Showing posts with label demons. Show all posts
Showing posts with label demons. Show all posts

Friday, 29 March 2024

Night's Dark Terror 11: Xitaqa 2, Tower Base

This is part of a series of posts with a scene-by-scene critique, appreciation, and improvement of the 1986 TSR module B10, Night's Dark Terror

Once through the goblins and apes, our adventurers approach the windowless tower of Golthar through one of four entrances to the buildings at its base. Two are unwatched and lead to areas infested with independent monsters. Two are at the front and watched by hobgoblin guards, one leading to Vlack's room and one to a monster area. But first, a little additional background of lore that I spun up to make more sense of the Hutaakan ruins.

At the time of their civilization's fall, the Hutaakans had been developing two themes of arcane lore. One, as mentioned previously, is the lore of creating permanent illusions of concealment and invisibility -- which explains why Xitaqa, and maybe other sites further on, are so hard to find. 

The other thread of investigation concerned the use of sensory deprivation and hallucinogens to regress organisms down the evolutionary tree, the same wacky idea explored in the 1980 film Altered States. This degeneration explains why baboons - basically dog-faced apes -- still hang on to the ruins, for they are the devolved descendants of the jackal-headed civilization. It will also explain some of the things encountered later on in the adventure.

WarnerBros.com | Altered States | Movies
The caveman is not his final form. Still from WarnerBros.com.

With this in mind, we can consider the two abandoned, monster-bearing rooms first. 

The library is covered in thick webs, the customary tip-off that giant spiders are here. Once they're defeated, things can get more interesting, if you're magically able to read ancient Hutaakan ...

As a library of a lost ancient civilization, it's kind of an anticlimax to have the scrolls be all about civil records. My further elaboration was to make the Hutaakan method of writing be stitches in a supple and long-lasting fabric, of which the tapestry map is only one example. These fabric scrolls are mostly dull records, but among them, perhaps in a special or locked section, are scrolls explaining aspects of Hutaakan civilization: the development of illusion and the ascetic reaction against it, as well as disapproving accounts of forbidden experiments with sensory deprivation and certain mushrooms and berries that resulted in partial devolution to ape-form and then a "final degeneration to primordial plasm." To go with the scrolls' material, the writing set treasure object can be a sewing set instead, with silver needles and the different colored threads that showed different phrases and sentences.

Even madder is a scroll stitched up so it cannot be opened without cutting the black thread. Treated as forbidden knowledge, this work is a flight of unbridled madness inspired by the revelations of the isolation tanks. It claims the revelations that the primal Hutaakans were nothing less than the original creators and gods of the universe, who spun from their plasm all creatures and all possibilities. The proof of this is to be found in a loose, to be sure, reading of the nature of the four principal demon lords. All are actually devolved Hutaakan gods - Yeenoghu lowering himself into the form of the primitive gnoll; Demogorgon mutating more strangely into conjoined baboons; Orcus taking the face of an even lower creature and the aspect of a decaying corpse; and Juiblex as the final degeneration. It's wrong (maybe?) and leads nowhere, but it's a fun Easter egg.

Another back way is through the crypt, where in the adventure as written lurk two gelatinous cubes, somehow, that frightened off Golthar after he grabbed the.golden needle and thread (see p. 5) that are key to revelaing the secret map in the Sukiskyn tapestry. If we simply reshape the cubes into near-transparent humps of protoplasm, they fit the Altered States narrative perfectly. Also, some of the niches can have the shattered copper walls of the immersion tanks, old splashes of dried saline solution, and the brittle bones of ancient Hutaakans at various stages of degeneration into baboon form and beyond.

While bursting through one of the doors from the abandoned area into X8 will likely catch Vlack and his crew off-guard, they are fully prepared for approaches through the front door, X4-5. Getting caught in the crossfire of two ice wolf breaths is no joke, even for 5th edition parties, and it's likely that an alerted Vlack will send a minion upstairs to warn Golthar of the invasion - or even flee there himself if his morale flags. The architecture here has more Hutaakan statues, as well as mosaic work that I described as oddly similar to the patterns in the Sukisyn tapestry. 

One more detail: Vlack's sword. Instead of just a boring +1, I gave the red garnet on the sword an extra ability: if it kills a sentient enemy by decapitation in open combat, it gains an additional +1 bonus for the rest of the day. There is a 1 in 6 chance that any kill will naturally be a headshot, or the shot can be called at a penalty (disadvantage, or -4, perhaps).

Saturday, 21 January 2023

Hex Crawl 23 #21: Eyes and Ears of Pazuzu

Two hexes north and one northeast of Alakran.

We can treat this featureless dry plain as the "base" for the Pazuzu cult's spy quasit, similar to Leetakh's pet (hex #10). This one likes to take the form of a flying beetle when not invisible, and answers to Kokumo (hex #20), who is very discreet about the existence of his valuable asset. The quasit's roam rating is also A2, meaning it can be found up to two five-mile hexes from this spot, day or night.

 

Speaking of Kokumo's demons, it is around here that he sent the much larger and more visible vulture demon Chuzema on an aerial recon mission on behalf of the Band of Bronze's campaign against Leetakh. The campaign log's account, I believe, will speak in general to the hazards of treating with maliciously literal entities.I should note that the quasit was actually a dimwit rather than just acting that way, and so did not bend Kokumo's orders quite so cruelly.

***

After the rite, Kokumo consulted the visitors on the exact wording of the commands by which he would bind the demon after his tablet spell fixed it in place and commanded its attention. The first five commands would be binding. In case of contradiction the demon would respect them in the order issued. Eventually, they came up with this:

THOU I BIND THEE FIRST TO DO, FOREVER, NO HARM OR TRICKS UNTO ME
AND SECOND TO DO, FOREVER, NO HARM OR TRICKS UNTO THOSE I SAY ARE MY FRIENDS
AND THIRD TO ONLY HARM THOSE I SAY ARE MY ENEMIES
AND FOURTH TO OBEY MY COMMANDS, COMPLETELY, AS SOON AS POSSIBLE
AND FIFTH TO MAKE NO ATTEMPT TO ESCAPE FROM RECEIVING OR OBEYING THESE LAWS AND COMMANDS GIVEN BY ME

[...]

At daybreak, Chuzema's master brought it forth from the cave and acquainted it with timekeeping by having it sing along to the twenty-minute long mantra of Pazuzu. Then a set of instructions was carefully prepared for the demon, viz.:

"Fly upwards and southeast, either until you see some non-friend gnolls, until you see some dust or smoke that is probably made by non-friend gnolls, or until the time needed for one of those chants passes. Do not make yourself known to the non-friend gnolls. Just look for them, find them if you can, and come back."

Chuzema flew up immediately on hearing the charge and had to be controlled by further verbiage. Then it flapped southeastwards, growing more and more distant until its form was but a speck in the air, five miles away. Concern mounted as, after the length of the chant had passed, it did not return, but instead changed course to the south, swooping low. After several more minutes had passed, it could be seen heading back. Kokumo interrogated the fiend when it landed.

"Did you see gnolls out there? How many?"

"Yes Master, I saw fifteen gnolls."

"Why did you not obey the command to come back after the time of the chant?"

"Oh Master, I saw what I thought were gnolls, but I had to be sure, so I came closer. I was following your command to find them."

Kokumo realized that although the five commandments implanted by the magic tablet would be followed with precedence given to the earlier of them, verbal orders issued afterwards in compliance with the commandment of obedience would be followed with precedence to the later ones. And "find the gnolls" indeed had been issued after "return in the stated time."

He thought for a moment. "Chuzema! Speak truthfully to me! Did you have words with the gnolls you found?"

"Yes Master."

"What did you say?"

The demon ducked its long neck, but could find no way to subvert the command.

"I told them that the cult of Pazuzu was coming to attack their village, with fifteen cultists, fifteen gnolls, some wandering soldiers, and sorcery."

"What? What did they say?"

"They only ran, south."

"Thou detestable pigeon! Why did you disobey my command to not make yourself known?"

"Master, they saw me in the sky, flying as you commanded, so I was already known to them."

Dasypus the armadillo-man drew himself up indignantly. "But you have broken the command not to harm us! By telling our plan to the enemy, you have given them the means to cause us more harm than if we had surprised them!"

"O Master," said the demon to Kokumo, "I am but a simple vrock and not so clever as this small one. As I understand it, to harm is to damage a being or take away its freedom. If you wish me to refrain from any action that could in the future be the cause of harm to our friends, please, command me so."

Kokumo noted a cunning gleam in the black orbs of the demon's eyes and did not rise to the bait. He uttered some emphatic phrases in the Abyssal tongue, at which Chuzema only clucked and rocked back on its claws.

Friday, 20 January 2023

Hex Crawl 23 #20: A Cult and a Maze

Lord of All Fevers and Plague!
Blessed Black Wings!  Scourge of Lamashtu!

Hail Pazuzu!

 

Three hexes north of Alakran.

Eastward from the Scarp juts a jagged badland in hues of russet and rose. The convoluted paths through its formations and cliffs are a maze, entered through a gulch to the north, having two southerly exits and many dead ends. 

Apart from the maze, in a human-made underground complex facing south and dug into the most southerly cliff of the badlands, is a cult of the demon Pazuzu led by Kokumo, a former priest of Mitra. Kokumo, after seeing Dulsharna overrun by the forces of Tiamat and Apep, has lost faith in the holy and believes that only through other demons can demons and Chaos powers be cast out of Dulsharna.

To this end he pursues a scheme to free and (with a spell tablet he possesses) bind to his service the demon whom he knows to dwell in the damnation tomb of Narshish (hex #2). He has taken under his vulture wing a boy, Gimu, who ran away from Alakran because his parents hated his mental disability and beat him cruelly. Raghru's pack found him and realized that this might be the young adolescent Kokumo had advertised interest in. You may fear for Gimu's ultimate fate but in truth Kokumo is not all evil, and will try to get him placed in better conditions after Gimu helps with the door which can only open on his thirteenth birthday, coming soon.

Kokumo is a heavy-set, dark-skinned man whose family is originally of far western Muqqura. His locust-helmed habit is of woven straw. He wields a magic weapon, the Fury Whip, which lashes out with gouts of fire. He feeds his cult by calling down rains of carrion in the name of Pazuzu. They number:

12 robed and locust-masked human cultists

1 human and 1 gnoll junior warlock (level 2)

9 gnoll warriors, male and female, with pole weapons and white-feathered arrows for their longbows

Kokumo has a twin brother, Thulsa, who is not at all ambivalent about Chaos, and leads the underground cult of the Chaos serpent Apep under the rule of Tiamat worship in the capital Dulshamar to the east.

The cult treasury is worth some 3000 gp in mixed coins, and they also have a number of useful potions and incendiary concoctions stored in wax-sealed human skulls. 

Campaign lore:

Pazuzu, He Whom Demons Fear, Prince of the Powers of the Air.

Four-winged, with a bestially ugly face and a serpent-headed phallus, this entity is nonetheless seen as the demon closest to human interests. Midwives and traditional healers at times call upon him to protect from disease, stillbirth, and other demons. Pazuzu commands scavenger beasts such as vultures, hyenas, and jackals, as well as flying insects. His other epithets include Lord of all Fevers and Plague, Gnawer of Carrion and Grain, Black Wings, and the Mocking One. Midday heat creates the mirages that are the mark of Pazuzu's power.