HELP! Re: Abilities of Zorsch (Shadow World – Demons of the Burning Night)

Started by Horrors & Heroes, September 20, 2025, 11:10:31 PM

Previous topic - Next topic

0 Members and 1 Guest are viewing this topic.

Horrors & Heroes

⚠️ Players in my game please stop reading now – thanks!
(And apologies for the long post—most of this is cut-and-paste from the module for context.)


The Question: Can Zorsch Fly?

I'm running the 1989 Iron Crown Enterprises Shadow World module Demons of the Burning Night and need clarity on whether the creature Zorsch is intended to be capable of flight.
Yes, I know I can rule it however I like as GM—but here's the situation:
•   One PC has wandered off alone and been ambushed by Zorsch (its usual MO).
•   The ambush happened on the second story of a ruined building with open windows.
•   We'll open our next session (early Nov 2025) with the following in the 1st round:
• The unconscious, bleeding PC in Zorsch's arms
• Zorsch preparing to flee
• Two other armed PCs in striking range 1st round
• Zorsch, being "Blindingly Fast," almost certain to win initiative
If Zorsch can fly, it will attempt (with first a ST check and then a maneuver roll) to leap out a nearby window and escape with its captive. If it cannot fly, it's more likely to climb to safety—giving the party a better chance to rescue their friend.

Why the Confusion
I originally misread the text. Zorsch is described two ways:
•   "Batlike Human"
•   "Zorsch has assumed the shape of a silver serpent with bat-like wings. Strong, sinewed legs give him the appearance of a hybrid gargoyle."

I mistakenly went with the "batlike human with arms, legs, and large bat wings" description rather than "silver serpent with bat-like wings " (and even showed that image to the PCs). But here's the issue: the module never explicitly states Zorsch can fly.
Instead, it lists a skill of Climbing 120 (climbs upside down), which to me suggests climbing, not flying.

Why It Matters
This isn't just fluff—it's life or death for a character.
•   If Zorsch flies, the unconscious PC is almost certainly gone. (Assuming Zorsch makes a ST check to hold onto the PC and a manoeuvre out the window)
•   If Zorsch can only climb, the party has a fighting chance to save them.

Crowdsource Time
So, fellow GMs: what do you think?
•   Should Zorsch be treated as a flyer because of the bat-like wings/gargoyle-like description?
•   Or do the skill listings (climbing but no flight) mean it's a climber only?
I'm not looking to override the rules with "GM fiat" here; I just want to see what the general consensus is among others who know Shadow World and ICE modules. Material from the module is below.

A character's fate is in your hands! If you were me, how would you rule it?

If you're curious, the episode with this fight will go live on YouTube/Spotify on Sun 2 Nov, 10am NZ time.


"From: The Dead Gods of Aranmor:
Gods Name: Zorsch
Phyiscal Form: Batlike Human
Symbol: Sun
Primary Power: Rage
Demons of the Burning Night, p.12

"From: WITHIN THE TEMPLE OF BURNING NIGHT; ZORSCH
This statue of a Nureti god is a devious being summoned by V'rama. With V'rama in her present state (see "The Underworld" below), Zorsch acts alone, and it amuses him to impersonate the dead gods who created him. Zorsch has assumed the shape of a silver serpent with bat-like wings. Strong, sinewed legs give him the appearance of a hybrid gargoyle.
He is a flawless impersonator and has had years to perfect his current imitation of a Nureti god. Most beings should be unable to tell that he is not a statue unless they do · so with magical means. Preferring surprise, Zorsch does not attack prospective victims until they are alone or at a disadvantage. He is likely to secretly follow the PCs and strike when they are wounded or separated. After paralyzing his victims with his venomous bite, Zorsch hangs them from a nearby ceiling and cocoons them in a sticky gel he secretes. Creatures thus imprisoned are drained of 1- 3 Co points per day until they shrivel and die."
Demons of the Burning Night, p.19

From: THE FLUME OF THE GODS
16. The Temple of the Burning Night. The sun glints off the dome of this striking building. Swooping towers guarded with jutting black spikes frame the murals of the temple's outer walls. Frescoes depict terrified mortals fleeing. The walls are cracked, the result of the Hom of Siege, but the temple is structurally solid. One section of the gold dome shows fire damage. Huge oak doors face north onto the Flume. The doors are shut and barred inside by a steel bar. They have 100 hits and are not magical. Another entrance to the temple is a hole melted in the back wall, if the PCs notice.
•   Public Waiting Room. Stone benches line the walls. Commoners waited here for an audience with their chosen deity. An open archway leads into the vast main temple.
•   Pedestals of the Gods. Like the minor temples, the Temple of Burning Night shelters four groups of gods representing particular cults. Set at intervals around the perimeter of the great chamber are 12 alabaster pedestals, each with a silver plaque naming (in Black Nureti) a specific god. In the center of the room is a podium with ascending stairs leading to a statue. Most pedestals are bare; only the Mortos cult pedestals and that of Zorsch hold statues. All idols are carved from obsidian, except Zorsch. It is Extremely Hard (-30) [-4] to detect any difference between Zorsch and the other statues.
Demons of the Burning Night, p.39

From: Stats for Zorsch
•   Zorsch
•   Level 12
•   Size/Speed: Medium/Blinding Fast
•   Hits:96
•   Armor Type: 4
•   DB: 35
•   OB: 60 (Medium?) Bite
•   Dead God Imposter. Extremely stealthy, attacks with lightning-fast venomous bite which contains Severe Muscle Poison: Failed RR results in victim falling into a coma for 1-6 hours and loss of 1-4 points of Co temporarily.
•   Skills: Stalk/Hide 90; Climbing 120 (climbs upside down). SD92, Co70, Ag99, Me53, Re65, St65, Qu100, Pr30, In29, Em72.
Demons of the Burning Night, p.58

**Interested in some Rolemaster Actual Play Sessions to watch - check out https://www.youtube.com/@ofhorrorsandheroes ***

KarlM

The description on p29 suggests Zorsch will hang the PC from a nearby ceiling, and cocoon them for several days until dead. If the other PCs have any interrogatory spells they might even be able to find their friend in time.

Horrors & Heroes

Nice one and thanks Karl - good point and fingers crossed RE this character! :)

Quote from: KarlM on September 21, 2025, 09:11:52 AMThe description on p29 suggests Zorsch will hang the PC from a nearby ceiling, and cocoon them for several days until dead. If the other PCs have any interrogatory spells they might even be able to find their friend in time.
**Interested in some Rolemaster Actual Play Sessions to watch - check out https://www.youtube.com/@ofhorrorsandheroes ***

Micael

Because zorsch has exceptional climbing skills, he don't need the flying ability- since it's not described anywhere, that he can fly, I would save the PC as DM. Having wings is a strong proof, that he can fly,but in movement nothing is shown, same in the description. And you will get not all abilities with polymorph anyway.

Have fun!
Micael

Horrors & Heroes

Hi Micael - excellent thanks for the advice and yes I agree with you - no flying ability as per the stated highly skilled abilities in climb.

Lets see what happens to the PC next time!

Thanks again

Quote from: Micael on September 23, 2025, 12:30:27 PMBecause zorsch has exceptional climbing skills, he don't need the flying ability- since it's not described anywhere, that he can fly, I would save the PC as DM. Having wings is a strong proof, that he can fly,but in movement nothing is shown, same in the description. And you will get not all abilities with polymorph anyway.

Have fun!
Micael
**Interested in some Rolemaster Actual Play Sessions to watch - check out https://www.youtube.com/@ofhorrorsandheroes ***