Keeper of the Seven Keys (Part I)
There is a
being known as the Wizard of the Red Robe, whose face is forever hidden by his
hood. This being is also called the Keeper of the Seven Keys because, having
followed the signs beyond the Twilight of the Gods and the creation of new
synthetic gods in his home reality, he was able to wrest the Keys from Insania’s
dead hand.
The Seven Keys
Each of
these Seven Keys is a potent talisman capable of opening portals into a
multitude of dimensions. Where each Key is used, and what it turns, is as
important to determine what world is opened as which Key does the unlocking. An
Intelligence check (DC 25) is needed to determine the Key, the place, and even
the correct time to open a gate to a particular world. Otherwise, the world the
gate opens onto is random, or chosen by the judge.
When they are not in use, the Wizard of the Red Robe keeps the Seven Keys in a pocket dimension to which only he has access. Those who would steal the Keys – and there are many! – must therefore wait their chance until the Keys are conjured into existence upon this plane.
When they are not in use, the Wizard of the Red Robe keeps the Seven Keys in a pocket dimension to which only he has access. Those who would steal the Keys – and there are many! – must therefore wait their chance until the Keys are conjured into existence upon this plane.
Legend
claims that the Seven Keys were created by the Silicone Minds of a Future
World, and imbued with their full force with the Twilight of the Gods in that
world, when the Silicone Minds ascended in their apotheosis. The Future World
became a place of happiness and peace, full of joy, but the Wizard of the Red
Robes, seizing the Keys from Insania’s dead hand, was thrust from that world.
The Wizard of the Red Robes
The Wizard
of the Red Robes was one of the magio-technicians of the Future World, who
wrought the Twilight of the Gods, replacing them with the Silicone Minds. The
last of the gods to fall, Insania, was the keeper of the Seven Keys, and she
had fallen during an attempt to open a portal to another world. Whether flight
or reinforcement motivated her may never be known.
The Wizard
of the Red Robes took the Seven Keys from her dead hand, inadvertently falling
into the twilight of the Halloween World. There he was long a prisoner of the
Corruptor who rules that world and its shadow-goblins. There, the Wizard’s face
was taken from him, so that only blackness may be found beneath his hood,
unless he should take the guise of another. But the Wizard had managed to
conceal the Seven Keys in their pocket dimension. The Corruptor could not take
them from him, and could not slay the Wizard while they were hidden, lest they
be lost forever.
The
Corruptor gave the Wizard of the Red Robe many chances to escape, seemingly,
but each was a ruse to trick the Wizard into summoning the Keys that the
Corruptor might gain them. As the Wizard refused each potential chance of
escape, the Corruptor made them ever more tempting, until the Wizard of the Red
Robe was given too much of an opportunity, and the trickster was tricked. The
Wizard escaped.
Now the Wizard of the Red Robe spends his time travelling from world to world, pursued by the shadow-goblins of the Corruptor. He seeks forever a way to return to the Future World, but has yet to find a combination of Place, Key, and Time that will allow him beyond the Doomsday of his world and into the Future World that lies beyond it.
Now the Wizard of the Red Robe spends his time travelling from world to world, pursued by the shadow-goblins of the Corruptor. He seeks forever a way to return to the Future World, but has yet to find a combination of Place, Key, and Time that will allow him beyond the Doomsday of his world and into the Future World that lies beyond it.
The Wizard
of the Red Robe is faceless. If his hood were pulled back, nothing would be
seen. While his hood is up, all that can be seen is blackness, and the
twinkling of distant stars.
Even so, he
is capable of wearing another’s face. This face must be cut from the body of a
living or dead humanoid being, and it rots over the course of 2d7 days,
becoming ever more hideous. The Wizard can see, speak, cast spells, eat, etc.,
without a face, but he cannot pass easily among the most people, who hate and
fear him for his supernatural deformity.
The Wizard of the Red Robe (Future World magio-technician): Init +2;
Atk dagger +3 melee (1d4); AC 12; HD 8d4+8; hp ; MV 30’; Act 2d20; SP spells,
cannot be compelled to give up the Seven Keys, able to store and retrieve Keys
from extradimensional space using one Action Die, faceless, wear faces; SV Fort
+4, Ref +5, Will +7; AL L.
Spells (Spell check +11): Cantrip,
charm person, comprehend languages, detect
magic, magic shield, knock, locate object, shatter, strength, consult spirit, dispel magic,
planar step, turn to stone, and wizard
sense.
The Halloween World & the Shadow-Goblins
A feverish
world suspended between waking and dream, the Halloween World is ruled over by
the gleaming-eyed demonic Corruptor of Mankind. Its minions, the
shadow-goblins, can slip between worlds with 5 minute’s effort, and thereby
seek to perform their Master’s will wherever they go. The shadow-goblins sometimes
bring evil knowledge to corrupt the innocent, but more often attempt to force
pure-hearted beings to perform evil deeds in a vain attempt to prevent worse
evil from befalling.
For
instance, it is a joyous task for these creatures to kidnap a child, and then
demand some evil deed from its parents in exchange for the child’s safe return.
The evil deed accomplishes nothing; the shadow-goblins then bring the child
back to the Halloween World as a prize for the Corruptor.
There are
worlds that are closed to the shadow-goblins. Why this may be is unknown, but
it is true. On such worlds, the Wizard of the Red Robes finds temporary rest,
for otherwise the shadow-goblins follow him closely. If they should ever gain
the Seven Keys, no world would be safe from their predations. Indeed, the
Corruptor itself would be able to leave the Halloween World and traverse the
planes.
The
shadow-goblins are also unique in that any arcane spell which targets them
changes its Mercurial Magic roll, using the wizard’ current Luck modifier, and
the new Mercurial effect lasts for 1d7 days. Thus, there is a real element of
danger in casting wizard spells at the shadow-goblins. PCs who encounter the
Wizard of the Red Robe on friendly terms will certainly be warned that the
shadow-goblins which follow him warp magic.
Shadow-goblins: Init +0; Atk filthy sword +1 melee
(1d6) or bite +0 melee (1d3); AC 12; HD 1d8; MV 20’; Act 1d20; SP infravision
120’, +5 to sneak and hide, +8 to all saves vs. magic, warp Mercurial Magic,
walk between worlds; SV Fort +3, Ref +3, Will +7; AL C.
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