“How do we get closer to the lair of the necromancer?” asked Vistis the Blue Mage.
“We don’t know if he will listen to us or not.”
Stork sat back in his chair in the ramshackle tavern and grinned, revealing his shark-like teeth. “What is one more walking corpse in the domain of a necromancer?” he replied.
“I don’t follow you,” said the illusionist.
“Then…follow me,” Stork suggested as he slid his chair away from the table.
The two villains slipped out of the tavern and down the winding and dark backstreets and alleys of the town of Low Docks. Stork crept up to a staggering beggar and withdrew a dagger, without hesitation he leaped upon the man and slew him. Almost before the body hit the ground he sat and began chanting and within moments his own body went slack as the corpse rose. The Stork-corpse outstretched his arms.
“I can shamble into the land of the necromancer like this, creeping among the other dead things,” Stork said proudly. “If you would please help me drag my own body back to our lair.”
Vistis sighed and grabbed Stork’s ankles as the walking dead thing grabbed under the armpits of his real body and they two slipped off into the darkness.
Cadaver Travel (Magic-user)
Range: 10′ + 5′ per level of wizard
Duration: Special, see below. May be dispelled at any time.
The Cadaver Travel necromantic spell is used by wizards to move around for a variety of reasons. Maybe the land is dangerous, maybe the caster wants to travel inconspicuously (or as close as possible to inconspicuous) or perhaps the wizard has an ailment or injury that prevents normal travel. This spell can be cast upon any corpse (but not the undead) and causes the magic-user’s body to become dormant while the spirit inhabits the dead body. Normal decomposition still occurs and spellcasting is limited to 1st and 2nd level spells while the soul inhabits the corpse, however, the wizard or sorcerer, if they find (or make) another dead body can “jump” to that one and continue on their journey. Decomposition to immobility usually occurs in a week, two weeks in frozen climates and three days in tropical zones. The corpse has the normal movement speed and statistics of the caster and can wield simple weapons (clubs, cudgels and staffs) for 1d4 points of damage. If the 1HD+2 corpse is destroyed and another fresh body is not around to “jump” into the wizard is snapped back into his or her body and suffers 2d4 points of damage.