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#d&d necromancer
urivart · 6 months
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Gobtober day 6-7 Necromancer/Knight #Gobtober2023
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ecc-poetry · 1 year
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BALANCE THE PARTY
social justice barbarian Never met a nazi they wouldn't punch. Never met a cop they wouldn't call a nazi. Treats the soft animal of their body like a lance to the heart of a tyrant. Their anger is a gift from God– it transubstantiates.
social justice necromancer Reads her history. Says their names. Goes through cemeteries leaving flowers, grave-borrowing tactics. Coaxes the spirits from their beds to let them dance; we realize we have always been beautiful.
social justice rogue Unplucks the landlord's tapestries at night. She covers her face, she code-names, wipes the prints from her hand after shaking. She's a lot. A blade in the dark that daylight can't soften. She hums a mantra called mission; it's all the warning you'll get.
social justice bard Makes his sincerity a lute and plucks fingers raw upon it. Has brass knuckles on the inside of his throat. Knows what to say to soothe the scared guy sleeping rough, to make the officer laugh instead of shove.
social justice druid Gives you grace and space to grow. Makes a weird balm to calm your hurts. Turns into a panther once a day dispensing courage; turns into a dove once a day dispensing peace. Serves the world from the half-empty vessel in their heart.
social justice warlock Sold her soul to do DEI for a Fortune 500 company. Walks each day through thicketed razors, carving footholds in a hill of glass. The job takes its pint of blood so slowly, it is possible to believe she doesn't feel it.
social justice paladin Always knows the words. Is afraid of what will happen if they forget them. It's not an excuse, but it is sandpaper, truths nailed into the shoebeds. They're implacable from the outside. They can't believe I would love them without their fury.
social justice cleric The people tell her, "Your mouth ruined our movement. You suffer in silence all the time–what's one more?" She believes in a love whose demands cut friends and enemies alike. She cleanses, sad surgeon. She is martyred twice. From the ground where her tears fall, a perfect flower grows.
social justice warforged Has a fuckin' truck!!! He rolls up to mutual aid and the people rejoice at his truck. He is become a mover of things, a Christ-bearer: mattresses and gasoline, the girl who needs a ride across the state. She says bless you, bless your truck, and his heart swells. He never knew he could be so needed.
social justice giant crab Strength +1. Intelligence -5. She is a crab. She has 13 hit points and claws for hands– but she can breathe water and air. She knows what the surface looks like from underneath. She carries wisdom in her crab body that the arc of the universe will always bend to rediscover. Don't you get it? That we all have gifts to give?
-elisa chavez
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Campaign Starter: Tales from the Bonecart
Whether it's due to superstition or a distaste for a toilsome and muddy trade, folk tend to pay little attention to gravediggers. This makes for an awfully convenient cover for your travelling troupe of tombrobbers as they tour around the realm's backroads filling their pockets with mementos purloined from the dead.
Planning adventures for "evil" campaigns can be tough, but sometimes you and your players just want an excuse to get your hands dirty. What better opportunity to get DEEP down in the dirt than to hand out shovels and have them start out as a group of travelling undertakers/thieves?
Setup: A handful of crews have run the bonecart scam over the past several generations, tempering their skullduggerous actions with a bit of honest gravemaking. This dichotomy is no better represented in the current heads of the operation: Dour and hardworking Heliana, who minds the cart's reigns and keeps the crew on track, and the knavish academic Benjamin Eelpot who loves delving into things that should best stay buried. These two have taken the party on for a series of jobs that will likely require a cold heart and a strong stomach, stealing from both the living and the dead and hoping not to get caught in the meantime.
Adventure Hooks:
The party's first outing on the bonecart should be a meat-and-potatoes sort of job, used to set the tone of the campaign, which happens to sound like "Someone old and rich and lonely has died, leaving their house haunted and their valuables unguarded".
While being stewards of the dead is a great cover, it sometimes attracts the wrong sort of attention, such as when a nobleman offers the party a great reward to investigate an abandoned necropolis and the source of the terrifying dreams that haunt him. Gold is gold though, and surely this couldn't have too many long reaching complications for them.
Irony of ironies, Shortly after one of their scores the party is setupon by a group of bandits disguised as dead men, who manage to make off with a good portion of their illgotten gain. There's no way to recover their goods through official channels, so they'll have to do it themselves.
Throughout their early adventures the party will need to avoid the attention of the heavy handed sheriff hired by the local nobility to quietly and brutally dispose of criminals like themselves.
You get a lot of weird jobs being a gravedigger, but "limo service" is not usually one of them. Still, money is money, and when a bloodsoaked countess offers to pay the bonecart well to defend and transport her coffin across the lands so she can attend a gathering of the great and the ghoulish who are they to say no?
Heliana will eventually approach the party once they've gotten enough shared time , experience, and nightmarish close calls under their belts. She's got some personal matters to attend to, which involve a list of names belonging to an old secret society and a series of graves across the countryside that may contain clues to the locations of some great treasure. Its a bolder job then the crew usually pulls, and will draw unwanted attention, but they can rely on eachother to pull through, right?
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gavamont · 8 months
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Guys. I got a little drunk last night and I made something that I maybe regret a little bit. Necromancy should come with a breathalyzer.
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oldschoolfrp · 2 months
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Unleashing a powerful spell (George Pratt, The Space Gamer 38, April 1981, used as the page header for Aaron Allston's review of the 1981 Expert D&D rules by Cook & Marsh)
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loafy-loaf · 9 months
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Clerics HATE her! Live forever with this one weird trick
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owlpellet · 3 months
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is he ok
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brewerssupplies · 8 months
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A necromancer finds a variety of uses for the remains of the dead, even those they can't raise to their command.
Classes: Cleric, Sorcerer, Warlock, Wizard
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An actual idea: Making "Animate Dead" Evil Again
Zombies and skeletons in D&D, for all they play to spooky images, aren't really horrific. They're a mismash of two different lores that can't really work together (like a lot of zombie fiction but that's a discussion for another day)- the mindless ravenous predators of modern zombie apocalypse and the tragic undead slaves of the original stories. But they lack either sides symbolic resonance. They're no apocalypse- they're disposable cannon fodder even a starting party can take down- but nor is there any indication that "animate dead" is an actual evil act beyond being kinda gross. This seems very harmless for both a nominal horror monster, and something intended to be a genuinely (indeed, mechanically) evil act.
It doesn't seem possible to make them a real threat without major changes, so the obvious solution to this is a simple fluff change. They're not mindless. They're compelled, they can't act of their own volition. But they're still in there.
They don't shamble. They visibly struggle against the motions their limbs make, as if they were puppets trying to resist their strings. They don't moan. They sob, and when they see the players they force out desperate apologies and pleas for help. They're not stupid. They're intentionally twisting orders and trying to destroy themselves to the best of their ability because they hate the necromancer and are taking what vengeance they can.
Maybe they can genuinely help, if the players will accept it. The "disposable minions" see a lot, and might mutter the necromancer's weaknesses or warnings about an upcoming ambush or whatever useful information they've seen while attacking. Failing that, they fight to lose. They're easy to beat not because they're weak, but because they're on your side. They intentionally move to hinder the necromancer and help the party as much as they're able to, they interpret all the villain's orders as unhelpfully as they can, they hiss encouragements and laugh hollowly when the players succeed.
The undead hordes are victims, not monsters. They're the people the players are trying to help, or at least avenge. And they're trying, as best as they can, to make it happen.
-Pencil.
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thecreaturecodex · 27 days
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Demon Lord, Orcus
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Image © TSR Inc, by Todd Lockwood.
[Sponsored by @tar-baphon. Orcus is one of the iconic D&D villains, and through the SRD and plausible deniability (he's a Roman god!), he's in Pathfinder as well. In Pathfinder, he is deliberately not a power player, and my flavor text takes that already metatextual decision and runs hog wild with it.
A note on the art: I feel like Orcus is emblematic of when D&D was seen as dangerous, and this piece absolutely feels like it should be the cover of a Black Sabbath album. It's no surprise that I was fascinated with the anti-D&D strain of the Satanic Panic when I was a kid. Also, although there has been some course correction in the 5e era, there's a trend with Orcus in a lot of art, including his official Pathfinder depiction, of making Orcus buff. Let Orcus be fat!]
Demon Lord, Orcus CR 28 CE Outsider (extraplanar) This humanoid is a corpulent giant with skin mottled like a decaying corpse. He has great black bat-wings growing from his shoulders, hooves for feet, and the head of a goat. He clutches a short staff, tipped with an oversized human skull.
Orcus, Prince of Undeath CE male demon lord of death, necromancy and wrath Domains  Chaos, Death, Evil, Magic Subdomains Demon, Divine, Murder, Undead Favored Weapon heavy mace Unholy Symbol a goat’s head with curving horns Worshipers liches, necromancers, sapient undead Minions boneclaws, deathdrinkers, demons, other undead For information on his Obedience and boons for his worshipers, see Book of the Damned
Orcus is one of the most powerful demon lords in the Universe. But not on Golarion. On that world, his is one of a number of undead cults, and not nearly the most popular. Orcus has a clear hierarchy to what undead he considers truly worthy, with those created from contagion seen as inferior to accident, and those inferior to those who intentionally seek out undeath. His most dedicated worshippers on Golarion are liches, some of whom have learned the secret of crafting a phylactery by teasing apart the Prince of Undeath’s wisdom from his threats. The followers of many other undead-focused religions, particularly vampires and ghouls, see Orcus as pretentious and unworthy of dedication, although few are foolish enough to directly oppose him.
Orcus himself knows that his star has fallen. In his extensive research into planar lore, Orcus has learned that he was once the most feared being in another universe, who went on a killing spree that left several gods dead and an entire race of lawful outsiders duped into being his pawns. That Orcus cannot accomplish this level of power in this version of reality vexes and frustrates him, and he takes his rage out on his minions as much as he does his foes.
Orcus is a genius tactician, although his temper sometimes gets the better of him. He enjoys combat as a distraction from his cosmic-level sulk, and as a way of expressing his power over others. He typically opens combat with a time stop to summon allies and cast defensive spells on himself, and then unleashes a potent death effect as soon as the duration expires. Against creatures that can resist his negative energy and poison, he uses dispelling magic. On more than one occasion, Orcus has beaten a cocky archmage to a pulp by centering an antimagic field on himself and wading into combat.
Orcus in the Great Game Orcus’ response to the brewing theomachy between Mormo and Lamashtu is cautious optimism. He desires more power in the Abyss, and Lamashtu could open the door for him to seize it. Kabriri and Zura are at the top of Orcus’ hit list, but views a direct assault on them as currently too risky to be worth the effort. If one of them were to make a move against Lamashtu and be punished for it, or if they were struck down in the scramble for power following Lamashtu’s (theoretical) demotion or demise, Orcus would happily swoop in to finish them off.  And if Mormo is capable of legitimately slaying a god, Orcus will be very keen to study her techniques.
Wand of Orcus (major artifact) The Wand of Orcus is the Prince of Undeath’s scepter of office, and it never leaves his side. Lesser versions have appeared in the Material Plane, often created by Orcus or one of his high-level clerics. The real Wand of Orcus is a Huge +5 anarchic, unholy heavy mace. In the hands of a demon, it grants a +4 profane bonus to Armor Class. The first time the Wand of Orcus strikes a living creature in a round, that creature is subject to a slay living spell (DC 30). Weight 24 lbs.; CL 25th
Demon Lord, Orcus        CR 28 XP 4,915,200 CE Huge outsider (chaos, demon, evil, extraplanar) Init +11; Senses arcane sight, darkvision 120 ft., detect good, detect law, Perception +48, true seeing Aura frightful presence (120 ft., DC 36), undead obedience (120 ft., Will DC 36), unholy (DC 28)
Defense AC 47, touch 23, flat-footed 40(-2 size, +7 Dex, +4 deflection, +4 profane, +24 natural) hp 709(33d10+528); regeneration 30 (deific or mythic) Fort +31, Ref +29, Will +34 DR 20/cold iron, epic and good; Immune ability damage, ability drain, charm, compulsion, death effects, electricity, energy drain, petrification and poison; Resist acid 30, cold 30, fire 30; SR 39 Defensive Abilities Abyssal resurrection, freedom of movement, negative energy affinity
Offense Speed 40 ft., fly 60 ft. (average) Melee Wand of Orcus +51/+46/+41/+36 (3d6+20 plus 2d6 chaos and 2d6 evil/19-20), claw +44 (1d8+7), sting (2d4+7 plus poison), gore (2d6+7) or 2 claws +46 (1d8+15), sting +46 (2d4+15 plus poison), gore +46 (2d6+15) Space 15 ft.; Reach 15 ft. Special Attacks epic spellcasting, powerful charge (gore, 4d6+22) Spell-like Abilities CL 28th, concentration +38 (+42 casting defensively) Constant—arcane sight, detect good, detect law, freedom of movement, true seeing, unholy aura (DC 28, self only) At will—animate dead*, astral projection, blasphemy* (DC 27), circle of death* (DC 28), create undead, enervation*, greater dispel magic, greater teleport, plane shift* (DC 25), telekinesis* (DC 25), unholy blight* (DC 24) 3/day—control undead (DC 29), create greater undead, energy drain (DC 31), finger of death* (DC 29), quickened greater dispel magic, quickened harm*, summon demons or undead, symbol of death (DC 30) 1/day—power word kill*, time stop*, true resurrection, wail of the banshee (DC 31) * Orcus can use the mythic version of this spell-like ability in his domain Spells Prepared CL 20th, concentration +32 (+36 casting defensively) 9th—energy drain (DC 33), etherealness, mage’s disjunction* (D, DC 31), overwhelming presence (DC 31), soul bind (DC 33), wail of the banshee (DC 33) 8th —cloak of chaos (DC 30), fire storm* (DC 30), greater spell immunity, horrid wilting (DC 32), orb of the void* (DC 32), protection from spells (D), unholy aura (DC 30) 7th —control weather, destruction (DC 31), greater scrying (DC 29, x2), repulsion, spell turning (D), waves of exhaustion 6th —antilife shell, antimagic field (D), banshee blast (DC 30), blade barrier* (DC 28), geas/quest, harm* (DC 30), mass bull’s strength 5th —dispel good (DC 27), flame strike (DC 27), greater command (DC 27), mass ghostbane dirge (DC 27), righteous might, suffocation (D, DC 29), vampiric shadow shield 4th —contagion (DC 28), death ward (D), divine power (x2), rest eternal, sending (x2)*, tongues 3rd —bestow curse (x2, DC 27), prayer*, protection from energy, rage (D, DC 25), ray of exhaustion, vampiric touch*, water breathing 2nd —bear’s endurance (x2), death knell (D, DC 26), desecrate, owl’s wisdom (x2), resist energy, spiritual weapon* 1st —bane (DC 25), divine favor (x2), entropic shield, identify (D), ray of enfeeblement* (DC 25), sanctuary (DC 23), shield of faith* 0th—bleed (DC 24), detect magic, light, read magic *—Orcus may use the mythic version of this spell in his Abyssal domain
Statistics Str 40, Dex 25, Con 42, Int 30, Wis 35, Cha 31 Base Atk +33; CMB +50; CMD 71 Feats Combat Casting, Combat Reflexes, Craft Magic Arms and Armor, Craft Rod, Craft Wondrous Item, Flyby Attack, Greater Spell Focus (necromancy), Greater Spell Penetration, Improved Critical (heavy mace), Improved Initiative, Hover, Multiattack, Mythic Spell Lore (B), Power Attack, Quicken SLA (greater dispel magic, harm), Spell Focus (necromancy), Spell Penetration Skills Bluff +46, Craft (alchemy, weaponsmithing) +46, Fly +36, Intimidate +43, Knowledge (arcana, planes, religion) +46, Knowledge (dungeoneering, history) +43, Perception +48, Sense Motive +48, Spellcraft +46, Stealth +35, Survival +45, Use Magic Device +46 Languages Abyssal, Common, Draconic, Infernal, Necril, telepathy 300 ft. SQ demon lord traits, master of death
Ecology Environment any land or underground (Abyss) Organization unique Treasure triple standard (Wand of Orcus, other treasure)
Special Abilities Aura of Undead Obedience (Su) Any undead creature within 120 feet that attempts to make a hostile action against Orcus must succeed a DC 36 Will save or be unable to take that action, wasting it. The save DC is Charisma based. Epic Spellcasting (Ex) Orcus gains Mythic Spell Lore as a bonus feat. Once per day, he can use one of his spell-like abilities or spells as if it was a mythic spell without spending a use of mythic power. This allows him to use a mythic spell or spell-like ability outside of his Abyssal domain, but he cannot augment that spell or spell-like ability by spending additional uses of mythic power. Master of Death (Ex) Orcus applies his Spell Focus and Greater Spell Focus (necromancy) feats to his spell-like abilities. Death effects created by Orcus, including the Wand of Orcus in his hands, ignore immunity to death effects except for those granted by creature type, or from deific or mythic sources. Poison (Ex) Sting—injury; save Fort DC 42; duration 1/round for 4 rounds; damage 1d6 Str and 1d6 Con; cure 2 consecutive saves. A creature reduced to 0 Str by Orcus’ poison cannot breathe and begins to suffocate. The save DC is Constitution based. Spells Orcus can cast spells as a 20th level cleric, and can prepare necromancy spells from the sorcerer/wizard list as if they were cleric spells. He gets access to domain slots, and can fill them with spells from any of his domains or subdomains. He can also spontaneously cast inflict spells as an evil cleric can. Summon Demons and Undead (Sp) When Orcus summons demons, he can also summon undead creatures.
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leighsartworks216 · 3 months
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Necromancy that decays the caster. Their fingers start greying and rotting, always cold, skin sloughing off until they've nothing bones left, hidden by gloves. The stench of rot follows wherever they go. Flies hover around them. They have to pick out maggots before they become consumed - not that they can even feel the wriggling beasts anymore.
Their face sinks in, their eyes fall deeper within their skull, dark shadows accentuation every hollow orifice, waiting to be revealed by slowly rotting skin. Their muscles ache as they atrophy and stop working. Their hair is thin and losing color. It is not long before their eyes become milky white, staring at nothing. Teeth fall out, hair falls out, their skin has patches where the skin is decaying and falling away. The more spells they cast, the closer they become to being the dead they raise.
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nightmaskart · 5 months
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Eris and Granik, finished c0mmission
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crownedinmarigolds · 2 months
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@tzimizce Noa and Sinclair are having that date! (They both don't drink tea but it's the gesture that counts I'm sure. I'm also sorry I don't know what Sinclair might wear or their actual size so I'M SORRY!)
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Mystery: Oh, How the Iron Coffin Hungers!
There's been a rash of graverobberies across the kingdom that have the authorities suspecting necromancy. For their part, the necromancer's guild has nothing to do with these crimes and is willing to hire your party to help clear their name. The investigation will lead you to through tombs, black markets, and haunted crossroads of the realm, as it becomes clear the culprits are seeking far more than coin or corpses at the bottom of those defiled graves.
Clues & Complications:
A missing body is usually a dead giveaway that a necromancer has been involved in a grave robbery, as most criminals only care about grabbing what valuables they can and wouldn't result to bodysnatching unless someone was going to pay them for it. How unusual then when a few of the bodies begin turning up days after they were exhumed, one in an abandoned cellar, one on the side of the road, and one in a completely different town, which may give a hint as to the culprit's movements.
Working for necromancers has its benefits, the guild is aware of the habits of the corpse trade (only in a theoretical sense, you understand, yes?) and can use their magic to extract information from the cadavers. Strangely enough it appears all the corpses bear the marks of previous magical questioning, hinting that it might be information the robbers were after, not flesh or treasure.
The bodies all belong to minor gentry or well-to-do merchants, the ideal targets for graverobbers who don't mind breaking into a tomb or fussing with a trap (both of which the party might have to do during their investigation) if it means access to better plunder. If the party press deeper however they'll notice a recurring symbol, on a ring or a tattoo or etched into the gravemarker, resembling the crudest sketch of a jawbone.
Just like it seems the party is getting answers, the corpses they've been trailing sit up and lunge for the nearest individual's throat, transformed by dark power into a rampaging ghoul. Chaos ensues as this awakening occurs not just with those corpses that have already been found, but also with those that were previously undiscovered as well as a half dozen or more random bodies scattered across the countryside. Though they seem too possessed with hunger to be capable of speech, if the party manage to restrain one of the ghouls and sate its unholy hunger, they may just get the last few clues they're looking for.
Background: In life all of the bodies belonged to a secret society known as the jawbone club, a bad pun on one of the first mystical objects they'd obtained; a crude weapon made from the skull fragment of some great beast, unearthed on one of their founder's estates by some adventurers clearing a nest of monsters.
Their association started a few generations before as a mostly innocent affair, a nameless but exclusive social lodge where those in the know could smoke and gamble and make the sort of back room deals that occupy much of the energy of the idly wealthy. Those who took an interest in the jawbone realized that whoever held it had greater luck in their personal affairs, in no small part because of the unlucky and sometimes disastrous circumstances that would befall their rivals. They became secretive, an inner circle within the lodge that took on more authority as their powers grew, understanding emerging that if they fed their blood to the jawbone it would grant them power.
Power does not spring from nowhere however, as the weapon was infact an artifact dedicated to the ghoul-saint Doresain, the avatar of a hungry and terrible demon god who was in turn feeding on the hungry ambitions of the inner circle. Unconscious impulses became whispers became visions, as the tithe of blood raised to sacrifices of flesh and fingers, because what was letting the razor teeth of some dead beast scar your body if it meant your hateful old uncle suddenly took ill just after rewriting his will to leave you his fortune.
Things came to a head with Catiro Wayte, the youngest and least favored son of a large noble family. The Wayte clan owned land and mills aplenty and were no strangers to ambition, Catrio and his siblings were practically weaned on it. So when the opportunity came to take hold of his fortune at the price of only a little pain Catrio was only too happy to pay it, and keep on paying so long as he had blood to let and skin to scar. After they'd come to understand what it could do the Jawbone Club had made rules about how often its members could make use of the artifact, fearing not only discovery but one of their number growing in power above the others. Catrio begged, bartered, and blackmailed to jump the line every time he could, hacking away a little more of himself each time, not giving his wounds time to heal up between sacrifices.
One night, when the itch of pride and avarice overwhelmed the pain in his infected flesh Catrio broke into the jawbone's sanctum. It was too late when the others found him in the morning , he'd carved open his belly looking for more of himself to cut away and had died with the artifact buried in his guts. Such heedless sacrifice opened a door for the ravenous hunger of the gnawing god, transforming Catrio's corpse into its mouthpiece, hungry and cruel. For all their resources the Jawbone club were unable to slay their former friend, instead sealing him in the lodge's basement and later an iron coffin they had constructed. They had a select number of their most trusted find a place to entomb Catrio's body (along with the bone it still clutched) in some unknown location and swore all the rest to secrecy, dissolving the jawbone club and swearing never to speak of it for the rest of their days.
The Culprit & The Consequences:
Catrio left much behind on that night he met his end, including a commonborn mistress and a daughter named Heliana only a few years old. One could theoretically source his ambition to his desire to make a place for them in the world, but that would be making things far too simple.  Unrecognized by her father’s family and cut off from Catrio’s support Heliana and her mother ended up scraping to get by, with her ending up in the gravemaking trade out of one part practicality, one part wistful desire to perhaps one day find where her father was buried.
after nearly four decades after she and her mother were forced out on the street, Heliana’s crime spree began when by chance she found the first of the Jawbone marked graves. Remembering the stories her mother had told her about the club and its excesses, It took only a little convincing to have her fellow undertakers help her unearth the body, and a few charms learned from a travelling death priest to get the cadaver talking.  After that it was just a matter of asking which corpse knew what, tracing her way through the postmortem ranks of the Jawbone club until she found out what had happened to her father and where his body lay. 
Originally, all Heliana had wanted to do was give her father a proper burial alongside her some years dead mother, as she was told was always his wish. Plans changed when her father began to speak to her within the iron coffin after she’d unearthed it from its secret hiding space. Through the magic of the ghoul-saint he knew her, knew of her hungry years, and of the long dormant pride and ambition he’d handed down to her along with his blood: a desire to be recognized no matter the cost. He whispered a plan into her mind, a way for him to return to life and use the artifact he still carried to make everything as it should be. Naturally when they caught her agreeing with the corpse, most of Heliana’s muscle deserted her, and might give your party a much needed lead in their tall tales.
The animation of the other jawbone club members as ghouls was only a warning sign, a byproduct of Heliana breaking through the outermost layer of the iron coffin’s wards in preparation of something far more calamitous. Her father’s plan (or rather, the thing wearing her father like a mask) is to have Heliana burn the iron coffin along with her mother's bones in a ritual pyre at the heart of the Wayte estate. Catrio’s spirit will be free, devour the grounds (and his unwelcoming family) and use the power of the jawbone artifact to remake them all as they should be, with him as lord of the manor, united with his lover and child.  While she’s more than willing to even the score with the people who denied her birth and threw her mother out on the street, why Heliana doesn't suspect is the horde of flesh eating undead and other malign spirits that will be unleashed should the ritual be allowed to finish.  
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moonloredraws · 1 year
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Don't listen too closely to strange music you hear on the winds
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oldschoolfrp · 2 months
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Fighting the dungeon boss while blindfolded (Brian Williams cover, White Dwarf 70, October 1985)
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