Campaign Kludge: Leader of the 13th Legion

Campaign Kludge: Leader of the 13th Legion

My next Campaign Kludge post will be continuing providing some further details on the factions in the Upper Middergloom of my version of the Midderlands campaign setting, the next group under the spotlight will be the 13th Legion, a Goman expeditionary force that met an ignominious end at the hands of the barbarian tribes that occupied the Havenlands in the distant past. Not satisfied with simply killing those who had sought to destroy them, the shamen of the ancient tribes bound the leader of the Legion, Quintus Petillius Cerialis to the site of his death as a guardian of the place he had failed to conquer.

Since that time the influence/power of Cerialis has extended, allowing him to raise his men as undead.

Historical Inspiration

The 13th Legion is based lightly on the historical 9th Legion who–according to legend–disappeared in Britain. At one point they were lead by Quintus Petillius Cerialis. Besides the name change I have taken some massive liberties with the historical data, changing or ignoring it as I see fit and suits my game.

Quintus Petillius Cerialis

In my campaign Quintus Petillus Cerialis was a popular Goman senator who helped spearhead the Goman campaign against a warrior queen who was rousing the Havenland tribes to rebel against the Goman incursion. After being defeated, cursed and raised from the dead, Cerialis was bound to the area of his defeat as the ultimate punishment, forced to watch over the land he had failed to conquer.

Power & Limitations

I’m planning to have Cerialis start the game as a Death Knight, double-hard undead hombres who are capable of raising/commanding other undead and can dish out some serious punishment. That said, I wanted a good IC reason for him not just rising from the Upper Middergloom and romper-stomping over Lunden with his undead hordes, the curse laid on him provides a handy means of doing this.

If the players just run straight into the tomb of Cerialis and engage in combat, they’ll almost certainly get stomped. However the Death Knight cannot leave his tomb, and his ability to control undead beyond it’s confines is extremely limited. I’m hoping that these factors–and the fact that Cerialis has definite goals (free himself of the curse)–means that the players can interact with him in ways other than combat, he also has the potential to be recurring villain/anti-hero/unlikely ally depending on how the players interactions with him go.

Why have a character like this?

I’ve touched fairly lightly on the leaders of the various factions thus far in the Upper Middergloom, mostly because they’re goblins and other primitive humanoids. It’s good to have a few “personalities” to interact in an extended fashion with the players.

Cerialis also provides a “living” link to the past, his mind retaining much knowledge lost to the world at large.

Death Knight
Stats are from Castles & Crusades Classic Monsters.

no. enCountered: 1
size: M
hd: 9(d10)
move: 30’
AC: 20
AttACKs: 1 (by weapon)
sPeCiAl: See Below
sAves: P / M
int: Genius
AliGnment: Chaotic Evil
tyPe: Undead
treAsure: 6
xP: 2000 + 3

Death Knight

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