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<blockquote data-quote="avigor" data-source="post: 3625494" data-attributes="member: 48877"><p>I've come up with a sadistic idea derived from Swedish Chef's orphan/cult thing:</p><p></p><p>First, introduce your chars to a street urchin who refuses to go with them to the inn. Then, start having disappearances of street people, adults and children, with the adults reappearing a few days later with their heads opened up and their brains missing (random angles, so one has a hole in the back of his head, another is missing her face, etc). Then, their friend disappears.</p><p></p><p>They find a cult's lair, but don't encounter anyone, and fail to identify the symbols (at least, right away). Further in, they encounter a heavily locked door, from which their friend's voice is emanating. After they open the door by whatever means (allow explosive opening to not hurt the kid), they find that she seems alright, except for one little thing: she is rubbing her right ear. When someone removes her hand from the ear, you describe that it is red and swollen, somehow irritated, but by what is unknown.</p><p></p><p>The group then goes to a second door, and begin to open that upon confirming that another child, one that their friend knows and saw put in there (to make sure that they open it), is in there. As they work, the second child starts complaining loudly, "It hurts! Stop the hurting!" At some point, have the PC's friend pull one of them aside and mention that she is getting a headache.</p><p></p><p>When the door is close to opening (HP is low or the rogue's close to finishing his Take 20), the child screams horribly, and describe a fleshy explosion sound (think a head shot and/or parasite emergence from Resident Evil 4), followed by a harsh growl sound. The door opens of it's own accord, and they see the second child. His original head is in pieces on the floor, everything but the brain has broken off. He has a new head, that is growing from being contained in the brain cavity and is fusing with the damaged (but now healing) neck. This new head lacks hair, is very rubbery, and has four tentacles around the mouth. It attempts to grapple whoever is closest; basically, a child Illithid. Once it is defeated, have their friend complain further about her headache if they didn't get the message already. If they manage to get the child to some appropriate healing on time (Greater Restoration or Heal should definitely work, smaller spells like Remove Disease should at least have a chance of working), then she lives. Otherwise, their friend dies horribly and attacks them.</p><p></p><p>After that, they still have a cult dwelling of Illithid worshippers and one of those briny pools that Illithid parasites are spawned in before getting a human host to deal with; although they should be able to get the assistance of the city watch if the girl survived and was healed by the local clergy, which will recognize the type of infection she has, although they will be disbelieving that it was from somewhere in the sewers. Throw a few cultists, some more child Illithids, a few of those over-grown larvae, and one of those Elder Brain things at them; say that it was weakened somehow by being locked away for centuries before some random, unlucky guy unearthed it and became the first cultist. Another possibility for that Elder Brain is have it teleport out once damaged to a certain point and become a recurring villain.</p><p></p><p>If you don't have a copy of Lords of Madness, get one before running this for stats and such (mine's not with me at the moment, hence some sketchy memory). Also, I know that I'm heavily modifying the normal spawning descriptions that LoM specifies for Illithids, but hey, it's more sadistic/creepy this way.</p><p></p><p></p><p></p><p></p><p>Another idea that I had before this was the idea of a vampire child that doesn't look undead until she hugs a party member and suddenly starts drinking his blood; possibly just modify the above to make her into a vampire and skip the second child part until after she's slain or raised or whatever.</p><p></p><p>Oh, and thank you Mr. Draco for those tips for horror DMing. I think I be liking those.</p><p></p><p></p><p>Evilgamer13, I like that necromancer idea. One idea that kept popping up in my mind while I was reading some books (Libris Mortis, Heroes of Horror) was a necro with one of those ghost symbionts from one of the monster manuals (or was it the fiend folio?) that can manifest itself as a face completely covering its host's face. Permanent, instantly conjurable/dismissable mask. That symbiont thing is even listed on the Dread Necromancer familiar list. Could make for a very long-lasting necromancer, as the PC's never see his true face, and he always has a getaway planned. Also, the local populace would never suspect him thanks to some crafty usage of enchantment and illusion spells, and the party paladin would find that Detect Evil senses nothing thanks to abjuration spells. Perhaps a Dread Necromancer with specialist wizard (picking Necro as a forbidden school) and some sort of prestige class that allows progression in spellcasting for two arcane classes that contain different spell lists, as well as familiar progression? Hmm . . . I think I like the idea of returning villains, especially if I can make them sufficiently sadistic and have them constantly doing things like killing children to further their goals . . .</p><p></p><p>So, am I twisted enough to be a DM?</p></blockquote><p></p>
[QUOTE="avigor, post: 3625494, member: 48877"] I've come up with a sadistic idea derived from Swedish Chef's orphan/cult thing: First, introduce your chars to a street urchin who refuses to go with them to the inn. Then, start having disappearances of street people, adults and children, with the adults reappearing a few days later with their heads opened up and their brains missing (random angles, so one has a hole in the back of his head, another is missing her face, etc). Then, their friend disappears. They find a cult's lair, but don't encounter anyone, and fail to identify the symbols (at least, right away). Further in, they encounter a heavily locked door, from which their friend's voice is emanating. After they open the door by whatever means (allow explosive opening to not hurt the kid), they find that she seems alright, except for one little thing: she is rubbing her right ear. When someone removes her hand from the ear, you describe that it is red and swollen, somehow irritated, but by what is unknown. The group then goes to a second door, and begin to open that upon confirming that another child, one that their friend knows and saw put in there (to make sure that they open it), is in there. As they work, the second child starts complaining loudly, "It hurts! Stop the hurting!" At some point, have the PC's friend pull one of them aside and mention that she is getting a headache. When the door is close to opening (HP is low or the rogue's close to finishing his Take 20), the child screams horribly, and describe a fleshy explosion sound (think a head shot and/or parasite emergence from Resident Evil 4), followed by a harsh growl sound. The door opens of it's own accord, and they see the second child. His original head is in pieces on the floor, everything but the brain has broken off. He has a new head, that is growing from being contained in the brain cavity and is fusing with the damaged (but now healing) neck. This new head lacks hair, is very rubbery, and has four tentacles around the mouth. It attempts to grapple whoever is closest; basically, a child Illithid. Once it is defeated, have their friend complain further about her headache if they didn't get the message already. If they manage to get the child to some appropriate healing on time (Greater Restoration or Heal should definitely work, smaller spells like Remove Disease should at least have a chance of working), then she lives. Otherwise, their friend dies horribly and attacks them. After that, they still have a cult dwelling of Illithid worshippers and one of those briny pools that Illithid parasites are spawned in before getting a human host to deal with; although they should be able to get the assistance of the city watch if the girl survived and was healed by the local clergy, which will recognize the type of infection she has, although they will be disbelieving that it was from somewhere in the sewers. Throw a few cultists, some more child Illithids, a few of those over-grown larvae, and one of those Elder Brain things at them; say that it was weakened somehow by being locked away for centuries before some random, unlucky guy unearthed it and became the first cultist. Another possibility for that Elder Brain is have it teleport out once damaged to a certain point and become a recurring villain. If you don't have a copy of Lords of Madness, get one before running this for stats and such (mine's not with me at the moment, hence some sketchy memory). Also, I know that I'm heavily modifying the normal spawning descriptions that LoM specifies for Illithids, but hey, it's more sadistic/creepy this way. Another idea that I had before this was the idea of a vampire child that doesn't look undead until she hugs a party member and suddenly starts drinking his blood; possibly just modify the above to make her into a vampire and skip the second child part until after she's slain or raised or whatever. Oh, and thank you Mr. Draco for those tips for horror DMing. I think I be liking those. Evilgamer13, I like that necromancer idea. One idea that kept popping up in my mind while I was reading some books (Libris Mortis, Heroes of Horror) was a necro with one of those ghost symbionts from one of the monster manuals (or was it the fiend folio?) that can manifest itself as a face completely covering its host's face. Permanent, instantly conjurable/dismissable mask. That symbiont thing is even listed on the Dread Necromancer familiar list. Could make for a very long-lasting necromancer, as the PC's never see his true face, and he always has a getaway planned. Also, the local populace would never suspect him thanks to some crafty usage of enchantment and illusion spells, and the party paladin would find that Detect Evil senses nothing thanks to abjuration spells. Perhaps a Dread Necromancer with specialist wizard (picking Necro as a forbidden school) and some sort of prestige class that allows progression in spellcasting for two arcane classes that contain different spell lists, as well as familiar progression? Hmm . . . I think I like the idea of returning villains, especially if I can make them sufficiently sadistic and have them constantly doing things like killing children to further their goals . . . So, am I twisted enough to be a DM? [/QUOTE]
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