Keeper of the Seven Keys (Part II)
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.
But time
marches on, even for the Wizard of the Red Robe, and not all of his endeavors
have been successes. It was on the World of the Maze That Lies Hidden in Shadow,
where the Wizard of the Red Robe sought to unlock the Sea of Kai-Weikath that
the Wizard lost, for a time, one of the Seven Keys. It was stolen by a
shadow-goblin, who fled into the Maze That Lies Hidden in Shadow. This was in a
World thought closed to the shadow-goblins; how the creature arrived there, and
how it intends to return to the Halloween World, remain unknown. Some legends
tell of an oaken-leafed portal hidden within that World which would allow such
passage. Perhaps that is what the shadow-goblin used, and intends to use yet
again?
Defeated, but not slain, the Wizard of the Red Robe used the planar step spell to move back to a previous world, one where time ran much faster than that on the World of the Maze That Lies Hidden in Shadow. There the Wizard sought to recruit a company willing to venture into that Maze and recover the lost Key.
Defeated, but not slain, the Wizard of the Red Robe used the planar step spell to move back to a previous world, one where time ran much faster than that on the World of the Maze That Lies Hidden in Shadow. There the Wizard sought to recruit a company willing to venture into that Maze and recover the lost Key.
What
happened next? You will have to tell me, when these events play out at your
table. Perhaps the shadow-goblin escapes with the Key, and the Corruptor is
finally released. Perhaps it will be as the now-blind seer of visions
prophesied, and your PCs will restore the Key to the Wizard, that it may be
hidden from the demons of the Halloween World. Or perhaps many worlds will
instead become thrall to the throne of the evil Corruptor.
To make the
best use of this material, see also this blog post.
The Maze That Lies Hidden in Shadow
A vast cloud
lies over the Maze That Lies Hidden in Shadow, so that down within its twisting
walls there is very little light. The Maze itself is a combination of natural
canyons carved by super-heated magma, the work of humanoid slaves, and the
divine will of Thurkiske, the god of thunder who rules the land beneath the
cloud’s dark shadow.
The dogs of war
These
creatures are humanoids beholden to Thuriske, who roam the Mazelands, searching
for battle and sacrifices to bloody his altars. These creatures usually travel
in packs of 3d5, wolf-headed humanoids with burning red eyes, armed with spear
and wearing chainmail. These may be considered the least dangerous creatures
intruders in the Maze may encounters.
Dogs of war: Init +0; Atk spear +0 melee (1d8)
or bite +0 melee (1d3); AC 15; HD 1d6; MV 25’; Act 1d20; SP infravision 60’; SV
Fort +2, Ref +1, Will +0; AL C.
The creeping nightmares
These beings
are man-like in form, but they creep on all fours like great pale lizards. They are capable of clinging onto any surface,
even ceilings, without difficulty. They attack by lashing with grey tongues,
which are able to stretch out to 30’ away. The saliva coating these members
causes hallucinations and waking nightmares, reducing the effectiveness of
creatures exposed. Each exposure requires a DC 15 Will save, or the target
takes a -1d penalty on the dice chain to all rolls for the next 1d6 x 10
minutes (treat as a poison). A target who fails three saves becomes catatonic
for 1d5 hours while the narcotic saliva causes terrifying nightmares.
Once victims are subdued, the creeping nightmares can feed. The touch of their pallid fingers causes 1d3 temporary Intelligence and Personality damage. If either is reduced to 0, the victim is slain. Surviving victims must succeed in two DC 10 Fort saves, one for each Intelligence and Personality, or 1 point of damage is permanent in the appropriate ability score.
Once victims are subdued, the creeping nightmares can feed. The touch of their pallid fingers causes 1d3 temporary Intelligence and Personality damage. If either is reduced to 0, the victim is slain. Surviving victims must succeed in two DC 10 Fort saves, one for each Intelligence and Personality, or 1 point of damage is permanent in the appropriate ability score.
Creeping nightmare: Init +2; Atk tongue +2 ranged
(special) or touch +0 melee (special); AC 12; HD 3d6; MV 30’ or climb 30’; Act
1d20; SP infravision 60’, hallucinatory saliva, Intelligence and Personality
drain; SV Fort +3, Ref +3, Will +2; AL C.
The Evil's
course
Running
through the Maze That Lies Hidden in Shadow is the black river called Evil. Coming within sight of the Evil
requires a DC 5 Will save. This save rises to DC 10 if the water is touched, DC
15 if one is submerged (or mostly submerged) in the black water, and DC 25 if
any of the water is consumed. Failure means that the victim is thoroughly
subsumed by hate, and must attack the nearest creature to the best of the
victim’s ability for a number of rounds equal to the amount by which the save
was failed, +1d6 rounds.
Each time one of these circumstances recurs, the save must be made again. Thus, if the PCs leave the Evil behind, but come within sight of it again, new saves must be rolled. Creatures native to the Maze appear to be immune to this effect; in reality, they have already succumbed to hatred.
Each time one of these circumstances recurs, the save must be made again. Thus, if the PCs leave the Evil behind, but come within sight of it again, new saves must be rolled. Creatures native to the Maze appear to be immune to this effect; in reality, they have already succumbed to hatred.
The Man in Black
The
purported Master of the Maze and High Priest of Thuriske, the Man in Black wears
a black hooded cloak over Victorian evening-wear – black coat and slacks, white
cuffs, shirt, and handkerchief. No one can describe the Man’s face. If you are
not looking at him directly, what he himself looks like is impossible to
remember.
The Man in Black seeks to bring despair to those he encounters, driving them mad, bringing them to drink, overconfidence, and ruin. He can offer many things (depending upon the imagination of the judge), but none of them are truly what they seem to be. Most commonly, he offers a black liquor that can grant a temporary 1d3 bonus to any particular stat, or a one-time +1d5 bonus to any given check. This drink is addictive, and after 1d12 hours, unless another dose is taken, not only does the bonus no longer apply, but the character must succeed in a DC 20 Fort save or take an equal penalty until another dose is consumed. In the case of a skill increase, the penalty applies to all skill checks – including spell checks, if that is how the liquor was used.
The Man in Black seeks to bring despair to those he encounters, driving them mad, bringing them to drink, overconfidence, and ruin. He can offer many things (depending upon the imagination of the judge), but none of them are truly what they seem to be. Most commonly, he offers a black liquor that can grant a temporary 1d3 bonus to any particular stat, or a one-time +1d5 bonus to any given check. This drink is addictive, and after 1d12 hours, unless another dose is taken, not only does the bonus no longer apply, but the character must succeed in a DC 20 Fort save or take an equal penalty until another dose is consumed. In the case of a skill increase, the penalty applies to all skill checks – including spell checks, if that is how the liquor was used.
After a
character has failed three saves, the liquor never gives bonuses again; it is
needed simply to offset penalties. At this point, the Man in Black begins to
demand evil deeds performed in exchange for his wares. If reduced to 0 hp, restrained,
or if he takes a critical hit whose result would be lethal, the Man in Black
simply fades away. He is impossible to kill.
Once a PC
has become a thrall to the black liquor, the Man in Black can show up anywhere
that PC is, including other worlds or planes of existence. The Man in Black
avoids public locations, however. Breaking the addiction of the black liquor
requires some form of divine quest.
The Man in
Black’s touch attacks are a seemingly effortless martial arts. Likewise, his
high AC reflects an ability to simply and easily step out of the way of an
attack.
On a
successful touch attack, roll 1d5 to determine the effect: (1) target is
paralyzed 1d3 rounds unless a DC 10 Will save succeeds; (2) target is disarmed
unless a DC 10 Fort save succeeds; (3) target is knocked prone unless a DC 10
Reflex save succeeds; (4) target takes 1d5 damage plus roll 1d3 on this chart
to determine secondary effect; or (5) target takes 2d5 damage plus roll 1d3 on
this chart to determine secondary effect, save DC is increased to 15.
The Man in Black: Init +5; Atk touch attack +5
melee (special); AC 18; HD 3d12; hp 24; MV 30’; Act 2d20; SP infravision 60’, martial
arts, addictive liquor, make bargains, immune to mind-affecting; SV Fort +6,
Ref +6, Will +6; AL C.
Will 'o' the wisps
These
corpse-candles appear as red, green, yellow, or blue lights. They seem to misguide
the paths of those who wander in the Mazelands. Each has the power to entice
victims into following it; a DC 15 Will save (+1 for each additional will ‘o’
the wisp beyond the first) is required to resist following the corpse lights
for 1d3 turns. Their destination is (roll 1d7): (1-2) a group of dogs of war,
(3) a creeping nightmare, (4-6) the river Evil,
or (7) the Man in Black. When leading others, they do not move faster than is
needed to keep ahead.
Will ‘o’ the
wisps can defend themselves with energy discharges, up to a range of 30’. They
can become invisible or visible at will by using an Action Die. Finally, a will
‘o’ the wisp can exude despair once per day, to a range of 60’. Any creature
caught in this radius must succeed in a DC 20 Will save or become overwhelmed
with despondency, taking no actions for 1d3 turns unless directly attacked.
Will ‘o’ the wisp: Init +0; Atk energy
discharge +3 ranged (1d5+3); AC 15; HD 1d3; MV 60’; Act 1d20; SP infravision 60’,
detect the living 250’, entrance, invisibility, exude despair; SV Fort +0, Ref
+8, Will +3; AL C.
Spirits of the Kai-Weikath
The Key that
the Wizard of the Red Robes lost in this world is said to be the Key to Heaven
or the Key to the Mind, which is perhaps the same Key. When it touched the Sea
of Kai-Weikath, it released the watery spirits of the dead which were locked
therein. These were the ghosts of sailors drowned in that Sea, whose spirits
were thereafter corrupted where the river Evil
pours into the Kai-Weikath.
The spirits have no power to harm on their own, but their wailing and (powerless) uttered prophesies may unnerve characters that encounter them. The ghosts of the Kai-Weikath can be compelled to answer questions using a consult spirit spell.
The spirits have no power to harm on their own, but their wailing and (powerless) uttered prophesies may unnerve characters that encounter them. The ghosts of the Kai-Weikath can be compelled to answer questions using a consult spirit spell.
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