Showing posts with label Nodens. Show all posts
Showing posts with label Nodens. Show all posts

Tuesday, February 14, 2023

1d20 Sword & Sorcery Treasures of Nodens Table For Your Old School Campaigns

 Where treads the Elder God Nodens in his wake the Old One's servants fear & though he is the lord of the Abyss his blessings & treasures are few or precious. However in the fringe place & the far off places of the hideous Abyss there are artifacts & strange trophies the 'lord of the lost & the hunt has gathered. 


































During the Thurian Age few if any of Nodens relics, treasures, or even the Lord of the Hunt's trophies are known too the average adventurer. The priests of Nodens however will pay handsomely for one of these relics of a by gone age. 
Horror and the unknown or the strange are always closely connected so that it is hard to create a convincing picture of shattered natural law or cosmic alienage or 'outsideness' without laying stress on the emotion of fear.
HP Lovecraft 

1d20  Sword & Sorcery Treasures of Nodens Table For Your Old School Campaigns 

  1.  The horn of Nodens - This bejeweled hunting horn made from some prehistoric sea creature causes fear in any who hear its deep wailing moan when blown. The horn is worth five hundred silver talens to the right cult once per day it may call down a nightgaunt. 
  2. Dagger of the Nightgaunt- This wickedly carved +3 knife is made from the wicked claw of some unknown alien horror & can deliver a wicked wound that will not stop bleeding. Worth 300 on the open market as curiousity. It is worth 600 silver talens to a cult of Nodens. 
  3. The preserved liver of a criminal - Nodens himself has taken the liver some offender of his cult and preserved the liver of the fool in brine wrapped in a silver & glass jar. This jar of a preserved organ can once a day expunge any poison from the user of this jar. The relic is precious to a cult of Nodens. 
  4. Lesser Trident of Nodens This is one of many such hunting tridants that the Lord of the Abyss has used and lost on one of his many hunts. This tridant can hit any spirit or even god for +1 damage including ghosts or spirits of the lost. Once per day this tridant can cast a banish spell banishing a lesser Lovecraftian minion back to it's home plane. The tridant is worth 400 silver talens but double that to a cult of Nodens. 
  5. Spittle of the Lost - This is Nightgaunt spit and gruel which can act as compass for anyone or anything lost. The spit must have a silver needle hung in it and a simple ritual is cast. The needle will point in the dirction of the target which the owner or user of the spit must concentrate on. Worth 200 silver talens. 
  6. Shell of Nodens - This shell belongs to an extinct prehistoric sea creature from milllions of years ago. The owner may cast contact Nodens once a day & can whisper the location of one they want hunted & taken by the Lord of the Abyss. He will do so taking the target to some remote corner of the planes never to be seen again. 
  7. Collar of the Hunt - This bejeweled collar belongs to one of the myriad of fabulous alien hunting animals that accompany the Lord of the Abyss. Once per day the owner of the collar can call a hunter of Nodens. Within 4 rounds the alien hunting animal will appear. The owner must command it to hunt down a worthy target. The collar is worth 300 silver talens. 
  8. The Faceless Mask - This mask mimics the appearance of one of Nodens nightguants and allows communication with Noden's alien hunters. The owner will get the most basic of needs of the nightguant such as hunger, loss, or any strong nightguant responses. The true power of the maske allows the owner to call and command 2d6 nightgaunts once per day. The mask is worth a cool 5oo silver talens. 
  9. The Call of Nodens- This strange mirror like relic is actually the silidified tears of one of the Elder Gods. Once per week the relic mirror allows a communicate with god spell to be cast. The mirror is jewel for any cult of Nodens and fetches 9oo silver talens. 
  10. Staff of Nodens - This ornately carved staff features dolphins,night guants, bats, and many other strange creatures. This staff resembles the life history of the gray god and is able to cast the following spells: Blink, hold person, invisibility, fire ball, and Feary fire. The staff can also cast banish three times per day. And it is worth 600 silver talens. 
  11. Hair of the Lord - This strange dried herb allows the owner to commune with the Lord of the Abyss five times every week when burnt. Worth 100 silver talens this material only grows in a few places out among the planes. 
  12. The Sword of Rowin - This sword was sacred to Rowin one of the sons of Noden. The sword is +3 too all creatures of the infinite layers of the true Abyss. The sword can instantly act as a scrye spell once per day and cast prophesy twice per week. 
  13. Spheres of Noden - These spheres are all that are left after the true lord of Kadath is banished. They can be used to banish any Lovecraftian creatures once per day to elsewhere. Roll 1d6 to see how many are found. Worth 400 silver talens. 
  14. Shell of the Home & Hearth - This prehistoric shell allows one once per day to teleport without error back to their home & hearth. The shell is merely worth 700 silver talens. 
  15. Scroll of Nodens - This summoning spell must be used almost when found & allows direct cummunications with Nodens himself once per week. The scroll is inscribed with Nodens secret ancient name. Each temple of Nodens will pay 600 silver talens for the scroll. 
  16. Coin of Nodens - This coin when placed within the mouth of the dead allows the Lord of the Abyss to pick up his faithful's soul and ferry it to their rewards. The coin is worth 4oo silver talens to a cult of Nodens. 
  17. Whistle of Nodens- This strange looking whistle will cause fear as per the spell in any Lovecraft creature. The whistle also causes any who hears it to run in panic. Worth about 200 silver talens. 
  18. Noden's arrow of slaying this arrow is physical manifestation of Noden's wraith. And can inflict 1d8 points of damage when it strike's a target. Worth 200 silver talens. 
  19. Nodens dust - This sack of strange dust allows one to turn invisible for making it easier for the owner to hunt down Nodens enemies. Last as long as the owner needs it too. Worth 200 silver talll
  20. Spell book of Nodens - This spell book contains the collected wisdom of the cults of Nodens. The book allows the memorization of the school of Nodens without limit. Worth 700 silver talens and there's a 60% chance of a random spell appearing within it's pages. 

Sunday, March 22, 2020

Jeffrey P. Talanian 's 'The Sea Wolf's Daughter' & The Lair of Nodens Game Session Report 12

Just before my current game campaign was put on hiatus for three weeks I had started to introduce some adventure links into Jeffrey P. Talanian 's 'The Sea Wolf's Daughter'.

"Your party finds itself in the employ of Ragnarr the Sea-Wolf, a jarl of New Vinland and a reaver of old. His daughter, a shield-maiden named Gunnhildr, has been abducted by a brute called Björn Blackbeard. During a desperate search, the Sea-Wolf crossed sails with a former rival, and from the blood-flecked lips of a dying foe, he learnt the location of Blackbeard’s stronghold. Now, deep in the misty fjords of Brigand’s Bay, where cutthroats, pirates, and freebooters thrive, you have been charged with liberating the Sea-Wolf’s daughter."



Today is one of those days where thoughts have been turning to introspection & especially about 
Jeffrey P. Talanian 's 'The Sea Wolf's Daughter'. The reason why is the implications that this module has for the future course of Hyperborea as a setting. A player of mine & I got into a discussion of this module last night via the phone. The question became what the Hell happened to Nodens & why are the nightgaunts attacking people in 'The Sea Wolf's Daughter'? The short answer is that Nodens is dead & the nightgaunts are running amok in Hyperborea.
Jeffrey P. Talanian 's 'The Sea Wolf's Daughter' is full on Astonishing Swordmen & Sorcerers of Hyperborea rpg adventure H.P. Lovecraft Cosmicism; "The philosophy of cosmicism states "that there is no recognizable divine presence, such as a god, in the universe, and that humans are particularly insignificant in the larger scheme of intergalactic existence."[4] The most prominent theme is humanity's fear of their insignificance in the face of an incomprehensibly large universe:[5][6][7] a fear of the cosmic void.[8]

Cosmicism and humanism are incompatible.[2][9] Cosmicism shares many characteristics with nihilism, though one important difference is that cosmicism tends to emphasize the insignificance of humanity and its doings, rather than summarily rejecting the possible existence of some higher purpose (or purposes); e.g., in Lovecraft's Cthulhu stories, it is not the absence of meaning that causes terror for the protagonists, as it is their discovery that they have absolutely no power to change anything in the vast, indifferent universe that surrounds them.[citation needed] In Lovecraft's stories, whatever meaning or purpose may be invested in the actions of the cosmic beings is completely inaccessible to the human characters.[10]
Lovecraft's cosmicism was a result of his complete disdain for all things religious[citation needed], his feeling of humanity's existential helplessness in the face of what he called the "infinite spaces" opened up by scientific thought, and his belief that humanity was fundamentally at the mercy of the vastness and emptiness of the cosmos.[11] In his fictional works, these ideas are often explored humorously ("Herbert West–Reanimator," 1922), through fantastic dream-like narratives ("The Dream Quest of Unknown Kadath," 1927), or through his well-known Cthulhu Mythos ("The Call of Cthulhu," 1928, and others). Common themes related to cosmicism in Lovecraft's fiction are the insignificance of humanity in the universe[12] and the search for knowledge ending in disaster.[13]
Lovecraftian characters notably become insane from the elimination of recognizable geometry.[14] Lovecraft's work also tended to impress fear of the other onto the reader, such as in The Dunwich Horror and Dagon, often portraying that which is unknown as a terrible threat to the rest of humanity. This is possibly a reflection of his own personal views, which were often insular and paranoid."

But the question of is Nodens dead in the Hyperborea  brings about a sense of dread for the setting. The idea that creatures of the gods belonging to a deity who is dead & are now running amok is nasty. This leads to the idea that during the events of Ragnarok many of the gods died but their minions are still fulfilling form & function.


But this leaves the question is Nodens dead or dreaming?! This brings on a question my player proposed, is it possible to locate the lair of an 'Elder God'?  The poetry of H.P Lovecraft's Fungi from Yuggoth Nightgaunt stanza's gives us a clue;
"
Out of what crypt they crawl, I cannot tell,
But every night I see the rubbery things,
Black, horned, and slender, with membraneous wings,
And tails that bear the bifid barb of hell.
They come in legions on the north wind's swell,
With obscene clutch that titillates and stings,
Snatching me off on monstrous voyagings
To grey worlds hidden deep in nightmare's well.
Over the jagged peaks of Thok they sweep,
Heedless of all the cries I try to make,
And down the nether pits to that foul lake
Where the puffed shoggoths splash in doubtful sleep.
But oh! If only they would make some sound,
Or wear a face where faces should be found!"

My best guess is that Nodens dwelt on the jagged peaks of Thok in the Dreamlands.Its very possible for the PC's to possibly gain access to Dreamlands through Venger Satanis's 'Islands of Purple Putrescence'. These islands are right off the coast of California in my Godbound Cha'alt campaign. 


The PC's have already dealt with a were fox NPC from B4 The Lost City by Tom Moldvay. This is a very dangerous alien assassin NPC that is far more then she seems. She has inside information on several species of monster the PC's have run across in the past including polymars, & A
D&D's lurker above, trapper, stunjelly, and mimics. The player's theories is that these are all created from Shoggoth material. The speculation is that she knows where the location is of the Gamma Incel cantina is. 


The other player theory is that she is working for one of the Elder Gods but whom?! Can this end any way but in tears for the player's PC's!?