’s theirs). Can rant and rave
about the souls that have been stolen. They are violent towards the party and will cast fear.

Other monsters can fill in as line undead.

Encounter 7: some line undead to let me set up stuff. Nightmares can be used.
Encounter 8: The shrine.
There is a desecrated, and no longer religious bequfician shrine.

In front of the shrine there is a circle marked on the ground, with a demonological aura. U
There is a hidden door/compartment – behind this there is a body and a demon guarding it. And a
box of loot. The door can be opened by pushing it.

JI
Monsters: 1 Hant – this is the bequfician priest who decided that demons were actually the way
forward. Why should he need to bow to a god to gain power from suffering when Sharda offered so
much more. They don’t need his, or his follower’s souls. Also they basically live forever so Elyssim
isnt’ all that cool.

Wave in undead – basic and maybe a nightmare?

Demon – Dronarhl

Encounter 9ish
Can close up here – however if the players set of the fire trap in encounter 4 then there will be a
scouting group of dark elves coming to see who set of the signal and deal with them.
Dronarhl – House of Pain
Demon Imp
Hits
Three enchanted global
hits(see notes on Demon
strength)

Weapons
ENCHANTED One handed
longsword

Magical Abilities
None

Special Abilities
Dronarhl yellow blood is toxic and they are often known to cut themselves to envenom their blade.
Any Dronarhl may reduce its hits to two per location to venom its weapon. Immune to “knockback”.

Description
Humanoid creatures normally appear wearing dark clothes, often with studs or plates. Their heads
are made up as per the picture above with yellow stripes running down the outside of the face and
black in the centre. Their bodies are heavily muscled.

Should not wear robes, cloak or cowl

Frequency
Uncommon

Ecology
These are particularly nasty creatures; they have become a Major family only recently and much to
the surprise of the Shardan community in general

Zombie

Lesser Undead

Hits

Two hits per location, regardless of armour. If a zombie is immobile or inactive for 30 seconds, any
non-enchanted wounds will regenerate. Both torso and limb wounds will regenerate simultaneously.
If the players insist on chopping the Zombie to bits, tell them that any part removed from the torso
immediately starts to wither and turns to dust and another identical part starts to grow back on the
torso.

Spirit Strength

One. A zombie is destroyed if its Spirit Strength is reduced to zero. Zombies are affected by Instruct
Lesser Undead, Destroy Lesser Undead & Mass Destroy Lesser Undead.

Special Abilities
Anyone coming into skin contact with a Zombie will contract a rotting disease in the location
touched, use the call ‘Disease: Zombie rot’.

Spectre
Lesser Undead
Hits
Incorporeal. Cannot be harmed by normal weapons (including normal Enchanted weapons).
However, if a Senior Referee approved unique weapon can harm a wraith it will have two global hits.

Spirit Strength
One. Destroy Lesser/ Mass Destroy Lesser and Lay to Rest utterly destroy Spectres. Lay to Rest can
also be done around the corpse but this is often disposed of when the magic fails (See ecology).

Special Abilities
Can cast writhe and fear five times each per day

Vocals
Command: ‘By My Power…’

Very slow: can only float around at 1/2 speed

As this creature is incorporeal it is immune to holy water.

Also see Rules for Undead section.

Description
The creature is a wandering cloud of negative emotion. Costume should be robes and hood to hide
the monsters features. They do not have weapons.

Frequency
Uncommon. Often mixed with other Undead in singles or pairs.

Ecology
Sometimes when a necromancer tries to create a zombie the soul of the person is strong enough to
fight the process off. The soul is not destroyed but the resulting spirit is a mix of the damaged soul
and necromantic magic that is angry enough to fight death and come back. They lose all sense of self
and though they can be controlled by higher Undead.

Some spectres are also created from terrible acts of isolation and loss, of sorrow and abandonment,
souls lost in the darkest places in the world may, upon death become Spectres. These continue their
existence simply to alleviate the pain and anguish they feel.

Kharachians who know of them will make it their priority to have them laid to rest.

Shadow
Minor Undead
Hits
Two enchanted hits per location. Shadows are incorporeal and cannot be physically harmed by
normal weapons, including normal enchanted weapons. Shadows are very difficult to destroy, as
they are only vulnerable in sunlight, so they tend to inhabit an area of shadow and only trouble
people who stray in to their area. “Killing” (i.e. reducing head or torso to zero hits) a Shadow dispels
it until the following sunrise.
Shadows can be destroyed in the following manner:

- Completing a Ritual Cleansing or Lay to Rest (All Sources) of the Object, Person or Area in which the
shadow is currently possessing.

Spirit Strength
Two. All Holy symbols will hold the creature at bay, but Holy Water will not affect the creature, as it
is incorporeal. Whilst visible a Shadow can be affected by holy symbols and religious dismisses.
Destroy Minor and Instruct Minor spells affect this creature

Special Abilities
Shadows inhabit an area, centred on a specific point or item, which is a circle with a 30 ft. radius.

These creatures are invisible in the shadows and dark places (the monster should keep his hand on
his head), when in direct sunlight the Shadow becomes visible (but still ethereal). A Shadow can
bond and possess a person use the call ‘Possession’. When bonded the Shadow cannot be seen
(walk behind the player with one hand in the air and the other on the players’ shoulder), but the
Shadow can control where the person walks (this is to stop possessed characters running out of a
Shadows’ living area) and speak through the possessed person.

A Shadow can drain the life essence of a living person to regain Spirit Strength. By staying bonded to
a person for one minute the Shadow regains one point of Spirit Strength. The Shadow must then
leave the victim who receives a lethal head wound due to the drain of his life essence. If the Shadow
leaves the host in sunlight he is visible until he reaches the shadows. Shadows can move at a walking
pace; they cannot run.

When a person possessed by a Shadow receives a wound to the head or chest (i.e. HP reduced to
zero) the Shadow is forced out of the host. Similarly if a possessed person leaves the Shadows’ area
of inhabitation the creature is forced to leave the host.

Description
Shadows are black shadowy masses that are not normally visible and can only be seen in direct
sunlight. Use black/dark grey robes and a hood, with black gauze to cover the face.

Nightmare

Minor Undead

Hits: Three hits per location.

Spirit Strength: Three. Destroy & Instruct Minor Undead as well as Destroy Ghast affect nightmares.

Magical Abilities

Can cast 5 Sleep, 5 Writhe and 3 Wound Limb spells per day. When "dismissed" religiously they are
destroyed utterly.

Vocals

Command: ‘By My Power…’

Nightmares may wield any one single hand weapon (upto 36”) and wear armour upto 3AV per
location. ( Any Metal Armour worn will be scraps and will only confirm 3AV Maximum).
Hant
Minor Undead
Hits
One enchanted hits per location. Hants are incorporeal and cannot be physically harmed by normal
weapons, including normal enchanted weapons. They cannot inflict physical harm in return. “Killing”
(i.e. reducing head or torso to zero hits) a Hant dispels it until the following sunrise.

Spirit Strength
One. Only a follower of the religion that the Hant was previously a member of can dismiss a Hant. All
Holy symbols will hold the creature at bay, but Holy Water will not affect the creature, as it is
incorporeal. Destroy Minor and Instruct Minor spells affect this creature.

Magical Abilities
See Rules for Undead section.

Special Abilities
The touch of a Hant will cast a resistible sleep on the target.

Description
Hants appear as incorporeal ghostly creatures in the form they were in life. They will have an
excommunication mark on their left cheek and have white faces.

Death Knight
Major Undead
Hits: Four hits per location, enchanted and blunt weapons only. A Shatter spell cast at the limb of
this creature will remove 1 hit from that location, if the spell reduces the location the 0 hits the limb
is destroyed. The Head and Body cannot be shattered this way.

A Death Knight will usually be found in very heavy armour. This is limited to one layer of metal
armour. The armour is bonded to the skeleton and is effectively covered with a permanent Dragon
Armour spell.

Once removed from the Death Knight, the armour loses its dweomer. Other than as noted for
Griffins, a Death Knight cannot wield an enchanted weapon. Should it pick up an enchanted weapon
it will cease to be magical until it lets it go. There is a short delay (i.e. no throwing enchanted
weapons).

Death Knights are immune to “knockback”

Spirit Strength

Four. These creatures are unaffected by Holy Water. Destroy Major and Instruct Major spells affect
this creature

House Knight

Note the Death Knight need not have been a member of one of these orders. If not it may cast up to
two Fears and one Writhe spells per day.

Vocals

Command: ‘By My Power…’

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