Showing posts with label review remix repent. Show all posts
Showing posts with label review remix repent. Show all posts

Sunday, April 21, 2019

The Tomb of Abysthor - pt 2 - The Pit of Bones

Part one here. [Status: not playtested. My group isn't too far off - I hope - but this is as much as I'm posting before player contact.]

I have been picking up more game-able ideas from this book Necropolis - London and its Dead, which I bought last year. Did you know: when they dug up St. Paul's cathedral (after it burned in the great fire I think?), under the contemporary English buried in the floor they found Saxon graves. Beneath those were Roman burial urns. Deeper, maybe 20 feet (I forget) were the shrouded bodies of pre-Roman Britons.

The holy sites have been so for a long time.

*****

The sheer cliff a thousand feet high runs north to south, cutting the world in half. The lands below are covered in clouds. Nobody knows what lives there. The Barrier separates civilization from wilderness, known from unknown, law from chaos, restriction from freedom.

The Empire of man covers the whole world except what's past the Barrier. On the Empire's fringes, in the badlands and desolate places by the cliffs, the wild elves live their lives of barbarism. Endlessly the generations churn onwards, violent and brief.

Each tribe has a god or demon that it follows and claims as its totem. These gods might be idols & statues or invisible sky-lords like those of the civilized folk. One such tribe had a powerful idol - a man with a jaguar's head. They lived right at the edge of the Barrier, the final limit of the Empire. As the city-folk spread ever outwards, the tribe feared one day they would have nowhere to go. With no magic and no great pantheon of civilized gods, all they could do is pray & sacrifice to their jaguar idol.

So they threw their own people over the Barrier, and augured the tribe's future from the screams echoing back up the cliff. (Once they threw over a man who didn't scream - who didn't die - but his story is not yet told).

Always in the same place they conduct their sacrifices. Tradition dictates it but nobody now living understands why this particular spot, and not another. Hundreds of wild elves, half-elves and human captives have gone over the edge but they were not the first dead to rest in that holy place. They won't be the last.

At the bottom of that cliff, at the edge of a misty jungle lies the Tomb of Abysthor.



*PSA: Buy it yourself if you want to see the original, you can get the old one for CHEAP or the new shit HERE*


The Pit of Bones

The jungle around is sickly thin and dying, with no underbrush in the entire hex (~3 mile radius) although the constant mist obscures vision. Nothing grows within 500' of the pit, splinters of bone poke out of the ground everywhere instead of grass. It's impossible to avoid crunching them under your feet.

The pit is a great half-bowl about 150' wide and 40' deep at the centre, focused on the dungeon entrance. The priests of Orcus have been unearthing ancient skeletons for their ever-growing army of the dead. A narrow ramp of earth cuts the pit in half and slopes up to an opening in the cliff face 10' above ground level (50' above the bottom of the pit). This is the entrance to the Tomb.

-At night, make two random encounter rolls. At least one encounter will be a group of Orcus cultists excavating, accompanied by some skeletons. They won't be on guard for trouble unless the PCs are returning to the Tomb after a few delves. During the day, just roll on the undead table below.


Dig Progress [d*]

The cult of Orcus is constantly excavating new recruits. Higher numbers on the table are generally older and buried deeper. The weak corpses on the lower entries normally get chucked into the Font of Bones in L1-6, but they can be fielded in a pinch when the cult is traveling the wilderness (ie. random encounters).

After the PCs' first visit the clock starts. Roll 1d4 to determine the initial undead troops available to the cult. As long as the digging operation persists, increase the die size every week or so (d4, d6, d8, d10, d12, d20). Basically the time it takes the PCs to crawl back to town, heal up and return to the dungeon should bring new challenges.

1-3 - 1d6 Font of Bones skeletons, as normal [2 HD, turn resistance +2].

4 - 1d8 sacrifices made by the wild half-elf tribes above. Bones are shattered after falling 1000 feet. [1 HD skeletons, very fragile, no resistances]

5 - 1d6 neanderthal oldsters of the local tribes who wander here to die when they can't fight or contribute anymore. Recalcitrant and difficult for the cultists to command, their dead dreams are alien to humans. [2 HD skeletons - stone axes 1d6]

6 - 1d6 witches and medicine men of the local neanderthals, died on failed vision-quests or slain by a rival magic-user. [2 HD skeletons - stone daggers 1d4, each can cast a random 1st-level spell]

7 - 1d8 imperial soldiers killed in one of many uprisings at the end of colonial adventures in the area. Speak Skeletongue or Imperial Common, highly disciplined. [Dead Legion: 1 HD skeletons - rusted shortswords 1d6-1, shields and armour 50/50 of chain or breastplates. -2 AC penalty for rusting]

8 - 1d4 imperial missionaries of the 137 gods. Mutilated & tortured terribly for their troubles. They serve Orcus in Hell now. [3 HD huecuvas, rotted robes, tarnished holy symbols]

9 - An animal killed by the neanderthals and buried in the pit as a sacrifice. Hungry! [50/50 - jungle bear or gorilla skeleton]

10 - 1d8 Charau-ka pilgrims thrown into the pit, their souls sent to the underworld as tribute to the demon lords. Happy to work with fellow infernalists! [3 HD ape-men skeletons - thrown rocks 1d4, stone clubs 1d6]

11 - 2d4 warriors of the first "civilized" barbarian kings who ruled the area over a millennium ago. Speak a dialect similar to Old High Imperial. Love a jolly good scrap. [2 HD skeletons with rusting grave goods - hand axe, shield and chain]

12 - 1d12 victims of the Duvan'ku death cult. Not so much "dug up" as unleashed on the world when their bones are disturbed. Can't communicate - souls trapped in a perpetual black void. Come join them! [1 HD lesser shadows - wandering alone, killed the cultists who dug them up]

13 - 1d6 barbarian warlords who died with dishonor and didn't get their own barrow-mounds. Prideful lovers of battle, difficult to control. [4 HD skeletons - rusted greatswords, piecemeal barbarian armour (as splint), great torcs and wristbands of corroded gold]

14 - 3d6 ancient sacrifices. Their bodies long gone, only the severed heads were cast into the pit. Now they fly about in a hungry swarm like airborne pirahnas. [Swarm: HD equal to half no. appearing, anyone inside 10' area takes 1d6/round]

15 - 1d6 Duvan'ku stranglers. The earliest humans who fell to Orcus worship, preying on each other and sacrificing to the Goatlord to escape the iron fist of the High Elves. [4 HD wights, rotted black robes]

16 - 1d6 Chthonic Elf corpse-fathers, awakened from slumber. These semi-mythical patriarchs were the first to devour their own dead millennia ago. Now grown massive and corpulent on carrion, spreading terror - and an unbearable stench - wherever they go. Their progeny will hear of their return eventually and take them to the lost city. [4 HD fat ghasts]

17 - 2d12 servitors of the High Elves. A mass grave of these now-extinct humanoids. Bred to the whip, easily controlled. [Skeletons of (d4) - 1 Pig-men (1 HD), 2 Gnolls (2 HD), 3 Hobgoblins (1 HD), 4 Bugbears (3 HD)]

18 - 1d6 High Elves, freed once more to crush the globe in their mailed fists! These apostates are distant kin to the sin-knights in the lost city. Their long, thin bones radiate Jack Kirby x-ray light through glowing armour. Wouldn't serve a human, least of all grimy cave-dwellers venerating a giant goat! [6 HD skeletons - two-handed swords and plate mail of lambent red which fade away when they're destroyed, each can cast 1 random wizard spell of 1st-3rd level at maximum effect]

19 - Unique Result. Once rolled, cross it off and write your own. Here are two:

(1) Forvalaka. The dread beast arises, bloodthirsty and insane after long ages of sleep. It goes its own way to hunt prey through the jungle as it used to in the ancient days. [A vampire were-jaguar. I'll probably have to use a few templates. In your system, it's a maximum-HD vampire with a tropical theme: transforms into a jaguar instead of a bat, summons local animals (jackals, hyenas) instead of wolves, etc]

(2) Lich. The sorceror-king of an empire lost to time. His reign ended when he was bound and thrown into the pit, but now the cult has dug him up and you're fucked!! Scintillating crystal manacles cause his spells to fail 33% of the time. If the cult can remove them, he is at full power. Defeat him beforehand and recover them intact, they're worth 12,000 gp. [8th level wizard - remember this is E6! - knows spells of a lost age. Dig out that supplement you've been meaning to use, open up a different gamebook, whatever you gotta do]

20 - 1d10 Snake-Men skeletons! So old they're almost fossilized. Woken from their serpentine dreams of sex, death & black sorcery to terrorize the mammalian races again. They'd never serve some idiot humans, but strike out on their own to cause trouble elsewhere in the campaign world. [10 HD large skeletons - 50/50 warriors w/ silver swords, sickles and bronze breastplates or sorcerors with 1d6 spells your players have never seen before]

Once a 20 is rolled, the great pit is exhausted. No more useful bodies can be dug up, just parts & pieces for the Font of Bones.

*****

Once again the Tome of Horrors delivers the goods! I love the Font of Bones in the original adventure, but after Vuk Thuul's player had the idea of cliffside human sacrifices, everything fell into place and I had to frame the Tomb this way. Player-directed worldbuilding!


Monday, July 9, 2018

The Tomb of Abysthor - pt 1 - Overview & Wilderness

I was looking for modules to cram into the wilderness game, and wondering if they are even worth the bloody effort. 

Those old Necromancer Games adventures (and their Frog God Games updates for Pathfinder), like The Tomb of Abysthor? I talk a big game about using them. But the inferential distance is... vast, at points.


Can I tweak it just a little bit - enough that it would make sense to include, and be worth the effort?



***** WHAT DO? *****


MAPS / LAYOUT


The maps are one of this module's main strengths, the dungeon has plenty of twists and turns. Nothing to complain about here, if I had to I could just steal the maps and happily write my own dungeon.



GODS / BACKGROUND


Orcus can stay obviously. Thyr and Muir I am 50/50 on, probably replace them with something local to my game. Tsathoggua I will keep: although I have been beating the Mythos drum a lot around here, why look a gift horse in the mouth?



HUMANS vs HUMANOIDS


In the wilderness, there are no civilised humans, and NO ORCS. I will need to change the orcish priests of Orcus to another humanoid race. Have to be careful not to overshadow the 'Orcus-ness' with whatever racial traits they have going on or their place in the campaign. Think about this for next installment.



ALIGNMENT


I use simplified alignment (Law and Chaos). This changes all the magical traps that would be triggered by a Lawful Good-aligned PC walking past. Most of my players are going to pick Chaotic, so if the magic traps are triggered by 'the first lawful character who walks past' this opens up the stealth option, and I like it. It also means all the saints' and heroes' graves are tough places for the PCs to hide out in, and they won't be able to use the holy relics.


This brings up another problem though:



TRAPS IN GENERAL


How many glyphs of warding can one dungeon have? Did people really play like this back in the day? What a fucking grind


MOST of these will get subtracted, and the ones that remain will be made visible. And what is this shit about Disable Device DC 28, like your thief can just "oh yeah, I disabled that magic glyph. Don't ask me how." I hate that. It needs to be changed somehow.



TREASURE


A +1 buckler? Stroll on pal. 


Almost all of this will have to be revamped. I am giving out way fewer magic items in this game, and trying to make them more interesting. The single-use stuff like scrolls and potions can *mostly* stay, but all +x whatevers get deleted. SOME will be replaced by cool new stuff, and I'll try to tie them in to the setting, the dungeon or some aspect of the story. This is WAY more work, but there are plenty of random tables to help things along.


LEVELS / CHALLENGE


Epic 6 means everything has to get nerfed pretty hard. 


Dark Natasha, Balcoth, the higher priests of Orcus, Abysthor himself will all get their levels reduced. Without fussing OVERLY about balanced encounters, quite a few of the monsters will have to get swapped out or toned down. 10- or 12-HD demons need to be placed much more carefully in an E6 game, they are so much more powerful than any human can be. This will make life easier though, as lower levels means less stats!


There is a damn LICH in this dungeon. He can stay, but will be nerfed down to a lower level. An article on 'dangerous ways to get more levels in E6' will follow later: lichdom is obviously in there.



THE WILDERNESS


Nothing really exciting. What is it about 'the wilderness around the dungeon' that just drains the creativity of adventure writers? I haven't liked this part of any module I've ever read. 

We have:

-ruined and defaced shrines to Thyr and Muir
-a lake with some giant frogs
-a one-eyed troll
-a gnoll village
-some giant spiders
-an entrance to the underdark
-a black dragon with some orcs

-a wandering beholder (fuck!!)
-some sinkholes
-a random encounter table with all this stuff, plus stirges, acolytes of Orcus, ghouls, goblins, manticores, ettin, wyverns, etc

All pretty standard stuff, and easily replaced by the shit in your own game world.

This can all get scrapped, except the ruined temples to Thyr and Muir with all the secret treasure inside. They can come along whole cloth, I'll place them somewhere out in my campaign world and fill them with clues pointing towards the dungeon.


SUMMARY

It seems I have my work cut out for me. The maps, monsters, story hooks, villains and encounter tables are cool, but stats will need to be severely edited, traps and treasure almost totally redone.


Next time Level 0: THE BURIAL HALLS and Level 1: THE UPPER CAVES!


*****

Now go HAIL ORCUS while listening to this: