Closed We Died... But then we Woke Up!

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Closed We Died... But then we Woke Up!

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  1. Confirmed
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  2. Any (Groups)
Preferred Genres
  1. High Fantasy
  2. Low Fantasy
  3. Medieval
Wait, what do you mean I WAS dead?
Medieval/Fantasy

Just like the title says, you died… But then you got better.


Group Game (possibly set in my own custom world, or a generic fantasy world, or a mish-mash of the two)

This is to be a Freeform, GM-led, D&D style campaign. I'm looking for between 3-5 characters to be involved.


The Premise:
The characters are all killed, either by accidental death, or random circumstances. They all wake up in The Spirit Realm, a plane of existence between the realm of the living and the realm of the dead. There they meet the Necromancer, who promises to return them to the realm of the living, but only if they agree to perform a string of tasks upon their return. He gives no indication why he needs these tasks to be completed, and refuses to elaborate on the reasons. He simply tells them their lives will be restored if they agree.

Different characters experience The Spirit Realm differently, for most humans it begins like a very shadowy and shimmering place, black, white and greys with distorted lines making details difficult to perceive, but the longer one remains the more the visuals evolve. For elves, there's more colour, but otherwise it is similar in appearance. (Imagine the visuals of when Frodo put on the One Ring.)

But The Spirit Realm is a confusing place to navigate, and before they are returned the characters have another encounter with Spirit Realm Dwellers that seek to influence them individually to complete tasks in the realm of the living, not so much to aid the Necromancer, but perhaps to hinder his efforts. Eventually, the effects of the Spirit Realm take effect and they are indeed returned to the realm of the living, but they are different, change in some way. Finally they return to the land of the living, finding themselves in an old ruined structure…

Now the players need to try and figure out what's really going on, while accomplishing the many tasks set before them by the powers that be, tasks that will take them all across the land, solving puzzles and fighting off those who desire to do them harm.
 
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Game Information:
In game terms, players would be a power level similar to about D&D Level 2 in power, so low power and likely to be fairly new in their chosen vocation. Magic in the world is practically non-existent, though the characters can have the potential to wield it. As will be discovered as the story progresses, magic faded then disappeared (along with most magical creatures) some thousand years prior to this story taking place, though over the past generation there have been some minor signs of a magical reawakening taking place on the continent.

I will be using the World of Parryatis as the base setting, found at the link below, though I may just pick and choose certain sections to incorporate, depending on how things go during the planning and character set up. Players are always welcome to make suggestions of things to add to the world/campaign.

Humans are the most common race, followed by elves and then halflings. Dwarves rarely leave the safety of their mountains. The spirits of some magical races (believed to be extinct, or existing only in ancient legends) dwell in the Spirit Realm, and it might be possible to use some concept of this during character creation.

Parryatis: https://writerssanctum.com/threads/parryatis-my-medieval-playground.5559/
 
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If you're interested, please take a moment to read the following:
During the character creation process, you will be asked to fill out your character's detailed background like you would in any other group game. But an important note about this game is that the background you're going to create, will only be semi-accurate. The background you're going to write out for your character includes memories the Necromancer placed inside the character's head. That's right, the Necromancer is manipulating your character's memories. Which of those memories are false, the character initially has no way of knowing. Additional real memories will be revealed bit by bit throughout the game, either through interactions, flashbacks or through experiencing the Spirit Realm. Having said that, I would say most of your written background will be accurate.

For example if you decide YC is a soldier with the constabulary of a given city, then that fact will likely be accurate. But the details about which city, for example, may not. Perhaps you remember having 3 siblings, when in fact, you had four. You have memories of your mother as you grew up, but discover now the reality that she died giving birth to you, etc… These memory changes can be discussed prior to the game starting, between player and GM if that player wants to know what those changes are beforehand, as I suspect some players will. Players who would rather these changes be kept secret and revealed in game to enhance the 'surprise' at discovery, can have it that way if they prefer. Player's choice!
 
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This is the simple Character Sheet I’d like to have filled out. Players should make sure to take a few moments to look up some of the Parryatis information at the link above. If there are questions feel free to ask them in this thread.

Name:
Age:
Race:
Vocation:

Hair & Eyes:
Height & Body Type:
Typical Attire:

Skills:
Talents:
Equipment/Gear/Important Possessions:

Background:
 
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Magic in the world is practically non-existent, though the characters can have the potential to wield it. As will be discovered as the story progresses, magic faded then disappeared (along with most magical creatures) some thousand years prior to this story taking place, though over the past generation there have been some minor signs of a magical reawakening taking place on the continent.

The group idea looks so fun, I saw this and thought ooo 🤩

Question about magic.

Characters with the potential to wield it say a soldier/warrior/knight/cleric or squire had conjured a healing touch. Considered it a miracle when a friend was touching on the nether and the wound miraculously healed but that was the only time that character healed someone.

Exact example Cure Wounds from DnD minor level 1 spell.

Might that be something to add in their backstory as a memory and does that type of magic to exist? If it does what classification would it be, holy, nature or a summoning of a spirit to do the healing.
 
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Might that be something to add in their backstory as a memory and does that type of magic to exist? If it does what classification would it be, holy, nature or a summoning of a spirit to do the healing.

In this case the magic would likely be a granted power/spell, divine most likely though it could be made a bloodline, in the right context.
 
Name: Grixon Lughseen
Age: 20
Race: Hobbit
Vocation: Scout / Spy

Hair & Eyes: Light brown color Hair & Lime Green color Eyes.
Height & Body Type: 3’ 0” tall, slender.
Complexion: Sandy with blemishes.
Typical Attire: Hip length saddle brown leather vest with buttons and two pockets ( one on the right side & one on the left side ), knee length woolen forest green kilt, soft-soled saddle brown shoes ( moccasins ), dark brown leather satchel with over-the-shoulder strap.

Skills: Blowpipe, Brawling, Climbing, Cooking, First Aid, Fishing, Hiking, Melee Weapon ( Knife/Dagger ), Navigation ( Land ), Poisons, Stealth, Survival ( Woodlands ), Swimming.

Talents: Sylph bloodline = Air Elemental Magic.
Samples of Low Level Air Magic Spells.
Seek Air Spell.
May be used to seek healthy & more breathable air. May also be used to seek air with gaseous contaminants, such as air with higher than normal levels of carbon dioxide, methane and gasses emitted by dead bodies ( hydrogen sulphide, cadaverine and putrescine ).
Purify Air Spell. Used to remove contaminants from an area for a time and also refresh “stale” air.
“No Smell” Spell. Removes all odors from the subject ( self or other ).
Odor Spell. Gives the spell recipient a strong stink of the caster’s choice.
Stench Spell: Creates a noxious and incredibly distracting scent in an area of effect.

Equipment/Gear/Important Possessions: Satchel, Blowpipe, Blowpipe Darts, First Aid Kit ( Bandages & Salves ), Flint & Steel, Knife/Dagger, Poison Powder ( in Small Wooden Box ).

Background: 1. Born and raised in the southwestern corner of the Great Forest and east of Fort Kazikan. 2. Grixon’s family was employed as scouts by a Goblin Shaman, named “Guggulmok”. 3. Guggulmok always kept a member of his family as a hostage while the other Family memberss were out hunting and scouting. 4. During the times that Grixon was held as a hostage, Guggulmok would mildly torture him, telling Grixon that if he didn’t return after a mission that his family members would receive even worse torture and also disfigurement. 5. At the edge of the swamp, south of the great forest, Grixon and his brother caught a huge eel, twice as big as a Gremlin and their family ate for days from its flesh. 6. When Grixon was sixteen years old, Grixon fought and overcame one of his uncles for the right to marry his cousin, “Vulfa”. 7. Grixon and Vulfa have a son, named “Vragg”. 6. Vulfa was pregnant the last time Grix saw her.
Grixon ( Beginning Aeromancer, GURPS, 50 point character with up to 25 points of disadvantages. “Average” people are usually built from 25 to 50 points. “Competent” people are usually built from 50 to 75 points.)

Points. Item.

Characteristics (+40 points).

-040.0 ST: 06
+040.0 DX: 12
+040.0 IQ: 12
+000.0 HT: 10
+000.0 HP: 10
+000.0 Will: 10
+000.0 Per: 10
+000.0 FP: 10
+000.0 BSpd: 05.5
+000.0 Bmov: 05

Disadvantages (-25 points).
-010.0 Clueless.
-010.0 Miserliness.
-005.0 Skinny.

Advantages (+17 points).
+005.0 Magery, Level 0.
+012.0 Magery, +2 levels, Air Magic College Only [-40%].

Skills (13 points). Level / Target Roll or Less on 3 D6.
+001.0 Blowpipe (DX/H). 10
+001.0 Brawling (DX/E). 12
+001.0 Climbing (DX/A). 11
+001.0 Cooking (IQ/E). 12
+001.0 First Aid (IQ/E). 12
+001.0 Fishing (Per/E). 12
+001.0 Hiking (HT/A). 09
+001.0 Melee Weapon ( Knife/Dagger )(DX/E). 12
+001.0 Navigation ( Land )(IQ/A). 11
+001.0 Poisons (IQ/H). 10
+001.0 Stealth (DX/A). 11
+001.0 Survival ( Woodlands )(Per/A) 11
+001.0 Swimming (HT/E). 10

Spells (+05 points). Level / Target Roll or Less on 3 D6.
+001.0 Seek Air (IQ/H). 12
+001.0 Purify Air (IQ/H). 12
+001.0 No Smell (IQ/H). 12
+001.0 Odor (IQ/H). 12
+001.0 Stench (IQ/H). 12
 
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Just a quick clarification, for those who have not taken the time to look at the races in the Parryatis link above, they are as followed:

Humans are by far the most numerous, with a large variation of appearances depending on where they are from.
Elves tend to be looked upon as a second class people at best, even enslaved in some regions. They also come in various forms.
Dwarves and Halflings are available as player races, but they are much rarer that humans and elves.
Half-Elves exist, but are extremely rare and are often treated worse than elves.

Because of the magical awakening taking place in the world it is possible to bring fairy-type or other magical creatures in, but not as a base race. Base races must be chosen from those above.
 
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