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LostSoul
Here for a while
(3/11/03 2:55 am)
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Detailed Descriptions
Although I'm not planning on playing this module for a while, it's still fun to plan for it. That's the DM in me, I guess. So I've typed up some stuff for the entrance of the CRM's Main Gate. It's also got some notes linking it with Call of Cthulu flavour.
1. Main gate. There is more than just a skull to warn off intruders. There are crucified bodies (that were obviously mistreated before their deaths), impaled bodies (using existing orifices), and bones litter the ground. The stench is awful, and it's obvious that many of these people died months ago, while some as recently as in the week - but yet there are no carrion birds around, nor even rats. The bodies do teem with worms, and if one is touched it will neatly fall apart, revealing a writhing mass of maggots inside. (San check 0/1d
One of these victims is still alive, but driven hoplelessly insane (temporary Wis and Con damage; Wis at 0 and Con at 1). On his last few breaths, he screams warnings at visible PCs. He can be healed if care is taken for him. He rambles on about "the ground rising up to eat me", "demons cold as midwinter a midwinter storm and crueller", "temples of pain and death, fire and blood", etc. He does not even remember his name (will not).
Murals painted along the walls depict the great old ones (Knowledge: Religion DC 15 to identify any of these gods) in their full glory - tormenting and devouring humans and reality. (San check 0/1d4) On the door is a carving of the familiar goat's head, grinning evilly, leering at anyone who approaches. The doorknocker is a ring in its nose. On the floor is the same symbol but it lies over a pentagram.
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Andorax
Still here? Wow.
(3/11/03 7:34 am)
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Re: Detailed Descriptions
To each their own...that's a bit more descriptive than I felt was necessary, and it's hard to keep up that level throughout, but if you like that style and can keep after it, by all means do so.
I *did* add the head of the Monk that was killed fighting the Howler on a spike next to the skull on the door...but my PCs then went in the Air Door and it was several days before they saw it.
"Whadda ya mean, Orcs get levels too?!?" |
The guy from Belgium
Here for a while
(3/11/03 8:41 am)
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Re: Detailed Descriptions
i thought the goal of the cult was to remain secret and maintain a low profile (seclusion)
killing and crucifying people and displaying them around the gates is bound to attract attention...
every paladin in miles will sense a lingering evil around the mines, and within weeks, the 'threat' might be taken care of once and for all by a band of knights or something...
but like andorax said: to each his own ...
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SSShadowcat7
Here for a while
(3/11/03 9:05 am)
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Re: Detailed Descriptions
I like it...in a demented sick sort of way.
I don't think having bodies outside the entrance will draw the attention of outside forces. They're miles and miles from anywhere civilized. No one travels this moountain path except those that are coming to the CRM anyway, and they expect to see these things upon their arrival.
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The guy from Belgium
Here for a while
(3/11/03 9:35 am)
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Re: Detailed Descriptions
that may be true, but:
1) if no one ever comes near the mines, where do all the bodies and crucified victims come from?
2) if they are taken from elsewhere, there's bound to be an investigation about all those missing and disappearing people
but it might be useful for some people, just pointing out that this sort of activities will have repercussions...
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SSShadowcat7
Here for a while
(3/11/03 9:45 am)
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Re: Detailed Descriptions
Guy from Belgium: Stop ruining my world with your cursed logic.
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The guy from Belgium
Here for a while
(3/11/03 11:31 am)
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Re: Detailed Descriptions
i'm sorry, you're right, i do try to run a consistent world...
my bad
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LostSoul
Here for a while
(3/12/03 11:10 am)
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Re: Detailed Descriptions
I had the impression that the various Temples and Bridge/Gates had vast supplies of prisoners. For whatever reason. When they're done with them they stick them outside the entrance to keep intruders away.
The way I see it, the CRM gathers prisoners every so often. Sometimes the Doomdreamers do as well and use their prisoners as payment for services rendered. They don't raid villages (except maybe the smaller, out of the way ones) but rather lurk along the dark, shadowed paths in the Lortmils and the forests of Celene.
The whole place reeks of evil; but it's out of the way and they don't draw enough attention to themselves for any large power to take them seriously. As far as Veluna, Verbobonc, Celene, and... ummm... Furyondy are concerned, they're just another bunch of bandits lurking in the mountains and rather low on the priority list.
Anyways...
I'm going to use these descriptions to set the mood for the adventure. I think that's an important thing to get right (especially when you're trying to run it like a horror game, as I am ). No need to have something like this for every room on the map key; but special areas, like entering the main gate, the temples, and places such as that, should have an impact.
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