Showing posts with label Aeros. Show all posts
Showing posts with label Aeros. Show all posts

Tuesday, March 2, 2021

The Bismuth Birds

This, part 2.

BISMUTH BIRDS

Once, they were but greedy brigands, plundering wanderers for pennies and scraps of food. Then, something changed. They donned the Masks, and became a trio of inhuman, terrifying predators.

The Bismuth Birds look like a mix between pharaohs and plague doctors. Their Masks, wrought from bone, have large beaks and dark, cavernous eye sockets. Their bodies are coated in shimmering beads and gold-wrought chains, a decadent display of luxury. They are disproportionately thin and tall, looking like skeletal mannequins in some respects. They each use the names of the weapons they carry when communicating to others- the Axe, the Needle, and most terrifyingly, the Nails.

The hallmark of their presence is silence. They cannot be heard, even if they try. Nothing CLOSE to them makes sound. Thus, they specialize in ambush- twisting their bodies to fit into crannies, then slinking out to make brutal work of stragglers in the cloak of their wordlessness. In addition, their bodies are resilient to the point of being impervious- a story persists of a Dwarvish prospector, pouch loaded with adamant, fought off the Birds by stabbing them, detonating gunpowder near them, and pushing them down a mineshaft hundreds of feet, and yet they still tracked him down and took their reward.

The Masks they wear are the control pieces of GREED. GREED, as far as experts think, is a concept-made-entity. If the Masks are broken or removed from the Birds, their bodies collapse into a pile of valueless baubles and counterfeits. This is their weakness, and their most closely guarded secret.

As creatures driven by GREED, they can be bargained with. They cannot speak, so they write in lilting and off-kilter rhymes, like a particularly murderous child writing themself bedtime stories. Their favorite word is “more”. They desire riches above all, for when the Birds have amassed all the wealth in the world, GREED will die laughing, and reincarnate in the fire of their enemy’s hearts like a hateful phoenix. If they are paid ludicrous sums, they may be convinced to murder specific people as a byproduct of their wealth acclimation. However, their whims are inscrutable, and their employer may well be their ultimate target.


THREE PRINCIPLES OF GOOD MONSTERS

  1. Numbers don’t make them interesting. “Ooh, this creature does 4 damage instead of 3! My players will be challenged by this.” No. Stop playing the numbers game with your monsters and think of different ways they can pose threats. Do they sweat lava? Do they ignore armor? Which brings us into principle 2…

  2. Monsters don’t have to follow the rules, but they have to follow some rules. You don’t have to make monsters follow all the rules players do. If you want them to cast spells without expending points or making a roll or whatever, or if you think their attacks automatically hit anyone dressed in red, no one can contest you. What’s more important is that you can rationalize why the rules are broken. Maybe they are master assassins, but they come from a nation where everyone has tritanopia, so they can’t distinguish color outside of red. The players should be able to understand and exploit the mechanism the monster is using with enough research and cleverness.

  3. Memorability over realism. Fuck Gygaxian naturalism. You don’t need to worry about filling ecological niches or mapping magical creatures onto real assumptions about biology. For crying out loud, dragons are solitary and yet hyper-intelligent! Throw what makes sense out the window; so long as your monsters are internally consistent and have moderately feasible relationships between them, no player will nitpick that hard.

Thanks for reading, and happy gaming.

Friday, January 22, 2021

Vayra Asks...

What class knows the most martial arts? Are they real martial arts like kung fu, or made up ones like krav maga? There are no classes, but the most common form of marital arts is the made-up bullshit of windstepping. On the upside, it involves surgically increasing lung capacity in order to literally blow oneself up into the air or knock enemies over with a sigh, so it's not boring as shit.

Can I start out having already made a deal with the devil or do I have to do that in game? Depends, but usually that happens in game, in your hour of greatest need. Do you want me to write an 8-page backstory? Can I write an 8-page backstory, if I want to? If I write something down in it like I'm the timelost princess of the brass city and the daughter of the sun and I commanded legions in the Hell War but was betrayed by my father's vizier but I don't know that, or that I'm elf conan and cooler than everyone else, will that be true? No, yes, and if you do all that I will comb through it and talk with you about every aspect so we can comb out what you think is coolest while making sure you don't force yourself into the spotlight and also fit into the world (but resent you for making me do that). All you need is a character with some sort of goal. If I eat someone's heart, will I gain their powers? What about their brain? Heart, not unless you're under the influence of a specific drug, brain succeeds more often than you would initially think, especially for those used to living underground. Apparently an unlit brain is one with easily-transferable knowledge. These classes are boring, can I be one from somewhere else? What about from a different system entirely? Once again, no classes, but we can certainly talk. If I make a sword, which one of us gets to name it? If it happened randomly, you. If it happened because I put it there, me. Am I allowed to kill the other player characters? What would I have to do to be allowed to? Do I win if I kill them all? Actually, how do I win in general? You can't kill another PC unless everyone at the table agrees that not only you can, but you should. You win by forcing me to end the session early because whatever you've just done requires more than a bathroom break to process and bounce back from, like using a nuke on an archangel or ripping a hole in reality. What language stands in for 'Common'? Or what are we all talking to each other in? Like the party, mostly, but also everyone else? You're just speaking English, because otherwise wordplay couldn't be diegetic. Plus, English is basically the Common of our world, and that statement (as well as the fact that this fantastical post-apocalypse worls speaks our language) has spicy implications.
How do I learn how to talk to rocks? No not once a day just, like, normally? Study under an earth elemental or mountain, huff a lot of chalk dust, and/or some people just know how to do it. Which kinds of wizards get to serve kings and live in towers and shit and which ones are run out of town or stoned to death in the streets? Can I be both? At the same time? The wizards who serve royalty are the equivalents of the people who graduate just to immediately start teaching, they have no practical experience and most of their advice is just made-up bullshit. If a wizard is covered in runes, shivering in an alley, injecting vibrant purple fluid into their feet, fear them, for they have plumbed the cosmos for all it has to offer.

Monday, December 28, 2020

Four Types of Old Magick

    Those who call to the stars above and look to the bones of the damned do not deal with runes. No, their magic cuts closer to the lifeblood of reality itself. These are the forces they invoke, and the magicks they wield. It is wild and strange and powerful, so pursue with caution. Each description is accompanied by 3 limited-use blessings. How they are granted, and the ramifications of their effects, are entirely up to you, but be warned, they may change your games and worlds forever.

Raven: They are the cries in the woods, mimicking the beasts and children. Icy black wings flutter as they soar in the warm night, flying as one. Their magic is of the beast, and of the night, and of darkness.

    Wings of Murder. Blades of the night sprout from your back. You can fly, and become invisible in darkness. In addition, your wings are sharp, and anyone killed by them will never come back by any means. However, you have attracted the ire of the winged folk, who will always cry out upon sensing your presence, and attack you if they feel good about their chances, which is rare.

    Forest Eyes. The beasts and plants bend to your will. You can command them to do whatever you so please, and can see out of their eyes at will, but every time you do this, your lifespan grows shorter and shorter.

    Crow´s Eye. You can see five seconds into the future. If you act on what you see, the timeline can change. Be warned, some events are fixed in time, and reality will lash out against attempts to interfere.

Ash: The lightning, the thunder, the forest fire, the storm, the flood. All of nature's primal fury. It all will begin in dust, and end in dust. This is the way it has been, and the way it will be.

    Holocaust. You can touch a spot and specify a time up to a year in the future. At that time, a bolt of divine fury will strike, and a wall of fire will burn outwards until it is stopped naturally or until it consumes a creature with a pure heart. This power has been rumored to consume worlds if not carefully contained.

    From Dust. Once, touch the remains of a creature. They will return immediately at full strength, against any odds or conditions, even the will of gods. Once you do so, your strength is sapped as long as they remain alive.

    Storm´s Avatar. Your blood is the wind, and your tears are the rain. You control the weather anywhere in the world at any time. In addition, if you die from unnatural means, the world is plunged into an eternal storm until your body is ritually consecrated.

Moon: The rays of darkened light from the Observer shine on the whispers in shadows. The Observer's grace is only rivaled by her cold majesty. Those who wear her crown are her penumbra, and walk the line between day and night, life and death.

    Lunar Crown. The Observer blesses you with a headpiece of polished moon rocks. It is unconsciously recognized as a symbol of great authority by all who behold it, even if they may not know what it is. Over time, it calcifies over more of your body, making you more majestic and better armored. Eventually, however, you will be trapped in a shell of calcified moon rock.

    Meteor. Once, you can call down a meteor. Its destruction is total, and it will carry with it vestiges of the stars above. When you do so, you ascend to the stars as an act of celestial balance, lost forever wandering the constellations and planets above.

    Hard Light. You can project this nimbus of astral light. Anyone entering the light´s path must choose to either retreat or be burned by this luminous halo. You can choose to negate this effect. Alternatively, there is an alternate version of this incantation that projects an aura that bolsters willpower and vitality within the nimbus.

Glass: Fractals carved in crystal, frozen doorways to other places and other times. A shimmering liquid light, colors pouring out like fish from a transparent stream. Their magic is is the mirror and the window and the door and the blade and the hourglass.

    Turn the Clock. Once, you can travel to any point in time. Anyone near you comes with you. You get approximately to where you need to go, and your travelling companions get approximately close to where you land. More precision may be possible with much planning and ritualistic study.

    Occulus. Your eyes are replaced with multifaceted crystals that can pierce illusions, lies, and facades. Eventually, you will go blind as you being to see through even what is real.

    Door to the Desert. You can open a shimmering gateway in the air to a vast desert, littered with portals. The portals lead anywhere and anywhen, but never go to exactly where you need or want them to. Once you step into the desert, the portal closes forever.

--

Here are some strange factions to introduce these magics into your world. Not much is known about them, and all reports and documentation of them are tinged by rumormongering and xenophobia. What mysteries of their mystic lore will be plumbed, and what revelations about the universe do they quietly safeguard?

The Heretics of the Wood dwell in the endless Vipernoss, its golden leaves cloaking their rituals and prayers. They venerate the creatures of the sky, looking upwards for their wisdom. They read omens in the clouds and the stars and the flights of the birds, and their idols are twisted and mutated animals stitched from the hides of the hunted.

The Blasphemers of the Sacrosanct Peak occupy a great mountain on the Xorshed Alps. They dwell the caverns and caves that riddle the slopes of the mountain they call the Progenitor. They delve into the earth below for their blessings, and eat the gems from their mines as a form of worship. They believe that if they delve deep enough, they will find the Sun Below, and it will grant them all their heart´s desires.

The Driftwood Papacy is a shadowy organization, dwelling entirely on the Arabus Ocean. No explorer has made it to their (rumored) fortress of floating flotsam and explored the greatest temple of their waterlogged faith, but it is said that a demigod lies slumbering in the lowest chamber, their waterlogged tomb lying at the convergence of many leylines.


Thanks for reading, and happy gaming.

Wednesday, December 2, 2020

The Ocean of Oil, and a new edition of MARROW

 

THE OCEAN OF OIL

The heroes accidentally dig too deep and break into a massive cavern, plummeting down onto a fungus-choked island in the path of a massive warship. Trapped on the subterranean Ocean of Oil, they are the only thing that could stop a ruthless warlord from taking over the surface world. Can the heroes stop Xokrodir and the crew of the Berg, or are they doomed to perish in the lightless depths?


MAKING A CHARACTER

The heroes begin as indebted, drug-hyped miners, and as such, start with the following equipment instead of the standard package.

  • 2 SUPPLY

  • Either a 1 WOUND weapon or 1 Armor

  • 3 doses of Amphetamines (a Drug; one dose heals either a STRESS or a WOUND, or grants ADVANTAGE on a roll, but DISADVANTAGE on the immediate next roll made)

  • A random item


INITIAL ENCOUNTER: The Myconic Isle

  • The heroes plummet from the ceiling of the massive cavern, landing on a mushroom-laden mass of rock bobbing in the oil.

    • The island is home to myconids, who are baffled by the arrival of the heroes- they will attack first, ask questions later.

    • There are 4 myconid priests and 4 myconid warriors in total on the island.

      • They all know about the Berg’s conquest, its destination, and its captain, and will dispense this information if inquired

  • In d4 ROUNDS, the Berg will slam into the side of the island, and in another d4 ROUNDS, it will tip over into the oil (the incline of the island impeding movement).

    • Luckily, a doorway on the side of the Berg is about island level- with a STR roll to clear the gap, perhaps a hero could make the jump!

    • What room does the doorway lead to? Roll a d4 to find out!

1 Room I, the Engine Room

2 Room IV, the Gelatinous Generator

3 Room VI, Fungal Hydroponics

4 Room IX, the Deck

  • Perhaps the heroes could save a myconid as they clear the gap, earning its trust and companionship as a Hireling!

MYCONID PRIEST N 2 H 4 A Telepathy Spore (emit to speak freely in the minds of all FAR), Holy Fire (roll WIS or take 2 STRESS), Myconic I To survive

MYCONID WARRIOR N 2 H 6 A Telepathy Spore (emit to speak freely in the minds of all FAR), Flintstalk Spear (2 WOUNDS), Myconic I To survive


WHAT IS THE BERG?

  • The Berg is a massive warship created by hollowing out one of the stone motes floating on the Ocean of Oil.

  • The Berg is sailing to an defunct Dwarvish cargo elevator known as the Core Isopach

    • The Berg will use the electrified hooks in rooms VII and VIII to reignite the Isopach’s motors, pulling itself upwards through the elevator and onto the surface world.

      • Then, the conquest begins!

    • The Berg is 15 TURNS (2 and a half hours) away from the Core Isopach upon it colliding with the Myconic Isle.

      • The heros have to stop the Berg from getting to the surface before time runs out!


ENEMIES ON THE BERG

  • These are the most significant threats on the Berg.

  • Play them intelligently, and without mercy...

    • They will retreat, parlay, interpose minions, summon reserves, and do anything it takes to stay alive

  • XOKRODIR

    • Xokrodir is an undead Mind Flayer with a warped, burned face

    • He is the Captain of the Berg, and can bring all its traps and tricks to bear

    • He uses Brain Worms to control his underlings, converting them into Ghouls, strange hybrid Mind Flayer spawn

    • His greatest weakness is his ego

      • If he is flattered and appeased, he will be made suggestible.

      • If he is disrespected, he will grow distracted and erratic.

XOKRODIR N 4 H 10 A Mind Crush (roll INT or take 3 STRESS, or all NEAR roll against 2 STRESS), Telekinesis (Xokrodir can lift and manipulate things at FAR range), Brain Worms (whoever deals killing blow must roll DEX or get a Brain Worm), Brain Eating (spend a TURN eating a fresh brain to get to full health), Egotistic (a display of disrespect grants ADVANTAGE on attack rolls), Undead, Hideous I To conquer and pillage

  • DR-II-KOR

    • Dr-ii-kor is a warped myconid, snivelling and subservient to Xokrodir.

    • He will try and avoid direct confrontation at all costs.

      • His modus operandi when conflict starts is to retreat and leave his scions to do the stabbing for him.

    • However, his fatal flaw is flattery.

      • He feels that he could one day supplant Xokrodir, and if the heroes lean into that strength, he could become a powerful ally.

DR-II-KOR N 3 H 8 A Spore Cloud (A cloud appears NEAR Dr-ii-kor and lasts for d4 ROUNDS, roll CHA or be at Dr-ii-kor’s command until you succeed on the roll), Telepathy Spore (emit to speak freely in the minds of all FAR), Rotting Fist (2 WOUNDS), Myconic I To control

ROOMS OF THE BERG

I THE ENGINE ROOM

  • This large room is choked with thick black soot.

    • Every TURN you spend in this room, roll CON or get a Disease called Blacklung (-1 to all rolls per slot occupied, roll CON every day or have it occupy another slot).

  • 8 spore-addled laborers toil at the massive rusty machines that help propel the Berg.

    • Perhaps the engines can be sabotaged?

  • If he isn't anywhere else in the Berg, Dr-ii-kor is here overseeing the laborers.

  • Passages lead away to rooms II and IV.

SPORE LABORERS (8) N 1 H 1 A Myconic Cough (Roll CHA or be infected and at Dr-ii-kor’s command until you succeed on the roll), Rusted Tool (2 WOUNDS), Infected (if Dr-ii-kor is killed or the spores removed, the laborers become lucid and helpful) I To work the machines


II DR-II-KOR'S OFFICE

  • A battered desk is propped against the stone wall by adhesive mushroom clusters.

  • On the desk are scraps of notes and an unmarked, sealed clay jar.

    • The scraps include a map of the Berg.

    • The scraps also have some of Dr-ii-kor’s notes concerning “the Captain”.

      • Always remain deferential.

      • Refer to him as Your Eminence.

      • Don’t talk about the burns.

        • If these precepts are broken around Xokrodir, he immediately flies into a range and attacks, but the offending party will have ADVANTAGE on their next attack against him.

    • The jar is full of Hookwing Pheromones, capable of luring or controlling Hookwings with careful application.

  • In the corner lies a sleeping Spore Hound, if it awakens, it will attack, summoning Dr-ii-kor in d4 ROUNDS.

  • Passages in the room continue to rooms I and III.

SPORE HOUND. N 2 H 7 A Tentacles (can attack for 2 WOUNDS NEAR), Mushroom Maw (those wrapped in tentacles take 3 WOUNDS from attacks and must roll CHA or be infected and at Dr-ii-kor’s command until you succeed on the roll) I To serve Dr-ii-kor


III CARGO HOLD

  • Crates and boxes line the walls of this cramped room.

    • They all have a small, glowing rune of repelling carved on them, and are locked with rusty padlocks.

    • If something touches a crate with the rune on it, it must roll STR or be blown back to NEAR range.

    • In the crates are…

      • 150 feet of rope

      • 3 points of SUPPLY

      • 2 random pieces of MARTIAL LOOT

  • If the crates are disturbed, d4 Dynamite Spiders pour out of a small clockwork box hidden among the crates.

    • As long as the box is intact, another Dynamite Spider will spawn every ROUND.

    • The box can be found with a WIS roll.

  • In d4 ROUNDS, if not indisposed, Dr-ii-kor will enter the room to check on the disturbance.

  • Halls lead away to rooms II, VI and IV.

DYNAMITE SPIDER N X H 4 A Swarm (N is equal to the number of Dynamite Spiders in FAR range), Mandibles (1 WOUND), Detonate (At any point or upon being destroyed, roll DEX or have all CLOSE take 2 WOUNDS) I To protect the crates


IV THE GELATINOUS GENERATOR

  • A massive machine called a Gelatinous Generator dominates the room.

    • It churns out Gelatinous Cubes every d4 ROUNDS.

    • There’s a 50% chance it has just spit one out as the heroes enter the room.

  • A Ghoul Technician stands overseeing the machine, making sure it keeps functioning.

  • The ghoul has a Scepter of Assertion.

    • The Scepter is a piece of HERETICAL LOOT that allows you to take control of any creature for a ROUND once a day.

    • The ghoul will not hesitate to use it on the heroes.

  • Any newly generated Gelatinous Cubes will simply begin to devour the nearest source of fresh meat, hero or ghoul alike.

  • Corridors lead away to rooms III and IV.

GHOUL TECHNICIAN N 3 H 8 A Wrench (2 WOUNDS, fix any damage to the Gelatinous Generator), Brain Worm (whoever deals killing blow must roll DEX or get a Brain Worm) I To keep the machine running


GELATINOUS CUBE N 2 H 10 A Envelop (1 WOUND +1 per turn of successful attack, after the first DEFENSE rolls have DISADVANTAGE), Acid (Every ROUND, destroy a random item from each enveloped, heal 1 for every item destroyed), Weak to Temperature I To grow


V LAMP GOLEM'S LAIR

  • Winding stairs lead up to this balcony atop the Berg.

  • A Lamp Golem strange mechanical creature shines light into the darkness, aiding in the Berg’s navigation.

    • Its beam is powered by a Bright Crystal, a piece of DIVINE LOOT that allows the wielder to use the Golem’s Flashbomb Ability once a day.

  • If the Golem is destroyed, it waylays the Berg, slowing its arrival to the Core Isopach by 3 TURNS.

LAMP GOLEM N 3 H 8 A Flashbomb (All in a cone in front roll CON or be blinded until you succeed on the roll), Slam (3 WOUNDS, hot), Armored I To chart the course


VI FUNGAL HYDROPONICS

  • Massive fungal clusters lie about this high-ceilinged room, letting off strange spores and oozes.

    • Use your favorite fungi list to stock the room.

      • Some fungi should provide dynamic challenges, others having beneficial effects to be discovered.

    • This adventure has a number of fun fungi and is very well put-together.

  • A Spore Hound lies concealed in the fungi.

    • It uses hit and run tactics along with its natural camouflage (ADVANTAGE on rolls to hide) to dart in and out of the strange fungi.

  • Passages lead off to rooms III and VII.

SPORE HOUND. N 2 H 7 A Tentacles (can attack for 2 WOUNDS NEAR), Mushroom Maw (those wrapped in tentacles take 3 WOUNDS from attacks and must roll CHA or be infected and at Dr-ii-kor’s command until you succeed on the roll) I To serve Dr-ii-kor


VII THE WRAITH'S DOOR

  • This room has two rusted iron doors on either side.

    • Whatever door is opposite the heroes’ entry is locked and has an ornate stone frame, in which are carved some words, as well as 4 small indentations

      • “I VINDICATE YOUR SINS”, and smaller under it, the letters “NIEC”

  • .The wall of this room is dominated by a large metal unit with a latch release on the side

    • This is the second bay of electrified hooks that will be released to activate the Isoprach and pull the Berg up the elevator shaft.

  • Against the opposite wall is a small iron plaque

    • 4 gems sit in shallow indentations, all of which can be easily removed.

      • A scarlet ruby

      • A violet amethyst

      • An indigo sapphire

      • A yellow quartz

    • The indentations on the door frame are perfectly gem-sized, and the proper order will make the door unlock.

      • The correct order is sapphire, amethyst, quartz, ruby

        • This is a letter puzzle. Taking the first letter of the word in the phrase next to the letter of “NIEC” gives the first two letters of the relevant color.

          • IN for indigo, VI for violet, YE for yellow, and SC for scarlet.

    • If the plaque is peeled back, behind it, in a shallow alcove, is a Replicator

      • The Replicator is a piece of ODD LOOT that can make an exact copy of anything put in it once per TURN

  • When the heroes touch something in the room, a Ghoul Wraith rises from the ground and begins to attack.

  • Passages in the room lead out to rooms VI and IX.

GHOUL WRAITH N 3 H 6 A Spectral Throttle (2 STRESS), Brain Worm (whoever deals killing blow must roll DEX or get a Brain Worm), Incorporeal I To take revenge on the living


VIII DIVING HATCH

  • The wall of this room is dominated by a large metal unit with a latch release on the side

    • This is the second bay of electrified hooks that will be released to activate the Isoprach and pull the Berg up the elevator shaft.

  • 3 Ghoul Technicians stand ready in dive suits.

  • A hatch down to the Ocean of Oil lies in a corner of the room.

    • It can be opened with an INT roll, ADVANTAGE with appropriate tools.

  • A random piece of oil-soaked LOOT, the fruits of the most recent dive, lies in the corner.

  • Corridors lead away to rooms V and IX.

GHOUL TECHNICIAN N 3 H 8 A Rotting Throttle (2 WOUNDS), Brain Worm (whoever deals killing blow must roll DEX or get a Brain Worm), Dive Suit I To keep the machine running


IX THE DECK

  • This open-air deck looks out onto the Ocean, a visual reminder of just how close the Berg is to the Isoprach

  • Xokrodir stands at the wheel, standing inside a circle of runes

    • These are runes of invulnerability

      • Anyone who stands on them cannot take WOUNDS or STRESS

    • If Xokrodir is tricked or forced off the runes, he will retreat, locking the wheel

  • Passages lead away to rooms VII and VIII.

XOKRODIR N 4 H 10 A Mind Crush (roll INT or take 3 STRESS, or all NEAR roll against 2 STRESS), Telekinesis (Xokrodir can lift and manipulate things at FAR range), Brain Worms (whoever deals killing blow must roll DEX or get a Brain Worm), Brain Eating (spend a TURN eating a fresh brain to get to full health), Egotistic (a display of disrespect grants ADVANTAGE on attack rolls), Undead, Hideous I To conquer and pillage

RANDOM ENCOUNTERS

As normal, a random encounter occurs every 6 TURNS, and can be negated by spending a point of SUPPLY. Roll a d6 to see what the heroes encounter.

1-3 d4 Hookwings

Hookwings are predatory creatures native to the Ocean of Oil, leathery-winged and crystal-eyed creatures with forearms ending in metal-rending claws. There is a massive nest of them lairing in the Isopach, and a small pack wanders out to investigate the Berg, ripping through the stone walls and attacking. Another Hookwing arrives every d4 ROUNDS until all the Hookwings are indisposed.

4 Collision

The Berg runs up against another island. The floor rocks and shakes for the duration of TURN, and 3 Myconid Warriors wander aboard the ship, fleeing the collapse of their home. Terrified, they’ll intercept the party next TURN.

5 Dr-ii-kor (if dead, 2d4 Ghoul Technicians)

6 Xokrodir (if dead, 2d4 Ghoul Technicians)


HOOKWING N X H 5 A Swarm (N is equal to the number of Hookwings in FAR range), Rending Claw (1 WOUND, destroy a random piece of equipment), Crystal Eye (if surgically removed, acts as NATURAL LOOT that allows you to look through any Hookwing’s eyes with a WIS roll) I To hunt


MYCONID WARRIOR N 2 H 6 A Telepathy Spore (emit to speak freely in the minds of all FAR), Flintstalk Spear (2 WOUNDS), Myconic I To survive


DR-II-KOR N 3 H 8 A Spore Cloud (A cloud appears NEAR Dr-ii-kor and lasts for d4 ROUNDS, roll CHA or be at Dr-ii-kor’s command until you succeed on the roll), Telepathy Spore (emit to speak freely in the minds of all FAR), Rotting Fist (2 WOUNDS), Myconic I To control


XOKRODIR N 4 H 10 A Mind Crush (roll INT or take 3 STRESS, or all NEAR roll against 2 STRESS), Telekinesis (Xokrodir can lift and manipulate things at FAR range), Brain Worms (whoever deals killing blow must roll DEX or get a Brain Worm), Brain Eating (spend a TURN eating a fresh brain to get to full health), Egotistic (a display of disrespect grants ADVANTAGE on attack rolls), Undead, Hideous I To conquer and pillage


GHOUL TECHNICIANS N 3 H 6 A Rotting Throttle (2 WOUNDS), Brain Worm (whoever deals killing blow must roll DEX or get a Brain Worm) I To keep the Berg running


THE CORE ISOPACH

Instead of covering every eventuality and plan the heroes could come up with (which would be impossible), this sequence of ROUNDS describes an ideal version of the ascent as Xokrodir planned it. Anything the heroes interfered with may delay plans by a ROUND, or cause extra complications to be exploited. This is it, the climax of the adventure- can the heroes stop the Berg from conquering their home?

ROUND 1:

  • The set of electrified hooks from room VII deploy.

  • Dr-ii-kor ingests the Hookwing pheromone from room II, and begins to emit hypnotic spores from either room V or IX

ROUND 2:

  • The second set of hooks, from room VIII, deploy.

  • The Hookwing colony laired in the Isopach are now under Dr-ii-kor’s control, he can spend an action summoning d4 Hookwings that do his bidding

ROUND 3:

  • An electric current fills the chains, activating the ancient motors with a grinding hiss! The Isopach begins to pull the Berg out of the oil and into the air.

ROUND 4:

  • The Berg is lifted out of the Ocean of Oil.

ROUND 6:

  • The Berg is fully in the Isopach. It will take 3 more ROUNDS to reach the top of the Isopach, where the invasion begins on the 4th ROUND.


THE END?

Here are some ideas as to how the adventure might conclude itself, though every playthough is different, and you should use your discretion as to customizing the outcome for your playthrough.

  • The Fall of the Berg. The players kill Xokrodir and stop the Berg from ascending the Isopach. Depending on if the Berg is intact or any outstanding allies and villains yet remain, this can be the great springboard for a campaign where the heroes explore the Ocean of Oil to find a way home!

  • Xokrodir Fails. If the Berg is stopped from ascending the Isopach, but Xokrodir lives, he grows enraged. He lights a match and tosses it over the edge… it takes a ROUND for it to hit the Ocean, then it all goes up in smoke (see Fuel Holocaust).

  • An Oily Rebirth. If the heroes are incapacitated over the course of the adventure, Xokrodir orders the Ghouls to toss them overboard. The surviving heroes are resuscitated by a Myconid mage and their apprentices and teleported back onto the Berg with a piece of ARCANE LOOT, 6 TURNS later or just as the Berg begins its ascent into the Isoprach (whichever comes first).

  • The Berg Ascendant. If the Berg succeeds in scaling the Isopach, the heroes have a steep task ahead of them. The Isopach leads to the sewers under the heart of a Dwarvish metropolis (Erz, if in the Autumn Kingdoms). If Xokrodir is dead, Dr-ii-kor heads the conquest, which, without heroic interference, will be swift and brutal. From there, the Empire of the Berg will spread like fire on oil...

Fuel Holocaust. If, by some foul accident, the Ocean of Oil is lit on fire, it instantly not only destroys the Berg and the entire contents of the Ocean, but collapses the ground of the land above. The world is forever changed, as new passages to the underground ripped open by the explosion vomit forth eyeless, pale horrors...

On Scarcity

      Here's something that I, as a DM, don't quite know how to wrap my head around. It seems, however, to be a cornerstone of a par...