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20 Encounters in The Ruins of The Elder Beings (Color V10) (Solar Blades)

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Gregorius21778:

20 Encounters
in the Ruins of the Elder Beings
(V-SBCS)

Version 1.0; written by Kai Pütz


(c) 2020
[ Legal & other stuff ]
Created by: Kai Pütz; (c) 2020
My blog: https://gregorius21778.wordpress.com/
My other titles: at drivethrurpg.com

Artwork: “Elder Being” by Publisher´s Choice Quality Stock Art (c) Rick Hershey
/ Fat Goblin Games

Cover and background artwork copyright Lord Zse Zse Works;


used with permission.

Mi-Go by © Denis McCarthy / Aegis Studios

Some artwork copyright John Buckley / the Knotty-Works, used


with permission.

further artwork Maciej Zagorski, purchased from The Forge Studios;


used with permission.

What this is all about:

After I finished H.P. Lovecraft´s story “At the Mountains of Madness”, the GM in me dreamed about an
adventure that would take place in some (other) subterranean ruins of the Elder Beings. Another city or
outpost, perhaps smaller, or just the caverns that would lead to its entrance. As I was not able to create a
full-blown adventure out of my ideas, I rather created a set of 20 structured encounters. The difference to
(completely) random encounters is that some of them are preliminary encounters that will trigger certain
other as a follow-up (or will be triggered instead of their follow-ups). A simple frame was given for the
encounters, as well as stats for six creatures and two strange items.

This is the second incarnation of this product, the first had been written for Lamentations of the Flame
Princess (tm), this one was written to be compatible with Solar Blades & Cosmic Spells ™.

While I tried to include everything for an Overlord to turn this assortment of encounter ideas, non of this
is likely to make sense to somebody that is not familiar with H.P. Lovecraft´s “At the Mountains of
Madness” or the Elder Beings and the Mi-Go. Thereby, I only suggest this work of mine to fellow friends of
the Mythos. I assure everyone, that it is enough when the Overlord knows the aforementioned works: this
will be enough to deliver an interesting slice of cosmic fantasy to the players, even without the
fundamental dread of the unknown that was a feature in most of Lovecraft´s works.

Enjoy!

Disclaimer:
While the ideas I share with you here are inspired by and rooted in the works of H.P. Lovecraft, I took my
own “artistic freedom” to change things here and there, and to fill up “gaps” with my own ideas. These are
all tailored towards creating a nice, enjoyable dungeon-experience with a “lovecraftian touch” rather than
strictly adhering to provided source material. Keep an open mind while reading this, otherwise you might
fall into a fit of nerd-rage.
The Works of Lovecraft in the Universe of The Outer Regions could have still underdeveloped
colonies at their fringes that have not managed (or
Solar Blades & Cosmic Spells cared to) explored all the unknown alien ruins that
are found there.
The works of H.P. Lovecraft were ground-breaking
for both horror and science-fantasy. The Mythos he
created describes a hidden universe of unfathomable How to involve the PC...
alien beings, with powers and machinations far
beyond the scope and reasoning of mankind. Many of
A couple of Star God Cultists could hire the PC to
his stories have elements of travelers and entities
take them to a certain location and then come along
from beyond the stars or other planes of existence, of
as guards while they explore some underground
artifacts not meant for mankind, of greater schemes
ruins in search for an old temple. The cultists would
and of civilizations that had their prime long before
pay half the money up front, the other half when
the first man had created the first tool.
they bring them back (and make sure that it is more
than the money the two or three of them could be
Some of these themes match well with the universe
sold as slaves for). Of course, the cultists would take
of Solar Blades & Cosmic Spells. The mysterious
the Mi-Go or Elder Beings (whoever they would meet
and unknowable Star Gods can easily be
first) as an ancient species favored by the Star Gods,
supplemented with the Outer Gods, without any harm
and treat them accordingly. The encounter with the
to established concepts. The consuming, entropic
Shoggoth could very well have the PC flee, to bring
and corrupting forces and spawns of the Void have
their charges back alive (and get the money for doing
many things in common with what glimpses
so). That, or a delusional cultist could mistake this
Lovecraft gave upon his visions of what may lie
for their god, and die a horrible death after falling
beyond our reality, and the theme of insanity and
down to the knees in worship.
degeneration are found in both works.
***
Thereby, adapting the Elder Beings and the Mi-Go to
A Mysterious Stranger could hire the characters for
the universe of SBCS is not a far step. One should not
an expedition to a certain place. When they arrive, he
integrate them as yet just another alien race, but as
offers even more money (in an esoteric currency or
something from afar, and perhaps even not from this
in form of a mighty artifact, or even in star dust) to
plane of existence but from another universe
have them come along. “I want to investigate this place.
altogether.
There might be a threat that -has- to be dealt with.” The
stranger will turn out to be a Dark Sentinel. The
Sentinel is not really sure what to find in that place,
but knows that it is linked to the powers of the Void
Where to Place the Ruins... and wants to cleanse it.

In theory, each and every uninhabited or barely ***


colonized world could be home to the kind of ruins The characters were sent to this place to look for
that these encounters were written for. Here are Crystal People, which are believed to hide here
some sectors mentioned in the core rules that would underground. Perhaps they are meant to recharge an
fit well to the themes of the original story. item or provide “cleansing energy”, perhaps the
characters are to capture one. They may or may not
The Core is filled with ruins and secrets, as well as be found there. If so, they retreated into the parts
things older than mankind itself. The location of this that lie behind the area with the Shoggoth (as this
adventure might be on a ruined world in the core or beast is neither able to nor able to harm them).
one of its moons.
***
The Great Breach and the worlds on its edges are Finally, a Treasure Hunt is a tried-and-true method.
home to a great many strange and otherworldly There might be alien artifacts or star crystals in a
things. The ruins would fit in there, too. place like this. Or the PC are looking for a piece of
lore that might have been engraved somewhere
Friaz Sector provides a scenery that has much in there. #20: The Passage should be the place to find
common with the location of the original story, and whatever the PC are after.
the isolation of the worlds therin makes yet
undisturbed ruins believable.
Getting down to business...
The Overlord should make up some starting scenes Another now-feral species are the Albino Cave Bats.
that fit the player group and their recent adventures. The Elder Beings were found of meat, and Albino Cave
Depending on the location of the ruins, a flight there Bats were kept the same way humans keep poultry.
and perhaps and encounter in the orbit or at the They were breed for size, with the added benefit of
surface of the planet or moon might be a good idea reducing the amount of vermin underground. The
The core rules do provide some inspiration in the Albino Cave Bats prey on the crawlers and lick the
form of random tables for each sector. After a bit of slimy lichen.
searching and perhaps “scanning the area”, the party
should locate the entrance to the underground A predatory species of insects developed over the
tunnels, and will soon descend into a different world centuries that preys on the Albino Cave Bats: the
below the surface. Albino Stinger. These creatures are nearly
translucent and the size of a singing bird. Their
venom is strong enough to kill an Albino Cave Bat
A World in a Nutshell: (unless the Cave Bat kills it first).

The following encounters are supposed to happen


underground, either directly in some ruins of a Different parties in search of....
former city (or outpost) of the Elder Beings or in a
series of caverns that lead to such. No map is The Elder Beings, who retreated from this universe
provided, but any map with enough rooms and before the dawn of man, decided to reclaim what was
corridors (or caverns and tunnels) will do the trick. theirs and have sent out explorers to seek the ruins
The place will have been abandoned centuries ago, of their once abandoned settlements. They want to
and thereby not much will be left (aside from the odd learn about their condition and if anything of value
relief or some other structures that were to large to was left behind by their ancestors. They are aware of
remove). Some of the creatures the Elder Beings kept the possible dangers, but only fear the rogue
as pets, life stock and workforce were left behind, Shoggoth, as they are themselves formidable fighters
and now populate this subterranean realm. when necessary. One exploration party of the Elder
Beings is currently investigating the same ruins as
On top of the food chain are the Shoggoth, also the the characters.
term “food chain” is a misnomer here. The Shoggoth
do not eat, at least not in the regular way. They And they are not the only members of an alien
sustain themselves through the absorption of cosmic civilization that are there. The Mi-Go are aware of the
energies, but they never the less attack and devour recent activity of the Elder Beings as a whole, and don
what comes into their way. Once they were the main ´t take it kindly. Their scouts try to find out where
work force of the Elder Beings, but some of them later their old enemies´s exploration parties are heading,
became rogue and turned onto their former masters. to seize whatever they are after for themselves. Such
The Shoggoth are erratic and not of human intellect. a recon party found out about these ruins, a fact that
It is up to the GM if there is more than one Shoggoth their rivals are not even aware of by now.
in the area, but one should be more than enough.
The encounters are structured in a way that turns
the Shoggoth into a kind “final monster” that lurks ...the “prize”
in the dark, just as in the novel. The residue the
Shoggoth leaves behind while it moves around
The Elder Beings search for a certain passage
functions as a nutrient medium for a slimy lichen
(encounter 20#). If the game takes place in a set of
that can be found in some places (mostly in those
caverns and tunnels, this might very well be the
where a Shoggoth has rested for couple of days in its
entrance to the ruins of a city below. If the game
erratic, semi-mindless travel before it moved on).
takes place in some ruins, it leads to a special place:
perhaps a sanctuary, or a completely different world.
The lichen are the main food source for both a
number of crawlers and the Pale Slugs. The later are
a breed that the Elder Beings kept to clean the ground
and to provide food for other animals, but they have Whatever it is, a Shoggoth stays near it....
gone feral after the place had been abandoned. They
are omnivorous and can grow up to the size of a large
dog.
04# The Buzzing of Insects
How to use the Encounters: Suddenly, the characters begin to hear the faint buzz
of an insect in flight. Soon thereafter they will notice
A roll of a d20 tells with entry to consult. For a longer
tiny, pale moth-like creatures that dance around
build-up phase, the first three rolls may be made
them, seemingly attracted by their light source. After
with a d6 instead of a d20, and a cumulative +1
about a turn, a small cloud of those will have
modifier is then added to each successive roll.
gathered, and follow them where-ever they go.
A sentence like this tells the Overlord that a certain other
The next encounter is going to be 06# Albino Cave
encounter will happen instead of the entry, unless this
Bats.
very other encounter has happened already.

A sentence like this tells the Overlord that this


05# A Patch of Lichen
encounter will have some special effect that
The majority of the place is covered by a slimy lichen
carries over to the next encounter.
that grows in large patches. It makes the ground
slippery and drips from the ceiling. Numerous small
The stats for the different creatures and monsters, as
insects swirl about in the air, and a multitude of
well as special items, can be found at the end of the
small slugs crawl over the ground. In addition to
module.
that, the characters may encounter both Pale Slugs
and Albino Cave Bats here (1d6-3 slugs and 2d6-6 cave
bats. Any result of zero or lower means that the
creature type is not encountered).
The Encounters

06# Albino Cave Bats


1d3 Albino Cave Bats have been attracted by the light
01# Marks on the Wall source of the characters and the noise they make.
The characters will notice crude marks that have The will flutter around them and get pretty close, but
been scratched into the walls. Obviously, another unless the characters strike at them they will not
explorer has been here before them and left those for attack but fly away after a while.
orientation.

If the characters try to follow the markings, the 07# Unstable Area
third encounter from now on will be 14# A Lost The area the characters currently move through is
Soul unstable, any loud noise (like weapons fire) may
result in a cave-in. A character may learn this with a
successful Intellect Test.
02# A Moaning Breeze
A gust of air moves through the subterranean place As soon as any loud noises are made, the cave ceiling
and blows into the faces of the PC. It is accompanied above the characters begins to groan and dust
by a low, moaning noise. After about a minute the drizzles down from cracks in the stone. The Overlord
phenomena repeats itself, just like the slow breath of may call for a Luck Roll: those who fail it must dodge
a chthonian titan. large pieces of rock that break off the ceiling above
them (Agility Test to avoid 1d6 points of damage).
The phenomena is just that: a natural (but perhaps
scary) underground air current.
08# Chthonic Mist
A strange, thick white mist wafts through the area. It
03# Slime Trail is moist, cold and reflects the light so that the
The ground in front of the characters is coated by a characters will be unable to see further short
thin layer of milky, translucent slime that forms a distance. The mist is otherworldly in nature, and
trail, about two feet wide. most disquieting to mundane beings. It is impossible
to rest in the mist.
If the characters don´t head back where they
came from, the next encounter is going to be 09# This rules apply till the end of next encounter.
Pale Slugs
09# Pale Slugs 14# A Lost Soul
1d3+1 Pale Slug creatures move into the characters Somebody or something runs towards the characters
way. They will have to deal with them, unless they in the dark. After a moment a tall and lanky man
want to turn back. comes into sight. He wears dirty, sturdy clothes, his
eyes are bloodshot and he storms towards the
nearest character (no matter what). Once in reach, he
10# Albino Stinger grabs him with his huge hands.
The characters will hear the buzzing of an insect. It
will remind them of a hornet, but much louder. If the characters do not slay him outright the
When they look around for its source they will not maddened adventurer, whose name is Hector, will
find it a first (see Albino Stinger). grab a character with shaky hands and hoarsely yell
“we must flee! WE MUST FLEEEE!!” and tries to drag
the PC along. Hector is a merc and was part of a hired
11# A Colony of Albino Cave Bats team to investigate the ruins, but is unarmed now
If encounter 06# Ablino Cave Bats has not happened yet, and scared out of his wits. If he cannot convince the
run 06# now and 11# as the following encounter. characters to flee with him (or drag one of them
along) he will just run off into the darkness. He and
The ground the characters walk over is covered in his team (whose nature is up to the Overlord) met a
guano, and a whole colony of Albino Cave Bats hangs Rogue Shoggoth. He was the only one who was able to
from the ceiling high above. There are dozens of flee, and dropped everything he had with him while
these creatures, and as the PC look up the first of doing so. Everything he says is “all are dead!” and
them drop down from their resting places like dive “we must flee!”. This will only change after 1d6 turns
bombers. Loud noises and the presence of bright or after he left this place. If the characters search
light will have a small swarm of the Cave Bats harass him (after they restrained or killed him) they will
and even attack the characters till they leave the find an empty pistol holster, a length of rope slung
place. Running through the area before the bats around his torso, two spare clips for a heavy pistol,
begin to attack takes an Agility Test at a some other personal gear according to the situation
disadvantage , as the whole ground is slick with and a small blade in his left boot.
guano.
When the characters head into the direction Henry
came from, use 15# A Carcass in the Darkness (The
12# Unnerving Relief bodies of adventurers) as the over-next encounter.
One wall is covered from floor to ceiling in a relief
that shows something that is hard to grasp. It looks
like hundreds of writhing forms, dotted with tiny 15# A Carcass in the Darkness
stone marbles and engraved with irregular cavities,
that snake and wind along and above another, that The characters will find one or more dead bodies
swallow each other... or do they regurgitate? While (d6).
the forms and patterns are highly complex the work
itself looks shoddy and somehow unfinished and 1: The half-dissolved mass of a Rogue Shoggoth lies in
unpolished. A character that studies the relief and a pool of its own, foul liquids. The stench is horrible.
passes an Intellect test will gain advantage on the Characters may not get closer to the carcass or cross
Willpower test to avoid Sanity loss in an encounter the area unless they pass a Willpower or Phsyique
with the Shoggoth. test.

2-3: The bodies of [2-3] Elder Beings, which look


13# Tekeli-li! Tekeli-li! strangely withered. The heads are missing, and closer
Ahead of them the characters hear a strange sound, inspection reveals that they must have been torn or
like a group of ghost pipers that play wailing tunes chewed off. Some of their limbs are missing as well,
interrupted by sudden shrieks of their instruments. but those can be found in the area. Everything is
splattered in a strange, purple-black slime. Those
If the characters do not avoid the direction where that look around will find an slime covered Ether
the sound comes from, roll a d6: A result of 1-3 Scepter.
means that the next encounter is going to be 17# The
Owners Returned, otherwise it is going to be 19# A 4-6: The bodies of [4-6] adventurers, or what is left of
Shoggoth them. They have literally been torn asunder, body
parts and chunks of meat are all over the place.
Everything is not only splattered with blood and
gore but also with a strange, purple-black slime. The
scene is so grisly that it calls for a Willpower testto 17# The Owners Returned
avoid 1 point Sanity loss. Characters that try to leave If the encounter 13# Tekeli-li! Tekeli-li! has not happened
the scene as soon as possible or look away gain an yet, run 13# now and then 17# as the following encounter.
advantage, characters that decide to search the scene
will be at a disadvantage . The characters first hear a number of melodic
whistling noises before 1d3+1 Elder Beings come into
Anybody that looks around for loot will find a lot of their sight. Their bodies sway as they move over the
common adventurer gear (rope, lights, medium ground, their tentacles wave and whip about while
weapons, etc.), but most will be useless due to battle their ocular stalks twist and turn to look at the
damage or being drenched in slime. Players of a characters from different angles. Every second of
searching character may opt for a Luck test. If them holds an Ether Scepter, but they do not wear any
successful, the character may recover a number of other equipment.
mundane items (gear, weapons, armor, additional
ammo) equal to the Luck score of the character. If the characters do not attack immediately a
Anything might be there. Reaction roll determines the response of the Elder
Beings. They consider themselves to be completely
superior to the characters (and perhaps not without
16# Lurkers in the Dark reason). PC that put away their weapons and act
The characters gain the attention of a group of 1d6+2 calmly receive a (+4) bonus to roll, but if they act
Mi-Go, all of whom are armed with Ray-Discs. They threateningly they receive a (-2) penalty. If they are
were able to locate and spot the PC in the dark long accompanied by a Mi-Go, no roll is needed as the
before those had any chance to become aware of reaction will be Hostile.
them. A Reaction roll determines how the Mi-Go will
respond to their presence. If the characters are Hostile: the Elder Beings attack the characters, and
accompanied by the Elder Beings, no roll is needed as will chase them if they flee.
the Mi-Go will attack at once.
Dislike: the Elder Beings will act threateningly and
Hostile/Dislike: the Mi-Go will ambush them out of try to scare the characters off. If it does not work
the dark (Agility or Intelligence test to avoid Surprise) they will attack them, but will not give chase when
in order to get rid of them before they can interfere they flee.
with their plans. If the reaction was Hostile, they will
chase them if they flee. Neutral/Affinity: the Elder Beings are just curious
and will inspect the characters from afar. If they act
Neutral: the Mi-Go will try to avoid and evade them. in a calm way, they even might try to touch the PC
Should the Mi-Go encounter them again, a new and their gear, or to take some of it away to have a
reaction is determined and a new result of look at it. At some point, they will just turn and
Indifferent means that the Mi-Go will tail them until leave. If the PC follow them, they won´t be bothered
they either encounter #20 The Passage or meet the by it unless the characters try to attack or interact
Elder Beings. with them. In the latter case the Reaction is re-rolled,
with a +2 bonus. Any result of Neutral is re-rolled,
Affinity/Friendly: one of the Mi-Go reveals its and “Affinity” is treated as “Helpful” then.
presence and approaches the characters while the
other try to stay out of sight (which attentive Helpful: see above, but the Elder Beings will signal
characters may notice with an Intelligence test, the PC to follow them and will even tolerate it if the
affected by the Powerful Opponents rule). It will try characters touch and inspect them as long as it is
to question the characters, but will reveal very little done carefully (just like a human would treat a
about itself, or feed the PC some simple lies. If the seemingly friendly stray cat or dog).
characters answer its questions and seem
cooperative, it will offer to join them (while the
others follow out of sight). If the characters are
uncooperative the Mi-Go will order them to leave
this place. If the characters don´t, the other attack
out of the dark (see above).
18# A Miasma of Foul Stenches The characters will be unable to gauge the depth of
A disgusting stench none of the PC has ever smelled this shaft. Sensors will return nonsensical results,
before* is noticed, and it grows stronger the further any item they drop down will simply disappear from
they go. view. No sound will be heard from below. No matter
how many yards of rope the characters brought with
*(unless they have ever already encountered a Shoggoth) them, it will not reach the ground. If a character is
roped down, this PC will still not be able to discern
If the characters do not avoid the direction they were the ground below ...or if there is any. There just
heading to (where the smell comes from), roll a d6: A seems to be all-engulfing blackness.
result of 1-3 means that the next encounter is going
to be 15# A Carcass in the Darkness (with the dead That kind of discover calls for Willpower test to avoid
Shoggoth), otherwise it is going to be 19# A a point of Sanity loss.
Shoggoth.
When the characters are accompanied by the Mi-Go
when they reach this place, the alien creatures will
19# A Shoggoth simply unfold their wings and fly back the way they
If the encounter 18#A Miasma of Foul Stenches has not came, without a discharge or a word. If the
happened yet, run 18# now and then 19# as the following characters were tailed by the Mi-Go, they will launch
encounter. If the encounter is rolled for again, use #20 a surprise attack and try to kill them all. If the
instead. characters are accompanied by the Elder Beings, they
will turn to them and make a strange gesture with
Out of the darkness a Rogue Shoggoth rolls forth. The three of their five limbs and give a low series of
abominable creature begins to form eyes, mouths whistles. Then, they will unfold their wings, glide
and tentacles while it comes for the PC. Its “limbs” down the shaft and disappear in the darkness below.
extend, move around without reason and sometimes
dissolve back into the boiling violet-black mass, or
just pop open before shriveling away. Numerous
unseen organs whistle a many-voiced, baleful tune of
melodic sounds and short, shrieking calls while a
multitude of lidless, greenish glowing eyes stare at
the PC.

All characters have to pass a Willpower test to avoid the


loss of 1d3 points of Sanity.

If the characters are accompanied by the Mi-Go, they


will flee and leave the characters to their fate. If the
characters are accompanied by the Elder Beings, they
will stay and fight even if the characters flee.

20# The Passage


If the encounter 19# A Shoggoth has not happened yet, run
19# now and then 20# as the following encounter.

The ground ahead is smooth and actually paved with


large stone slates. In the center of the room is a
pentagonal opening, about five meters from one side
to the next. It is bordered by rectangular slabs of
greenish soapstone that are engraved with a
mysterious hole pattern. The masonry works on one
of the soapstone indicates that there may once have
been a set of stairs leading down, but no trace of it
can be found now. The opening leads into a shaft
with walls covered in green soapstone slabs, but after
a few yards nothing can be seen but pitch black
darkness.
The Elder Beings (Explorers)
Opponents & Items
" (…) eight feet [tall] all over. Six-foot, five-ridged barrel
torso three and five-tenths feet central diameter, one foot
end diameters. Dark gray, flexible, and infinitely tough.
Seven-foot membranous wings [with a] serrated edge.
The Rogue Shoggoth Around [the middle of the body] are five (...)light gray
flexible (…) tentacles (...) expansible to maximum length of
“(...) a shapeless congeries of protoplasmic bubbles, faintly over three feet [that] branch after six inches into five
self-luminous, and with myriads of temporary eyes substalks, each of which branches after eight inches into
forming and un-forming as pustules of greenish light all small, tapering (…) tendrils (…). ”
over the (…) front, (…) slithering over the glistening floor
that it and its kind had swept so evilly free of all litter. Still "[A] blunt, bulbous neck of lighter gray (…) holds [a]
came that eldritch, mocking cry—"Tekeli-li! Tekeli-li!" and yellowish five-pointed starfish-shaped (…) head covered
at last we remembered that the demoniac Shoggoths— with three-inch wiry cilia of various prismatic colors.
given life, thought, and plastic organ patterns solely by the [The] Head [is] thick and puffy, about two feet point to
Old Ones, and having no language (…) had likewise no point, with three-inch flexible yellowish tubes projecting
voice save the imitated accents of their bygone masters.” from each point. (…) At end of each tube is [a] spherical
expansion where yellowish membrane (...) reveal [a]
[H.P. Lovecraft; “At the Mountains of Madness”] glassy, red-irised (…) eye. Five slightly longer reddish tubes
start from inner angles of starfish shaped head and end in
sack-like swellings of same color which (...)open to bell-
The Rogue Shoggoth the characters face is in size shaped orifices (…) lined with sharp, white tooth like
roughly equal to a mini bus and of purple-black projections (…)
color. It will form teethed maws and whipping
tentacles to attack the characters. "At [the] bottom [are] (...), rough but dissimilarly
functioning counterparts of [the] head. [A] greenish five-
HD: 6 Vitality: 36 pointed starfish arrangement. Tough, muscular arms four
feet long and tapering from seven inches diameter at base
Alien Mind: In regard to powers that effect the to about two and five-tenths at point. (...) each point is
mind, the Shoggoth is treated as a HD:10 creature. attached [to a] small end of a greenish five-veined
membranous triangle eight inches long and six wide at
Alien Being: The Shoggoth does not need to eat or farther end. (...) From [the] inner angles of starfish-
breath and is immune to most poisons, diseases or arrangement project two-foot reddish tubes tapering from
other harmful substances. Exceptions are up to the three inches diameter at base to one at tip. (...) All these
Overlord. parts [are] infinitely tough and leathery, but extremely
flexible. Four-foot arms with paddles [with] exaggerated
Terrifying: When encountering a Shoggoth for the muscularity.
first time, characters need to pass a Willpower test
or will lose 1d3 points of Sanity. [H.P. Lovecraft; “At the Mountains of Madness”]

Amorphous, Revolving Mass: the Shoggoth has HD: 4


DR:3 against mundane attacks and DR:2 against other
kinds of attacks. Alien Mind: In regard to powers that effect the
mind, the Eldar Beings are treated as HD:8 creatures.
It may attack up to 6 times in a round in melee, but
may only focus up to 2 attacks onto the same target. Alien Being: Elder Beings may make up to 3 attack in
After the first successful melee attack, it will gain melee, but may only focus up to two onto the same
advantageagainst the target as it forces itself upon it target. The have no “back”, every facing is “front” to
with many tentacles and toothed maws. them. They are unimpaired by darkness, but unable
to speak or understand the human language.
It will regenerate 1 point of vitality every 1d6 rounds.
They may fly when not encumbered, but unfolding
Fleeing from the Shoggoth is a chase (p.167), and their wings takes a round during which they are
the creature is considered to have an Agility of 12 for helpless.
this purpose.
[Ether Scepter] [Ray-Discs]
An Ether Scepter is a special weapon of the Elder
A Ray Disk is a ranged weapon of the Mi-Go. It looks
Beings that looks like a gleaming metal staff, about
like a flat, oval shaped silver disc, about one inch
half an inch in diameter and two feet long. The rod
thick, that is wider and thicker at one end. Lines are
itself is twisted like a cork screw but the intervals
engraved on its surface: one straight line that runs
between each winding are irregular. At its far end,
along the “long” axis and three half circles at the
eight scythe-shaped thin metal pieces form the
surface of the thinner half. All of them touch the
likeness of an opening bloom.
center line with one end. The weapon projects a thin
jet-black beam that seems to be surrounded by
The Ether scepter counts as a medium range weapon
dancing, violet flames. It burns holes into a target
for hiding and encumbrance, and is able to project a
while it fills the air with the smell of ozone.
yellow-white ray of sizzling energy that leaves a
strange, biting smell in the air, causes goosebumps
A Ray-Disc counts as a small ranged weapon for
and a metallic taste on the tongue to any mortal
hiding, range and encumbrance, but deals 1d6+1
being in the vicinity.
energy damage. After each use, the Ray-Disc needs to
“recharge” for a round before it can be used again.
It deals 2d6 damage against Shoggoths (which it was
The Mi-Go usually aim during that round.
designed against) and 1d6 damage against all other
living beings (and counts as energy weapon in both
Any Ray-Disc the characters get their hands on will
cases). Any Ether Scepter the characters get their
be Durability:2, but to figure out how to activate
hands on will be Durability:2 , but to figure out how
them takes a successful Intellect test.
to use the weapon takes a successful Intellect test.

The Mi-Go (Scouts)

“ They were pinkish things about five feet [tall] with


crustaceous bodies bearing vast pairs of (...)
membranous wings and several sets of articulated limbs,
and with a sort of convoluted ellipsoid, covered with
multitudes of very short antennae, where a head would
ordinarily be.”

[H.P. Lovecraft; “The Whisperer in the Darkness”]

HD: 2

Special: The Mi-Go are adapted to complete darkness


and count as HD:4 opponents for tests about sneaking
upon someone using darkness as cover.

They do not need “air”, are unimpaired by vacuum


and the cold of outer space and may fly when not
encumbered. Unfolding their wings takes them a
round during which they are helpless.

They are able to understand and speak the human


language, but do so with a voice that is both hollow
and droning.
Albion Cave Bats Albino Stingers
These are cave bats the size of crows, their fur is as A strange breed of insects has developed inside the
white as their blind eyes are. They are nosy but cave complex over the decades. The wings are that of
harmless, unless they are attacked our their colony is a dragonfly, body and stinger are more like that of a
disturbed. hornet and so is the sound it makes while flying. The
size is that of singing bird, the poison it´s stinger
HD: 0 Vitality: 1 delivers kills the Cave Bats instantly, so that it can
feast on their flesh and place larva into the carcass.
Puny Claws: every attack does 1-3 damage. The exact
amount is determined a as follows (d6): HD: 0 Vitality: 1

1-3: 1 point of damage Translucent Albino: all attempts to spot an Albino


4-5: 2 points of damage Stinger in all but bright light are made at a
6: 3 points of damage disadvantage.

Quick Little Beasts: Melee attacks against an Albion Quick Little Beasts: Melee attacks against an Albion
Cave Bat are made at a disadvantage and Difficulty: Cave Bat are made at a disadvantage and Difficulty:
1. Ranged attacks are made at Difficulty: 3. 1. Ranged attacks are made at Difficulty: 3.

Stinger: the attack of an Albino Stinger is not doing


Pale Slugs damage in itself. The victim must pass Physique test,
or is going to suffer 1d3 points of damage from a
The slug creatures can be found all over the place, neurotoxin (Symptoms: increased heart rate, high
but only those are a danger that have grown to the blood pressure, dsypnea, cold sweat) at a rate of 1
size of a rottweiler. They seem harmless enough with point per round.
their eyeless stalks moving this way and that while
they shove their slimy bodies over the ground, but
they react to vibration, air movement around them
and sense living beings by their warmth. If any
character gets to close the creatures, they will attack.
While they may be easily avoided in a larger areas,
they become a danger in narrow spaces. Do you like what you have got? There
is more!
HD:1 Vitality: 1d6+3

Slow Beasts: Any kind of attack against a Pale Slug is The Mi-Go Outpost inside of the Red Mesa
made at an advantage .
100 German Neo-Romantic Starship Names
Acidic Attack: the creatures deal 1d3 damage in 100 Names for Androids & Other Artificials
melee, and each successful attack continues to do 1
point of damage each round if not cleaned off. Once 100 Names for Starships in Private Hands
per combat, a pale slug may make a ranged attack 50 Glitches & Drawbacks for Androids
with an acidic spit (1d6 damage; 2 points of damage
per round afterwards) at up to short range. 50 Names for SciFi Conflicts
50+50+50 Names for Dudes & Dudettes
99 Exotic Sounding Names
99 Names for Giant Mecha & Robots
99 Names for Space Colonies and Fringe Worlds
99 Names for Space Stations
SciFi Ammo Tracker
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