Death’s Sight

Category: Quests

Payment is always due!

Among the forbidden knowledge held within House Pleayashayne, the Legends and Lore Guild, and scrutinized by House Lyema-Tzatz, the Magical Research Guild, few subjects ignite fear like the demon Stolen Fright and the cursed artifact known as Death’s Sight. These dark entities and objects are the epitome of desperation and madness, pursued by those willing to trade their very essence for power and forbidden knowledge. Yet, as always in Ertha, the balance of power demands a price—and payment is always due.

 

The Nature of Death’s Sight

Death’s Sight is a rare and coveted artifact, said to grant its bearer the ability to see the aura of Death itself. Those marked for the grave shimmer with a reddish glow, like embers burning low in the dark. This power can reveal Death’s plans, expose unseen threats, or provide insight into the supernatural. But such a gift comes at a terrible cost.

Only a soul cursed, blemished by sin or bound to infernal pacts, can wield this artifact. The process of obtaining Death’s Sight scorches the wielder’s soul, burning away their humanity until nothing remains but a husk tethered to the artifact’s dark power. Those who possess it are feared and shunned, their very existence a reminder of the fragility of life and the inexorable march of Death.

 

Summoning Stolen Fright

The path to obtaining Death’s Sight begins with summoning the demon Stolen Fright, a Greater Demon of the Third Order. The demon serves as both guardian and gatekeeper to Death’s realm, capable of bestowing the artifact to those who survive its trials and meet its demands.

Summoning the demon requires an arduous journey, one that only the most desperate or foolhardy undertake. Those who follow the Path of the Left Hand must first navigate the River of Years, a treacherous waterway that twists through time and space, confounding even the most skilled navigators. The river’s rough waters split at the base of the Mountain of the Burnt Moon, where fear and madness take hold.

The descent into the mountain’s shadowed depths is harrowing. Jagged rocks, relentless rapids, and an overwhelming sense of dread batter the adventurer’s body and mind. It is at the nadir of this descent—when hope is all but lost and fear reigns supreme—that the summoner must call out for Stolen Fright.

By speaking the demon’s name three times, the summoner invites it to manifest. But this act alone requires more than courage; it demands an offering of life force. The summoner must willingly sacrifice their health—measured in hit points—to invoke the demon’s presence.

-1 of your HP, as an offering 1-2 d6
-2 of your HP, as an offering 3-4 d6
-3 of your HP, as an offering 5-6 d6

With the offering made, Stolen Fright appears, its grotesque form and overwhelming aura embodying pure terror.

 

The Bargain and the Battle

Summoning Stolen Fright is only the first step. The summoner must then engage in a harrowing negotiation or, if necessary, combat with the demon. Discussions with Stolen Fright are perilous, for the demon’s words are laced with deception, and its demands often exceed the bounds of sanity.

If combat ensues, the summoner must defend themselves while surviving the demon’s relentless attacks. Only by proving their worth—either through strength or cunning—can they compel the demon to relinquish Death’s Sight. Even then, the artifact is cursed, its use binding the wielder to Death’s eternal watch.

 

The Role of the Guilds

House Daemnos-Phtagroar, the Artifacts Guild, holds the physical remnants of Death’s Sight recovered from failed summoners. Their vaults are fortified with spells and wards to protect against the artifact’s malignant influence. The guild’s stewards ensure that the artifact remains secured, available only for study under controlled conditions.

House Lyema-Tzatz researches the artifact’s necromantic properties and its ties to the demon Stolen Fright. Their findings suggest that Death’s Sight is more than a passive tool; it actively reshapes the fate of its bearer, aligning them with Death’s enigmatic will.

House Pleayashayne preserves the lore of Stolen Fright and Death’s Sight, chronicling the tales of those who have sought the artifact. The guild warns against the pursuit of such power, emphasizing the inevitable consequences for both summoner and their companions.

 

The Power and the Price

Death’s Sight offers unparalleled insight into the realm of the dead. Its bearer can see Death’s aura, communicate with spirits, and glimpse the threads of fate. Yet this power is as much a curse as a gift. The artifact binds itself to its wielder, corrupting their soul and drawing them ever closer to Death’s embrace.

Stolen Fright, as the artifact’s gatekeeper, ensures that only the most determined—and damned—obtain it. Even those who succeed in summoning the demon and claiming Death’s Sight often find themselves haunted by their choice. The artifact’s influence extends beyond its wielder, affecting those around them and altering the course of their lives in unforeseen ways.

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GM Tips

For Game Masters, Death’s Sight and Stolen Fright offer rich opportunities to weave complex narratives into their campaigns.

Introduce the artifact gradually, through rumors, legends, or sightings of individuals marked by its influence. Allow players to uncover its history through interactions with House Pleayashayne, whose chroniclers hold the key to its lore.

Create a multi-faceted journey to summon Stolen Fright, challenging players with moral dilemmas and physical hazards. The descent into the Mountain of the Burnt Moon should test their resilience and resolve, pushing them to their limits.

Highlight the artifact’s duality. While Death’s Sight provides undeniable power, its corrupting influence should force players to consider the long-term consequences of its use. Will they risk their soul for fleeting gains, or will they resist the artifact’s lure?

Involve House Lyema-Tzatz as a source of arcane knowledge. Their research can reveal the artifact’s hidden properties and offer potential methods to mitigate its curses—though not without cost.

Position House Daemnos-Phtagroar as guardians of the artifact, introducing potential conflict if the players seek to acquire Death’s Sight against the guild’s wishes.

Finally, make Stolen Fright a memorable antagonist. The demon should embody fear and manipulation, forcing players to question their every decision. Whether as an adversary or a reluctant ally, Stolen Fright’s presence should leave a lasting impression.

With Death’s Sight and Stolen Fright, GMs can craft tales of ambition, sacrifice, and the thin line between power and ruin. Let the descent into madness begin, for payment is always due.

 

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