Showing posts with label Encounters. Show all posts
Showing posts with label Encounters. Show all posts

Sunday, February 21, 2021

The Glitter Ghoul

 Here's what I wanted to make:

1. A monster, who is

2. weak as shit,

3. poses a threat to whole regions, and

4. can and should be stopped by the PCs early, because the longer it goes unchecked the worse it gets. It should also

5. operate by a decipherable internal logic that isn't immediately obvious and

6. be super iconic and memorable.

Here's what I have:

The Glitter Ghoul

N2 HX A Blinding, Bonded Hypnotism, Shining Vitality, Spore Emitter I To colonize

Actually in no way resembles a ghoul. This creature, in its native form, looks like a shifting mass of glittering, blinding light squeezed into a multifaceted prism. It blinds anyone who looks upon it, bypassing even significant layers of protection- like looking at the open face of the sun.

They collectively reside in a demiplane known as the Shifting Gold. Planar scholars have concluded that the Shifting Gold is being eaten by a cosmic beast, and the recent incursion of Glitter Ghouls in the past century has been a result of colonization efforts. In fact, Glitter Ghouls were unheard of not but 100 years ago, making research on them rare and often incomplete or riddled with small errors.

The creature's first impulse, upon entering a new dimension, is to begin producing spawn. It lets out a hypnotic pattern of light on the first person it sees. This person becomes Bonded to the Glitter Ghoul, utterly under its control as long as it can see. The Glitter Ghoul then conceals itself as best it can, using its Bonded as a mouthpiece. The Bonded's eyes radiate pure light, so they often wear coverings over their eyes.

A Bonded can implant Glitter Ghoul spores into whatever it touches once a day. Anything that sparkles, shines, reflects, or otherwise makes a bright light can be infected with the "spores" of a Glitter Ghoul. It shines with unnatural intensity with a golden light while infected with the spores. That light brightens over the course of a tenday, slowly becoming blinding until it rips open a portal to the Shifting Gold, whereupon another Glitter Ghoul emerges to occupy their Bonded. Coins, torches, swords, mirrors, windows, and more can all play hosts to spores. The only way to destroy a spore is to make the object incapable of catching the light- corroding it, painting it, destroying it, disintegrating it, whatever.

To kill a Glitter Ghoul, plunge it into darkness and it screams itself into unmaking. It subsists on light shining on it, and often places itself in inaccessible but well-lit locales, as it can contact its Bonded from anywhere. Often, the challenge isn't spotting the Glitter Ghoul's handiwork, but locating the entity itself. Luckily, it is damn near offense-less save the blinding light. Its multifaceted carapace is invulnerable to conventional means of access.

d6 Adventure Seeds

1 A Glitter Ghoul has Bonded to a Medusa. The Glitter Ghoul has made the Medusa plea for repentance, saying that she wishes to interact with the cultures of the Kin. The heroes receive her plea- will they help her rehabilitate? After all, she does have her eyes securely under wraps, so her stone gaze won't harm anyone...

2 The Captain of the Guard reaches out to the heroes. A local crime lord has been handling a lot of currency that has the shine of the Glitter Ghoul... the heroes would be paid handsomely to raid the guild warehouse and track down the Ghoul. In reality, the crime lord is trying to collect the currency and remove the spores; the Captain is actually the Bonded one, taking out an enemy faction while taking suspicion off itself.

3 The Glitter Ghoul has bonded to a Dragon. It knows that it is advantageous to get adventurers to spread the loot in the hoard, so it spends years infecting it all with a latent spore, then bait the heroes into killing the Dragon so that they'll spread the hoard into the world. How long until the heroes catch on to the fact that portals are opening a week after their spending sprees?

4 The Glitter Ghoul finds itself incapable of Bonding due to a medical error. It sets itself up as a god deep in the Underdark. Can the players find a way to directly combat it? Especially when it asks its suppliants to start cultivating bioluminescent fungus in the nearby caves as a backup?

5 What would happen if a Glitter Ghoul Bonded to a powerful angel? The Celestial Host begins to ship out golden riches to impoverished locales, at the request of Eltheriel the Wise- the shining eyes are simply a sign of newly sparking divine inspiration.

6 What if there were an anti-Glitter Ghoul? Casting light on it banishes it and its touch, and it makes things dull and dim. What would make this monster all the more terrifying is a host of teeth and claws and rusted iron bones... it could truly prove to be a nightmare to deal with it, especially when you can't even see where it is to kite it into the light!


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...

Ekman's Screw (mask relay)

From: https://archonsmarchon.blogspot.com/2026/08/mask-relay-37-everlixir-visor.html To: https://velvetinks.blogspot.com/. Have fun! -- A me...