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Urlfire was a lich from the time before the Great War, believed to be over a thousand
years old at the time of his destruction. Though his existance was revealed a mere 50
years before his eventual demise, it is believed he was behind several major disasters
in the centuries before the Great War. During the height of his power, Urlfire had
legions of undead at his command. His power was such that many called him the "King of
the Undead".
It was during this time that he created this evil relic, as a means of augmenting
his powers. However, when he was defeated by a large band of sturdy adventurers some
time later, many believe his soul became trapped within its dark, crystalline
interiors. From that time forward, the device has been known as the "Heart of
Urlfire".
The current location of the device is unknown. It disappeared with the death of the
lich, and rumored to have been hidden by one of the members of the adventuring party
that defeated him. Various sources point to the possibility that it may be hidden in a
sealed chamber somewhere under the ruined city of Tymor Keep. So far (or is that
thankfully?), all who have hunted it have met with disaster.
Abilities
The device is powered by the souls of the damned, and those who were unfortunate enough
to cross Urlfire's path. The magic of the relic is so strong that it has a constant
crimson glow in its center, and its magic aura can be felt by any spellcaster with 5' of
it. Attempts to detect its alignment easily reveal its chaotic evil nature.
The device can cast up to 18 levels of wizard spells per day at the will of the user.
Using the device to cast a spell does not require spell components, but does require
that the user physically touch the device. The user can cast any spell normally
available to a wizard of the same level, subject to DM approval. All spell affects are
based on the character's highest level. Necromantic spells cast from the device
function as though cast by a Necromancer. The selection of available spells is up to
the DM, but are usually limited to spells that are available to Necromancers.
Each use drains the device of 1 charge per spell level. If the device does not have
enough charges to cast the desired spell, it will drain 2 hitpoints from the user for
every charge required. These hitpoints can be healed with magic and rest.
Recharging
The device naturally recharges at a rate of 6 charges per day, so long as there is at
least one living thing (plant/animal) within 60 feet from which it can drain energy.
Ill effects from this draining show up with continued exposure. Plants wither and die
after two weeks. People and animals become increasingly tired and/or sick, temporarily
losing 1 point of constitution for each full week of exposure. Victims can recover 1
point of lost constitution each full week they go without exposure, or 2
points if they have complete bedrest during that week.
The device can be actively recharged, but only by evil characters. The device can be
used to drain 2d6 hitpoints from a victim (save vs. spell for half). If the victim
fails their save, half the drained hitpoints become permanently lost. The same victim
cannot be drained more than once a day. The device gains 1 charge for every hitpoint
drained in this manner. There is no known limit to the number of charges the device can store.
The Curse
Any victim slain by drained hitpoints have a 5% chance of becoming an undead creature
for every hitpoint drained. Victims slain by drained constitution have a 10% chance of
becoming an undead for every point of constitution drained. These undead fall under the
control of whoever posesses the relic, or may become free-willed if no one possesses
the relic. Undead created by the device have the same number of hitdice and skills
as they had in life.
If the device has not already claimed a potential host, anyone who touches the relic
must save vs. paralyzation or fall under the device's influence. The afflicted person
becomes the device's host, and will refuse to give up the relic or allow anyone else
to come near it, protecting it at all costs. A "remove curse" or "dispel magic" spell
will entitle the afflicted person to another save attempt. Anyone who successfully
makes the save cannot be affected by nor use the device for at least 1 full day.
Each week that the person is under the device's influence, their alignment shifts one
position toward chaotic evil, in addition to the constitution drain from exposure. If
the person remains under the device's influence for 3 or more weeks, they cannot be
freed from the device's influence short of a Wish. The device will continue to drain
the person until they are dead.
If the person is freed from the device's influence before they are completely drained,
their alignment will return to normal at the rate of 1 alignment shift per week.
Likewise, they will recover lost constitution as any other victim of the device.
King of the Undead
Urlfire's spirit is currently housed within the Heart, waiting for the chance to possess
the body of a powerful user. Should the current host of the device ever be slain by
the device's draining abilities, there is a 5% chance per level (or hit-dice) that their
body will become the new vessel of Urlfire's spirit. If this happens, the device
consumes what remains of the owner's soul, and releases Urlfire's spirit into their
newly undead body.
He can be expelled from the new body during the first 24 hours after being released.
After that, he will be at full strength, with all the powers and lust for bloodshed he
had before.
Destroying the Relic
Although no one can be certain, there is a rumored way of destroying the relic. The
relic must first be drained of all its charges, and anyone still "possessed" by the relic
must be freed or killed. Urlfire's essense must then be temporarily expelled from the relic,
at which time it can be struck with a Sunblade. Both the Sunblade and the device will be
destroyed in the process, causing an equivalent retributive strike. Without the power of the
device to sustain him, Urlfire's spirit will wither and disperse into nothing.
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authors.
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