The PC's are likely to stumble upon one or more of these odd buildings in the backwoods of the former state of Maryland. Which is now an overgrown woodland of forests, dangers, and mutated lands of wild. Into this overgrown woodlands there are communities of humans and mutants as well as more. The PC's will see these strange shrines or temple like structures tucked far back from the main winding paths. Should they venture near one they may find one of these buildings filled with row after row of stone like masks of bearded and horned men.
Finally they may chance upon one glistening in the sunlight or moonlight of a field or other place of the wilds. One of them may be tempted to take or borrow such an object. They may feel presences following them or moving along side of them. Psychic mutations will provide no further information or ill intent but none the less the feeling of being watched will continue.
Finally they may chance upon one glistening in the sunlight or moonlight of a field or other place of the wilds. One of them may be tempted to take or borrow such an object. They may feel presences following them or moving along side of them. Psychic mutations will provide no further information or ill intent but none the less the feeling of being watched will continue.
Each of these masks is actually a super science artifact made by the Satyrs of Merry Land. These objects are used in local rites of passage. The masks each provide a dazzling array of illusions and hallucinations into the minds of young warriors to test wisdom and bravery.
The mask is actually a telepathic super science matrix and the thing will project the following effects into the minds of the PC's. The mask will seem like the most valuable thing to the PC's as the Satyrs test the PC's.
1d10 Masks Of The Horned One Random Effects Table
- The PC's will hear whispers around them and laughter just out of sight from them. 1d4 random secrets and rumors of their person will seemly be discussed by these unseen presences. No one else can hear these conversations at all.
- At random times the PC's may catch sight of someone or something watching them from behind trees or ruins but nothing is there. This will happen three times a day. Feelings of fear and panic seem to accompany these sightings.
- Cold winds will whip around the PC's during the hottest days of Summer leaving them shivering or hot furnace furnace like winds will blow around them if in Winter. These will be accompanied by maniacal demonic cackling.
- The PC's will find gold or valuables only to have these objects turn to leaves and sticks the moment they try to tell their friends about them. This may happen with artifacts found in ruins. Friends will seemly happen upon something valuable while the PC finds nothing but dirt.
- The PC's most valued weapon stops working and seems to have a mind of its own at odd times. Suddenly it may misfire at an inopportune time. But never to hurt an innocent or a party member. A discharge may cause a scare.
- The PC is subject to an attitude of prejudice and mockery from an unexpected source or friend who will deny these attitudes. The effect will happen 1d4 random times.
- Will find himself in the woodlands surrounded by forest and there is a frightening presence with them. The terror will intensify and reach an apex only to pass harmlessly. This may happen 1d4 times randomly in succession.
- The PC will find himself or herself overcome with feelings of doubt and emotional pain. The source is not known. They will experience great fear and loathing. These feelings will test their Wisdom and resolve within themselves. Suddenly these feelings will pass.
- The PC's are visited in a dreamlike state by a strange fairy like creature. This thing will seemly probe the PC's soul but the feelings are pleasant and pass as if in a dream. By the way 1d8 hours have passed for the party.
- The PC's will find a map to some nearby ruins but there is a group of mutant raiders sacking a nearby village. You must choose to save the community or explore the ruins. This is not an illusion.
After 1d8 days the Satyrs will reveal themselves and offer the PC's a minor boon or a gift for passing their rite. They will want to take back the mask as the illusion is lifted from the mind of the PC's. The Satyrs have been following the PC's the whole time and making sure nothing would go wrong. They will offer to hang the cheap super science device upon their wall with the PC's names under it to mark their trail.
Heaven help the party who attacks or kills a Satyr , every village for 100 miles around will turn on the party with a vengeance. The mutants powers of wisdom and providence are widely regarded throughout the region. They are active members of the Mutant Underground railroad and may in the future employ the PC's on matters of adventure and paying jobs. The Satyrs are the advisers to lord mayors, city councils, and kings. Communities where they are active protect and value these creatures sometimes with their very lives in the face of groups like the Black Knights and Gene Purists who murder these creatures when they can.
More over at Chris Van Deelen's Blog
Satyrs
No. Enc: 1 (2, rarely, see description)
Alignment: Lawful
Movement: 120’ (40’)
AC: 5
HD: 8
Attacks: 1 Ram or 2 punches or 1 weapon
Damage: 1d12 or 1d6 / 1d6 or by weapon.
Save: L8
Morale: 8
Hoard Class: I, II, IV, VIII, XIV
Mutations: Aberrant form (natural weapons, xenomorphism – chimera), control light waves, empathy, increased senses (hearing, smell, sight), increased willpower, night vision, precognition.
Source: Pans Labyrinth (2006)
Very Machen-esque, which is to say excellent! Just re-re-read some of Machen's tales as I'm working on things and I like how you have made these satyrs less the horny little goat-dudes and something far more interesting. Very cool.
ReplyDeleteVery cool stuff Garrison and we've got more coming up! Cheers and thanks for the comments.
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