Sunday, November 24, 2024

Omphalos 1

THE YEAR IS 199X AND THERE'S SOMETHING WEIRD IN THE OCEAN. ARE YOU TOUGH AND SMART ENOUGH TO FIGURE IT OUT BEFORE THE SOVIETS SINK THE WHOLE OPERATION?

Robert Caney

Below is the session notes of the first session of a 90's schlock deep sea megadungeon(?) loosely inspired by The Abyss I ran today followed by the initial idea from my slush pile and the WAY too detailed notes I wrote up (and somewhat kept to) before running the session. I wanted to show the whole- incredibly rough and hard to read process from small idea to usable (by me) notes and then the session results. 

Players in this game beware! There are spoilers within!

CREW LIST: 

Player One:

Cean [Kohn] Shonnery: USSR defector, former member of the undersea Spetsnaz (Wetsnaz)

Bhey Hab: Marine Biologist, completely unintelligble

Player Two:

Billy Lowstat: America's least capable navy SEAL

Gregor Redacted: USSR defector, nuclear engineer

Player Three:

Lt. John Jack Foster: SEAL and commander of the crew

Emma Kolchek: Medic


It's the last days of the USSR and the world is scrambling to prevent loose nukes! A collection of clandestine Western agencies dispatch our crew to a Soviet research site 2.5 km undersea in the Northern Pacific. The goal: Recover the fissile material from the research site's reactor and extract Dr. Zharkova Filippovna and her research. They're told that the cover story they'll be using for the mission is as an inspection from the IAEA but not to expect that to hold up with the research team at all.

 

 

After a lengthy discussion of what equipment to bring and what was viable in 199X ("Computer stuff? There might be computers right?") the crew gathers and gets their briefing from their handler, Milos, on the contracted Oceanography ship the R/V Protean. They get the initial readings of the sensor equipment on the Protean, revealing that the site below, a geothermal well catalogued as the OMPHALOS site, is a sea mount rising 1 km up from the sea floor with its plateau'd peak at 2.5km below the surface. Eight protrusions, probably sea volcanoes, as well as some strange protrusions that are possibly rock formations towards the center of the sea mount. 

The target is the Soviet deep sea research habitat, KURNAKOV-4, and from the maps and readings they got off the Protean the crew ID'd that it was probably attached to one of the sea volcanoes.

Billy Lowstat is put at the helm of the crew's modified bathyscaphe, Channer-9, and against all advice decides to descend "fast as hell and drift this baby straight up to the docking port". At 2000 meters the vessel suddenly suffers colossal malfunctions as its overpressurized interior emerges into a sudden low pressure zone- exterior pressure readings indicating a depth of only 14 meters evenly as they continue the descent. The crew is able to keep the bathyscaphe together and control the descent to the sea floor.

Bhey Hab is keenly watching for sealife and is rewarded with the massive amount of varied sea life all around them now, fish that shouldn't be able to survive at this depth and- even more shockingly- extinct species that he had only ever seen drawings of. As he's explaining this to the crew he catches site of a huge, bloated, 25 foot long megalodon lazily swimming in the distance.

 

On noting the megalodon the players have a quick panicked discussion about how sonar works and Bhey Hab pulls Cohn Shawnery away from the sonar panel to prevent him from pinging and possibly attracting the megalodon in the distance. 

The crew notes what looks to be debris and shipwrecks towards the center of the sea mount but continue on to the supposed site of Kurnakov-4. As they get closer, with thermal and visual observations they make out a 30 meter tall black pillar of stone coming out of the sea mount with a habitat built next to/on it, cables for communications and lighting arrays running off into the dark. No exterior lights are on and the habitat looks quiet. 

Identifying the pressure lock easily the crew barely avoids a catastrophic collision with the habitat (Billy Lowstat is still piloting the craft) before managing a seal and lock with the habitat. When they unseal and open the hatch they find the pressure differential to be lower inside the habitat than expected and nearly suffer an explosive decompression.

The pressure lock has a hacked in modification to one wall with a scrawled sign in Russian that reads "Dive Pool", but the crew ignores this and aims for the main habitat- noting that the whole habitat is dark, quiet, and the air stale. 

Entering the main habitat ring they take scope of the other decks, identifying the engineering room, laboratory, medical lab, communications center, and armory. Nuclear engineer leading the way they beeline to engineering with a geiger counter out ahead, detecting trace radiation. They find the engineering deck has had its reactor half disassembled and the fissile materials removed, replaced with a hacked and wired in featureless black 1x1x1 cube that has had wiring attached with a switch. Flipping the switch the station powers back on as the engineer notes with confusion that the habitat's batteries aren't charging and the cube is outputting the precise power requirement for the station's equipment. 

Billy Lowstat and Cohn Shawnery are up in the main hab ring meanwhile, investigating the duty roster and identifying the last time anyone was on duty was over four months ago. When the power kicks in they hear a fire alarm from the laboratory and a radio call from the communications center. Cohn Shawnery disables the fire alarm in the laboratory and says "We'll deal with that later". 

Meanwhile meanwhile, Bhey Hab has been back in the Channer staring out the windows at the miraculous sea life. After staring long enough he begins to note and grow confused about the fine spread of silvery particulates across his vision and notes with greater concern that the fine particles are both in the water as well as in the Channer and the station. 

Gregor Redacted and Lt Foster get to work in the communications center and quickly realize they are receiving an encrypted hail and have a discussion about whether or not they should respond to the request for a status update- ultimate deciding to leave it be as Billy Lowstat finds the vodka stashed in the communications center and then gets distracted by the padlock on the armory. 

Emma and Cohn Shawnery head into the laboratory and note with dismay the acrid smoke pouring out of the room was from what looks to have been a hasty fire set to burn documentation. This is quickly overcome by the discovery of the strange airlock attached to the surface of the stone pylon they'd seen from outside as well as an aquarium tank with a huge Giant Pacific Octopus with a label reading "Kusachiy" (Bitey).


Emma has a brief moment of dismay as she remember what the Bends is and realizes that everyone present should be horribly sick but isn't. She call Bhey Hab in to see to the octopus and, on hearing about his particulate discovery, sees the particulates herself and tries to catch a sample of it with some tape- unsuccessfully. Bhey Hab notes there's no food at all for the octopus in here but that it appears healthy and in fact intelligent and watching him- but on the food comment everyone has the realization that the food in the main hab ring was virtually untouched and that none of them have any hunger pangs at all. 

Lt Foster and Gregory Redacted are reading hydrographic maps and identify that the communications crewman had been using sonar and tracking two large objects, revealing that there are actually two megalodon that prowl these waters- as well as identifying a large metal object with a note "submarine?" towards the shipwrecks they had seen and an instruction to "ping the sonar if the sharks get within 100m". They then head to the laboratory where Gregory finds a journal hidden in the smashed computer and desk remains belonging to Dr. Filippovna and quickly discovers most of it to be encoded but the later portions contain frantic harried writing about Kusachiy, indicating that Dr. Filippovna discovered it to be extremely intelligent and had developed a rudimentary communications means with it- effectively teaching it Russian and learning how to read its color changes as alphabetic letters. They also discover a perfectly preserved, or at least maintained, German Luger pistol secreted under Dr. Filippovna's presumed cot in the corner.

Lt Foster picks the padlock to the armory and enters along with Billy Lowstat, finding it to be mostly bare- including the troublingly empty explosives supply- as well as the slumped body of one of the Kurnakov's crew- apparently alive but with a sphere of red metal encasing their head and loosely anchored to the wall and floor. They spend some time poking at the metal carefully, finding it soft but that it responds violently when pressed with force- as well as each time they were able to hear screaming from within the sphere while very carefully avoiding touching the metal at all.

Bhey Hab and Gregor are completely blown away by the discover of an octopus that understands Russian and begin chatting up Kusachiy, learning that it wants to know where Dr. Filippovna went and also wants to play hide and go seek. When asked about the red metal sphere in the armory, Kusachiy pulls itself out of the water tank, pokes its head into the armory and leaves immediately- signing "red goo bad". Bhey Hab spends a good amount of time asking about the particles he and Emma have been seeing, finally getting the meaning through to Kusachiy who calls it "mesh".

A brief trip to the well deck later and Kusachiy is swimming freely in water that should be extremely pressurized. Bhey Hab pokes his head in and finds the water to be somewhat warm, after which Billy Lowstat jumps in and plays tag with Kusachiy for awhile. When asked how long Kusachiy has been here they respond with "long, keep track in time cave at Martina" making gestures in the direction of the shipwrecks.

Back in the main ring, the crew discovers a live squid tied with belts to a surgical table, partially burnt with a nearby acetylene burner, and after reading the log book of various experiments done to it and recovery times (fire had none listed) Emma cuts her finger and watches it heal near instantly- confirming some suspicions but adding even more questions. They take the squid out to the well deck and return it to the ocean. 

After some discussion, the crew ask Kusachiy where the Soviet crew went and get a response of "don't know, down pillar" and the crew decides they'll have to investigate the pillar eventually- but first want to check out the shipwrecks. With Bhey Hab and Lt Foster manning the Channer and the rest of the crew in SCUBA gear, the whole gang plus Kusachiy make their way over to the shipwrecks, carefully dodging a megalodon. 

 

They find the shipwrecks to be of varied make and model ranging back hundreds if not thousands of years. The SCUBA team investigates the wreck of a galleon that Kusachiy heads towards while the Channer team inspects the buried hull of an apparent submarine with its conning tower ripped off. Inside the galleon, they discover everything has been stripped from the hammocks to the nails of the ship- with the captain's quarters left untouched and door shut. Half the crew heads with Kusachiy into a hole in the hull, finding the "rock" of the sea floor to actually be years of fossilized coral. Kusachiy leads them through into a large, open cave seemingly hand carved from amongst the coral, bits of shiny detritus carefully arranged but- most notably- millions of small marks covering the cave- which Gregor interprets as Kusachiy having carved out and representing millions of days of time tracking. 

The other half of the team enter the captain's quarters and find the perfectly preserved- completely untouched by time and water- body of a Portugese captain who watches them as they enter. Using a diving board and testing a few languages they know, they settle on Spanish and find both they and the captain can write and talk in a limited manner to one another. He introduces himself as Henry Dias and this ship as the Santa Martina, indicating that one day in 1667 "the sea opened up and swallowed it whole". The crew notes a massive depression on Dias's head, flash healed over but still clearly a head wound, and Dias says he was hit by a beam when the ship went down. When asked he says the rest of the crew took everything and left "into the dark glass" and haven't been back since. He says simply that he didn't leave as it was his ship and the captain stays with the ship. Thoroughly creeped out, the SCUBA team heads over to the buried submarine.

On the Channer, Foster and Bhey Hab identify the submarine to be a sunken U-boat and pass its markings to the R/V Protean, discovering that it is a missing type XX1 U-boat last seen off the coast of France in the spring of 1944. The SCUBA team enters, has a brief "Indiana Jones realizing now we're fighting nazis" moment, and scour the sub to find that it too has had its valuables stripped but that its complement of sea mines and torpedoes are intact. They all then head back to the Kurnakov-4 and Billy Lowstat has a brief terrifying encounter with a megalodon, seeing it open its mouth and that its gullet is filled with squirming, living sea life. They find a poem scratched into the access hatch of the U-boat and Lt Foster identifies it as the latter half of Goethe's Wanderer's Nightsong I, (roughly):

"I am weary with contending!
Why this rapture and unrest?
Peace descending
Come, ah, come into my breast!"

At the Kurnakov the crew finds more messages in the communications center and identify that there will be a rendezvous with BEZDNA in 12 hours- a number that decreases to 6 hours after they fail a verification check while trying to convince them to "come back tomorrow". Finally, they decide they have to investigate the pylons and try and find the crew of the Kurnakov as fast as they can. While asking Kusachiy about the Santa Martina the crew is curious about the response "feel bad, sank ship" and the follow up "used orb, sank ship, down pillar, feel bad", asking Kusachiy to lead them to the orb. 

Kusachiy heads into the laboratory and Bhey Hab opens the rudimentary air lock attached to the pylon wall, watching Kusachiy latch onto the wall, bite, and disappear into an opening that pours out water before closing. After Billy Lowstat heads in and bites the wall himself, the crew discovers that cutting the soft stone of the pylon easily opens it. Suiting back up in wet suits and refilling their oxygen (despite some discussions of "well if we drown we're in the mesh so we'll be fine").

Entering the pylon the crew finds it to be filled with water and note a dim blue light from below ("Cherenkov radiation!" "No, normal readings on the Geiger counter- but slightly higher" "So we're dog sniffing out those nukes?" "Probably?"). Descending 50 meters they find the pylon connects with similar descents to the other- eight- pylons all connecting in the center of the sea mount. The blue light is coming from the bottom of this central cylinder, another 100 meters down, and Kusachiy relays "orb, sinks ships, feels bad". A brief retcon warns the R/V Protean about the BEZDNA being a possible Soviet submarine and to "maybe head like two nautical miles away". 

 

Cean Shawnery pokes at the orb as the ceiling suddenly becomes transparent, revealing a clear view of the ~2.5 km of ocean above and amplifies both the R/V Protean as well as a large, dark shape vaguely "Soviet submarine shaped". With another poke at the orb they see a large dark space opening up and, with horror, see both ships sinking into it and realize that the most recent poke began dropping the ocean's surface down, dragging the ships with them. Another panicked poke reverses this, explosively refilling the enormous empty space and creating possibly (probably) devastating tidal waves but discover that the R/V Protean appeared to be upright and the submarine appeared to be at an unhealthy 45 degree angle from the normal plane. 

Emma spies the northern wall at the base of the cylinder to be covered in a thick green mossy membrane and on investigation finds it to be soft and permeable. Pressing an arm through it she feels air on the other side and relays this to the rest of the crew. Deciding to head through, they relay with gestures and head nods their intent to Kusachiy who signs back "I stay, no mesh in there, careful", and the crew has a brief panic that they will be "mortal again" through the membrane. Cean Shawnery throws himself through the membrane at full speed and hits the air on the other side before dropping into a one foot deep pool. A large, dark room is beyond with dark tiled floors on the other side, a doorway beyond, and a thick mist hanging low to the water. Cean Shawnery takes off his SCUBA mask and finds the air to be cold but breathable... 

And that's where we ended! Both for time constraints and, conveniently, because that's all I had written down firmly. Check out below for some more details from my write up and to see how my process (ish) of translating it to play worked out.

THE INITIAL SCRAWL FROM THE IDEA PILE: 

wreck of another submarine, lampshades danger

wreck of another another submarine, nazi uboat?

posthuman demon in the basement of an ancient ruin [editor's note: look we'll get there with this place eventually be patient]

THREE HOURS OF UNEDITED WRITING AND GOOGLING STUFF ABOUT THE OCEAN- I AM SO SORRY NO ONE SHOULD USE THIS AT A TABLE

Omphalos

0. The Setup

THE YEAR IS 199x, and the ongoing turmoil within the USSR has worried minds tracking their dissolving tendrils around the world for loose nuclear weapons and covert operations acting without oversight.

Your team has been contracted, nominally, by the International Atomic Energy Agency to investigate an alleged deep sea nuclear research facility by the name of Kurnakov-4 located at a deep sea geothermal site in the northern Pacific designated OMPHALOS. Publically, this mission is a peacekeeping action to assess safe usage of fissile materials by the USSR, but your real handlers, a collection of covert organizations around the world scrambling to curtail the USSR's reach, provide the classified brief and real objectives:

  1. Recover any fissile material from Kurnakov-4
  2. Ascertain the purpose of the research team at Kurnakov-4
  3. Recover Dr. Zharkova Filippovna and all of their research materials

If the site is deemed by your team to be unrecoverable or otherwise hazardous:

  1. Destroy the Kurnakov-4, all of its personnel, and secure or render unusable any hazardous materials

For this mission, you will be working with the R/V Protean Oceanographic Research vessel and its clandestinely heavily modified bathyscape Channer-9.

Handler Milos

A cold, ruthlessly efficient man who insists to be called Milos and will not reveal who he works for exactly is in charge of the general operation. He will remain on the R/V Protean and provide support from there as long as he can, but if contact is lost with the party for forty-eight hours without explanation he will deploy the R/V Protean's low-yield nuclear depth charge and scram the OMPHALOS site. The Protean can be contacted as long as the Channer-9's communications cable is intact, but can also be contacted using the 2c. Communications Center.

Dr. Zharkova Filippovna

Russian-borne mechanical physicist, employed in top secret research by the Academy of Sciences for the past twenty years. 8 months ago contacted Milos's agency through a proxy promising "The most important research ever done" if she can be extracted. No communications since.

Channer-9

A heavily modified bathyscape that can just barely fit its pilot, navigator, and eight passengers. The bathyscape is equipped with a remotely operated vehicle (sea drone) that can be operated out to 20 kilometers. A cable runs from the Channer to the Protean for ease of recovery as well as communications. The skin of the Channer can be electrocuted to scare off ocean life.

The Crew

Crew should be a mix of security specialists, engineers, and a smattering of scientific experts in fields such as: Oceanography, Biology, Nuclear Physics, Geology. All crew should explicitly list which languages they can speak.

In the event of a character death while exploring the Omphalos, the pilot or navigator of the Channer should serve as replacements, or a notional "backup crew" filling the extra passenger spots.

1d6

  1. Navy SEAL: Diver, Military Training, Damn Tough To Kill
  2. Intelligence Analyst: Cryptography, Radio Equipment, Additional Language
  3. Nuclear Engineer: Nuclear Reactor Maintenance, Engineering, Physics
  4. Marine Biologist: Marine Biology, Diver, Oceanography
  5. Medic: Medicine, Field Surgery, Anesthsia
  6. Demolitions Expert: Explosives, Mechanical Engineering, Scrap & Craft

1d10 Languages (English Assumed):

  1. French
  2. German
  3. Bengali
  4. Russian
  5. Japanese
  6. Mandarin
  7. Spanish
  8. Portugese
  9. Hindi
  10. Arabic

Hydrographic Readings

The Protean's inital readings of the Omphalos site reveal the shape of the sea mount and the location of the Kurnakov-4, but anything further is out of range and fidelity for their radars. The pylons register as probable ridges of undersea volcanoes in a strange uniform distribution.

12 hours after the initial descent the Protean will detect an unidentified submarine loitering nearby. This is the Bezdna, a heavily modified Akula class nuclear powered attack submarine awaiting a signal from the Kurnakov-4 indicating it is safe to approach.

1. OMPHALOS Site

2.5 kilometers beneath the sea somewhere in the northern Pacific Ocean is a seamount that rises into a 10km wide flat plateau. At its center, eight 30 meter tall glossy dark stone pylons rise out of the sea floor. They form the outline of an octagon with 223.561 meter long sides. The area is known as the OMPHALOS site.

Attached around two pylons is a sealed deep sea enclosure (2. KURNAKOV-4) of recent make, with a series of modules attached and circling fully one of the pylons.

The center of the octagon contains a variety of wrecks of ships ranging from the early 1600s to present day. Most of these are buried in silt but diligent searching would reveal two miraculously intact vessels: 1a The Santa Martina, a Portugese galleon, and 1b. U-2556, a Type XXI U-boat.

Any lights shining in the area around the seamount will reflect tiny silvery particles in a fine mesh. Sampling the water and analyzing its contents will reveal these silvery particles to be clumps of nano-particles (Mesh) that are inactive and dissolve outside of the seamount.

Note: Pressure Anomalies

Water pressure readings in a rough cylinder rising 500 meters straight up from the sea mount indicate that this region of the ocean is inexplicably low pressure. What should be ~500 atmospheres of pressure (500 times that of surface pressure) instead registers as about seven atmospheres, allowing SCUBA divers to operate without additional gear in the area. Careful measurement and observation of this pressure boundary will note that its size and exact location fluctuate slightly.

Any pressurized vehicle crossing this anomalous pressure boundary will groan and squeal loudly as it suddenly adjusts to the massive pressure differential and all but the sturdiest vehicles will spring leaks and suffer other mechanical failures due to the stress of crossing the boundary.

For the Channer-9 this will result in it requiring 6 hours of repairs before the pilot is willing to bring it back up through the barrier. If the Channer-9 ascends without these repairs being done there is a 7 in 10 chance of a catastrophic hull collapse.

Observant crew will notice that despite the pressure shifts they do not suffer any degree of Decompression Sickness.

Note: Mesh

Mesh is the autonomous nanite cloud finely dispersed throughout the water of the seamount and similarly infiltrates the vessels therein. It functions by preventing any degree of harm or degeneration to organic material that it is exposed to, repairing any wounds or damage while exposed to the Mesh. This includes repairing your lungs if you are drowning in the Mesh, allowing unaided and unencumbered diving. Mesh only knows your biology while you are exposed to it, meaning any wounded who are then later exposed to Mesh may have horrifying repairs to keep them alive in their wounded state.

In particular, brain damage is "patched" preserving the appearance of life but in a zombie-like state of intelligence lacking consciousness. These consciously dead simulacra of people (C-Dead) retain as much of their personality and memories as well as behaviours as they can from their pre-dead life, and can converse politely but are otherwise unable to change their patterns or desires without prompting.

High heat as from an explosion does disrupt the Mesh and could be used to kill something by temporarily neutralizing the Mesh.

Upon leaving 1 and 2 the Mesh is no longer propogating or active.

Ocean Exploration

Any marine biologist will be able to spot an enormous variety of supposedly extinct sealife (Up to 26 million years old) living in abundance throughout the OMPHALOS site. The only predators to be found are a pair of Megalodon and they are the only thing to show up on an encounter roll here. When rolled, there is a 50% chance they will be sleeping, drifting by lazily.

MEGALODON
Lvl 10 Def none Thrash 2d6

Immortal - The Megalodons are kept eternally alive by the Mesh and have long since stuffed themselves full of similarly immortal yet continuously digested sea life. This makes them very slow and very large, but their natural killing instinct still drive them to at least ram into things they could eat.

Boot and Rally - If antagonized sufficiently, the Megalodon will vomit up its squirming totured meals and replace its Thrash with Devour 3d4. If this attack reduces a character to 0 HP or lower they are devoured and kept alive by the Mesh in the stomach of the Megalodon.

1a. The Santa Martina

Stripped paint and soaked wood poking out of the silt reveal the remains of the Santa Martina, a Portugese galleon constructed in the early 17th century. A single entry into the upper deck can be dug out of the silt revealing the interior to have been stripped bare, all of the fittings, cannons, and other acoutrements have been removed.

Wading through the 1/2 meter of silt to the back of the ship reveals the captain's quarters, where captain Henry Dias sits contentedly at his desk.

The captain was nearly killed when the ship sank but was preserved by the Mesh as a C-Dead. Much of his memories and personality are confused and lost due to the patching, but he responds politely to inquiries and knows the following:

  1. The Santa Martina sank while exploring the northern Pacific in 1677 as if the ocean opened up and swallowed it whole.

  2. His First Mate, Bonifacio Ramos, took the still conscious crew and as much of the ship's goods as they could "into the glass pillars" and have not been seen since.

  3. Two great sea beasts (See Megalodon) prowl the waters nearby but are usually asleep unless disturbed.

To actually speak with Henry Dias you will need to bring him to somewhere dry. He speaks Portugese, Spanish, and a bit of French.

1b. U-2556

The U-Boat's conning tower has been completely destroyed, the only indicator of its presence is the rough outline and the open access hatch. Scratched into the metal exterior near the aft hatch someone has written:

"Ach, ich bin des Treibens müde!
Was soll all der Schmerz und Lust?
Süßer Friede,
Komm, ach komm in meine Brust!"
[Der du von dem Himmel bist (Johann Wolfgang von Goethe)]

The interior is flooded and its electrical systems are completely ruined. There are no human remains within the U-boat and all documentation is ruined beyond use but careful searching will reveal that the watertight containers for documentation were removed from the radio room.

16 sea mines and 8 torpedoes are still usable in the torpedo room, though the firing mechanisms no longer function.

1c. The Pylons

The eight pylons appear as pillars of glossy dark stone. If struck or cut the impact site will open a tear into the interior of the pillar which can be pulled further open. If left untouched for a few seconds these tears will seal.
The interior is a vertical shaft filled with water that drops 50 meters and then slopes inwards, connecting each of the pylons into one central shaft that drops another 100 meters. At the bottom, on the northern wall, the glossy stone material of the shaft is replaced with an archway of thick, water-impermeable membrane that can be walked/swam out of.

2. Kurnakov-4

The deep sea research facility Kurnakov-4 was first constructed by elements of the USSR Academy of Sciences Oceanographic Research Fleet in 198X. It consists of a central hab structure anchored to the ground with a module enclosed around one of the pylons.

2a. Kurnakov-4 Pressure Chamber

The Channer-9 can dock with the pressure chamber and gain access. The chamber itself contains the necessary airlocks for pressurization as well as a side deck with a well for direct diver access to the site nearby. Lockers outside of the airlock contain 2 usable SCUBA tanks with wetsuits.

2b Main Hab Ring

Trash and detritus are scattered around. The air is stale and smells of body odor- but breathable. The power is out (2f. Engineering). In total there are eight cubbies strewn with personal effects as a still well stocked galley that's barely been touched. Searching can find the duty roster:

  • PO2 PETROV [SEC]
  • SEAMAN SOKOLOV [SEC]
  • PO2 OSIPOV [COM]
  • SEAMAN MAKAROV [SEC]
  • SEAMAN RYKOV [ENG]
  • INNA OSIPOV [MED]
  • ALEXEEVA [CMD]
  • LCDR NOVIKOV [CMD]

Also strewn around are a half-empty pack of cigarettes, a small journal containing a lewd fan fiction [Russian] of LCDR Novikov and a sea sponge, a machete, and a large nautilus shell.

2c. Communications Center

A bank of radio consoles and controls for a sonar array dominate the communications center as well as a half dozen binders and notebooks. The binders contain cryptographic information for one-time message passing and the notebooks are logs of messages sent and received.

Flipping through them reveals it starts from wehn PO2 Osipov was transferred here last year and most messages are routine updates of status good or bad, with the last update passing a coded message signed off ALEXEEVA. The last message was recorded four weeks ago.

When powered, the center can be used to communicate with the Protean as well as with the Bezdna which will be hailing the station using Soviet cyphers that can be reconstructed using the binders.

Stashed under the desk are three and a half bottles of vodka as well as a loaded pistol.

BEZDNA

The Bezdna was dispatched to deploy a recovery team to the site and is ready to descend and offload two platoons of Spetsnaz once the pressure barrier has been adjusted for them. They are monitoring a series of deployed sensor buoys and simply lying to them that the barrier is adjusted will be obvious.

With its depth modifications, the Bezdna could cross the barrier as it is but would lose half the crew before the Mesh went into action. After 24 hours if there is no contact they will cross the barrier.

Running silent, the Bezdna is unaware of the presence of the Channer-9 but is aware of the Protean but not its mission or allegiance.

The Bezdna is fully armed with a complement of 30 torpedoes, 2 SAMs, and 10 cruise missiles.

2d. Armory

A small, secured closet. It is locked from outside with a chain and padlock. The gun racks indicate that there were 6 rifles, a heavy machine gun, eight pistols, and several explosives that are now missing aside from one rifle with ammuition and two pistols.

Chained up in a corner is Seaman Rykov, as indicated by their uniform and dog tags. A mass of red, sticky, metallic goo surrounds their head and has grown small tendrils to anchor it in place. If rescued from the Red Goo, Seaman Rykov is already completely insane, their brain fully rewritten to experience only pain.

RED GOO
Lvl 2 Def Leather Ruin

Regenerative - Goo is a singular mass of nanomachines that restores itself rapidly when damaged. Unless killed with fire, heat, or anti-goo weapns it will regenerate itself fully within a minute of apparent destruction.

Overheat - The most effective way to defeat any mass of nanomachines, other than weapons specifically designed to destroy them, is with heat which will rapidly break down the machines and render them unviable.

Ruin - A single glob of Red Goo is about the mass of a watermelon and acts as one entity. It is programmed to dynamically affect the human brain to suffer continuous states of agony and despair, adjusting and restoring any weakened anatomy to ensure the human lives through the process and their neurotransmitters do not dull the experience. When not attached to a human, the Red Good will locate the nearest one it can and attempt to attack them.
On a successful attack, the Red Goo encases the head and invades the skull to begin applying its attack. For every ten minutes of exposure there is a 1 in 10 chance that the human, if rescued, has become irrevocably insane.

2f. Engineering

At the base of Kurnakov-4 is the engineering section which contains a series of ballasts, air tanks, batteries, and a nuclear fission reactor anchored to the sea floor.

The reactor is currently disabled and has been ripped apart. Its fissile core is missing and instead a black 1x1x1 cube has been wired directly into the battery supplies with a flippable switch that is currently off.

Black 1x1x1 Cube
When wired into a power supply and provided a low watt input, the cube of smart matter encasing an ultra-dense pack of nanobatteries will modulate and output the required power to fill the power supply with a continuous charge. This cube currently has enough power to run the Kurnakov habitat without interruption for 10,000 years.

Careful searching reveals a series of explosives designed to destroy the facility in an emergency have been removed.

2g. Medical Bay

A small suite of first aid and surgery supplies is dominated by a large surgical table in the center of the suite with a large squid retrained with several belts and wound medical gauze to the table.

Amongst the medical supplies is a small journal of notes kept by Inna Osipov that detail a series of experiments done to the squid testing the limits of the miraculous regenerative and healing properties of the Mesh, noting that everything aside from heated incisions was near instantly recovered. The squid is still alive and panicked but one of its tentacles has been burned.

2e. Laboratory

The laboratory module is the second largest of the habitat and is anchored to the sea floor as well as a Pylon. If the door is opened before power is turned back on the room will be filled with acrid black smoke. The source is a metal waste basket in the room that was stuffed with documents and burned haphazardly.

The laboratory contains a cot, a sealed glass water tank, a desk strewn with papers and diagrams, small personal effects of Dr. Filippovna including a photo of a german shepherd and a field of sunflowers, a large metal gate-like apparatus around the bare exposed wall of the Pylon, and a computer and printer that has been smashed to pieces.

Inside the tank is a large Giant Pacific Octopus, a note taped to the tank labels its name as Kusachiy.

The papers strewn about the desk have been picked and thrown about haphazardly, the ones that remain, if studied, are sensory readings outlining the pressure anomaly around OMPHALOS. Hidden inside the case of one of the computers and somewhat readable is a Dr. Filippovna's Notebook which explains the experiments taken that uncovered how to enter the pylons as well as describing a spherical device that is able to control the pressure anomaly- including lengthy asides about how to communicate with Kusachiy and how they taught Dr. Filippovna how to operate the device.

The metal gate apparatus is a crude airlock that allows one to open the Pylon without flooding the habitat- cycling the water back into the pylon at the press of a button.

Kusachiy

Large for its species, Kusachiy is a rust-red Giant Pacific Octopus and the oldest sentient earth-borne organism in existence. 22 million years ago Kusachiy accidentally entered the Pylons and was force uplifted to be sentient. Despite this, Kusachiy lacked socialization and has spent the last 22 million years living peacably around the sea mount.

Having not explored much of the OMPHALOS facility beyond the Pylons, Kusachiy is unfamiliar with any of its inner workings but is aware of how to use the Pressure Modulator in 3c. to alter the pressure field around the sea mount- having used it several times for fun and unknowingly resulting in the sinking of the Santa Martina as well as several other vessels.

Despite being sentient, Kusachiy has limited means of communication. Dr. Filippovna first identified Kusachiy as being extremely intelligent and developed a rudimentary way of communicating with Kusachiy through careful observation of color-shifts. Kusachiy, meanwhile, has a rudimentary grasp of Russian now and despite their advanced age is eager as a child to learn more now that they have had a conversation partner. Effectively, with the journal and by speaking Russian you can communicate one syllable intentions back and forth.

Monday, October 28, 2024

Romancing the Stone (GLoGtober 2024)

FOOL. You wish to speak with stones? To make them move at your own will? The audacity. The sheer hubris- would you speak to eternity and if by some chance it answers keep your sanity at the response? Stone knows no master, no language, at least none that your poor transient flesh could comprehend. Abandon this endeavor. 

 

What's that? 

...

How awful. Did he at least die painlessly? 

...

To shreds you say. Well, how's his wife holding up? 

...

To shreds you say. 

Well, if you're set on your goal there are some who know stonelore that could teach you. 

This is for the Secrets of the Stones challenge for GLoGtober 2024

Diegetic Stone Magic

I cannot teach you the ways of the earth, but there are some learned scholars and fanatics that could teach you- if you can convince them of your need.

1. The First Men

A cult of so called "First Men", they claim their mysteries and rites stretch back to before fire. To them, stone is the first god, the oldest god, and the truest. Before all else there was the earth beneath our feet, and after all that follows there will still be stone. Stone was our first mother, before the winds taught us language and deceit. The magics of the First Men are ancient blood rites that allows them to convince stone to do their bidding- for a time and a price. 

By studying their mysteries, you can learn the following rituals.

Swallow: Dig a pit deep in the earth, at least ten feet. A live cow must be placed inside, this is the sacrifice and must be of quality and health. Fill the pit in and bury the sacrifice. Press your ear to the ground and listen for a day and a night after the sounds below cease. Dig the pit back open and you'll find mother left her boon, a single bone from the sacrifice. By snapping this bone you can command the earth to open up and swallow an area the size of  a pit, entombing your foes.

Shatter: Kill a man with a stone, then drain his blood into a deep crevice. When you throw the stone next it will fly fast and true, exploding and fragmenting violently on impact.

Strength: At sunset, roll a bolder to the top of a hill. All night, the bolder will try to roll down a slope and you must hold it in place. If you can manage to keep the bolder on top of the hill until the sun rises then chip off a piece of the bolder. By swallowing this shard you gain the strength of a giant from sunset to sunrise.

2. The Listeners

In secret holds in the earth, deep in caves and far from the surface, you might find the Listeners. A mute order of monks and scholars, they hide the fastnesses away in the quiet places of the dark and build their oracular devices, a precise and delicate working learned from cavern spiders. Large pools of still water. Webs of hair-spun rope taut across caverns. In the dark they cast large ovals of dark glass on the ground and watch for the fractures. Listeners use these devices to listen to the whispers at the heart of the world and learn of events to come and events long past, recording them in great winding stone carvings in mazelike corridors of natural stone.

For each year spent in silence with the Listeners you can learn their craft, learn how to cast and read the dooms and portents of deep places. 

Echospeak: Place an object in a stone basin and fill it with clear water. Spend a night gazing into the water in a dark place and you can learn its recent history, who has touched it, what it was crafted for, and how it earned its marks and scars.

Whisper Bell: Craft two sets of small stone bells and a hollow-bone drum with a taut lid of silk. Using the bells in a deep place you can send messages into the earth to echo eternal across the heartbeat of the world, readable only by the matching set of bells and drum.

Perfect Omen: Cast a dark glass mirror across a stone floor and fast in silence for a week listening for its cracks and fractures. Tattoo the resulting spiderweb of fortune onto your body and you can perfectly succeed at one action in your future.

3. Heralds of the Dark

Earthen heretics, they've forsaken their mother and now know her ire. Heralds can be found in great towers, preferring to keep as much distance between them and the earth as they can. When they walk on the ground they do so on high stilts of varied make to trick the earth and disguise their movements. The Heralds make auspices to the night, to the quiet stones of darkened skies, silent gods in their own rights, unknown and hungry for adoration. Their magics and rituals are profane to all earthly realms, seek their teachers only in great need or greed, as once you know their mysteries the earth will never be a home to you, now stonecursed.

Each ritual learned draws more hate from the earth. Stoneware cracks on your touch, rocks run like streams to trip you, and caverns will swallow you whole.

Recall: Forge a six foot wide disk of meteoric metals and submerge it in a basin of blood, including your own, for a month and a day. Expose the disk to the open sky in a high place. Once a month, while you can see the night sky, you can teleport back to the disk with a thought.

Dweomercraft: A delicate loom of glass and spider silk must be built and carefully maintained. When left unwatched and untended during a new moon, the loom will spin a bolt of starsilk that can be forged as a peerless metal. Its edge can cut through all but the strongest of metals and it can hold an enchantment like no other material. Exposure to sunlight negates its powers.

Meteor: The first magic, music, a secret learned from mother before language- all stones know it. Sing to the dark stones in the night from sunset to sunrise for a week past the breaking of your voice and the cracking of your soul. Great care must be taken to not give too much to the night and leave the caster a hollowed husk. Once the ritual is complete, the caster may call to a dark stone, once, and summon a meteor to strike a destination within sight. 

4. Shapers of Geltia

In far Geltia, generations of peerless masons have wrought great stoneworks and palaces. It is said that they can speak to stone and shape it at their will. This is true for those who undertake their most sacred ritual. Those seeking true mastery of stone must apprentice under a Geltian mason for a year before they can attempt the ritual. 

The mason first must acquire a block of perfect marble fit for a statue, and pour their heart into the shaping of a paramour of stone. Once complete and if the mason's heart is true, their creation will animate, filled with the spirit of stone that still yearns to feel time outside of the forces of erosion. Statue and craftsmen must then spend a year in courting and if the sculptor can win the heart of the earth the two are wed on the last day, after which the stone goes still once again. So long as the mason stays true to their vows they can then mold stone like clay until the day of their death.


Sunday, October 27, 2024

The Doom that Befell Sorne

Located near a shaded forest at the stretching foothills of a secluded mountain range, the village of Sorne is a quiescent locale. Recently, an oppressive religious sect has moved in, the local witch has been arrested and set to be burned, and a round of gruesome murders has the village on the precipice of total chaos.  

What follows is an outline for an adventure in Sorne.

 

(I don't have much to say about vampires, but this is tangentially vampire related enough for me to say this is part of Vampire Weekend) 

What's Happened So Far

Untold seasons ago: 

A youth of nobility from a culture whose language and name has been rent from memory profaned a temple after his family refused his marriage to an apprentice priestess. As a consequence, a now unknown spirit of great power and malice issued a curse upon him such that he would only gain sustenance from consuming those around him. His love and familial piety was eroded until only the drive for survival remained- at the cost of all that he loved. Upon recognition of his heinous crimes against his lover and his family he threw himself into a well to be consumed by the waters deep in the earth.

Many years ago:

In the village that would become known as Sorne, a young girl escaped from wretched conditions and happened upon an ancient well. Thinking to seek the only hiding place her pursuers could not find her, she threw herself into its depths and therein happened upon the long slumbering night creature- body and mind warped by the passage of unknowable time. Desperation and chance saw the girl sing a song that charmed the beast, reminding it of the human it once was. In this encounter a subtle pact was formed, and the creature destroyed the girl's pursuers. From hereon, it bore the name Venge and the girl would be known as Hadira.

With time, Hadira learned many forgotten sciences and magics from Venge, and she came to be known as a witch of great power in the nearby lands. As her powers grew, she learned to call and quell the beast-mentor Venge who dwells within the ancient well. Using a specially crafted flute of ancient design, the beast would grant her any desire. During this peak of her powers, Hadira ordered the death of many a vile beast and man in the region, her counsel kept close and her blessing sought by the daring and desperate of the nearby towns. 

The monster Venge, now awakened and half-dreaming in bloody silt, was still wracked by its curse. Each day its memory and humanity eroded until its title of mentor was in name only. Awake now, Hadira increasingly found Venge to be more and more bloodthirsty, and more and more meals necessary to sate its growing hunger. In this time, there were many sentenced to sate his bloodthirst by necessity and not by justice. 

Whispers and rumor spread around the region of a powerful demon that haunts the woods and holds the villages and towns in its hungering grasp, their blood destined to sate its growing hunger.

In the last year:

The Choral Order, a militant order of singing priests and priestesses sanctioned by local regents, has been expanding its reach and setting up temples in cities and towns as far and wide as it can. Their creed is simple, issuing that all who wish to break free from the torments of eternal toil and the cycle of birth and rebirth need only sing loud with the Order at each service to ascend and free their souls. Through fervent and charismatic preachers, their religious zeal burst out of peasant towns and has washed over nobility and commoner alike. True or not, the resources they command are great- and the belief that fills their followers enables them to take great undertakings of courage. 

One of many similar endeavors, the Choral Order established a small temple in Sorne and began preaching to its people their creed. The assigned priest, Prelate Donan, quickly hears of the demon haunting the region and sets his order to finding and killing it to earn goodwill with the locals. 

Royalty in the region, now faded in power and prowess, adhered to a long ancient bloodline of priests and priestesses that adhered to now nameless gods and goddesses. Their bloodline once performed great miracles, bearing forward the blessings of their nameless divine ancestors their kiss can break any curse, no matter the origin and undo any transformation. The recent rise of the Choral Order has caused no small amount of strife in the region, and Royalists have secluded away one of the heirs to the throne in Sorne for safekeeping from rivals. Her name is Galia, and she does not know the full story of her heritage. Remus, a former captain of the royal guard now wears the guise of her father and acts as a shepherd in the town, with Galia as his daughter.

Last month:

Adir, child of Thorvald, the headman of Sorne, along with a gang of other adolescents stole into the home of Hadira as a test of bravery. While there, Adir stole Hadira's ancient flute and the gang fled into the night. Without the flute, Hadira has been increasingly unable to control Venge who has been killing at will in the town of Sorne on the first night of each week. Adir now exerts a tight-lipped control on the other adolescents who were with them and has hidden the flute under Thorvald's home- afraid of the consequences of the theft. 

Since then, Hadira has grown frantic and has been wounded by Venge as she has lost the ability to control the beast. In her weakness, she has been captured by the Prelate Donan and sentenced to death as the cause of the deaths in the region. Varia, de facto leader of the local Women's Circle, has been leading a subtle campaign amongst the women of Sorne to sway the men into freeing Hadira, but the stacking deaths each week have frozen them with fear.

Dramatis Personae:

Varia: Though not the eldest of the Women's Circle, Varia has risen to lead it through force of personality and sheer stubbornness. She sternly treats with the men of town and chastises them for supernatural beliefs, and especially has no love for Prelate Donan and the Choral Order's followers in town.

Thorvald: Headman through tradition and as a consequence of running Sorne's lone tavern: Knight's Rest. A recent widower, Thorvald has been having a difficult time keeping the town together especially after the forceful intrusion of the Choral Order.

Adir: Much like their father, Adir is a leader- but of the town's youths. Adventurous, bold, and known to get into no small amount of trouble. Now thinking that they have failed their father and their town- and fearing the hex and retribution of the renowned local witch, Adir's usual brash demeanor is much more curtailed and they jump at the slightest shadow.

Prelate Donan: A firm, militaristic conservative. Donan is an older man who once served in the Royal Armies. Having been converted to the Choral Order after a chance meeting with a charismatic preacher, Donan has spent the last ten years with a tight group of followers going from town to town and setting up new temples. Donan commands a force of ten armed men, all army veterans, who act as his own personal law enforcement throughout the town. The Choral Order has received a great deal of popular support, especially from the elderly and as well from many of the youth- though the leaders of Sorne are still skeptical.

Galia: A young woman nearing her coming of age, Galia has quickly been absorbed into Sorne society and accepted amongst the Women's Circle. She does not know about her heritage and believes Remus to be her father. She strongly resembles the long dead lover of Venge and, if seen by him, will inevitably be dragged back into his murky home beneath the waters of the well.

Remus: Reserved and extremely cautious, Remus swore an oath to Galia's father to keep her safe and takes it deadly serious. He has been accepted by the other men of Sorne and is recognized as a skilled shepherd very protective of his daughter.

Hadira: No one but Hadira knows her age, but even the oldest of Sorne recall their mothers and grandmothers seeking Hadira for counsel. She has diminished greatly in power since her peak, and now presents as a cranky old woman with a lash for a tongue. Since being injured by Venge she has been barely able to mount a defense, much less a spell, and has been deprived of food by the Choral Order since her capture. She is unwilling to tell the nature of Venge to any of the Choral Order and believes there must be a way to prevent his recent bloodlust.

Venge: Not even his bones remember his old form. Once, he was a man, but the burden of his curse, the depths of his murky sanctum, and the unerring turning of time has changed him into a creature resembling a bear sized fanged salamander. Venge possesses incredible speed and strength for a brief time after leaving the well but cannot travel far and cannot travel during the day- as Venge bears a vampiric curse. His mind has been eroded like a stone tossed in a river but his predator instinct is keen. Hadira's ancient flute is able to draw him out of this predatory mindset for a time- though even with it the effect is only temporary as he increasingly feeds on the local townsfolk. Venge's attacks are brutal, often crushing body parts or ripping them off to incapacitate his prey before draining the blood from their bodies, leaving them shriveled and broken.

Notable Locations

The Choral Temple: Newly constructed of wood, the temple has been fortified by Prelate Donan against the attacks of the night creatures. A root cellar has been converted into a holding cell for Hadira, and Prelate Donan and the rest of the Order hold that as long as she lives her demons will plague the town.

Hadira's Cabin: Deep in the woods, the cabin is high up in a tree and adorned with many fetishes and charms of strange make. The creatures of the woods, squirrels, owls, deer, etc, all owe Hadira allegiance and try to prevent unwanted intrusions. Her cat familiar, Phalanx, was unceremoniously stuffed into a chest by Adir and friends during their intrusion and is yowling for escape. Though Phalanx can't speak, they know exactly what is going on and wish to free Hadira.

Knight's Rest: Sorne's main gathering hall, the Knight's Rest is usually a warm and welcoming place for the townsfolk to relax in. With tensions high, it now acts as a gathering place for the small milita of Sorne and for the townsfolk to make their voices heard to Thorvald who tries to keep the peace. Hadira's ancient flute is hidden behind several sacks of flour in the cellar.

An Ancient Well: Even deeper in the forest, along paths even deer do not tread, stands a wide ancient well. It plunges deep into the earth and beneath its dark waters Venge makes his lair, buried in silt and clinging to dreams of a past world. Over much time, many have thrown valuables and treasures into the well and they all rest at the bottom as Venge's bed. 

What Will Happen

After the party arrives and if nothing is done to interfere, here is generally what happens:

Day One: Varia loudly confronts Prelate Donan with the eldest of the Women's Circle and demands Hadira's release. Thorvald urges reason and calm and breaks up the argument, calling for a town meeting the following day. A shepherd is torn apart and drained of blood tonight as well as his entirely family in their home.

Day Two: Remus confines Galia to their home and takes to prowling the fields nearby on patrol. The town holds a meeting at Knight's Rest where Prelate Donan presses the case that the killings are Hadira's doing and demands the town consent to her execution. Varia vehemently protests and Thorvald is torn by the new adherents to the Choral Order with Adir also pleading for Hadira's execution (*as a means to cover up their theft into Hadira's Cabin). The baker and her family are killed tonight by Venge, their house crushed by his massive body.

Day Three: A low fog clings to the town throughout the day and the Sorne militia, a group of poorly armed farmers, patrols with fervor. Children are kept up at home. Hadira begins casting a spell, her chanting heard as babbling by anyone nearby the Choral Order's Temple. Galia escapes from home tonight and consults with Varia before heading into the woods to search Hadira's Cabin. Freeing Phalanx she learns Adir is somehow the source of the beast's attacks and returns to town unharmed. Tonight, two of the armed contingent of the Choral Order are slaughtered in front of the temple by Venge.

Day Four: The Choral Order blames Hadira for the slaughter of their people. They once again demand the town's blessing to execute Hadira. During the plea Hadira's spell takes effect and woodland creatures run ransack throughout the town searching for her flute. During the chaos, Galia confronts Adir about the flute and, in a panic, Adir slays Galia to protect their secret and blames it on Hadira's beasts. Tonight, seeking an honorable end, Remus lures Venge into a trap and is slain, though wounded.

Day Five: The townsfolk, headed by young Adir, consent to Prelate Donan's judgement and Hadira is burnt in the center of town at noon. Their bond strong even in madness, Hadira's death drives Venge into a frenzy the very next night and he goes from house to house slaughtering the town and continues to haunt the region, driving it to ruin and abandonment unless slain.

Why is the Party Here?

For this adventure, there are a number of different draws for the party, fashion them as necessary for your table. Some recommendations: 

  • The party needs some knowledge or cure known only to Hadira
  • They are seeking the heir to the throne and must find them in Sorne and return them to the capital
  • Thorvald has paid an extravagant fee for their services weeks ago to come in as mediators, things are much worse now than when they were hired
  • A sibling or other family member lived in or near Sorne and was slain by Venge. They are here now seeking answers.

Monday, October 21, 2024

Winnowing Wasps (GLoGtober 2024)

This is for the Some Spooky Halloween Monsters for GLoGtober 2024.

Also known as Flute Wasps, Winnowing Wasps get their name from the sounds their abandoned nests make. The territory of a family of Winnowing Wasps is marked by dozens of discarded nests that create eerie discordant melodies when the wind is blowing. 

Matvey Smirnov
Adult Winnowers can grow as large as a human forearm. They can be easily recognized by their large size as well as their distinctive dark red and black patterning along the thorax. A somewhat social creature, Winnowers display a family behavior and have been known to nest together as well as to situate multiple nests nearby for protection from predators such as the Greater and Lesser Sulfur Lizards. Due to the typical temperatures of the Starklands, these wasps tend to congregate around sulfur pits in the colder months but there are also many reports of Winnowers entering a state of suspended animation while their nests are transported around the Starklands along with the Tower

Winnowers are a parasitoid wasp that lays their eggs primarily in human hosts- however moose and elk are also common hosts of the Winnower. When they find their prey, they aim for exposed soft tissue and deposit as many eggs as they can before retreating to their nests. Extensive documentation of the lifecycle of the Winnowers has been made by many a village and town throughout the history of the Starklands and the danger of these creatures is well known. After the initial attack, the host will experience the following symptoms:

Days 1-14: Itching around the injection site and a ravenous appetite. During this initial incubation period the eggs laid by the Winnower hatch inside of the host. The host will experience a ravenous hunger to account for the larva- much as with a tapeworm. A typical host carries anywhere from thirty to one hundred larva in them. By the end of this first period, the host looks to be obese and casual observers can notice unnatural movements under their skin. At this point, the larvae account for about 1/3 of the weight of the host. Winnower larvae spend their time eating and turning the chest cavity of their host into a nest, chewing through marrow and bone and spitting it back up to create a well protected barrel-like chest cavity riddled with small holes.

Days 15-21: The larvae emerge from the host at this time using sharp rotating teeth. Their natural secretions rapidly seal the wounds (and in fact make for a very valuable surgical aid) and the host will gather the larvae and shelter them in their home, usually somewhere safe and dry. Over the rest of the duration of this period, the host is driven to defend the larvae as though they were their own children- and what limited interviews are possible with these addled individuals reveal they are unable to tell the larvae apart from their children. During this time, the larvae spin a protective shell around themselves and begin their second phase of growth into a full Winnower. 

Once the Winnowers hatch, the new family instinctively returns to their host and the initial nest they made therein. By now, the hosts are usually dead- but this does not mean the end of their use. For some period after their death, their body still moves and carries the wasp nest at the whims of the family of Winnowers. Once their flesh has sufficiently rotted and they can no longer move, the Winnowers move on and leave the host behind, chest full of chewed up marrow and winding tunnels that make eerie sounds. Some hosts' minds are known to survive this process and, through means unknown, happily carry their wasp family around in their chest cavity. 

Villages are especially cautious of Winnowers. The stories of children, hunters, and foragers who have accidentally been infected and carried an infection back to a village are well known. Any Starklander worth their salt knows the best cure for an infection: fire. If the eggs were lain recently enough it's possible to burn them out and preserve the host- but some aren't willing to risk any remaining wasps spelling an end to the village and opt instead for a full cremation.

Many a wise woman and witch have their own cures as well, including the imbibing of certain poisons and liquors to kill the larvae within the host as well as the use of certain burning herbs to ward Winnowers off.

Wednesday, October 9, 2024

Bars Aplenty Cut Content

The blurbs from the Barkeep in the Borderlands Jam are up now! I made a big supplement for this called Bars Aplenty!

Earlier this year, after finishing Hall of the Five Moons, I realized that there was a Barkeep Jam going on thanks to Bluesky and went into a fugue state to jam out 21 bars and some other stuff in three days for it before the deadline! 

I had a lot of fun making all the locations and trying to fit it thematically into the extant materials and I may have gotten a bit carried away with the number of locations in the end. But! That wasn't all I had planned. My original design document had 27 bars in total. I cut a few due to the deadline coming up and my own available time coming up short. Here's the basics:

Nightshade

A invite only bar for the ne'er dowells, vampires, and everyone just a bit too edgy and illegal to hang out overtly with the Cult of Chaos. These guys were going to have a swanky jazz bar with a bunch of available errands to run for the various esoteric villains of the city. 

Garden of Necessary Evils

If there's a bar for creeps and ghouls then there's surely got to be a Lawful Paladin speakeasy. I scattered a few Lawful type events around Bars Aplenty and if anyone in the party took them up then they got an invite to the Garden of Necessary Evils where the insurgent Lawful types of the city mingle and try to hold things together. This one would also have errands but they'd be more focused on countering the activities of the Cult of Chaos.

Starship

In my ongoing Mothership drop-in game, a spider-cyborg ally by the name of Tenpiece fled a station the crew was accidentally responsible for deleting from reality. This bar was to be a direct insert of Tenpiece and crew's ship crashing in the Keep and setting up a bar as well as offering reaper/cybernetics goods and putting out Pikmin style bounties for needed ship parts and reagents. Ultimately scrapped because it was just too tonally distant for me.

Slumbermaw

This was to be a sleeping dragon in the keep that partygoers could enter and experience the dragon's dreams and the bar that colonized them without waking the dragon- very similar to how the Gatorbarge works. Some of the ideas got reworked into my dream-selling-buying bar location.

Slapsticks

Barkeep had a few secret factions and Bars Aplenty certainly has secret recurring characters and factions- one of which is Clowns. They're all over the tables to be found throughout the city and the party would inevitably hear about the clown-only speakeasy they would need to dress up as clowns to enter. I was waffling between it being incredibly sad, unspeakably horrific, or just an actor green room and couldn't make the concept work to a way I liked. There's just One Clown anyways.

Labyrinthia

I am pretty bummed I didn't have time to finish this one. It was to be a giant maze set up in the Citywood with harpies that deliver drinks to those trying to solve it and commentators in a central tower heckling maze goers. There would be all sorts of traps and tricks found throughout- including an accidental drop into a real dungeon active beneath the city.


Bars Aplenty was a lot of fun to make- if anyone uses any of them please let me know! I'm considering taking Wicked Whispers and spinning it off into its own separate product and expand its depthcrawl- so maybe there'll be more news on that later...

Friday, October 4, 2024

The Witch and the Wile (GLoGtober 2024)

This is for the two complimentary monsters challenge in GLoGtober 2024.

So your town has pissed off a local witch. These sorts of things happen with an uncomfortable frequency in the Starklands, so what was it this time?

 

Justin Gerard

What did your village do this time?

1. Someone cut down the witch's favorite tree and it was very explicitly marked with sigils and craft. No one will fess up. 

2. A drunk stumbled from the tavern into the woods and threw up in the sacred spring. The naiads called in a favor from the witch.

3. Patricians from the nearest city are going around trying to stifle witchcraft and require locals see doctors in the city. The witch has taken offense that her cures are insufficient. 

4. There's been a spree of cat killings throughout the village and the witch has had enough of it.

5. An oppressive religious sect has taken up residence in the village and is spreading rumors about the witch's terrible powers. They aren't fully wrong. 

6. Sulfur mine expansions have destroyed a precious foraging spot for rare mushrooms. It was the last one for miles.

Consequences and the Wile

Lusy_sama
When a Witch is ready to begin her mischief, making the town rue the day they brought her anger upon them or at least until they right their wrong, a Wile comes into her service. Sometimes a ritual is done, but more often than not Wiles have a sense about these sort of things and find their way to where they are needed. Whatever the witch does, the Wile is there to amplify and sow discord amongst the townsfolk. Their relationship is not exactly mutual- many a Witch's grimoire warns of the dangers of Wiles left unchecked.

Wiles have no shape or form of their own, instead adapting whatever suits their fancy- but a careful observer will notice their shapeshifting is never quite perfect. They aren't said to be strictly speaking intelligent- possessing more of a feral trickster level of intelligence and a sharp sense of where to twist a knife and mimic sharp words as like a malicious mockingbird. Their touch rusts new metal and gnarls wooden craft- wherever they've been one is sure to find twisted roots sprouted up from the ground where it walked.

Without any prompting by the Witch, the Wile amplifies her hexes and curses. If she brings a storm onto the village then the Wile is there howling in the night, shaking windows and doors, and calling in the voice of loved ones from just outside. If the Witch invokes a pustule pox then the Wile is there, a faceless familiar villager in the back of the crowds jeering and riling the town up. 

Though Wiles are more than happy to raise trouble for the fun of it, they also tend to take things from unsuspecting villagers. Precious jewelry, mementos, diaries, spices and the like are all up for the taking by the creature which will usually lair in a hollow tree nearby and revel in its ill gotten gains. 

Jonathan Gregory Bick
Many charms and counters are said to work against Wiles. Sometimes a Wile gets carried away and goes too far, taking a child, killing a herd, and the Witch herself may turn against it and expel it. Like all beasts of the wood it shirks from fire, though salt has no effect on it. A clever village may be able to catch and trap one by locking eyes with one another standing in a circle- ensuring someone will recognize and point out a lurking Wile in their midst. 

By the time a town has appeased the Witch and she ends her torments the Wile will have moved on, oftentimes lazily lairing in its hollow tree nearby and pulling tricks on unwary travelers until another Witch has need. 

Old myth and legend tells of the first Wile to walk the lands as a curse upon witches. They tell of the time when a Witch first acted in rash anger against a village that had offended, and the Wile leapt up from the ground and began their mischief. They amplified the Witch's fury and soon had goaded the Witch into wholesale destruction. While storm and root tore the town open the Wile stalked from home to home, eyes glowing bright, cackling laughter of parents and children, claws dripping red and rending villagers limb from limb. When the fury cleared the Witch's vision she saw what she had wrought- and what she had let stoke and feed on her rage- and lamented.

Thursday, October 3, 2024

Invasion of the Adversary (GLoGtober 2024)

This is for the Alien Invasion challenge in GLoGtober 2024.

Across the stars, the mechanism of undeath is in constant motion. Dead nebulae churning out exotic matter, necromegastructures teeming with engineers and warriors in the dark, untold billions are at work under the direction of the Adversary. When your world was but a cloud of condensing matter, the Adversary stood tall on glassy night-soaked sands and watched their home chewed and swallowed by a black hole and on that day began their crusade to end ends, to cease cessation, to break the cycle and fling its ends to infinity. 

Vadim Sadovski
The Adversary's battle continues to this day, now spread across the filaments of the stars their intergalactic war against the Inevitable takes the shape of an intergalactic machine powered by matter, fueled by energy, and helmed by intellect. It is in search of these three resources that their Necrospores, moon sized heralds of undeath, have been scattered to our galaxy. 

General Order of Events:

100 years before Invasion:

Astronomers across your world will look up and see the bright corpselight burn of the Necrospore entering the star system and braking into a distant orbit. To wizards, this will be a terrible light that blooms across the night's sky and thrums with power. The Necrospore begins waking, organizing its legions and scouting the system- inevitably discovering your world.

85 years before Invasion:

The Necrospore begins thorough scouting of your world. Spies are deployed in steel coffins near major population centers and begin raiding cemeteries and funerary sites for corpses, interrogating them to learn more about the world and feed this back to the Necrospore. Meanwhile, the Necrospore is at work surveying planets and asteroids. Its light burns even brighter in the sky as its furnaces roar to life.

60 years before Invasion:

At one moment, the Necrospore contacts all of the most powerful wizards and world leaders and offers them a deal. Join the Adversary willingly and be blessed with eternal life, lead armies the size of planets across galactic timescales in exchange for selling their world. 

20 years before Invasion:

Agents of the Necrospore begin sabotaging the world's defenses and identifying key areas. Mass graves. Loci of magical power. Vaults of artifacts. Capital cities. Orbital batteries. Using Gates and other ritual magics, the Necrospore begins seeding elite forces throughout the world and causing chaos.

10 years before Invasion:

Each day the world is more dangerous. The dead walk freely, and the corpselight in the sky grows brighter. Over these ten years the Necrospore burns into a tight orbit around your world. Each day the great bell at its heart tolls a pulse across the gulf of space and you feel it approaching in your bones. Your skeleton knows where it is at all times. Once it is ready, the Invasion begins. 

Day of the Invasion:

The stage set, the Necrospore eclipses the world. Its corpselight blots out the sun and it unfurls its many millions of hangars and launches a million million ancient skeletons, alien death knights, and galactic liches to invade your world. Your world will serve, one way or another.

Variations

What's special about your world?

1. Your world was seeded with life long ago by an alien empire. Their engines of creation and destruction are still intact in the deepest parts of the world.

2. The world itself is alive but slow to rouse. It will try to combat this invasion- making it a powerful ally if you can contact it.

3. Nothing. Yet another world for the machine.

4. Powerful ley magics are infused in the asteroid belt near your world and the Necrospore will take twice as long to begin its invasion.

5. The veins of your world run infinitely deep and wide. The further you go, the stranger things get- and the further away the invasion forces are. If you're clever and fast enough you could outrun them forever.

6. A Third Party has interest in your world and will warn and provide support once the Necrospore appears in the sky. They have fought these battles before.

Your Necrospore

The Necrospore itself is a machine-being the size of a moon. At its core are the concentrated quantum-state phylacteries of a hundred liches in divine theospension mixed into one Ur-mind that makes up the Necrospore itself. It has a personality, whims, and can be spoken with. Though there are countless Necrospores, each is unique. This one:

1. Will take its time. Using waves of attacks from very far away until your world becomes strong. Then, it will crush you and turn that strength into its own weapon.

2. Prefers subtlety and manipulation. It masks its presence and sends dreams to recruit a cult of followers that will make the world ripe for its harvest.

3. Tries its best to bring your world into the fold peaceably. It will offer the gift of undeath to all who will take it willingly. It wants to be your friend so badly- why won't you just let it kill you?

4. Is a cauldron of bio-horrors. Feasting on samples from your world and others it brews them into soldiers and deploys them in a quest to improve their armies.

5. Has killed your gods. This isn't its first invasion by a long shot and knows the best first strike is to sever the divine links and smother the gods and godlings before they make the invasion more difficult.

6. Hates all of you individually and specifically. There will be no offers of peace or leniency. The Adversary sent it here to acquire materials. It wants to guarantee that the last sparks of your lives are so miserable that you will recognize undeath for the gift it is. All will serve- it does not matter how they get to serving.

Conclusion

Play as a dynasty fighting over a hundred years to defeat the Necrospore and its agents. Or as adventurers on that final day as the sky rains alien skeletons and angels of death. Or as world leaders and wizards orchestrating the final defenses. Maybe a neighboring interplanetary civilization will offer an escape for some? 

If you defeat the Necrospore then you have probably bought yourself at least a hundred years- maybe more. Perhaps you'll be lucky and the Adversary's forces are busy elsewhere in your galaxy and it gives you more time to prepare. To the Adversary, these are but small setbacks on subpixels of an intergalactic map. Your world will join eventually.  

And if you do join? Well now comes the longest war in the universe. Join the legions of the undead as they battle the Inevitable. Galaxy-class rituals spanning a thousand thousand worlds. Lead legions of dead conquering innumerable planets. Star system sized battles against the pawns of the Inevitable. Ancient Necrospires floating in the dark secret parts of intergalactic space and collecting all of the knowledge of all of the subsumed worlds. And perhaps, serve well enough to earn an iota of attention from the Adversary and bear their mark.