3906 lines
188 KiB
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3906 lines
188 KiB
Plaintext
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THE COMPLETE GUIDE TO METALLICA
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FOR FANTASY ROLE-PLAYING GAMES
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"You know it's sad but true."
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"Welcome to The Rock. If you're not insane when you come, you will be
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when you leave."
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COPYRIGHT (C) 1997
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All trademarks of products, company names, logos, phrases, service
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names, and/or slogans are trademarks of the respective companies,
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artists, and/or individuals, where applicable.
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The following guide is the property of its authors, who hereby
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states that they retain the copyright except for where noted. You may
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distribute it at will, provided that nothing in the guide, this notice,
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or any of the credits are altered in any way; and that you do not make
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a profit from it.
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This document is not for sale and is made available for private
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game use only.
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*** DISCLAIMER ***
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All contents of this guide are presented for game purposes only.
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Advice oriented information is not to be taken as legal consultation or
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legal service, but as suggestions and examples of real-world or
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hypothetical models. Always consult a lawyer for legal and lawful
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guidance. The opinions and views contained in this guide reflect those
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of the individual authors. The opinions, content, and organization of
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this document are in no way connected with the faculty and staff of any
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educational institute where this guide was found.
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TABLE OF CONTENTS
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PREFACE
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METALLICA: THE METAL
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THE ROCK
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BELL TOWER
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THE CAVERNS
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DAMAGE, INC.
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DAMAGE, INC. RECREATIONAL PARK
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HALL OF JUSTICE
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THE HOUSE JACK BUILT
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THE KEEP OF THE METAL MILITIA
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THE LAKE
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MEMORIAL HILL
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METALLICA MINING COMPANY MINE
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THE PIERS
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SANITARIUM
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TEMPLE OF THE GOD THAT FAILED
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THE TOMB OF A BOY KING
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OTHER PLACES OF INTEREST
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THE INSANE
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METALLICA: THE MUSICAL GROUP
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QUASI-DEITIES
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THE FOUR HORSEMEN
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MONSTERS OF ROCK
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SPELLS
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MONSTERS OF ROCK FESTIVAL
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HOLIDAYS, FESTIVALS, AND EVENTS OF THE ROCK
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FOOTNOTES
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PREFACE
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As some self-righteous Christians claim role-playing games are
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inherently evil. This evil also branches out into heavy metal music and
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without a doubt the best metal music is from Metallica. This guide
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brings together role-playing games and Metallica into the most unique
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campaign setting a person could get for free.
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The town of The Rock can be placed in any campaign setting. The
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only geographic requirement is a small lake (around one mile long).
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This guide is filled with insane people. It is recommended that
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GMs get a copy of The Complete Guide to Sanity as this guide has a
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wealth of information on the use of sanity in an RPG.
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METALLICA: THE METAL
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Metallica is one of the most rare and powerful metals found. It is
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more mighty than mithril, adamantite, and elven steel. Unfortunately,
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the power that comes with Metallica also comes with misfortune.
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The only place that Metallica has been found is in the mines near
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the small mining town called The Rock (named after a rock in the small
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lake).
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Exposure (i.e. being in close proximity) of Metallica will cause a
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person to go insane. What constitutes exposure is left up to the GM as
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player's may try to find loop holes in which they can use Metallica to
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their advantage but limit their exposure to it. In general, if a
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character has a weapon made of Metallica and he uses while adventuring,
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he should be affected by it even if he stores it far away from his
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person at nights or while not adventuring. Put simply, Metallica has
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great strengths and nobody shall abuse those strengths without
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suffering the weaknesses. Put simply, if the character wants to use the
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power of Metallica, he will eventually go insane no matter what little
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tricks he does to get around it.
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In game terms, being in close proximity Metallica will cause a
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person to lose one Insanity Point (see insanity attribute) per week (or
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4 per month). Thus, a person with a Sanity score of 9 and Sanity
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points of 34 will go insane in 8.5 months.
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One bizarre side-effect of Metallica, is a condition which refers
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to it's recipients as Spastic Children. One out of every 10,000
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children who live in The Rock suffer from this ailment. Unlike an
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insanity, this actually causes physical damage to the mind which makes
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the inflicted child spaz. It is believed that all members, past and
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present, of Metallica were Spastic Children. In fact, it is believed
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that this is affliction is a pre-requisite for a good rock band.
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THE ROCK
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It all began when an evil Phantom Lord joined the various factions
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of humanoids into one army. He wanted to control the land. He wanted
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civilized people to fall to their knees for him. Clad in leather and
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wielding a sword in his hand and a whip at his belt, the Phantom Lord
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led his army into war thus began the Humanoid Incursion. When they
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came, the sound was almost deafening as they made it known that they
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were here. Victims were chained crying death pains. The Phantom Lord
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never failed.
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A castle was created many years ago along a small lake once
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the Humanoid Incursion began. Cropping out of the lake was a large rock
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which is there today. The castle was dubbed Castle Rock. The leather
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and iron clad soldiers that were formed at Castle Rock were called the
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Metal Militia, and the soldiers of The Rock are still called this
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today.
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Many battles took place around Castle Rock, and the lord led the
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armies well against the humanoid invaders. The last battle was the
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biggest battle which took place on the hill now referred to as Memorial
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Hill.
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After the humanoids were driven back, a feudal town crept up
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around the castle. The town was dubbed The Rock after the large stone
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in the lake. The Rock never grew mainly because residents seemed a
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little odd. Their oddity was due to the large quantity of Metallica
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that the town was built on.
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Eventually, Metallica was found and the town began to prosper as a
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mining town. The feudal lord of the castle (who was now insane by the
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Metallica which was deep in the earth) declared himself king of all the
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land. Unfortunately, he was later stripped of power and everything he
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owned.
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Because the Metallica is deep in the earth, the effects of it are
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lessened on the residents of the town. However, living on top of a load
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of Metallica still affects people. In game terms, the Metallica will
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cause a person to lose one Insanity Point (see insanity attribute) per
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month (or 12 per year). Thus, a person with a Sanity score of 9 and
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Sanity points of 34 will go insane in 2.83 years.
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Once the ill effects of Metallica became known, the mining
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operations declined. The Rock lost it's income and prosperity left the
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town.
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Eventually, clever businesses brought the music festival. The
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festival is the salvation of the town and it's people.
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Phantom Lord from Kill 'Em All
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BELL TOWER
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During the Humanoid Incursion, a bell tower was erected to warn
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people outside the castle walls of dangerous humanoid activity.
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Now the bell is rung twice a day: once at noon and once at
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midnight. Also, the bell tolls for a person who has died. After the
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battle on Memorial Hill, the bell tolled for weeks.
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For Whom the Bell Tolls from Ride the Lightning
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THE CAVERNS
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Caverns exist below the earth mainly alongside the lake. In fact,
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a person could dive into the lake and follow a conduit and come up into
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a cavern. The caverns have not been thoroughly explored or documented.
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Damage, Inc. Cavern
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One seaside cavern is "owned" by Damage Incorporated with a secret
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passage to allow access into the inn. They use this cavern for storage
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of important articles like contraband. Also, this cavern has
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accommodations so it may be used as a hideout by members when
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necessary.
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The Caverns of Hell
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In the depths of the earth below The Rock is the fiery home of a
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devil. There is a job to be done; to get people to enter hell. He is a
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recruiter for hell.
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The Recruiter is a horned devil (greater) - AL lawful evil; AC -5;
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MV 9 / 18 fly; HD 5+5; HP 40; #AT 4 or by weapon; DMG 1d4 per claw,
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1d4+1 bite, 1d3 tail, by weapon; SZ large (9' tall).
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The Recruiter hates anything stronger than him and fears stronger
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devils accordingly. When armed, he carries a two-tined fork which
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causes 2d6 points of damage and a barbed whip which causes 1d4 points
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of damage plus a stunning effect for the same number of rounds unless a
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dexterity check is made. The tail attack is poisonous and will cause an
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additional 1d6 points of damage if a save vs. poison is failed and the
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person will suffer a -1d4 penalty to dexterity for 1d4 turns. The
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Recruiter exudes a 10' radius of fear. He can detect magic and detect
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alignment. He can create pyrotechnic as the spell once a day. He can
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create a 10 foot wall of fire at triple strength (3d8 points of damage)
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once a day. He can create a 10 ft. radius ring of darkness around him
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at once a day. He can teleport three times a day.
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He may summon disciples to search, to fight, to work, and they
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always shall obey. He can gate in 1d4+2 devils of less than 4 hit die.
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His personal preference is to summon Spined Devils.
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With hell in his eyes and with death in his veins he lives to lure
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people into hell. In most cases, he searches for weak individuals who
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want or need more out of life. When he finds such an individual, he
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creates a contract in which the person gives up his soul at death for
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great rewards in life. The person gets the "good" life that The
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Recruiter lives. Thus, as the victim's new life goes on, he slowly
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turns evil as the devil. The Recruiter's favorite line, "Follow me now
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my child not the meek or the mild; but do just as I say."
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The Recruiter prefers to put a clause in the contract that allows
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him to have the person alive for a few years before their soul goes to
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hell. He gets homesick and misses having beings around to "play" with.
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He really loves to pull people down into the pit for some "fun".
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When the end is closing in for the person (within six minutes of
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death), The Recruiter chimes a magical bell. When the person dies, his
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soul is summoned by The Recruiter. The person can actually hear the
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bell before he dies. In fact, anybody within a six foot radius can hear
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the chimes. Those that hear the bell are overwhelmed with a "feeling"
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to join the sinful kind. Of course it is the player's choice if the
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character is tempted; but if the character is tempted then The
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Recruiter will appear to make a deal.
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Sometimes a person tries to get out of the contract. On a
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successful save vs. death (+5 penalty), the person gets a chance.
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Whether dead or alive, the person who makes the save doesn't have to
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answer the summon. The person may flee, re-negotiate, or fight.
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Fighting is the best solution as The Recruiter fears those that are
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stronger than him and if a person can sufficiently hurt him, he will no
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longer pursue the person. Those that flee are stalked as prey by the
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Recruiter. He feels that it is a person's fate and he won't hesitate to
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take a person by force. He gets his victims voluntarily or by force;
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either way.
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The Recruiter's favorite meal is the minds of man and occasionally
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will feed on a dead body. When he can't these delicacies, he settles
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for basic underground creatures.
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Sooner or later, a person (or soul) will come down to The
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Recruiter's home. His home is a a hellish cave complex deep beneath The
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Rock. His main cave is known as The Pit. The fiery pit here has a
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gateway to the planes of hell. This is where the souls he has
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recruited enter their eternal hell. So come on, jump in the fire...
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Sometimes The Recruiter heads back into the hells. He has been known to
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grab the hand of a soul and walk him through the land on a little "hell
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tour".
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An interesting feature of the pit is that the hell-fire of the pit
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glows brighter as souls pass through. If The Recruiter doesn't keep a
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constant supply of souls passing through, the pit will eventually go
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out, the gate will close, and he will be doomed to live his life on the
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Prime.
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The Recruiter is in competition with Master of Puppets for
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victims. Since The Recruiter is very weak in comparison, he steers
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clear of The Master. If The Master wants The Recruiter to back off, The
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Recruiter backs off. There is plenty of room for both at The Rock.
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Ice Cavern
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The most well known seaside cavern is the cavern of ice. No matter
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what the season or temperature outside, this cavern remains cold enough
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to maintain its layers of ice.
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The only "resident" of the cavern is a man who is believed by the
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local populace to be a dead body frozen in the ice. In fact, the ice
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man is alive and under a terrible curse that by fate has him trapped
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under the ice. He is crystallized in a cryonic state. Wrapped up tight,
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he cannot move and can't break free. He tries to scream but his cries
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cannot be heard. He is frozen down to the core but cannot die. The only
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thing he can do is stare and think. He may sleep (months at a time in
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fact) but every awakening is torture as he remains locked in this icy
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shell. He believes that if the ice is broken away then his curse will
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end.
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The GM must decide on exactly who the ice man is and how he may be
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freed. No doubt that it should be difficult to free him. Also, to be
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punished in such a manner would suggest that he has done great evil
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which may apply great power so releasing may be a big mistake.
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Metal Militia Cavern
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As most places at The Rock, The Keep of the Metal Militia has a
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secret passage to a seaside cavern owned by the militia. The cavern
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contains "get-away" supplies like rations, rope, weapons, clothes,
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etc..
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Only a few members of the militia know the existence of the cavern
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or it's secret passage. As the leader can change annually, it isn't
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required knowledge for that position. When a crisis occurs where this
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information is necessary, those that know will inform the leader.
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The Thing That Should Not Be Caverns
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Some of the larger caverns are home to the local lake monster, The
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Thing That Should Not Be Cavern. They contain centuries' worth of
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treasure (or at least "treasure" to him).
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Trapped Under Ice from Ride the Lightning
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The Thing That Should Not Be from Master of Puppets
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Jump In The Fire from Kill 'Em All
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DAMAGE, INC.
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Damage, Inc. is the name of the local inn. It is affectionately
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named after a retired adventuring group. Damage Incorporated was one of
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the toughest group of adventurers ever seen. Now only two of the
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original Damage Incorporated remain: Reid "Razorback" and Scott
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"Bosco". Reid and Scott are often referred to as The Boys. They are the
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proprietors of the inn. Before a person can understand the inn, he must
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understand Damage Incorporated, the old adventure group. Their battle
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cry was:
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Blood will follow blood
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Dying time is here
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Damage Incorporated
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The group worked as one. They dealt out the agony they had within.
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They charged hard without giving in, never cried submission. They
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fought with a steamroller action crushing all. They were like jackals
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ripping right through their enemies. They knew just how to get what
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they wanted. They would die for honesty. They never conformed to
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society. They follow their instincts and not a trend. They went against
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the grain and they always will till the end. They had no regrets. Their
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philosophy towards their enemy:
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We chew and spit you out
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We laugh, you scream and shout
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All flee, with fear you run
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You'll know just where we come from
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You'll feel our hell on your back
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Blood follows blood and we make sure
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Life ain't for you and we're the cure
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Victim is your name and you shall fall
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All's fair for Damage Inc. you see
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Step a little closer if you please
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Today, The Boys are more docile and enjoy life. They own property
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throughout the lands but they call The Rock home (as far as the Prime;
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they keep special pocket demi-planes for personal use and protection).
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They chose The Rock because of its nice location and decided to spend
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some of their fortune and build an extravagant inn. Since they've
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retired, The Boys enjoy their leisure time and they enjoy
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entertainment. Their mornings tend to focus on fishing. Their
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afternoons are centered around sports. Their evenings are spent in
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entertainment from games to musical concerts (a specialty at the inn).
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The Boys' strengths are unknown but they are indeed powerful. The
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best example is that it is believed that they are centuries old; and
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immortality is quite powerful. Also, they seem to have knowledge of
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many planes, dimensions, and time itself. It is believed that they have
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entrepreneur ventures in many strange lands and The Rock is a mere
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novelty to them.
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The Boys aren't gods and they have their allowance of problems.
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Mainly, The Boys have their share of insanities. The biggest problem
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they have is that their consumed with having sex with woman.
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Reid has had his share of women problems. Once he was in love with
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a vampiress. Although he didn't fall victim to vampirism, he did have a
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child with her. Another love of his was a werewolf who did inflict him
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with lycanthrope, which he no longer suffers from. About a dozen women
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have dumped him leaving Reid a bitter man at times. One of the most
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interesting parts of his life was when he was transformed into a woman.
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He made the best of it and became a Lesbian Warrior Queen. Now, Reid is
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obsessed with women who are in their upper teen years in age.
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Scott has been though many wives all of which eventually went
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insane (although it is rumored that they were insane long before Scott
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met them). Now, Scott is obsessed with preforming third-input sex on
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women.
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The Boys love games of all types and are fascinated with creating
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new games or perfecting old games. Any new person to the inn will be
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amazed by the obsession with sports and games.
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Damage Incorporated is still used as the name for adventurers. The
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Boys have licensed the name to those adventurers who they deem worthy.
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If a person is considered worth of membership into Damage Incorporated,
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he must pay a initiation fee of 100 silvers. Each year he must pay 100
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silvers and 5% of all treasure (the person undergos various lie
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detections about the 5%). Besides usage of the prestigious name (which
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in itself is a lot), a member of Damage Incorporated gains a lot.
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First, he may use many of the facilities throughout the country owned
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by Damage Incorporated. He also benefits from the knowledge of previous
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and current members. Best of all, he gets 5% discount on everything at
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the inn.
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Among other talents, Reid is a master architect. He has written
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may books on plumbing and waste disposal techniques. Also, he has many
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magical tomes of architecture.
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The inn is made of stone, solid like the adventuring group was.
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Reid has used his magical skills to create sound damping walls, perfect
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lighting, etc..
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A person in Damage, Inc. has some protection from the insane
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effects of Metallica. It seems that the mortar used to bond the
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stonework of the inn contains bits of the rare metal Albus Ater Ante
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Magicus Metallum. This metal was dug up while forming the cellar and
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dungeon levels and was used to help strength the mortar. Effects of
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Metallica are quartered. Instead of losing one Insanity Point per
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month, a person only loses a quarter of an Insanity point per month (3
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per year) if he remains in the inn. Since most people would be inside
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for only around 12 hours a day (give or take depending on the season),
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GMs should raise the loss to half an Insanity Point per month for
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simplicity. This would mean that a person living a normal life from the
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inn would lose half an Insanity Point per month (6 per year). Note that
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other magical effects are lessened as well. Any magic used in the inn
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should be taken on a case by case basis. Generally, GM's should lower
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magic-items' and spells' range, duration, area of effect, etc. by a
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quarter (divide all by 4).
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First Floor
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Tavern - first floor
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The tavern is the coolest place to hangout at in The Rock. It
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opens at 4:00 PM to 12:00 (2:00 AM on the weekends). The tavern part of
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the inn is on two levels one of which is in the cellar.
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The first floor has a huge oak bar that spans the room and various
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size oak tables to accommodate various groups of people. The focal
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point of the tavern is a fountain containing a variety of strange fish
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collected by The Boys over the years.
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This floor of the tavern is known for its various games. There are
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six billiard tables available to play. Also, one wall contains a few
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dart boards. Reid has a tinker gnome working on a mechanical
|
|
contraption for the inn that will be called a Pinball Machine.
|
|
Besides a wide variety of beers, ales, meads, and liquors; a
|
|
person can order from a limited menu of snacks and grilled food (as
|
|
there is a grill behind the bar).
|
|
|
|
|
|
Restaurant
|
|
|
|
The restaurant is one of the best places to eat in the country. It
|
|
opens at 8:00 AM and closes at 8:00 PM.
|
|
|
|
Kitchen
|
|
|
|
Off the restaurant is a full kitchen that not only allows normal
|
|
cooking, but also permits baking, grilling, brewing, wining, and
|
|
preserving meats and such.
|
|
|
|
|
|
Cellar Level
|
|
|
|
|
|
The first basement level is referred to as the cellar level.
|
|
|
|
|
|
Tavern - Cellar Level
|
|
|
|
This floor of the tavern has a bar as well so patrons do not need
|
|
to hike up and down stairs. This floor is known for its big games.
|
|
One end of the tavern has six bowling lanes for people who enjoy
|
|
the sport of bowling. Because of the large demand for use, the inn
|
|
charges three silvers per game. Bowling ball usage is free. GM's are
|
|
encouraged to use The Blue Ball Bowling System (Appendix C of The
|
|
Alcohol Guide) to really enjoy bowling in RPGs.
|
|
|
|
|
|
The Arena Pit
|
|
|
|
One of the grand features of the inn is the arena pit where
|
|
creatures battle it out usually to the death. The pit's floor is stone
|
|
with saw dust thrown atop it to absorb the blood of battle. The stone
|
|
wall around the pit is eight feet high. Surrounding the arena are four
|
|
levels of wooden bleachers where fans can watch the action in the pit.
|
|
The ceiling above the pit is open and barred so that people in the
|
|
tavern upstairs may view action in the pit below them.
|
|
A tunnel from the pit leads roughly 1000 feet away to the cages
|
|
where the area beasts are kept and cared for.
|
|
A flag hangs on the wall of the pit arena. On the flag is a coiled
|
|
snake under which is the phrase "Don't Tread On Me", the motto of
|
|
Damage Incorporated.
|
|
Typically small creatures are used. Good creatures are never used
|
|
unless they are intelligent and have made a choice to fight in the
|
|
arena. The typical combatants ares small evil creature that are
|
|
captured by adventurers. When the stock of combatants are low, the inn
|
|
resorts to the classic cock fights or dog/bear fights. Of course, some
|
|
of the patrons of the inn enjoy the occasional bout in the pit.
|
|
The prized fighter of the house is the pet snake Viper [neutral;
|
|
AC 5; MV 15; HD 4+1; HP 45; THAC0 16; #AT 2; DMG 1d6+4 (bite), 1d4
|
|
(constrict); SA constriction, poison, spit; SD nil; MR nil; SZ small
|
|
(5' long) to medium (15' long); XP 500]. She is undefeated and the home
|
|
town favorite.
|
|
The famed pet snake of the inn is odd indeed. It is a magically
|
|
engineered crossbreed of a boa constrictor snake, rattle snake, and
|
|
cobra. The snake is called Viper. It is unknown how the Boys got Viper.
|
|
Most speculate that Reid created her in one of his many "hobbies".
|
|
Viper's scales shine with brightness. Quick is her blue tongue,
|
|
forked as lighting strike. Her eyes glow and never seem to close,
|
|
emblem of vigilance always on surveillance.
|
|
Viper has the neck of a cobra (i.e. the skin of the neck can
|
|
expand to form a flattened hood).
|
|
Viper has the tail of a rattlesnake (i.e. a series of dry, horny
|
|
rings at the end of the tail). If provoked, she will rattle.
|
|
Viper has the ability to triple her size. Typically she does this
|
|
to use her boa constricting ability more efficiency (i.e. she coils
|
|
around and crushes her prey). Once a hit is successful, the victim is
|
|
constricted automatically, suffering damage every round. Constricted
|
|
humanoid creatures can escape the coils with a successful open doors
|
|
roll (at a -1 penalty). Anyone who attempts to free a captured being by
|
|
hacking at the constrictor has a 20% chance of striking the victim
|
|
instead (roll damage as usual and apply to the victim's hit point
|
|
total).
|
|
Viper has deadly fangs. Her bite does 1d6+4 points of damage.
|
|
Also her bite is poisonous. A creature bit by Viper must save vs.
|
|
poison (+3 penalty) or be knocked unconscious for 1d6+4 turns. If the
|
|
save is made, the victim becomes ill and loses 1d2 points of Strength,
|
|
1d2 points of Dexterity, and 1d2 points of Constitution for 1d6+4
|
|
turns. Note that subsequent bites will require the save and any affects
|
|
to ability scores are cumulative.
|
|
Viper also has the ability to spit her poison up to 25 feet away.
|
|
On a successful hit, the poison has the same effect as above. However,
|
|
it takes 1d4+6 rounds for the poison to be absorbed by victim.
|
|
Viper never begins the fight. Once engaged she never surrenders,
|
|
showing the fangs of rage. She settles the score. Liberty or death,
|
|
what so proudly hailed. So be it.
|
|
|
|
|
|
Wagering Niche
|
|
|
|
A favorite pastime of the inn is gambling and with the wonderful
|
|
competition at the arena, one would have a hard time not placing a bet
|
|
on the matches. The niche off the arena consists of five walk-up
|
|
windows with steel bars. At the window is a teller who takes the bets.
|
|
The person who makes the bet will receive a ticket to be used in
|
|
collection of any wins.
|
|
On the wall of the niche is slab of slate ion which the bookie of
|
|
the inn lists the nightly bouts and the odds for each.
|
|
|
|
|
|
Dungeon Level
|
|
|
|
|
|
Torture Chamber
|
|
|
|
The torture room is more of a novelty than anything else. However,
|
|
there may be a time when Damage Incorporated will need to use these
|
|
facilities. For now, it is a collection of torture devices that The
|
|
Boys has been collected over the years. Occasionally one of them might
|
|
drag one of the devices up to his suite for a little fun with a female
|
|
companion but that's about the extent use.
|
|
|
|
|
|
Prison
|
|
|
|
The dungeon level contains four cells. The cells' walls are built
|
|
out of Albus Ater Ante Magicus Metallum. This prevents any magic inside
|
|
the cell. Also, the prevents magics from passing through the cell
|
|
walls. Thus, a person cannot teleport, dimension door, etc. in or out
|
|
of a cell.
|
|
|
|
|
|
Damage, Inc. from Master of Puppets
|
|
Don't Tread On Me from Metallica
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
DAMAGE, INC. RECREATIONAL PARK
|
|
|
|
|
|
As mentioned previously, The Boys enjoy sports especially the
|
|
outdoor variety. So with some of their wealth, they purchased some
|
|
nearby farmland and built a recreational park. (Actually, it began when
|
|
Scott started having insightful dreams, see below). With one of the
|
|
major problems of the town being depression, outdoor sports are a nice
|
|
way to lift people's spirits.
|
|
|
|
|
|
The Baseball Dream (Field of Dreams)
|
|
|
|
One day Scott had a dream. In the dream, he saw a triangular field
|
|
with one side bowed outward. On the field, uniformed men were playing
|
|
some type of sport. The dream was so realistic that it was as if Scott
|
|
was actually there sitting in the stands. The next day as if insanity
|
|
finally got the best of him, Scott mowed down a large section of a corn
|
|
field to create what was in his dream. Over a few months, Scott had
|
|
more dreams on this sport and what it would take to play it.
|
|
Eventually, he deemed the sport baseball. He finished construction
|
|
of the baseball field with bleachers for the fans and "dugouts" for the
|
|
teams. He spent lots of money to develop special equipment which is
|
|
required to play: bats, gloves, bases, baseballs, and protective
|
|
equipment. He had visions on how the game of baseball is played and he
|
|
recorded it all. Eventually, his field of dreams was complete and that
|
|
night he had his last dream. In it, he was told to wait. For a month
|
|
Scott did nothing but sit in the bleachers and stare at his field and
|
|
then it happened. Uniformed men emerged from the corn stalks that made
|
|
the border of the outfield. They were the men in his dream and they
|
|
proceeded to play a game of baseball on the field.
|
|
For seven months of the year, baseball player ghosts play baseball
|
|
on this field. They don't play everyday and nobody seems to know the
|
|
schedule but if a person waits, he will get to see a baseball game. A
|
|
variety of ghost teams visit the field. They seem to be in a baseball
|
|
league dubbed Phantasma League. The ghosts seem to be dead baseball
|
|
players from 20th century and 21st century Earth although a fantasy
|
|
character would not recognize any of them. Not everybody can see the
|
|
ghosts. Those that can't often wonder why people are staring at an
|
|
empty field unbeknownst to them that a ghostly baseball game is going
|
|
on.
|
|
When not in use by the Phantasma League, the field is often used
|
|
by the residents of The Rock. In fact, there exists a few baseball
|
|
leagues of living people in The Rock. There is a Major League (for men
|
|
over the age 18), Little League (for boys and girls between the ages of
|
|
12 and 18), and Pee Wee League (for kids under the age of 12). Also,
|
|
Scott developed a variation of baseball called softball. This developed
|
|
a Major Softball League (for adults over the age of 18) and Women's
|
|
Softball League (for women over the age of 18). All leagues are
|
|
comprised of teams from nearby towns and villages as they caught on to
|
|
the idea of baseball. Most leagues play ball for a few months during
|
|
the summer.
|
|
Of course, the field is often used for good old pick-up games
|
|
where its just a bunch of people playing ball without really worrying
|
|
about the regulations the leagues have.
|
|
|
|
|
|
Basketball Courts
|
|
|
|
Reid developed a outdoor court based on various games played by
|
|
savages. The main game he developed to be played on the court he called
|
|
Basketball. Since then, he has developed many variations (mainly number
|
|
of players and scoring) of the game, however they all keep the same
|
|
general rules.
|
|
|
|
|
|
Swimming Pool
|
|
|
|
A large stone pool of water was built as an alternative to
|
|
swimming at the lake.
|
|
|
|
|
|
Track
|
|
|
|
A nice, clay, two-mile track exists about the recreational
|
|
facility. The main stretch of the track cuts through the corn field.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
HALL OF JUSTICE
|
|
|
|
|
|
The Hall of Justice is the courthouse of The Rock. The building
|
|
was painted platinum, gold, silver, and copper: the color of money. A
|
|
symbolic gesture by a person(s) who was found guilty by the judge no
|
|
doubt because the judge was bribed.
|
|
Steps lead up to two large doors. On each side of the steps are
|
|
pedestals upon which are carved statues of wolves. It is as if the
|
|
power wolves beset the doors. Local lore has it that these power wolves
|
|
will one day come to life and stalk the unjust of the town pleasing
|
|
their appetite by devouring those that deserve it.
|
|
Judge (Patient 42) is the local magistrate. Unfortunately, his
|
|
judgement has a price as money talks. Those that are ultimate in
|
|
vanity, exploit their supremacy and bribe the judge. It is hard to
|
|
believe that people will lie and pay a price to avoid the punishment
|
|
they deserve for their crimes. They may believe that they are free, but
|
|
nothing can save them.
|
|
With a corrupt judicial system, justice is lost, justice is raped,
|
|
justice is gone. Luckily, The Rock has enough magical talent to detect
|
|
the lies. Thus, if an accused person is guilty or innocence is learned
|
|
without question. Those that are guilty (especially of heinous crimes)
|
|
are punished by local vigilante groups (typically the Metal Militia or
|
|
Damage Incorporated).
|
|
Whenever great injustice occurs a Truth Assassin appears. The
|
|
Truth Assassin is an avatar of the deity of justice. A Truth Assassin
|
|
is a robed female ghost - AL lawful good; AC 0; MV 9; HD 10; HP 80;
|
|
THAC0 11; #AT 1; DMG 1d8 (one-handed bastard sword) or age 1d4x10
|
|
years; SA backstab; SD special; MR nil; SZ medium (6' tall); XP 7500.
|
|
Besides the powers of a ghost, the Truth Assassin has the abilities of
|
|
a 9th level assassin. A Truth Assassin remains until justice is served.
|
|
If the Truth assassin is killed, another appears to finish the job.
|
|
Once a victim is killed, the victim's lips are sealed with red tape and
|
|
olives are spewed about.
|
|
|
|
...And Justice for All from ...And Justice for All
|
|
-----------------------------------------------------------------------
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
THE HOUSE JACK BUILT
|
|
|
|
|
|
"Is that the moon or just a light that lights this dead-end street?
|
|
Is that you there or just another demon that I meet?"
|
|
|
|
|
|
The House Jack Built seems a normal house with a gothic
|
|
appearance. However, the house is much more. Although who or what Jack
|
|
really was is unknown, it is believed that he was a powerful demon
|
|
given the evil nature of the house and it's link to the abyss.
|
|
As far as the town is concerned, the house is abandoned and has no
|
|
real owner. However, the house and it's grounds are maintained but by
|
|
who is unknown. Also, the appropriate taxes are paid which is received
|
|
by a courier (who doesn't know who his employer is).
|
|
A person who enters the house (whose doors are always open to
|
|
visitors), will eventually fall victim to its magic (save vs. magic at
|
|
+5 penalty each round). A person who becomes a victim of the house will
|
|
become very scared. The victim will close his eyes, begin to shake, and
|
|
seek out a place to hide as his environment becomes a nightmare. The
|
|
victim can open his eyes just to close them again as he witnesses
|
|
horror that is "reality". The nightmare is so real that it swallows the
|
|
victim. The real world gets swallowed up as Jack's world takes the
|
|
victim in. The house gets control and takes the victim down and down
|
|
again. The character must make an Insanity ability check every turn
|
|
with a -3 penalty or lose 4d4+1 Insanity Points. Each turn the
|
|
character gets a save vs. death magic and if successful, he may escape
|
|
the house.
|
|
"The higher you walk, the farther you fall. The longer the walk,
|
|
the farther you crawl. My body my temple, this temple it tells. Step
|
|
into The House Jack Built. Yes this is the house that Jack built"
|
|
So why do people enter The House Jack Built? Quite simply it is
|
|
like a narcotic drug. Although it contains nightmarish horrors, all
|
|
pain subsides. Also, the fear is so intense that it washes away all
|
|
other feelings that overwhelm people like love, hate, lust, etc.. If a
|
|
person survives the house without going insane, he leaves a better
|
|
person; a person in control of his life once again. "Yes I am I am I
|
|
am."
|
|
Another interesting feature of the house is that it has some
|
|
portals to the various levels of the abyss. Some are only one-way but a
|
|
few are two-way portals. However, very few bad things come from the
|
|
Abyss. why is unknown?
|
|
Let the show begin...
|
|
|
|
The House Jack Built from Load
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
THE KEEP OF THE METAL MILITIA
|
|
|
|
|
|
After the Humanoid Incursion, the Metal Militia disbanded, mainly
|
|
because there was only five survivors. A decade ago, it was decided
|
|
that the militia should be revived for protection, law enforcement,
|
|
etc.. Threaten no more, to secure peace is to prepare for war.
|
|
And so the Metal Militia was re-established by the citizens of The
|
|
Rock. Of course, they need a cool place to hang out so the Keep of the
|
|
Metal Militia was built. Most of the keep was built from the ruins of
|
|
Castle Rock as there was still good stone work left. The keep has three
|
|
floors and two basement levels.
|
|
It was decided that each year a leader would be chosen by the
|
|
militia. The leader is considered the sheriff of the town and takes
|
|
care of day to day law enforcement. Other duties of the sheriff is to
|
|
head the militia meetings (once a week), command soldiers assigned to
|
|
The Rock (see below), and watch prisoners.
|
|
A typical militia man wears armor and wields heavy metaled
|
|
weaponry.
|
|
The first floor is used as a meeting hall for the Metal Militia.
|
|
It contains a large oak table and chairs, an assorted collection of
|
|
weapon racks with weapons, and of course tapestries of how great the
|
|
militia is.
|
|
The second floor is the barracks. It has 12 bunk-beds so 24
|
|
soldiers can live here normally. Typically the barracks are empty.
|
|
However, occasionally the country assigns a few (3d4) military soldiers
|
|
(1st or 2nd level) to the Rock. These soldiers are under the charge of
|
|
the sheriff and stay in the barracks.
|
|
The third floor is currently not used. A trap door leads to the
|
|
roof.
|
|
The first level of the basement contains the prison, which is
|
|
usually empty.
|
|
The second level of the basement is used for storage. It contains
|
|
a well of fresh water. Also, there is a obligatory secret passage to an
|
|
underground cavern which is by the lake. From the cavern, a person may
|
|
enter the lake.
|
|
|
|
Metal Militia from Kill 'Em All
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
THE LAKE
|
|
|
|
|
|
The lake is normal as far as its boundaries goes. Its unusual only
|
|
in it's depth which is deep indeed.
|
|
The lake is also the site of a fallen city that now lays in ruin
|
|
at the lake's bottom.
|
|
|
|
The Thing That Should Not Be from Master of Puppets
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
MEMORIAL HILL
|
|
|
|
|
|
History
|
|
|
|
The biggest and last battle during the Humanoid Incursion took
|
|
place on a hill now referred to as Memorial Hill in remembrance of
|
|
those that died there. The men fought bravely on the hill. Those that
|
|
did not die suffered great wounds. A few went insane from the pain.
|
|
Only five men who fought in the battle lived; two of which are Patient
|
|
65 and Patient 44.
|
|
The humanoids had no mercy for what they did; no thought to even
|
|
what they had done. They never felt sorrow; no remorse for the helpless
|
|
ones; no remorse; no repent. Humanoids fight war without end no matter
|
|
the cause. Another day; another death; another sorrow; another breath;
|
|
its all in the life of a humanoid soldier. The only true gift the
|
|
soldiers got was the blood of their victims. Blood fed the war machine
|
|
as it ate it's way across the land. With war machines going, Blood
|
|
started flowing. No mercy given to anyone. The furious fighting; swords
|
|
were like lighting. It all became frightening to know death was near.
|
|
Only the strong survive. No one to save the weaker race. The Humanoids
|
|
were ready to kill all comers like a loaded crossbow right in the face.
|
|
People were dying with madness surrounding. All hell broke loose.
|
|
Soldiers were hounding. Bodies were mounting. No remorse was the one
|
|
command.
|
|
The majority of the militia was ordinary soldiers, mere servants
|
|
until they died. Most soldiers were young (around 21 years of age) and
|
|
because they were born male, had a duty to enter the military at an
|
|
early age. When they joined, they learned to kill, learned not to care,
|
|
and learned to take orders. A soldier is molded like clay never living
|
|
life. The more stripes (military ranking insignia) the more a man a
|
|
person is. What they became were disposable heroes, their bodies
|
|
filling the fields on the hill.
|
|
|
|
The Hill
|
|
|
|
Today, the hill has graves for all who died during the Humanoid
|
|
Incursion.
|
|
At the base of the hill is a wall of polished black granite. Upon
|
|
the wall is the carved names of those that died during the war. The
|
|
wall is roughly 25 feet long.
|
|
|
|
Phenomenon
|
|
|
|
A constant mist covers the hill. As one walks on the hill, a
|
|
constant chill exists (even on the hottest summer days).
|
|
During summer thunderstorms, the hill is not a safe place to be as
|
|
lightning rips through the sky to the hill as if the gods remind all of
|
|
what happened here. It is recommended that a character on the hill run
|
|
for safety as cowardly as possible. In game terms, a character on the
|
|
hill has a 75% chance per turn of being struck by lightning during a
|
|
thunderstorm. Lightning does 5d6 points of damage (save vs. electricity
|
|
for half damage).
|
|
|
|
Sacrifice
|
|
|
|
Way before Castle Rock, the hill was a sacred place to some
|
|
culture (Egyptian-type) that either no longer exists or is far away
|
|
(depending on the GM's world). The most popular activity on the hill
|
|
was the stabbing of harlots to pay for their sins. Also, the virgin
|
|
sacrifice was common. And the occasional self-sacrifice made its way to
|
|
the hill. A sacrificial stone alter still exists on top of the hill and
|
|
the aged chains used on the victims are still imbedded in the stone.
|
|
Rumor has it that 1009 people were sacrificed on the hill.
|
|
Although a legal, public execution has never taken place at The
|
|
Rock, the laws of the town state that such executions shall take place
|
|
by the Metal Militia atop Memorial Hill at the sacrificial altar.
|
|
|
|
The Holiday
|
|
|
|
The 30th day of the fifth month of the year is the anniversary of
|
|
the battle because it was this day when the battle finally ended. This
|
|
day is a local holiday in which people remember and morn.
|
|
It is believed that a caring family member (especially a mother)
|
|
who burns a candle in the window while a soldier is at war can sense
|
|
the soldier especially when the soldier is in pain or at death.
|
|
One custom of the holiday is to burn a candle in the window. The
|
|
window burns to light the way back home for soldiers. A light that
|
|
warms no matter where they go.
|
|
When soldiers leave to go to war, it is as if they are going to
|
|
find the hero of the day. That is, to see which one of them will become
|
|
a hero.
|
|
Another part of the holiday is to honor a hero whether living or
|
|
dead. This person becomes the hero of the day. Typically the honored is
|
|
a soldier that has served god and country. When this honor first became
|
|
part of the holiday, the first hero of the day was Johnny (patient 44).
|
|
Veterans spend the holiday discusing how they feel. The horrors of
|
|
war they lived is to many soldiers still real. Many veterans deserve
|
|
their easy chair.
|
|
Unfortunately there are those that are totally against war
|
|
and like to use the holiday to speak their mind. These people protest
|
|
war with anti-war demonstrations. These demonstrates dislike the
|
|
veterans who participate in war. Thus, the veterans really dislike the
|
|
protestors and have even been known to start fighting the anti-war
|
|
people. After all, why would anti-war believers fight back?
|
|
|
|
Disposable Heroes from Master of Puppets
|
|
For Whom the Bell Tolls from Ride the Lightning
|
|
Metal Militia from Kill 'Em All
|
|
No Remorse from Kill 'Em All
|
|
Hero of the Day from Load
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
METALLICA MINING COMPANY MINE
|
|
|
|
|
|
History
|
|
|
|
The Rock was a prosper mining town until the effects of Metallica
|
|
were discovered; then mining operations severely declined. Most claims
|
|
were sold. Those that went inactive for ten years reverted back to the
|
|
town.
|
|
The abandoned mines became home to many monsters. Eventually,
|
|
adventurers cleared them out and the mines were sealed.
|
|
The original mine entrance remained active as there still is a
|
|
demand for Metallica by some. The mine is operated by the Metallica
|
|
Mining Company. Some people/organizations who own shares in the company
|
|
are Damage Incorporated, the township of The Rock, and Miner 49er
|
|
(Patient 67).
|
|
|
|
|
|
Staff
|
|
|
|
The staff of the company consists of four miners one of which is
|
|
the manager. The manager is in charge of operations. Besides managing
|
|
the crew, he makes all the mining decisions like where to dig. Another
|
|
part of his job is to handle the selling of the ore. Also, the manager
|
|
is an accomplished miner and spends much of his time mining. The
|
|
manager answers to shareholders monthly. The current manager of the
|
|
company is a retired adventurer of dwarven decent.
|
|
One of the miners is Miner 49er. He tends to go about his own way.
|
|
as he prefers to look for gold than Metallica. Because he is very
|
|
knowledgable, a good miner, and very dedicated; Miner 49er is a
|
|
valuable member of the staff.
|
|
|
|
|
|
Mining Camp
|
|
|
|
The area around the mine entrance is the mining camp. The camp is
|
|
fenced off as a minor security precaution.
|
|
At the entrance to the camp is an office in which the manager
|
|
handles company business. Nothing of value is kept here unless records
|
|
of mining operations are considered valuable.
|
|
There is a cabin where the miners reside. As would be expected,
|
|
the interior of the cabin definitely show signs of male living. Through
|
|
the mess, a person can find four bunk beds, many chests, two tables,
|
|
two stoves, and lots of mining gear.
|
|
One building is the smelter where the ore is processed. Cart
|
|
tracks from the mine entrance enter this building. The building was
|
|
built with a hill behind it. The rock from the smelting process is
|
|
dumped down this hill. After years of this, the hill is slowly losing
|
|
ground.
|
|
The building closest to the entrance is the supply shack. Within a
|
|
person can find large quantities of mining supplies.
|
|
|
|
|
|
The Mine
|
|
|
|
Many of the old mines that existed have been linked together with
|
|
this main mine to create an extensive network of shafts and tunnels. No
|
|
mining tunnels have tapped into the caverns mentioned THE CAVERNS
|
|
section.
|
|
It is believed that the company has secret chambers somewhere in
|
|
the large mining network. This belief is based on the fact that nowhere
|
|
in the camp is a secured place in which the company's wealth is stored.
|
|
|
|
Load
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
THE PIERS
|
|
|
|
|
|
The piers on the lake are typical of any piers. There are 10 piers
|
|
entering the lake to be exact. Attached to the piers are various boats
|
|
(mainly fishing boats).
|
|
The Boys prized fishing boat is called "Orion". It is docked at
|
|
Pier #1.
|
|
|
|
|
|
Damage, Inc. Warehouse
|
|
|
|
Damage Incorporated maintains a warehouse for storing various
|
|
items that accumulate from many business transactions.
|
|
|
|
|
|
Master of Puppets Warehouse
|
|
|
|
Master of Puppets works out of an old warehouse near the docks.
|
|
From this warehouse, The Master runs his drug syndicate. He only deals
|
|
with outsiders so as not to draw the attention or wrath of the locals.
|
|
The locals are familiar with The Master but believe him to be only a
|
|
merchant of little talent dealing with odds and ends. Little do they
|
|
know that these odds and ends are clever containers for his illegal
|
|
drugs.
|
|
He also maintains a cavern complex far underground. There is no
|
|
known entrances into the complex. Teleportation is the entrance way of
|
|
choice of The Master.
|
|
The complex is used as The Master's home. A few of the chambers
|
|
simulate his home on the Abyss, hot and nasty. Some caves are used as
|
|
storage for his contraband. Most of the complex is a never-ending maze.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
SANITARIUM
|
|
|
|
|
|
The Sanitarium is the second oldest building next to Castle Rock.
|
|
After the first settlers moved in around the castle, the insanity
|
|
began. A psychological doctor, Dr. Johnny Fever, noticed that the area
|
|
(the load of Metallica underground) caused insanity and saw a great
|
|
opportunity for his work on the mentally ill. Thus, the Sanitarium was
|
|
built. Unfortunately, Dr. Fever was affected by the Metallica as
|
|
everybody who stays to long in the area does. Although insane, Dr.
|
|
Fever still "works" in the Sanitarium and is still "in charge". After
|
|
all, he owns the place.
|
|
The Sanitarium is very popular to those that wish to understand
|
|
the mind, psychological doctors, psionicists, mind sages, etc.. Because
|
|
few can last a few months at The Rock without going insane, most
|
|
physicians take sabatical at the Sanitarium for four months at a time.
|
|
Of course, they must pay the Sanitarium a nice fee for use of its
|
|
facilities. This is the main income of the Sanitarium and it is plenty.
|
|
The Sanitarium is home to many residents of the town. No one seems
|
|
to leave and no one seems to want to. Most patients are labeled
|
|
mentally deranged.
|
|
One of the costs of being a patient is the invasion of privacy.
|
|
Doctors are always trying to see what makes the patients tick. Its the
|
|
price they pay for being insane.
|
|
Many techniques are used in "treatment" of the patients. It seems
|
|
that every new doctor that shows up on sabatical brings with him a new
|
|
technique. Some build fear in what's out there. Some whisper things to
|
|
the patient to induce paranoia. Some tie up patients to make them well.
|
|
Of course, insanity cannot be cured as long as the insane is near
|
|
Metallica so all attempts at a cure is futile. The only thing most
|
|
doctors in the Sanitarium do is assure the patients that their insane.
|
|
After all, they think the patients' heads are in their hands. They see
|
|
it right, they see it well.
|
|
|
|
Except for a few patient rooms, there are no locked doors or no
|
|
windows barred. As most people in the town are insane, the Sanitarium
|
|
developed a open, revolving door policy where patients can come and go
|
|
as they please. Of course there are some patients who need total
|
|
supervision and are locked up (usually in cages).
|
|
|
|
|
|
EFFECTS
|
|
|
|
|
|
Welcome to where time stands still - When inside the walls of the
|
|
Sanitarium, a person does not age. It is as if time stands still. The
|
|
cause of this magical effect is unknown. One theory is that the
|
|
Metallica in the earth, a strange compound in the walls of the
|
|
building, the position of the moon, and the placement of the Sanitarium
|
|
has formed a magical-null in time and space.
|
|
Why isn't the Sanitarium used as a beauty spa for those who wish
|
|
to stay young forever? Well, the Sanitarium has other effects that
|
|
aren't quite as pleasant.
|
|
Any prolonged stay in the Sanitarium by a person should be
|
|
recorded by the GM as actual calendar age and biological/magical age
|
|
will slowly grow apart.
|
|
|
|
Dream the same thing every night - Another eerie effect of the
|
|
Sanitarium which may be related to the time nullification is the
|
|
sleeping disorders that effect those that sleep inside the Sanitarium.
|
|
A person that sleeps inside the Sanitarium will have the same dream
|
|
night after night even if he leaves and comes back. The repeated dream
|
|
also tends to be a nightmare (and not a good one). What really makes
|
|
the dreams startling is how real they seem.
|
|
|
|
But violent use brings violent plans - Every 24 hours, a person in the
|
|
Sanitarium must make a Sanity check or become violent for a number of
|
|
turns equal to his Sanity score.
|
|
|
|
|
|
THE CURE
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
With a person losing Insanity Points while living in The Rock for
|
|
a long period of time, that person should have a large quantity of
|
|
insanities. Without the use of magic to cure insanity, a person's only
|
|
hope is the Sanitarium.
|
|
When an insane person begins going to "therapy", he can begin to
|
|
regain lost Insanity Points. A person who goes to therapy once a week
|
|
for a month gets back 1 Insanity Point. If he continues to go, the
|
|
person gets back 1d2 points for each weekly session (which amounts to
|
|
4d2 points a month). If a person misses more than two weeks, than the
|
|
process must start over.
|
|
For an intense insane person, daily therapy is recommended (five
|
|
days a week, two days off). A person who goes to therapy once a day
|
|
(5/2) for a month gets back 6 Insanity Points. If he continues to go,
|
|
the person gets back 1 point for each daily session (which amounts to 5
|
|
points a week, 20 a month). If a person misses more than one week (five
|
|
sessions), than the process must start over.
|
|
If a person brings his Insanity Points to it's maximum and he has
|
|
gone to therapy for a minimum of three months, then that person has
|
|
recovered from an insanity. For every addition 2d4 months, the person
|
|
can be cured of an insanity. Note that the GM should adjust the time
|
|
based on the severity of the insanity. Also, note that there should be
|
|
a chance for a relapse (it is suggested that this chance be equal to
|
|
the Sanity Ability Score).
|
|
The GM may adjust the allowance of Insanity as necessary. After
|
|
all, therapy isn't foolproof and some may be better than others. In
|
|
fact, some therapy may make matters worse (if a GM is creative).
|
|
|
|
Welcome Home (Sanitarium) from Master of Puppets
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
TEMPLE OF THE GOD THAT FAILED
|
|
|
|
|
|
The temple wasn't big but it serviced the community. When the god
|
|
failed the populace, they ransacked the temple. The temple still stands
|
|
but the rooms inside lay in ruin.
|
|
When the followers lost the faith, the god lost his place on the
|
|
heavenly planes. He now lives in the temple. He never leaves the temple
|
|
and it is speculated that he is imprisoned there until he can regain
|
|
power.
|
|
The broken windows and the smashed doors are boarded up. Carved
|
|
above the old doors it reads, "follow the god that failed."
|
|
|
|
|
|
Main Hall
|
|
|
|
This was where the followers would worship. Now the room lays in
|
|
ruin with broken pews scattered about. The altar was broken into four
|
|
pieces during the destruction of the temple.
|
|
|
|
|
|
Priest Chamber
|
|
|
|
This chamber is where the priest lived. A small vestibule off the
|
|
chamber is where the priest prepared before his service. The priest
|
|
fled in disgrace after the god disgraced him. Now the chamber is used
|
|
by the god.
|
|
|
|
|
|
Basement
|
|
|
|
The basement was used as a storage place for the town. After all,
|
|
what could be more safe than holy ground. Now the basement is just
|
|
another place for the god to be.
|
|
|
|
The God That Failed from Metallica
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
THE TOMB OF A BOY KING
|
|
|
|
|
|
A few centuries before the culture of today existed, another
|
|
culture used the surrounding area. In particular, what is now known as
|
|
Memorial Hill was considered sacred ground back then. The ancient
|
|
culture was like the real-world Egyptians (or even Aztecs if the GM
|
|
prefers).
|
|
It seems that in this ancient culture, slavery was popular.
|
|
Slavers were born to serve the pharaoh (king). The slaves lived in fear
|
|
for four hundred years. Eventually they developed faith in an unknown
|
|
deliverer. The deliver wanted to take the slaves out of the land of the
|
|
pharaoh. The pharaoh wouldn't allow it. And so the pharaoh was punished
|
|
by magic of the deliverer, power of a deity, or maybe just coincidence;
|
|
it is unknown to time. The rivers turned red like blood, the days
|
|
turned to night, hail of fire fell from the sky, and a plague of locust
|
|
infected the land. And the pharaoh still wouldn't give. In fact to
|
|
teach the slaves a lesson, the pharaoh decreed that the first born of
|
|
every slave shall be killed, so let it be written so let it be done.
|
|
And so that night a cloud of creeping death covered the land and
|
|
killed the first born of all non-slaves which included the pharaoh's
|
|
son. The slaves won...
|
|
The pharaoh was so ashamed and felt so guilty over the loss of his
|
|
son that he could not bury his dead son in his homeland. Instead he
|
|
took the son to sacred land known to him. Near the sacred hill, an
|
|
underground tomb was constructed.
|
|
The tomb isn't as elaborate as was the custom of the ancient
|
|
culture. No monuments mark the spot so as to protect it from tomb
|
|
robbers. Also, it only contains a few chambers some of which are a
|
|
false chamber, an antechamber, and a burial chamber. However, the tomb
|
|
is well guarded from unwanted visitors. Because it is located out of
|
|
the homeland, the pharaoh wanted to ensure that his son's mummy would
|
|
be well protected.
|
|
No mining has reached the tomb because of its close proximity to
|
|
Memorial Hill. No mining is allowed near or under the hill so as not to
|
|
disturb the special site.
|
|
|
|
Creeping Death from Ride the Lightning
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
OTHER PLACES OF INTEREST
|
|
|
|
|
|
CLIFF BURTON MEMORIAL PARK
|
|
|
|
When Cliff died, the music group and Damage Incorporated designed
|
|
and built a small park in his memory. In the center of the park is a
|
|
larger-than-life statue of Cliff.
|
|
Cliff was never buried. His ashes were spread over various points
|
|
of the lake.
|
|
|
|
|
|
DAMAGE INCORPORATED FINANCIAL INSTITUTION
|
|
|
|
With all the riches that pour into The Rock, the only safe place
|
|
for a person to keep his wealth is in this impenetrable bank built by
|
|
none other than the famed Damage Incorporated. All residents with any
|
|
bit of wealth have an account at this institute. It also comes in very
|
|
handy for merchants who rack in money during the music festival.
|
|
Not only does the institute handle savings, it also manages loans,
|
|
engineers investments, and other banking needs. Thus, Damage
|
|
Incorporated Financial Institution brings a fair and equitable money
|
|
managing system to a somewhat medieval world.
|
|
Crime syndicates don't target this institute for the main reason
|
|
that they use it for various reasons. First, it's a great place to
|
|
launder currency. Also, a person can have a private anonymous account
|
|
that nobody including the government will know about. Its a crime lords
|
|
banking dreams come true.
|
|
The intricacies of the institute's theft-protection is unknown but
|
|
it is believed that Metallica is used to prevent magic use. Also,
|
|
inter-dimensional and extra-planar sites are used within the bank.
|
|
Another interesting tid-bit is that mineral trades are believed to
|
|
be taken place with financial institutes at other dimensions.
|
|
|
|
|
|
METALLICA CLUB HOME OFFICE
|
|
|
|
Metallica formed a fan club worthy of their fans. The office is a
|
|
small stone building at the Rock. Among offices for use by employees of
|
|
the band, the building contains a nice store of Metallica merchandise.
|
|
This club is completely owned and overseen by the band, so it
|
|
maintains the vision and intend of the band. Far more than the name
|
|
"fan club" would imply, The Metallica Club exists so that the band can
|
|
keep a two-way line of communication open to the people who have helped
|
|
and supported them over the years. Metallica has always hesitated to
|
|
even use the term "fan", feeling that it believes the strength and
|
|
depth of dedication and support held among the very folk to whom the
|
|
teeny, flaccid word might be applied.
|
|
What with being on the road so much, James, Lars, Jason, and Kirk
|
|
have entrusted the care and feeding of The Metallica Club to their
|
|
friend and road manager, Tony Smith. As such, Smith is a man with a
|
|
mission: to make sure The Metallica Club is operated in a way that
|
|
reflects Metallica's deep commitment to and appreciation for their
|
|
friends and supporters - the fans.
|
|
Metallica Club produces an annual shirt and prints their own
|
|
magazine called "So What!" for members of the club.
|
|
|
|
|
|
THE ROCK ARENA
|
|
|
|
The Rock Arena is so named because it is created by carving into
|
|
the lake side rock. The result was a beautiful arena that seats
|
|
thousands of people.
|
|
Clever architecture design allows for excellent acoustics that
|
|
don't cause annoying echos.
|
|
|
|
|
|
THE SMITHY
|
|
|
|
The local blacksmith is a master blacksmith, weaponsmith, and
|
|
armorer. His specialty is working with Metallica. The blacksmith's name
|
|
is ironically Smithy. It might seem strange that Smithy is so masterful
|
|
unless the fact that he was struck insane at a young age is known. When
|
|
smithy was a child, he went insane and became obsessed with
|
|
blacksmithing Metallica. Of course, the more he worked with it, the
|
|
more insane he got. But the insanities he accumulated just made the
|
|
Metallica obsession worse. The second insanity drove him to learn the
|
|
art of weaponsmith of which he only worked with Metallica. His next
|
|
insanity made him learn how to make armor. With each insanity he got,
|
|
he learned a new way to use Metallica. Now he is a master of the metal.
|
|
The Smithy is typical of any blacksmith. In addition to the
|
|
blacksmith area, there is a shop connected in which Metallica
|
|
merchandise can be bought. Anything made with Metallica tends to cost
|
|
10 times as much as the same item in regular metals. The shop contains
|
|
weapons, armor, jewelry, etc.. Note that Smithy will gladly create
|
|
custom items for customers.
|
|
|
|
|
|
SNAKE PIT
|
|
|
|
The Snake Pit is a large pit in the center of town which contains
|
|
snakes. These snakes are considered the town's pets and most of the
|
|
community helps in the care of the snakes.
|
|
|
|
|
|
TOMMY'S JOINT
|
|
|
|
Tommy's Joint is a Hoffbrau. It's specialties are meat, potatoes, and
|
|
beer. It is one of Metallica's hangouts. On a historical note, it is
|
|
the place where Jason was asked to join the band.
|
|
|
|
|
|
YE' OLE MUSIC SHOP
|
|
|
|
A town known for it's music must have a place to buy instruments
|
|
and the best place in town is this place.
|
|
The music shop's proprietor is Mister Gibson. He is a Master Bard
|
|
who has turned his talents into producing quality musical instruments.
|
|
His specialty is string instruments. His insanity is that he is
|
|
consumed with crafting musical instruments.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
THE INSANE
|
|
|
|
|
|
All patients that have visited the Sanitarium are assigned a
|
|
patient number. Very few patient names are known although their
|
|
nicknames are known. These "nicknames" are usually manifested by the
|
|
insanity so the Sanitarium took on a patient numbering system. The
|
|
patient number, nickname, and real name (when available) are given. Not
|
|
all patients are listed here, but some of the more interesting ones
|
|
are.
|
|
|
|
|
|
No. Name Song Album
|
|
13 Motorbreath Motorbreath Kill 'Em All
|
|
19 Punk Seek And Destroy Kill 'Em All
|
|
26 Epacse Escape Ride the Lightning
|
|
36 Leper Messiah Leper Messiah Master of Puppets
|
|
42 Judge ...And Justice for All ...And Justice for All
|
|
43 Pup Eye of the Beholder ...And Justice for All
|
|
44 Johnny One ...And Justice for All
|
|
45 Straw The Shortest Straw ...And Justice for All
|
|
46 Harvester... Harvester of Sorrow ...And Justice for All
|
|
47 Fray The Frayed Ends of Sanity ...And Justice for All
|
|
48 The Poet To Live is to Die ...And Justice for All
|
|
49 Dier Dyers Eve ...And Justice for All
|
|
53 --- Holier Than Thou Metallica
|
|
54 The Unforgiven The Unforgiven Metallica
|
|
55 Roam Wherever I May Roam Metallica
|
|
57 Doc Through The Never Metallica
|
|
58A Rome Nothing Else Matter Metallica
|
|
58B Julie Nothing Else Matter Metallica
|
|
59 Manwolf Of Wolf and Man Metallica
|
|
511 My Friend... My Friend of Misery Metallica
|
|
512 --- The Struggle Within Metallica
|
|
62 TwoByFour 2 X 4 Load
|
|
65 King Nothing King Nothing Load
|
|
67 Miner 49er Bleeding Me Load
|
|
68 Eruc Cure Load
|
|
69 Em Poor Twisted Me Load
|
|
610 --- Wasting My Hate Load
|
|
611 Mama's Boy Mama Said Load
|
|
612 Lynn Thorn Within Load
|
|
613 Ronnie Ronnie Load
|
|
614 James The Outlaw Torn Load
|
|
|
|
|
|
Patient 13 - Motorbreath
|
|
|
|
AL N; AC 10; MV 9; HP 8; THAC0 20; by weapon type; Str 12, Dex 18, Con
|
|
18, Int 6, Wis 5, Ch 10, San 9
|
|
|
|
Motorbreath got his name because he does things that are insanely
|
|
dangerous, things that would take a person's breath away. He likes to
|
|
live fast and take a chance. He won't live any other way. If he can't
|
|
die then he doesn't want to live. If he can't cry then he doesn't want
|
|
to laugh. He likes things that are hard and heavy, dirty and mean. He
|
|
won't stop for nothing. Its full speed or nothing. He takes a chance to
|
|
live life and feels everybody else should follow his lead.
|
|
Besides his odd suicidal insanity, Motorbreath is also addicted to
|
|
drugs.
|
|
|
|
|
|
Patient 19 - Punk
|
|
|
|
Level 3 Fighter - AL LE; AC 8 (armor); MV 9; HP 22; THAC0 17; by weapon
|
|
type; Str 12, Dex 9, Con 13, Int 8, Wis 9, Ch 16, San 12
|
|
|
|
Punk is a young man and the leader of the local gang. He is insane
|
|
like all his gang members. Punk hears evil voices in his brain that
|
|
tell him things to do (like kill). Of course hearing imaginary voices
|
|
drives people insane.
|
|
The gang membership changes as people are killed, imprisoned,
|
|
runaway, or flip out of control. The gang is comprised of misfits and
|
|
losers who are usually runaways from other cities and towns. After a
|
|
person joins the gang, he becomes insane in a couple of weeks. Although
|
|
the people in the gang may have a variety of insanities, each at least
|
|
hears those evil voices.
|
|
The gang scans the scene in the town every night looking for
|
|
somebody so they can start up a fight. Running on their way and looking
|
|
for those that are hiding from them. If the gang is after a person,
|
|
that person will find it hard to escape; that's for sure as the gang
|
|
has nothing better to do. If the gang gets their victim, they will kill
|
|
him. "Searching, Seek and Destroy" is the gang motto.
|
|
Although they look tough and act tough, the gang is relatively
|
|
harmless. They try to intimidate but the locals (including law
|
|
enforcement) don't find them a threat. The only people they have killed
|
|
(which is very few) have been visitors to the town. These visitors were
|
|
evil beings who took from the work not giving anything back. Punk's
|
|
vigilante gang removes vicious leeches of society, and society looks
|
|
away. They also keep other gangs from entering the town, especially the
|
|
gangsters that nobody in town likes.
|
|
Of course, the gang does tend to get cocky at times and various
|
|
forces (Metal Militia, Damage Incorporated, etc.) at the rock must
|
|
intervene and give them a little discipline.
|
|
The gang loves music of The Rock and there is no better place to
|
|
here it than Damage, Inc.. Thus, they tend to be nice when necessary so
|
|
they may be permitted to attend concerts. Besides, members of Damage
|
|
Incorporated would kick the gangs' asses.
|
|
|
|
|
|
Patient 26 - Epacse
|
|
|
|
AL CN; AC 10; MV 9; HP 5; THAC0 20; Str 12, Dex 9, Con 15, Int 6, Wis
|
|
18, Ch 11, San 6
|
|
|
|
Epacse suffers Paranoia and Paranoid Personality Disorder
|
|
insanities. He is also anti-social to the max.
|
|
He believes the world is under one big conspiracy; a false world.
|
|
He fears that everybody is trying to trap him in the endless circle,
|
|
the ring of stupidity that everybody is captured in.
|
|
Because of all this paranoid behavior, Epacse lives a solitaire
|
|
life where he is his best friend. He is out on his own; out to be free.
|
|
He does what he wants. He is one with himself and doesn't have to
|
|
listen to the rubbish the world listens to.
|
|
Epacse believes that his life is to live how he wants and he won't
|
|
conform to society. He thinks that society is trying to rape his mind
|
|
and destroy his feelings; to control by society's standards. He knows
|
|
what "really" is going on. He sees though the blur of civilization.
|
|
Epacse feels that his life is a hard one but he must be strong
|
|
and fight until the end. It is his undamaged destiny to stop the hammer
|
|
from falling, to break the chains that bind people to the ground, to
|
|
live life his own way.
|
|
He is a bit of a guru philosopher. The only problem is that he has
|
|
trouble sharing his "wisdom" with anybody because he believes them all
|
|
to be working for "the man". However, sometimes he passes on his
|
|
philosophy to others in the hopes of raising a stir. Maybe Epacse is
|
|
right. Maybe people should break away from their common fashion. Who is
|
|
to stay?
|
|
Epacse lives "around". Sometimes he disappears into the hills and
|
|
lives the life of a hermit. Other times, he lives in the town typically
|
|
on the streets because he believes housing is a conformity to society.
|
|
|
|
|
|
Patient 36 - Leper Messiah
|
|
|
|
Level 5 Cleric - AL N; AC 10; MV 9; HP 26; THAC0 18; by weapon type
|
|
(staff); Str 6, Dex 12, Con 6, Int 12, Wis 15, Ch 16, San 5
|
|
|
|
Every town needs its religious leaders, and The Rock is no
|
|
different. Bow to Leper Messiah...
|
|
The Leper Messiah is a delusional middle-aged bearded man infected
|
|
with leprosy, an infectious bacterial disease that causes ulcers and
|
|
sores on the body and in its severe forms causes progressive
|
|
destruction of tissue.
|
|
Although the Leper Messiah is considered a cleric (for game
|
|
purposes), he serves no god, only himself. Because his beliefs in
|
|
himself are so strong and because he is so insane, he is able to cast
|
|
clerical spells. Who grants him these spells? Nobody. His own mind has
|
|
become so warped that it has formed the intricate ability to manifest
|
|
magical spells. As long as he mediates as clerics "pray" for spells, he
|
|
may cast spells as a cleric from the Charm and Divination spheres.
|
|
Note the he does not have other priestly powers like the ability to
|
|
turn undead.
|
|
The Leper Messiah is the self-proclaimed savior of humanity. He
|
|
preaches the word of salvation in the streets of The Rock. He requests
|
|
money, lots of gold. If a person does make a contribution, the Leper
|
|
Messiah guarantees a place (a good place) in the afterlife.
|
|
He has a loud and strong voice but he has been spineless from the
|
|
start of his crusade. He wants blind devotion. He wants all to join the
|
|
chain. He wants power and fame even if he has to lie.
|
|
To the town, he is more a lead clown in a circus than a savior. He
|
|
is tolerated because he is amusing, dressed in his long robes preaching
|
|
his words. Many marvel at his tricks. He puts on a good show
|
|
(especially on the seventh day of the week). The only harm he may cause
|
|
is by spreading his disease which doesn't happen if a person maintains
|
|
a safe distant. And the Leper Messiah believes that to truly be saved a
|
|
person must be infected by him. In his younger days, he would attempt
|
|
to infect everybody. These attempts only got him incarcerated for a
|
|
long time. Now he tries to talk people into excepting him and his
|
|
infection into their body and soul. So far, no takers.
|
|
He lives the torment of man that he preaches of: suffering on his
|
|
knees.
|
|
|
|
|
|
Patient 42 - Judge
|
|
|
|
AL CG; AC 10; MV 9; HP 6; THAC0 20; Str 8, Dex 9, Con 10, Int 16, Wis
|
|
18, Ch 15, San 10
|
|
|
|
Judge is the 50 year old, local magistrate. Unfortunately, his
|
|
judgement has a price as money talks. Those that are ultimate in
|
|
vanity, exploit their supremacy and bribe the judge. It is hard to
|
|
believe that people will lie and pay a price to avoid the punishment
|
|
they deserve for their crimes. Their money tips the scales of justice.
|
|
Just make a deal with the judge and the truth is redefined.
|
|
Judge's strings are pulled by many people. Seeking wealth is more
|
|
important than seeking truth. He has no apathy for those the he finds
|
|
guilty who are innocence. He is so unfeeling that it is as if he hides
|
|
deep animosity. Through his eyes is the future life of those that enter
|
|
his courtroom. These people hope to be found innocent by him but they
|
|
find conviction if his price was met. They may believe that they are
|
|
free, but nothing can save them. So real, so true, so grim...
|
|
Judge has a lavish home out in the country. He lives a rich life
|
|
due to his corruption. He dresses to the hilt in fancy clothes, decked
|
|
in jewelry, and smelling of fine perfumes.
|
|
His weapon of choice is a non-magical war hammer which he has
|
|
deemed "The Hammer of Justice".
|
|
|
|
|
|
Patient 43 - Pup
|
|
|
|
AL CG; AC 10; MV 9; HP 4; THAC0 20; Str 9, Dex 9, Con 9, Int 12, Wis 8,
|
|
Ch 14, San 11
|
|
|
|
Pup is a governmental official. He has held various positions
|
|
throughout the years. Politics is his lifetime occupation.
|
|
Unfortunately, he is a tad corrupt. His wealth comes from those that
|
|
control him.
|
|
The situation isn't totally terrible. Pup is selfish and does
|
|
"favors" for others as long as he benefits. However, he will only do
|
|
favors that are generally good. These deeds usually help only a few
|
|
people rather than the majority but they are not inherently evil deeds.
|
|
Pup won't do things for evil people no matter how much he can gain.
|
|
Those that control Pup, limit his imagination and keep him where
|
|
they must. His independence is limited and hs freedom of choice is
|
|
narrow as both are dictated by others. They decide what he expresses.
|
|
Pup can do what he wants as long as it is done how they say. Speech is
|
|
words that they will bend.
|
|
For Pup, truth is an offense. His truth is the people's lies. Few
|
|
see through Pup's selfish lies. Energy derives from both the plus and
|
|
negative. Pup is one of the alternatives. He is still chosen by the
|
|
people. To each his own. Eventually the doors will slam shut.
|
|
At times, Pup does hunger for his independence. He knows that he
|
|
is moving back instead of forward. It is bittering distress. Choice is
|
|
made for Pup.
|
|
|
|
|
|
Patient 44 - Johnny
|
|
|
|
Level 7 Psionicist - AL LG; AC 10; MV n/a; HP 30; THAC0 17; Str n/a,
|
|
Dex n/a, Con 14, Int 12, Wis 15, Ch 18, San 16
|
|
|
|
Johnny was one of the five survivors of the battle on Memorial
|
|
Hill. Johnny was the youngest warrior that day. He was the worst
|
|
casualty as he fell on a magical landmine. The landmine Has taken his
|
|
sight, taken his speech, taken his hearing, taken his arms, taken his
|
|
legs, taken his soul, and left him with a life in hell. It was like a
|
|
dream that he couldn't wake from. His world was gone and he was the
|
|
only one. All he had was pain.
|
|
Darkness imprisoning him. All that he sees is absolute horror. He
|
|
cannot live. He cannot die. Trapped in himself with his body a holding
|
|
cell.
|
|
Johnny became suicidal quickly. His inability to do anything, even
|
|
communicate, was to much for him to handle. Unfortunately, he was
|
|
incapable of killing himself. His only wish was to have somebody take
|
|
mercy on him and end his life. He became a wartime novelty tied to
|
|
contraceptions and such to make him "better". He is fed intravenously.
|
|
Johnny has Manic-Depressive Disorder and Melancholia. He is less
|
|
suicidal now that he has developed psionic ability in Clairsentient,
|
|
Psychokinetic, and Pyschometabolism. Many years ago a psionicist came
|
|
to the Sanitarium to communicate via telepathy with Johnny. Finally,
|
|
Johnny wasn't alone. It saved his life. The psionicist began the long
|
|
progress of developing Johnny's mind. Today Johnny an accomplished 7th-
|
|
level psionicist. In the sciences, he knows Sensitivity to Psychic
|
|
Impressions, Telekinesis, Metamorphosis, and Shadow-Form. Some
|
|
devotions he knows are All-Round Vision, Danger Sense, Feel Light, Feel
|
|
Sound, Know Location, Ballistic Attack, Create Sound, Control Light,
|
|
Control Sound, Levitation, Cell Adjustment, Graft Weapon. With the
|
|
psionic abilities he has developed through mastering his own mind,
|
|
Johnny can sense, feel, communicate, and move. Johnny's main objective
|
|
in life is to continue to develop his psionic talents.
|
|
Currently, Johnny resides in the Sanitarium where he is cared for.
|
|
He does tend to use his powers to "get out" usually through Levitation
|
|
or Shadow-Walk (being his favorite). When he does leave the Sanitarium,
|
|
he can be often found on Memorial Hill. Even with all his progress, he
|
|
has much healing to do.
|
|
|
|
|
|
Patient 45 - Straw
|
|
|
|
AL CN; AC 10; MV 9; HP 6; THAC0 20; Str 7, Dex 7, Con 7, Int 18, Wis
|
|
18, Ch 18, San 7
|
|
|
|
Straw suffers from Megalomania believing he is the best at
|
|
everything. He also suffers from Dementia where he tends to find
|
|
important things to be meaningless.
|
|
At one time, Straw was a poplar leader of the common folk. He had
|
|
radical views on life but they were popular because they were of the
|
|
people and Utopia in nature. In fact, he was considered a great
|
|
philosopher in the educational community.
|
|
Unfortunately, he had a different agenda than what he preached.
|
|
He wanted to set his self up as a supreme ruler and a mortal-god
|
|
emperor. Because of this egotistical attitude, he cared little for the
|
|
people. He just wanted to use them to create his perfect world. But his
|
|
self-righteous wasn't the worst of it. His beliefs involved the
|
|
discrimination and even worse, extermination of certain races and he
|
|
began "witch hunts" to rid the world of the unwanted. He caused mass
|
|
hysteria.
|
|
The lies were crystal clear and eventually, the accusation flew.
|
|
The fallout had begun. Straw's honesty was to blame. He put dignity to
|
|
shame.
|
|
During his fall from grace, he was pummelled terribly to the point
|
|
of permanent dis-figuration. It also caused him to go deaf in one ear.
|
|
Furthermore, he suffers habitual pains in various places on his person.
|
|
Finally and most alarming, he suffers from vertigo.
|
|
Now he has been ostracized by his followers. He is considered a
|
|
disgrace. His many believers have turned to none. His Utopia ideas have
|
|
turned into a personal hell. He has reached his nadir. His will has
|
|
disappeared. Without followers, his inner self died. Doubt sunk into
|
|
him. Doubt that his beliefs were incorrect. Eventually, he convinced
|
|
himself that they were wrong and not worthy and he was correct. But
|
|
even the great philosophers that would listen to him have now
|
|
blacklisted him from all professional and social functions.
|
|
Now Straw challenges liberty and law to the point of treason. He
|
|
has been kept down by law; but his insanity is why he keeps regaining
|
|
his freedom. It seems he is a good defense attorney and he uses
|
|
loopholes in the law to constantly gain freedom (and a lot of paper
|
|
chasing for the judicial system). However, the oppressive damage of
|
|
Straw has been done.
|
|
Because of the various insanity loopholes in the law that keep
|
|
getting Straw out of imprisonment, the towns people have found another
|
|
"loophole". It seems that there exists an obscure law of The Rock from
|
|
decades past. It seems that a popular way to appease the gods was human
|
|
sacrifice (no doubt this is related to the sacrificial stone alter of
|
|
Memorial Hill). It seems a law was created in which eligible towns
|
|
people were required to draw straws. The person that drew the shortest
|
|
straw was required to be sacrificed when necessary. This law was never
|
|
removed. The community decided to bring the law back into practice.
|
|
Ironically (or more likely by deceit), Straw ended up with the shortest
|
|
straw and his new name. It hasn't been decided when the sacrifice of
|
|
Straw to the gods will be necessary and maybe the town will not go
|
|
through with it. However, it will be perfectly legal. This seems to
|
|
keep Straw in line to some extent. Someday the witch hunt will come for
|
|
him.
|
|
|
|
|
|
Patient 46 - Harvester of Sorrow
|
|
|
|
Level 7 Druid - AL N; AC 10; MV 9; HP 45; THAC0 16; by weapon type
|
|
(staff); Str 9, Dex 12, Con 14, Int 9, Wis 12, Ch 15, San 12
|
|
|
|
The Harvester of Sorrow was a normal farmer, living in the
|
|
woodlands with his beloved new family. He was a young man who just took
|
|
a bride and just had twin boys. Then one day while he was out working,
|
|
his family was killed by bandits. He lost everything and never found
|
|
those that committed the murders. His loved turned to hate; anger,
|
|
misery. After his great loss, he shunned society as it was society and
|
|
its greed that created the bandits. Trapped far beyond his fate his
|
|
life he had forsaken. He became a hermit and began studying nature and
|
|
the ways of the druid.
|
|
He still lives in the woods but not in his family cottage. The
|
|
cottage has become a shrine which he occasionally visits to grieve. He
|
|
has various homes throughout the forest: caves, tree houses, etc.. It
|
|
all depends on what is nearby when he gets tired.
|
|
His spell repertoire contains Entangle, Shillelagh, Entanglement,
|
|
Speak with Animals, Summon Insects, Barkskin, Plant Growth, Tree, and
|
|
Speak with Plants.
|
|
He spends most of his time planting seeds, seeds of hate. He feels
|
|
that civilization destroys nature and it is his duty to plant seeds to
|
|
replenish that which is lost. Every seed he plants is filled with the
|
|
hate he feels due to the loss of his family. His hatred is so great
|
|
that all seeds he plants will mature to their full potential unless
|
|
destroyed by society. He gives, they take.
|
|
Some believe that the seeds he plants are magical. They believe
|
|
that when the Harvester of Sorrow is finished planting, all that he has
|
|
created will do great harm to civilization. Will the plants and trees
|
|
turn into great monsters? When his work is soon done, everybody will
|
|
know.
|
|
The plants and trees he has harvested do have some magical
|
|
effects, especially the fruits and vegetables. Thus some people have
|
|
gotten into the habit of saying a prayer before eating vegetation. A
|
|
person who eats or drinks any product or by-product of tree will suffer
|
|
some odd effects. The person will have terrible nightmares of the
|
|
Harvester of Sorrow. They will see into his eyes and find where murder
|
|
lies. This is the way the Harvester of Sorrow distributes his pain to
|
|
others. Only through the suffering of others in society, will the
|
|
Harvester of Sorrow heal. Their loss is his gain. He wants people to
|
|
get back to nature and get back what used to be.
|
|
The Harvester of Sorrow is not above killing. If he comes across
|
|
any intelligent evil beings in the woodlands, he will destroy them.
|
|
They'll suffer as he did. He'll turn their pure black evil into
|
|
compost. Let the beatings begin.
|
|
|
|
|
|
Patient 47 - Fray
|
|
|
|
AL CN; AC 10; MV 9; HP 4; THAC0 20; Str 8, Dex 12, Con 14, Int 8, Wis
|
|
7, Ch 13, San 3
|
|
|
|
Fray is twisting under Schizophrenia and falling deep into
|
|
Dementia. In other words, he has no personality of his own and he has
|
|
no desire to do anything. He never hungers and never prospers. He has
|
|
loss of interest, of questioning, and of wondering. He has fallen prey
|
|
to failure. Also he suffers from paranoia; always fighting the fear of
|
|
fear. He believes in a growing conspiracy where everyone is after him.
|
|
He is a slave to fear. Another problem of Fray is that he suffers from
|
|
mass depression. Finally, Fray hears voices in his head.
|
|
Fear is the captor of Fray. To him, fear is like an evil feminine
|
|
being with huge wings that brings horror. The waves of fear pull him
|
|
under. He sinks into a horrible feeling as the undertow inside destroys
|
|
him. He is flooded with fear.
|
|
Fray tries to get well at the Sanitarium. However, it is a
|
|
struggle within as the insanities trigger again and again. The old
|
|
habits reappear without warning. Even Hell would set him free.
|
|
|
|
|
|
Patient 48 - The Poet
|
|
|
|
AL CG; AC 10; MV 9; HP currently below 2; THAC0 20; Str 5, Dex 8, Con
|
|
5, Int 8, Wis 18, Ch 16, San 12
|
|
|
|
The Poet's best poem is the one that tells of his plight:
|
|
|
|
When a Man Lies He Murders
|
|
Some Part of the World
|
|
These Are the Pale Deaths Which
|
|
Men Miscall Their Lives
|
|
All this I Cannot Bear
|
|
to Witness Any Longer
|
|
Cannot the Kingdom of Salvation
|
|
Take Me Home
|
|
|
|
The Poet is cursed. The curse is very interesting. It seems that
|
|
when people of the world lie (i.e. not tell the truth), the life force
|
|
within The Poet is drained. In game terms the drain is very minute;
|
|
roughly .0000000000001 of a hit point is drained for every lie. This
|
|
might not seem to bad, but the lies add up. That is why his current hit
|
|
points is growing closer to 1 hit point. Eventually, he will die.
|
|
One benefit of the curse is that The Poet has the ability to know
|
|
when a person is lying. Whenever a person lies in his presence, The
|
|
Poet tends to get angered as this hurts him.
|
|
Until he dies, The Poet will continue to write poetry. Most of the
|
|
poems are depressed, sad, dispirited, despondent, dark, dismal,
|
|
doleful, dreary, gloomy, mournful, and melancholy.
|
|
|
|
|
|
Patient 49 - Dier
|
|
|
|
AL N; AC 10; MV 9; HP 3; THAC0 20; by weapon type; Str 6, Dex 5, Con 6,
|
|
Int 8, Wis 7, Ch 8, San 3
|
|
|
|
Dier is an average looking, 18 year old male. Dier has Generalized
|
|
Anxiety, Hebephrenia, and Post Traumatic Stress. Also, he suffers from
|
|
Nervous Breakdowns, Panic Disorders, Manic-Depressive Disorder, and
|
|
Melancholia.
|
|
His parents were insane and abusive. Day in and day out, Dier
|
|
lived the life his parents wished upon him. They told him what is wrong
|
|
and right (although their perception was warped). He wouldn't think for
|
|
himself as every thought would meet their disapproval because children
|
|
are seen but are not heard. He was told what to say and what to hear.
|
|
They censored his every move; tore out everything inspired. Barred from
|
|
reality, he lived blind. His childhood innocence was torn apart. They
|
|
clipped his wings before he learned to fly. His parents were deceivers,
|
|
curators, and dictators.
|
|
On his 18th birthday, Dier killed his mother and father for the
|
|
hell they put him through. He finally outgrew that lullaby. Now, he has
|
|
a newly found freedom. He thinks for himself. There is no guarantee
|
|
what will happen but at least he will experience it. He is taking a
|
|
chance, but it is good.
|
|
He is shocked at the world and he hopes that somebody or something
|
|
will rescue him. He still hides in the insane world that his parents
|
|
made for him. He has mental wounds that never heal. He still harbors
|
|
undying spite for his parents for the insane hell he must live in.
|
|
Because of the wrongful treatment of Dier by his parents, Dier was
|
|
found innocent of any murder charges.
|
|
|
|
|
|
Patient 53
|
|
|
|
AL LG (self-righteous); AC 10; MV 9; HP 6; THAC0 20; Str 8, Dex 8, Con
|
|
8, Int 8, Wis 8, Ch 5, San 15
|
|
|
|
Possibly more annoying than the Leper Messiah and My Friend of
|
|
Misery, is Patient 53. He is relentless in his preaching. The crap
|
|
rolls out of his mouth again and again. Gossip burns on the tip of his
|
|
tongue. He lies so much he believes them.
|
|
Nobody knows who he is, where he's been, and where he's from. His
|
|
insanity: little whispers that circle his head. He never changes his
|
|
mind. His brain is like gelatin. He is slow to understand. He knows
|
|
not.
|
|
He judges all but most feel, "Judge not lest ye be judged
|
|
yourself". He should take a look at himself; but he doesn't because he
|
|
is arrogant. Arrogance and ignorance go hand in hand. He should have
|
|
something better to do. Why doesn't he worry about himself? He points
|
|
his finger at all. Holier than thou.
|
|
It's not who you are; it's who you know. Others lives are the
|
|
basis of your own. Burn your bridges build them back with wealth.
|
|
|
|
|
|
Patient 54 - The Unforgiven
|
|
|
|
AL LG; AC 10; MV 9; HP 4; THAC0 20; Str 7, Dex 6, Con 16, Int 7, Wis
|
|
16, Ch 12, San 18
|
|
|
|
He was born into slavery. As a boy he learned to obey rules by
|
|
getting beaten. He tried to be free, at least free of mind, but any
|
|
thoughts he gave were responded to by whippings. At a young age he
|
|
vowed that he would never lose his will. His whole life was run by his
|
|
slave lords and he did what he had to due to please them. Day in and
|
|
day out he did the same meaningless jobs. He still battled for freedom
|
|
but to no avail. He became quite a bitter man. Eventually, he got old
|
|
and didn't care any more. As an old decrepit man, he served no use and
|
|
he was granted his freedom (no slave lord wants to waste resources on
|
|
disposing of a dead body).
|
|
As a slave he lost his identity and he never got it back. He is
|
|
only a bitter old man and has been dubbed The Unforgiven. He doesn't
|
|
seek revenge on his captors even if he could get it. He had no life and
|
|
now he waits death.
|
|
|
|
|
|
Patient 55 - Roam
|
|
|
|
Ghost - AL neutral; AC 0 (8); MV 9; HD 10; HP 75; THAC0 11; #AT 1; DMG
|
|
age 1d4x10 years; SA special; SD special; MR nil; SZ medium (5' 11"
|
|
tall); XP 7500
|
|
|
|
Roam goes by many names Rover, Wanderer, Nomad, Vagabond. He lets
|
|
people call him what they will. Rover is a habitual traveler. The road
|
|
is his bride. In the road he confides because it keeps him satisfied.
|
|
Its all he needs. He "lives" for dust in his throat. He takes his time.
|
|
He speaks his mind. He asks nobody for help. He severs all ties clean
|
|
before he leaves a place.
|
|
He has nothing but knowledge and pride. It seems the less he has
|
|
the more he gains. Where he lays his head is home. However, he uses The
|
|
Rock as his point of origin on all his travels. Thus he passes through
|
|
The Rock on occasion.
|
|
As he goes everywhere, Roam has learned to adapt to many
|
|
environments and the unknown. His knowledge of the land is vast as he
|
|
has been almost everywhere. He has grown under the wander stars. He is
|
|
quite literally the king of the road with the earth as his throne, off
|
|
the beaten path his reign.
|
|
The biggest thing that separates Roam from most people is that he
|
|
is dead. His physical corpse lies in the local cemetery at The Rock
|
|
which explains his visits to The Rock. Carved upon his stone it reads
|
|
only, "Wherever I may roam".
|
|
Unlike most ghosts, Roam isn't evil. He doesn't have a great urge
|
|
to cause evil. He just wants to roam. He is not trapped in a fixed
|
|
location; he may travel the world. Also, night and darkness doesn't
|
|
play a major part in his unlife. To put it simply, he is just like he
|
|
was when he lived, only now he has a ghostly form.
|
|
One unique power he has is the ability to become corporeal which
|
|
allows him to appear as a normal living human (AC 8). He can do this at
|
|
will for ten hours a day. For the other 14 hours, Roam must be in his
|
|
natural ghost state.
|
|
|
|
|
|
Patient 57 - Doc
|
|
|
|
Sage - AL CG; AC 10; MV 9; HP 4; THAC0 20; Str 7, Dex 9, Con 12, Int
|
|
18, Wis 18, Ch 16, San 10
|
|
|
|
Doc is a philosopher, scientist, astronomer, and sage. He has
|
|
white frizzed-out hair and buggy eyes. He spends his time in deep
|
|
scientific research. Although he is quite knowledgable, he tends to
|
|
study to much. Everything fascinates him and he cannot concentrate on
|
|
only one topic. It is not that he has a short attention-span. He just
|
|
gets side-tracked quite easily. Thus, he can be found creating the
|
|
first helicopter only to stop to study the effects of cow manure on the
|
|
position of the stars. No topic is top big, small, or odd for the Doc.
|
|
GMs should consider Doc's sage ability to be general in all
|
|
categories. His knowledge in astronomy is expert and the GM should feel
|
|
free to make him an expert in one or two other areas.
|
|
To "relax", Doc likes to philosophize. If he can't find anybody to
|
|
have discussions or debates with, he will merely writes his thoughts in
|
|
a journal. Many people like to talk to Doc because he does have a lot
|
|
of insight as long as he stays on topic. Here is a look at Doc's
|
|
ramblings:
|
|
|
|
"All that is, was and will be. Universe much too big to see. Time and
|
|
space never ending. Disturbing thoughts, questions pending. Limitations
|
|
of human understanding. To quick to criticize. Obligation to survive.
|
|
Hunger to be alive. In the dark, see past our eyes. Pursuit of truth no
|
|
matter where it lies. Gazing up to the breeze of the heavens. On a
|
|
quest, meaning, reason. Came to be, how it begun. All alone in the
|
|
family of the sun. Curiosity teasing everyone. All that is, ever was
|
|
will be ever. Twisting, turning, through the never. On through the
|
|
never, we must go. On through the never out of the edge of forever, we
|
|
must go. On through the never, then ever comes."
|
|
|
|
Doc maintains a small house in the town which he refers to as his
|
|
research facility. His house is a hodge-podge of scientific tools and
|
|
other items he has collected in his research. He also has a vast
|
|
library of books on almost all the sciences; real like astronomy and
|
|
bizarre like alchemy. The library contains Doc's philosophy and
|
|
scientific journals. To read them requires a minimum Intelligence of 18
|
|
as his writings are highly intellectual and more importantly haphazard.
|
|
To understand them, a person must decipher his unique writing style
|
|
where diversion is the norm.
|
|
|
|
|
|
Patient 58A - Rome
|
|
|
|
AL CG; AC 10; MV 9; HP 4; THAC0 20; Str 9, Dex 8, Con 10, Int 7, Wis 5,
|
|
Ch 14, San 14
|
|
|
|
Patient 58B - Julie
|
|
|
|
AL CG; AC 10; MV 9; HP 4; THAC0 20; Str 8, Dex 9, Con 10, Int 7, Wis 5,
|
|
Ch 14, San 14
|
|
|
|
Rome and Julie are married couple who are very much in love.
|
|
Unfortunately, their love is obsessive in nature. To them, nothing else
|
|
matters. They're so close no matter how far; couldn't be much more from
|
|
the heart. Forever trusting who they are; and nothing else matters.
|
|
Before they met, both were anti-social, never opening up to
|
|
anybody. Trust they sought, and they found one another.
|
|
They live their life their own way always looking for something
|
|
new. They have open minds for a different view; and nothing else
|
|
matters. The couple doesn't care for what they do, what they know, what
|
|
they say, and what games they play.
|
|
The couple has a telepathic link to one another which allows them
|
|
to communicate at any distance on the prime plane.
|
|
|
|
|
|
Patient 59 - Manwolf
|
|
|
|
Werewolf - AL chaotic evil/good; AC 5; MV 15; HD 4+3; HP 25; THAC0 15;
|
|
#AT 1; DMG 2-8; SA surprise; SD hit only by silver or +1 or better
|
|
weapons; MR std; SZ medium (6' tall); XP 420
|
|
|
|
The experts on sanity believe that Manwolf is delusional.
|
|
Apparently, Manwolf believes he is a werewolf. He has been gone through
|
|
many magical and scientific tests for lycanthropy, the disease of
|
|
werebeasts. All tests have conclusively proven that Manwolf is not
|
|
infected with the dreaded disease. Therefore, he is not a werewolf and
|
|
is only delusional. The truth is Manwolf is a werewolf but he does not
|
|
have lycanthropy. He is cursed, cursed to be a werewolf.
|
|
Manwolf hunts early in the morning before daybreak. He tends to
|
|
travel fairly far away so as not to kill local livestock. He prefers to
|
|
go after wild game but when hunger and desperation hit, he goes after
|
|
livestock with lamb being his favorite.
|
|
Although he is good as a man, his wolf form brings with it an
|
|
intense sense of evil. He loves to be in wolf form with his nose to the
|
|
wind, moving swift, all senses clean, and getting back to nature.
|
|
His curse doesn't require various moon settings to initiate the
|
|
shapeshift. His shapeshifting is dependent of a natural yearning and
|
|
lust that eventually takes over and forces the change. Usually, Manwolf
|
|
will shapeshift at will before he is forced to. He prefers nights when
|
|
the moon is bright, the stars are out, and a chill is in the air.
|
|
The people that have lost livestock belive it to be normal
|
|
predators and do not suspect a werewolf. Manwolf has been careful not
|
|
to attack humankind, although he has had the urge.
|
|
His curse is symbolic of man's revolt of nature and the eventual
|
|
revenge of nature. Manwolf was a prominent business man in a large
|
|
city. He destroyed nature by cutting down forests, polluting waterways,
|
|
etc. to make a large profit for himself. Tear down what is there
|
|
naturally and build man-made constructs. That was his way. Eventually
|
|
he was cursed by a druid, by a deity, it is unknown. The wolf he was
|
|
became real. In wildness is the preservation of the world so seek the
|
|
wolf. Now he must live the life of a wolf. Its just the call of the
|
|
wild.
|
|
|
|
|
|
Patient 511 - My Friend of Misery
|
|
|
|
AL LG; AC 10; MV 9; HP 5; THAC0 20; Str 6, Dex 7, Con 16, Int 11, Wis
|
|
18, Ch 16, San 11
|
|
|
|
The Leper Messiah has some preaching competition with My Friend of
|
|
Misery.
|
|
My Friend of Misery is smothered in tragedy. He is out to save the
|
|
world, He insists that the weight of the world should be on his
|
|
shoulders. These times are sent to try men's souls; but something's
|
|
wrong with all he sees. One man's fun is another's hell. He takes it on
|
|
all himself. He is basically good. He is just nieve, judgemental, and
|
|
preachy.
|
|
My Friend of Misery fears no one is listening to him so he stands
|
|
there and screams. The sound of his voice must soothe him. No one
|
|
caring about the words he tells, but he still stands there screaming.
|
|
And with his preaching he rattles his can. They say the empty can
|
|
rattles the most.
|
|
There's much more to life than what he sees; but there is no use
|
|
arguing with him. He hears only what he wants to hear. And he knows
|
|
only what he has heard.
|
|
Remember, misery loves company.
|
|
|
|
|
|
Patient 512
|
|
|
|
AL CG; AC 10; MV 9; HP 4; THAC0 20; Str 9, Dex 9, Con 9, Int 9, Wis 4,
|
|
Ch 9, San 9
|
|
|
|
This patient suffers a struggle within. He lives in fear of
|
|
everything new. He fears change. He fears life. And yet he harbors a
|
|
yearning for something more. Thus, the struggle within.
|
|
While he struggles with his hell, boredom sets into the boring
|
|
mind. Home is not a home when it becomes a hell. He turns it into a
|
|
prison cell. He seals his own coffin.
|
|
He is reaching out for something he has got to feel while
|
|
clutching to what he had thought was real. It is like kicking a dead
|
|
horse. There are so many things that he doesn't want to do, but he has
|
|
nothing to lose. After all, advantages are taken, not handed out.
|
|
He wants and doesn't want. He is a hypocrite. The struggle within
|
|
suits him fine.
|
|
|
|
|
|
Patient 62 - TwoByFour
|
|
|
|
Level 3 Fighter - AL LE; AC 10; MV 9; HP 25; THAC0 17; by weapon type;
|
|
Str 18, Dex 12, Con 16, Int 12, Wis 12, Ch 16, San 9
|
|
|
|
TwoByFour's profession is freelance interrogator, which he does
|
|
quite well. His main source of income is from the Metal Militia.
|
|
Interrogating a person is about the only thing that TwoByFour does
|
|
well. His intimidating techniques ("I'm gonna make you, shake you, take
|
|
you. I'm gonna be the one who breaks you") are immaculate. He knows how
|
|
to put the screws to a person. A person might be hard, but he is
|
|
harder. The tougher the person, the more exciting it is for him to
|
|
steal their thunder. He loves his work, to make people "talk", the joy
|
|
of violent movement. It makes his day.
|
|
He is named after his weapon of choice, a 2' by 4' oak board which
|
|
he wields proficiently.
|
|
|
|
|
|
Patient 65 - King Nothing
|
|
|
|
Level 11 Fighter - AL CN; AC 10; MV 9; HP 83; THAC0 10; #AT 3/2; by
|
|
weapon type; Str 9, Dex 8, Con 14, Int 13, Wis 13, Ch 18, San 10
|
|
|
|
King Nothing was the feudal lord who built Castle Rock. He was the
|
|
leader of the land. Unfortunately, he became insane; Delusion Granduer
|
|
to be exact. He proclaimed himself king of the land (and the stars).
|
|
Eventually he developed Histrionic Personality Disorder, Obsessive-
|
|
Compulsive Disorder, and Paranoid Personality Disorder. His wish was
|
|
for power and wealth. He had a heart as hard as gold. He was never
|
|
satisfied. He was never pacified. He wanted it all and he didn't care
|
|
how. The people revolted... and then it all crashes down.
|
|
He was stripped of power and all he owned: all the wants and all
|
|
things he chased. Castle Rock was crumbled The people broke his self-
|
|
made crown and buried it somewhere in the area. All that he was left
|
|
with was his new name King Nothing.
|
|
Now an old old man, he digs for his crown, digs for gold, digs for
|
|
fame, he digs to make a name. He can also be found always pointing his
|
|
finger, but there's no one around. He just wants one thing; just to
|
|
play the king.
|
|
There are still bitter people around from the olden days who can
|
|
be heard to say, "Where's your crown, King Nothing?" Most people
|
|
however feel sorry for King Nothing. He has suffered greatly for his
|
|
past and now he is just a pathetic old man.
|
|
King Nothing has residence in the Sanitarium. Also, he spends a
|
|
lot of time in the ruins of Castle Rock.
|
|
Although he is old and insane, King Nothing was and still is an
|
|
accomplished warrior and his abilities shouldn't be taken lightly. His
|
|
weapon of choice that he has mastered is the broad sword. He still
|
|
caries the great broad sword that he used many years ago during the
|
|
Humanoid Incursion. He is also quite versed in all swords. His missile
|
|
weapon of choice is the long bow, but he doesn't carry one with him.
|
|
|
|
|
|
Patient 67 - Miner 49er
|
|
|
|
AL CG; AC 10; MV 9; HP 3; THAC0 20; by weapon type; Str 13, Dex 12, Con
|
|
16, Int 9, Wis 8, Ch 8, San 12
|
|
|
|
Miner 49er got his name while a slave as he was the 49th miner
|
|
slave.
|
|
Miner 49er's troubles started at an early age. He was a slave in a
|
|
far off land. As a slave, he was a miner. He mined 10 hours a day. The
|
|
worst part of his captivity was the endless whippings from a thorny
|
|
leash that caused endless bleeding. The best part of his captivity was
|
|
the great knowledge he accumulated on mining. While a slave, he became
|
|
fixated on mining so that the horrors of being a slave would not cause
|
|
him to go insane. After five years, he gained freedom when the side of
|
|
good vanquished his captors.
|
|
He took up residence at The Rock as a miner. Unlike other miners,
|
|
he doesn't dig for Metallica. He looks for gold. Although if he comes
|
|
across Metallica (as any valuable metal), he sells it. He's digging his
|
|
way, digging his way to something, digging his way to something better.
|
|
Hopefully, he will uncover the mother-load.
|
|
Domestically, Miner 49er has had his share of problems. His
|
|
obsession with striking it rich tore his family apart. Eventually he
|
|
sought mental care and he's sowing the seeds he took for granted. He's
|
|
pushing to stay with something better than his mining dreams.
|
|
Miner 49er has another souvenir from his imprisonment besides the
|
|
bad memories. Apparently the leash used on him was magical and evil.
|
|
It seems that one of the thorns on the leash broke off and got imbeded
|
|
into the miner's side during one of his lashings. The thorn couldn't be
|
|
removed as part of it's evil seems to be a curse in which the thorn
|
|
becomes attached to internal organs. Occasionally, the thorn tears open
|
|
a wound in his side and it bleeds.
|
|
The thorn may be much more than a cursed piece of wood. It has
|
|
been speculated that the thorn is possessed with a evil beast (most
|
|
likely a demon), that feeds on the miner's blood and soul. These
|
|
theories are based on certain incidents and experiments: When he enters
|
|
a holy place, the miner's wound opens and he bleeds. If holy water is
|
|
placed on the wound, a strange sound emerges from the thorn as if
|
|
alive. The miner has had nightmares, all of which involve a demonic
|
|
being. And at times, the miner has felt something trying to take
|
|
control of his mind.
|
|
On an interesting side note, the thorn is from a tree that Miner
|
|
49er planted while a child.
|
|
|
|
|
|
Patient 68 - Eruc
|
|
|
|
AL LG; AC 10; MV 9; HP 3; THAC0 20; Str 7, Dex 7, Con 6, Int 9, Wis 14,
|
|
Ch 15, San 12
|
|
|
|
Eruc is a good man but all through his life he has suffered. He
|
|
never gets a break. It seems like nothing ever goes right for Eruc. And
|
|
Eruc keeps it all within. Besides having crippling physical problems,
|
|
he has suffered a few nervous breakdowns. He's tried to find something
|
|
to believe in, but he's always been let down. Each shot that will not
|
|
heal... He developed the habit of always keeping his arms crossed in
|
|
doubt.
|
|
Now Eruc has been enlightened with a religious movement (or more
|
|
like a cult activity) dubbed The Cure (because of it's curing effects
|
|
on Eruc). So what has he found? He thinks the answer is cold and in his
|
|
hand. He must seek no matter how much it hurts; but he won't get fooled
|
|
again. At times, he's been known to uncross those arms. He's betting on
|
|
the Cure. He has embraced the Cure as many probably will. After all,
|
|
everyone's got a sickness and everyone needs the Cure. And it's got to
|
|
better than the way things are.
|
|
So what is the source of Eruc's mysterious Cure? Well its not from
|
|
Leper Messiah, My Friend of Misery, Straw, and Patient 53 although he's
|
|
listened to them all (and even followed) at one time only to be
|
|
disappointed. It is possible that The God That Failed is Eruc's cure.
|
|
If so The God That Failed hasn't revealed his true colors yet.
|
|
|
|
|
|
Patient 69 - Em
|
|
|
|
AL CN; AC 10; MV 9; HP 3; THAC0 20; Str 6, Dex 7, Con 4, Int 8, Wis 7,
|
|
Ch 11, San 6
|
|
|
|
Oh poor twisted Em. He feasts on sympathy. He chews on suffering
|
|
and agony. He swallows the pain. He is filled with sorrow. He loves the
|
|
misery. Em is sick indeed.
|
|
Since he was born, Em has had an internal physical problem that
|
|
causes enscrutiating pain. Such a burden to bear, but that is life.
|
|
When he was young, many people tried to cure Em of his affliction but
|
|
it was all for not. Now, Em has accepted his condition and he has come
|
|
to like it. Of course, living for the pain is insane.
|
|
Em's mother felt somewhat guilty for Em's condition. She believed
|
|
that wrongs that she did was punished by afflicting Em with pain. Once
|
|
Em was born, she devoted her life to Em and became cooled to others.
|
|
Now Em looks for friends. Unfortunately, all he really is looking
|
|
for is pity. What he likes more than the pain is the sympathy the pain
|
|
brings him. Poor Em.
|
|
|
|
|
|
Patient 610
|
|
|
|
Level 10 Assassin (retired) - AL CN; AC 10; MV 9; HP 76; THAC0 11; #AT
|
|
3/2; by weapon type (stiletto weapon of choice); Str 16, Dex 18, Con
|
|
13, Int 14, Wis 12, Ch 11, San 17
|
|
|
|
Patient 610 likes to keep his true identity confidential mainly
|
|
because there are many who would like to find him. It seems that
|
|
Patient 610 was a very accomplished assassin.
|
|
One day, Patient 610 was attacked and hovered on death's door for
|
|
days. This experience enlightened him. He made the decision that his
|
|
career choice and lifestyle was wrong. However, to make such a change
|
|
isn't easy. That is when Patient 610 sought out help at the Sanitarium.
|
|
One force that drove Patient 610 was hatred. He hated almost
|
|
everything and this is why he had such an easy time killing. When he
|
|
hates, the blood pumps through him like wild fire and his mind becomes
|
|
hell. Now, he doesn't waste his hate on stuff. He prefers to keep his
|
|
hatred inside and redirect it to good activities. It is time to please
|
|
Patient 610.
|
|
As for the life of an assassin, he's not going to kill anymore.
|
|
He's not to score anymore hits. So if he is propositioned to do
|
|
anything violent, he refuses. People shouldn't wasted their breath.
|
|
The only combat he will engage in is self defense or possibly defending
|
|
an innocent person in danger. It's better to give then to receive.
|
|
Sooner or later, people will come for Patient 610 whether it is
|
|
those that he worked for, law enforcement, bounty hunters, or people
|
|
seeking revenge. When they come, he might waste hatred on them; even if
|
|
they raise a brow. And in the end, he will smile.
|
|
|
|
|
|
Patient 611 - Mama's Boy
|
|
|
|
AL LG; AC 10; MV 9; HP 5; THAC0 20; Str 11, Dex 12, Con 8, Int 9, Wis
|
|
7, Ch 13, San 8
|
|
|
|
Mama's Boy mother taught him well. She told him, "Son, your life's
|
|
an open book. Don't close it 'fore its done. The brightest flame burns
|
|
quickest." His heart was sowed to his mother, but he had to find his
|
|
way. Of course, he was a "mama's boy" and she didn't want him to go.
|
|
Mama's Boy left home at a young age and became a rebel. He had
|
|
forsaken his last name. Wild blood runs through his veins. And so he
|
|
went out to find himself. He didn't become the man that his mother
|
|
wanted.
|
|
Since he became "free", he won't ask for forgiveness for what he
|
|
did. After all, they "strangled" him. But he did go home. He took his
|
|
mother's love for granted. And now he wants his mother back. But now
|
|
all he gets is a cold stone stare. He never asked for anything and got
|
|
nothing in return. He got emptiness from her that will last forever.
|
|
Mama's Boy is now maniac-depressive and at times suicidal because
|
|
he can't get his mother back.
|
|
|
|
|
|
Patient 612 - Lynn
|
|
|
|
AL CG; AC 10; MV 9; HP 4; THAC0 20; Str 8, Dex 10, Con 9, Int 13, Wis
|
|
15, Ch 17, San 8
|
|
|
|
Lynn is a young lady of royalty who became impregnated by a man of
|
|
less than royal blood (a commoner and an elf). To make matters worse,
|
|
Lynn got pregnant out of wedlock. To her religious beliefs, this is a
|
|
sin. She became the thorn on the royal rose bush.
|
|
She was ostracized by her family. She was given a large sum of
|
|
gold but that is all. She disgraced her father, her family, and her
|
|
deity. She was selected to be a priest of a deity but chastity was one
|
|
of the requirements that she has failed to follow.
|
|
The elf father of her child was executed by royal decree. No
|
|
commoner could get away with such an atrocity.
|
|
She became the scapegoat for the royal family. With the shame of
|
|
being an unwed mother of a child from a commoner, she also endures all
|
|
the other shadows of the royal family. They've found somebody to do
|
|
their time and take their fall. She got the blame for all laws that
|
|
have failed, all missing funds, all unexplained deaths linked to the
|
|
royal family, and any other problems that she could be blamed for. Even
|
|
future problems will be blamed on her.
|
|
Now at the Rock, she lives the life of a princess with no country.
|
|
Her plan is to raise her child to be a great leader. Thus, her child
|
|
will get the best care, education, etc. needed. Her child is her life
|
|
and it is hard to get Lynn to do anything that doesn't involve her
|
|
child in some way.
|
|
|
|
|
|
Patient 613 - Ronnie
|
|
|
|
AL CN; AC 10; MV 9; HP 4; THAC0 20; Str 8, Dex 11, Con 9, Int 9, Wis 9,
|
|
Ch 7, San 9
|
|
|
|
"Yeah, well all the green things died when Ronnie moved to this
|
|
place. He said, 'Don't you dare ask why I'm cursed to wear this face.'
|
|
I know why the children called him Ronnie frown. When he pulled that
|
|
gun from his pocket, they all fall down down down."
|
|
Ronnie came to The Rock at a young age. His parents left the big
|
|
city to find a nice quiet town.
|
|
Ronnie is physically deformed. Of course, he was picked on by
|
|
others. Mentally he developed a complex and digressed socially. He
|
|
never talked and never played. Because of the insensitivity of others,
|
|
he lost his way and took a bad path.
|
|
Eventually, Ronnie became a man. But still he took punishment from
|
|
others and he took it for awhile...
|
|
One day he finally snapped. He loaded up on weapons and went on a
|
|
killing spree. The streets were red with blood of those that wronged
|
|
him. All people could do was pray. Ronnie laughed and smiled that day.
|
|
When he was stopped, Ronnie said, "Lost my way this bloody day, lost my
|
|
way. But blood stains wash away."
|
|
There was one doctor that always said that something was wrong
|
|
with Ronnie. It seemed a little strange that Ronnie would never laugh
|
|
and never smile. It seemed a little strange that Ronnie would talk
|
|
alone for miles and miles and miles.
|
|
Because he is insane, Ronnie was committed to the Sanitarium for
|
|
his crime.
|
|
It seems that on the anniversary of Ronnie's massacre, clouds
|
|
blanket the sky and the sun takes on a red hue for the day as if
|
|
stained by blood.
|
|
|
|
|
|
Patient 614 - James
|
|
|
|
Level 3 Fighter - AL CE; AC 10; MV 9; HP 25; THAC0 17; by weapon type
|
|
(hand crossbow, knife, long sword); Str 13, Dex 16, Con 14, Int 9, Wis
|
|
8, Ch 13, San 6
|
|
|
|
James is an outlaw. Unlike most outlaws, James is truly in love
|
|
(to the point of obsession) with a beautiful woman who happens to live
|
|
at The Rock. Because of his criminal nature, she will not let him into
|
|
her life. And so he waits for her, even if it will take a lifetime.
|
|
Meanwhile, he goes about his outlaw ways. In his mind, if he
|
|
proves himself by accumulating wealth (even if its by illegal means),
|
|
she will fall in love with him. And so everything he does, he does for
|
|
her. He rides the trail for her. The more he searches the more he needs
|
|
her. The more he kills, the more he bleeds for her. She makes him feel.
|
|
Of course, he is torn between her and being an outlaw. He has a
|
|
feeling that if he went straight then she might like him, but he can't
|
|
give up the urge.
|
|
He knows that there are some down sides to loving a woman. He
|
|
worries about developing fears; but he hopes she will be there for him.
|
|
He worries that his face will be sincere instead of tough; but he hopes
|
|
she will be there to appreciate his sincerity. He worries about
|
|
becoming undone, but he hopes she will be there to stitch him together.
|
|
She is what made the outlaw torn.
|
|
As far as his outlaw career goes, James enjoys robbing banks in
|
|
towns and any type of wagons/coaches on the roads.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
METALLICA: THE MUSICAL GROUP
|
|
|
|
|
|
The first group to play in the concert hall at Damage, Inc. was
|
|
Metallica and to this day they are still the most popular band that
|
|
plays there.
|
|
The members of the group fell victim to the metal as most do.
|
|
They got metal madness which constitutes a strong desire to perform
|
|
loud, hard, rocking music.
|
|
The music of Metallica is marked by speed, energy, and twisted
|
|
innocence that blows the tired, brain-dead heavy metal genre all to
|
|
hell. All rage and black fury rolled together with inexorable, intense,
|
|
melodic sound.
|
|
Most of Metallica's songs are based on life in The Rock.
|
|
|
|
|
|
History
|
|
|
|
Lars Ulrich, the tennis pro gone wild, and James Hetfield a.k.a.
|
|
"The Angriest Kid in the World" hooked up to form the band Metallica.
|
|
They found eccentric bass genius Cliff Burton.
|
|
The band wrote many songs and performed all over the land. Their
|
|
popularity grew, especially with the young adults, and Metallica became
|
|
a success.
|
|
Unfortunately, Cliff died in an accident while touring with the
|
|
band. His body was buried in the cemetery at The Rock. Despite the
|
|
grief shared by remaining members of the band, there is no doubt that
|
|
Metallica would carry on. "Cliff would have been the first one to be
|
|
pissed off if we didn't," said Lars. A few weeks later, a new bassist
|
|
was found in Jason Newsted.
|
|
The band goes on tour from town to town, gig to gig, living in
|
|
hotels and horseways and always giving an explosive concert. Its a raw
|
|
life, but they never seem to stop or quit cause they are Metallica.
|
|
Metallica loves screaming fans dressed in leather and spikes that
|
|
act insane if not insane. It is as if their music rips through a fans
|
|
brain but it's a sweet pain.
|
|
|
|
|
|
James Hetfield
|
|
|
|
"I sit there and go, 'Oh God, I think what am I gonna write?' and
|
|
all of a sudden it happens. The First lines down and all hell flows
|
|
after that."
|
|
|
|
James a.k.a. "The Angriest Kid in the World" is the lead vocals of
|
|
the group and plays guitar. His specialty is angst-ridden, soul-
|
|
rending, growling, loud-ass vocals.
|
|
James is rugged, honest, and stubborn. He has blond hair and blue
|
|
eyes. James is 33 years old, 6 ft. 1 in. tall, and 180 lbs. in weight.
|
|
What James enjoys outside of music is hunting and fishing. Also,
|
|
reading of contemporary fiction is another pastime. James loves to eat
|
|
spicy foods and is a natural born meat n' potatoes man. His beverages
|
|
of choice is beer and martinis.
|
|
|
|
|
|
Kirk Hammet
|
|
|
|
"My guitars are my umbilical cord. They're directly wired into my
|
|
head."
|
|
|
|
Kirk is the lead guitarist of the group. His specialty is kick-
|
|
ass, full-blown lead guitar.
|
|
Kirk is smelly, ugly, and happy. He has brown hair and brown eyes.
|
|
Kirk is 34 years old, 5 ft. 7 in. tall, and 134 lbs. in weight.
|
|
What Kirk enjoys outside of music is mountain biking. He collects
|
|
stuff related to horror; especially horror books. He hates sports.
|
|
Also, he is a connoisseur of cigars. Finally, he has a fondness for
|
|
tattoos and body piercing. Kirk loves to eat sushi (raw fish). His
|
|
beverage of choice is martinis.
|
|
|
|
|
|
Jason Newsted
|
|
|
|
"I went to see Metallica. It freaked me out. I stood in front of
|
|
Cliff in total awe of the way he played. I became a fan instantly."
|
|
|
|
Jason is the bass player of the group. His specialty is making
|
|
sure Metallica thumps harder than ever.
|
|
Jason is energetic, caring, and goofy. He has brown/red hair and
|
|
blue eyes. Jason is 33 years old, 5 ft. 9 in. tall, and 150 lbs. in
|
|
weight.
|
|
What Jason enjoys outside of music is mountain biking and playing
|
|
basketball. Jason loves to eat anything that is prepared via barbecue.
|
|
His beverage if choice is fine, thick, red wine.
|
|
|
|
|
|
Lars Ulrich
|
|
|
|
"The minute you wake up, it's there. That feeling in your
|
|
stomach... Like, it's noon, and you wanna go on stage and get going,
|
|
but you got nine hours of sweaty palms ahead of you."
|
|
|
|
Lars is the drummer of the band. His specialty is pounding,
|
|
driving rhythms.
|
|
Lars is anticipating, stubborn, spontaneous, sarcastic, talkative,
|
|
and silly. He has blond/brown hair and blue eyes. Lars is 33 years old,
|
|
5 ft. 7 in. tall, and 130 lbs. in weight.
|
|
What Lars enjoys outside of music is diving and exploring under
|
|
the water, skiing, fashion, and art. Lars was a tennis protege but game
|
|
up the sport although he may be talked into a game once in awhile. Lars
|
|
loves to eat tacos, burritos, cheese, and anything saucy. His beverage
|
|
of choice is beer and martinis.
|
|
|
|
|
|
|
|
Whiplash from Kill 'Em All
|
|
Hit the Lights from Kill 'Em All
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
QUASI-DEITIES
|
|
|
|
|
|
Master of Puppets
|
|
Sandman
|
|
The God That Failed
|
|
The Thing That Should Not Be
|
|
|
|
|
|
MASTER OF PUPPETS
|
|
|
|
Demon - AL chaotic evil; AC 0 (10 in human form); MV 18 / 18 fly; HD
|
|
12; HP 96; #AT 1; DMG 2d6 per claw, 2d4 tail, by weapon (always in
|
|
human form); SZ medium (6' tall); Str 18, Dex 25, Con 20, Int 18, Wis
|
|
20, Chr 18
|
|
|
|
Master of Puppets usually appears as a decrepit old man with a big
|
|
dapper moustache. Appearances are deceptive as his ability scores
|
|
remain the same. His real form is of course demonic. He has those nasty
|
|
horns, big black wings, fangs, claws, spiked tail, and reddish skin.
|
|
Although he has hit points, he cannot die. When he "dies", he does not
|
|
return to the abyss as most demons would. The Master merely
|
|
disintegrates into nothing only to be reformed at full strength in 1d12
|
|
months somewhere near the lake.
|
|
Master of Puppets is a demon ostracized from the layers of the
|
|
Abyss because he wanted power without earning it. Now he is doomed to
|
|
remain in the Prime Plane and earn the right to go back. He may return
|
|
and become lord of his own layer once he accumulates enough souls. Of
|
|
course, he has to follow some rules. First, he cannot directly take a
|
|
soul (i.e. kill a person). He can only provide the means of destruction
|
|
through clever manipulation, which he prefers to do anyhow. Once the
|
|
person is doomed, he usually asks The Master to be freed from life. In
|
|
a ritualistic ceremony, The Master gains the soul of the victim and
|
|
gets one step closer to his natural habitat. He has bigger dreams
|
|
however. He hopes to one day be the evil deity of drugs (of the
|
|
addictive, dangerous, loathsome type).
|
|
Master of Puppets can exude a fear aura (all those that come
|
|
within 20 feet of him must save vs. fear or flee in a panic). He can
|
|
cause a person to lose 1d4 Insanity Points every time he meets them.
|
|
He can detect magic and detect alignment. He can cast two 6-die
|
|
lightning bolts a day. He can create a 10 ft. wall of fire four times a
|
|
day. He can create a 10 ft. radius ring of darkness around him at will.
|
|
He can teleport ten times a day. The Master can animate dead (up to
|
|
ten) and control them to do his bidding. He can gate in 1d4 demons of
|
|
less than 4 hit die.
|
|
Master of Puppets takes pleasure in controlling and manipulating
|
|
people's lives. He likes to control them until they die. He promises
|
|
dreams. He promises only lies. He takes great pleasure in the
|
|
destruction of people; so much pleasure in fact that he laughs an evil
|
|
laugh most of the time.
|
|
Master of Puppets has the ability to charm any creature (save at
|
|
-19). He charms people to get their attention, to lure them in. He
|
|
believes that once he attracts a person, that person is his.
|
|
Master of Puppets can raise a person's ability scores a total
|
|
increase of 10 points. The Master may distribute these 10 points
|
|
amongst the ability scores any way he desires. Also, he does not have
|
|
to distribute all of them. The increase in ability scores last a number
|
|
of days equal to the person's original Constitution score. Also, the
|
|
person instantly ages one week for every ability point received. He
|
|
uses this ability as a drug to his victims. Once they get use to the
|
|
high abilities, they don't want to lose it.
|
|
The blood of Master of Puppets is a narcotic drug, liquid fear. A
|
|
person that consumes a pint of blood suffers the following effects
|
|
during the 1d6+4 hours high: +12 to morale, +14 to Strength, +12 to
|
|
Intelligence, +12 to Wisdom, +12 to Dexterity, +11 to Charisma, +10 to
|
|
attack die, 100% spell failure. The person becomes stricken with an
|
|
intense fear that pumps through his veins. Hallucinations will compound
|
|
the fear effect. The blood is highly addicted and a person cannot
|
|
survive more than a month without another fix. The Master loves to give
|
|
a person a taste of him.
|
|
Master of Puppets is also an accomplished drug distributor. In
|
|
fact, The Master is the head of a nationwide drug cartel. He finds that
|
|
addictive drugs are a good way to destroy people and get control of
|
|
their lives.
|
|
Basically, Master of Puppets uses his abilities to get people
|
|
interested; knowing that once they're hooked they'll keep crawling
|
|
back. It is the self-destructive behavior of the victims that he loves.
|
|
He is their source of self-destruction, leading them to death.
|
|
When a person wants to summon Master of Puppets, all that person
|
|
has to do is just call his name and he'll hear the scream. Then when he
|
|
appears, the person must crawl to him.
|
|
Master of Puppets is pulling their strings. Twisting their mind
|
|
and smashing their dreams. Blinded by him, they can't see a thing.
|
|
As Master of Puppets gains control of a person's life, he excepts
|
|
some form of loyalty. As he does a favor for somebody, he expects that
|
|
person to return a favor. In the end, he will want the life of his
|
|
victim which he will take in a miserable blood ritual.
|
|
|
|
|
|
SANDMAN
|
|
|
|
AL neutral with evil tendencies; AC 0; MV 18; HD 8; HP 50; #AT nil; DMG
|
|
nil; SZ medium (6' tall); Str 12, Dex 25, Con 25, Int 19, Wis 19, Chr
|
|
19
|
|
|
|
Sandman is a man-like biped made entirely of sand, held together
|
|
by some form of magical cohesion. Sandman is similar to the creature
|
|
called sandman, but Sandman is much more powerful.
|
|
Sandman can change his form so he may move around more easily. If
|
|
there is a crack big enough for a few grands of sand to pass through
|
|
then the Sandman can pass through.
|
|
All weapons do quarter damage to Sandman. Normal missiles have no
|
|
effect on Sandman.
|
|
Any creature coming within 50' of Sandman must save against magic
|
|
or go to sleep. Those who manage to stay awake must attempt to save
|
|
again each time they touch Sandman or are touched by him (a hit on him
|
|
by a weapon does not constitute a touch). Sleepers will remain asleep
|
|
for three full turns whatever happens. Thereafter, there is a
|
|
cumulative 10% chance per turn of a sleeper waking of his own accord,
|
|
and a 95% chance per round of him waking if violently disturbed.
|
|
Sandman visits people at night when they are asleep. Exit light;
|
|
enter night; and the Sandman will come. Sandman is a being who takes
|
|
people off to Never Never Land. In actuality, a projection of the
|
|
person enters Never Never Land as he sleeps. What happens to the
|
|
projection has little effect on the sleeping person. Possible sweating
|
|
is about the only physical effect on the person.
|
|
A sleeping person has a cumulative 1% chance for every hour asleep
|
|
of waking up while the Sandman is there. If he awakes, he believes that
|
|
he heard a noise like beasts under his bed, in his closet, in his head.
|
|
The Sandman leaves before he is discovered.
|
|
Legend has it that if a person (especially a child) does not say
|
|
his prayers before going asleep, Sandman can take that person's soul.
|
|
Legend is based on fact. Sandman can take the soul of a person who does
|
|
not say his prayers before going asleep. Sandman takes the soul into
|
|
Never Never Land. In Never Never Land, the soul is like the person in
|
|
real life. And if the soul dies in Never Never Land, then the person
|
|
dies in his sleep. "So say your prayers little one. Don't forget, my
|
|
son to include everyone."
|
|
|
|
"Now I lay me down to sleep, pray the lord my soul to keep.
|
|
If I die before I wake, pray the lord my soul to take."
|
|
|
|
This is the beginning of a typical bedtime prayer. This is common
|
|
because few wish Sandman to take their soul. Of course, Sandman prefers
|
|
that people don't say their prayers especially children (hush little
|
|
baby, don't say a word). If children can not learn the habit of saying
|
|
prayers, the better chance he has to get them.
|
|
Sandman is not evil and doesn't want people's souls for evil
|
|
purposes although the act in itself is considered evil to some. Sandman
|
|
merely prefers a soul in never Never Land then a mere projection. A
|
|
soul is a welcome visitor to him. Projections are nothing more than
|
|
poor facsimiles of the real thing.
|
|
To most people, it is unnerving that Sandman enters their home at
|
|
night whilst they are tucked in, warm within, and free from sin. Rumor
|
|
has it that some of the more paranoid people sleep with one eye open,
|
|
gripping a pillow tight.
|
|
After a visit from Sandman, a person can find a grain of sand near
|
|
his pillow.
|
|
Heavy thoughts tonight and they aren't of snow white. Dreams of
|
|
war, dreams of liars, dreams of dragon's fire, and of things that will
|
|
bite...
|
|
|
|
|
|
THE GOD THAT FAILED
|
|
|
|
Fallen Deity - AL chaotic neutral; AC 10; MV 9; HD 13; HP 130; #AT 1;
|
|
DMG by weapon; SZ medium (5' 10" tall); Str 9, Dex 9, Con 9, Int 19,
|
|
Wis 19, Chr 3
|
|
|
|
The God That Failed was the patron deity of The Rock. He came into
|
|
existence after the incursion as people needed a spiritual lift. It is
|
|
believed that he is the Deity of Metallica. Also, it is theorized that
|
|
he was created by the Deity of the Blacksmiths and the Deity of
|
|
Insanity.
|
|
There was a time when people took and felt pride in the god. They
|
|
would kneel before him in worship. The god fed on the people and he
|
|
grew in power. The belief in him clouded all that they knew. The people
|
|
expected love in return or at least a kind word. And the god promised
|
|
them protection. He gave them trust. Then there was a sick a child, a
|
|
good child loved by the community. The followers gave a faithful outcry
|
|
to the god to save the child. The god did not answer and the child
|
|
died; his body laid to rest in a grave at the local cemetery. The
|
|
followers felt deceived. They believed in the god. Broken was the
|
|
promise, betrayal. The people lost their faith. The god lost his
|
|
believers which in turn he lost his power.
|
|
When the followers lost the faith, the god lost his place on the
|
|
heavenly planes. He now lives in the temple a god but not a god. He
|
|
tries to get people to believe again but nobody hears his "discouraging
|
|
lies". He must find his peace, find his say, find the smooth road on
|
|
his way. He never leaves the temple and it is speculated that he is
|
|
imprisoned there until he can regain power.
|
|
Few know that the god lives in the temple. Local lore has it that
|
|
the temple is merely haunted. To some extended it is haunted as the god
|
|
is more dead then alive.
|
|
Since his fall from grace, the god appears as a decrepit, sickly,
|
|
old man. A person would have a hard time believing that this man was
|
|
once a god. His low stats reflect his current condition. If he was to
|
|
regain his power his ability scores would increase to Str 19, Dex 19,
|
|
Con 19, Chr 20.
|
|
The God That Failed is immortal. He cannot die. He generates 5 hit
|
|
points per round.
|
|
The god still maintains some omnipotent power. He has the ability
|
|
to see all that goes on in The Rock and everything within a one mile
|
|
radius. Unfortunately, he can't do anything but watch the world around
|
|
him.
|
|
Inside the temple, the god has the ability to teleport at will. He
|
|
may also cast two 3-HD lightening points per day.
|
|
|
|
|
|
THE THING THAT SHOULD NOT BE
|
|
|
|
The Thing That Should Not has lived in the lake for centuries
|
|
(maybe eons). He is the great Old One, immortal. He is doomed to live
|
|
in the lake forever. He is Chaotic Neutral.
|
|
Nobody knows what brought him into being. Legend does have it
|
|
that the infamous rock in the lake is actually his petrified heart.
|
|
Being immortal tends to be boring and The Thing can spend decades
|
|
in a deep sleep. This hibernation is not necessarily for survival. It
|
|
is just a lifestyle choice.
|
|
He spends his time lurking beneath the sea and watching. He reads
|
|
minds for amusement. He collects things that fall to the bottom of the
|
|
lake. He doesn't like to take an active part of society. He prefers to
|
|
remain aloof. The Thing prefers to be a legend rather than reality to
|
|
most people.
|
|
The Thing is very wise (Wisdom of 25) and intelligent
|
|
(Intelligence of 19). He has lived a long life and read the thoughts of
|
|
many minds. Some people seek out The Thing for advice. If they do find
|
|
him (or he finds them) and the confrontation is pleasant, The Thing may
|
|
share his wisdom with them. He does require one thing. A person who
|
|
wishes his wisdom, must drink a cup of his blood. The character must
|
|
make five successful saves vs. poison. For each one that fails, the
|
|
person goes insane. If successful, he passes on the wisdom. He may also
|
|
grant a reward from his treasury.
|
|
The Thing can summon a mist or fog over a portion of the lake or
|
|
the entire lake at will. The Thing at will can create an 10 foot area
|
|
of darkness.
|
|
The Thing exudes a fear aura. All those that come within 30 feet
|
|
of him must save vs. fear or flee in a panic. All those that look upon
|
|
The Thing lose 1d10 Insanity Points.
|
|
The Thing can cause a person to go insane. The person gets a save
|
|
at -4 to cancel this effect. The GM can either roll randomly for the
|
|
insanity or assign one (recommended).
|
|
The Thing can read the thoughts of any thing that is on or in the
|
|
lake (with the exception of those under magical mind protection). Thus
|
|
when he comes in contact with people, he requires their presence in
|
|
lake water even if they are only standing in a pool of it.
|
|
The Thing can take on many forms but a few stats remain the same
|
|
in any form. The Thing has 264 hit points (33 hit die). The Thing can
|
|
regenerate 3 hit points per round. His THAC0 is 1.
|
|
The Thing may take on a various forms which take one round to
|
|
change.
|
|
|
|
Human - AC 10; MV 9; #AT 1; DMG by weapon; SZ medium (6' tall);
|
|
Str 12, Dex 12, Con 18 - The Thing takes this form to mingle amongst
|
|
the normal folk of the land. He may not go more than 100 yards from the
|
|
shore of the lake. The main reason he goes on land in this form is to
|
|
mate with females and impregnate them. Children born from The Thing are
|
|
physically as normal as any child born from their mother. Mentally they
|
|
have a fascination with water that can be described as an obsession.
|
|
Although they may travel away from a water source, they prefer not to
|
|
and are extremely uneasy when not near a body of water.
|
|
|
|
Lobster Man - AC -1; MV 12 / 24 water; #AT 2; DMG 4d6 per claw; SZ
|
|
large (12' tall); Str 21, Dex 21, Con 23 - The Thing appears as a human
|
|
man with a lobster's head and claws. Each claw can snap for 4d6 points
|
|
of damage. Any creature hit by both claws in the same round is
|
|
considered grasped by The Thing. The person can escape by making a
|
|
successful strength check (-5 penalty). Failure to escape and The Thing
|
|
can do 8d6 point of damage total in the next round (no attack roll is
|
|
necessarily).
|
|
|
|
Swamp Ogre - AC 0; MV 15 / 7 water; #AT 3; DMG 2d10 per claw, 1d12
|
|
bite; SZ large (15' tall); Str 25, Dex 17, Con 19 - The Thing appears
|
|
as an exceedingly horrid mottled brown and green humanoid. In this
|
|
form, The Thing can wield a weapon (which he has a collection of).
|
|
However he prefers to tear his prey apart with his claws rather than
|
|
use a weapon.
|
|
|
|
Sea Serpent - AC 3; MV 0 / 60 water; #AT 1; DMG 3d10 bite; SZ
|
|
large (50' Long); Str 20, Dex 20, Con 20 - The Thing's favorite form
|
|
for swimming in the lake is this one as it is the fastest and
|
|
smoothest. He can coil around small vessels (which is any vessel that
|
|
has ever been on the lake) and either crush it to bits or drag it under
|
|
water. While he coils around the vessel, he may still use his bite
|
|
attack. Attacks to his body during the coil automatically do full
|
|
damage if the attack is successful.
|
|
|
|
Toad - AC 0; MV 15 / 7 water; #AT 1; DMG 6d10; SZ large (20'
|
|
tall); Str 25, Dex 20, Con 20 - The Thing appears as a vile lizard
|
|
toad. His skin oozes along with loose patches of dead flesh. The liquid
|
|
on his skin is an acidic poison; any creature touching it takes 3d6
|
|
points of damage and must save vs. poison at -4 or become unconscious
|
|
and continue to lose 3 hit points per round. Weapons and other objects
|
|
must save vs. acid or be destroyed. He can exhale a stinking cloud (as
|
|
the spell) at will. His huge mouth is filled with needle-sharp teeth
|
|
used in his deadly bite which causes 6d10 points of damage.
|
|
|
|
For centuries, various versions of a cult rise and begin various
|
|
activities around The Thing. The Thing is often amused by their
|
|
activity and often leads a cult to believe that they can control him
|
|
via "summoning", sacrifice, and other typical cult activities.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
THE FOUR HORSEMAN
|
|
|
|
|
|
"Time has taken its toll on you: the lines that crack your face,
|
|
famine your body it has torn through, withered in every place,
|
|
pestilence for what you have had to endure, and what you have put
|
|
others through."
|
|
A person begins dying since the day of birth. A person's life and
|
|
death is pre-planned. A sinner once, a sinner twice, it does not matter
|
|
as fate has destined all.
|
|
With a person's last breath, the four winds blow (north, south,
|
|
east, and west). The quartet of deliverance rides. The Horsemen are
|
|
drawing nearer. On the leather steeds they ride. They have come to take
|
|
a life on through the dead of night. The soul of the dead must ride
|
|
with the four Horsemen. The Four Horsemen work for Death. they are the
|
|
deliverance.
|
|
The person's soul has the right to resist the Horsemen and not
|
|
die. No need for confession now, cause now he has the fight of his
|
|
life. Everybody better raise their ears. The sound of hooves knocks at
|
|
the door. Lock up the wife and children now. It's time to wield the
|
|
blade for now the soul has got some company. To bring any of the
|
|
horsemen to zero hit points, means victory to the soul and the person
|
|
is resurrected.
|
|
|
|
|
|
... And power was given unto them over the fourth part of the
|
|
earth, to kill with sword, and with hunger, and with death, and
|
|
with the beasts of the earth. Revelations 6:8
|
|
|
|
Occasionally, the Four Horsemen must carry out the wrath of the
|
|
gods. When they are called to do this job, the horsemen use their
|
|
apocalyptic powers. Although it is possible for the horsemen to use
|
|
these powers at any time, they are forbidden to do so by the gods.
|
|
Apocalyptic destruction can only be ordered by the gods themselves. The
|
|
effects of using the powers without permission is unknown, but no doubt
|
|
fatal (or worse).
|
|
People of good heart may have visions of the eventual apocalypse.
|
|
Priests and paladins are a natural choice for such visions but common
|
|
folk like farmers may have visions as well. If the visions are pieced
|
|
together, an omen of the impending doom will be revealed. Also, riddles
|
|
will be revealed of artifacts that may prevent or stop the apocalypse.
|
|
|
|
|
|
HORSEMAN OF WAR (WHITE) - THE CONQUEROR
|
|
|
|
And I saw, and behold a white horse: and he that sat on him had a
|
|
bow; and a crown was given unto him: and he went forth conquering,
|
|
and to conquer. Revelations 6:2
|
|
|
|
This horseman is the leader of the four. He wears a golden crown
|
|
encrusted with diamonds.
|
|
The Conqueror wears magical Plate Mail. The armor is white. It
|
|
gives an armor class bonus of 5.
|
|
|
|
Powers - The horseman can cause it to become dark as night or light as
|
|
day within a seven mile radius.
|
|
The horseman can cause an earthquake. A local tremor of fairly
|
|
high strength rips the ground. The shock is over in 1d4+1 round. The
|
|
earthquake affects all terrain, vegetation, structures, and creatures
|
|
in its area of effect. The area of effect of the earthquake is circular
|
|
with a diameter of roughly seven miles.
|
|
The horseman can summon seven avatars; each with seven hit dice.
|
|
The type of avatars may vary depending on the GM's wishes. A good
|
|
choice would be the avatars of the Death deity. Of course, any deity's
|
|
avatars could summoned. One suggestion of four avatars: a lion, an ox,
|
|
a man, an eagle; each of them with six wings, full of eyes all round
|
|
and within, always singing.
|
|
|
|
Apocalypse Power - All living creatures within 666 league radius of the
|
|
horseman become hostile. Tempers rise as minor conflicts become major.
|
|
Anger and hatred escalates. All creature less than 12th level / hit die
|
|
are automatically affected. Those above 12th level / hit die must save
|
|
vs. death magic (+7 penalty) or become affected. Within seven days,
|
|
chaos develops as the entire area enters a hostile state of war.
|
|
|
|
Weapon - White Bow - This bow gives a +5 bonus to attack and damage
|
|
rolls to arrows fired from it.
|
|
The bow and the arrows that are fired from it glow with a bright
|
|
white. Against evil beings or those that gain power from the Negative
|
|
Energy Material Plane (like souls), the bow kills if a save vs. death
|
|
magic is failed.
|
|
The wielder of the bow can surround himself with an area of magic
|
|
resistance (25' radius).
|
|
|
|
Horse - AL lawful neutral; AC 6; MV 14, FL 28 (B); HD 10; HP 80; THAC0
|
|
11; #AT 3; DMG 1d8/1d8/1d4; SA special; SD special; MR nil; SZ large;
|
|
XP 2000
|
|
|
|
The horse is a supernatural version of a Volatilis Clydesdale
|
|
(from The Complete Guide to Alcohol for Fantasy Role-Playing Games).
|
|
Volatilis Clydesdale horses are magnificent flying beasts that charge
|
|
through the air with their powerful hooves. When a Volatilis Clydesdale
|
|
moves through air, strange white lightening sparks from its hooves. A
|
|
magnificent view in a dark sky. When a herd of Volatilis Clydesdales
|
|
take to the sky, the sound of thunder rips through the heavens.
|
|
The first breath weapon of the horse is lightning. The range is
|
|
100 feet. The bolt can fork and strike up to four targets. The weapon
|
|
does 8d8 points of lightning damage. Damage is divided between the
|
|
targets up to four.
|
|
The second breath weapon of the horse is a mist. The mist cone is
|
|
100 feet in length and 25 feet in width. This breath weapon produces a
|
|
fine mist which will lower a enemies to-hit by 3.
|
|
|
|
|
|
HORSEMAN OF FAMINE (RED)
|
|
|
|
And there went out another horse that was red: and power was given
|
|
to him that sat thereon to take peace from the earth, and that
|
|
they should kill one another: and there was given unto him a great
|
|
sword. Revelations 6:4
|
|
|
|
Powers - The horseman has a unique charm ability. He may attempt to
|
|
charm any creature. The creature must make a save vs. charm with a +10
|
|
penalty. Failure and the creature will go insane and attack other
|
|
creatures in the attempt to kill them. The creature will shriek, rave,
|
|
and behave in a violent manner. His strength will increase by 2d2,
|
|
dexterity by 1d2, and constitution by 1d2. The maniac is unreasoning
|
|
when spoken to, but he will posses great cunning. The afflicted will
|
|
desire to avoid or to do something according, but not necessarily
|
|
appropriate, to the situation at hand.
|
|
|
|
Apocalypse Power - All crops and food stores within 666 league radius
|
|
of the horseman begin to rot. Within seven days, all crops are
|
|
destroyed. Also food stores (prepared meats, harvested grains, etc.)
|
|
are rotted and beyond usage. Water sources become tainted and
|
|
undrinkable. Magic that creates or purifies food and/or water fails
|
|
with the exception of a wish.
|
|
|
|
Weapon - Red Sword - The wielder gets a +5 bonus to hit and damage with
|
|
this sword. When using the sword, the wielder always strikes first in
|
|
the combat round.
|
|
Anybody who suffers a wound from this sword will develop the
|
|
insanity of mania. On a attack role of a natural 20, the victim is
|
|
killed.
|
|
The blade of the sword has a flame of fire dancing on it. The fire
|
|
illuminates the area as a torch. The flame easily ignites burnable
|
|
materials like oil, wood, etc..
|
|
|
|
Horse - AL lawful neutral; AC 6; MV 24, FL 48 (B); HD 10; HP 80; THAC0
|
|
11; #AT 3; DMG 1d8/1d8/1d4; SA special; SD special; MR nil; SZ large;
|
|
XP 2000
|
|
|
|
The horse is a supernatural version of a Mustang horse. The horse
|
|
fights with its two fore-hooves and its powerful teeth.
|
|
The first breath weapon of the horse is red fire. The flame cone
|
|
is 100 feet in length and 25 feet in width. The weapon does 8d8 points
|
|
of damage. All objects must make a save or melt.
|
|
The second breath weapon of the horse is s a freezing fire. The
|
|
flame cone is 100 feet in length and 25 feet in width. The fire steals
|
|
heat instead of giving it. The weapon does 8d8 points of cold damage.
|
|
|
|
|
|
HORSEMAN OF DEATH (BLACK)
|
|
|
|
And when he had opened the third seal, I heard the third beast
|
|
say, Come and see. And I beheld, and lo a black horse; and he that
|
|
sat on him had a pair of balances in his hand. Revelations 6:5
|
|
|
|
This horseman judges the dead and decides where the soul shall go.
|
|
|
|
Powers - The horseman can cause the full moon(s) to became blood red.
|
|
|
|
Apocalypse Power - Gates to the Outer Planes open within 666 league
|
|
radius of the horseman. Beings from the Outer Planes may pass through
|
|
the gates to do their bidding. It seems that those beings from the Hell
|
|
and the Abyss tend to take advantage of these gates than those from the
|
|
Heavens.
|
|
|
|
Weapon - Scales of Judgement - With the scales of judgement, the soul's
|
|
life is weighed: good on one scale, bad on the other. The soul judged
|
|
will go to heaven, hell, or remain on the earth as undead.
|
|
The balance allows the user to open gates to all the planes.
|
|
However, the gate is one-way to the plane.
|
|
A creature other than a horseman who touches the balance, will
|
|
become paralyzed.
|
|
Those that aren't being judge because of death, may still be
|
|
judged by the wielder. A creature's life is weighed and the wielder may
|
|
grant the creature a gift or punish the creature in some way.
|
|
Possibilities are an increase/decrease in ability scores, remove/bestow
|
|
curse/insanity, bonus/penalty to saves/to-hit/damage.
|
|
|
|
Horse - AL lawful neutral; AC -4; MV 15, FL 36 (B); HD 10; HP 80; THAC0
|
|
11; #AT 3; DMG 4d10/4d10/2d4; SA special; SD special; MR nil; SZ large;
|
|
XP 2000
|
|
|
|
The horse is a supernatural version of a war horse similar in look
|
|
to a Nightmare.
|
|
The first breath weapon of the horse is fire. The flame cone is
|
|
100 feet in length and 25 feet in width. The weapon does 8d8 points of
|
|
damage. All objects must make a save or melt.
|
|
The second breath weapon of the horse is a black gas. The gas cone
|
|
is 25 feet in length and 10 feet in width. Anybody who comes into
|
|
contact with the gas must save vs. petrifaction or turn to stone.
|
|
|
|
|
|
HORSEMAN OF PLAGUE (PALE)
|
|
|
|
And I looked, and behold a pale horse: and his name that sat on
|
|
him was Death, and Hell followed with him. Revelations 6:8
|
|
|
|
This horseman enforces the ruling of death. Most resistance comes
|
|
from those that shall burn in hell. Thus, he has the power of hell to
|
|
help him.
|
|
|
|
Powers - This horseman can summon up to six devils from hell. The total
|
|
hit dice of the devils cannot be greater than 66. Sometimes one big,
|
|
tough devil will get the job done. Then again, 6 11-HD devils might be
|
|
a nice show of force.
|
|
|
|
Apocalypse Power - All living creatures within 666 league radius of the
|
|
horseman become infected with disease. Each hour, a creature must save
|
|
vs. disease (+7 penalty) or become infected. The GM may randomly decide
|
|
what that disease is, but the disease should be yechy, infectious, and
|
|
fatal. Within seven days, the majority of the populace should be
|
|
infected with one disease or another.
|
|
A horde of creeping, hopping, and flying insects gather and swarm
|
|
in a thick cloud within a 66 mile radius. The insects obscure vision
|
|
limiting it to 10 feet. Spellcasting within the cloud of insects is
|
|
impossible. Creatures within the clouds sustain 1 point of damage per
|
|
round due bits and stings regardless of armor class. Strong use of the
|
|
elements will keep the insects at bay.
|
|
A mist of creeping doom six miles long and 66 feet wide moves
|
|
across the land. All living creatures that are engulfed in the mist
|
|
must save vs. death or die.
|
|
|
|
Weapon - Ghost Sword - The wielder gets a +5 bonus to hit and damage
|
|
with this phantasmal sword.
|
|
|
|
Horse - AL lawful neutral; AC -4; MV 15, FL 36 (B); HD 10; HP 80; THAC0
|
|
11; #AT 3; DMG 4d10/4d10/2d4; SA special; SD special; MR nil; SZ large;
|
|
XP 2000
|
|
|
|
The horse is a ghostly version of a Nightmare. The horse is non-
|
|
corporeal. A person can actually see through the horse. Although the
|
|
horse can't be touched because of its ghostly state, a person can still
|
|
ride on him if the horse wishes it. The rider becomes non-corporeal as
|
|
well. The only time the horse or his rider solidifies is to attack.
|
|
The horse has great fangs and burning hoofs. His breath is
|
|
naturally hot and smoking.
|
|
The first breath weapon of the horse is intense blue fire. The
|
|
flame cone is 100 feet in length and 25 feet in width. The weapon does
|
|
16d8 points of fire damage. All objects must make a save (+10 penalty)
|
|
or melt.
|
|
The second breath weapon of the horse is a poisonous spit. The
|
|
range is 100 feet. If struck, the target must save vs. poison at -5 or
|
|
die.
|
|
|
|
-----------------------------------------------------------------------
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
SPELLS
|
|
|
|
|
|
Lv Spell Song Album
|
|
01 The Call of Ktulu The Call of Ktulu Ride the Lightning
|
|
03 Pulling Teeth (Anesthesia)Pulling Teeth Kill 'Em All
|
|
05 Fade to Black Fade to Black Ride The Lightning
|
|
05 Ride The Lightning Ride The Lightning Ride The Lightning
|
|
05 Whiplash Whiplash Kill 'Em All
|
|
09 Holocaust Fight Fire With Fire Ride The Lightning
|
|
Blackened ...And Justice For All
|
|
10 Battery Battery Master of Puppets
|
|
|
|
|
|
The Call of Ktulu (Conjuration/Summoning, Phantasm)
|
|
|
|
Level: 1
|
|
Range: 10 feet / level
|
|
Components: V, S
|
|
Duration: 1 round / level
|
|
Casting Time: 1 / level
|
|
Area of Effect: 10 feet / level
|
|
Save: Special
|
|
|
|
During the final battle of the Humanoid Incursion on Memorial
|
|
Hill, there was a warrior named Ktulu. He was considered the bravest of
|
|
all the warriors that day killing many beasts before his eventual
|
|
downfall. And before he fell, he gave a final outcry while taking the
|
|
life of the leader of the humanoids.
|
|
When the mage casts this spell, he yells the Call of Ktulu, a loud
|
|
battle cry that Ktulu himself yelled on that fatal day. The material
|
|
component is a handful of dirt from Memorial Hill (which does not get
|
|
consumed by spell). Depending on the mage's spell level, he has several
|
|
choices of spell effect. GMs are advised to not allow a high level mage
|
|
get a hold of this spell. A high level mage shouldn't be able to pick
|
|
this first level spell and cast the more powerful effects from it.
|
|
This spell is designed to grow with the mage by design. The possible
|
|
number of effects increases as the mage goes up in level:
|
|
Mage Level 1 - The mage can summon a fruity tropical alcohol drink
|
|
called Ktulu. It comes in a coconut shell with a small colored umbrella
|
|
(usually pink or blue). The mage may summon 1 drink per level of the
|
|
mage.
|
|
Mage Level 3 - The mage can give an outcry that is equal in volume
|
|
to that of two men for each per level of the mage. Thus a 4th level
|
|
mage's battle cry would be equal to the sound of eight men. Nonmagical
|
|
objects of crystal, glass, ceramic, porcelain, etc. such as vials,
|
|
bottles, flasks, windows, mirrors, etc. shatter. Objects weighing more
|
|
than one pound per level of the caster are not affected, but all other
|
|
objects of the appropriate composition must save vs. crushing blow or
|
|
be shattered.
|
|
Mage Level 5 - The mage can ask Ktulu the Warrior Ghost for
|
|
advice. The ghost will appear only as an eerie voice. The mage may
|
|
receive advice and information from Ktulu. He will talk to the mage for
|
|
the duration of the spell. Note that Ktulu is not omnipotent. He only
|
|
has the knowledge of a 10th level warrior. He has knowledge of
|
|
fighting, tactics and such. He has some knowledge of humanoids as he
|
|
killed them for years. Also, he has local history knowledge of The
|
|
Rock. GMs should be careful on what information Ktulu will give.
|
|
Mage Level 7 - The mage gives an outcry that causes a gust of wind
|
|
equal to 5 miles per hour per level of the mage. Its path is 10 feet
|
|
wide by 10 yards long per level of the mage.
|
|
Mage Level 9 - The mage summons Ktulu the monster. The monster
|
|
fights for the mage and does its bidding until the spell ends. The
|
|
monster remains after the spell is over. He does not remain under the
|
|
control of the mage so it may (and most likely will) attack the mage
|
|
and his comrades.
|
|
Mage Level 11 - The mage can summon Ktulu the Warrior Ghost [AL
|
|
lawful good; AC 0; MV 9; HD 10; HP 60; THAC0 11; #AT 1; DMG 1d8 (one-
|
|
handed bastard sword) or age 1d4x10 years; SA special; SD special; MR
|
|
nil; SZ medium (6' tall); XP 7500]. Unlike most ghosts, Ktulu wields a
|
|
sword as a 10th level warrior. When summoned, Ktulu will fight for the
|
|
mage if the cause is just and good. He will not fight good creatures as
|
|
he remains Lawful Good in undeath. Also, he will not fight for an evil
|
|
mage and in fact will fight the mage if evil. Ktulu is not under
|
|
control of the mage. Once the mage directs him to the enemy, Ktulu goes
|
|
about his business. He remains until the enemy is destroyed or the
|
|
spell duration ends.
|
|
Mage Level 13 - The mage gives an outcry that can kill. The call
|
|
can kill one creature up to 50 hit points or it can kill two or more
|
|
creatures with 10 or fewer hit points up to the maximum of 100 hit
|
|
points. Creatures current hit points are used. The creature gets a save
|
|
vs. death magic. A victim gets a +5 bonus to the save, -1 for each
|
|
level of the mage above 13. Thus if the mage is 18th level, the victim
|
|
gets no save. If the mage is 20th level, the victim gets a -2 to save.
|
|
|
|
|
|
(Anesthesia) - Pulling Teeth (Invocation)
|
|
|
|
Level: 3
|
|
Range: 10 feet per level
|
|
Components: V, S, M
|
|
Duration: Instantaneous
|
|
Area of Effect: One person
|
|
Save: Negates
|
|
|
|
When this spell is cast, a methodic deep bass sound begins. During
|
|
the round the spell is cast, the victim must make a successful spell or
|
|
go into a deep comatose slumber.
|
|
During the next round, some teeth of the victim are yanked out.
|
|
The unlucky victim loses one tooth per level of the caster. With each
|
|
tooth removed, the victim suffers 2 points of damage.
|
|
The material component is small metal pliers.
|
|
|
|
|
|
Fade to Black (Necromancy)
|
|
|
|
Level: 5
|
|
Range: 500 feet
|
|
Components: V, S, M
|
|
Duration: Special
|
|
Casting Time: 5 rounds
|
|
Area of Effect: one creature
|
|
Save: Special
|
|
|
|
If a save vs. death magic fails, the victim is struck with the
|
|
insanity of Melancholia (this malady makes the afflicted give in to
|
|
black moods, fits of brooding, and feelings of hopelessness) for 1d6+1
|
|
days. After which the victim must make another save vs. death magic or
|
|
commit suicide.
|
|
"Life it seems, will fade away. Drifting further every day.
|
|
Getting lost within myself. Nothing matters no one else. I have lost
|
|
the will to live. Simply nothing more to give. There is nothing more
|
|
for me. Need the end to set me free."
|
|
"Things not what they used to be. Missing one inside of me.
|
|
Deathly lost, this can't be real. Cannot stand this hell I feel.
|
|
Emptiness is filing me to the point of agony. Growing darkness taking
|
|
dawn. I was me, but now he's gone."
|
|
"No one but me can save myself, but it is too late. Now I can't
|
|
think, think why I should even try. Yesterday seems as though it never
|
|
existed. Death greets me warm, now I will just say good-bye."
|
|
Note that the victim can be any intelligence being of less than
|
|
100 hit points. This is the true power of the spell as most death
|
|
spells have bigger limitations on power of the death magic.
|
|
Unlike other death spells, this spell allows the victim two saves
|
|
which explains the low level of this spell.
|
|
The material component of the spell is a black pearl which is
|
|
valued at 5000 silvers. It is destroyed when the spell is cast.
|
|
|
|
|
|
Ride The Lightning (Evocation)
|
|
|
|
Level: 5
|
|
Range: 100 feet
|
|
Components: V, S, M
|
|
Duration: 1 round /level
|
|
Casting Time: 5
|
|
Area of Effect: 1 person
|
|
Save: None
|
|
|
|
During the first round of the spell a phantasmal chair is evocated
|
|
and the victim is strapped in it. Thus the victim must be a type of
|
|
creature able to be placed in the chair (slimes, dragons, and such
|
|
won't work). Generally speaking, humans, humanoids, and giantkin are
|
|
acceptable (mainly bipedal type creatures). GM's discretion on what
|
|
will work.
|
|
On the second round, the victim must sit in fear thinking, "This
|
|
can't be happening to me. Can this be true?"
|
|
On the third round, there is a bright flash as a nearby phantasmal
|
|
switch is thrown. And the electricity begins to flow through the victim
|
|
doing 1d10 points of damage per round for the remainder of the spell's
|
|
duration. Roll damage each round.
|
|
The electricity seems to burn the brain. All muscles will tense
|
|
up; his fingers will gripe the chair with fear. The victim will sweat
|
|
from chilling cold. The only thing the victim can do is plead with his
|
|
god for mercy as the never-ending rounds go by. Ride the Lightning...
|
|
Guilty as charged by the mage. Sentence to the electric chair by
|
|
the mage. Who made the mage god to say "I'll take your life from you!"
|
|
Damn it, it ain't right.
|
|
The material component of this spell is a finely-crafted 2-inch
|
|
wood and metal chair (cost: approximately 100 silvers) which doesn't
|
|
get consumed by the spell.
|
|
|
|
|
|
Whiplash (Enchantment/Charm)
|
|
|
|
Level: 5
|
|
Range: 500 feet
|
|
Components: V, S
|
|
Duration: 5 rounds per level
|
|
Casting Time: 5
|
|
Area of Effect: 1 person
|
|
Save: Neg.
|
|
|
|
This spell affects any single "person" it is cast upon. The person
|
|
gets a save vs. spell to avoid the effect of the spell. If the victim
|
|
fails, he freaks for 5 rounds for every experience level of the caster.
|
|
The victim's adrenaline starts to flow. He thrashes all around. He
|
|
acts like a maniac. The victim will shriek, rave, and behave in a
|
|
violent manner. His strength will increase by 2d2, dexterity by 1d2,
|
|
and constitution by 1d2. Also, he loses 1d4 Insanity Points. Further,
|
|
the person cannot do anything useful as he thrashes in frenzied madness
|
|
and bangs his head against things until it rings, even bleeds.
|
|
Towards the end of the spell's duration, there is a feeling deep
|
|
inside that drives the victim fucking mad. It is a feeling of a
|
|
hammerhead. This feeling is a prelude to the WHIPLASH, the part of the
|
|
spell which tries to maim and kill.
|
|
During the last round of the spell duration, the victim's neck
|
|
(and spine) is suddenly whipped in a forward and backward jerk of the
|
|
head that causes 1d4+1 points of damage per experience level of the
|
|
mage. In addition, the victim must make save vs. crushing blow or
|
|
suffer chronic neck problems. The chronic neck problems will manifest
|
|
itself in the future whenever the person does any strenuous activity
|
|
that affects the neck (GM's discretion). The GM may allow a save vs.
|
|
crushing blow at this time. Failure and the character suffers 1d4+1
|
|
points of damage and will be unable to use his neck for 1d4 days
|
|
(better get a brace).
|
|
After the spell is over, the afflicted will not remember his
|
|
actions during the spell's duration.
|
|
|
|
|
|
Holocaust (Evocation)
|
|
|
|
Level: 9
|
|
Range: 1000 feet / level
|
|
Components: V, S, M
|
|
Duration: Instantaneous
|
|
Casting Time: 2 turns
|
|
Area of Effect: 200 feet/level radius
|
|
Save: Special
|
|
|
|
Holocaust is a spell of revenge against a large populace who has
|
|
destroyed a loved one or loved ones of the mage. The intricacies of the
|
|
magic will cause the spell to fail if the mage is seeking revenge on
|
|
only a person or the mage isn't seeking revenge at all. A key phrase
|
|
inscribed in magical runes on the missile is "Do unto others as they
|
|
have done unto you".
|
|
A good GM would not allow a player to use this spell if the
|
|
character's loss of loved ones was not role-played well. For example:
|
|
if the mage's wife and children were killed because of the harsh
|
|
rulership of a king and his court, he would want revenge. If the mage
|
|
kept on adventuring and fornicated with a multitude of women, the spell
|
|
would not work for him. However if the mage grieved for years, spent a
|
|
fortune in creating a shrine, gave up adventuring, and made a vow to
|
|
get revenge even if it cost him his life; then this spell would
|
|
definitely work and destroy the kingdom that wronged him. A GM should
|
|
not allow abuse of this spell. This is for true role-players and not
|
|
Monty-Haulers.
|
|
Holocaust is a strategic, not tactical spell. Notice that most
|
|
offensive (and defensive for that matter) spells are tactical in
|
|
nature. Attacks that affect a few people are classified tactical, while
|
|
large-scale attacks (i.e. affecting a whole town or city) are strategic
|
|
spells.
|
|
This spell simulates a devastating technological bomb. Once cast,
|
|
the spell creates a large (25 feet long, 5 feet in diameter at base),
|
|
indestructible, magical missile from the mage's concoction (see below)
|
|
that heads to it's target, better known as ground zero. The missile
|
|
cannot be stopped or manipulated naturally or magically, it always gets
|
|
to its destination (of course GMs may make exceptions to this rule).
|
|
Once the spell is cast and the missile begins it's journey to
|
|
ground zero, all people and animals within the area of effect of the
|
|
spell must save vs. fear. Failure and the creatures become terrified
|
|
with a feeling of impending doom. Some of those that are terrified
|
|
begin a frantic dance. "To begin the whipping dance of the dead".
|
|
The spell's range to ground zero is 1000 feet for every level of
|
|
the caster. This allows an 18th level mage to center the spell as much
|
|
as three miles away. This would indicate that the mage is well within
|
|
enemy borders in most cases when the spell is cast, although he is
|
|
still a distance from his target.
|
|
The area of effect is a sphere with a 200 feet per level of the
|
|
caster radius. The caster cannot control the area of effect. Thus if
|
|
the mage is 18th level, he will always have an area of effect that is
|
|
6400 feet in diameter. Given that 5280 feet comprise a mile, this is
|
|
quite a distance. The mage better be descent at judging distance, or he
|
|
might suddenly find himself inside the area of effect of his own spell.
|
|
Once ground zero is reached, the missile explodes and lightly
|
|
disperses a very strong, somewhat gaseous, magical fluid that is then
|
|
ignited causing immense damage and complete lose of oxygen in the area
|
|
of effect.
|
|
"Millions of our years in minutes disappears." Everything within
|
|
100 feet of ground zero is totally destroyed. Everything within the
|
|
next 100 feet must make a save of 10 or be destroyed. The area becomes
|
|
void of life, death of mother earth never it will mend. The earth gets
|
|
blistered and takes on the darkest color. "Blackened Is the end." Also,
|
|
the area becomes "radioactive" and anybody who enters this area must
|
|
make a save vs. death magic every turn or suffer a mutation.
|
|
"All is said and done never is the sun." Once the missile
|
|
explodes, the area of effect is blanketed with a darkness. This is not
|
|
total darkness as in the spell of that name but rather a deep rich
|
|
nighttime darkness that blackens the day.
|
|
"Winter it will send throwing all you see into obscurity." 1d10+10
|
|
rounds after the explosion, a heavy blizzard of black snow will
|
|
commence. 2d10+10 inches of black snow will fall for 3d8 hours reducing
|
|
vision to two feet. Winds will be at a gusty 6d8+40 MPH. Infravision
|
|
and tracking are useless. The temperature drops to a minimum of -25
|
|
Fahrenheit causing a callous frigid chill.
|
|
Damage to the victims come by two means. The first is the
|
|
combustion/compression of the explosion which does 10d10 points of
|
|
damage. Victims get no save because the area of effect is to large and
|
|
the explosion is the very air around the victim, thus escape is
|
|
impossible.
|
|
"Soon to fill our lungs the hot winds of death." The second means
|
|
of damage stems from the suffocation resulting from the explosion that
|
|
uses up all the available oxygen in the area of effect. Every round
|
|
beginning the round the spell is cast, 2d8 damage is taken from lack of
|
|
oxygen. A victim that has a chance to take a large breath of air and
|
|
does not perform strenuous exercise while holding his breath and is not
|
|
fully encumbered can hold his breath for a number of rounds equal to
|
|
1/3 his Constitution, rounded up (nonstrenuous exercise includes such
|
|
activities as normal movement, searching for secret doors, etc.). If a
|
|
victim is performing strenuous exercise, the number of rounds is cut in
|
|
half (strenuous exercise includes combat, attempting to subdue or move
|
|
an uncooperative creature, trying to lift heavy weight, moving at high
|
|
speed, etc.). If a person does not have a chance to take a deep breath
|
|
before the spell takes effect, the amount of time is halved (rounded
|
|
up). This halving is cumulative with regard to strenuous exercise. Note
|
|
that anybody can always hold his breath for at least one round.
|
|
When his breath runs out, a person does not immediately suffer the
|
|
2d8 points of damage caused because of the lack of oxygen. Each round
|
|
after his breath runs out, the person makes a Constitution check. The
|
|
first check has no modifiers, but there is a -2 cumulative modifier
|
|
each round thereafter. A failed check indicates that the victim tries
|
|
to inhale oxygen, which is not there, and suffers the 2d8 points of
|
|
damage. He will continue to suffer 2d8 points of damage each round
|
|
until oxygen diffuse back into the area of effect or he leaves the area
|
|
of effect or dies.
|
|
After detonation of the spell which rids the area of effect of
|
|
oxygen, the oxygen will diffuse in at 50 feet a round.
|
|
Finally, any survivors must make a save vs. death magic or suffer
|
|
a mutation caused by the radiation of the missile. No table is
|
|
presented on what the mutation is. GMs must decide what mutations
|
|
develop. Note that many RPGs based on post-holocaust Earth have
|
|
mutation systems devised and a GM may seek out such material.
|
|
Once the spell is cast, the mage ages 1d10+9 years. Also, the mage
|
|
must make a save vs. death magic or lose half his Constitution. Given
|
|
the great loss the mage suffered and the thirst for revenge, these
|
|
costs to the mage are not that great.
|
|
One option to the mage is to make it a suicide missile of awesome
|
|
destruction. With this option, the mage may meld with the missile
|
|
during the final rounds of casting. The mage dies when the missile
|
|
explodes. The benefit is that all effects (i.e. range, area of effect,
|
|
and damage) of the missile are quadrupled. With nothing more to live
|
|
for, the mage blows all into nothingness and all shall come to rest.
|
|
"We shall die."
|
|
The main material component of the spell is a huge piece of
|
|
Metallica forged into a hollow cone-shape that is 25 feet long and 5
|
|
feet in diameter at base. The missile must be forged by the mage. Thus,
|
|
the mage must be proficient in the art of blacksmithing. Forging of the
|
|
missile takes six months. During the forging process, the mage
|
|
inscribes various magical runes on to the missile. The missile is not
|
|
magical, it merely becomes primed as a receptacle for magical use. Note
|
|
that working with the metal Metallica causes a lose of 6 Insanity
|
|
Points per month for a total of 36 Insanity Points. Note that previous
|
|
rules dictate that the lose should be only 4 Insanity Points per month,
|
|
but this spell requires an unusual amount of time with the metal which
|
|
causes the increase of 2 points per month.
|
|
Inside the missile, various things both solid and liquid are mixed
|
|
together to form a magical concoction. The ingredients are:
|
|
- A tear of grief from the mage.
|
|
- Five gallons of pure 200 proof alcohol. If there is a trace of
|
|
impurity before casting, the spell will backfire causing the
|
|
mage to be the center of the area of effect.
|
|
- A gallon of blood from a demon. Getting the blood of a demon is
|
|
no easy task and the GM should make the retrieval of this item
|
|
very difficult.
|
|
- One gallon of holy water created by priests of Death.
|
|
- The remains of at least one of the persons that was lost to the
|
|
mage. As noted previously, the mage must have suffered a
|
|
terrible loss to cast this spell. It is preferred that the mage
|
|
has the remains cremated into a fine ash for ease of use. If
|
|
there are enough remains for cremation to take place, a GM
|
|
should make this a requirement.
|
|
- The cremated remains of an adult (or better) red dragon: blood,
|
|
hide, and all the innards. The GM should not allow any character
|
|
to make this purchase. This item should be retrieved first hand.
|
|
- A rock (no smaller than one square inch) from the elemental
|
|
Plane of Fire. The rock should be crushed. Some GMs may have a
|
|
ruling that such a rock is very dense and hard to crush
|
|
requiring giant to deity strength to crush it.
|
|
- One diamond that has a value no less than 10,000 silver pieces.
|
|
The spell is potent but there are a few hindrances that come with
|
|
the spell.
|
|
The use of the metal Metallica will certainly cause the mage to go
|
|
insane. Also, getting such a large quantity of the metal should be
|
|
costly to the mage.
|
|
The material components are perhaps the biggest problem with the
|
|
spell for without them the spell can't be cast. GMs should make the
|
|
material components hard to come by and adventures should be made just
|
|
for that.
|
|
This spell is a closely guarded secret by those that are
|
|
fortunate to possess it. Using this spell offensively is great, but
|
|
being on the receiving end of the spell is not to fun.
|
|
The typical outcome: nothing left to kill, never seen before,
|
|
breathing nevermore, smoldering decay, darkening in vain, decadence
|
|
remains. Opposition, contradiction, premonition, compromise, agitation,
|
|
violation, mutilation... planet dies. Termination, expiration,
|
|
cancellation... human race. Expectation, liberation, population... lay
|
|
to waste. Darkest potency In the exit of humanity. True death of life
|
|
is the outcome of hypocrisy. The gods are laughing, as humanity takes
|
|
it's last breath. What in the hell is this world coming to when spell's
|
|
like this exist?
|
|
|
|
|
|
Battery (Invocation/Evocation)
|
|
|
|
Level: 10 (dweomer)
|
|
Range: current plane
|
|
Components: V, S, M
|
|
Duration: Special
|
|
Casting Time: 50 turns - 1 turn for every mage
|
|
Area of Effect: Special
|
|
Save: None
|
|
|
|
Battery is a powerful dweomer. To be cast, a minimum of four mages
|
|
inflicted with insanity is required. These mages form a circle of
|
|
destruction. During the casting of the dweomer, the mages create a
|
|
powerhouse of energy, whipping up a fury, dominating flurry. They
|
|
create the Battery.
|
|
The Battery is a destructive force of energy in the form of a
|
|
colorful sphere. The sphere is 10 feet in diameter for every mage. When
|
|
the Battery soars through the air, it resembles a hammer as the sphere
|
|
develops a tail from it's movement.
|
|
When the Battery is released, it heads straight for the victim.
|
|
The victim can be anywhere on the Prime Plane. The weak are ripped and
|
|
torn away. Any living being that is less than or equal to one hit die
|
|
is killed instantly if in the path of the Battery. If a person tends to
|
|
cower from the Battery to avoid it, the Battery will actually make a
|
|
slight change in course to crush that person. Also all deceivers and
|
|
non-believers are a favorite target for the Battery to mash and crush.
|
|
All those that are killed end up feeding the Battery. Their hit points
|
|
are added to the total damage done to the final victim of the Battery.
|
|
The further the Battery travels, the more powerful it becomes. Never
|
|
ending potency...
|
|
The Battery can smash through any boundaries including magical
|
|
boundaries of less than 18th level. Pounding out aggression, turns into
|
|
obsession...
|
|
Those that see the Battery are hypnotized and must make a save vs.
|
|
charm or become totally mesmerized by the battery for 1 turn equal to
|
|
the number of mages. Also, all who look upon the Battery must make an
|
|
Insanity check or be stricken with the insanity of lunacy.
|
|
Any magic cast at the Battery to stop it is ineffective. In fact,
|
|
all spell effects are reversed back to the caster. Lashing out the
|
|
action, returning the reaction, cannot stop the Battery. Battery is
|
|
here to stay.
|
|
When the victim is reached the Battery releases its full power.
|
|
The Battery delivers 10 hit points of damage for every mage used in
|
|
it's casting plus 10d10 points of damage plus any points it collected
|
|
on it's route. "Battery is found in me."
|
|
The material component of this spell is a 2-foot diameter sphere
|
|
of silver which has an approximate cost of 5,000 silvers.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
MONSTERS OF ROCK
|
|
|
|
|
|
KTULU
|
|
|
|
Climate/Terrain: Any
|
|
Frequency: Very Rare
|
|
Organization: Solitaire
|
|
Activity Cycle: Any
|
|
Diet: Omnivore
|
|
Intelligence: Low (5)
|
|
Treasure: Nil
|
|
Alignment: Neutral
|
|
No. Appearing: 1
|
|
Armor Class: 5
|
|
Movement: 6
|
|
Hit Dice: 8
|
|
THAC0: 13
|
|
No. of Attacks: see below
|
|
Damage/Attack: 2d4
|
|
Special Attacks: Tentacles, Gibbering, Spittle
|
|
Special Defenses: Regeneration
|
|
Magic Resistance: Nil
|
|
Size: H (15')
|
|
Morale: N/A
|
|
XP Value: 5000
|
|
|
|
Ktulu the monster is a big, disgusting, amoeboid-like blob with
|
|
five swarming tentacles. Like a Gibbering Mouther, a Ktulu has a many
|
|
mouths and eyes.
|
|
Ktulu typically lies dormant on the bottom of lakes and oceans
|
|
waiting to summoned.
|
|
The Ktulu can regenerate 1 hit point per round.
|
|
|
|
Combat:
|
|
The Ktulu can attack with all five of it's tentacles per round
|
|
inflicting 2d4 points of damage per tentacle to it's victims.
|
|
The Ktulu has a spittle attack that will blind victims for 1d4
|
|
rounds (no save). The Ktulu cannot make a spittle attack while using
|
|
its tentacles to attack.
|
|
The Ktulu has a gibbering attack that instantly causes confusion
|
|
as the spell and if a save vs. magic is failed, the victim becomes
|
|
insane.
|
|
|
|
Habitat/Society: The Ktulu can be found anywhere but naturally it
|
|
prefers the dank, dark dungeon setting. It does very little except hunt
|
|
or scavenge for food.
|
|
For some odd reason, the Ktulu is the target of a summoning spell.
|
|
Why this monster is the preferred monster to summon is unknown. There
|
|
are much better choices. It is as if the mage who created the spell was
|
|
a bit insane.
|
|
|
|
Ecology: The Ktulu is a big blob of gook that serves very little
|
|
purpose in the scheme of things.
|
|
The body of a Ktulu is prized component for healing/regenerating
|
|
items or alchemy formulas.
|
|
|
|
|
|
|
|
MENTAL PARASITE INSECTOID
|
|
|
|
Climate/Terrain: Any
|
|
Frequency: Very Rare
|
|
Organization: Solitaire
|
|
Activity Cycle: Any
|
|
Diet: Emotions
|
|
Intelligence: High (18)
|
|
Treasure: Nil
|
|
Alignment: Neutral
|
|
No. Appearing: 1
|
|
Armor Class: 9
|
|
Movement: 1
|
|
Hit Dice: 1 hit points
|
|
THAC0: 10
|
|
No. of Attacks: 1
|
|
Damage/Attack: attachment
|
|
Special Attacks: See below
|
|
Special Defenses: See below
|
|
Magic Resistance: Nil
|
|
Size: T (1" long)
|
|
Morale: High
|
|
XP Value: 100
|
|
|
|
This parasite is a small insect that attaches to a host
|
|
(preferably a sentient being). Once a good host is found, the parasite
|
|
stays with it until one of them dies.
|
|
Once the parasite attaches itself, it begins its control of the
|
|
host. The parasite begins injected an electrical sensation into the
|
|
host that is a wonderful sensation and very addictive. The shock
|
|
increases Strength 1d2, Constitution 1d2, Dexterity 1d2, and
|
|
Intelligence 1d2.
|
|
The parasite also establishes a telepathic link with it host. The
|
|
parasite because a "true friend" and advisor. It's mind control
|
|
convinces the host that the parasite is the only one who cares. The
|
|
host is convinced that everybody else betrays him. The parasite becomes
|
|
the truth. He becomes the reason with the alibis. The parasite is the
|
|
only one who is there.
|
|
The parasite can also send a multitude of emotions into the host.
|
|
It is the emotions of the host that parasite feeds off of. Whenever the
|
|
host is scared, the parasite increases the sense of fear and has a
|
|
feast. The stronger the emotion, the better the parasite feeds. Thus
|
|
emotions like fear and love are preferred. The parasite also has the
|
|
tendency to twist emotions around. When the host once loves, the
|
|
parasite changes the emotion to hate.
|
|
The parasite can imbed special abilities to the host. The host
|
|
gains the psionic powers of All-Round Vision, Danger Sense, Feel Light,
|
|
and Feel Sound. The host may initiate each power once a day and
|
|
maintain the power for 1 hour for every experience level.
|
|
Sleeping for the host is very pleasant as the parasite controls
|
|
the dreams of the host. The parasite always makes sure dreams are
|
|
pleasant. When asleep the parasite can remain alert and warn the host
|
|
of danger. Note that the parasite can pump the host full of dreams
|
|
while he is awake as well (a weird form of daydreaming indeed).
|
|
The host becomes a mask, a cover, a shelter for the parasite. The
|
|
host does the deeds and the dirty work. The host gets blamed for all
|
|
that goes wrong. He is the scapegoat. He is shamed.
|
|
|
|
Combat: The parasite attacks with the purpose of attaching to a host.
|
|
It typically aims for the spinal cord as this is the best nervous
|
|
system target. After a successful attack, it takes paralysis the victim
|
|
for one round. During that round it imbeds itself inside the host at
|
|
which point it takes control so that the host doesn't try to remove it.
|
|
|
|
Habitat/Society: The parasite doesn't come into contact with others of
|
|
its kind. Its only contact is with victims. The parasites life span is
|
|
roughly 40 years. All parasites are female and can lay eggs in it's
|
|
host at the age of 20 to 30.
|
|
|
|
Ecology: The parasite's purpose in life is to use sentient life forms
|
|
as food. The parasite has a type of pet/slave relationship with it's
|
|
host. The parasite develops a give/take relationship with it's host.
|
|
The host loses a lot but gains a lot. You know its sad but true.
|
|
|
|
|
|
Ktulu - The Call of Ktulu from Ride the Lightning
|
|
Mental Parasite Insectoid - Sad But True from Metallica
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
MONSTERS OF ROCK FESTIVAL
|
|
|
|
|
|
Four weeks after the summer solstice, The Rock holds a seven day
|
|
music festival. Everyday contains non-stop rock-n-roll music. Of course
|
|
one of the big performers in this annual event is Metallica.
|
|
The festival is sponsored by Damage Incorporated. During the week
|
|
of the festival, Damage Incorporated coordinates all activities within
|
|
The Rock. A trusting, centralized, governing body in charge of all
|
|
activities of the festival was considered best for smooth operations.
|
|
|
|
|
|
SCHEDULE
|
|
|
|
|
|
First Day - Opening Day
|
|
|
|
The first day of the festival is filled with great musical acts.
|
|
Since it is the first day of the festival, the best acts known play on
|
|
this day to get the festival off to a rocking start.
|
|
|
|
Headliner: The headliner of the night is typically Metallica or some
|
|
other mega-group.
|
|
|
|
|
|
Second Day - Amateur Day
|
|
|
|
This day of the festival is marked by amateur musicians or
|
|
musicians who are considered "undiscovered". The day consists of
|
|
competition. The winner gets to play on the last day of the festival
|
|
and is asked to come back next year to headline on Amateur Day.
|
|
|
|
Headliner: The winner from last year's Amateur Day typically headlines
|
|
this night.
|
|
|
|
Other Activities:
|
|
|
|
All-Star Game - The Major League of Baseball has it's All-Star Game
|
|
during the afternoon of this day. The various youth baseball leagues
|
|
have their all-star games on this day.
|
|
|
|
|
|
Third Day - Original Day
|
|
|
|
The first year of the festival was only three days long: Opening
|
|
Day, Last Day, and Middle Day. The middle day was considered one of the
|
|
best days as the main headliner was always featured on this day. Now
|
|
the festival is seven days and is filled with "theme" days, but in
|
|
remembering the past, the third day of the festival is known as
|
|
Original Day and duplicates the second day of the original festival.
|
|
|
|
Headliner: The headliner of this night is a mega rock musical group
|
|
that is currently sweeping the country. Metallica never plays this
|
|
day as they give the spotlight to other stars. Besides, they rock the
|
|
first and last days not to mention various other jam sessions, and even
|
|
gods take a day of off once in awhile.
|
|
|
|
Other Activities:
|
|
|
|
The Great Rock Beer Exposition - Before noon, the Great Rock Beer
|
|
Exposition starts. The Beer Exposition is where many brewers of beer,
|
|
mead, ale, etc. get together to for various activities. The biggest
|
|
part of the exposition is the various competitions. Festival goers love
|
|
the free samples of alcohol, although some of the new experimental
|
|
flavors aren't as loved.
|
|
The Exposition isn't limited to major brewers. Microbrewers and
|
|
homebrewers really fill out the exhibition.
|
|
This exposition is considered preliminary competition to the
|
|
Autumn Festival.
|
|
|
|
|
|
Fourth Day - Culture Day
|
|
|
|
The fourth day is marked with culture. Musicians preform more
|
|
artistic songs. A groups musical set tends to inter-relate and tell a
|
|
story.
|
|
Festival Patrons are required to "dress-up" for this day of class
|
|
The day caters towards the upper-class, but even those less fortunate
|
|
make attempts to be elegant on this day.
|
|
|
|
Headliner: The most popular musical act with a cultural flair headlines
|
|
on this day. Typically the act performs a rock opera.
|
|
|
|
Other Activities:
|
|
|
|
Memorial Services - The day also contains various memorial ceremonies
|
|
especially those of war.
|
|
|
|
Musical Ball - Damage Incorporated has a Musical Ball after the opera.
|
|
One of the most popular performers at the ball is Apocalyptica, a group
|
|
of four cellolists who convert rock music to a classical music tribute.
|
|
Of course, their favorite group to tribute is Metallica.
|
|
|
|
|
|
|
|
Fifth Day - Alternative Day
|
|
|
|
Some music cannot be classified as pure rock and roll. On this
|
|
day, the festival goers get to hear various types of music:
|
|
Gangsta Rap - A rhythmic chanting often in unison of usually
|
|
rhymed couplets to a musical accompaniment. The music is marked by
|
|
extreme and often deliberately offensive expressions of alienation and
|
|
social discontent often preformed by lower-class urbanites typically of
|
|
a minority race (goblinkin, dwarf).
|
|
Country - Also known as Forest Music, this folklore music is
|
|
generated by very rural people.
|
|
Disco - Popular dance music characterized by hypnotic rhythm,
|
|
repetitive lyrics, and magically produced sounds.
|
|
Reggae -
|
|
|
|
Headliner: The headliner of this day embraces whatever music is popular
|
|
or the "in" sound. Alternative music tends to be trendy.
|
|
|
|
|
|
Sixth Day - Classical Day
|
|
|
|
On this day musicians who are established (ten years of
|
|
popularity) have the arena. They perform their classic songs that are
|
|
still popular as well as their new works that keep them alive.
|
|
|
|
Headliner: The end of this day usually consists of a jam fest of the
|
|
most popular musicians, new and old.
|
|
|
|
|
|
Seventh Day - Last Day
|
|
|
|
The last show of the night typically consists of a jam fest.
|
|
|
|
Headliner:
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
Alcohol and Drugs
|
|
|
|
Alcohol is quite popular at the festival. In fact, many breweries
|
|
sponsor many parts of the festival including activities and bands. If
|
|
you like a wide selection of alcohol, then this is the place to be. In
|
|
fact, on the third day of the festival is the Beer Exposition.
|
|
|
|
Most drugs are illegal at The Rock although such usage still takes
|
|
place. During the festival, illegal drug use is overlooked by the law
|
|
as long as the druggies don't disrupt the fun of other festival goers.
|
|
If a druggie does cause problems, he is punished above and beyond the
|
|
law.
|
|
The Crime Syndicate controls illegal drug trafficking. The sellers
|
|
will not sell to somebody who looks like trouble even at the risk of
|
|
losing great profit. The main reason for this policy is because drug
|
|
use at the festival is greatly downplayed and any attention it draws
|
|
will hurt the festival and the syndicate. If a seller peddles drugs to
|
|
somebody who loses control, that seller suffers at the hands of the
|
|
syndicate, which isn't good.
|
|
|
|
|
|
Carnivals & Circuses
|
|
|
|
The festival allows a few circuses and carnivals for festival
|
|
goers to have fun. The most popular amongst adults is the Howard Stern
|
|
Circus of the Weird and Perverted. The most popular amongst children is
|
|
the Barnum and Bailey Animal Circus. Both organizations have been to
|
|
the music festival every year.
|
|
|
|
|
|
Crime Syndicate
|
|
|
|
Reid is an accomplished thief and has a large quantity of respect
|
|
from the Crime Syndicate. The Crime Syndicate provides an important
|
|
role at the festival.
|
|
The guild manages the collection of the 25% merchant tax on all
|
|
profits that the merchant's make. This tax only applies to merchants
|
|
not local to The Rock. Why put the Crime Syndicate in charge of this?
|
|
Well, they can spy on merchants and make sure that they aren't
|
|
cheating. In the past, some merchants tried to cheat, but their plans
|
|
were thrawted. Now such problems don't exist.
|
|
The Crime Syndicate has total rights to thieving activities during
|
|
the festival. The guild monitors non-guild thieving activities and
|
|
halts such activity. If a non-guild thief is caught, he is severely
|
|
punished. If a guild thief is caught, The Judge is bought-off and the
|
|
thief discreetly leaves town.
|
|
The guild also provides security in a roundabout way. The guild
|
|
kept an eye out for trouble and alerts more authoritative people.
|
|
However when necessary, they will intervene when trouble arrives.
|
|
In return, they abide by a few rules. First, they may never steal
|
|
an amount of money from festival goers as to ruin the enjoyment of the
|
|
festival. Secondly, they may not steal from merchants. The merchants
|
|
are already paying a hefty task of which the guild gets a cut.
|
|
|
|
|
|
Main Fairway
|
|
|
|
Some land set near the arena is set aside for special merchants.
|
|
On each day of the festival, a new set of merchants are given
|
|
permission to set up shop. The merchants tend to go with the theme of
|
|
the day. For example on Classical Day, the fairway is filled with
|
|
more luxurious merchandise like expensive furs, ritzy jewelry, fancy
|
|
clothes, and other exotic wares. On Alternative Day, the fairway is
|
|
overflowing with wacky stuff like muti-colored shirts, beaded jewelry,
|
|
non-traditional art, etc..
|
|
|
|
|
|
Security
|
|
|
|
First, normal security guards are hired to supplement the small
|
|
local law enforcement; namely the Metal Militia. The hired law is
|
|
typically of the country's military. Thus the military makes some money
|
|
for their assistance.
|
|
Adventurers who are members of Damage Incorporated get free
|
|
admittance into the festival. In return they are asked to provide
|
|
assistance in security. They act as undercover officers.
|
|
Finally, security is provided by the Thieves Guild (see below).
|
|
|
|
|
|
Weather
|
|
|
|
During the festival, the weather is perfect. It seems that this is
|
|
do to clever use of money and shrewd deals.
|
|
First, priests of the deity of weather are asked to make proper
|
|
sacrifices to ensure food weather. Of course, the festival makes a nice
|
|
"donation" to the church.
|
|
During the festival, some druids are employed to control the
|
|
weather. The Druidic Order that provides the weather service doesn't
|
|
except monetary compensation. It exchange for their services they get
|
|
service. The festival puts money into a special charity, The
|
|
Back-To-Nature Druid Fund. The money in this fund is used throughout
|
|
the year, to clean up pollution, replenish the earth with vegetation,
|
|
care for animals, and beautify nature.
|
|
The result is wonderful weather. Throughout the festival, the sky
|
|
is sunny with no clouds. In general, the temperature is between 70 and
|
|
90 degrees Fahrenheit. A slight cool breeze blows through most of the
|
|
time to keep people cool. Early each morning, a nice rain shower cools
|
|
the earth. When necessary, a rain shower is called during the day to
|
|
cool the festival goers.
|
|
Interestingly, a nice lightning show accompanies a few Metallica
|
|
songs.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
HOLIDAYS, FESTIVALS, AND EVENTS OF THE ROCK
|
|
|
|
|
|
MEMORIAL DAY
|
|
|
|
As mentioned in the MEMORIAL HILL section, the 30th day of the
|
|
fifth month of the year is the anniversary of the battle because it was
|
|
this day when the battle finally ended. This day is a local holiday in
|
|
which people remember and morn.
|
|
|
|
|
|
MONSTERS OF ROCK FESTIVAL
|
|
|
|
As mentioned in the MONSTERS OF ROCK FESTIVAL section, four weeks
|
|
after the summer solstice, The Rock holds a seven day music festival.
|
|
Everyday contains non-stop rock-n-roll music. Of course one of the big
|
|
performers in this annual event is Metallica.
|
|
|
|
|
|
AUTUMN FESTIVAL
|
|
|
|
The autumn festival is a three day event help the second week of
|
|
the 10th month of the year. The festival lasts three days.
|
|
The main purpose of the festival is to give thanks to the year's
|
|
harvest. This is done by having large Thanksgiving banquets thanking
|
|
the various deities.
|
|
A major component of the festival is the Alcohol Symposium. The
|
|
symposium brings together brewers, wine-makers, distillers, etc. from
|
|
around the country to celebrate there art. A big part of the Symposium
|
|
is the competition.
|
|
For the residents of The Rock, the city has a fair. The fair
|
|
showcases the achievements of the residents such as animal raising,
|
|
vegetable growing, crafts, and cooking. Of course, a friendly
|
|
competition is involved.
|
|
|
|
|
|
|
|
WINTERFEST
|
|
|
|
The winterfest is a small three day festival in the middle of
|
|
winter. It's a time to celebrate winter and a time to appreciate
|
|
friends and family. A popular part of Winterfest is to exchange gifts
|
|
with friends and relatives.
|
|
The first day of Winterfest is the Winterfest Ice Rock Concert
|
|
with a great rock group performing in the arena. One of the cool parts
|
|
of the concert is that huge bonfires are built throughout the arena and
|
|
the town for that matter.
|
|
The second day of Winterfest is the Winterfest Ball. A glamourous
|
|
affair that the whole town enjoys.
|
|
The last day of Winterfest is spent by the individual families.
|
|
During this day, a family typically has a nice feast. The children are
|
|
given presents.
|
|
|
|
-----------------------------------------------------------------------
|
|
|
|
|
|
FOOTNOTES
|
|
|
|
|
|
Reid Razorback and Scott Bosco are presented here as everyday
|
|
Metallica fans. A GM may add himself and his friends in place of these
|
|
two characters.
|
|
|
|
Dr. Johnny Fever was originally a fictional character on the
|
|
television show "WKRP". The name is used here in homage to the show.
|
|
|
|
|
|
The story on the creation of baseball and more particularly the
|
|
field was of course derived from the movie The Field of Dreams.
|
|
|
|
Albus Ater Ante Magicus Metallum - A portal to the Positive
|
|
Material Plane and a portal to the Negative Material Plane come in
|
|
contact with one another on The Prime Material Plane for an a minute
|
|
instant. This confrontation causes a massive explosion which will harm
|
|
every living thing within 100 feet (100 -1d20 for every 10 feet away
|
|
from the center of the explosion Hit Points of Damage). Furthermore,
|
|
anybody within 200 feet of the explosion and not properly shielded will
|
|
be permanently blinded by the strange mixture of intense light and
|
|
intense darkness.
|
|
The residue from this strange occurrence is a bizarre metal. The
|
|
sages and scholarly mages refer to this metal as Albus Ater Ante
|
|
Magicus Metallum. Common folk prefer the terms A.M. or Threatom. The
|
|
metal has only been found deep within the earth. The portal collisions
|
|
may take place elsewhere but all evidence (i.e. residue) so far shows
|
|
that it is limited to the earth (possibly some strange link to the
|
|
Elemental Plane of Earth, but there is no evidence of this). The amount
|
|
of the metal found is usually around one ton.
|
|
The metal is unique in that it is the only metal known to change
|
|
colors naturally (if it is accepted that the metal is created
|
|
naturally). At completely random intervals it will change from pure
|
|
white to pure black immediately. Note that each separate piece of the
|
|
metal will act independently on its color transformation.
|
|
The best (or worst) quality of the metal is its uncanny ability of
|
|
anti-magic; in essence it totally neutralizes and negates magic it
|
|
comes in contact with. First, it removes spells and spell-like effects
|
|
(including device effects, innate abilities, and mages' memorized
|
|
spells) from creatures or objects comes in direct contact with the
|
|
metal (i.e. not through clothing, armor, etc.). Second, it disrupts the
|
|
casting or use of these magical abilities if in direct contact with the
|
|
person attempting to use the abilities (i.e. mages' and clerics' spells
|
|
that are being cast would fail). Third, it destroys all magical items
|
|
that don't make a saving throw vs. disintegration for each round it is
|
|
in contact with the ability. When an item is destroyed, everybody
|
|
within a 50 feet radius must make a saving throw vs. paralyzation or
|
|
become blind for 1d6 turns. As anybody could see, this could be a very
|
|
dangerous substance indeed.
|
|
The metal can be forged into items by an extremely good blacksmith
|
|
or weaponsmith (must have a minimum of 2 slots in the proper non-weapon
|
|
skill). The metal's melting point is at 2000 degrees Fahrenheit, but in
|
|
other aspects it is very similar to iron. The time to forge items from
|
|
this metal is quadruple the amount for normal metals.
|
|
(GMs should be careful in introducing such a substance in his
|
|
campaign. Some players may take advantage of such an item and overlook
|
|
the dangers of using it.)
|
|
|
|
Never Never Land is the Plane of Dreams and any demiplanes there
|
|
of including the Demiplane of Nightmares. For GMs who have not
|
|
developed such a plane here is a recommendation. Many cartoon RPGs
|
|
exist today. A cartoon world is an ideal setting for a dream world. In
|
|
a cartoon world many odd things happen and as most people know dreams
|
|
are just as wacky.
|
|
|
|
Crime Syndicate - Most game worlds have a Thieves Guild but
|
|
technically this title is misleading as most Thieves Guild do more than
|
|
just steal. Crime Syndicate is used here and is broken down into the
|
|
following branches: Theft, Extortion, Counterfeiting, Spying, Illegal
|
|
Merchandising (Contraband, Drugs, Slaves), Assassination, Begging.
|
|
|
|
-----------------------------------------------------------------------
|