The Battle for Illmire

Last session the adventurers managed to capture a stygian creature that consumes minds through fear --the Gemyndsuga. For this, they doused bait with a sleep potion and fed it to the Gemyndsuga. Once incapacitated, the Wizard teleported it to a prison in the palace of the Ogre King. The creature was needed to test vulnerabilities against a greater Gemyndsuga that has been growing thanks to the actions of a secret cult.

Lady Arobell, a priestess rescued from the cult by the adventurers, undertook the task of testing for vulnerabilities. After days of work, she found out that the creature is most vulnerable to the blessings of Alter--the deity of water and stone. Armed with this knowledge, she crafted a large ceremonial cord interlaced with smooth river stones.

"It must be placed around the Gemyndsuga and prayer chants to Alter spoken with true faith."

* * *

During this time, the cult has also been active. After being exposed and the priestess rescued, the cult decided to fully take over the Village they had been secretly manipulating. Now, cultists patrol the village at all hours and violently retaliate against anyone that opposes them. The villagers are hopeless, but the adventurers are coming.

* * *

When the adventurers return to the village to face the cult they will be met with a strong force. Father Rand, the cult leader, has been raising an army of animated corpses and animated skeletons. To the adventurers, it may seem like it is only the cultists that need to be defeated, but the greater surprise awaits to emerge from the ground. 

by seedling

* * *

    The sun reflects a glint off armor and weapons as a troop of ogres emerges from behind a hill. They walk in close formation like a phalanx toward the town of Illmire. They growl, stomp, and clash their swords at the sight of the lonely town in the distance. They are led by a group of adventurers.

    A lonely cultist, quietly performing a morning ritual near the blue oak, is the first to see the troops. His eyes widen and his body paralyses in fear. He drops a ceremonial bowl, spilling a black ichor that withering the grass. He regains his composure and jets towards the Village.

    The ogres walk through an empty town. Villagers bar their doors and peer through their windows. Some gather farming tools or old weapons and find a safe place to hide.

    The cultists have all barricaded in the old temple. From a bell tower a priest with a horribly deformed face, father Rand, addresses the troops and the adventurers.

“Your defiance will not be tolerated. You come here, to my town, bearing weapons asking for war, but you have no idea what you are against.”

    The priest raises his arms to the sky and mumbles a few words. His hands ignite with an emerald fire as he exclaims: 

“I am a GOD!”

By Gordy Higgins

    In that moment, the ground shakes and cracks. A purple mist hisses out. Bony fingers punch through the ground and animated skeletons emerge. Each has a golden skull and serrated teeth, and their eye sockets glow purple. Their heads turn unnaturally towards the troops and aventurers. Cultists dressed in purple priest robes appear in each window, tower, and in the roof of the temple each with hands burning emerald controlling skeletons or casting spells.

    The adventurers cast their hoods aside, unsheathe their weapons, and

“CHARGE!”

* * *

GM Notes: Mechanically, the animated corpses and skeletons are controlled by the cultists. Defeating a cultist de-animates a group of the monsters. The players should be able to easily figure that out. The cultists will control the monsters from windows in the barricaded temple while the monsters surround the temple and are the first challenge to the adventurers. The secret entrance to the temple through the cemetery is similarly guarded.

The Gemyndsuga has also been feeding and growing. Since the village was overtaken, its residents are scared at all times and the Gemyndsuga has been absorbing all that fear. Should the adventurers manage to wrap the ceremonial cord around the monster, the increased size and power will require a very strong prayer to banish. Mechanically, banishing the creature may require at least five Divinity successes.


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