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| #1seraphinvertNov 30, 2008 23:51:48 | Tonight I have a special quest who is going help explain the basics of my setting! (/cheer) Ladies and gentlemen please give your warmest welcome to…..ZOMBIES!![]() ( LAWL XD!!!! ) Ahem… Like I said please welcome….ZOMBIES! ![]() ![]() Zombie like his house cause ther is tree all around him! The tree make it good for zombie so hides KTHXBYE. Zombie dun go to the middle of all duh tree tho… That is were XXZOMBIEKILLERXX lives I tink… Zombie see before it like was BIIIIIIIG stuffs there. Wit BIIIIIIIIG skulls made out of rocks looks like they is a tower! (zombie dun no why they is hates him there…zombie just QQ) ![]() Zombie herd sometimes his budd Xombies go toum NECROSIA!... Then Zombie no see them no more… “Oops” Zombie say out loud at them! (they just not hear him cause they is gone now LAWL XD! ) Oh noes! Zombie got to eats or he will go away like Xombie! Zombie eat like dis: ![]()
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| #2GrimcleaverDec 01, 2008 6:50:10 | Wow...heh. That was certainly the most elaborate (and leet-speaky) setting pitch I've seen in a while. You really put some pic (and font) hunting effort into this. Man. So what's Necrosia about? I figure I'll bite since I concider myself both quite an avid horror fan and post-apocalypse afficianado. Man...that OP though. Wow. ![]() |
| #3seraphinvertDec 01, 2008 18:00:00 | Haha yeah sorry I figured it's the best way to grab peoples attention. Effectively it was supposed to be based on a "city" called Necrosia that was set in the center of a large forest. The forest was surrounded by mountains. The enclosed area is 245miles from east to west. Then 245 miles North and South. Necrosia Necrosia was built at 120 miles from the western mountain and 120 miles from the northern mountain. So so skip more useless information I placed it exactly in the middle of an enclosed mountain canyon. The city is cast in the shadow of the giant trees that surround it. Along with the shadows of the large pyre's that stand in the inner city. To make things a little bit shorter, There are three parts to Necrosia. Outer city - A dusty quickly built settlement of common, less than privileged folk make there homes and there living in this 2 mile border of the city. Inner City - Here is the 'business' part of Necrosia. Here you will find higher scale houses build from stone. The style of the city seems like a failed attempt at Eladrin design. Also here are the apothecary, smiths, libraries, inns, and Grand Necropolis built to house the lord of Necrosia. The Emerald Graveyard - This two mile stretch of graves and crypts is perhaps the most important feature of Necrosia. Set directly behind The Grand Necropolis this massive graveyard seeps with a light green mist. Multiple stories have been told about the reason or "meaning" for the mist and why it stays always shrouding the graveyard. Records and maybe stories, tell that The Emerald Graveyard was build before Necrosia itself. Necrosia may simply be a guardian kept in place to secure what lies buried beneath the earth of the mist shrouded graves. "Redwood" Forest The forest is composed of a tree slightly larger than "redwood" trees. They are tightly packed and the tops create a thick canopy over the entire area. Making the forest dim lit during most of the day. |
| #4GrimcleaverDec 01, 2008 21:38:30 | Well what you've got so far sounds extremely fleshed out. I like it quite a bit. The impression I get from this is that you're hoping to run this as a very "Points of Light" 4th edition type setting--with the Dark Heart disease as a catalyst to get the PCs interested in getting out of Dodge and into the big wide world beyond, right? In that respect it works very nicely. My biggest concern would be that the one city and key event won't end up totally dominating the whole setting. It looks really good though. The big question I have is knowing a bit of what you do have--what is it that you don't have--what are you looking for help developing or fleshing out? |
| #5seraphinvertDec 01, 2008 22:45:58 | To be honest what I really need help with is art, maps, and solo adventures. Also I haven't written anything for outside the mountains. I wanted to completely develop one area before sailing into the next. I've seen so many times people taking on a global scale to start and end up running an always on-the-fly game because so little is actually covered. The down side to that is there has to be something going on everywhere else. I just don't think I can focus on writing that in without stretching myself thin on ideas. So outside of the area I've described I have NOTHING. I have one extremely well thought out place with no implication to the outside world. |
| #6seraphinvertDec 01, 2008 23:28:49 | Forgive me if thes is obvious reiteration of thoughts here. This is my original information regarding the exact Dark Heart experience: Information on Dark Heart “Dark Heart” Disease was first found in the outer city of Necrosia. Although very soon after the same symptoms were springing up in the inner city as well. People afflicted seem to lose their ability to regenerate through non-magical means starting on the very first day of contracting the disease. Magical healing seems to still be effective although any spell or ritual seen as an attack against the virus has resulted in the death of the target as well as a contraction of the disease by the caster. 1-24 Hours-Day 1 (Lose of all healing surges, -2 constitution, -2 max HP) The targets afflicted with “Dark Heart” start out by feeling tired. As if they haven’t slept for over 48 hours. At this point the virus is joining with white blood cells and feeding off of them before replicating and moving on to another cell. It seems that any cell consumed by Dark Heart explodes after only a few hours of being invaded spreading high numbers of viral strands to nearby cells. This method of replication reduces the body’s resistance to the virus while spreading it extremely quickly throughout the body. 24-48 Hours-Day 2 (-4 constitution, -2 strength, -dexterity, -5 max HP, 1d6 Ongoing damage/ 4hours) After 24 hours of being infected the host should contain about double the number of infected cells. Thus strengthening the feeling of exhaustion and making it harder to complete strength and dexterity based tasks. At this point the virus beings to travel through the hosts body stopping at the heart before detonating the cell and spreading. The heart starts to fill with strands and the target host suffers from chest pains 96 Hours-Day 4 (Max HP reduced by 10) The virus stays in the heart replicating and maturing until 96 hours after initial infection. At which point it travels alone through the blood stream stopping and replicating at each vital organ of the host. The strand now contains a trace of “mind-controlling” ability. It bonds with the cells of the organs and slowly starts to control the cells movements and functions. All cells function as they have been the last 96 hours since infection. 96-120 Hours-Day 5 (All stats and HP return to normal.) The virus now has complete control over the host body aside from the brain. Dark Heart hasn’t shown the ability to copy the function of brain cells. The virus now mimics the rest of the cells in the body allowing the host to move and act normally as he did before contact with the virus. Now the viral cells wait for the host to enter a sleep state. At which time the infected cells explode and invade the brain attaching to and killing brain cells. All other viral cells in the host body stop functioning for this time. The host heart stops beating, lungs stop breathing. The brain cells lose oxygen and eventually after only 4 hours of sleep completely lose the fight to Dark Heart, and the host is pronounced “dead”. Day 6+ (The host is pronounced dead) Now the virus does its’ best job replicating the working of brain cells. It learns to send signals throughout the body, controlling most muscle movements. The virus cells have not learned to completely mimic the functions of brain patterns and signals so once they can control the limbs and organs of the body somewhat through the brain the body begins to move. Purpose, functions, and patterns Dark Heart hosts “reanimate” after death when the virus finally finishes replicating brain cells to the best of its ability. This could be hours, days, weeks, or months after the host is pronounced dead. The only stipulation to the continued survival of the Dark Heart strand is it cannot reproduce a cell with the knowledge to function as its intended parent cell would have liked. Therefore the Dark Heart virus must consume live capable cells from another body to let it’s replicated young strands bond with, destroy, and mimic the DNA code of the consumed cells. Otherwise the new viral cells will wander throughout the body looking for non-viral cells to attach to and finding none, will soon expire without replicating. Fresh cells must be consumed monthly or the viral cells in the host will eventually lose their function coding and lose control of the body Thus, returning it to a state of “death”. Bodies being controlled by Dark Heart react, resemble, and function exactly like standard magically conjured zombies. Except that a Dark Heart zombie will grab its intended victim and while in a grapple, try to bite its target. Along the same lines, a Dark Heart zombie will continue biting a target that has been knocked unconscious and is “dying”. History The first cases of Dark Heart were said to have began in 1991. Since then cases have been getting more and more frequent. So far the only cases of Dark Heart have come from outer and inner Necrosia. No cases have been reported outside the city. No magical cleansing or ritual has ever been noted to be effective in curing Dark Heart. Official apothecary masters in Necrosia have been working on developing a cure as well as an antibody to fighting off the Dark Heart infection. All treatments to date have led to failure. The head of Apothecary in Necrosia’s name is Albus Franz. He has been working on curing Dark Heart since the first initial idea that this was a virus and not a magical conjuring. |
| #7Book5Dec 02, 2008 1:11:13 | Anyone need an umbrella? lol more precisely. rofl copter. ![]() |
| #8seraphinvertDec 02, 2008 15:07:21 | Anyone need an umbrella? lol Hard to tell if I was being made fun of there lol =P |
| #9GrimcleaverDec 03, 2008 5:21:28 | Not much of the arteest, myself. I mean I can do okay, but certainly not the kind of thing you'd see published in a book--well unless it was one of those really terrible FASA books, or a 1970's D&D module. I am pretty adept with maps. Got some talent there. I'm also pretty good at making adventures, or at least spinning ideas for them. The biggest problem here is I'm more a storyteller than a tactical wargamer so the stories I come up with tend to be less...um, technically kosher, I guess? Not the sorts of things Dungeon would publish, but fun romps nonetheless. Anyway I'm at your disposal. |
| #10seraphinvertDec 03, 2008 18:51:15 | Sounds good to me. Well based on the current information I've thrown out there you should have enough to design a few level 1-3 quests right? Or at least have ideas. Currently The players were running around covering fresh and zombified corpses was Life Shrouds to prevent and farther spreading of undead. The events that have been happening post consumption of the cure is just a mass calling for adventures and anyone who might just be capable of helping dispose of the undead out in the woods. My players came back to Necrosia after camping out out the western mountainside so see the outer city was pretty much destroyed. Piles of corpses being burned by Necrosia guards. After 2 miles of walking through the remains of outer city the players made it to the main gates to the inner city. There they saw men and women of all ages and races. Mostly common folk who took up arms, but a few people mixed in who actually look capable of performing in a combat scenario. Necrosia guards are shouting orders and handing out stacks upon stacks of Life Shrouds to each "group" that comes to the gates. Getting closer to the gates my players noticed a "HELP WANTED" poster that read: "Terrible events have been set in motion upon our land. A scourge of undeath has risen to an alarming number in the recent weeks and Necrosia is in dire need of all the assistance it can get in quelling this surge of undeath that has gripped us. Any of those who is brave enough to step into the surrounding area with a stockpile of Life Shrouds to cover the bodies of the dead will be rewarded by our city officials. Anyone interested please speak to a guard on duty for more information." The players confronted a guard who told them they would be followed by a guards assistant (1-A Tiefling boy see below for more information) who will stay out of your way but will be carrying your baggage of Life Shrouds. When you are fulfilled with the amount of work you have done in cleansing the countryside you and your companions can come back and our assistant will inform us of how many corpses you've protected. This includes zombies, dead townsfolk who haven't yet reanimated, and adventurers who apparently weren't up to the task and have fallen in battle. The players "guide" told them that a group of 10 people on horses and a bit better geared than the normal rabble he's been seeing was said to have been killed and reanimated. He feels that those men are a bigger danger to the land then the normal shambling horde scattered across the woods. The players ventured who hours to try to find signs of the party of undead horsemen. Eventually they found 5 of them and through a rough battle the horsemen were defeated. Soon after they found the other 5 horsemen and barely made it out with their lives. But none the less, the mission as complete and the 10 horsemen were slain and their bodies covered in a Life Shroud. The players made it back to Necrosia after slaying and covering a total of 32 undead including the horsemen, whos spears the PC's took as proof of their demise. The players were awarded 800g on their return. I could write out the actual adventure because I filled it with unique and interesting encounters but if you ever run something like this I'm sure you'd like to create those encounters yourself. =P Anyways that is where my players are at. So after dealing with that I'm looking for level 3-4 single session (4-5 hours) 3 players If you'd like to make something up so me to run while I work on the next hook without having to rush myself lol. I need some time to think, but I have only a couple days before my next game. So If you want to make something up post away: 1 - The guards assistant is a young Tiefling boy. He's wearing robes similar to those you'd see on a wizard. His skin is pale white like that of a human. His hair is cut short and it reflects a beautiful shade of red, even in the dim lighting of Inner City Necrosia. He looks about 16 years old. He's very secretive, but seems eager to be set on a mission with the adventurers. Name: The Black Waltz IV "LeeLoo" Race: Tiefling Class: Warlock Spec: Fey Combat Tactics: Leeloo prefers to stay in the back and simply cover the bodies with Life Shrouds as they fall. If the players seem to be in trouble Leeloo responds with a mental assault on the attackers with "Eye Bite"(1d6+5 also Leeloo becomes invisible to the target until the start of his next turn). Leeloo does his best to not let on to the other players that he may be a Warlock. |
| #11GrimcleaverDec 04, 2008 3:26:40 | Okay, sweet. Granted Wednesday and Thursday are the two nights I DM games--but I will try tomorrow night to blast you off a post with a few ideas. Hopefully that will be in time to be of some help? |
| #12seraphinvertDec 04, 2008 17:22:27 | No rush. I can come up with something on the fly to buy some time. =P If you have some ideas expand on them and let me know! I just came up with a great horror adventure that is hoping going to progress the characters a bit and hopefully scare the players lol.. |
| #13GrimcleaverDec 05, 2008 21:17:17 | Okay. Here's my first one. I tried writing it up somewhat more lavishly--but the forum ate the post before I finished it. ARRGH! Here's my second go at it. I'll keep working on some more for you. Let me know if there's anything you'd like to see done differently with them. Background Amid the desperation and hopelessness of the Dark Heart plague, a terrible cult has arisen. Under the guise of bandits, the cult has begun to capture refugees fleeing the virus and drag them back to their lair. They believe that Dark Heart is trying to test and communicate with its victims, and that if one can unravel this message that Dark Heart is a gateway to transformation into a next evolution of life, rather than a curse of death and mindless hunger. To this end, the cultists first infect their captives and then as the disease sets in, interrogate them for information and insight into their condition. Based in the basement levels of a long decrept ruin of an old prison use the old and rusted torture rooms to search for the answers they seek. Introduction Reports from refugees have come in of bandit related abductions in a section of the forests surrounding the city. Satisfied with the success of the adventurers thus far, the constabulary offers them their standard reward for bringing the matter to a satisfactory conclusion. They would like to know the reason for the disappearances, as well as see those responsible brought to justice and the victims rescued if possible. 1-The PCs come upon the scene of a slaughter--refugees cut down as they flee, wagons smashed, survivors tied to stakes and left to die from their injuries. Worse, dire rats from the forest and stirges from a nearby nest have discovered the site and are feasting on the dying. Each round until the PC’s locate and destroy the stirges’ nest, a disgusting mass of slimy yellowish filth hidden inside a fallen log, a new stirge (minion) appears every round. When the PCs have cleared out the vermin, a surviving guard tied to one of the stakes coughs out a warning that the raiders have done this to cover their abductions--survivors who were bound and lead off to the east at speed. 2-Following a path of blood stained branches, torn bits of clothing, and even the occasional body of a wounded prisoner who died along the way, they find the hideout--a bare stone foundation overgrown with leaf-litter and shrubs guarded by a bugbear warrior, greenscale lizardfolk darter, and a band of kobold minions. The kobolds have dotted the edge of the wood with rope traps to upend and immobilize adventurers who lurk close enough to spy on their encampment. 3-The main floor of the complex is a sprawling labyrinth of small cramped cells covered in the stains of old suffering. Here and there, one of the cells has a captive in it. These cells count as traps because the prisoner inside, upon seeing anyone who doesn’t look like the member of the cult will immediately begin to cry out desperately for rescue alerting a patrol of cultists to investigate (4 human rabble, 2 human mages, 2 human bandits). Any adventurer who beats the prisoner on initiative can make a diplomacy attempt to calm them before they cry out. At the center of the complex is a sprawling torture chamber full of crow’s cages attached to various implements of agony, from vats of boiling oil, to presses, winches and spike boards to be used on the cage’s occupants. About half of these cages are occupied with an interrogation in process. The captives inside the cages are all infected with Dark Heart and are in various stages on their way to becoming zombies. Once the PC’s assault the torture chambers, they are attacked by several cultists as well as Kalrog, the Inquisitor, a human berserker and several of his rabble of torturers. The rear wall of the central torture chamber opens into a gated spiral staircase to which Kalrog has a key. 4-The Inner Circle lies below, a demonic-looking shrine dedicated to the strange religion of the cult. There by candlelight the PC’s confront the leader of the cult, a shadar-kai named Melzorim (use a human mage with the Death Master template) and his four acolytes, once humans but now transformed into horrible ghoul-like creatures by their master. He is also accompanied by his iron defender, a rusty mechanical hound with a growl like nails on a blackboard. |
| #14seraphinvertDec 05, 2008 22:03:25 | I love it. I'm going to throw it out there I think. Adding a few tiny pieces of prose in for description. For the record there is a small Shadar'kai "settlement" on the Northeast corner of the forest. They are constantly fighting with a large tribe of Orcs that have made their homes in the Southeast corner of the forest. So the leader of this cult makes perfect sense to me. Although the players haven't actually encountered anyone yet so they have no idea they are there. It might lead them to go inspect where she came from muahahaha. Hoorah for leading the players. I'm working on posting a somewhat freelance horror adventure. It's only half tested because the players stumbled into the area without having any information about it... so really nothing got accomplished besides them being curious as to what was going on. It's going to be funny to see them research the events and go back and actually discover what is going on hehe. When it all plays out I'll throw it up here and let you know what happens. If you happen to stumble unto a couple of willing players let me know maybe we can set up a group to run some of the quests we're coming up with to speed things along. |
| #15GrimcleaverDec 05, 2008 22:50:57 | Sounds cool. Glad you like it. Never quite sure what info to put in or leave out with these sorts of things. My adventures usually end up pretty heavy on names and backstories for badguys and pretty light on specific numbers of foes and terrain descriptions--my games always tend more toward the dramatic and less toward the tactical. It's funny. I never design my encounters based on monster level (it was suprisingly hard to design this encounter using only level appropriate monsters--feels like you can't use most of the stuff in the Monster Manual.) EDIT-- Could I get you to give me a description of the players in your party with whatever backstory they've come up with? Often PCs backstories are the best places to go to mine adventure ideas! Thanks. |
| #16seraphinvertDec 05, 2008 23:46:26 | I definitely agree with the comment about the MM. I hate the way it's designed. As far as characters go there is only 1 character that is still alive from the original group. Who happens to be a level 5 rogue who backstabbed his way into finding a weapon he shouldn't have this early. In my opinion at least. He's the one who had Dark Heart and after finding the vile of a "cure" he drank down quickly he went into hiding somewhere in the surrounding area of Necrosia. He hasn't been back the city to see what his actions have actually caused. Aside from that he was with a Cleric of the Raven Queen and an extremely "proper" Wizard. The two of them left the rogue to his hiding place after the consumption of the cure. Seeing he was going down a path in life they didn't want to be a part of. So they left and traveled outside the mountains to the west of Necrosia and ended up meeting there end in a Kobold den deep underground. Now on the scene we have a Dragonborn Paladin of Bahamut who was drawn into the situation by a personal need to cleanse the undeath and bring peace to the land. Backing him up is yet another Wizard who seems more interested in living in Necrosia who a short while before going to explore a place outside the mountains. Hoping for a center of learning and well... safety. (On the other side of the mountain we now have a "City" unnamed for now but led by a Dragonborn who is determined to make sure Law and Order are the #1 for his land. Now even more noth of that is a DENSE jungle area. Where a large civilization of.."froglodytes." have taken over a huge city in ruins. A couple other players were taken from a path they were trying to explore thrown into a slave caravan and placed in an arena deep within the jungle. They have now escaped the arena and the Frog slavemasters and now roam the jungle looking for a place to lay low for a while. These players are Wizard + Ranger) |