Monday, 15 April 2013

Metal Adventure Seeds VIII: Seasons In The Abyss

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Seasons In The Abyss:
Setting: Horror/Survival Fantasy

When you found means of destroying the phlyactery of the great lich Menkare, you thought, perhaps, that you would find some peace for yourself. But as it turns out, all you have done is awaken the rage and hatred of Menkare's master, the Demon Lord Nergal, the Worm-King, Prince of the Undead. And now you awaken in his abyssal Necropolis, where every day is three years for the living. If the endless hordes of demons and undead do not kill you, simple mortality will. 

Assistance, however, comes from a very strange corner indeed- Yaldabaoth the Unmaker contests the mastery of undeath with Nergal and promises his assistance in getting you out of Nergal's vast Necropolis if you do him a simple favor and slay Nergal's consort, the Ghoul-Queen. Otherwise, though, you and your friends are on your own in an almost unimaginably hostile realm. 

GM Notes: This adventure depends on the GM being absolutely relentless in plotting time and willing to enforce the aging rules that stick to the campaign. For elves and other longer-lived demihumans, increase the three years to an appropriate number. The Ghoul-Queen should be treated as a ghoul with 21 hit dice and the abilities of a lich (wizard/MU). The DM should also secretly roll appropriate saving throws every day to see if the players contract a disease from the festering Necropolis. Also, roll a d100 twice per day at appropriate times. If 100 comes up, then Nergal himself, with all 28 hit dice and the biggest array of horrifying necromantic magics you can make for him shows up to finish the job he started.

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