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ATG One Shot - Cog's Lament

This one shot details the story of where Cog's soul comes from and his hidden past. His pledge to Uncanny Sorrow and saving her soul means she returns the favor and places his soul in a warforged body.
The basic idea is the reformed warrior known as "**" fell in love with a vampire woman who becomes Uncanny Sorrow.
Three thousand years ago a female drow ventured from the under dark into the surface world for profit and power. At some point over her long violent life she was turned into a vampire. Without her soul and with new found power she became more and more powerful and matched that with cruelty and mayhem. She became one of the most dangerous mortal beings on the planet. The old gods even took notice of her and sent adventurers to stop her. One of these adventurers in a surprising moment of pity and love tried to return her soul and stop her reign of terror. Through his sacrifice after an incredible adventure and story he returned her soul but it cost him his life. She turned from her path and looked for a cure for her vampirism. During this time she used her power and experience to fight evil wherever she found it. She hunted undead fiends and dangerous demons and was almost always victorious. But the sorrow and guilt always hung over her. At some point she fought a Lich and during the battle destroyed it’s phylactery. An odd mix of shard stones and magical items created a funnel effect which drew an enormous amount of arcane power into her instead of the Lich. This new power became an innate ability and she drew in more and more power. At this point she is a living battery but instead of reveling in it her guilt over her sins only grows. She secreted herself away into a pocket dimension and tried to keep her power secret. Still the guilt grew. Now she searches out worthy individuals and grants them abilities if they promise to do good in the world.
Aerchabad'zael is a master of the underworld, a world of death he lusts for souls to fuel his power. Technically a powerful Lich Lord but also a demigod a scion of Hellenox. He has created an entire afterlife that rivals any of the hells of our world. Uncanny Sorrow at this point in the past say 250 years ago, was called A'Daragon the Blood Soaked a vicious vampire queen who was slowly taking over the forest realms kingdom by kingdom. Aerchabad'zael began to notice her and became infuriated that she was amassing so much power and keeping souls from him. He raised an army of the dead to combat her vampire army and the two opposing powers threatened all life in Tanaheim if not stopped. This is when a coalition of gods Hellenox, Eigeralon, Corsun and Vellenox chose champions to combat this threat. They sent one group of heroes to fight Aerchabad'zael and another to defeat and kill A'daragon. Through a strange twist of fate (or divine intervention) the leader of the heroes and A'daragon were both banished by spell into an abyssal void. In this void they were trapped for years by their reckoning and only days by the flow of time in our world. In the void they had no powers but also no bloodlust or power mad leanings. They two had to rely on each other to survive in a barren land scavenging for roots and mushrooms to survive. Without her vampirisim driving her the great hero could see the real drow woman underneath and the two fell in love. The banishment suddenly faded and the two were thrown back to the material plane only to find that A'daragon had lost the war. The other team of heroes failed in their quest to destroy Aerchabad'zael's phylactery on his plane and were killed, their souls lost. His power was great enough to steal A'daragon and drag her into his realm and imprison her there for all eternity. Unless the brave hero can get his old crew together to venture into hell itself and free her. Or to trade his friends souls to the evil lich to restore her soul so that he can be with the woman he loves. [Note: If the hero returns her soul, this is the moment when the impact of that destroys the lich and his phylactery and turning her into the living magical battery known as Uncanny Sorrow]
Mike - Vedalkan Wizard / Dave Monk / Sarah Drow Warlock Sorceror / Mitchell is a Leonin Barbarian / Hayes is a Fighter Black and gold dragon born by name of Chimera.  Lost egg raised by the village Calipso in western Eigerlands.

Plot points/Scenes

Through the Mists...


The Team - 200 years ago a young Vedalken man ventured into the underdark city of Greymalxin and began to study a college of magic. He met a Drow woman who was treated as an outsider as well and the two became fast friends. Years later on a research trip in the Forest Realms of Oraheim they encountered the rare phenomenon known as the Mists. In a scientific test to pierce the mists a strange creature exploded out of knowhere, the creature known as Battle Beast. Immediately engaging the two in combat he was subsequently talked down and convinced to sheathe his weapons in favor of stronger battles to come. The three banded together as an adventuring party eventually taking on the young monk played by Dave who was looking for tutelage and experience. Hired to delve deep into a dungeon underneath Deltis mountain they were surprised to see several traps disarmed and guardian creatures slain before they got there. In the final chamber a strange dragonborn man stood in front of pictograms studying them. A black and gold hybrid named chimera told them of his strange upbringing and his need to find his place in the world. Thus their adventuring party was formed and they went on to discover many wonders and slay terrible beasts. In the year SF2763 amidst the Lich King wars the team was called upon to discover the Lich's Phylactery to put an end to the war. Through a strange confluence of events the team found the phylactery just as the final battle was taking place one floor above them in the Lich's lair. The Lich King Aerchabad'Zael was in a great battle with the Drow Vampire Queen known as A'Daragon right above their heads. They pierced the Phylactery at the same moment that several spells were cast, creating an arcane explosion and collapsing the floor. Many of the party awoke days later buried under rubble, The Vedalken Wizard (Mike M.) seemingly vanished as did the Vampire Queen A'Daragon and the Lich King. Several months later the Vedalkan Wizard reappeared, changed in demeanor and with a new dangerous mission. To pierce the mists, walk into hell and finish the job.....
The realm of Sakaratul is an afterlife of sorts, a place for wayward or trapped souls. Legend has it that Aerchabad'Zael, the great Lich of legend, either created this realm or was trapped in this realm by a coalition of gods. Your research or faith may tell it differently and the real answer is unknown even to Aerchabad'Zael himself. After many months of research and tomb raiding your adventuring team has discovered a way in through the mists. Every few years the river of daggers that flows through the Thoris Megalith is beset by an unearthly mist. This mist opens a doorway to Sakaratul. You made your way to the Thoris Megalith and set up camp. On the third night you all discuss the reason for this foolhardy quest, are you here to destroy the great evil of the lich and set all those souls free? Did you have family or friends' souls trapped and taken from you? As you discuss the mists coalesce and thicken, the temperature drops and you stare into the fog until a shape appears. An old man on a wide skiff a large gnarled pole in his hands as he pushes the boat towards your shore. A white bushy beard and kind eyes look out towards you from under a dark blue hood and robes. He doesn't speak but motions you forward onto the boat with a bony finger. What would you like to do? In the distance the players see a small town, lantern light warm fires. First they must brave the forest, attack monsters here. when they get to the tavern everyone looks normal at first. But each has a story of horror and death. Each NPC will gladly tell you the story of how they died even lifting their shirt or cap to show the horrific injury that ended their life tragically. At some point the npcs will all stop moving and their eyes will glow with a sickly greenish gold light. They all speak at the same time as the dracolich taunts the players.
You step off of the blackened wood of the longboat that took you across the great dark river. The fog around you so thick that it is difficult to see your companions faces. You all glance around at each other, these familiar faces who have fought with you against great foes, and drank with you after great victories, shed tears with you after great sacrifice. You all step off of the boat onto solid ground thankful for the mud dirt and stone under your boots once more. You look back at the ferryman and instead of the cheerful old man who began the journey poling you across the water you see a hooded dark figure push off against the rocks back into the fog and the night. His eyes the faintest yellow glow and his features now skeletal. You all look at each other and nod, you take courage in the fact that you are together as a team ready to face what may come. Striding through the wall of mist you take care with your footing lest you stumble on an errant rock or root. After a couple of miles of walking the mist finally abates and gives }way to thick forest. Your expectations were for something more like what you had always heard in the Religious tomes, story books and fairy tales dark red wastelands and fire pits surrounded by pitch fork wielding devils. The air smells normal almost piney with the mix of trees spread out before you. What would you like to do?
[DM Note: Any flyers or climbers who attempt to gain height will be attacked by Fiend Ranger. As this happens Several Howlers will be let loose against those on the ground. If everyone is a flyer than change the howlers to a winged version. Also allow a perception check to see the lights of the town several hillsides to the East. ]
As you move through the dark forest the air grows slightly colder and the night sky above seems to get darker. Before there were normal natural sounds like the hoot of an owl or the humming of insects, now they seem to have faded away. [DM Note: any druids, Rangers, or Fey blooded creatures should feel a prickling on the hairs on the back of their necks] Suddenly a terrifying howl pierces the silence, followed by another and then another! Roll a Wisdom saving throw [DC 15] Several creatures rush out of the thick brush and attack with a fury, roll initiative! Most of the Howlers should get a surprise attack first unless a character had an incredible perception roll or other ability. Arrows fly in after the players take their turns aimed at the weakest or any spellcasters. The Fiend Ranger will use his Howlers to do as much damage as possible on the party and then step in to finish them off.
After the battle the black forest around you seems to grow darker and tendrils of mist begin to snake through the bodies of your enemies and consume them. As the tendrils move through the bodies of the howlers and the fiend their bodies begin to discorporate and break down. After a couple minutes of this the tendrils begin to drift closer to you. [DM Note: anyone who touches the mist will suffer 1d6 acid damage as the mists try to break down their bodies. ]
The village in the distance
As you move through the forest away from the tendrils and the battle field things begin to normalize. Nocturnal creatures can be heard chirping or humming all around you once more. That feeling of danger subsides and the comfortable feeling of hiking through a forest returns, especially for seasoned adventurers like yourselves. A large hill rises above you and you can see the dull glow of lantern light off in the distance at the top of the rise. You make your way up the hill through dense brush and smaller thin deciduous trees up the hill towards safety and rest. Not too far now you see several dark wooden buildings, a collection of one story shacks lead way to well built two story inns and shoppes. Faintly glowing lanterns shed orange and yellow light onto the stones of the street and you can hear the murmur of a crowd in the large building up ahead. Currently the street seems empty.
As you move towards the tavern you can almost taste the ale and maybe some roast chicken with some salted potatoes. A figure crosses the street not far away from your position. Hood up the figure makes it's way towards the tavern as well. AS you get closer he notices you. With a better look you see a large hole in the left side of the older man's face. It looks as if he took a large crossbow bolt right into his left eye. Though as he greets you he speaks normally and almost genially as he motions with his hand towards the door and says "After you..."

Themes

The Town of Soul's End -
The tavern has a dull painted sign above it in grays and blues. It reads Sorrow's Relic, Inn and Tavern. Inside dozens of people of all different races sit at the bar and the rectangular tables they all drink and talk in low tones. At first glance everything seems normal, torch and lantern light dance across glass and ceramic mugs. People huddle in groups discussing the days events and clink drinks and simple pewter utensils across plates. As you stand there little inconsistencies creep in. The hum of the crowd is duller without the sharp cracks of laughter or raised voices. The movement of the patrons is a hair slower and their color seems just a bit less bright. As you get closer and begin to mingle with the patrons you can see the horror that befell them in life. One has the mark of a wasting disease in his sunken eyes and cheeks. A woman has a wide axe wound in her skull and yet tips her glass as if everything is normal.
Sorrow's Relic is fairly large tavern and inn that stands three stories tall. The first floor is a wide open polished wood floor with a 60 ft. bar on the Southern wall and 24 bar stools. 12 long rectangular tables ring a central "dance floor" that is an open area leading up to a wide staircase that takes you up to the second floor. As you ascend the stairs the second floor rings the dance floor below and a large iron chandelier hangs over it and the stairs. Smaller tables sit against the walls and more patrons drink up here able to watch the action down below. Another stairwell goes up to the third floor which has 8 rentable Inn rooms on either side of the hallway. The walls of the Inn are made of dark wood that looks almost burned.
Notable NPC's -
BARTENDER -Uricis is a 219 year old female tiefling merchant. She has a bald head and Red eyes with curved black horns. She has rough, pockmarked, Purple skin. She stands 152cm (4'11") tall and has a muscular build. She was killed on the streets of Serpico after getting caught between warring thieves guild factions. An arrow struck her in the right temple and is still visible.
COOK - Dimia Montagu is a 53 year old female human cook. She has long, wavy, white hair and green eyes. She has rough white skin. She stands 177cm (5'9") tall and has a regular build. She died of a heart attack after an assemblyman of the Weave cast Prismatic colors near her home in Westinox.  
Utipar Zell - 80 year old male half-elf poet. / He has long, wavy, blond hair shaved on both side and gray eyes. He has rough red skin. He stands 157cm (5'1") tall and has an overweight build. He has a triangular, extremely stunning face. He smells of tobacco. A large axe wound through his eyes rendered him blind in the afterlife and is what killed him. The wound is horrifying and bloody.
Berinon Laughingsteel - is a 65 year old male human merchant./ He has cropped, braided, brown hair shaved on the right side and cyan eyes. Dark skin. He stands 164cm (6'4") tall and has a muscular build. He has 3 piercings on his right cheek and 2 tiny piercings on his right ear. He has a sword wound through his heart visible through his tunic and jacket.
  Josselyn Bladewalker is a 23 year old female human fighter. She has a bald head and blue eyes. A bluish black tattoo surrounds her eyes. She was originally from Helletown on the lake, The Eye of Hellenox. She has smooth tanned skin. She stands 175cm (5'8") tall and has a beefy build. She was a Guardsman in Stoneport, one of the Stila Guard. She was killed by a lance through her abdomen. She conceals it now with long coat.
Dorophil Larentansel is a 29 year old male half-elf Sex worker. He has very long, curled, dyed black hair and green eyes. He has soft brown skin. He stands 162cm (5'3") tall and has a lean build. He worked for a prominent brothel in Penthos and was killed for displeasing a wealthy Baroness of House Verros. She had a guardsman slit his throat as she walked out. The wound is still easily visible and leaks when he drinks.
Irh'tos is a 50 year old male dragonborn bounty hunter. He has a smooth head and black eyes. He has rough blue and black scales. He stands 207cm (6'9") tall and has an athletic build. He has a piercing on his right ear. He died of suffocation at the bottom of the Wyvern Sea.
  Cullen Boulderdown is a 90 year old male half-orc gladiator. He has a bald head and red eyes. He has greenish grey skin with multiple large scars criss crossing it. He died of Pneumonia at his home in Allachi.
Tharkar Reddigger is a 197 year old female hill dwarf pickpocket. She has short, red mohawk and brown eyes. She stands 137cm (4'5") tall and has a beefy build. She has 2 piercings on her left eyebrow. She died from being mauled by an Owlbear outside of Morden's Bridge. Her neck is split open with teeth marks and her arms and chest are torn apart from the Owlbear's claws.
Leofrick Cornwallis is a 59 year old male human musician. He has very long, straight, gray hair and brown eyes. He plays a violin type instrument in the corner. He is propped up in the corner for he has no legs. They were eaten after he was torn in half by an Ettin.
Others if needed:  Yopul Knotwoode human farmer, Valoton Bo an elven woodcarver, Trolo Coop a dwarven window maker.

Structure

Exposition

Aerchabad'Zael Beckons

    You share a few drinks with the locals, learning their stories and the reasons they are trapped in this realm. After a couple of hours all of the beings in this tavern stop mid sentence and movement. Their eyes glow with a fierce greenish yellow light and they all turn their bodies and heads towards you simultaneously in a slow deliberate fashion. In one voice which echoes all around you, they speak "Welcome, travelers to my domain the realm of death known as Sakaratul. I have noticed your intrusion and I have many questions, though I think I know why you have come. Come to my castle for a chat if you can survive the journey." With that the light fades from the patrons eyes and they go back to talking as normal as if nothing had happened.
  As you walk out of the town on the hill you look down at the surrounding forest. It's dark and foreboding in the constant moonlight. Farther still in the distance you can see walls of mists forming a dark wall snaking through the realm. You descend down into the forest below the strange mix of gnarled trees seem to almost push around you, but being seasoned adventurers you fight through the thick growth fairly easily without any exhaustion.
  Next up zombie horde. Mid battle they will also stop and with glowing eyes taunt the party.
As you make your way down the great grassy hill the dark forest beyond lies before you like cold dark ocean of trees. Far in the distance you can see walls of mist cutting across the landscape like white ribbons.  [DM Note: anyone who rolls a high perception check here can see a pale dot on a mountain on the horizon.  A castle perhaps?]  On your way down the hill Battle Beast may make a Nature check [DC 16].   On a success he sees hoofprints like that of a horse, but with the edges of the grass around them slightly charred.  As you approach the tree line the temperature dips a bit down to a chilly 55 or so.  You cross from the tall grass onto the root twisted forest floor and feel a change in humidity.  The trees of the forest surround you once more and you get a feeling of claustrophobia.  [DM Note: Have Sarah's drow make a perception check or a survival check. DC 15.  On a success she gets the feeling of being followed.  Flitting on the tree branches above some or something is following them.] The players can come up with the solution to bringing this form out into the open. 
The person following them is a Dhampir Ranger a former half elven man named Reznor. He has been trapped in this realm and his soul is tainted but his own.  That is all he knows, he stays outside of the sight of the Lich King but that is growing harder by the day.  He is orginally from the Forest Realms, a town called Kazler's Bridge.  He was attacked by a vampire whom he killed in the struggle but he was wounded and took on the curse.  He also fell into the mists as they touched the Oru Forest, he has been trapped here for three years. "If you survive this I will show you the way to the Lich King's Castle..."  With that he misty steps into the dark shadows of the trees and you lose sight of him. You see a dull red glow on the other side of the clearing and the pounding of hooves as something draws near.

Conflict

The Castle in the Distance


[DM Note: Attack by Dullahan [headless horseman undead] and a death head tree.] A Horse with burning eyes and hooves explodes into the clearing, the rider holds his skull like head into the air on his left hand. The eyes and mouth of the skull flare with red and orange flame! It immediately uses it's Baleful Glare ability [When a creature that can see the eyes of the dullahan’s severed head starts its turn within 30 feet of the dullahan, the dullahan can force it to make a DC 15 Wisdom saving throw if the dullahan isn’t incapacitated and can see the creature. On a failed save, the creature is frightened until the start of its next turn. While frightened in this way the creature must move away from the dullahan, and can only use its action to Dash. If the creature is affected by the dullahan’s Deathly Doom trait, it is restrained while frightened instead. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can’t see the dullahan until the start of its next turn, when it can avert its eyes again. If the creature looks at the dullahan in the meantime, it must immediately make the save.] Roll initiative!
At the end of round 2 several more heads fly into the battle. Three putrefied heads fly into view, The severed heads of a human, elf, and dwarf each with greenish yellow glowing eyes pick targets and attack.
At the end of round 3 a horde of zombies swarm through the northern side of the clearing. over 200 zombies sprint through the woods in various states of decay.
At the end of round 4 all of the enemy combatants stop in place and don't move. A second or two later all of their eyes glow with a sickly greenish yellow glow, their heads swivel towards all of you and they speak in one voice. "Such entertainment from talented and brave warriors! By my dark crown what indeed is your purpose here? If you tell me now perhaps we can avoid all of this unpleasantness. I'll make a quick offer, give me one of your souls here and now and I will grant you all an audience and a resolution. What say you?" [DM Note: Reznor isn't far off and if one of the players offer his soul the lich king will be very impressed. An evil bargain to be sure but definitely on the table.]
If the players refuse than combat begins again with the zombies using their turn to assemble into a zombie colossus! The zombies quickly leap on to each other in a macabre slam dance and form into an 80 ft. tall amalgamation! Zombie Clot: Deathly Stench. Any creature that starts its turn within 10 feet of the zombie must succeed on a DC 14 Constitution saving throw or take 9 (2d8) poison damage and be poisoned until the start of the creature's next turn. AC 12 / HP 304
As you stand amid the rotted flesh of zombie parts you look up through the trees. Not too far off in the distance now is the strange castle and lair of the Lich King. The castle itself looks to be large pieces of castle floating near each other, almost frozen in mid explosion. The air around you is calm and the trees deathly silent. What would you like to do?

Rising Action

Meet and Greet -


[DM Note: If Reznor is not sacrificed to the Lich King he will fulfill his promise to show them the safe passage into the castle. Under the moat through an underwater cave that leads into the wine cellar.]
[DM Note: If the players find their own way they are outside of the castle within a half day's travel. They can scale the walls or try to gain entry through the gate which is guarded by 2 Nosferatu (Van Richten's stats) who will question and then attack the players. The players can use persuasion to be let inside if they are clever enough. ]
[DM Note: Whichever way the players choose they will pass by a few Carrionettes who will attempt to stab players and steal their bodies. After the Great Stair the will walk through a series of junk rooms, one of which is filled with all manner of old toys. ]
You walk into a large cavern with wide stairs going upwards towards the base of the castle. Ghostly blue flames dance on large stone lanterns built into the landings at the top of each set of stairs. On the edges of the cavern the deadly mists roil and dance amongst the rocky cavern walls. [DM Note: Three winged Nosferatu attack at this time. Roll perception check to see if anyone notices the winged forms clutching to the ceiling.] As you near victory over yet another set of blood sucking enemies all of the Nosferatu dead or alive turn and their eyes glow once more. With one voice they say "Ah, Welcome to my home, please do not judge the state of my castle, I'm afraid I haven't taken the time to tidy up. I am excited to finally meet you up close and personal." As the conversation ends the Nosferatu explode into mists. Everyone roll a dexterity saving throw of DC16. A failure takes 3d6 acid damage.
The Toy Room - As you ascend the rest of the stairs. A wide set of wooden doors opens up into a large room with arched ceilings. Dozens of wide chests and cabinets are stuffed with all manner of clothing, wood carvings, and toys of all kinds. Everyone roll a DC 15 wisdom saving throw. [DM Note: Anyone who fails this begins to run and laugh off in different directions attempting to hide in amongst the piles of stuff using a stealth roll. As the remaining party members come up with a plan have them roll a perception check DC 14. They hear small figures begin to emerge out of the chests. Small wooden marionettes come to life. They look like small german children in liederhousen but painted wooden toys. What would you like to do? [DM Note: The Carrionettes have exchanged minds with the affected players, the marionettes are now the affected players. Using their Soul swap ability is undone if the player bodies take damage from the carionette silver needles. Or a spell of protection from good/evil. Or just let the players come up with a clever solution. If caught the player bodies will attack the other players.]
Other Traps as in Van Richten's Guide:  Faceless Malice trap, Mirror and Danse Macabre trap on page 197.  20ft. radius sphere somewhere in the toy room.

Climax

The Great Hall

 
As you walk into the great hall you see a space frozen in mid explosion.  Ribbons of arcane energies swirl thirty feet below you as you peer over the edge of the broken floor.  The ceiling is rent in two as well and more of the multi colored energies move so slowly it looks like plasma or lava.  To your right is a section of floor that acts as a walkway towards the opening on the East wall heading to the next section of the castle. On the walkway stand 2 figures with immense scythes.  They both wear masks and stand stock still. As you approach their eyes glow with that familiar greenish yellow glow "Hello again! We near the end game now, I can almost taste your savory souls and their myriad flavors.  How are you feeling?  Those injuries look painful how does the blood feel as it crusts upon your armor and clothing?"  [DM Note: depending on time and level of injury for the party we either roll intiative or the Relentless Juggernauts allow them to pass.  If we combat attempt to push players into the energies.  This will kill them and trap their souls in the phylactery.]

The Throne Room


  [DM Note: the first throne room has a pool of arcane energies when touched will immediately steal a players soul and they are out of the game.  The Lich king appears himself and summons two more relentless juggernauts to push players in. If everyone survives this we move onto the final throne room and players can find the phylactery using the instruments to destroy it.]
As you enter into this wide room you see stairs on the northern end going up to a wide set of doors.  In front of you a wide pool stands in the center of the room.  It glows with the energies that swirl around the castle, the light dances with purples and blues on the polished stone walls.  Through the doors walks a hooded figure draped in a dark purple robe, he stands on the balcony at the top of the stairs and rests his hands on the rail.  He slowly draws back his hood and a skeletal face with a black crown glares down at you.  His eyes glow with that same greenish yellow light.  "We meet face to face at last!  Welcome to my home and my domain!  I do love having visitors, such a treat.  Now what can I do for you?"
Roll initiative as the Lich King fights amongst two more Relentless Juggernauts who try to push players into the pool of energy.  If the players continue to win we move into the final Throne Room.  As you enter the throne room you see a large circular metal door at the back of the room.  In the center of the room is a large floating opaque crystal.  It is purplish and pink in hue and you can make out the form of a woman trapped in the center of it. The Lich King says "Ah, you notice my prize.  I defeated her in combat fair and square.  I am the victor am I not?"

Falling Action

[DM Note: depending on time and HP left for the party we either engage in heavy combat with the lich king duplicating himself five times with the help of the relentless juggernauts OR we dial it back into single combat with the Lich King.  Eventually retreating into the final Throne room chamber.  In the back of the chamber is a Circular door that can be opened with the magic instruments.  Playing all the instruments at once with a decent performance check will destroy the Phylactery. If this happens the castle explodes leading to a final scene between Mike's character and the Lich King.  In a white void they stare at each other.]
[DM Note: OR the Lich King defeats the team and grabs the Vendaken Wizard and offers the same deal ]
"So you did it, you invaded my domain and defeated me.  Quite the hero aren't you?  But did you do all of this for the greater good, for souls of strangers?  HAHAHA sure sure sure, or no...  You did it for selfish reasons didn't you?  You did this for yourself, or did you do this for .....  her"  A crystal appears holding the body of a beautiful drow woman.  It's her, A'daragon the former Vampire Queen.  "Search your soul, am I really defeated?  Or does all of this revert back to my evil domain and I steal your soul for all eternity and keep her imprisoned for all time?  I can always make you a deal.  You and your motley team stay here with me and I let her go as well as thousands of other souls I've collected over the years.  You sensed it just as I did.  The goodness in her, the great possibilities she represents.  The potential for fighting the great evil coming in the future.  She is no longer the Evil Vampire Queen is she? Her time with you has irrevocably changed her, Her battle with me has stripped her of her curse but given her a new one.  Are your paltry noble souls, this team you've assembled worth the future of the world?  Will you stay here with me if I set her free?  Speak it and I will free her."   The Lich King has foreseen the future danger of the Paladins of Insanity and the danger they represent.  He gets to survive in the future if they are defeated.

Resolution

[DM Note: this is what happened to cog in the future vision:]
COG- As you were taking in the ideas and thoughts of your compatriots, and forming an opinion, your vision narrows, then goes black. For a moment, in the darkness you feel like you're floating in water, just weightless, and consumed by it. You feel like you're being washed away. The water is an ocean of darkness, purple around you with flickers of pink light like lightning sparking around you. Your vision begins to come back as you see a liquid wall in front you with streaks of blue and white light pouring through the rippled surface. (does he walk through? yes.) As you walk through the watery portal you see a strange place unlike anything you've seen before. Massive trees of blue and white bark and pink foliage in the distance mark the beginning of a dense forest. That feeling of floating seems to fade as you feel rocks at your back. You sit up, and you're in a stream of purple-ish- clear liquid, a stream that extends from a mountain behind you. The stream is only a few inches deep, and trickling around your metallic form. As you stand, you see a world that you've never seen before, yet feels familiar and unthreatening. Next to the stream, you see a shrine. There are stone steps that stretch down a grassy hill from the stream. The grass looks purple and electric, as it sways with a breeze you see sparks when a blade of grass touches another. The water from the stream seems to follow you down the steps, stopping when you stop, trickling down when you step down. At the bottom of the steps there is a shrine of stone heroes. When you look back you see the steps extend upward impossibly far and the stream is long gone. The five statues, one on a knee in supplication before the rest, he holds his heart in his hands. The other 4 have tortured expressions on their faces and look upward at an unforgiving greenish-gray sky. Behind each one is a burning green flame that now wreaths their feet and appears to be burning the stone figures. Each of them hold a page of a book, the page is paper, not stone. "Her pain is your pain. Her love, forever, a debt unable to be repaid."   "Sacrificed for her, souls spent, never to be regained"   "You took this journey for us, let it not be in vain forever"   "Now you have found yourself, Step from darkness, be the avenger"   The Statue in supplication was holding a heart, now holds a ball of blue flame, and the statues eyes look at you.   You're body is stunned and an ashen, purple hand from behind you gently reaches for the blue flame, holds it, and pushes it into your chest. A beautiful calming voice behind you says: "My warrior, my avenger, my love"   You wake. back in the room with all your friends looking at you, They notice your previously purple light, is now a brilliant blue."
Plot type
One Shot, Back Story

Articles under ATG One Shot - Cog's Lament


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