| GM Strawman |
In the Age of the Ancients the world was yet unformed, shrouded in a fog. A land of gray grags, Archtrees and the Reign of Everlasting Dragons; but then there was Fire and with fire came disparity. From the Dark THEY came and claimed the Souls of Lords from the Flame. The Heretic Kai of Nirn and his Burned Cabal, Ruebeth and her Grimoire, Gerhardt, Conqueror of Light, and his legions, and the Furitive Pygmy, so easily forgotten.
With the strength of Lords they challenged the Dragons. Gerhardt's Mighty blade cleft through the Dragon's stone scales. The Heretic Kai scorched the land with his righteous fury. Ruebeth tapped eldritch powers, spreading death and destruction in her wake. Soon the Dragons were no more.
Thus began the Age of Fire. But soon the flames will fade and only Dark will remain. Even now there are only embers, and man sees not light, but only endless nights. And amongst the living are seen, carriers of the accursed Darksign.
Yes, indeed. The Darksign brands the Undead. And in this land, the Undead are corralled and led to the north, where they are locked away, to await the end of the world... This is your fate.
Only, in the ancient legends it is stated, that one day an undead shall be chosen to leave the undead asylum, in pilgrimage, to the land of ancient lords.
| GM Strawman |
Urrnir sits on a small pile of matted straw in the corner of a stone room. A shaft of light lingers across her body from one of the many ragged holes in the stone ceiling. To the left she can see an old door, buried beneath the rubble from the ceiling.
Urrnir doesn't remember much of where she is or why she's here. What she does know is she feels a soft hunger deep within her and she can hear some soft moans from outside the room, past a crumbling hole in the wall.
| GM Strawman |
As Urrnir steps through the ragged hole she can hear the moaning grow a little louder and a soft pounding can be heard. As she views the semi oblong room in front of her she notes that it's fairly well lit by torches on the central columns as well as light dotting the room from the ruined ceiling. The source of the pounding and moaning can easily be seen now. Standing to the right of the entrance is an emaciated figure calling loudly and pounding it's head against the stone wall. Urrnir can hear a wet sound and see blood pouring from it's head. To it's left is another figure sitting against a column, not moving. A final creature can be spied in an alcove to the on the left side of the room. Of all the creatures this one seems the most prone to violence as it eyes the room and tenses it's muscles with each pound.
Initiative (Hollows): 1d20 ⇒ 3
Initiative (Urrnir): 1d20 ⇒ 13
Initiative Order
1. Urrnir -
2. Hollows - 1d20 ⇒ 7 The violent Hollow doesn't notice Urrnir yet.
| GM Strawman |
Urrnir reels back to deal a savage blow with her Cestus but it lands wide of the Hollow and hits the rock wall with an audible clanging sound. Urrnir's weight shifts awkwardly causing her to stumble and catch herself. Urrnir is counted as Flat Footed for until next Round
Round 1
1. Urrnir - Throws a punch but swings wide and stumbles
2. Hollows - The two hollows towards the center of the room hear a clanging sound and start to move to investigate.
The Vicious Hollow makes a low growling sound as it's empty sockets seem to bore into Urrnir. It reels back a clawed hand and throws a heavy swing.
Slam: 1d20 + 4 ⇒ (10) + 4 = 14
The Hollows are swings down, merely raking the links on Urrnir's chain shirt.
Round 2
1. Urrnir - No Longer Flat Footed
2. Hollows - The two inquisitive Hollows continue there slow march to sate their curiosity.
The Vicious Hollow throws another punch.
Slam: 1d20 + 4 ⇒ (9) + 4 = 13
To no avail.
| Urrnir the God-Born |
Urrnir quickly swings at the one about to come around the corner before stepping into the others guard to land a second blow.
Flurry Strike with a 5' step in the middle to land the second hit.
Cestus: 1d20 + 9 ⇒ (8) + 9 = 17
Damage: 1d4 + 1d6 + 9 ⇒ (3) + (5) + 9 = 17
Devastating Touch: 1d6 + 3 ⇒ (4) + 3 = 7
Cestus: 1d20 + 9 ⇒ (1) + 9 = 10
Damage: 1d4 + 1d6 + 9 ⇒ (3) + (2) + 9 = 14
Devastating Touch: 1d6 + 3 ⇒ (1) + 3 = 4
| GM Strawman |
The your fist caves in the first Hollows head with a sickening crunch and your second swing misses the Hollow completely.
Round 4
1. Urrnir -?
2. Hollow -
The final Hollow takes a swipe at you with it's clawed hand,
Slam: 1d20 + 4 ⇒ (9) + 4 = 13
To no avail as it's hand harmlessly grazes your armored body.
| GM Strawman |
Your blow catches the Hollow hard and it crumples to the ground. A dimly glowing mist seems to rise of of the bodies around you. The mist is accompanied by the soft sound of rushing wind as it fills you up, leaving the dull feeling of hunger you had sated.
Gained 6 souls
There's not much else in this room that you can see. The door at the far end has a glow come from under it, presumably beyond it is well lit.
| GM Strawman |
As you enter the room you can see a body grasping a orb of soft pulsating light which seems to be lighting the room. To the north you can see through a doorway a long hallway that leads to the left. In front of you are stairs leading down. To your right is a shut door. For the first time there are windows in this semi-circular room. Outside you see a mountainous area covered in a fine layer of snow and ash. Not far below you is a path that leads down into what seems to be a small village. The village has a soft orange-red glow, much different than the colder light that seems to permeate the world around you.
| GM Strawman |
You pry the small orb out of the dead mans fingers
Luminous Sycophant
A small, orb-like, glass bottle stoppered by wax bearing a long forgotten crest. Inside the bottle a glowing mist seems to throw itself against the walls.
A small loop on the bottle will tie it to a belt and the orb sheds a constant light as though a torch.