The Alexandrian

Posts tagged ‘rpg scenarios’

Eclipse Phase: Psi-Chosis

October 7th, 2016

Eclipse Phase: Psi-Chosis

Eclipse Phase: Transhuman

FIREWALL BRIEFING

SUMMONS: PCs are summoned to Nova York. No indication of what their mission may be. Fake IDs are not required, although caution never hurt anyone.

RESEARCH (-20): May allow PCs to pick up some of the details from the briefing before arriving.

VIRTUAL CONFERENCE: Hosted in a VR simulspace as soon as the last PCs’ transport is close enough to mitigate transmission delays.

HOST: Depicted as a featureless shadow. Infomorph in a heavily secured eidolon using a suite of kinesic-denying software.

ITINERARY: Firewall has been tracking a series of apparent async events on Nova York over the past six weeks. Rumors or confirmed reports include:

  • A telepathic blast allowing someone to summon medical assistance for someone injured in one of the nickel mines.
  • A beaten wife causing her husband to collapse through sheer anger. (The muslim community on Nova York is interpreting the incident as a punishment of sin.)
  • A series of minor robberies which may have been aided by post-hypnotic suggestions. (Although traditional cyberbrain-hacking may be the actual culprit.)
  • Everyone in an area reportedly “sharing the same thoughts”.

Firewall’s initial suspicion was this might be evidence for a new async. Or possibly an async gang trying to expand into Nova York.

Over the last ten days (which may have been while the PCs were in transit), however, there have been three major incidents:

  • Over the course of a week, roughly a dozen people were struck with complete and total amnesia. (They’ve been restored from backups. Medical examinations have found no physical cause for their condition.)
  • Twenty people in a Banco de Nova York facility simultaneously experienced a “shared delusion” in which they all dived into the caldera of Olympus Mons.
  • A fifty-foot-long section of corridor in the Skin was found transmuted into gold.

A fourth incident – the most significant to date – occurred last night at a club named the Black Light.

  • Initial reports suggest a massive incident featuring Casimir force repulsion. To date, only exsurgent asyncs have demonstrated the ability to manipulate the Casimir effect.
  • The Black Light is located on the 276th sunward floor of the Harrington Torque, one of the kilometers-tall spindle-scrapers that crisscross Nova York.

The Black Light Incident represents our best lead. Your mission is to identify the cause of the Nova York Events and, if it represents a threat, put an end to it.

BACKGROUND – NOVA YORK (9 METIS)

Nova York is described in detail in Rimward, pg. 26. This section is a brief summary of information from Rimward and also contains original material pertinent to this scenario.

  • Population: 500,000 (third largest habitat in the belt)
  • 9 Metis: Large nickel-iron and silicate asteroid. (Not to be confused with the moon of Jupiter by the same name.)

THE CAVERN

  • CENTRAL CAVERN: Spherical, 4 km in diameter, 200m beneath the asteroid’s surface.
  • LIGHTING: Huge light tubes in the outer walls. At night, the lights of the buildings cause the surface of the sphere to resemble an enormous geode.
  • GRAVITY: Microgravity of 1/140th g. (Up and down have little meaning. Falling is irrelevant as air pressure and low gravity eliminate any risk of injury.)
  • SPINDLE-SPIRES: Thousands of exceptionally tall and fragile-looking buildings that extend between 100 and 150m above the surface, with a large number that extend all the way across the cavern.
    • Durable frame, with reflective or translucent materials that play with ambient light in the cavern.
    • Residents often jump from one building to another.

THE SKIN: Refers to all the tunnels burrowing through the asteroid around the central cavern. Most of these are the result of mining, but many have been converted to low-rent housing and the like.

NOYO ECONOMICS

  • NOYO: The locally produced currency. No other form of currency is accepted.
    • Value of the noyo decreases over time from the date of issue, which is meant to stimulate spending, discourage currency speculation, and prevent wealth accumulation.
    • Value of noyo is pegged to local reputation network, so people with high Noyo rep have their currency devalue at a slower pace.
    • Tends to warp the local rep economy – people tend to avoid “narcing” on their friends because it can create a negative feedback loop when money is on the line.
  • BANCO de NOVA YORK (BdNY): Manages all financial transactions and is the habitat’s legal custodian.
    • Residents and businesses rent their roofs; no one owns property.
  • EXTROPIAN: Other than the Noyo and BdNY, Nova York is generally extropian.
    • Private contracts for security, insurance, legal code, etc.
    • Each building is often a collective (either closely-knit or purely functional), often sharing contractural services.

NOYO CULTURE

  • Cultural melting pot.
    • Wide variety of religious memeplexes.
  • Heavily based around visual arts – sculpture, architecture, light-sculpting, sensory experiences, AR experiences, aerial dance routines, etc.
    • Planning to host an Intergalactic Art and Culture Show next year to draw tourists and residents.

BACKGROUND – PSI-EPSILON OPENER

Psi-opener drugs, as described in the core rulebook (pg. 325), are a variant of the Watts-MacLeod strain that temporarily imbue users with the ability to use one particular psi sleight. Neuralite (a well-cloaked subsidiary of the Cognite hypercorp) has been developing an experimental psi-epsilon opener. They’re hoping to unlock the powerful psi-epsilon abilities available only to exsurgents, but crossing the relatively benign Watts-MacLeod virus with active strains of the exsurgent virus is obviously incredibly dangerous.

The psi-epsilon opener is a binary compound: The epsilon primer and the epsilon psike-out. The opener only becomes fully active when the epsilon psike-out is taken by a primed subject.

Testing of the compound proved difficult because it had a very low success rate in laboratory trials. Neuralite’s scientists estimated that for every 1,000 test subjects they brought in, only one might actually manifest psi powers due to the safeguards they had added to the virus’ DNA.

As a result, Neuralite decided to test the compound by pumping the first part of the compound into the H2O supply of Nova York in order to saturate the population in preparation for the “activation event”. Their theory is that when they add the epsilon psike-out to the water supply in a few days, they’ll create roughly 500 powerful asyncs.

The early, minor async events in Nova York are due to an unexpected side effect from the epsilon primer: Citizens who are already asyncs (many of them minor asyncs who don’t even realize they have powers) are experiencing spontaneous and uncontrollable outbursts of psi energy.

The major async events in the last few weeks are the result of Neuralite performing isolated tests of the epsilon psike-out compound.

Epsilon Primer: The primer is essentially a complicated receptive capsid and does not contain any active exsurgent virus. This means that most people exposed to the virus are at no risk and their bodies will flush the primer out of their system within two weeks. The exception to this are asyncs, who must make a Moxie x 20 test once per day while exposed to the drug. On a failure, they’ll manifest a powerful and out-of-control version of a psi sleight. This experience generally inflicts 1d10+5 SV.

Epsilon Psike-Out: If taken by someone under the effects of the epsilon primer, the victim must make a Moxie x 10 test. (An async suffers a -30 penalty on this check.) On a success, the drug only has the effect of a normal psi-opener and psike-out (see Eclipse Phase, pg. 325). On a failure, the victim receives the permanent use of a random psi-epsilon sleight and also benefits from the effects of psike-out. Unfortunately, this also means that he victim is infected with the haunting version of the exsurgent virus (see Eclipse Phase, pg. 366). Each time they use the psi-epsilon sleight, there is a 10% chance that this will upgrade to the mindstealer version of the exsurgent virus (see Eclipse Phase, pg. 367).

ALL HELL BREAKS LOOSE

The epsilon psike-out is scheduled to be released 1d10+1 days after the PCs arrive. (It may happen sooner if Neuralite realizes they’re being investigated and Radom or Vangelis decide to pull the trigger.)

If the PCs fail to prevent the release of the epsilon psike-out, it’s a catastrophe: Neuralite’s estimates are off by a factor of ten (and they also don’t realize they’re creating exsurgents instead of empowered transhuamns). 5,000 psi exsurgents will be created in Nova York (emerging over the course of 1-2 weeks). At fully 1% of the population, they probably can’t be contained. The end result is that Nova York is likely to be quarantined or destroyed.

REVELATION LIST

LocationClueLeads To
Black LightProtoplasmic VomitMedical Analysis (Node 3)
Black LightDrink Fabber - CanisterNeuralite (Node 4)
Black LightDrink Fabber - Chemical ResidueMedical Analysis (Node 3)
Black LightSurveillance FootageModya Oborskaia (Node 2)
Modya OborskaiaTissue SampleMedical Analysis (Node 3)
Modya OborskaiaConstant ThirstWater Treatment (Node 5)
Modya OborskaiaInterrogationNeuralite (Node 4)
Medical AnalysisModya's DNAModya Oborskaia (Node 2)
Medical AnalysisEpsilon Psike-OutNeuralite (Node 4)
Medical AnalysisWater SamplesWater Treatment (Node 5)
Neuralite OfficeResearch Into Neuralite's ContactsWater Treatment (Node 5)
Neuralite OfficeModya SurveillanceModya Oborskaia (Node 2)
Neuralite OfficeCell CulturesMedical Analysis (Node 3)
Neuralite OfficeThe PlanWater Treatment (Node 5)
Water Treatment PlantNeuralite Personnel & EquipmentNeuralite (Node 4)

INVESTIGATING OTHER INCIDENTS

Following up on the events prior to the Black Light is not necessarily fruitless, but there’s not much to go on:

  • The people who experienced the telepathic blast have not repeated the experience (although one is, in fact, a weak async and just doesn’t know it).
  • The beaten wife is currently being sheltered by her mosque. (She’s an async trying to deny her abilities due to a religious belief that they come from Shaitan.)
  • There are no functional leads on the robberies.
  • The people suffering from amnesia have no memory of the event (no pun intended). None of them are responsible for the amnesia and neither their egos nor their morphs have anything abnormal about them.
  • There’s no indication of who (or what) was responsible for the transmutation (and the owners of the mine have sealed the area off).

Tissue samples taken from the telepath or the beaten wife contain high concentrations of the psi-epsilon opener. It’s difficult to isolate by itself (-20 modifier), but comparing these samples to other relevant samples provides a +10 modifier to those checks. (See Node 3.)

Go to Node 1: The Black Light

The Black Eagle

September 29th, 2016

Hans Thoma - Einsamer Ritt (1889)

This mini-scenario was originally incorporated into my first 3rd Edition campaign in 2000 or 2001. In 2003, I adapted it as a submission to Atlas Games’ En Route II adventure anthology. Unlike my other submissions, this was one was rejected. I retooled it for Dungeon Magazine in 2004, which also rejected it. In both cases, the objection was to the inclusion of time travel. If you don’t like time travel, the odds are you won’t be a fan, either. Otherwise, I think you’ll enjoy this little taste of the weird.

The following encounter has been designed for four characters of 8th level. Although not a full adventure unto itself, it can be used to add a little spice to an existing adventure or fill a gap when the need arises. It can be incorporated into any journey which takes the PCs along a road.

SUMMARY

While traveling down a road, the PCs have an opportunity to save the Duke of Alasson – also known as the Black Eagle – from worg-riding orcs. An hour later, the PCs have an opportunity to save another Duke of Alasson, this time from wolf-riding ogres. In the process, they discover that they have been at the center of a strange temporal anomaly: The first Duke of Alasson they met lived and died two hundred years before they were born.

THE FIRST EAGLE

The PCs are traveling down a road. Have them make a Listen check (DC 15). If they succeed, read the following to them:

It’s early in the afternoon. The road before you gently rises into a low hill. From beyond the hill, however, you can hear the clear sounds of combat – the clash of sword, the shouts of men, the cries of the wounded.

If the PCs fail their check, tell them that they’re approaching a hill. As they reach the top of the hill – whether they heard the sounds of combat or not – read the following to them:

As you reach the top of the hill, you are met with a scene of fierce and desperate combat below you. More than a dozen squat, swarthy figures astride monstrous wolves have surrounded a group of mounted men in full armor. The men seem to have fallen back some distance from the road now, forming a defensive circle. One man, dressed in black plate with a gold design embossed upon the chest, stands out from the rest – and you easily spot a heraldic banner flying above the group, bearing a golden eagle upon a background of black.

Erren, the third Duke of Alasson is returning from breaking the siege upon Dweredell by the orcish hordes. His army marches several days behind him, but he has galloped ahead after hearing news of an assassination attempt upon his son.

The orcs attacking him seek revenge for his breaking of the siege at Dweredell. Elite leaders within the horde, these orcs saw their army forced into rout and ruin. With their power destroyed or scattered, they gathered and rode in pursuit of the “black eagle of doom” which had broken them.

There are eighteen wolf-riding orcs facing off against the Black Eagle and his eight men. The orcs are fierce fighters and fairly intelligent, but they are not particularly cunning: One group has already charged into combat, and is now engaging in melee. The others are held in reserve. If the PCs make any move to engage the orcs, the nine orcs circling in reserve will charge once at them, and then engage in melee.


THE ORCS OF THE WASTES: Ftr4; CR 4; HD 4d10+11; hp 33; Init +2 (Dex); Spd 30 ft.; AC 17 (+2 Dex, +5 chain shirt); Atk +7 melee (1d8+4/x3, heavy lance) or +6 ranged (1d6/x3, short bow); AL CE; SV Fort +6, Ref +3, Will +0; Str 16, Dex 14, Con 15, Int 10, Wis 8, Cha 8

Skills and Feats: Listen +4, Ride +6, Spot +4; Mounted Combat, Power Attack, Spirited Charge, Toughness


RIDING WARGS: Medium-size Magical Beast; CR 2; HD 4d10+8; hp 30; Init +2 (Dex); Spd 50 ft.; AC 14 (+2 Dex, +2 natural); Atk Bite +7 melee (1d6+4); Face 5 ft. by 5 ft.; Reach 5 ft.; SA Trip; SQ Scent; SV Fort +6, Ref +6, Will +3; Str 17, Dex 15, Con 15, Int 6, Wis 14, Cha 10

Skills: Hide +7, Listen +9, Move Silently +7, Spot +9, Survival +2*

Trip (Ex): A worg that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provking an attack of opportunity. If the attempt fails, the opponent cannot react to the trip of the worg.

Skills: A worg receives a +1 racial bonus to Listen, Move Silently, and Spot checks, and a +2 racial bonus to Hide checks. A worg has a +4 racial bonus to Survival checks when tracking by scent.


AFTER THE FIRST FIGHT

Assuming that the PCs join the fight and help to destroy the orcs, they are approached by the Black Eagle (although the Duke’s men keep a wary eye on the PCs until they have proven themselves trustworthy). The Black Eagle professes, truthfully, that he carries with him no wealth or reward to give in boon to the characters. But he promises that, if the PCs will but ride with him for another three days, then a just reward will be theirs.

If the PCs Continue on Their Way: If the PCs decide to continue on their way, the Black Eagle thanks them again for their heroism – promising that their deeds will be praised in the songs of his halls. He and his retinue then ride out of sight down the road and back into history – the PCs probably never see him again. About an hour later, trigger the encounter with the Second Eagle (below).

If the PCs change their mind and try to catch up with the Black Eagle, they will be unable to find them. PCs who attempt to locate the party’s tracks may make a Survival check at DC 20. On a success, they will be unable to find any tracks but have a certainty that they would have if any existed.

If the PCs Accompany Him: The PCs ride astride with the Black Eagle as part of his entourage for the rest of the day. The Black Eagle will regale them with tales of his deeds (see below) and ask for tales of their deeds, as well. Allow PCs to make a Spot check (DC 25). On a success, let them note that something about the road seems oddly out of place – as if this weren’t quite the same road they had come down. But don’t let them put their thumb on what it is, exactly, that unsettles them.

At dusk, the party makes camp – raising a number of fine tents in an open field. Try to discourage the PCs from keeping a watch (the Black Eagle might take it as an insult if they don’t trust his entourage, for example). If they don’t, then when they awake in the morning they will find the Black Eagle and the entire camp gone without trace. If someone does keep watch, then mid-way through the night they will see the camp fade out of sight and disappear without trace. Either way, when the PCs begin traveling down the road again, trigger the second encounter (see below).

TALES OF THE FIRST EAGLE

The Secret Triumph upon the archery fields of Seranth. The Duke, in defiance of the king’s edict that none of noble blood should compete upon the tourney field in any event save the joust, secretly journeyed to Seranth to participate in the archery contest. There he competed against a man dressed all in black, who was almost his equal with the bow. In the end, the Duke split his own arrow upon the bull’s-eye twice in order to win. His opponent than unmasked, and was revealed to be the king himself.

The Seizing of the Ruby of Westernesse from the Red Prince during the western wars. It was then given as gift to the king, and sits still within the crown.

The Breaking of the Siege of Dweredell. When the dwarven kingdoms fell, the men of Dweredell held siege upon the fallen city of the dwarves for nearly two months before they were forced to fall back. For six weeks the orcs laid siege to Dweredell. In that time, the Duke of Alasson raised a great army and led it to Dweredell – breaking the siege and freeing the city.

THE SECOND EAGLE

Once again have the PCs make a Listen check (DC 15). If they succeed, read the following to them:

About an hour passes before the sound of combat again reaches your ear: Over the next rise it seems as if you hear again the clash of steel, the cry of men, and the bestial howl of the inhuman.

Read the following as the PCs reach the top of the hill:

The scene before you is eerily familiar: A handful of armored men has been surrounded by large, hairy figures astride monstrous wolves. Again, it seems the men have fallen back some distance from the road – forming a defensive circle. Again, you see the distinctive black plate of the Duke of Alasson – and their the banner of the golden eagle upon the black. The figures upon the wolves are larger now – as are the wolves themselves — and it seems that the men fare worse: At least one of their number has already fallen, and you see the signs of bloodying upon several others.

There are eight men accompanying the Duke of Alasson here. They are faced by fifteen Wolf-Riders (see sidebar).

The ogres are far more clever than the orcs of the past: They possess an uncanny advantage with their ability to perform ride-by attacks with reach, and they will not hesitate to make the most of it. Even if the PCs ready an attack against the ogre’s mounted charge, their reach should still allow the ogres to avoid it. Plus, the ogres will have their dire wolves ready an attack after the charge – so if anyone closes with them, the wolves will attack. Combined with the triple damage they do on their attacks, this should make the ogres extremely deadly in melee. The ogres are also smart enough to keep themselves spread out – hemming the duke and his men in, but keeping enough distance between themselves so that area-effect spells are as ineffective as possible.

Five of the ogres will immediately break away from attacking the duke and his men to focus on the PCs. If it becomes clear that the PCs are a credible threat, five more will break off and engage them.


WOLF-RIDERS: Ogre Ftr 2; CR 5; Large Giant; HD 4d8+2d10+12; hp 41; Init –1 (Dex); Spd 30 ft.; AC 19 (-1 size, -1 Dex, +5 natural, +6 +1 chain shirt); Atk +9 melee (2d6+7, huge greatclub) or +9 melee (2d6+7/x3, large heavy lance); Face 5 ft. by 5 ft.; Reach 10 ft. (15-20 ft. with heavy lance); AL LE; SV Fort +9, Ref +0, Will +1; Str 21, Dex 8, Con 15, Int 11, Wis 10, Cha 7

Skills and Feats: Listen +2, Spot +2, Ride +4; Mounted Combat, Ride-By Attack, Spirited Charge


THE RED WOLVES (Dire Wolves): CR3; Large Animal; HD 6d8+18; hp 45; Init +2 (Dex); Spd 50 ft.; AC 19 (-1 size, +2 Dex, +5 chain barding, +3 natural); Atk +10 melee (Bite 1d8+10); Face 5 ft. by 10 ft.; Reach 5 ft.; SA Trip; SQ Scent; SV Fort +8, Ref +7, Will +6; Str 25, Dex 15, Con 17, Int 2, Wis 12, Cha 10

Skills: Hide +5, Listen +6, Move Silently +5, Spot +6, Wilderness Lore +1*

Trip (Ex): A dire wolf that hits with a bite attack can attempt to trip the opponent as a free action without making a touch attack or provking an attack of opportunity. If the attempt fails, the opponent cannot react to the trip of the dire wolf.

Skills: A dire wolf receives a +1 racial bonus to Listen, Move Silently, and Spot checks and a +2 racial bonus to Hide checks. *It also receives a +4 racial bonus to Wilderness Lore checks when tracking by scent.


AFTER THE SECOND FIGHT

As soon as the Black Eagle, Tenth Duke of Alasson, doffs his helm, it should be clear to the PCs that this is a completely different person. Their first thoughts will probably run to impersonation of one sort or another, but if they tell their tale to the Duke his brow will furrow and he will tell them a tale of his ancestor – the third Duke of Alasson – who was beset upon this very road by orcs… and saved by a strange band of heroes. The story was chronicled in the song of the Duke’s life, and is still sung today in his family’s halls today. Marveling at the PCs’ tale, the Duke will ask them to accompany them. If the PCs go with him, he spins for them tales of his ancestor upon the road; treats them to a feast of “long-delayed and newfound honor” in his halls, and rewards them in a fitting manner.

IF THE PCs DON’T SAVE THE EAGLES

If the PCs fail to save the second Duke (the one contemporary with their own time), then the Duke is dead. It’s unfortunate, but no big deal.

If the PCs failed to save the first Duke, however, things change slightly: Now, the second Duke tells a sad tale of the death of his ancestor in a fell ambush by orcs after the breaking of the siege of Dweredell. He still marvels at the PCs’ tale, and invites them to his tent to share stories, food, and drink.

THE BLACK EAGLE AND HIS MEN

These stats can be used for both Black Eagles and their men.


THE BLACK EAGLE: Ftr9; Medium-sized humanoid; CR 9; HD 9d10+18; hp 84; Init +1 (Dex); Spd 30 ft.; AC 26 (+1 Dex, +10 +2 plate, +4 +1 adamantine shield of light fortification, +1 ring of protection +1); Atk +15/+10 melee (1d8+7/17-20, +1 keen longsword), +15/+10 melee (1d8+7/x3, +1 heavy lance), or +10/+5 ranged; SV Fort +8, Ref +4, Will +3; Str 19, Con 14, Dex 12, Int 14, Wis 14, Cha 10

Skills and Feats: Diplomacy +3, Handle Animal +5, Knowledge (etiquette) +5, Knowledge (heraldry) +4, Ride +15, Spot +7; Mounted Combat, Power Attack, Ride-by Attack, Spirited Charge, Trample, Weapon Focus (lance), Weapon Focus (longsword), Weapon Specialization (lance), Weapon Specialization (longsword)

Possessions: +1 keen longsword, +1 heavy lance, +2 plate, +1 adamantine shield of light fortification, ring of protection +1, gauntlets of ogre strength, 2 potions of cure serious wounds, 2 potions of cure moderate wounds,1 potion of endurance, 2 potions of jump

Mount: Light warhorse, half-plate barding (+7 AC)


MEN-AT-ARMS (x5):

Ftr2; Medium-size humanoid; CR 2; HD 2d10+4; hp 21; Init +1 (Dex); Spd 30 ft.; AC 18 (+1 Dex, +5 masterwork breastplate, +2 large steel shield); Atk +6 melee (1d8+2/19-20, masterwork longsword), +5 melee (1d8+2/x3 heavy lance), or +3 ranged; SV Fort +5, Ref +1, Will +0; Str 15, Con 14, Dex 12, Int 14, Wis 10, Cha 10

Skills and Feats: Diplomacy +1, Handle Animal +3, Knowledge (etiquette) +3, Knowledge (heraldry) +3, Ride +6, Spot +3; Mounted Combat, Ride-by Attack, Weapon Focus (longsword)

Possessions: Masterwork longsword, heavy lance, masterwork breastplate, large steel shield

Mount: Light warhorse


CONCLUSION

There is no explanation for what caused the PCs to slip through time: Perhaps it was a sympathetic connection between the plights of the two dukes. Perhaps it was the intercession of some god (known or unknown). Perhaps the PCs didn’t slip through time at all, but instead were visited by spirits of the past (the true heroes of the tale are long dead and forgotten).

The Wolf-Riders faced by the PCs here may be only one small part of a larger organization (possibly consisting of an entire ogre tribe or more). This may mean that there are additional attempts on the Black Eagle’s life that the PCs must help fend off. Or it might mean that the PCs have earned the enmity of dangerous giants.

The PCs also have a chance here to forge a friendship with the current Duke of Alasson.

The Black Eagles of Alasson have a long history of greatness, with a single exception: The Fifth Duke, it is said, went mad and disappeared into the west – taking with him the ancestral sword of the house. Perhaps it is time for someone to uncover the sword’s resting place and return it to the Duke.

Go to Eternal Lies: The Alexandrian Remix

Eternal Lies - German Translation

Tim Höregott is providing a German translation of both the Alexandrian Remix of Eternal Lies and the system cheat sheet I designed for Trail of Cthulhu. He will not be translating the handouts (he intends to use the originals), but will be translating all the various guides and cheat sheets. (If anyone else is interested in translating the handouts, please feel free to contact me.)

Tim is also the author of the Listen to the Gods blog (which is not in German), so make sure you check that out.

ETERNAL LIES REMIX (GERMAN)

1.0 Kampagnenübersicht
1.1 New York
1.2 Savannah
1.3 Los Angeles

TRAIL OF CTHULHU CHEAT SHEET (GERMAN)

Trail of Cthulhu - System Cheat Sheet (GERMAN)

(click here for PDF)

Go to Part 1

LABORATORY #24: WHITE DRAGON CASSANDRA

Lost Laboratories of Arn - Map Courtesy of Dyson Logos

This area is inhabited by the white wyrm Cassandra. She betrayed the Arn, but a sorcerer named Sargas stole her blue key, stranding her here. She will be instantly enraged by anyone with a Sorcerous Brand of Arn, but might be willing to negotiate with others if they can release her. She knows the entire blue network of teleportals.

AREA A – CAVERN OF ICE: All of the caverns are coated in ice. This is where Cassandra primarily lairs (75%). She will crawl up the icy walls, skittering here and there with seemingly impossible speed.

AREA B – CASSANDRA’S HOARD: Cassandra is here 25% of the time.

  • Coins: 12,880 sp, 4,320 gp, 106 pp
  • Gems/Jewelry: banded agate (10 gp), tourmaline (60 gp), silver pearl (130 gp), violet garnet (430 gp), silver anklet (30 gp), crystal bowl and pitcher (300 each), mithral wind chime (400 gp), silver broach inscribed “Tauros of Minoc” (800 gp), holy vestments of samite bearing the holy symbol of Vehthyl (1,000 gp), golden pendant with ruby (1,700 gp)
  • Items: divine scroll (bull’s strength), arcane scroll (unseen servant, spectral hands), arcane scroll (burning hands, disguise self, minor image), arcane scroll (suggestion, tongues), potion of levitate, potion of resist energy (fire), +1 short sword, wand of magic missiles (5th level caster, 34 charges), +1 frost longsword

AREA C – CASSANDRA’S EGGS: 6 white dragon eggs, worth 2,000 gp each. Bitter cold to the touch.

  • Freezing Zone: All of the small caverns in this area are artificially cold, inflicting 1d6 points of cold damage per round (Fort DC 20 negates).

AREA D – TELEPORTALS:

  • D1: Teleportal to area 23.
  • D2: Teleportal to area 25.
  • D3: Teleportal to area 21.

CASSANDRA – ADULT WHITE DRAGON (CR 10+2*): LE Large Dragon
DETECTION – blindsense 60 ft., darkvision 120 ft., low-light vision, Listen +10, Spot +10; Init +0; Aura frightful presence; Languages Common, Draconic, Elven
DEFENSES AC 26 (-1 size, +17 natural), touch 9, flat-footed 26; hp 576 (18d12+72); DR 5/magic; Immune cold, paralysis, sleep; Resist spell 18; Vulnerable fire
ACTIONSSpd 60 ft., fly 200 ft. (poor); Melee bite +24 (2d6+6), 2 claws +18 (1d8+3), 2 wings +18 (1d6+3), and tail slap +18 (1d8+9); Ranged +17; Space 10 ft.; Reach 5 ft. (10 ft. with bite); Base Atk +18, Grapple +28; SA breath weapon, spells; Combat Feats: Blind-Fight, Cleave, Flyby Attack, Hover, Power Attack, Snatch
SQ blindsense 60 ft., darkvision 120 ft., frightful presence, icewalking, spell resistance 18
STR 23, DEX 10, CON 19, INT 18, WIS 11, CHA 12
FORT +15, REF +11, WILL +11
FEATS: Alertness, Blind-Fight, Cleave, Flyby Attack, Hover, Power Attack, Snatch, Weapon Focus (bite)
SKILLS: Appraise +9, Bluff +8, Concentration +11, Diplomacy +8, Fly +7, Intimidate +11, Jump +14, Knowledge (arcana) +9, Knowledge (the planes) +7, Perception +10, Search +9, Sense Motive +11, Spellcraft +14, Stealth +1

Spell-Like Abilities (CL 6)
3/day—fog cloud, gust of wind

Sorcerer Spells Known (CL 1)
1st (4/day, DC 14)—obscuring mist, bless, entropic shield, shield of faith
0th (5/day, DC 13)—create water, detect magic, detect poison, guidance, light

Breath Weapon (Su): 6d6 cold (Reflex DC 23, half damage), recharge in 1d4 rounds

Frightful Presence (Su): 180 ft. radius, 18 HD or less, Will save (DC 20) or shaken for 4d6 rounds

Icewalking (Ex): Like spider climb on icy surfaces.

*Potentate.


LABORATORY #25: THE LESSER TOMB

Swastika-shaped halls (inverted compared to Laboratory #17). The walls are undulated in irregular wave patterns. There is a large sarcophagus of iron at the center of the swastika.

SARCOPHAGUS: Bears the appearance of a man armored in ornate plate with a crystal ball clutched in his hands.

  • Trap: The sarcophagus is filled with burnt othur fumes (Inhaled DC 18, 1 Con drain/3d6 Con), Search DC 16 (pneumatic mucus seal), Disable Device DC 24 (need something to vent the fumes into)
  • Corpse: The corpse wears technomantic animated armor; a high metal collar is plugged into the desiccated corpse’s head.
  • Potion: In the corpse’s hands is a stoppered vial filled with an oily green paste. Anyone who slathers this paste into their eyes and ears will enter a delirious fugue for nine hours, during which time they will commune with the Demon Gods. At the end of this time, they must make a Fortitude save (DC 32) to avoid blindness and deafness and a Will save (DC 25) to avoid insanity.
  • Alchemy/Spellcraft (DC 25): To conclude how the paste is to be applied (based on bio-magical catalysts), but there’s no way to determine what it actually does short of divination.

POWER LEAK: The magicks worked in this hall have been damaged, resulting in a slow arcane power leak. Once per minute, arcane spellcasters must make a Will save (DC 20) or lose a random spell of the highest level they have prepared. Characters with magical equipment must make a similar save or one of their magical items loses +1 or a random ability. It requires a Spot check (DC 24, -1 per failure) to notice what’s happening. (The leak is a temporary draining of magical potential and equipment abilities return at a rate of +1 or one ability every 24 hours.)

TELEPORTALS: Located in each end of the swastika. Non-operational red, two operational blue, and a black.

  • Black Teleportal: No key for this teleportal can be found in the current network. (If it could somehow be activated, it would lead to a different network of laboratories not on the map.)

TECHNOMANTIC ANIMATED ARMOR

Animated armor resembles plate armor, but it is covered in moving iron bars, some gearlike apparatus, and even tough, resilient tubing. All the plates and pieces of the armor share sturdy joints and connections so that, once the wearer has donned the suit, it is more like an outer shell than armor. The wearer must attach her headclamp inside the helmet of the animated armor. Without a headclamp, this armor functions as normal plate armor, except that it weighs more. The devices attached to the armor allow it to move under its own power, as directed by the wearer. Thus, it adds its strength to the wearer’s, granting a +4 enhancement bonus to her Strength score. Further, because the armor can walk and run for the wearer, she can move twice the distance she normally could travel before facing fatigue. It provides an armor bonus of +9, has a maximum maximum Dexterity of +2, an armor check penalty of –2, and an arcane spell failure chance of 40 percent.

Headclamp activation; Craft DC 42; Price 20,000 gp; Weight 80 lbs.

Headclamp: A chaos surgeon inserts this small deviceinto the temple of a living creature, or otherwise near the brain. The living portions of the device instantly heal thesurgical wound, then extend tiny filaments into the host’s brain while keeping a small circular opening available on the outside of the head. Numerous non-intrinsic chaositech devices have tubes or other extensions that attach to this opening and clamp into place. This connection allows a device to receive mental commands or to transfer information directly into the host’s brain. The headclamp has no intrinsic abilities or benefits. A host can have no more than two headclamps. Should someone attack a headclamp cord, it has an Armor Class of 14 + the host’s Dexterity bonus. The DM may also grant the cord any of the host’s dodge, deflection, or other Armor Class modifiers, but not armor bonuses, unless the headclamp is a part of the armor (as with animated armor). The cord has a hardness of 1 and 5 hit points. Headclamp cords are fairly easy to repair (Craft (chaotic technomancy) DC 18), but a device that requires the connection cannot function until the broken cord is repaired. One can pull a cord out of a headclamp with a Strength check (DC 8).

Chaos Surgery DC 22; Procedure Time one hour; Recovery Period one day; Price 10,000


LABORATORY #26: THE THRONE

A broad, circular chamber of dark, silver-grey stone. There are three teleportals around the periphery of the room. On a throne of black stone in the center of the room is draped a mass of purple putrescence.

PURPLE PUTRESCENCE: If approached, the purple putrescence will suddenly rear up, revealing a horribly bloated and deformed face. It wants nothing more than death after long centuries of decayed existence. “Kill me…” (But its body will fight to the death out of pure instinct.)

THRONE:

  • Search (DC 22): The throne can be pushed back, revealing a vertical tunnel of stone with a ladder of mithril. Climbing down the ladder has the effect of a permanent rope trick, emerging onto a stone table in the middle of a stone circle near Oakhill in the Borderlands.
  • Search (DC 28): Compartment on the back of the throne contains a RED KEY and a bejeweled crown (worth 10,000 gp).

PURPLE PUTRESCENCE (CR 11): 137 hp (15d8+70), AC 22, slimy protuberance +20/+20 (2d8+7), Save +14, Ability DC 20
Str 17, Dex 10, Con 22, Int 14, Wis 6, Cha 4
Skills: Knowledge (arcana) +20, Perception +14, Spellcraft +20
DR 10/acid or slashing
Regenerate 20 (vulnerable: cold iron)


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Go to Part 1

Čeština: Karlův most, Staré Město a Malá Strana, mezi Křižovnickým náměstím a Mosteckou

LABORATORY #22: COUNCIL CHAMBERS

A long, oval chamber with a circular bulge in the middle filled with a low, stone table surrounded by multi-hued floor cushions. In the center of the table is a large contraption of colored glass.

Around the perimeter of the chamber stand six stone statues depicting knights dressed in full plate and regalia. At one end of the chamber stands a seventh statue of a man in tattered crimson robes.

PERCEPTION (DC 16): The seventh statue is incredibly life-like and its cloths drift slightly in the slight breeze from the incoming teleport.

STONE GUARDIANS: The six stone statues are stone guardians who will attack anyone without the Sorcerous Brand of Arn.

SEVENTH STATUE: This man has been permanently paralyzed save for his eyes and brain. His mouth is frozen in a scream. After centuries in this state, he is quite insane.

KEY RECALL DEVICE: The glass contraption in the center of the chamber can be used to recall any extant keys for the teleportation network.

  • Arcana (DC 20): To figure out that there are six concealed levers that must be depressed simultaneously. (However, these levers only work if depressed by someone with the Sorcerous Brand of Arn.)
  • Arcana (DC 25): To conclude that there is a color-coded selector device. Three of the colors (black, purple, and yellow) have been smashed. Three others (red, green, and blue) have not.
  • Arcana (DC 35): To discover an additional selection device coding for specific “etheric frequency”. Several such frequencies are attuned to each color. (These were unique codes which could be used to pull back a particular key, thus revoking someone’s access to the teleportal network. There’s no way to determine which code belongs to which person/key without the original code books, which are not present.)
  • There are 2d4+1 of each color key type left in the world (including any possessed by the PCs). Determine randomly to see if the PCs pull back one of their own keys.

STONE GUARDIAN (CR 6): 60 hp (8d8+24), AC 19, slam +11/+11 (2d6+4), Save +9, Ability DC 16
Str 20, Dex 11, Con -, Int 10, Wis 6, Cha 11
Skills: Knowledge (Arcana) +11, Perception +8, Spellcraft +11
DR 10/adamantine
SR 18


LABORATORY #23: LABS OF THE ARBORETUM

Laboratories of the Arn - Map Courtesy of Dyson Logos

Map Courtesy of Dyson Logos

AREA A – TELEPORTALS:

  • A1: Teleportal to/from area 21.
  • A2: Teleportal to/from area 24.
  • A3: Teleportal to/from area 22. And a black teleportal. (No key for the black teleportal is present in the current network. If it could somehow be activated, it would lead to a different network of laboratories not on the map.)

AREA B – FOREST CAVERN: A large, vaulted cavern filled with thick, green foliage.

  • Husks(x3): Inhabit this cavern.

AREA C – FOREST CAVERN: A large, vaulted cavern filled with thick, green foliage. About half way up the wall of the cavern (50′ high up to 70′ or so) runs a curved ramp.

  • Dormant Arboreoid: In the center of this area is the Dormant Arboreoid. It bears dozens of curious green-red fruits that do not spoil after being picked. If more than three fruits are plucked in a single day, however, the creature awakens. (Use roper stats.)
  • Fruits: The fruits are bitter to the taste, but they immediately have the effect of a cure light wounds potion on the eater.

AREA D – UNDERPASS: This underpass is inhabited by four powerleeches (which will drop from above or rush out from small burrows to the sides). Powerleaches have the appearance of snakes, but their heads are surrounded by plates of hard, keratinous plates that are vaguely mollusc-like and gleam iridescently. As they leach energy, a small ball of lightning gathers between their fangs.

AREA E – CAVERN OF ASH TREES: This long cavern is filled with ash trees — literally trees which have been reduced to ash, but still stand in their underground grove.

  • Improved Shadows (x8): Lurk amidst the trees.
  • Ash Trees: Any disturbance of an ash tree will cause it to collapse, creating a 20′ radius cloud in which creatures within 5 feet gain concealment and creatures beyond 5 feet gain total concealment. (The ash does not block darkvision and the shadows can see just fine. A moderate wind (11+ mph) disperses the ash in 4 rounds; a strong wind (21+ mph) disperses the ash in 1 round.)
  • Chest: Contains 10 crescent amethysts (each with a crystal imperfection at their heart) worth 500 gp each, a synaptic mask with a meld stone of the alchemist, and a set of crystal lenses set in golden rims (worth a total of 10,000 gp).

AREA F – CINDERSHARD CAVERN: This cavern contains a thick outcropping of cindershard, consisting of 100 crystals.

  • Cindershard: A creature carrying a cindershard crystal (although not in an extradimensional space like a bag of holding) is immune to the harmful effects of sickstone. Once a cindershard is exposed to sickstone, it automatically “burns out” after 1d4 hours, turning into a powdery, non-glowing lump of stone. An intact cindershard is worth 25 gp. Cindershard powder is a mild curative (primarily useful as an ingredient in cure potions).
  • GM Background: Cindershard often erupts in areas near sickstone; a sort of natural reaction to sickstone’s disruption of local balance.

AREA G – SICKSTONE CAVERN: Two hundred feet down this tunnel beyond the edge of the map is an outcropping of sickstone with alchemical equipment focusing its emanations up toward Areas F (in order to stimulate the growth of cindershard crystals there).

  • Sickstone: Those within 30 feet of sickstone must make a Fortitude save (DC 12) or become sickened for 1 minute (10 rounds). This save must repeated once every minute. If engaging in strenuous activity (like combat), the save must be made every round. If a character who is already sickened fails a saving throw, they became nauseated for 1 minute (10 rounds). If a character who is already nauseated fails a saving throw, they suffer 1 point of Constitution damage (and continue to be nauseated).

AREA H – SECRET DOOR: This secret door leads to a staircase that leads up to a barrow mound in the distant lands of Hyrtan. Once outside, characters can teleport normally.

AREA I – ARCANE DOORS: 20′ high doors of copper and brass, engraved with strange runes, have been welded shut.

  • Behind the Doors: If the doors are opened, they lead to a malfunctioning gate (corruscating cascades of purplish light which are painful to the eyes). Characters passing through the gate are returned to the same location 1d4 hours later after suffering torturous extradimensional exertions (inflicting 8d6 damage, Fortitude DC 19 for half damage).

AREA J – COPPER POLES: Two copper poles stuck into the floor, covered in verdigris.


HUSKS (CR 7): 75 hp (10d8+30), AC 20, slam +12/+12 (2d8+3), Save +10, Ability DC 17, Reach 15 ft.
Str 10, Dex 10, Con 12, Int -, Wis 10, Cha 6
Skills: Hide +13, Listen +13, Perception +13, Stealth +13
Exude Spider Swarm (Ex): One full action or when reduced to 30 hp, exude 6d6 spider swarms.
Lurching (Ex): Cannot run.
Spider Reach (Ex): The creature’s arms partially detach (remaining “connected” by an interlinked swarm of extending spiders), allowing them to slam nearby creatures within 15 ft.
Spider Grab (Ex): If both slams hit, start grapple as free action (spiders pouring out to suck the target in).
Spider Swallow (Ex): If it starts a turn grappling, a husk can attempt a grapple check to overwhelm a target in a mass of spiders. Swallowed creature suffers 3d6 damage per round from numerous spider bites. Victims can escape with two successful grapple checks. (Husk can reassert its grip at the start of its next turn if it is still grappling.)


POWERLEECHES (CR 6): 60 hp (8d8+24), AC 19, leechfangs +11/+11 (2d6+4 and leech), Save +9, Ability DC 16, Tiny
Str 8, Dex 16, Con 12, Int 10, Wis 6, Cha 11
Skills: Balance +15, Climb +10, Perception +7, Stealth +15, Swim +10
Burrow 30 ft.
Leech (Su): On a successful attack, spellcasters lose a random spell of the highest level they have prepared. Magical equipment loses one +1 or a random ability. (The leech is a temporary draining of magical potential and equipment abilities return at a rate of +1 or one ability every 24 hours.)
Leeching Rake (Su): If the powerleech strikes a single creature with both attacks, they deal an additional 2d6 damage to the target and leech an additional spell or ability.
Pounce (Ex): As a full action, a powerleech can move up to twice its speed and then perform a full attack.
SR 14


SHADOW, IMPROVED (CR 4) – CE Medium Undead (Incorporeal)
DETECTION – darkvision 60 ft., Listen +7, Spot +7; Init +2 (Dex)
DEFENSES AC 13 (+2 Dex, +1 deflection), touch 13, flat-footed 11; hp 45 (7d12); Miss 50% (except incorporeal attacks); Immune incorporeal immunities (grapple, nonmagical attacks, trip), undead immunities (ability damage, ability drain, critical hits, cold, death effects, disease, energy drain, exhaustion, fatigue, mind-affecting, nonlethal damage, paralysis, poison, raise dead, sleep, stunning, and any effect requiring a Fortitude save (unless it also works on objects or is harmless))
ACTIONSSpd fly 40 ft. (good); Melee incorporeal touch +5 (1d6 Str); Ranged +5; Space 5 ft.; Reach 5 ft.; Base Atk +3; Grapple -; SA create spawn, strength damage; Combat Feats Dodge, Flyby Attack
SQ darkvision 60 ft., incorporeal traits, turn resistance +2, undead traits
STR -, DEX 14, CON -, INT 6, WIS 12, CHA 14
FORT +1, REF +3, WILL +4
FEATS: Alertness, Dodge, Flyby Attack
SKILLS: Hide +11*, Listen +8, Search +5, Spot +8

Create Spawn (Su): Any humanoid reduced to Strength 0 by a shadow becomes a shadow under control its killer in 1d4 rounds.

Incorporeal Subtype: Immune to all nonmagical, corporeal attack forms. Even when hit by a magic weapon, spells, spell-like abilities, or supernatural abilty it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects, or ghost touch weapons). Holy water can affect incorporeal creatures. Can enter or pass through solid objects, but must remain adjacent to its surface (enemies have total concealment while the shadow remains inside the object). Automatically succeeds on Move Silently checks. Invisible to nonvisual senses (scent, blindsight).

Incorporeal Attacks: Attacks ignore natural armor, armor, and shields.

Skills: +2 racial bonus on Listen and Spot checks. +4 racial bonus on Search checks. *+4 racial bonus on Hide checks in areas of shadowy illumination, -4 penalty to Hide checks in brightly lit areas.


SYNAPTIC MASK

A synaptic mask consists of several thin leather straps that affix to the wearer’s face. Most of the wearer’s face is visible through the leather webbing. The strands that make up the mask all come together at the wearer’s left temple, where a setting is affixed. The setting contains a clamp in which owners can set various types of special stones.

A synpatic mask uses up the same area on the body as a headband, hat, or helmet.

Synaptic masks have AC 5, 10 hp, hardness 3, Break DC 15.

Synaptic masks are always active while worn (they do not require activation). A synaptic mask confers an effect only when a shard or meld stone rests in its setting. Without a specified stone in its setting, the synaptic mask confers no extra abilities.

Manifester Level: 13th; Prerequisites: Craft Universal Item, fabricate; Market Price: 3,000 gp; Cost to Create: 1,500 gp and 120 XP; Weight: 1 lb.

Meld Stone of the Alchemist: When set in a synaptic mask, the meld stone of the alchemist grants its wearer a +8 competence bonus on their Alchemy checks, a +6 bonus on their Appraise and Use Magic Device checks, and a +4 competence bonus on their Knowledge (arcana) checks.

Manifester Level: 13th; Prerequisites: Craft Universal Item, fabricate; Market Price: 3,000 gp; Cost to Create: 1,500 gp and 120 XP; Weight: 1 lb.

 Go to Part 8: Laboratories 24-26

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