27L
NOISY ROOM. In the center of the room floats a two foot diameter
sphere of constantly changing lights and textures. Orbiting it a are
four tiny (about six inches in greatest dimension) creatures looking
something like a cross between a frog and an octopus. Each small
creature is producing an awful atonal music with a set of miniature
metal pipes.
The
object in the center of the room is an embryonic chaos god. The
music the pipers are playing keeps it small until it is ready to
enter its next growth cycle and be sent into deep space to mature.
Paying too close attention to it causes vague uneasiness, a slight
eye-ache, and nausea. If the character persists in inspecting the
chaos orb for a full round they must defend against a psionic blast
vs non-psionic from short range (DMG, page 78). This is not
actually a psionic attack from it, but only a reaction from the mind
of the mortal character as they attempt to make sense out of what
they are seeing. The orb is a true chaos being and has no pattern,
but the mortal mind will try to make a pattern out of what it is
experiencing and the results are frighteningly strange, uncanny, and
mind blasting.
The
satellite creatures are rather curious about strangers. If talked
to, they will converse via perfect telepathy (like a demon).
While they are doing this, they will stop piping and the musical
influence on the chaos sphere-god will lessen and it will begin to
destabilize. The same thing will happen if the creatures are
attacked. If only one creature is conversing or fighting, the orb
will fluctuate and its surface will gives off excrescences, like
solar flares. If two creatures are involved at the same time, the
size of the orb will begin to change smaller and then much larger.
If three are affected, the orb will begin to produce a roar and grow
to fill the room. If all four of the creatures are incapacitated,
the orb will increase massively in size and rise through the roof at
a significant fraction of the speed of light, causing 2d100 damage to
anyone within one hundred feet. No more than two creatures will
willingly converse with adventurers at one time.
Satellite
Chaos Creatures (AC 0; MV
0”/6”; HD 8; hp 50 each; #AT 0; D Nil; SA Magic use; MR 60%; XP
1425 each)
These
creatures are too small fight in melee, but they are made of
extra-terrene material and supernaturally tough. They can use the
following sound-related spell-like abilities at will once per round
one at a time by use of their pipes: audible
glamer, charm person, clairaudience, confusion, deafness,
or produce a sonic attack that does 1d8 damage.
They
are not hostile unless attacked and will want to learn about
characters that enter the room. They have the power to make a
contract with mortals, in which they will give power. In return they
will take something from the character that wishes to bargain.
Creature
|
Grants
power of
|
Wants
in return
|
Oglesnitz
|
Double
normal life span
|
Your
fertility
|
Igglywurb
|
Eternal
wakefulness
|
All
the memories of your childhood
|
Karmelizer
|
The
ability to identify magic items on sight
|
You
must become a worshipper of the embryonic chaos god
|
Reddy
Freddy
|
Permanent
immunity to poison and level drain
|
Service,
see below
|
Service
means that the creature can make one demand in the future on the
character and the character must fulfill the letter of the creature's
wishes. When the creature decides to exercise this right, the
involved character will feel an irresistible summons to return here
and do what the creature wishes. This will probably take place some
time within the next year or whenever it is convenient for the DM.
This function is much like a quest or geas. The nature
of the demand is up to the DM, but should be significant, difficult,
and entertaining.
Each
creature is only willing to make one bargain.
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