Monday, 30 October 2023

Temple of Beelzebub

In the box set of the 1st ed World of Greyhawk, there is a short adventure idea called "The Jungle of Lost Ships."

I had this island inhabited by the evil Sahuagin, who worship devils. There was a temple dedicated to Beelzebub in the centre of the island. If the PC's were captured, they were taken to the temple and thrown into pits for gladiatorial fights and if they survived, would eventually be sacrificed.

The inspiration for this illustration was that adventure.


Saturday, 3 June 2023

Tell Me, Have You Seen the Yellow Sign? Part II

This scenario was taken from the Chaosium publication, The Great Old Ones. It's titled Tell Me, Have You Seen the Yellow Sign? We played it using the 3rd edition rules for Call of Cthulhu.

Be sure to read Part I of this adventure.

You can also check out Still Waters, from the same publication.

The players' character sheets can be found here


   ************************************

With James's abduction, and our players' knowing that the ritual to transform Fowler into the King in Yellow is to take place that night on a small island in the swamp, they gear up and head out while managing to convince a few police officers to come with them. 


As they make their way through the fetid swampy waters, there seems to be an abundance of snakes this time. Dockery is bitten by one but manages to extract most of the poison. The group eventually finds their way back to the island with the large ritual rocks. The swamp folk are here, as are Papa Screech and Fowler, who is wearing a white ceremonial robe. Four Byakhee stand by as well, their large wings flapping intermittently in anticipation. Papa Screech is casting a spell and finishes by anointing Fowler's forehead with blood. 

The players and police stay hidden as they watch - outmatched and frozen with fear by the unearthly ceremony. The degenerate cultists continue to chant as a fog rolls in. The lake surrounding the island begins to bubble and swell while an enormous yellow sign throbs and pulses beneath the inky water. The ground quakes and the physical reality in the area begins to stretch and contract as if breathing with a life of its own. Then, overlapping the players' own physical reality materializes the alien world of Carcosa. The stars in the sky are no longer recognizable and the whole environment has changed to that of a nightmare. 

The four byakhee take flight into the air and are quickly lost as they penetrate the alien sky above. Then, a few cultists emerge from Papa Screech's hut with a bound young woman. They bring her to the centre of the huge ritual rocks and tie her to a pole. Papa Screech pulls out an ornate ritual dagger and approaches the woman when suddenly, through the fog, the players see their friend, Clyde Arisona James, emerge. James staggers his way forward and makes this frightening declaration:



Astonished to see their friend still alive, the players rush forward from the bushes. Papa Screech sees the reunion and is amused:



Screech then raises the dagger over the bound woman's heart. At this point our heroes have seen enough and take action! Total chaos follows as muzzles flash from firearms into the night followed by screams of pain and terror. Crazed swamp folk leap toward the police but are stopped by a hail of bullets. The lead-ridden bodies fall to the ground, bleeding out. 

The King in Yellow

Randall Fowler, who has now transformed into the King in Yellow - an avatar of Hastur - shuffles forward. His appearance has already begun to mutate; his flesh jiggling and shaking as he becomes more jelly-like. The King grabs Dockery's head with tentacle-like hands and gazes into his eyes. Dockery shrieks as his sanity and life force are drained by the attack. Fighting through the pain through sheer force of will, Dockery manages to draw his revolver from its holster then shoves it into the King's mouth and pulls the trigger, sending its brain matter scattering out the back of its head.

Papa Screech begins chanting and catches Hillary's gaze, who freezes, lost in Screech's hypnotic trance. Gunner then steps forward, levels his shotgun and fires, blowing Screech's knee apart. Screech lets out a frenzied wail as he falls to the ground. Freed from the hypnosis, Hillary fans his revolver, ending the Voodoo priest and sending his diabolical soul to hell.

In the midst of the mayhem, the huge yellow sign now pulses and shines in the lake like a burning star, and from the watery depths an abnormally shaped planetoid begins to rise slowly. The gelatinous form is vaguely spherical in shape with massive wriggling tentacles. There are many vertical openings that cut into the formation which lead to blackness; and all over it is covered with uncounted flickering orbs. Hastur, He Who Must Not Be Named, has emerged from Lake Hali and now presides from above. 

All present need to make sanity rolls. All fail in their saves with the exception of Arizona James whose mind has retreated into its own reality as a means of survival from being trapped in Carcosa.
The dice rolls are not kind and Hillary, Gunner and Dockery all lose most of their sanity. Luck rolls are made by one or two to prevent them from completely bottoming out. 

Despite his mental collapse, Dockery runs screaming into Papa Screech's hut, travelling through the gate that leads to Fowler's home. Arizona James, in his wrecked psychological condition, manages to corral Gunner, who is laughing uncontrollably, and Hillary, who is screaming and pounding his fists on the ground, and brings them to Papa Screech's hut where they exit through the gate. Hastur and Carcosa soon dissipate as the fabric of space once again corrects itself. With the death of the King in Yellow and the disruption of the summoning spell, our heroes managed to save New Orleans and perhaps all of Louisiana but at a terrible price.


Epilogue

Our battered and tortured heroes are eventually transferred to Arkham asylum where they are locked away to prevent them from harming themselves and others. 
Arizona James fairs a bit better, being an out-patient at the asylum and eventually going back to teaching at Miskatonic University after a few years.

Many swamp folk were killed, in addition to the police that were brought along that horrific night. The Louisiana authorities couldn't figure out all that happened and eventually sent a detective to Arkham Asylum to speak with our heroes, but his questions were answered with screams of terror or attempts to kill him. 



The next years are ones of darkness for our players as they try to both face and forget their tortured memories, until finally, four year later they are released back into society.

Then one day, while sitting in his office at Miskatonic University, Arizona James opens a letter from an old friend asking if he is interested in locating an object called...The Shining Trapezohedron.



Tuesday, 30 May 2023

Astonishing Swordsmem and Sorcerers of Hyperborea!

I'm doing some work for North Wind Adventures. I seem to recall having done some work for them in the past...



Friday, 10 March 2023

Origin: Kaalut Kuzulhu, Fathomless Warlock (D&D 5e)

 

Ph'nglui mglw'nafh Cthulhu R'lyeh wgah'nagl fhtagn!


The words repeated over and over again. Gently at first, like calm waves washing ashore, but they continued to grow and build in strength. Until finally they crashed down upon him like a tidal wave, dragging him down to the oceans fathomless depths.


Here in the frigid abyss, through the darkness appeared a mountain with glowing yellow eyes, a mass of writhing tendrils for a maw and enormous bat-like-wings. 


And it looked at him. Spoke to him.  


Those dreams never stopped. 


Growing up, Kasamir Krowly was feared by his parents and other children. He would often sink into deep trances and speak in strange tongues from which he could not be woken. As he grew, his parents sent him to board with the clergy in the hopes that their influence would expel whatever evil forces they believed were inside him. Eventually, he was kicked out of the ecclesiastic order for wickedness but with the sudden death of his parents, Kasamir came into a large inheritance that secured him entrance to Waterdeep University where he gained extensive knowledge of astronomy and esoterica. Despite his growing reputation for the diabolic, his electric personality and knowledge of the arcane always won him acceptance into secret magical circles.



The reasons for Kazamir’s expulsion from the university were unknown but it was rumoured to have involved people at the highest administrative levels. With knowledge and resources Kazimir now travelled the land with a single purpose, to locate the tome he had seen in his dreams, the dread Book of Shadows. He soon discovered it was hidden away and guarded by the Clerics of Oghma, behind the stone walls of their oldest university. Using both charm and deception, Kazamir soon gained access to the ancient, unholy tome and then promptly stole it.


After learning the volumes blasphemous secrets, he then set out for the small coastal village of Aerilon. 


After arriving in the isolated community, he waited until twilight then walked to the shore and upon uttering the first words of the forbidden ritual, a storm rapidly gathered overhead. Immediately, gale force winds began battering and shaking the small wood framed homes. The inhabitants quickly boarded up their windows and doors, preparing for the worst.



Then from out at sea, a mountain emerged from the abyss. It had glowing yellow eyes, a mass of writhing tendrils for a maw and colossal bat-like wings. It was the Great Old One, Cthulhu, who aeons past had travelled to this world from the stars.


And it looked at him. Spoke to him.



With the utterance of the rituals final words, lightning struck from above and the Book of Shadows vanished from Kazamir's grasp. Suddenly, and with uncanny speed, a hurricane approached the shore and brought down a colossal tidal wave that crashed upon the small coastal village, quickly levelling it. Any attempts to scream by the inhabitants were silenced, by the frigid waters that had filled their lungs.



The morning landscape appeared painted with blood from the red morning sun, revealing the destruction left by the storm. There were no survivors. The horror of what happened soon spread throughout the land. The incident was recorded as a natural, albeit freak, occurrence, but the coastal towns near Aerilon still perform ceremonies of protection whenever a storm is expected.


The name Kasamir Krowly died that night but from the baptism of watery destruction emerged Kaalut Kuzulhu. In his dreams he now sees the great city of R'lyeh, that is preserved by the spells of mighty Cthulhu for a glorious resurrection, when the stars and the world might once more be ready for Them. This dark age would teach new ways to shout and kill and revel, and all the world would flame with a holocaust of ecstasy and freedom! 


In his dreams, Kaalut still sees those two yellow eyes, glowing in the black depths of the oceans fathomless abyss.

 

And they look at him and speak to him.





Friday, 24 February 2023

Paimon

Paimon, A King of Hell

Paimon is a Fallen Angel and ninth of the 72 Spirits of Solomon. Prior to his fall, Paimon was in the angelic order of dominations. He was conceited with his own knowledge and fell with Lucifer. In Hell, he rules as a king and has 200 Legions of Demons under his command. He appears as a crowned man seated on a camel, preceded by an army of musicians with trumpets, cymbals, and other instruments. He has a roaring voice. He teaches all arts, sciences, and secrets; subjugates people to the will of the magician; and gives good Familiars. He will give the answer to any question. He is observed in the northwest. If you call Paimon alone you must make him some offering or sacrifice. His preference is for his pathway to be paved with human heads.

This is his seal:







Wednesday, 8 February 2023

Return of the Faustian Son



Our “son” returns on bended knee, into the outstretched arms of Azmodeus, who has an eviscerated cow hanging behind him.


Sunday, 25 December 2022

A Midnight Men Christmas

Black Bolt of The Midnight Men

Dawn.

The sun begins to rise in Stark City this Christmas morning.

Black Bolt’s night was spent in the company of the city's criminals. They don’t sleep; better that than solitude.

The night retreats, and now, so must the monster, lest his appearance cause terror in those he has sworn to protect. Back to his crypt. Out of sight, and alone.

He enters the cold, dark hall of his underground lair. Footsteps echo.

Then, Black Bolt stops. Lights can be seen up ahead in the darkness. Someone is here. 

Black Bolt’s massive form begins to charge and ripple with electrical energy, bracing for an attack. 

As he approaches he sees in the main hall, encircled by silent tombs, a tree with lights and below it, wrapped gifts. 

Standing beside the tree are Dr. Midnight, GateKeeper and Masked Justice.

"Merry Christmas, Black Bolt!”  they all shout.

The electricity surrounding Black Bolt gathers and forms a bright, flickering star in the sky above the crypt.

Hearts are warmed this Christmas morning in Stark City. 

Even those of monsters.



from


The Midnight Men!


 



Tuesday, 13 December 2022

D&D 5E - Cursed Mines of Phandelver: Session 1

 *This adventure is based off of The Lost Mines of Phandelver but has been modded in many places by our DM (thus the title change). It may contain spoilers*  

City of Neverwinter

Our campaign starts with the players patrolling just west of Neverwinter for Eldritch Cult activity. As they patrol, Kaalut is once again going on about how, when the stars are right, great Cthulhu will rise from the depths, sending our world spiralling into a new age of darkness and glory. Sabrathan and Graylon having heard this more times than they can count, just look at each other and roll their eyes. As they continue down the road, they see in the distance a merchant wagon being robbed by bandits. 

The woods west of Neverwinter

Approaching unseen, they overhear the bandits demanding a scroll case from the three merchants.

Eager to test his long restrained warlock powers, Kuzulhu wastes no time and unleashes an Eldritch Blast, initiating the battle. With the whole group attacking by surprise the bandits are quickly slaughtered. The aftermath is not pretty; there are scattered goblin body parts on the ground and some hanging from the trees. The merchants, faces having been sprayed with blood from the death frenzy, are shocked by what they've just seen. Graylon, wiping brain matter off his great helm, approaches the merchants and apologizes for the brutality of the attack.

Graylon: Really sorry. We get carried away sometimes...

The merchants are questioned about the scroll case, which upon closer inspection is marked with unusual magical symbols. However, the scroll that was inside the case is gone; recently sold to a dwarf named Gundren Rockseeker at a merchants' guild in Neverwinter. The merchants relay that the scroll was obtained as loot from guards who defeated some bandits or cultists.

The players head back to Neverwinter, where they learn that Gundren left the city the day before with a ranger called Sildar Hallwinter, for a town named Phandelver.

The group wastes no time and travels to Phandelver to locate Gundren and on their journey they are ambushed by goblins, who are defeated, but our heroes find evidence that the dwarf was taken to a nearby cave.

The next morning they approach the cave entrance which has a small stream running out from its mouth. Delving inside they encounterer some wolf hounds, goblins guards and narrowly survive a water trap. Navigating through many passages, they eventually make their way to a large cavern with a large bonfire and a massive bugbear standing beside it. Close to the bugbear is a large wolf hound and a few goblin guards. 

Klarg the Bugbear

Sabrathan (in common): Who are you?

Klarg: Klarg the Mighty. Ruler of this cave. You scream when I kill you.

Graylon: Surrender now and you will die quickly!

Graylon Winterwind, Human Paladin

Klarg: Har! Har! Roast you over fire. Humans taste best!

Klarg beats his chest, snarls then charges Graylon while madly swinging his axe. Graylon blocks the blow with his shield but is sent backwards and to the ground. Klarg laughs as he moves in.

The goblins and wolf hound advance but are scattered like bowling pins by Eldritch Blasts and Fire Bolts from Kuzulhu and Sabrathan. The room strobes with green and orange light as the onslaught continues. Then suddenly from the ground emerges a 10-foot-long freezing tentacle that lashes out, chilling any goblin or wolf in reach.

Meanwhile, Klarg stands over top of Graylon, smiling. His huge, yellow fangs glisten in the firelight. The massive bugbear hefts his axe and brings it down with uncanny strength. The paladin just manages to block it with his shield but the brutal force from the bugbear leader, batters the paladin back down to the floor. Graylon suddenly rolls, getting behind Klarg and with one motion cuts deep into the bugbear's thigh. Klarg growls and curses in his native tongue then swings his axe and catches Graylon in the right arm. Graylon shouts in pain, almost dropping his sword.

Klarg: Weak. So weak, human!

Graylon quickly gets up, feigns a blow to Klarg's side then with blinding speed, slashes his long sword across the bugbears's throat. Klarg gurgles blood as he tries to laugh then staggers backward and falls. His giant form shakes the ground as it crashes next the fire pit. 

All enemies now defeated, they search the room and find stolen goods marked with a lion-shield symbol, a chest containing an Eldritch Jade Idol (going to Kuzulhu) and a sword marked with the name Hallwinter (going to Graylon).

After a short rest, the players continued exploring the cave. Travelling as silently as possible, they hear what sounds like voices echoing down a passageway. As they approach they can make out one voice that sounds human and is pleading for his life. The laughter of humanoids soon follows.

Graylon, Sabrathan and Kuzulhu all step out into a large, dimly lit cavern. Before them they see a four goblin guards, one goblin leader and near him on the floor, a battered human male. When the player's enter the room the goblin leader grabs the hostage and calls out in common: 

Yeemik: Stay back you thieving scum or I cut his throat!

Yeemik the goblin leader and Sildar Hallwinter (captive)

Kuzulhu holds up the Jade Idol: You are obviously the ruler of these caves, being so strong and powerful. Let us trade this Idol for that miserable human you have. 

Then, using his Telepathic Feat, Kuzulhu communicates with Yeemik: (using Deception)  I am with these two fools against my will - taken captive. Look at my mask. I am a Warlock of Great Cthulhu! I will join your group and we will kill these two. Trust me, and the Idol and all of their riches will be yours!

Kaalut Kuzulhu, Human Warlock

Yeemik: Hah! Hmmm...I trade but first you must kill Klarg! Then we make deal.

Kuzulhu: (Telepathy) You are very wise.

At that, Graylon runs out of the cavern and soon returns, holding up Klarg's head, displaying it for all to see.

Yeemik: Ha! Ha! Klarg not so strong. Even you beat him! 

Kuzulhu: You see, we are trustworthy. Now, release the human and this priceless Jade Idol will be yours, proving to all who see you, that you are the Goblin King of this cave! (Telepathy) Be ready to attack!

Yeemik releases his hostage, Silvan, who then runs across the room and hides behind the player characters.

Yeemik: It is time. Gimme Idol!

Kuzulhu: (Telepathy) Here it comes...

Just then, Kuzulhu releases a torrent of eldritch energy that batters and burns the goblin leader. Yeemik cries out in pain. 

Yeemik: Arrrghh! You traitorous pig dog! Kill them. Kill them all!!!

Fire Bolts from Sabrathan blast away as goblins are burned to cinders. Graylon then rushes into the room, hacking and slashing his way toward the goblin leader. 

The goblin guards do some damage but not enough to slow down the PCs' relentless assault. Soon, the room is strewn with dead goblins and all that remains is their leader.

Yeemik: I'll kill you all myself!

Yeemik strikes with his axe hitting Graylon in the side and laughs but the paladin counters with a savage blow, his sword opening up the frenzied goblin's abdomen. Yeemik screams, then is suddenly blasted back with an Eldritch Bolt, sending him skidding across the stone floor. As Yeemik struggles to get up, Sabrathan utters a few arcane words and three glowing missiles speed across the room striking the goblin in the chest, creating a cannon-ball sized cavity.

Sabrathan, Assimar Wizard

With Yeemik dead, the players question the beaten, abused and soiled (and stanky) Sildar, finding out he is Gundren's friend. He says there was a map in the scroll case to the legendary Wave Echo Cave and the Lost Mine of Phandelver. Gundren wanted to locate the mine and the mythical Forge of Spells because an item of great power was once used there to create magical artifacts. The goblins and bugbears wanted the map and Gundren is now captive at their leader's place called Cragmaw Castle.

The players agree to escort Sildar to his home town of Phandalin. But, Graylon wanting to keep Sildar's sword, kills him and the party cannibalizes the body. 

Just kidding!

Sildar got his sword back.


Tuesday, 6 December 2022

Salem's Lot - Hubie Marsten

 




I went up there once.

On a dare. You know how kids are.

I was sweating scared.

I sneaked around.

Got into the house.

What did you see?

Ghosts, everything.

Every sound, every shadow.

I'm not sure what I saw.

I think I saw Hubie Marsten...

...hanging by his neck.

His face green, his eyes puffed shut...

...his hands livid.

It was ghastly.

And then he opened his eyes

and he looked at me.

He looked at me...

...and I took off and I ran.

I ran as fast as I could.

I've never forgotten that.