Saturday, 10 May 2014

A Single Small Cut, a continuation of



A Single Small Cut, a continuation of

So I have been reading though this little adventure (probably not really an adventure, more of a highly detailed encounter, with a bit of quantum ogre thrown in) and I am totally digging it. I have keyed it into my map and when (if) the players go to the area (they are close by) I will have it occur (as I said quantum ogre). But there are a few things within this adventure that I know my players will be after and that I will have to make up (which is fine), and I will go into that after the dots as it’s probably a bit spoilery.




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So anyway, there are these things called “the red bells” which are the whole reason why the thieves are in the church to begin with (read the adventure if you don’t understand) and there are seven of them. The one that this adventure revolves around summons a creature from the great beyond called “the Corrector of Sins”, now this guy is a bit of bad mother fucker who don’t take no shit from nobody. Not only is it hard to destroy him, but if you do it wrong you might not even really do it (no really, read the adventure), he (that’s right, im calling it a he) also can have many a hit dice and even some magical powers. So yeah, it’s both bad and good. But my players will almost definitely want to acquire the rest of the bells or at least some of them, so that they can use them to maybe help sort out the mess that they made to the north (read: death frost doom). So I have decided to go and sort out what else occurs after the adventure. Here is also where it might get a bit more spoilery, no gap this time.

So within the open tomb of the man of the Order of Kites you find a small rolled up scroll. Unrolling it reveals that it is in fact two scrolls, a small and undetailed map, and a little note. The note reads

“DO NOT, WHAT SO EVER, RING THE BELL!!!
If you have uncovered my tomb you have placed the world in a great danger.
If your motives are pure than please ensure that the bells don’t fall into the wrong hands.
UC FYTC DMSLB DGTC MD RFC QCTCL ZCJJQ, YLB RFCW YPC ICNR UGRF Y FGEF PYLIGLE KCKZCP MD RFC MPBCP. G UYQ EGTCL RFC ZCJJ RFYR APCYRCQ RFC SLFMJW MPEYL YZMKGLYRGML, YLB RFC MRFCPQ FYTC ZCCL KYPICB SNML RFC KYN RFYR GQ CLAJMQCB. RFC MLCQ UC ILMU YZMSR YPC:

1 SLFMJW MPEYL YZMKGLYRGML
2 RFC JGTGLE GLDCPLM
3 QICJCRYJ ZCYQR
4 ZJYAI EMYR MD RFC UMMBQ
5 RFC QJSKZCPGLE ZCYQR
6 SLILMUL
7 SLILMUL

Please ensure there secret is kept”

The map is of the general area of the kingdom (from about 50-300 years ago), it has fifteen different locations marked upon it, and three of them are used to triangulate various different locations leading to five of the bells. One of the areas is also the current area that they are in (for the actual adventure). It also has written very small in one of the corners in an old language “A=Y” this is the key to the substitution cypher for the encoded part of the note. But for everyone playing at home here is what it actually say:

We have found five of the seven bells, and they are kept with a high ranking member of the Order. I was given the bell that creates the Unholy Organ Abomination, and the others have been marked upon the map that is enclosed. The ones we know about are:

1 Unholy Organ Abomination
2 The Living Inferno
3 Skeletal Beast
4 Black Goat of the Woods
5 The Slumbering Beast
6 Unknown
7 Unknown

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Yep, there is some crazy stuff there. Here is some information now regarding the “new” bells that I have made up.

Unholy Organ Abomination: also known as “the Corrector of Sins”

The Living Inferno: This creature has 2 HD (D8) for each torch/lantern/fire that is lit in the area (up to 250ft radius) up to 24 HD. It has a base armour of 14 and one attack for each torch up to 4 attacks, these attacks do 1D6 damage and for each extra torch after 4 it steps the dice up once on the dice chain (after hitting D12, it becomes 2D6, than continue on). Anyone who is within 5ft of this creature takes 2D6 damage each round and must make a save vs breath weapon or be caught on fire. When this creature is formed it sucks the fire from the torches (making the entire area dark) and it forms a interdimensional rift that is then torn asunder as the fire begins to form the body of "The Living Inferno", any living thing that witnesses this spectacle must make a save vs magic or suffer 2D6 Wisdom damage (temporarily) and then make a save vs paralysis at -Wis damage or be unable to move or act for 1D8 rounds. This looks like a large-huge bipedal fire elemental. It is healed by any fire based attacks. Any normal attacks or water based attacks deal only half damage, and it takes full damage from any magic or magical weapon. If this thing is attacked by any water when it is destroyed it will reappear when the bell is rung next. The red bell that summons this creature can be used to dismiss it, but only if the bell itself is on fire. The bell has a picture of a flaming inferno carved into the main part of it (waist and sound rim).

Skeletal Beast: This creature is created from the bodys of anything that is dead within a 100ft radius, the skeleton of the remains begin to move towards the a centre point (the bell) and then begin to form into a undead hydra with 1 head per 2 HD up to 7 heads. The undead hydra has an AC of 14. This undead hydra gains 3 HD form human or larger remains, and 2 HD for animal remains, and can have a maximum of 25 HD. It gains one attack per 2 heads and a special attack for head 5 and 7, the attacks do 2D8 damage and for the special attacks roll on the following chart (1D6 1 fire, 2 ice, 3 water, 4 electric, 5 acid, 6 poison gas) and has an attack range of 90ft that spreads out at 120 degrees, these attacks do 3D6 damage plus any special effects from the type rolled (fire has a 2 in 6 chance to light anything it touches on fire, ice makes the target only have half an action, water knocks anything it hits over, electric causes the target to lose its next action, acid reduces AC by 1 for every 3 points of damage, poison gas deals an extra 2D6 damage) and a save vs breath weapon negates these effects and reduces the damage of it by half. Any time that a single hit does more than 15 points of damage to the undead hydra it removes the head and two replace it, unless acid damage is done to it (more than 5 points), if it takes more damage than its HP it still is destroyed. If the undead hydra is killed without it having any acid damage done to it (not just the heads) than it will reappear the next time that the bell is sounded.

The Slumbering Beast: when this bell is sounded it puts anyone within 50ft to sleep (much like the sleep spell, but it affects an infinite number of HD), these sleeping bodies than stand up and begin to move towards one another (this takes about 1-2 round/s) when the reach each other they begin to form into a golem made from the bodies of the sleeping. It gains HD equal to the number of sleeping bodies that it is made from times by two. It has an AC of 16 and 2 attacks which do 1D12 damage each. Any time that the bell is rung it functions much like if it was the first time that it happened, but the bodies join onto the golem and it gains HD and HP as per the number of new bodies it gains. If any magic users or clerics are a part of its body than it can cast spells equal to its HD in either of the levels. The only way that this thing can be truly destroyed is if it is killed and then the bodies that make it up and the bell are all burnt.

Black Goat of the Woods: refer to Shub-Niggurath from Carcosa. (yep im lazy)



Anyway that’s about it, let me know what you think

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