I meant to get back to this much sooner, but here’s part II…
The Council of Necropolis have determined that an evil force – of powerful but as yet undetermined nature – has taken up residence in the heart of the cemetery. It appears to be centered somewhere in the vicinity of the so-called “Avenue of Heroes”, a boulevard of the largest and most impressive tombs and monuments than run down to the largest of the Necropolis’s ornamental lakes. Rather than confront this force head on in a dangerous (not to mention expensive) battle, the Council have decided to place an enchantment over the whole cemetery, a massive Protection from Evil spell that will either drive out the force, or weaken it sufficiently to make a confrontation viable. This is where the Players come in.
The enchantment will be established and maintained via a series of stone pillars placed at carefully selected points within the cemetery. Each will initially offer protection to its immediate surroundings, but as more pillars are placed, their protective fields will grow in both range and power until the entire 5,000 or more acres of the site are covered. The setting up of a pillar requires a complex ceremony featuring elements of both Divine and Arcane magic – this can easily be done during the relative safety of the daylight hours. The final activation of each pillar however must be carried out at the stroke of midnight on a carefully determined date – failure to do so requiring a full month before the activation can be attempted again.
The Council require the Players to carry out these activations. They must venture into the Cemetery, carrying the carefully enchanted capstone for each pillar, and put in in place at midnight, facing down whatever horrors stalk the graves at night. Ample payment is offered, but will be only be delivered in full on a pillar by pillar basis.
There are 26 pillars to be capped in total, starting with those on the edges of the cemetery then moving inwards towards the Avenue of Heroes. Certain pillars present unique challenges – three must be placed on islands in the ornamental lakes and at least one is located with the extensive catacombs that riddle the site. For the enchantment to take effect no more than two pillars may be activated a week, so the task will take several months, during which time the evil presence at the heart of the Necropolis can be assumed to continue its growth.
Are the Players up to the challenge? And if so, what specific dangers and obstacles will they face? Tune in soon for Part III of Necropolis!