Showing posts with label Lovecraftian Monsters. Show all posts
Showing posts with label Lovecraftian Monsters. Show all posts

Sunday, August 13, 2023

1d7 Random Scared Martian Treasures of Vultoom Table For Your Old School Campaigns

 "Beneath the shifting red sands the ancient life stirs once again.The birth of an alien world right in Earth's back yard was both unexpected & horrific! Brand new life forms not seen in a thousand years once again roamed the red sands of ancient Mars! What treasures & horrors were unleashed? A new 'gold rush' has broken upon the fertile sands of Mars but this is no unguarded world. Old horrors & terrors have creeped back into the light of the red bloated sun of Earth! "



"At a time when your ancestors were still the blood-brothers of the ape, I fled from my own world to this intercosmic exile, banished by implacable foes. The Martians say that I fell from heaven like a fiery meteor; and the myth interprets the descent of my ether-ship. I found a matured civilization, immensely inferior, however, to that from which I came.
"The kings and hierarchs of the planet would have driven me away; but I gathered a few adherents, arming them with weapons superior to those of Martian science; and after a great war, I established myself firmly and gained other followers. I did not care to conquer Mars, but withdrew to this cavern-world in which I have dwelt ever since with my adherents. On these, for their faithfulness, I conferred a longevity that is almost equal to my own. To ensure this longevity, I have also given them the gift of a slumber corresponding to mine. They sleep and wake with me.
"We have maintained this order of existence for many ages. Seldom have I meddled in the doings of the surface-dwellers. They, however, have converted me into an evil god or spirit; though evil, to me, is a word without meaning.
"I am the possessor of many senses and faculties unknown to you or to the Martians. My perceptions, at will, can be extended over large areas of space, or even time. Thus I learned your predicament; and I have called you here with the hope of obtaining your consent to a certain plan. To be brief, I have grown weary of Mars, a senile world that draws near to death; and I wish to establish myself in a younger planet. The Earth would serve my purpose well. Even now, my followers are building the new ether-ship in which I propose to make the voyage."
The ancient war has started again, Vultoom has awoken and sent his treasures out into the solar system. Those who spread his 'word' scatter 'his' artifacts throughout the dimensions spreading his presence as they go. Scattered Martian priests & clerics have also awoken at the same time treading their way across the 'Old Solar' system warning of his coming armies. Outlaws & adventurers fools that they be pick up, use, spread, and convert to the ways of the ancient alien Martian 'god'. Here are only a sampling of some of the sacred & dangerous wares of the old god.

1d20 Random Scared Martian Treasures of Vultoom
  1.  Shaped bark Paste  of the Loops Trees - This strange half fossilized bark can be broken down & ground into a paste of alchemical properties. The bark heals 1d8 points of damage & can restore 1d20 years of youth to a user. Worth 67,000 gold pieces 
  2.  Amulet of Vultoom - A lead like metal amulet that glows with the scared life giving energies of the 'Old One' it will cause plants & animals to grow to three or four times their normal size. Worth 70,000 gold pieces. 
  3. Seeds of the Ancient Ones - Grows 1d20 lost alien Martian species of plants with weird properties. Often used to mark the bounds of the cult of the Old Ones of Mars. These plants have the property of threading & creating neural networks through the minds of those that inhale their spores. Victims become followers of Vultoom and carry his word & gospel to the masses. These seeds can also yield 1d8 life bearing fruits that will restore 1d7 hit points to their users. 
  4. Wrist bracer weapons of Vultoom - A living Martian plant cross bow like weapon system worn on the wrist that does 2d6 points of damage as it projects a ball of plasma within a 30 foot radius of the user. The thing has only five shot a day and anyone wearing them is identified as belonging to the plant god thing. 
  5. Dog Seeds - These seeds will sprout 1d6 six legged dog things of Vultoom within sixty minutes. AC 5 Hit Points 7 Damage 1d6 +3 which are under the command of the owner for 1d6 months. These seeds are often found in the desert temples of Vultoom. Worth 60,000 gold pieces for one of these pieces
  6.  Vases of Valus The Wise - These vases contain the distilled essence of one of the greatest of Vultooms Martian teachers Valus The Wise. They are sought out by druids & the like for they add 3 points of wisdom to the minds of those who inhale the 'sacred spores' gaining a portion of the alien mind of the ancient wise man in all matters of gardening, herbalism, and botany. 
  7. Runner Shelters - These strange alien plant like biomechanical structures are contained in a weird plant like base that sprouts into a temporary shelter with 1d8 pieces of 'food', running water, & the place will protect the owner from adverse conditions, the elements, and provide 1d8 beds. Within 1d8 months after activation the 'Runner shelter' will grow into a fully formed temple of Vultoom. 

Sunday, September 18, 2022

Post Apocalpytic Solar System Campaign Commentary -Lovecraft showdown - A Warriors of The Red Planet & Hyperborea rpg - Actual Play Event Part III

 Jesus this was a hard fight as we battled higher caste Mi Go warriors, and we had to call on Green Martian warriors to help turn the tide. Two hours of melee & fracus we were able to destroy the Mi Go swarm of warriors. We hate these things. This play report is going to pick right up from here.  We destroyed any magic items left behind. 


Classic Call of Cthulhu rpg artwork used without permission.

After 'saving' the Green martians & making sure the necromancer was utterly destroyed. We began the process of healing, rounding up any stray Martians, checking the egg clutches, and trying to find out where the Mi Go might also have come from. And here's where my own contribution comes in. Ages ago we came across Gregorius21778: The Mi-Go Outpost inside of the Red Mesa.





According to our Green Martian warrior scouts the Mesa appeared over night after the necromancer appeared near the Green Martian drover's routes. And the Green Martians started to disappear. So Gregorius21778: The Mi-Go Outpost inside of the Red Mesa is a 'pay what you want' adventure encounter. And it's actually well suited as a topper to this mini Mars campaign. 
And now we've got clear this mesa and this is going to take time. We're well supplied by our Green benefactors. 



Friday, September 16, 2022

Post Apocalpytic Solar System Campaign Commentary -Lovecraft showdown - A Warriors of The Red Planet & Hyperborea rpg - Actual Play Event Part II

 Alright so it's been beyond busy & we almost got slaughtered dealing with the Mi Go their charges and the held Green Martian village. We set the village fission reactor to blow and then moved our forces into position around what passes for a mini hive among the village center. Planting several plasma grenades around the parameter of the hive we moved into the necromancer's villa. 





















Because of the fact that the Martian houses were on stilts were were being very cautious to take out guards with as much stealth as possible. We've lost men & resources before when dealing with the MiGo and their followers. 

Most of these we've had run in's from various DM's were  using the Cthuloid Bestiary a free OSR Lovecraftian monster manual here. 


We knew that all Hell would soon be breaking out and we camped out at the top of the dead sea bottom bowl's ridge before setting off the charges. We positioned our scouts & snipers over the bowl to take out any stray MiGo after the mini hive went up! 

And we set off the charges while our own necromancer readied chain lightning for the hand rails surrounding the village. And then all Hell broke loose as the charges went off. We're using  Barbarian Conquerors of Kanahu so we know exactly what's coming. And our second necromancer had a fireball waiting for the black wizard ie MiGo minion. Fortunately the dice were with us this game. 
But we started to run outta of time when we saw black MiGo warrior caste come over the rise! These things are nasty & we are not happy because they were baring brain cylinders when the world went weird for our group! psionics! 
Continued next week! 


Saturday, September 3, 2022

Post Apocalpytic Solar System Campaign Commentary -Lovecraft showdown - A Warriors of The Red Planet & Hyperborea rpg - Actual Play Event

 Last night's Mars game took place in the low lands where we able to finally catch a break with an abandoned Martian city. And our Green warrior guide bid us leave.  The party began the task of looking through several of the buildings for white apes or monster mutants. We rolled on the random encounter tables only to run into a few Green warrior drovers. We shared a quiet night & resupplied trading ammo,water, and food with our fellow travelers. The party bid our Green drover buddies good bye & onward we pressed. 


Further down East we started to see fires in the distance & then the smell of battle. We charged up our laser crossbows & started to move quickly double timing it along the fallen orange ridges. And that's when we heard our first grunts of the Black Tongue. That meant only one thing and that was Orc mercenaries. We've faced these things numerous times & then we saw the dark wizard leading them! 


We spotted the dark wizard, some sort of armored cyborg knight & then it was a Mi Go scientist caste standing next the wizard that got our attention. Our party is Stellar Legion & we've taken on every sorta of weirdness. But the party hates the Mi Go most of all. We've lost numerous party members to the dust ups we've had with Mi Go. 
Most of these we've had run in's from various DM's using the Cthuloid Bestiary a free OSR Lovecraftian monster manual here. 

The biggest problem is that the Mi Go engineers & scientists never travel alone. Mi Go Scientists are incredibly dangerous;"Hit Dice: 3+1 (15) Armour Class: 15 Saving Throw: 14 Movement: 12/12 (Fly) Sanity Loss: 0/1d10 No. Enc. 4d4 (10) Intelligence: Exceptional Alignment: Lawful Neutral XP: 400 Stiletto: 1d6 (4), the target takes two points of bleeding damage each round (save ends). Acid Fog: 1d4, the mi-go releases acidic fog at an opponent in sight. The target is paralysed for one round. Phase Crystal: The mi-go gains a +2 AC bonus until the end of the next round. All ranged attack against the mi-go made during this time are made at a -3 penalty. This ability can only be used once." 
And there was no way we could take on a load of some 60 plus orcs, & the Mi Go drone warriors  lurking nearby. What the Hell were the Mi Go doing on Mars?! They left the solar system nearly 10 or 20 years ago. We tangled with the strays, the occasional drone warrior brain raiding party. But this almost looked like a whole other level & we decided to take a smoke break. 
The player's then sent in three scouts including Sargent Wolf whose incharge of the other scouts to investigate the situation. 



And the scouts telepathically relayed that the village/water processing facility was a Green warrior clan that we'd dealt with previously. And there were egg bearing mothers & Green kids among the civilians. Then the honor of the Stellar Legion was committed. And we were also using Barbarian Conquerors of Kanahu so it's in our wheel house to take back this village. 
This post is also going to pick back up from here. So we're taking our time & planning our next move. 


Friday, September 2, 2022

OSR Commentary & Sideskinning Sinful Whispers (Swords and Wizardry) By Tom Knauss From Frog God Games

 If you've been following the mods we've been doing let's dive right back into the mix and get with the idea the awakening of the Deep Ones goddess. But what if this kicks off other Lovecraftian  dieties agendas across the world?! We're going to assume that the player's PC's are  going to be at least fifth level after dealing with the adventure agendas in our last adventures. 

"They tell of a lonely island that bears Great Pele’s footprints. An isle seared by a mother’s vengeance for the evil wrought on Her eloved children –  and where gods smite the earth, only fools dare tread. On the Razor, ’tis folly, indeed, to walk any ground She condemned."



Squint & pretend that this says Swords & Wizardry 


"Yet still, mortals come. Legends of a secret magic hoard, the fate of a missing whaler, and the strange tale of a lone survivor beckon to shores grown as lush and inviting as a siren’t irresistible song."

"“This way”, encourages a sly whisper adrift on the wind. “Come, and I shall make you mine.” From ruins where once She trod in wrath, the temptations of an ageless evil speak after centuries of silence."

Sinful Whispers
is a great way to pick up the pace on the surface world as the Deep One's influence whispers to the rest of the Lovecraftian  pantheon. The PC's here are on the surface world are drawn into the web of the Deep Ones. Ships begin to go missing, coastal towns disappear, and more oceanic related weirdness happens. 



Hannes Bok's illustrations for the publication of the story in the January 1942 issue of Weird Tales

Sinful Whispers assumes that the players PC's are at least fifth level & if we go back to the original Lovecraft story the Shadow over Innsmouth then we get the original source of the  corruption from the Deep Ones; "My back was toward the fishy-smelling sea, but he was facing it and something or other had caused his wandering gaze to light on the low, distant line of Devil Reef, then showing plainly and almost fascinatingly above the waves. The sight seemed to displease him, for he began a series of weak curses which ended in a confidential whisper and a knowing leer. He bent toward me, took hold of my coat lapel, and hissed out some hints that could not be mistaken,

"Thar's whar it all begun—that cursed place of all wickedness whar the deep water starts. Gate o' hell—sheer drop daown to a bottom no saoundin'-line kin tech. Ol' Cap'n Obed done it—him that faound aout more'n was good fer him in the Saouth Sea islands.

"Everybody was in a bad way them days. Trade fallin' off, mills losin' business—even the new ones—an' the best of our menfolks kilt aprivateerin' in the War of 1812 or lost with the Elizy brig an' the Ranger scow—both on 'em Gilman venters. Obed Marsh he had three ships afloat—brigantine Columby, brig Hefty, an' barque Sumatry Queen. He was the only one as kep' on with the East-Injy an' Pacific trade, though Esdras Martin's barkentine Malay Bride made a venter as late as twenty-eight.

"Never was nobody like Cap'n Obed—old limb o' Satan! Heh, heh! I kin mind him a-tellin' abaout furren parts, an' callin' all the folks stupid for goin' to Christian meetin' an' bearin' their burdns meek an' lowly. Says they'd orter git better gods like some o' the folks in the Injies—gods as ud bring 'em good fishin' in return for their sacrifices, an' ud reely answer folks's prayers.

"Matt Eliot his fust mate, talked a lot too, only he was again' folks's doin' any heathen things. Told abaout an island east of Othaheite whar they was a lot o' stone ruins older'n anybody knew anying abaout, kind o' like them on Ponape, in the Carolines, but with carven's of faces that looked like the big statues on Easter Island. Thar was a little volcanic island near thar, too, whar they was other ruins with diff'rent carvin'—ruins all wore away like they'd ben under the sea onct, an' with picters of awful monsters all over 'em."

Although rejected by the magazine during Lovecraft's lifetime, The Shadow over Innsmouth was reprinted in Weird Tales in 1942

Those ruins that are spoken of in 'The Shadow over Innsmouth' are perfectly aligned with the island of  'Sinful Whispers'. That island is perfect for dropping onto Hyperborea or the campaign setting of your choice.
But this is only the start of the war an opening salvo if you will. But why?! Well, pure human greed;"
"They had all kinds a' cities on the sea-bottom, an' this island was heaved up from thar. Seem they was some of the things alive in the stone buildin's when the island come up sudden to the surface. That's how the Kanakys got wind they was daown thar. Made sign-talk as soon as they got over bein' skeert, an' pieced up a bargain afore long.

"Them things liked human sacrifices. Had had 'em ages afore, but lost track o' the upper world after a time. What they done to the victims it ain't fer me to say, an' I guess Obed was'n't none too sharp abaout askin'. But it was all right with the heathens, because they'd ben havin' a hard time an' was desp'rate abaout everything. They give a sarten number o' young folks to the sea-things twice every year—May-Eve an' Hallawe'en—reg'lar as cud be. Also give some a' the carved knick-knacks they made. What the things agreed to give in return was plenty a' fish—they druv 'em in from all over the sea—an' a few gold like things naow an' then." 
This is only the start of it as more horror and danger start to surface across the world because the 'Drow' have been busy as well. 

Sunday, July 11, 2021

Dragon Bat Adapted From Cabin In The Woods film 2012 for Hostile, Cepheus Atom, & The Cepheus Engine rpg.

 



The dragon bat species is a monster summoned to our world from another Earth by occult means. The dragon bat is a fierce predator hybtid of dragon & bat as a sorta of sorcerous chimera. Originally created by an alternative Earth order of Aztec sorcerous priest. The dragon bat species is summoned to our time space continuum by a ritual involving blood sacrifice & a relic dragon bat tooth. 



The ritual will summon one dragon bat which must be appeased with the blood sacrifice offering. The creature has an uncanny sense of smell so much so that it is capable of supernaturally tracking a target's scent across hundreds of miles including across worlds. The dragon bat is a complicated & incredbly dangerous predator capable of unhinging its own trilaterial jaw. This enables the supernatural beast to devour prey many times its size. 



Even though dragon bats are ruthless & effienct killers they are also deeply terroritial hunters taking on man sized or larger prey. Their eyesight is supernaturally developed for thier other dimensional planar jungle world. But they have adapted quite well to both temperate & jungle enviroments on Earth quite well. The dragon bat is even capable of operating in the harsh urban environments of Earth as well. 
The dragon bat will track its prey & exacute it as bloodily as well as quickly as possible. Dragon bats are glutons capable of eating two human sized target in one sitting or a larger prey animals easily. Dragon bats have an incredible fondness for severing the limbs of their prey in order to induce the maximum suffering as possible. And the dragon bat will not stop once it has caughr the scent of potential prey especially delicious humans whose scent it has tasted! 


Dragon Bat

# encountered 1d6 
 6/13, Move 10m,  Swim 2 M, Flight 40 M, Armor 2 , Bite (melee 4D damage)  Combat-2, Physical-2, Survival 1, Tracking 3, Gigantism Disease, severs limbs on an unmodified attack throw of 12.  1-in-6 chance of PCs contracting disease if engaged in melee.
Will regenerate as Troll as a supernatural creature of unnatural origin. The species also serves as a carrier for a very nasty version of mummy rot. 

Swarms  of dragon bats will flock together around occult or supernaturally powerful places of evil or power. They are drawn to the unnatural energies of such places especially of the Lovecraftiab gods or places of such weird power belonging to cults. And while dragon bats highly terrortial these instincts are put aside while serving a greater evil. These creatures are highly murderous, evil, & clearly psycohtic. 

Thursday, July 8, 2021

Stripe Gremlin Variant Adapted From the Film Gremlins '84 Adapted For Cepheus Engine, Cepheus Atom, & Hostile Rpg Setting

 


Gremlins are a foul kobold like small humanoid creature created by the mishandling of the Mogwai progenitor animaloid. The Stripe variety of Gremlin is an evil parent species of the monster slightly more intelligent & very cruel. The Stripe Gremlin is distinguished  by the while mohawk hair like crest upon their heads. Any drop of water will create 1d6 more Gremlins from the Stripe projenitor monster. In fact the Stripe's needs & instincts are to seek out the nearest source of water & create more of these little horrors. 




Stripes are smart, cunning, & can be deadly little antagonists. They have an almost supernatural affinity for technology & machinery of all types. With a simple technology roll they can assess, change, rewire, & engineer even a complex machine, mechanism, or piece of technology into a death trap!  Stripe is far stronger, smarter and deadlier then other gremlins. The Stripe variant is one of the first of the gremlins created once a Mogwai is exposed to water. Fortunatetly Stripes are also very vulnernable to sunlight! They will melt into a pile of goo at the first exposure to the deadly rays of the Sun. Despite their size Stripes have painful bite & a nasty claw attack. They can also hurl common house hold items with deadly accuracy such as kitchen knifes, rolling pins, etc. These little monsterous pyschopathic monsters are also capable when the mood strikes them of creating deadly temporary flame throwers, make shift crossbows, & more with a quick technology roll. 

Stripe Gremlin variant 
#Encountered: unique 1d6 Gremlins after exposure to water 



9/18, Move 6m, Armor 4, 2 Claws (melee 1D damage each) or one bite (melee 1D damage)  Combat-2, Physical-1, Survival-2, Technology 4 


Thursday, July 1, 2021

The Arachni-Lobster From 'The Mist' 2007 Adapted For Cepheus Engine, Cepheus Atom, & Hostile Rpg Setting

 


Existing in the Grey place between dimensions that occasionally comes in contact with the plane prime. The  Arachni-Lobster is a massive two story beast that can tear apart a grown man in seconds. The shroud of huge  teeth that surrounds a massive mouth of sheer deadliliness . But its the Arachni-Lobster's claws that are capable of ripping a full grown human being in half in microseconds. This monster has a shroud of mist or the coying  atmopshere of the plane that these monsters exist on. 

This monster is an eating machine capable of taking on prey animals much larger then itself. The wicked claws of the   Arachni-Lobster are always searching for the next meal. And these monsters love fresh meat.  These breasts use a combination of swift claw attacks, incredibly strong secondary muscles,, & praying mantis like lighning speed,  These monsters are some of the most dangerous of the Mist plane's inhabitants. These monsters  provide a key niche predator within the ecology of the plane 'Between Places'. 
 The   Arachni-Lobster have super charged metabolisms & almost always appear to be hungry. The monster's young are some of the most aggressive creatures of the 'plane between places'. These thobstrocities share the parents appetities & are often found around areas wihere the parent monster hunts. These young share the parent monster's  attack manner & violent hunting tactics. There will be 1d6 Arachni-Lobsters within a hunting terrority usually clustered around nearby ruins or dungeon locations. 
Arachni-Lobster use sound, smell, & an uncanny 'sixth sense' to hunt. They lash out with the force of a monster's claws capable of decaptitating a grown man with little issue. These cunning predators set up shop near ruins, & game trails. They lie in wait for any passing prey & strike with a violence that few can survive. 




The  Arachni-Lobster is beyond dangerous & are always unwittingly unleashed by a wizard or black magick cult. These entities take full advantage to expand upon their mist shrouded domains. At the same time the Arachni-Lobster moves across the planar threshold to expands upon its interdimensiona hunting grounds & seek out new food sources. 

The Arachni Lobster 
# encountered 1d6 
 

9/18, Move 10m, Armor 7, 2 Claws (melee 3D damage each) or one bite (melee 2D damage)  Combat-3, Physical-3, Survival-2.

Thursday, June 17, 2021

'The Tentacles From Planet X' From 'The Mist' 2007 Adapted For Cepheus Engine, Cepheus Atom, & Hostile Rpg Setting

 'The tentacles from planet X' come from 'The Between Place' also known as the Mist. Within this plane is a very alien macro ecology filled with alien Lovecraftian life forms.  'The tentacles from planet X' are such a life form able to tear off chunks of flesh from their prey easily. But these life forms are actually complex omnivores able to digest anything that comes into the hundreds of mouths that line their tentacles. These things are aggressive & highly dangerous  predators within their own right. 

Each tentacle weights hundreds of pounds & is equipped with hundreds of alien sensors, taste buds, and other sense organs. They taste their surroundings as they move able to taste even color. The tentacles are aggressive in the extreme equipped with hundreds of miniature fang covered mouths & sharp teeth like spikes. Flesh is no match for the inner fang lined maw that tips each tentacle. What the tentacles belong to remains a mystery. 


'The tentacles from planet X' main bodies are shrouded within a blanket of fog like cloying alien mist. The tentacles come a huge variety of sizes & so each one is capable of piercing flesh, cloth, and other obstacles in their never ending search for food. 
The alien main body surrounded in a strange fog like mist that protects the main creature. The tentacles will dissolve into a stinking cloud like liquid if cut from the main body. 
'The tentacles from planet X' are often found within the towers of wizards or black warlocks who employ them as ever hungry guardians for occult secrets. But the 'The tentacles from planet X' are also found anyplace where dimensional breaches or worm holes have occurred.  'The Between Place' dimension takes advantage of such breeches to fill in & expand its own planar domains. 


'The tentacles from planet X' take full advantage of such expansions to increase the area for their own species to expand its ever feasting reach! The monsters have been found increasingly upon a wide variety of planets, planes Prime, & other dimensional locations. 

'The Tentacles from planet X'
21/44, Move 6m (swim or slither), Armor 4, Beak (melee 3D damage) and 8x arms (melee 2D damage each). Combat-3, Physical-3, Survival-1. Gigantism, 
Evaporate - The Tentacle if damaged or severed from the main trunk of tentacles will dissolve into a foul smelling liquid in 1d6 seconds. There are some occult theories which state that resulting left over alien sludge can be collected to be used in a 'summon horror ritual' used to call the tentacles 





Thursday, December 10, 2020

The Spawn of Pan - A Sanity Blasting Cult for Silent Legions rpg & Your Old School Campaigns

There are times when you need a cult for a game & that's where the Silent Legions rpg comes in very handy. Arthur Machen remains an old favorite of ours & its easy to take 'the Great God Pan novel' of his & exploit into a 
 a full blown cult easily.


The novel's plot is a quick go really according to the Wiki entry on 'The Great God Pan' ; "The Great God Pan is a horror and fantasy novella by Welsh writer Arthur Machen. Machen was inspired to write The Great God Pan by his experiences at the ruins of a pagan temple in Wales. What would become the first chapter of the novella was published in the magazine The Whirlwind in 1890. Machen later extended The Great God Pan and it was published as a book alongside another story, "The Inmost Light", in 1894. The novella begins with an experiment to allow a woman named Mary to see the supernatural world. This is followed by an account of a series of mysterious happenings and deaths over many years surrounding a woman named Helen Vaughan. At the end, the heroes confront Helen and force her to kill herself. She undergoes a series of unearthly transformations before dying and she is revealed to be a supernatural entity."

Helen Vaughan had a daughter at the novel's conclusion & that daughter is Mrs. Helen Beaumont whom at the novel's climax committed suicide when confronted by the novel's protagonists. Mrs. Helen Beaumont was the child of Pan; "Raymond informs Clarke that Mary became pregnant after his experiment caused her to see the god Pan, implying that Pan fathered Helen."  But does an 
 alien demi god easily die?! In the novel;"Helen disappears for some time; according to rumor, she spent the time taking part in disturbing orgies somewhere in the Americas. She eventually returns to London under the pseudonym Mrs. Beaumont. "  
What if Mrs. Helen Beaumont is still out in the world!? And that the children of those orgies are actually today in 2020 still operating secret cults dedicated to Pan out in the remote areas of the American Mid West. 
 Mrs. Helen Beaumont is still alive after a fashion like any entity capable of extreme shape shifting she reproduces by budding off a piece of itself with all of the memories of the original 
Helen going back to 1894. 
The spawn of Pan are capable of shape shifting between human male, female, & finally a sanity blasting form. 
The Spawn of Pan 
 AC:5 
HD:7 
Attacks : weapon revolver 
Skill :+3 
Special: Unnamable,charm person ability 
Move: 30'
Morale: 9 
Damage: per weapon 
Madness: 1d10 
Save:12+

Anyone seeing the true form of a Spawn of Pan must make their save or be subject to their own insignificance in the sanity shattering scheme of the grand cosmic design. Those that don't will be subject to highly sanity shattering thoughts, vistas, & illusions as their sense of reality is over wrought. 
The Spawn of Pan are not combat oriented & instead attack with the weapons of mankind such as fire arms, knives, & swords. Those foolish enough to mate with a spawn of Pan are subject to horrid depravities & attentions they will often become pregenent with a demigod child in order to continue the spread of their fertility cults. 
These entities also have a charm ability that allows the spawn to  make a humanoid creature regard you as its trusted friend and ally (treat the target’s attitude as friendly) unless the appropriate saves are made. 



The spawn of pan are often in the ongoing process of corrupting body & soul various indivduals in order to continue its line of cults. These cults are dedicated to material weath, fertility, and utter corruption of body & soul. 

Paul Delaroche - Offering to the God Pan

These cults will often have several enforcers who are known as satyrs & recruiters who are known as nymphs. The cults operate under a number of names & covers evolving to spread their message far & wide. The cults rites always culminate with a Spring orgy where the spawning of the children happens within the inner cult circles. 


Those that are truly blessed are taken into the folds of the spawn & through a degenerate rite turned into true 'corrupted satyrs' the guardians of the cult. These entites are capable of acts of extreme depravity & violence. 



Sunday, November 8, 2020

1d6 Random Lovecraftian 'Guardian Devils' Encounter Table For Your Old School Campaigns

 

The technique for summoning devils in the wastelands goes back centuries, demons are untrustworthy but devils follow the letter of the laws of Evil, all of Chaos. But  in the wastelands of  accursed Atlantis, ancient treasures and relics still turn up being guarded by their eternal caretakers of the damned. But what of these eternal ancient evils themselves? What kind of being must guard relics and treasures until they run out of time on judgement day. Here then 1d6 unique guardian devils for your PC's to encounter. There is a 10% chance that in the centuries following its imprisonment that these creatures will have developed other ancient powers of black magick and horror to amuse themselves.

1d6 Random Guardian Devils Encounter Table

  1. Duglazgotur- This four armed insect eyed  horror from beyond the Pale, guards the family gold of a former guild member from three thousand years prior to the current era. The thing amuses itself by trying to corrupt the children of the locals into evil with tales of ancient treasures. But the locals know better and have warned their kids. This horror however actually does know several sites of ancient riches and will trade its knowledge for stories and souls for its secrets.
  2. Glimmala - This devil of insect aspect  guards the bones of a former wizard who was its lover, it watches over the treasure of Lovecraftian metal books of forbidden knowledge and spells. It will try to strip the flesh from any fool who wishes to deny it a 'good time' with its victims. The demon will trade one spell or secret for one pound of flesh or year of agony in the afterlife in exchange for its secrets.
  3. Habegr - A  demon of slaughter and horror who takes on the form of a protoplasmic blob with the faces of beautiful maidens that it has eaten over the centuries. It guards a well filled with the ancient steel artifacts of a lost civilization and the wisdom of ages. There are also several ancient priceless relics at the bottom of the well. It amuses itself by holding riddling challenges with locals or anyone that it can snare.
  4. Lairorae - This ancient outcast devil has been imprisoned upon this plane after Hell rejected him and he was bound by the curse of an ancient king to guard a cave full of the jewels created from the tears of a god. With the right curse he shall be cut off from his treasure but finding that might be a tad hard as he has reburied it in the centuries. He kills small animals for amusement and eats locals every five years.
  5. Narotuan - This odd looking demon with the body of a gorilla and the head of a multiple eyed fly guards a magic ring and with the right stories it will lone the ring out to a worthy hero but it will cost them 1d8 years off of their lives.
  6. Orglarmo- This devil is made from the wasted souls of ancient heroes and virgins it is called the Magician because it can peer into men's souls and guards an empty casket of gold. It is ashamed that it lost its 'treasure' centuries ago. Instead it sells is powers for minor relics and treasures which are placed else where, which no man may find. It is fond of eyeballs and pickled eggs for which it will trade knowledge and perhaps some of its powers.

Saturday, September 19, 2020

1d10 High Level Lovecraftian Treasures Table For Your Old School Campaigns

 





"Immediately upon beholding this amulet we knew that we must possess it; that this treasure alone was our logical pelf from the centuried grave. Even had its outlines been unfamiliar we would have desired it, but as we looked more closely we saw that it was not wholly unfamiliar. Alien it indeed was to all art and literature which sane and balanced readers know, but we recognised it as the thing hinted of in the forbidden Necronomicon of the mad Arab Abdul Alhazred; the ghastly soul-symbol of the corpse-eating cult of inaccesible Leng, in Central Asia. All too well did we trace the sinister lineaments described by the old Arab daemonologist; lineaments, he wrote, drawn from some obscure supernatural manifestation of the souls of those who vexed and gnawed at the dead. (“The Hound,” 174) H.P. Lovecraft 
The jade amulet now reposed in a niche in our museum, and sometimes we burned strangely scented candles before it. We read much in Alhazred’s Necronomicon about its properties, and about the relation of ghouls’ souls to the objects it symolised; and were disturbed by what we read."

 

(“The Hound,” 175)

There are some items of treasure that shouldn't be found, items that were left behind on the battlefields of existence that can prove to be far more dangerous to adventurers then they first realize. Here are a few of those items that might prove to far more dangerous then valuable.

1d10 Random High Level Lovecraftian Treasures Table

  1. Necklace of weird greenish gold made with weirdly inscribed runes on the piece. They are actually a summoning rite for a 'hunting horror'. As soon as this thing is put on the rite is enacted.The wearer is the sacrifice. The piece is worth 1000 gold pieces but also cursed but certain cults will pay 10000 or more gold pieces for it. 
  2. A strange wrought iron chest inscribed with thousands of pieces of mystic writing across its surface. The thing is actually the holding chamber for a 'colour of space' which is ready to burst forth and wreck havoc on anyone caught by it. 
  3. A golden plate writ with alien writings and strange glyph symbols  that summons an ancient tentacled horror from beyond time and space. The thing is an aspect of Nyarlathotep and loathes humans and near humans,it lives only to spread mayhem and chaos.
  4.  This chest of seeming gold contains an alien fungus colony and wishes only to spread cause chaos as well as summon its immortal,unknowning masters from beyond the stars. Anyone caught by it is infected in 1d6 rounds unless a save vs.death is made. The chest is worth 10,000 gold pieces by itself with incredible silver workings. 
  5. A strange ankh cross of weird design wrought with ancient symbols of despair and high magick this thing summons 1d8 dimensional shamblers who will come to carry the user away and tear him apart as sacrifices to their unknowing masters at the four corners of ultra dimensional unreality. 
  6. A strange iron wrought box that contains what seems like a haul of 1d100 jewels of beautiful but alien aspect. These things are actually the eggs of a very dangerous nature and 1d100 weird Lovecraftian things will come down from the stars to claim the owner and spread madness. They are seemingly worth a small king's ransom. 
  7. A priceless jewel is actually the weird essence of ancient god thing and is looking for a new housing for its immortal essence. The thing will try to possesses any wizard or priest who picks up this beautiful bauble. The target must save vs death or be the housing for this priest who will try to call down his masters to claim this reality as their prize. 
  8. This beautiful jade statue's hand is a perfect seeming representation of a person's delicate hand. The thing is actually the sorcerously  held hand of some ancient demon thing from beyond space and time. It will come to claim its ancient hand anyone else present taking them back to its cold damned hell beyond the pale of man themselves. Worth about 8000 gold pieces to the right collector. 
  9. A golden statue's bust of some dignified and wise man lost to the ages. In gold alone it is worth a cool 40,000 gold pieces at the base of the neck is group of closely cropped hieroglyphics. These ancient Atlantian spells will summon one of the dangerous elemental demonic spirits of old which will proceed to turn the caster and everyone present to beautiful golden statues themselves. But the 'gold' is actually an elemental plague that will spread with the merest touch of anyone. 
  10. This beautiful Jade demonic statue is seemingly worth a cool 4000 gold pieces. Upon its base is a group of closely cropped and nicely done spell symbols of ancient Atlantis. These spells once said aloud will break reality and allow things from far outside in. And even if the dimensional doorways are closed there will still be a nice pinprick in reality allowing some unintentional visits from 'Outside'. 

Thursday, August 27, 2020

New OSR Monster - The Connecticut River Serpents For Your Old School Campaigns

 





""Gawd's sake, Aud, but why'd ye go for to do that? Hain't ye heerd all the things they've been tellin' about this snake-devil Yig? Ye'd ought to a told me, and we'd a moved on. Don't ye know they's a devil-god what gets even if ye hurts his children? What for d'ye think the Injuns all dances and beats their drums in the fall about? This land's under a curse, I tell ye—nigh every soul we've a-talked to sence we come in's said the same. Yig rules here, an' he comes out every fall for to git his victims and turn 'em into snakes. Why, Aud, they won't none of them Injuns acrost the Canayjin kill a snake for love nor money!"
Written 1928, published November 1929 in Weird Tales, Volume 14, Number 5, Pages 625-36.

Not seen since 1886 the Connecticut River Serpents have returned enforce to the lower banks of the Connecticut River. 
Brought from the depths of the Earth by the warriors of the realm of K'n-yan. These genetically enhanced giant serpents were the creations of the serpent men in ages long past. These powerful river serpents are some of the most feared predators on what was the North American Neo England continent.These serpents are highly intelligent and boast a dangerously murderous predatory intelligence. They boast a strangely almost humanlike reptilian face with balefully cunning unblinking eyes.



They thrive in the brackish waters of what was the Connecticut River in the marsh like inlets & fresh water marshlands near the turquoise walled riverside temples of the snake god where they serve as guardians. They are incredibly stealthy & capable of silently murdering humanoid prey. Many times they simply violently bite their prey with a poisoned bite & retreat off to a distance whist the poison does its work. Many swear that these beasts seem to enjoy the show. They often lurk underwater for up to six hours or more. To the Picts of the area these monsters are a menace & their mere presence   is regarded as "bad medicine". Many of the Hyperborean warriors give them & their cult members wide berths when venturing through the extensive ruins of Hartford where a grand nest of them dwell in the Hog River Tunnel, under Hartford.


These monsters are very similar to monstrous serpents found on 'Old Venus'. But the Connecticut variety exhibits an almost human like sense of evil cunning which many believe is the influence of their dark master Yig's doing.

No Encountered: 1 (unless temple or nest in 1d6)
Alignment: Neutral ( with evil tendencies) 
Size: L 
Movement:30 (swim 50) 
Dexterity: 9 
Armor Class: 6 
Hit Dice:4 
Attack:1/1 Bite
Damage:1d6 +1 
Saving Throw:14 
Morale: 9 
Experience points: 400 
Treasure type : Within temples of Yig F

Tactics these serpents often try to ambush humanoid prey members & easy prey at just before sun up. They will lay the body in the water in the hopes of attracting more prey. These serpents have a monthly feeding cycle often taking out families or victims directed by local cults of Yig.


There are reports of similar monstrous serpents being found in some of the urban waterways of Ghost City but these can't be substantiated at this time.