Showing posts with label Random Encounters. Show all posts
Showing posts with label Random Encounters. Show all posts

Saturday, March 31, 2012

Random Encounter 3: The Secret of Kopao Cave

This is a location based encounter. It is inspired by the article "Last of the Cave People" by Mark Jenkins in the February 2012 issue of National Geographic. In the article, Jenkins and photographer Amy Toensing follow the Meakambut , the last of the nomadic cave dwellers still residing in Papua New Guinea. It is an interesting article and I encourage you to seek it out; however, as a disclaimer in this encounter I portray the nomadic cave dwellers as antagonists. This is fantasy and in no way am I proposing that the Meakambut are a savage people. In the article, Jenkins does make mention that the Meakambut do believe, and are terrified of, sorcery. At one point, he fears for his safety as a member of the Meakambut led him to a cave sacred to them called Kopao and told him the secret of the cave. That night John, the member of the Meakambut tribe that led Jenkins to Kopao and told him the secret of the cave, had terrible dreams. In his dreams, his ancestors were angry at him for telling the Meakambut's secrets to a white man. That morning, a member of the tribe fell terribly ill with pneumonia. Jenkins feared that if the ill member were to die, he would be blamed. That story is the kernel for this random encounter.

This encounter takes place in a jungle environment. It can be run as an outdoor adventure, perhaps a hex or two, or several must be explored as the exact location of Kopao Cave is not known. Random encounters with jungle beasts are possible. I myself am always fond of Robert E. Howard inspired giant snakes, not to mention savage apes. Of course the less mundane critters from your favorite monster manual could always be added. The tribes that live in the area do not welcome outsiders. The subsist from hunting and gathering. The intrusion of outsiders can disrupt their hunting and gathering by either killing game or scaring it away. In either case, they are very protective and will deal with all outsiders. They prefer not to attack openly; instead, they will rely upon their superior knowledge of the area and set traps for the party, or attempt to lead them into dangerous areas. If they must attack, they prefer to do so from high up in the jungle foliage. They are experts at camouflage, and their weapons of choice are poisoned tipped javelins and darts. If forced into a face to face melee, they wear little armor, but do make use of small wooden shields and long curved knives of bone (which also may be poisoned).

The characters have heard stories whispered that amongst the nomadic jungle tribes, there is a sacred cave with a secret. If time and resources are spent discovering what this secret is, they will find vague creation myths. Basically, the tribes of the area believe that they were "birthed" from Kopao cave and that it is a conduit which leads directly to their gods. They do not frequently visit the cave, but do take the skulls of honored members of their tribes there to be put to rest. This is an honor. Rumor is, that these honored members (chiefs and great warriors and hunters) are put to rest with valuable treasures. What these treasures might be is up to the DM, but rumors of gold and relics should be discovered to entice the players to find Kopao cave.

Kopao cave should not be easy to find. Much exploring must be done. Even when the location is discovered, the party must make a dangerous climb up a vertical face that even thieves will have a hard time with without the proper equipment. Of course the tribes of the area set traps for the unwary as safe guards.

Entering Kopao cave, the players hunch under a low overhang that only halflings will not find uncomfortable to enter. Within, they are greeted by a gantlet of skulls, most of which are green with age, but others appear more recent. Past the skulls are numerous hand prints stenciled in blood. The hand prints are the first indication of the true secret of Kopao cave. Once a year, the tribes select one of their best hunters as a sacrifice. He is brought to the cave. As an honor, he is cut, then dipping his hand into a saucer of his own blood, he makes his mark amongst those of the past sacrifices. This honor completed, the ritual begins and he is sacrificed to appease the dwellers of the cave. There are indeed treasures left beyond the hand prints, these too are left to appease the dweller of the cave. Here the players will find large feathers, the hollow avian bones of which are full of fine gold dust and capped with a gum made from the sap of trees. There are also garments spun from fine fabrics and favored weapons, some of which are magical. These are there for the taking, if the players can deal with the dweller first.

What is the dweller? Think Lovecraftian. Kopao cave is portal that leads to another dimension. Luckily, it is weak and the dweller can only enter from its dimension no farther then the cave. There is a large crack in the ceiling. It is about twenty feet long, and three hand spans wide. From this crack, an odor is noted. An odor reminiscent of rotten fish, but not overpowering. It is as if dead fish were stuffed into the crack, left for a few weeks, then removed a week ago. Magic-users and elves get an uneasy feeling in close proximity to the crack. Their stomachs feel queasy and they find the hairs on the nape of their necks stand up, they may also get goose bumps. The closer one gets to the crack, the cooler the air temperature becomes. Standing right beneath it, the air is so cool, one shivers. A darkness in noticed within the crack. Torches and lanterns will not illuminate it, a light spell does not even penetrate it. Voices are heard from the within the crack. Whispers in a language that none can fathom. The hushed whisper increases into a present drone. Finally, a tentacle slithers from the crack, followed by another. That is when the darkness radiates from the crack acting as a Darkness spell.

Now is when the characters, if they are smart, run. I use insanity rules in my games, and would require sanity checks. If they stick around to fight it out, they most likely will perish. They should be able to grab some treasure and run before all hell breaks loose.

Monday, October 31, 2011

Random Encounter #2: Village of the Damned

It has been a slow Halloween for me; unfortunately, I came down with Fluzilla last week and I am still in the midst of fighting it.

Normally on Halloween, I go trick-or-treating with a family friend, his two daughters and mine own daughter; however, this year my daughter decided she is too old to need her Daddy with her, and feeling under the weather, I didn't put up too much of a fight.

I do select a scary movie for Halloween weekend viewing. I try my best to make it a movie I have never seen. This year was no exception. I selected the 1960 science fiction film "Village of the Damned" by Wolf Rilla.

It is a faithful adaption, or so I read on Wikipedia, of a The Midwich Cuckoos by John Wyndham. Cuckoos was published in 1957 and has been adapted to screen twice as The Village of the Damned, once in 1960 and again in 1995. I have never viewed the 1995 adaption, odd for me as it was directed by John Carpenter, one of my personal favorite directors. It is worth noting that the 1995 version stars Christopher Reeve in his last performance before becoming paralyzed.

The 1960 version is a creepy film. I was expecting some "cheeze", but there was none to be had. The film is dark in tone. It begins with a mystery and the sense of mystery continues until the shocking end. It is an invasion story in which society is subverted by the alien children. The horror creeps in as it becomes apparent that one of societies cherished treasures, her children, are the "other".

I'm attracted to films of this era that exploit the sense of "the other". With the Cold War raging, and only a bit over a decade past the dropping of the atomic bomb on Japan, there were a slew of science fiction films, stories and novels from the era that exploited the fear.

I've decided to add a new element to the few reviews I actually do for this blog. That element is a Random Encounter that can easily be slid into a fantasy campaign. In this case, I offer one inspired by the film.

Random Encounter #2: Village of the Damned
While traveling the characters come upon a tiny village. An old faded sign bears the wood burned word "Midwich" branding it thus. They come upon the village in the middle of the day. Just past the sign, there is a farmer's cart, the horse is asleep as is the farmer and what may be his younger son or farm hand. Both are slumped in the cart.

Investigation finds the same scene through out the village. It is obvious that the villagers are only sleeping, but nothing will arouse them. It is easy enough to rob the village, for those so inclined, but it is a poor village and not much is found worth stealing.

What caused the villagers slumber? A powerful sleep spell? A cursed item (perhaps now in possession of thieving characters)? Perhaps the village borders too close to the Fae, and they are involved. Could it be a Goblin plot? If so, what do the goblins gain by putting an entire village to sleep?

The villagers could wake up while the characters are there, or they may have to find a way to awaken them. This could be a straight forward adaption of the film to game, in which case the DM will have to devise a reason for the characters to stick around for the birth of the alien children. It would be easy enough to devise a reason for them to return two years later, when the children are born and well advanced beyond their years.

Instead of a straightforward adaption, the children could be part Fae, or goblin, further inspiration on Fae children that appear human could be found in the novel The Broken Sword, by Poul Anderson.

Thursday, October 13, 2011

Random Encounter #1: The Door to Hell

With this post I am attempting to make this blog live up to its namesake of Random Encounters. With this series of posts, I will present persons/places/things that can randomly be inserted into games. This, being the first, I've decided to go with an encounter inspired by a natural phenomenon from the "real" world that has always intrigued me: The Door to Hell located in Turkmenistan.

The Door to Hell in Turkmenistan was created three decades ago initially by a mining accident that released dangerous gases. Thinking that those gases would burn off in a matter of days, fire was set to them. It has been burning for 35 years.

It would be interesting if as part of the back-story of the crater, it too had been burning for a similar number of years. With this in mind, the players could seek out old-timers that were there when it started burning. The genesis of the flame could be mundane or mysterious as the Dungeon Master sees fit.


The Door to Hell is a location based encounter. It is easily placed randomly, or as a planned location in a desert environment.

It is possible, and may be more effective, if the characters have heard rumors of it.

As the picture shows, it is a gaping maw of fire. It began burning years ago. There are various reasons: perhaps a craft of alien origins wrecked and ignited it, or it may have been caused by a magical mishap, it could be a direct opening to the elemental plane of fire, or, as its namesake suggests, it could very well be the Door to Hell.

Adventure Seeds:
The ideas below are just adventure seeds, the doorway could be used as local color as well.

As a low-level encounter, it is doubtful that the characters would have the means to directly enter the doorway, so adventures at this level would have it as background noise; however, having knowledge of its location, the characters could return when they have means sufficient to explore it further.

The characters could come across it and find a cult of desert dwelling clerics that firmly believe the crater to be either a door to Hell or a portal to the elemental plane of fire. The cultist could be right.

This cult has kidnapped some victims from a nearby oasis, and plans on sacrificing them by tossing them into the pit. Thus, this could be a simple "rescue the prisoners" encounter; however, what happens if the players are not successful in their rescue? Perhaps there is a an astronomical convergence and if the cultists are successful, then something "bad" will be released. The "bad" could be an elemental that is not happy about being on the prime material plane, or it could be a demon or devil that the players are not powerful enough to deal with. The being may or may not be controlled by the cultists.

As a mid-level adventure, the characters could have been sent by a higher level magic-user that wants something from the door that will enable him to make a powerful item.

The item could be a ruby that is deep within the crater that would be valuable for making the elemental item the mage has in mind.

The players could be granted temporary or, items with limited charges, or expendable items - such as potions- that will allow them to enter the doorway. Of course, there are bound to be denizens, elemental or nefarious in nature, that call the Doorway home.

Perhaps the doorway is nothing more than a mundane crater that continually flames from the gases that have been put to torch. It may still have attracted creatures from the elemental plane of fire that now claim it as home. It may have been set fire for a reason. Perhaps it is a doorway that leads to a "Lost World" in the spirit of Edgar Rice Burroughs Pellucidar. An advanced elder race calls this Hollow Earth home and set the crater to flame three decades ago when their Utopian realm was threatened with discovery by a band of adventurers. They are not happy to be "re-discovered". While their realm is Utopian for them, it is not for the race of primitive humans (or elves, or dwarves, or halflings) that they keep enslaved.

As a higher level adventure, it could be much the same as the mid-level adventure, but now the characters may all ready have magics of their own that allow them to enter the doorway.

It could be a level of a mega-elemental dungeon. There are other levels dedicated to each element and there are sub-levels dedicated to various lesser elements. As a level of a mega-dungeon, it could be a door way to the first of the Nine-Hells that just happens to connect directly with the Prime Material Plane. It may also be a smaller dungeon as the lair of an ancient Red Dragon that is as much Elemental as it is dragon. It may also be the home of an exiled Demi-God of Fire. The demi-god might also be a member of an elder race from beyond the stars that crashed here three decades ago and is yearning to return home.