Death's Sea

Discussion on game mastering Earthdawn. May contain spoilers; caution is recommended!
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Elaine242
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Death's Sea

Post by Elaine242 » Mon Apr 02, 2018 5:44 pm

Looking to put together an adventure which will take my players under Death's Sea to try and bring back a person who has died.

Would love to some ideas, thoughts, stats, etc.!

Also am thinking of bringing the Keys of Death into it too.

Appreciate the help!
Anne

Slimcreeper
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Re: Death's Sea

Post by Slimcreeper » Mon Apr 02, 2018 10:35 pm

Okay, I don’t know if this is a good idea or not, but what if they are leading an expedition through the mist swamps and the closer they get the more likely it is that if killed the mooks will rise as cadavermen. So the party’s in a dangerous area and they have to protect these softies or destroy their bodies so they don’t rise from the dead.

Bonhumm
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Re: Death's Sea

Post by Bonhumm » Tue Apr 03, 2018 10:35 am

Concept idea:

Long ago, Barsaive lived in harmony. Then, everything changed when the Death Sea Nation attacked! Only the Elementalists, masters of all four elements, could stop them, but when the world needed them most, the Scourge came. :D

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Flowswithdrek
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Re: Death's Sea

Post by Flowswithdrek » Tue Apr 03, 2018 8:21 pm

Elaine242 wrote:
Mon Apr 02, 2018 5:44 pm
Looking to put together an adventure which will take my players under Death's Sea to try and bring back a person who has died.

Would love to some ideas, thoughts, stats, etc.!

Also am thinking of bringing the Keys of Death into it too.

Appreciate the help!
Anne
To hasten the day of Death’s release, the Keys of Death are spilling innocent blood directly into an area in Death’s Sea known as the Reaping Fields. This area is where fire miners often bury their dead. It is also an area favoured by fire elementals, for the burials agitate the magma, stirring up true fire. The problem is the Keys of Death are tainting the Reaping Fields with their vile practices. As the player characters investigate a way under Death’s Sea they find themselves surround by angry fire elementals.

The elementals want the Keys of Death stopped, and in return they agree to direct the player characters to fool’s island in the middle of Death’s Sea (opportunity for some airship action) where they agree to open a doorway into Death’s Realm. The player characters must bargain, however, as not all the elementals are convinced (opportunity for Troubadour characters) and some would be happy to turn the player characters to ash. The more elementals convinced the better, for they can only hold the doorway open for a number of hours equal to their combined force ratings (some countdown mechanic would be a nice touch for dramatic effect).

Assuming the player characters put an end to the practices of the Keys of Death, they get to Death’s Realm. Their airship awaits their return, but the Keys of Death aren’t finished yet. They capture the airship and hide in its hold, waiting for the player characters to return, while others enter the doorway searching for Death itself. The Keys of Death should be interesting characters, not just evil cultists. Perhaps the leader is in fact a questor of Lochost, who believes Death has been unfairly chained and shackled, enslaved by the other passions, something that goes against the very ideals of Lochost.

Tattered Rags
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Re: Death's Sea

Post by Tattered Rags » Sun Apr 08, 2018 4:19 pm

Love the Lochost twist.
Adventure I'm running:
Under the Stars

Adventure GM post-mortem:
Under the Stars Postmortem

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etherial
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Re: Death's Sea

Post by etherial » Sun Apr 08, 2018 7:51 pm

Tattered Rags wrote:
Sun Apr 08, 2018 4:19 pm
Love the Lochost twist.
Well, Lochost is the reason it's even possible to free Death. It was a concession he demanded in order to consent to it.

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