Showing posts with label orbital gods. Show all posts
Showing posts with label orbital gods. Show all posts

Tuesday, June 19, 2012

The Obelisk - The Cult Halls

THE OBELISK OF FORGOTTEN MEMORIES, AREA 8


The final redoubt of the cult of Furter - useful if the players wish to know how Frankensteins  get made.

8. The Cult Halls
Patriarch Chax - Is this merely tasteless or terribly offensive?
The Cult of Furter made themselves a rough home within the recesses of Torpo's Masoleum, having converted old storage and ritual chambers into a barracks, small shrine and reanimation lab to build a Franken-zombie death-squad and complete their takeover of the Obelisk grounds.  They have quite a streamline operation going and can create 1D4 zombies or skeletons a day with the parts they have in storage.  This number will be reduced by -1 if the cult has less than six acolytes available to work on reanimation, but even if only Patriarch Chax is working in the lab.  The chambers that the cult has moved into are generally tiled in rough white green marble that has been crudely smoothed with visible tool marks.  The rooms are lit by oil lamps set into alcoves in the walls and all uniformly smell of cooking grease with a sharp undertone of preservative unguents.  All rooms in area 9 are assumed to have 10' ceilings unless mentioned as being otherwise.

Wednesday, June 13, 2012

The Obelisk, The Graveyard


THE OBELISK OF FORGOTTEN MEMORIES, AREAS 4 – 6

The Graveyard
Furter, The Rememberator - Deity
Collectively Areas 4 -6 make up the graveyard portion of the Obelisk Grounds, they represent only a tiny part of a much larger graveyard that originally surrounded the Obelisk, or even the graveyard that existed during Torpo's day. Generations of neglect have allowed the thick cane choked forest to subsume the majority of the graveyard.

Visibility in the graveyard is poor with blankets of fog that rise from the ground every dawn and obscure the entire graveyard until dusk. This fog is of a magical nature, the result of the Obelisk Grounds long history of tragedy and the influence of the frustrated funeral gods. It limits visibility to about 30' and makes it quite easy to suddenly bump into a wandering encounter. Areas showing forest are difficult to move through and require a a high level of wilderness skill or a check against Dexterity to move more than 10' a turn due to the tangled brambles and thickets.  Encounters should be rolled as a 1 in 6 chance every few turns, or whenever the players make a great deal of noise.

The graves may be looted, but doing so requires tools and considerable effort, and most will contain nothing of value. Most importantly digging up graves will result in attack by corpse fleas who protect grave goods and burials. More detailed rules for plundering graves are included with the tables describing grave contents.

Tuesday, June 5, 2012

The Obelisk - The Obelisk and Table of Memorial Offerings

THE OBELISK OF FORGOTTEN MEMORIES - AREA 2

2. The Obelisk
Ancient Georgian grave Goods - Fitzwilliam Museum
The obelisk is a massive black and green needle of protonium that climbs over 1000' straight up, well above the surrounding forest. 20' square at the base the obelisk, and midway through it's fourth millennium, is immobile and indestructible. It contains the machinery for relaying to and from the geosynchronous beacon satellite sealed within its peaked cap. Etched on the obelisk, in tiny print are a couple million names with military abbreviations before them. The obelisk is hollow, and will make a booming noise (roll for random monsters) if struck hard enough. A, 8' tall iron fence in an elaborate spike embellished style surrounds the obelisk and packed earth square it stands in. The Fence is rusted, but still quite strong and topped with wicked points. Two 10' long portions of the fence have fallen near the entry path and can each be lifted or carried by two or more strong humans.

Surrounding the obelisk is a litter of offerings, mostly desiccated or decayed flowers and food, with 29 sealed jars/clay pots or small wooden chests that each contain a funerary offering (roll on table below for each offering looted). The looting of these offerings will anger the deity Jackal-Mask and will occasion an attack by corpse fleas after 1D4 turns, if the PC's remain in the area.  Treat this attack as the random encounter appropriate to that time of day with +2 fleas added to the number appearing.


Monday, June 4, 2012

Session VI - Grave Robbing for Fun and Profit


The Party's Map of the Area to the West and South of Denethix

In which the party plunders poor offerings drawing the wrath of poison insects, appropriates a shrine and meets a strange patron. 

SESSION VI - The Adventurers

Grimgrim – Fighting priest of the fierce God of Dooms, Monstcrom! (M) Cleric 1

Lemon Jackson – A pantless wizard with strange yellow eyes and who tattoos himself with spells. (M) MU 1

Huxley McTeeth (Hux) – A gaucho with a past, clad in plains finery, possessed with in strength disproportionate to his years and small frame. (M) F1

“Eyestabs” Nell – A scary woman armed with many poison hat pins and a dead dwarf's crossbow(F) A1

Drusilla – Eleven lass of surpassing beauty(for a creepy eyed, fanged, and noseless monster), disturbingly unpleasant affect and taste for human babies - wields pole arm and scimitar (F) Elf 1

The adventurers camped in a morbid patch of woods just off of a narrow trial leading towards the green black bulk of the Obelisk of Unwanted Memory.  They are seeking some kind of talisman from the grave of an elderly witch on behalf of the lascivious daughter of a Lugosi farmer, and pile of grave goods on behalf of their own thin wallets. Above is the party's map of the known world: