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A huge Graveyard covered in mist. The stench of death lies in the air but nontheless this place does not feel forsaken, but tainted. This is a holy place of Mortis that was poisoned by the existence of Monoris. | A huge Graveyard covered in mist. The stench of death lies in the air but nontheless this place does not feel forsaken, but tainted. This is a holy place of [[Mortis]] that was poisoned by the existence of Monoris. | ||
This place is filled with undead, most of them willing to fight the living but the servants of Mortis hold them back. The undead of Mortis have ways to travel safeley, represented by a oil lamp emmitting green light. Any linving humanoid with a reason to enter get's a guide with a lamp, usually i ghoul, to help them fullfill their task. If the lamp is broken or the guide dies the wild undead start attacking. | This place is filled with undead, most of them willing to fight the living but the servants of [[Mortis]] hold them back. The undead of [[Mortis]] have ways to travel safeley, represented by a oil lamp emmitting green light. Any linving humanoid with a reason to enter get's a guide with a lamp, usually i ghoul, to help them fullfill their task. If the lamp is broken or the guide dies the wild undead start attacking. | ||
This place exists to show the complexity of live, death and undeath. All of them can be good, evil or neutral but non of them are lawfull or chaotic. | This place exists to show the complexity of live, death and undeath. All of them can be good, evil or neutral but non of them are lawfull or chaotic. | ||
Revision as of 15:20, 2 September 2025
A huge Graveyard covered in mist. The stench of death lies in the air but nontheless this place does not feel forsaken, but tainted. This is a holy place of Mortis that was poisoned by the existence of Monoris.
This place is filled with undead, most of them willing to fight the living but the servants of Mortis hold them back. The undead of Mortis have ways to travel safeley, represented by a oil lamp emmitting green light. Any linving humanoid with a reason to enter get's a guide with a lamp, usually i ghoul, to help them fullfill their task. If the lamp is broken or the guide dies the wild undead start attacking.
This place exists to show the complexity of live, death and undeath. All of them can be good, evil or neutral but non of them are lawfull or chaotic.
Rules
People can just enter this place during the night. Otherwise it will be a deserted graveyard.
People don't have to enter the graveyard from the Mortis gate, but if they don't, there is no chance for them to get the protection from a "Lamp Bearer".
Lamp Bearers and other undead are the only ones who can wield

1. Soul's Rest Temple
2. Rotten Crop
3. Waterstone Bridge
4. Soul's Rest City
Dominated by Swarms of Zombies:
- There is a large crypt in the center, high enough to evade the surrounding zombie hords. The players can make a shortrest here.
5. Sailor's End
A great ship dock with space for plenty of large boats can be seen while a huge lighthouse towers over the scenery.
- Lighthouse: In the lighthouse there are several Will-O-Whisps.
6. Pointy Tower
A large chucrch like structure can be seen. The tower has been heavily damaged. This place it crowded with skeletons, Skeleton Warhorses and Burning Skeletons.
- The Tower: History DC 12 - The walls allow to see a part of the Aravaile Storyline.
7. Hornbreak Tower
A large military fortress and the remains of a strong stone wall can be seen surrounded by piles of large bones and rubble that at some point must have been primitive houses. Minotaur Skeletons of different sizes seem to be stuck in an endless combat against each other. No Alliances can be notes from this behaviour. The combat seems as brutal as it seems pointless. In the center of the fighting the heroes spot a castle with high walls. It seems to snow on the rooftop and even the other undead don't get closer to it. They seem to not even notice that it is there.
- Rooftop of the Fortress:
8. Mortis Gate
A tall blackened gate made of stone is the entrance to the graveyard called Soul's Rest. A long stone pier leads into the water and allowes even big ships to anchor here. A clean river passes a dirty swamp here and the gate seems to be the dividing factor.
When the Players enter with a good reason praising Mortis there is a ghoul or other undead waiting for them at the gate, equipped with a green glowing lamp. It calles himself the "Lamp Bearer" and Calls the Lamp "Mortis Lamp"(Stormlands, Items)
- (Artefact, Legendary, Flail). 1. This weapon deals 2d12radiant or necrotic+mod damage. 2. Bonus Action: Cast fear (Int, Wis or Cha DC), can work on undead despite immune. 3. Attacks aginst user by undead creatures are made with disadvantage. 4. Whenever this weapon deals damage or causes a creature to fail a saving throw the user looses X HP equal to Max Hit Point Die of user if it is not a servant of Mortis. 5. Just works as long as the fire of Mortis burns in it(Treat like normal flame)). This Character will support the players if they have a just reason, swore or sweare the oath of silence (Secrecy about this place) to get into the graveyard. Otherwise it will lead them to ruin (Into a trap).
Starting Quest: Grave bearer (See below)
9. Sinking Cove
A long landing stage made of crumbling wood leads into the river. A loley boat is floating in the stream, seemingly untouched by it. By Whisteling the boak moves towards you like it is steared by invisible winds. On top of it you'll fin 2 old wooden rows.