Home forum Help Search Login Register

Site Sections

User Info

Welcome, Guest. Please login or register.
Did you miss your activation email?
April 13, 2021, 08:45:00 PM

Login with username, password and session length

Recent Topics

Site Tips

If you want to keep in touch with all Midnight news, subscribe to our News Forum, then every time a news item is posted you will be notified!
Pages: [1]
Send this topic Print
Author Topic: The Forsaken  (Read 5347 times)
0 Members and 1 Guest are viewing this topic.
Kane
Administrator
*****

Spell Energy / Taint +12/-3
Posts: 715


« on: March 09, 2010, 06:47:34 PM »

Doomed Hero wanted a fey creature, so here they are, the Forsaken.  They are very dangerous.

Kane

The Forsaken

“You want to know why the fortress of Faralan is forbidden ground, so they sent you to me. Faralan was once a great fortress and home of our people for centuries on end. It guarded the western approaches to the Veradeen from the scattered orc tribes of the windswept wastes and spawn from the depths of the Highhorns. It was abandoned more then eighty winters ago when the Shadow launched a massive offensive against Autilar. Faralan was too distant from the fighting and the major settlements of our people to warrant the forces stationed there. It was decided by the council that we move our people south and east and seal Faralan forever. My father was one of the last to leave, and helped to seal the southern gate.

Many of our people, including my father, felt that decision unwise. Abandoning Faralan would allow the orcs easy access to vast areas of the western Veradeen. We expected our ancient foes, the Crooked Claw and Wolf Mane orcs would ravage the settlements that remained. For some reason, that hadn’t occurred. The Whisper, always weak in the west, fell silent shortly after we abandoned the fortress. As the Shadow’ raid penetrated deeper and deeper in the east, the council sought a safe home for our women and children. They hoped that Faralan remained untouched and would be our haven. The council sent my father, myself, and one other to reenter the fortress.

When we got close my father pointed out the entrance. He told me, ‘there, see the gap in the trees, that’s the southern gate.  It shouldn’t be open, be ready and spread out. I’ll enter first, then Dalian, and then you. Dalian and I have been here before my son and you have not.  Don’t worry I trust your blade.’

The forest was silent as we entered, but no one manned the battlements. Once inside the fortress there were signs that there had been fighting, but not for many years. Dozens of orc skeletons laid throughout the yard, most covered in vines or grass. It wasn’t clear what killed them. The remains of their weapons and armor lay rusting in the open air where they fell when their wielders died.

Before we could move more then a dozen yards into the fortress shapes appeared to grow out of the trees; coils of vines and shards of wood in humanoid form. As we drew our weapons, faces began to form and take the shape of hauntingly familiar Erunsil. The trees screamed out betrayer, unwanted, and defiler. Dalian moved toward the gate and three of the creatures shot forth long wooden thorns piercing his body. I knew he was dead before he hit the ground. My father froze, and called out to me to keep my weapon low and not move.

One of the creatures came toward him, ‘you abandoned us and left this place to the orcs and the filth of the Shadow. I remember your face; Namathein you are called. I watched as you fled rather then fight for your home. You are no better then the hundreds of orcs we have killed. Your bones will join theirs for your crimes against me and all those who have died to preserve our home.’

As it got closer to my father, he recognized its face. He called it Allarim, a name I knew from stories as a legendary tracker. When Allarim died, he became part of the Whisper. He had given his life and soul to our people to defend this fort. I couldn’t understand how his spirit had manifested here, but I was sure I would never leave alive.

I looked to my father and he spoke; ‘Alarim, I did abandon you on the order of the council, not of my own will. I will accept what punishment you deem fit; but this warrior is my son. He was born in the south and has never set foot in these lands before today.  He bears no guilt. Let him leave and do with me what you wish.’

Two of the creatures moved away from the gate a signal that his plea was not in vain. He turned to me, ‘go, and tell them what you saw. If I can I will join you over the rise to the south. Do not wait long. Tell the council that we can not come back here, but it’s safe from the Shadow. Go.’

My father and I both knew that they would kill him, but it was important that the council knew what had happened. I have been back to the rise overlooking the fort a dozen times over the years and the fortress remains inviolate. While it’s shelter is denied to us, it continues to protect our people."

The Forsaken
Medium Fey
Hit Dice: 8d8 + 24 (60 hp)
Initiative: +0
Speed: 30 ft.
AC: 20 (+10 natural), touch 10, flat-footed 20
Base Attack/Grapple:: +6/+9
Attack: Slam +9 melee (2d6+3)
Full Attack: 2 Slams +9 melee (2d6+3) or 1 hail of thorns +6 (3d8/19-20)
Space/Reach: 5 ft./5 ft.
Special Attacks: Constricting Vines (2d6+3), Hail of Thorns (3d8/19-20), Spells
Special Qualities: Low Light Vision, Plant Traits, Tied to the Earth, Vulnerability to Fire
Saves: Fort +9, Ref +2, Will +8
Abilities: Str 17, Dex 10, Con 17, Int 16, Wis 16, Cha 8
Skills: Hide +8, Listen +8, Move Silently +10, Spot +8
Feats: Alertness, Iron Will, Power Attack, Weapon Focus (slam)
Environment: Erethor
Organization: Solitary, cabal (3-7)
Challenge Rating: 10
Alignment: LN
Advancement: -
Spells: Entangle (at will), Warp Wood (3/day), Transport via Plants (3/day), Wall of Thorns (1/day)

   Stepping out from the bark of the Shelterwood is a mockery of a fey, made of wood and vines. Around you, the plants whisper betrayer, as thorns erupt from it’s arms and tear into your flesh.

The Forsaken are the spirits of fey who had given themselves to the Whisper to defend their homeland from the Shadow. As the Witch Queen’s armies have had to give ground to the Shadow, strongpoints and villages were abandoned. The spirits of the Whisper, in their fury that their sacrifice was in vain, have found a means of animating plants to build a vessel to exact their revenge.

The Forsaken are a threat to anyone who enters the area they swore to defend when alive. The servants of Shadow will be destroyed without mercy. The Fey are only rarely treated better, allowed to retreat with the Forsaken’s curses in their ears. There are only three ways to permanently destroy a Forsaken.  The first is to destroy all plant life within 200 yards of where its body was interred and became part of the whisper.  The second, is to deny its physical form contact with the earth when its destroyed.  The last is to recognize their sacrifice and cast hallow on the area where the Forsaken was originally interred, putting its soul to rest.

Combat: The Forsaken will attempt to surprise its prey by transporting via plants and get in range to launch its slam attacks. Its rage is normally so great, that once it begins to constrict a target, it will ignore all others until its initial target is killed. The Forsaken will do everything in its power to ensure that it never loses contact with the ground. All during its attack it will speak of betrayal, abandonment, and defiling sacred ground.
Constricting Vines (Ex): If a Forsaken hits with both slam attacks in one round, vines spread out from its hands and wrap themselves around the victim’s neck, choking off air.  Each round after making a successful Constricting Vines attack, the Forsaken may choose to automatically deal 2d6+3 without making an attack roll unless killed or forced to withdraw. It can continue to make slam attacks, but only against the target subject to the constricting vines attack.
Hail of Thorns (Ex): Once per round, in lieu of a melee attack, the Forsaken may launch a hail of wooden thorns at a single target dealing 3d8/19-20. The thorns have a range of 60 ft (-1 to hit for each additional 20 feet).
Tied to the Earth (Su): The Forsaken’s physical form is just a manifestation; a temporary shell. If its physical form is destroyed while in contact with the earth, the Forsaken’s spirit can transfer to roots in the soil and build a new shell in 24 hours.  If the Forsaken can not make contact with the earth when it’s physical form is destroyed its spirit is exorcised forever.
Vulnerability to Fire (Ex): The Forsaken rightfully fears fire as a destroyer and will attack fire wielders first. Fire can quickly burn its form, doing an additional 50% damage regardless of if a saving roll is allowed.
« Last Edit: March 11, 2010, 06:52:15 PM by Kane » Logged
Doomed Hero
Avatar of the Witch Queen
*****

Spell Energy / Taint +11/-4
Gender: Male
Posts: 4,907



« Reply #1 on: March 09, 2010, 08:54:31 PM »

Interesting! I really like the plant-astirax flavor.
Logged

Jack Chick, Abdul Alhazred, and Aleister Crowley walk into a bar...
Dain
Insurgent Commander
***

Spell Energy / Taint +18/-2
Gender: Male
Posts: 329



« Reply #2 on: March 09, 2010, 11:14:03 PM »

Really nice indeed Wink
Logged
Kane
Administrator
*****

Spell Energy / Taint +12/-3
Posts: 715


« Reply #3 on: March 10, 2010, 06:11:57 PM »

Glad you liked it.  I've got 2 maybe three more that I'm thinking of writing up.  I'll try to get another one up same time next week. Next up a critter from the Kaladruns.

Kane
Logged
Dain
Insurgent Commander
***

Spell Energy / Taint +18/-2
Gender: Male
Posts: 329



« Reply #4 on: March 10, 2010, 06:13:39 PM »

Next up a critter from the Kaladruns.
Kane
Well, perfect for fleshing out my adventure in the Kaladrunes Tongue
Can't wait to read it!
Logged
Harrowed
Editor
*****

Spell Energy / Taint +6/-1
Posts: 1,856



« Reply #5 on: March 11, 2010, 08:10:14 AM »

That's quite cool, I'm thinking I've got an area in my game where I can use it.
Logged

I like the cut of your jib. How do I subscribe to your newsletter?
-RPG.net
Pheros
Avatar of the Witch Queen
*****

Spell Energy / Taint +6/-2
Gender: Male
Posts: 1,504



WWW
« Reply #6 on: March 11, 2010, 01:53:16 PM »

I wonder which game you mean, Harrowed...

*shudder*
Logged

1.6180339887...
Dunkin stats
Kane
Administrator
*****

Spell Energy / Taint +12/-3
Posts: 715


« Reply #7 on: March 11, 2010, 03:38:37 PM »

Harrowed,

Did I mention that none of these have ever been sighted in Danisil lands?  If not, I can amend the original post.   Grin

Kane
Logged
Harrowed
Editor
*****

Spell Energy / Taint +6/-1
Posts: 1,856



« Reply #8 on: March 11, 2010, 04:40:56 PM »

My job as a GM isn't done until I have the players sweating and paranoid.
Logged
Doomed Hero
Avatar of the Witch Queen
*****

Spell Energy / Taint +11/-4
Gender: Male
Posts: 4,907



« Reply #9 on: March 11, 2010, 06:44:41 PM »

Well, being as this is a primarily Erunsil thing, which apparently may show up in the Aruun, there is a character in the game who has fairly unique knowledge of such things.

And he would say that we should run. Fast.
Logged
Pages: [1]
Send this topic Print
Against the Shadow  |  Forum  |  Midnight & RPGs  |  GM's Corner (Moderators: Bleak Knight, Glacialis)  |  Topic: The Forsaken
Jump to:  

Powered by MySQL Powered by PHP Powered by SMF 1.1.21 | SMF © 2015, Simple Machines
AtS Dark Mercury design by Nifelhein, based on the Mercury theme by Bloc
Valid XHTML 1.0! Valid CSS!
Page created in 0.089 seconds with 28 queries.
TinyPortal © 2005-2011