Showing posts with label Horror Express. Show all posts
Showing posts with label Horror Express. Show all posts

Monday, August 3, 2020

The Elder Thing Essence For Your Old School Campaigns



"Dr. Wells: What are you going to astound the scientific world with this time?

Professor Saxton: You'll read about it in the Society's annual report. A remarkable fossil.

Dr. Wells: Fossil? But you've got something live in there, I heard it.

Professor Saxton: You're mistaken!

Dr. Wells: You won't need to feed it then.

Professor Saxton: The occupant hasn't eaten in two million years.

Dr. Wells: That's one way to economize on food bills."
Horror Express 1972 


Among the frozen wastes of old Earth the mummified  remains of a certain group of the Voormi race have been found in the furthermost reaches of that ancient world & on far flung Hyperborean colony worlds. These things are not what they appear to be. An ancient circle of one hundred black wizards of the Elder Things had transferred their essence into their Voormi servants. Some retreated to the ice and snows to preserve their legacy while others went out among the stars to continue their long wars with the Yithians & the Spawn of Cthulhu their ancient enemies. From time to time their ether ships can be found floating in the blackness of the Outer Darkness .



They expanded their spirals among a faction of Elder Things who worshiped the toad-god Tsathoggua but were considered outcasts among the others of their kind. Even as the Elder Things retreated below the ice of their undersea city in what would become Antarctic.Many long to return to one of the Elder Thing home worlds located "between Hydra and Argo Navis".

Elder Thing Essence In

Voormi Body
 
  No encountered: Unique 
 Alignment:Lawful Evil (with Chaotic tendencies)
 Size: Medium
Move: 50
Dexterity: 11 
Armor: 5
Hit Dice: 3+2
No of Attacks: weapon, melee, or gaze (see below) 
Damage:1d6+2/1d6+2
Saving Throw: 15
Morale:9
Experience: 2000
Treasure:B 
  • Can animate 1d30 dead victims treat as zombies 
  • Capable of casting 3rd level black wizard spells after 1d8 victims 
  • Very dangerous and cunning capable of using or making super science relics
 



Over millions of years time there is debasement of the intellect of these monster's minds until only the base cunning remains. They must spend a great deal of time murdering and gathering the intelligence of their victims to regain their once great minds again. This is done by gaze attack within 20 feet of the victim. The victim must save vs death or have its brain cooked as all of the memories are sucked out in one fell swoop. They will seek out the most intelligent or convenient victims to attack growing & changing their intellects as quickly as they can. Each and every time its abilities are used the eyes glow with a terrible insanity inducing red glow & those around it must save vs fear or flee from those horrid red glowing orbs. Victims will have white pupils & smooth brains from having their minds sucked out and eaten by the essence.
There is a twenty percent chance of detecting the monster through the corruption found in the eons on old eyes of the thing's evil existence.


These monsters intellects grow exponentially & are capable of operating & creating complex mechanisms from far more primitive artifacts or wasteland relics. As time goes on they will jump bodies sending forward their corrupted life essence into another vessel with a 90% chance of taking over a victim. Because of their association & worship of Tsathoggua his favored ones Voormian corruption follows such soul transfers. There will always be a random sign of such horrid alien transference of the life essence within their new vessels.
Random Voormian Corruption Table 
  1. Horrid claw the monsters gains a1d6 +1 to all melee damage from the ragged clawed hand of it
  2. Red eye of corruption - Something went wrong in the soul transference and one of the vessels eyes is always a glowing shade of red in the darkness 
  3. Aura of Fear - The local time space continuum is shot through with micro currents at the creature's soul passage  & all creatures below two hit points will react in fear of the monster's new vessel. 
  4. 'I don't remember you' - The soul transfer process has shaken recent memories loose and it might mean a misstep for the monster. 
  5. Hair of the Monster - the vessel sprouts alien animal looking hair on its back and arms in odd patches. 
  6.  One eye has been blinded during the transfer and its vary obvious to anyone looking at its milky white surface. 
  7. Skin of the Animal - A strange mix up has caused a previous victim's essence to rise to the surface and there are alien bits of skin here & there. 
  8.  Fangs of Horror - The fangs of the apes things rise up during the soul transference and now the horror gains a 1d4 +3 bite attack 
  9. The Claws of the Enemy - The horror gains two claws capable of doing 1d6 per swipe from its ancestors. 
  10.  Hold in Fear - The beast's gaze is horrid as it its insane experiences are transferred into its facial expression acting as a hold person spell once per day. Victims will pass out from the visions of the creature's past they see but not remember once the spell is broken. 
  11. Song of the Insane - The monster may whistle or sing some snatch of an ancient alien song or tune that completely unnerves its victims  for 1d6 rounds 
  12. A Bit About History - The monster reveals some awful truth about existence that momentarily shatters its victim's faith in life itself. The victim is over come with the weight of depression and horror for 1d10 rounds.  
  13. Visions of Death - The creature momentarily catch's its victim's eyes foreshadowing some future death vision for a second haunting its victims for 1d6 rounds with fear and loathing 
  14. 'The horror of it all'  - There is something completely not right about the new body of the monster and everyone knows it instinctively. 
  15. The creature can temporarily level drain its victims for 1d4 rounds and they will become enfeebled by the experience for 1d6 rounds afterward.
  16. The monster's hand's change from human to 'other' back again within a few rounds. Anything carried is dropped. 
  17. 'The claws!' The creature spontaneously grows claws adding +3 to their damage. But the claws retract painfully into muscle sheaths. 
  18. 'Tears of blackness' the creature leaks tar like tears that have a serious poisonous competent to them. Anyone exposed to them must save vs poison. 
  19. 'The corruption within' the muscles of the creature spasm & abnormal weird muscles move beneath the skin of the monster. It is both disconcerting & painful at the same time. The monster gains +2 on all strength & constitution checks. 
  20. 'The Essence Within' the creature gains +1 on all wisdom rolls as it recalls some ancient nugget of information from one of its past hosts! 
    All information, pictures, etc. are taken from Horror Express a public domain film with Peter Cushing and Sir Christopher Lee.

Sunday, July 9, 2017

The Eyes of Satan aka The Elder Thing Essence Eyes For Your Old School Campaigns




    Once the Elder Thing essence body jumps it leaves behind its corruption in the host body of its former victim. The eyes may be the window to the soul but these horrors beyond imaging leave some of their corruption & insanity in the corpses of their victims. The terror & corruption of the toad-god Tsathoggua is captured inside the souls of these monsters and spreads through the windows of the souls themselves.

    The eyes of the essences victims retain the visions of all the horrors that the monster has seen & experienced. They float in the eye's fluid surfacing and sinking back into the alien horror's ocular organs. There will incredible secrets and hidden alien truths of the universe waiting to corrupt all who view these discarded organs. They are worth between 60,000 to 90,000 gold pieces each to certain alien alchemists & black wizards. These often mount the eyes into glass globes with a preservative liquid & then a light source is cast behind them to show the procession of forbidden ages of the monster has lived through. A wisdom check must be made for every 1d6 months of using the eyes to ensure the sanity of the wizard or cleric using them doesn't degrade too far.
    Random 'What Have We Seen
    In The Eyes of Satan?' Table





    1. The true face of the horror that Elder Things worshiped and created life on Earth from! You will be stunned for 1d6 days with the dread cosmic horrors of it all but gain two new black magic spells.
    2.The prehistoric primeval world is rife with terror as you see a shoggoth in all its glory feeding on a dinosaur's corpse sucking and oozing all of the gore and weirdness of it!
    3.You see the true face of a Lovecraftian god! Pass out unless a save vs fear is made. You gain a cosmic insight and go up by two wisdom points but fear grips you for weeks afterward.
    4. Around you are dozens of Mi Go warriors which you mow down with a strange bio mechanical god weapon of weird design, its constructional formula floods your human ape brain and you are stunned for 1d4 rounds with the cosmic insights but gain a point of intelligence.
    5. A time space vortex opens infront of you as the ape thing at your feet pleads for its life but you toss it into the void for the Outer God to devour its soul. Suddenly the alien mind of the key and gate reveal a horrid cosmic truth and you gain 1d4 black magic spells.
    6. A serpent man ruin stands around you and for a moment you can read the heady runes of the great serpent gods and have a brief understanding of the cosmic serpent and for a time can teleport 1d4 light years.
    7. The cursed Yithians tower before you with their electric guns but you are quicker with a spell that does 1d8 points of damage to them in a 20 foot radius and now in the fragile human frame you might cast it again.
    8. This orb contains the minds of countless Elder Things and you are going to transfer their souls forward in time. You know the sanity bending ways of time travel but pass out from the terrible revelations.
    9. You see above you the horror of the monster priests of Cthulhu but you are chanting and chanting to some ancient horror beyond imagining to banish them. You know the chant of unmaking and may for 1d6 days banish any Mythos creature.
    10. Your mind is filled with the summoning and command words of the Shoggoths use these things wisely.
    11. The great cosmic truths of Delgar are yours for a time and you can summon the formless ones under the Earth and beyond the stars themselves. Summon Formless Spawn is a spell in your mind today.
    12. The sign of twelve insanities cross over your tongue and for the next 1d6 hours you can create a symbol of insanity.
    13. You know the secret words of command built into the dinosaur's genetic structure.
    14. Before you is the treasure of the Elder Things and all you hear is the screams of the insane but those are your screams. Can you still recall what it was that was so valuable?
    15. You know the location of the mother of all Shoggoths & what lies in the Outer Void. Gain 3 points of intelligence but can you stop screaming because of the dread cosmic revelations?


The Elder Thing Essence For Your Old School Campaigns



Among the frozen wastes of old Earth the mummified  remains of a certain group of the Voormi race have been found in the furthermost reaches of that ancient world & on far flung Hyperborean colony worlds. These things are not what they appear to be. An ancient circle of one hundred black wizards of the Elder Things had transferred their essence into their Voormi servants. Some retreated to the ice and snows to preserve their legacy while others went out among the stars to continue their long wars with the Yithians & the Spawn of Cthulhu their ancient enemies. From time to time their ether ships can be found floating in the blackness of the Outer Darkness .



They expanded their spirals among a faction of Elder Things who worshiped the toad-god Tsathoggua but were considered outcasts among the others of their kind. Even as the Elder Things retreated below the ice of their undersea city in what would become Antarctic.
Many long to return to one of the Elder Thing home worlds located "between Hydra and Argo Navis".

Elder Thing Essence In

Voormi Body
 
  No encountered: Unique 
 Alignment:Lawful Evil (with Chaotic tendencies)
 Size: Medium
Move: 50
Dexterity: 11 
Armor: 5
Hit Dice: 3+2
No of Attacks: weapon, melee, or gaze (see below) 
Damage:1d6+2/1d6+2
Saving Throw: 15
Morale:9
Experience: 2000
Treasure:B 
  • Can animate 1d30 dead victims treat as zombies 
  • Capable of casting 3rd level black wizard spells after 1d8 victims 
  • Very dangerous and cunning capable of using or making super science relics
 



Over millions of years time there is debasement of the intellect of these monster's minds until only the base cunning remains. They must spend a great deal of time murdering and gathering the intelligence of their victims to regain their once great minds again. This is done by gaze attack within 20 feet of the victim. The victim must save vs death or have its brain cooked as all of the memories are sucked out in one fell swoop. They will seek out the most intelligent or convenient victims to attack growing & changing their intellects as quickly as they can. Each and every time its abilities are used the eyes glow with a terrible insanity inducing red glow & those around it must save vs fear or flee from those horrid red glowing orbs. Victims will have white pupils & smooth brains from having their minds sucked out and eaten by the essence.
There is a twenty percent chance of detecting the monster through the corruption found in the eons on old eyes of the thing's evil existence.



These monsters intellects grow exponentially & are capable of operating & creating complex mechanisms from far more primitive artifacts or wasteland relics. As time goes on they will jump bodies sending forward their corrupted life essence into another vessel with a 90% chance of taking over a victim. Because of their association & worship of
Tsathoggua his favored ones Voormian corruption follows such soul transfers. There will always be a random sign of such horrid alien transference of the life essence within their new vessels.
Random
Voormian Corruption Table 
  1. Horrid claw the monsters gains a1d6 +1 to all melee damage from the ragged clawed hand of it
  2. Red eye of corruption - Something went wrong in the soul transference and one of the vessels eyes is always a glowing shade of red in the darkness 
  3. Aura of Fear - The local time space continuum is shot through with micro currents at the creature's soul passage  & all creatures below two hit points will react in fear of the monster's new vessel. 
  4. 'I don't remember you' - The soul transfer process has shaken recent memories loose and it might mean a misstep for the monster. 
  5. Hair of the Monster - the vessel sprouts alien animal looking hair on its back and arms in odd patches. 
  6.  One eye has been blinded during the transfer and its vary obvious to anyone looking at its milky white surface. 
  7. Skin of the Animal - A strange mix up has caused a previous victim's essence to rise to the surface and there are alien bits of skin here & there. 
  8.  Fangs of Horror - The fangs of the apes things rise up during the soul transference and now the horror gains a 1d4 +3 bite attack 
  9. The Claws of the Enemy - The horror gains two claws capable of doing 1d6 per swipe from its ancestors. 
  10.  Hold in Fear - The beast's gaze is horrid as it its insane experiences are transferred into its facial expression acting as a hold person spell once per day. Victims will pass out from the visions of the creature's past they see but not remember once the spell is broken. 
  11. Song of the Insane - The monster may whistle or sing some snatch of an ancient alien song or tune that completely unnerves its victims  for 1d6 rounds 
  12. A Bit About History - The monster reveals some awful truth about existence that momentarily shatters its victim's faith in life itself. The victim is over come with the weight of depression and horror for 1d10 rounds.  
  13. Visions of Death - The creature momentarily catch's its victim's eyes foreshadowing some future death vision for a second haunting its victims for 1d6 rounds with fear and loathing 
  14. 'The horror of it all'  - There is something completely not right about the new body of the monster and everyone knows it instinctively. 
  15. The creature can temporarily level drain its victims for 1d4 rounds and they will become enfeebled by the experience for 1d6 rounds afterward.

    All information, pictures, etc. are taken from Horror Express a public domain film with Peter Cushing and Sir Christopher Lee.