Legacy of the Dragons
Denassa the Midnight Vesper MICHAEL TRICE
138
Not all tales of loyal servitude end with the devotee honored among the masses—sometimes such people are feared, cursed, and reviled. And not just by those who oppose the ones they serve, but by those who gave them power and life . . . and death. Denassa, the Midnight Vesper, is one such creature. Born a verrik of moderate station but unique intellect, Denassa grew to adulthood within the confines of an akashic guild that many believed to be only rumor—an order that commanded the utmost zealotry to protect a powerful coven of witches. This coven pushed the strains of morality to pursue perfection in its guardian-assassins, who were raised from birth to die for them in the greatest test of fealty. In fact, they hand-selected the most loyal and accomplished of the guild, grooming them to die and be raised again in undeath as members of the Haunt. The favors the guild granted Denassa’s family escape record, perhaps stripped by the beast herself. But what the guild reportedly received in return, the folk of the Diamond Throne lands know all too well. Stories of her infiltrations, thefts, murders, and myriad acts of sabotage pour freely from too many lips for them all to be truly the work of one creature. However, the facts justify enough of them that few doubt the veracity of any claim. The coven uses such stories to drive home fear of the Haunt’s power, ordering all members to leave behind Denassa’s mark of the purple lily, always reminding those who tell the tales that none are safe. Yet this is not her story’s end. Robbed of her youth and promising life, Denassa has grown tired of serving her masters. Recently, she escaped their control to travel freely and ply her trade as she likes. Skilled in the arts of disguise, infiltration, and educated in all matters, Denassa is uniquely suited to pass among the living, slipping from one place to the next with few ever the wiser. The coven alone knows of her current rogue status. That its prize possession has fled presents a dire challenge to the order’s authority. In response, they have unleashed dozens of new members of the Haunt to bring her back or destroy her. None have succeeded, many have disappeared, and few of them still know the fearlessness they once enjoyed. Haunted by the abomination of her existence, Denassa seeks some form of solace that is not a final death. In her heart she believes what she has been told most of her life: that her deeds served some greater purpose, which she could not fully understand. And having passed out of the world of the living, life is not her final pursuit—divinity is.
She hopes to ascend, as the verrik of old once did, to a higher state of being by helping her legend to grow through her ever-greater deeds. Her search for such a reward is tireless, all-consuming, and utterly without mercy.
Combat Denassa wields her flaming claws as weapons skillfully in battle. She is also likely to use her disorient and mind stab spell-like abilities during combat. Denassa is well suited to preserving herself, both in healing and disguise. Her tattooed spell can overcome most injuries in time, while her Disguise skill is unsurpassed. She still leaves her trademark purple lily at the scene of each of her attacks, to enlarge her already considerable legend.
Using Denassa While Denassa currently travels deep in the Central Plains, the whispered myth of the Midnight Vesper is known from Zalavat to the Harrowdeep. Characters who encounter her may have the misfortune of also tangling with the members of the Haunt who pursue her. If a cause serves her, Denassa will see it completed. Her legend does not allow failure, thus she remains utterly dependable as friend or foe. Denassa, female (undead) verrik Aks8/Verrik3: CR 12; Medium undead; HD 11d12; 86 hp; Dying/Dead —/0; Init +2; Speed 30 feet; AC 14 (+2 Dex, +2 natural armor), touch 12, flat-footed 12; BAB +8/+3; Grapple +8; Attack +8 melee (1d4+2 and 1d6 fire, critical 20/×2, claw), or +10 ranged (1d8, critical 20/×3, light crossbow); Full Attack +8/+3 melee (1d4+2 +1d6 fire, critical 20/×2, claw), or +10 ranged (1d8 critical 20/×3, light crossbow); SA Sneak attack +1d6; SQ Darkvision 60 feet, undead traits, sensory control, spell-like abilities; Hero Points 0; SV Fort +5, Ref +5, Will +12; Str 10, Dex 14, Con —, Int 20, Wis 17, Cha 14 Languages: Common, Faen, Giant, Goblin, Litorian, and Verrik Skills and Feats: Appraise +8, Balance +9, Bluff +11, Climb +5, Diplomacy +15, Disable Device +10, Disguise +17, Escape Artist +9, Forgery +10, Jump +5, Knowledge (architecture) +12, Knowledge (ceremony) +12, Knowledge (cosmology) +12, Knowledge (dangerous beasts), Knowledge (engineering) +12, Knowledge (geography) +12, Knowledge (history) +12, Knowledge (magic) +12, Knowledge (nature) +12, Knowledge (nobility and courtesy) +12, Knowledge (religion) +12, Knowledge (runes) +12, Knowledge (sailing and navigation) +12, Knowledge (science) +12, Listen +5, Open Lock +8, Search +11, Sense Motive +10, Sleight of