Soul Searching

 

The Plot

Amarista used to be a respected member of the Meetings town community, respected as an expert gardener and with a studious and gentle mind. Several decades ago, he fell in love with a beautiful human woman, BrightEye. In an effort to grant her immortality, he applied a hybridizing process he had developed for plants to merge her with the body of a recently killed young elf-woman, hoping to fuse her soul with the immortal elf body. Unfortunately it did not work and the resulting hybrid, admittedly powerful, was not a real thinking person, but a mindless zombie with a soul trapped in tree in the garden, growing as a sparkling leaf. Amarista was desperate and began stealing bodies and eventually kidnapping people to use in his research. Gradually he became reclusive and sensitive souls shunned him as possessing an aura of evil.

 

About five years ago, a group of Morodhel made a deal with him; they would provide him with a variety of corpses and living beings to experiment on, if he would let them use his process. The Morodhel kept their end of the bargain until they had learned enough themselves to further their goal of breeding a strong race of undersea creatures to challenge the merfolk and eventually free their trapped leader. When they had learned enough, they tricked Amarista and hybridized him with a giant spider corpse. Now none of the zombies he created, BrightEye included, recognize him as their master. They patrol the house, waiting for his return and repelling intruders. Amarista wanders the forest in a state of despair and the Morodhel have started creating sharkmen in the sea (crossing merfolk and sharks) and using massacred villages to make very strong zombie servants.

 

 

Story

Intro Events

*ðð One of the heroes runs into a massacred village. Blood and flies everywhere and signs of battle, but no corpses. There is a charred area in the center of the village that seems to have been used for magic (high air scores might reveal it to be transportation magic). With great luck and skill a rumor might be heard of another town (Meetings) with a cursed graveyard in which a similar mark is to be found.

*ð Stories of half-shark, half-mer creatures are becoming common in the deeps. Some mer villages are missing. The center of the disturbances appears to be near a certain coastline with a human/elf town nearby

 

Hook

One or two of the heroes are ambushed by a horde of strong undead (collectively Fire:4, Earth:6, Air:1, Water:2) lead by a group of three Morodhel (vision card 25). They are out to kill the heroes who are overpowered and should flee or wait for help. Fortunately the others are nearby and will arrive 7-earth rounds of combat later. The undead are strange Ò very strong and possessing a sort of unfocussed, patchwork bodies with mismatching eyes, hair, colors, etc., yet with a smooth and integrated form. The Morodhel are as follows:

 

*ðð Armored: Air 4, Water 4, Fire 4, Earth 2. Without helmet, or facing non-metal weapon, fire is 2

*ð Robed: Air 2, Water 5, Fire 2, Earth 2. Water magic 5. His illusions distract and can drop two attackers fire stats by one

*ð Cat: Air 4, Water 3, Fire 6, Earth 3. An undead hybrid of numerous giant cats, if the woman controlling her is incapacitated, her air drops to 1 and her fire to 4. Her controller is 2 in all stats

 

When defeated, they can be tracked to a portal that has recently been closed. With some resourcefulness, heroes who have some magic or sensitivity will be able to detect the rough area it originated from (Meetings). Alternatively, carefully searching the bodies will show recent traces of sea-salt and an herb that will pinpoint the same area. If neither are attempted/successful, a local inhabitant can be found hiding in terror who reveals that they mentioned Ïgetting back to MeetingsÓ shortly before the attack.

 

Meetings

Near the town, they will find a result of an earlier failed experiment in crossing a merman and a giant sea-slug (vision card 15). Meetings itself is an impressive city that still manages to have an air of gloom hanging over it (vision card V17). Everyone knows about the mark in the graveyard and no-one goes there after dark. People have gone missing, but not in the last few years, unless they go into the graveyard, which is now permanently shunned and off limits. The people know something bad is haunting their town, but are reluctant to discuss it. They know

 

*ð The vine on (15) grows only at the Amarista residence

*ð Sometimes the graveyard glows at night. The pattern is irregular, but it might do so over the next few weeks sometime.

*ð A powerful undead wandered into a farm (near the Amarista residence) and killed a family a decade ago. They only just managed to destroy it at the cost of several dead. The farm is deserted, but reading the tracks brings you to the Amarista residence.

*ð A local hunter, StrongBow, will pooh-pooh talk of the Amarista residence, saying itÌs just a sad old manÌs last home. He says he has seen glimpses of strange giant-like things talking o the dwarves in the higher mountains and once came across a large pile of non-dwarven bones with strange dwarven runes carved on them.

 

If waited in at night, the graveyard is portalled to (vision card 65) and the creatures can be followed. The portal will not accept live creatures through it, but a house can clearly be seen behind it, which, when described, will prove to be the Amarista residence.

 

Amarista Residence

Guarded by numerous zombies that vary in strength. They all have air 1, water 1, but fire ranges from 1-4 and earth from 1-5 (if numbers combine). As the heroes state what they do, draw cards to see if any zombies disturb them. While looking around the house and gardens, they should find:

 

*ð Library (vision card V15). In the same room is a guitar with the words ÎFACE the CAGEÌ written on it. Playing those notes will open a secret library where the details of the hybridization process is clearly noted. One volume of notes ÎDestroying hybrid processÌ is missing. The book hints that a tree in the garden is an important part of the process as a focus.

*ð EyeBright (vision card 20). She will ask if her lover and husband invited them and will entertain them. If they attempt to leave or disrupt the house, she will attack.

*ð Silver-leaf Tree. Tree with many silver leaves on it. It appears to be an early hybrid attempt. Plucking the leaves without the correct ritual will cause a ghostly attack. Air of 4 to realize the leaves are special. Water of 4 to realize plucking them is somehow dangerous. The ghostly attack matches Earth+Fire of 7 + (number of leaves pulled) against puller. Fail (use card to modify) and part of your soul departs with the released ghost, resulting in a point or two (if failed by 3) of lost earth.

*ð Tracks. Giant spider tracks lead into the forest. Morodhel tracks lead into the hills

 

Outside

Amarista (vision card 46) can be tracked down fairly easily. His elements are (Air:5, Fire:3, Water:1, Earth:1) and he will attempt to meld minds with opponents (matching their air scores). If successful he will be able to alter the heroes view of reality. If dealt with sympathetically he will explain and complain about the Morodhel, ask about EyeBright and can be persuaded into explaining the ritual for soul release if no other option is possible.

 

A Morodhel (all elements 2) can be found making an uber-zombie in the clearing set aside for this purpose (vision card V27). Those watching can see souls forming in the bodies, then being wrenched out in a flash of silver and whipping off to the tree (out of sight, moving very fast). The uber-zombie has Air:2 Water:2 Fire:4 Earth:7 and is relentless in destruction if not stopped once the Morodhel controlling it is disposed of. Also in the clearing are numerous bones of many races and creatures, with several unusual bones that turn out to be from sharks.

ð

Near the sea is a secluded area to which a man (StrongBow) from Meetings patrols regularly. He can be seen talking to a giant sea slug (vision card 34) that brings mer and shark bodies to him. He strips them of anything valuable and then waits to hand them over to Morodhel.

 


Cards used for the Story

 

 

ððððððððððððððððððð Card

Description

25: People with panther

The Morodhel war leaders; they lead a strong force of powerful zombies. The armored figure is a clever fighter who tries to trick people into committing errors; his helmet seems to repel iron weapons, reducing an opponents fighting ability, as he need not protect himself there. The robed figure casts illusionary spells that mislead the opposition and the woman controls the giant cat, which is very strong, but stupid if not controlled.

15: Semi-formed figure

This is a dead merman who has been zombified unsuccessfully and who has crawled out into the forest to escape. The vine around his neck is a rare and beautiful vine that is only known to grow at the Amarista residence. The figure cannot communicate easily and can at best pass on the information that it was swimming when a giant slimy thing rolled over it and then it was drowning (in the air) suspended face down and had to get out to the sea. If taken to the sea, it will be much more lucid. It is, however, still undead.

V17: City on a Hill

The town of Meetings is unusually situated on the edge of a forest by the sea, just where a mountain range starts. Humans and elves inhabit it, although dwarves live up n the real mountains. The people of Meetings are rather quiet and worried looking, and an air of wrongness can be felt pervading the town.

65: Graveyard scene

Several of the recent graves have obviously been tampered with and the townsfolk all shun it. No one is buried there anymore and instead all bodies are cremated. A certain times, a portal opens that is connected to the Amarista residence and some orc/sprite hybrids come through to look for fresh bodies or new victims.

V15: Scroll library

In the Amarista residence are rooms and rooms full of scrolls and writings; after much study the following can be learned (in increasing difficulty):

*ðð They are all written by one person, the elf Amarista.

*ðð His interests included: Gardening (cross-breeding hybrids), Romantic poetry (especially to ÎEyeBrightÌ), and philosophy.

*ðð He stopped writing a few decades ago

20: Oriental woman

EyeBright, the once human, now undead half-elf, beloved of Amarista. Her commands are to make a beautiful house for Amarista and to be beautiful herself. The amulets in her hair are wound with powerful spells so that if she is hurt, the whole house will attack her attacker. Her parasol contains a dart projectile with blood from the worldÌs wyrm coated on it. Three shots.

V27: Man suspended

Orc/sprite hybrids carry bodies to this remote glen where a Morodhel suspends them upside down in sets and blends their bodies together to make hybrid undead things of greater power. Currently he is blending an entire village of men to make one very strong undead.

46: Spider creature

Amarista is alive, but having been blended with one of the great spiders, now lives a solitary life deep in the forest, where he regrets his folly. He knows that the blended souls are stored in the MoredhelÌs hideout in the forest, but he cannot tell the souls apart and refuses to help destroy them as it would destroy EyeBright.

34: Man and sea creature

This man steals from the huge numbers of merfolk and shark bodies that have been brought to the edge of the sea and used to create blended sharkmen zombies. He keeps the location secret and dissuades people from coming here in return for this privilege. He can speak the language of the giant sea slugs that serve the Morodhel as underwater agents.