Monday, November 17, 2025

Manifestation of the Yellow Stone Horror - A Mini Campaign Idea Using The Victorious Rpg & Wreched Eqoque Session Eight - The Devil Is In The Details

 
Lord Malakor appeared before the PC's and offered them a way out of their situation with the Dark Martians! He simply wanted them to pick up a bauble from another Yellow Stone park. Nothing too dangerous at all?! Tick tok my party of heroes?! This session picks right up from Sunday November 2's session here. 


The party didn't heistate with the vile villain and agreed. Secretly they would make sure that the bauble wouldn't fall into his evil hands. They'd dealt with 'The Plane Despoiler' before a few times in London. These ended with the party of adventurers almost always beating him. The party exited the narrow ruined alleyways into another reality just as two Martian handling machines came around the corner! 



A Handling-Machine from War of the Worlds: Goliath.



Lord Malakor, "The Planar Despoiler"

Lord Malakor is a pulp-era reality-hopping villain who exploits the delicate boundaries between dimensions. Driven by a desire for power and resources, he doesn't just conquer worlds; he drains them, moving to the next plane of existence once his current domain is barren. He appears as a man of refined taste in 1930s fashion, but with subtly unnatural features—perhaps eyes that shift color uncontrollably, or skin that is always slightly too cold. He is always accompanied by a shimmering, unstable rift in space, a doorway to the terrifying Void where he draws his power.
Description
Malakor is an imposing figure in an immaculate charcoal-gray pinstripe suit and matching fedora, a sharp contrast to his bizarre powers. He carries a cane that appears to be made of solidified void energy. His voice is smooth and charismatic, easily convincing others that his reality-warping experiments are for the greater good—until it is too late.

Stats for Victorious RPG
Victorious (published by Troll Lord Games) uses a 2d10 roll-under system based on attributes, with an emphasis on narrative control and pulp-style heroics using VPs (Victorious Points).
Attributes (Target Number to Roll Under)
AttributeScore
Brawn8
Grace12
Mind14
Will16
Capabilities & Skills
  • Punches: 1 (Damage modifier for physical attacks)
  • Brains: 2 (Intelligence modifier)
  • Saves:
    • Soak: 3 (Reduces physical damage)
    • Dodge: 2
    • Mental: 4 (High resistance to mental effects)
Skills: Malakor is highly skilled in areas that aid his manipulation and planar travel. (Roll 2d10 under the relevant Attribute + Skill Level).
  • Occult Lore (Mind + 3): Extensive knowledge of different dimensions, magical artifacts, and planar weaknesses.
  • Manipulation (Will + 4): A master manipulator and liar.
  • Science/Mad Science (Mind + 2): Knowledge of exotic energy and pseudo-scientific theories used for his dimensional engine.
  • Persuasion (Will + 3): Can talk his way into high society or out of immediate danger.
Powers (Uses VPs for effect)
Malakor uses his unique powers sparingly but devastatingly, often forcing heroes to use their own VPs to counter him.
  • Void Step (Dimensional Teleportation): Malakor can instantly teleport within line of sight, appearing or disappearing in a crackle of reality-bending energy. He can spend 1 VP to bring one other person or object with him.
  • Reality Anchor: As a defense, Malakor can spend 1 VP to force a hero's attack (physical or mental) to "miss" as a localized reality shift occurs, making the hero briefly strike nothingness or forget their action.
  • Planar Drain (Signature Attack): Malakor focuses energy through his cane (a Will check). If successful, he drains vitality directly from the target's "home reality anchor."
    • Effect: Deals mental damage (using his Brains modifier + 1 punch die for damage) that bypasses standard Soak. If he spends 1 VP on this attack, the target must also spend 1 VP or be temporarily stunned, their connection to their own reality wavering.
  • Summon Minions (The Void Stalkers): Malakor spends 1 VP to pull 1-2 minor henchmen (use Thug stats) or a single, small, reality-warped monstrosity into the current plane through his stable rift.
Role in a Campaign
Lord Malakor is a recurring villain who pops up in major cities around the globe. He is never focused on a single battle; he is focused on his escape plan and his long-term goals.
  • The Hook: He appears in 1930s New York City or London, disguised as a wealthy industrialist or mystic. He begins subtly stealing rare artifacts or powerful individuals required to fuel his Dimensional Engine, a massive machine hidden in an abandoned warehouse or deep beneath a subway line.
  • The Conflict: Heroes must figure out his true nature, stop his initial nefarious scheme, and chase him through the unstable rift as he jumps to a new reality (or the next chapter of the campaign).
  • The Ongoing Threat: Malakor is the kind of villain who always returns, having escaped at the last second, leaving the heroes to deal with the chaotic effects of his reality-warping engine.

 The party found itself staring across the Yellow Stone vista and all seemed right?! But the air tasted off and there was a slight buzzing in the air. Here and there were wrecked tracked vechicles over grown with weeds. Giant wasps and bees flew around the party! Malakor stood nearby enjoying the party taking in the local sights. 'Breath taking isn't it! The air, the ruins, the mutated animals that want to kill us?! Errm you I should say. I want the locket of my dead wife which is in the ruins below. When you find the cameo then give me a call. Here's a device to do exactly that. Good luck heroes'  
We're using a modified Siege engine rpg system using the Victorious rpg system  & the Belle Epogue rpg from the Red Room  This gives the players a range of PC options. 

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