Showing posts with label Loot. Show all posts
Showing posts with label Loot. Show all posts

Thursday, February 4, 2021

BLACK MYTH for ICRPG

With help of Ezzerharden’s primer and a lot of delicious art from Black Myth: Wukong.


BIO FORM: Everyone is at least half Celestial. That means that they are more tangible and powerful than most creatures in the world, the spar of Heaven powering their souls.

  • You start with 7 STAT points and 5 EFFORT points: you are a force to be reckoned with.

  • You have an animal form of your choice you can occupy once a day.

  • You operate on a different power scale: mortal creatures, like people and animals, never have HEARTS, only mystical entities can challenge your might in this way.


MARTIAL EFFORT: GUNS and KUNG FU both use a d8 EFFORT dice. However, in order to be “proficient” in these advanced weapons, you have to have at least 1 point in normal WEAPON EFFORT to represent your general training.


STARTING ARCHETYPE: Choose one of the options below, which gives you an extra piece of equipment and a starting ABILITY.

MONK You have honed your body with martial arts, meditation, and intense discipline. You get Focus Wraps (+2 MARTIAL EFFORT) and Mobile Mastery (You have ADVANTAGE on attacks when you move in the same ROUND).

ALCHEMIST Having mastered the traditional arts of healing, you’ve moved onto the greater pursuit- creating the False Gold of Immortality. You get an Herbal Kit (3 uses, heal ULTIMATE EFFORT) and the Midas Touch (once a day, touch something inanimate and turn it to gold).

NOBLE You are insanely rich and powerful, the scion of one of the Emperors of the Middle Kingdoms. You get a Badge of Imperial Authority (“I’m with the Emperor.”) and Commanding Word (Once a day, point to someone and command them, with a CHA roll if they’re inhuman, they must do what you ask).

GENERAL You have mastered the art of war, your skill in combat and leadership absolutely legendary. You get a Victor's Whetstone (Use this on a weapon to get ADVANTAGE on your next d4 attack rolls) and Command (On your turn, you can command an ally to attack for free).

MYSTIC You tap into the latent energies that suffuse the cosmos, known as Qi (“chee”). You get Prayer Beads (+2 MAGIC EFFORT) and Qi Manipulation (Take damage in order to automatically damage someone FAR from you for the same amount).

EIDOLON You are practically a specter, and shadows are like a cloak you wear on your shoulders. You get a Spider’s Mantle (As long as you are in darkness, you can climb on walls) and a Umbral Touch (Once a day, extinguish all light sources FAR from you and regain 1 HP per light extinguished).

INVOKER You summon idols and spirits from the strange realms beyond. You have a pet (1 HEART, +1 to all rolls and EFFORT) and a Spirit Step (Teleport anywhere you can see with a WIS roll, if you fail, you get shunted somewhere random in the cosmos).


STARTING LOOT: In addition to 4 pieces of ALFHEIM starting LOOT, start off with 2 Glyphs of any form. Each Glyph manifests itself differently depending on the form it takes. It can be used as a SPELL, a TATTOO, INSCRIBED on any item, or carved specifially into a WEAPON. (For example, Sun Wukong’s staff would be a quarterstaff with a STEEL INSCRIPTION and a WOOD WEAPON inscription, and that one item would be his magical starting LOOT.) Each one has a different effect:


SPELL

TATTOO

INSCRIPTION

WEAPON

WATER

HEAL. Heal for MAGIC EFFORT.

FLOW. Your speed is doubled, and your body becomes amorphous, fitting through anywhere water can.

PLENTIFUL. The object goes above and beyond what it is supposed to do- a bag might have extradimensional volume, or produce 3 gold coins every time you open it...

EVER-FLOWING. If you get a 15+ on an attack roll, you can attack again.

STEEL

FABRICATE. Mold something metal into something else of equal volume for d4 ROUNDS.

IRON SKIN. +3 DEFENSE.

INVULNERABLE. This item cannot be destroyed or FUMBLED.

MAGIC-BUSTER. If you deal a HEART of EFFORT, you destroy enchantments on the target.

WOOD

OVERGROWTH. Touch a plant to have it explode in size instantly.

EVERGREEN. When you’re conscious, you regenerate 1 HP per ROUND so long as you haven’t taken fire or poison damage in the last ROUND.

SENTIENT. This weapon has a mind of its own, and communicates to you in some way.

RESIZING. The weapon can resize to any (reasonable) size.

FIRE

FLAME RAY. Create conflagration in a line FAR from you, it deals MAGIC EFFORT.

HOT SKIN. Deal BASIC EFFORT to anyone who hits you with a melee attack.

CONSUMABLE. When you destroy, consume, or break this item, something epic happens!

CONFLAGRATION. The weapon lights what it hits on fire, dealing BASIC EFFORT each ROUND until put out.

AIR

WEATHER CONTROL. Do a HEART of MAGIC EFFORT to control the weather for d4 ROUNDS.

WIND WALKER. You can fly half your speed.

POWERFUL. Like the gale and typhoon, the forces of nature give this item ULTIMATE EFFORT.

DANCING. Let go of your weapon and it will attack for you. It has a +0 to hit and uses your EFFORT bonus.


THE PREMISE: You all are graduates of the Still Pond Monastery, one of the Eight Pillars. Having graduated long ago, you all receive rather sheepish-sounding letters from the Oni in charge of the monastery, Master Fao. Despite appearing to be a hard, stone-faced demagogue during your time in his training, in your adulthood you realize that he was actually relatively ditzy and reckless, especially because of his penchant for “collecting” magic artifacts. He explains that the Monastery is in some trouble due to his recent escapades, and that he needs your help to set it right...


THE WORLD: The Middle Kingdoms, land of the mortal Emperors locked in eternal war for territory, lies in between the Eight Pillars, structures that bridge the mystical world with the corporeal. Beyond their perimeter, the magical realms of the Kunlun Mountains, Scarlet River, Flowing Sands, and Pure Lands are home to mighty Celestials and terrible beasts, like the Vermilion Phoenix and the Onyx Tortoise...


THE COSMOS: The Eight Pillars each also act as gateways to Heaven (Tian, home of the Jade Emperor and the Celestial Court) and Hell (Diyu, home of Lord Yama and his infernal servants). In addition, each planet is aligned with a specific element: Mercury (WATER), Venus (METAL), Mars (FIRE), Jupiter (WOOD), Saturn (AIR).

Saturday, December 19, 2020

HATS

I needed a creative jolt, the Oblidikjsdftch delivers a prompt unto me. "Hats". This post is d10 hats, in response to SteppedOnAd4's challenge.

1 The Fish of the Bowling Bear. This is a large, taxidermied carp attached to a leather cap, in a faux sort of flopping motion. It is given as a prize to the person who manages to stomach the most Fire Eel, a drink of flaming Dwarvish ale with a live eel in it, within an evening. The Fire Eel is sold exclusively at the Bowling Bear tavern, and is currently held by Bjorkstel Untergaardt, the barkeeper and resident mixologist of the Bear.

2 Psychic Cap. This cap uses illusion magic to look like whatever sort of headgear any onlooker would find most impressive or fearsome, whatever that might be.

3 Coward's Beanie. This was some Elvish artificer's Sophomore year final, and they got a D+ on it. While wearing this bloodstained beanie, if you pull it over your eyes, you become invisible, but inexplicably emit a high-pitched whining sound. In addition, you can rip in in half to tear open a portal to the Astral Plane that sucks everything around it inside. Generally regarded to be a useless piece of garbage, which is code for ripe for adventurin'.

4 Skull-Crown of the Corpse Warlord. While wearing this rotten mass of spongy and mold-infested bone, you can roll CHA to command any mindless undead creature you can see. Once you have 10 commanded undead in your retinue at once, your skin begins to slough away. When you get to 15 at once, you become the new avatar of the Corpse Warlord, reborn in malice.

5 Helmet of Orb Attraction. This large, crystalline mass, covered in multifaceted spheres carved from magical gems, really puts a strain on the neck. When the conspicuously large switch on the back is flipped, it acts as a magnet to any and all orbs (smaller than an astrological scale) near you. If it can't be pulled to you, you are pulled to it. Once you put it on, you are cursed so that you cannot take it off.

6 Fez. This strange hat makes the user immune to aging and withering effects, and can be used once to travel to any other point in time, at which point it is destroyed. Once, it belonged to the Medic of Many Faces, but was since lost after his fall at the Battle of Trenzalore. (Sorry, had to.)

7 Twiggsley's Crown. Twigglsey is an archdruid from a far away woods. They are also a vulture. This mighty holy artifact, to the untrained eye, looks like an unkempt and empty bird's nest. Druids and priests of the old gods pay pilgrimages to visit this mobile shrine. Wear it and keep it safe for long enough and Twiggsley will lay an egg in it...

8 The Slime Helm. At first it looks like a globby, gelatinous mass on someone's head, but upon closer inspection, the ooze is actually congealed atop a steel helm. The ooze can attack with pseudopods at the wearer's command, destroying equipment with a corrosive touch, but if it remains unfed for to long, it will crawl into the wearer's eyes and begin to pilot their body.

9 Xymanthur's Cowl. An ancient lich-lord from Not Egypt (TM) was the bearer of this gaudy, bedecked cowl. The lich can speak in deathly whispers to anyone who wears the helm, making offers of power in exchange for "favors". There are three sapphires set in the front of the cowl's brim, the eggs of the eagle set just above. Touch the eagle after having drunk fresh blood to fly for a TURN.

10 The Dread ANTI-HAT. Nothing is atop your head, and nothing will ever be atop your head. If you put on a hat, it is instantly sent to a parallel dimension, never to be seen or heard from again save ungodly powerful magics. If you put something else on your head, the object sparks, burning you enough to make you drop it.


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...