The obsidian towers of the Underworld lingered as the smokey columns of a lost horizon. My shade’s cold vapours coughed forth the final gasps of the pyre that had consumed me. The false birth of a fleshless soul, exposed and naked in a manner even a squalling infant abandoned to the jackals could not conceive. Nothing to cling to but the terrible vision placed before my rawness so that it engulfed me - consuming me once more in fire.
Characters in Champion’s Road: Hell March are dead and this in and of itself opens up a host of opportunities and challenges for players and gamemasters alike. This is keeping with the game’s three main themes (PHO):
1) Post-apocalyptic (civilization destroyed)
2) Heroic (characters fight evil demons, save people, and rebuild)
3) Outsiders (characters are undead, set apart from the living people they are charged with protecting)
Consider the Ghost who must enter a community of survivors in pursuit of a demon that has possessed one of its leaders. Being a Ghost with no physical body of her own, she chooses to possess the remains of a lone soldier recently killed by bandits and hastily buried in a shallow grave. Fully aware that entering a post-apocalyptic village of traumatized people with a caved-in skull would be ill-advised, she uses the Apparition power to assume the guise of a badly scarred but very much alive imperial soldier. She is in luck, for the settlement consists of veterans of the old Imperial Army and has been actively recruiting surviving soldiers in hopes of eventually launching a counter-attack against the invading demonic hordes. She is granted admission and begins a discreet search for the demon while accepting the community’s hospitality in an effort to blend in. That is when she notices people begin to move away, some holding their noses, others making signs to their gods. The possessed man appears and triumphantly denounces the Ghost as a demon in disguise…and the villagers believe him. Her crime? The tell-tale scent of the grave that appearances cannot hide…to say nothing of the lifeless chill that terrified the servants in the village hall while serving her food she did not eat.
Such are the social challenges of being undead. Just because you’re a demonslayer trying to protect people doesn’t make you any less out of place among the living. Our hapless Ghost possessing a smelly corpse might be an extreme example, but a recently resurrected Wight, in her own body, might also come to grief from the scent of the grave. A Liche could easily creep mortals out with her alien sorcerous aura even if she smells like roses! And then there’s the classic scenario of a well-meaning mortal barging in while the party is resting exposed in their respective Corpse States. Decorum just isn’t enough. Yet existing in a hazardous post-apocalyptic setting, caught in the hellish maw of a demonic invasion, makes allies indispensable and interactions with mortals inevitable.
Character creation grounds the newly resurrected revenant in the mortal world: their vengeance, born of the visions of the Gatherers, is tied to the loss of loved ones and familiar places; their past lives and careers are built on relationships with allies, colleagues, lovers, families, villages, crews, cults, companies, guilds, contacts, army units etc.; even grave goods and the manner of their deaths can be interpreted in any number of ways through player and gamemaster collaboration.
The “unburied dead” result on the Grave Goods Table might mean anything from a player character awakening by the side of the road after being robbed and murdered by bandits; coming to on a battlefield surrounded by corpses and menaced by scavenging ghouls; waking in a locked dungeon cell after being left for dead by jailers now residing in the belly of some demon; or regaining consciousness on their death bed after their family believed their injuries to be beyond hope. Each of these starting points carries implications for how the game will unfold - whether the revenant will begin by seeking revenge against a loathsome band of mutant cutthroats, evading packs of ravenous ghouls, trying to escape a dungeon, or figuring out what to say to their grieving and now thoroughly shocked family members.
These scenarios also have implications for starting equipment - the character creation tables are only guidelines. A character killed by bandits is likely to have most of their useful possessions stolen. A fallen soldier might retain their battered armour and weapons. A starving prisoner is not likely to possess anything at all apart from their clothes and whatever meagre effects remain in their cell. While the resources a deathbed resurrection can command will largely depend on what their family and community thinks of this sudden “miracle” (who can forget Highlander).
Roleplaying opportunities are only expanded when the respective Corpse States of the characters are considered. The waylaid character might display the ghastly wounds inflicted by the mutants that killed him. The fallen soldier might display battle wounds alongside the marks left by the scavengers that gnawed on his guts. The prisoner might revert to the emaciated, near-skeletal state she was in prior to her death. While the bedridden character might display the deathly pallor of her final moments. Though all recently dead, the Corpse States these characters revert to when injured or resting vary considerably - as will the reactions of the NPCs that behold such dramatic transformations!
Furthermore, such scenarios may be used to tie player characters together. Perhaps another revenant was waylaid by the same bandits weeks earlier and will emerge from the shallow grave they flung him in only to come face-to-face with their latest victim. The imprisoned revenant might not be alone as she first thought - a second revenant might awaken in an adjacent cell or on another level of the dungeon. Perhaps this second revenant is the ghost of an executed prisoner whose mortal body was burned or dismembered. The fallen soldier might encounter a comrade emerging from a mass grave. And the deathbed survivor may discover that she’s not the only miracle in town as her long dead uncle stumbles from the family crypt beneath the local temple!
Gamemasters may even elect to run a prelude in which the players explore the final days and moments of their characters’ old lives. This will allow them to roleplay their backstory and how they became what they are following death and resurrection, possibly extending to memories of the Underworld or Spirit Plane. Characters in such preludes are not yet revenants and will not have access to powers or spells, leading to a very different game experience.
Gamemasters should encourage scenarios where players face dilemmas. If they wish to rest and recover their abilities (requiring extended time in the Corpse State), it will give their cultist enemies time to escape or summon a particularly nasty demon. If they continue without resting, they will intercept the cultists but the resulting battle against a cornered and desperate enemy could go against them in their depleted state. If they do choose to rest, do all of them rest at the same time? Do some of the characters remain awake to act as sentries (with the trade-off of not being able to rest themselves)? What nasty surprises might they face if they’re not careful?
Grave Madness leads to further dilemmas and opportunities. Perhaps the character’s patron deity is willing to forgive their transgressions committed under the influence of Grave Madness or even purge them of its effects entirely - but only if the Champion does penance! A Skinchanger might have to survive alone in a haunted forest for a week in order to appease the jilted Beast Lords. A Magus who has angered the Star Gods might have to recover a lost djinn lamp from a demon-infested desert ruin.
Endless possibilities!
Much more to come!
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