Sunday, October 25, 2015

Asylum Q an Adventure Location For Your Old School Campaigns & Actual Game Event

So tonight I'm wrapping up writing out and designing my new adventure Asylum Q, I've spent most of the day away from the computer and social media getting this bad boy together. So what is Asylum Q? Well, its no place at all simply an other dimensional location five miles square where nature has become a twisted version of itself and it's become 'unhinged' from its world by the 'Event'. The place flutters throughout the multiple planes of existence claiming new victims and unleashing its other dimensional madness on all manner of places. Now its come just in time for the PC's to explore its winding corridors, alien weirdness, strange ghosts, and more. There are twenty five Elves who were kidnapped and now the PC's are on their way to save  them! The question is whose coming to save the PC? They tracked the Elves to an other worldly slave market off planet and a mysterious masked stranger whose led them on dimensional hopping horror fest into a weird five mile stretch of psychic real estate. Welcome to Asylum Q.



So the source material for Asylum Q includes The Tetratic Tome from Raphael Chandler (which is on sale from Drivethru along with all of his other titles go check em out), the first edition AD&D Fiend Folio, Venger Satanis's Revelry In Torth, and Fantastic Heroes and Witchery. I'm also planning on using this adventure location with  Dungeon Crawl Classics as well.


The facility covers five miles of park like land now gone to wilderness, this includes various kitchens, laundries, chapels, entire pond for drinking water, other buildings for care facilities and more. In addition the facilities are interconnected by miles of underground tunnels. The entire place was powered by massive set of boiler rooms which if the rumors are to be believed are haunted by demonic Lovecraftian elemental life forms.


At Asylum Q its always night and there are three moons in the sky, the grounds surrounding the place are dangerous as well. There are weird and twisted animals and phenomena which can easily kill the unwary. As the location travels interdimensionally it picks up stray travelers, monsters, mutants, and worse. The kitchens and dining rooms are always stocked leading some to speculate that perhaps the place is run by some sort of minor god or power. The chapels serve a wide variety of weird gods and there always seem to be new statues and symbols being added with dimension visited. Haunted doesn't even begin to describe the place.
The grounds themselves team with a whole bunch of weird twisted number of beasts. There is a 30% chance of a random encounter per hour spend on the grounds. Here's a quick list of random encounters for your old school campaigns that a party of adventurers might run into.




Aslyum Q Random Adventure Encounters Table

  1. Pack of 1d6 devil dogs sporting 1d4 additional chaos mutations on the hunt 
  2. A lone dimensional shambler looking for a soul to take with it back to the planar wastes 
  3. An adventurer's apparition on the prowl for a victim feeding off of the vibe of insanity and horror of the place. 
  4. The air is filled with the buzzing of a thousand wings as a hungry swarm of mutant vampire bats takes flight 
  5. A lone twisted were wolf is on the hunt sporting 1d3 additional mutations 
  6. Pack of Lovecraftian ghoul warriors, 2nd level fighters have crossed over into this world
There are always weird phenomena that accompany the wanderings of Asylum Q, the place attracts strange almost alive things that wander the planes, not quite monsters, not quite elements, and always alien. Very dangerous to encounter for PC's. Here's a 1d6 weird phenomena encounter table to bedevil your adventurers further. 

1d6 Weird Phenomena Encounter Table
  1. Spinning Jennies - This crystal swarm of flowing energy cascades across the target's vision and surrounds the victim in a hail of fire fly like yellow green energy. The target must save vs wands or take a mutation check as weird energies play merry havoc with their bodies.Electrical devices take a point of damage each round exposed to the Jennies.
  2. Black diamonds - These weird black crystal shards grow from the ground and splinter into millions of tiny barbed crystal growths. Those exposed to the slightest cut from one of these crystals must save vs poison or death. The crystals multiply in the blood stream with two rounds erupting from the skin of the victim in an explosive spray of blood and gore. Black crystals grow from every orifice of the victim. 
  3. Chain webs - These growing and glowing lattices form from the alien energies of the dimensions and siphon off the carbon and chemicals from the skins of victims. The form strange spore like growths which if breathed in grow from within the victims unless a save vs poisons is made. Cure disease or light wounds will halt the horror in its track otherwise the victim takes 1d4 points of internal damage per round as the chain webs coat every surface within the victims. 
  4. Sad Marys - These strange weird stick figure like things grow on the surfaces of flesh and bone etching themselves on any flesh they come in contact with. Victims take three points of damage from the acid filled bacteria that these things living in symbiosis with. Sad Marys disfigure their victims lower charisma scores by two points from the horrific scars that they create. 
  5. Volt path clouds - These are created from the horrific discharges of violet energy that certain blue green mist clouds create. Five or more clouds gather then there is a twenty percent chance of a violet hard radiation discharge being created. Mutation and radiation checks must be made when this happens. 
  6. Blood snow - This stuff falls from small purple grey clouds that form in hallways and outside the weird vents to the steam tunnels below the asylum. Blood snow creates false memories with its targets and thoughts of suicide or murder can occur if exposed to this blood red snow like growths. Targets must save vs magick or spells to resist the effects. The target will be in a horrid mood with a pounding headache after being exposed  to Asylum Q's energies.
More coming up in part II

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