Chaos running amuck

Bullgrit

Adventurer
The party:

Human cleric 8
Human barbarian/sorcerer 1/6
Elf fighter (archer) 7
Human cleric 4 [NPC]

Important note about the campaign: The PCs are "Eternal Heroes": they can raise themselves from the dead the morning after they die. They all know this, and the barbarian/sorcerer has risen from death twice before this game session. (The penalty is identical to the raise dead spell, but they can come back even without a body.)

The group was searching a sewer complex for the McGuffin, and they'd had an unpleasant experience so far. They came to a chamber where they fought and killed two gibbering mouthers. Beyond that chamber was another, in which they saw a large chest surrounded by a shifting dark cloud. In the cloud they got glimpses of eyes, tentacles, claws, mouths, and chaotic colors. The 8th-level cleric identified (Knowledge Planes) the cloud as a planar bleed, but didn't know the plane.

They stayed back out of the room and lassoed the chest. When they started pulling it, the cloud belched out a mass of tentacles and claws: a chaos beast (though the 8th-level cleric failed to identify it). The fight was short (just two rounds), but the barbarian/sorcerer got clawed and affected by the creature's corporeal instability. He fell into an amorphous blob, flopping around on the floor. Everyone in the group was stunned---no one knew anything about the creature or its powers.

After a few rounds, the barb/sorc pulled himself together (with a Charisma check), but he had lost some Wisdom. There was discussion about the situation, and two Players considered the end result of whatever was happening to the barb/sorc might be worse than death---especially since he can come back from death. The suggestion of killing the barb/sorc was mentioned, but no one attempted to act on the idea. The 8th-level cleric deduced (Spellcraft check with help from Knowledge Planes) that a restoration spell might help, but he didn't have the spell prepared for the day.

After a minute, the barb/sorc fell back into the blob state, but made his Charisma check again after just a few rounds. The barb/sorc ran from the chamber and through the sewer tunnels. The elf followed on his heels, but the clerics were held up by environmental obstacles. The barb/sorc, with the elf following, ran all the way back to the entrance of the sewers. The elf then suggested running out into the sunlight. They both ran out into the city street, but nothing changed.

The elf had a weapon ready to slay the barb/sorc, but held back using it. The fear that the barb/sorc would eventually turn into a chaos beast was mentioned at the table. When the barb/sorc dropped to blob again, still the elf held off killing him. The barb/sorc had never consented to being killed.

A couple rounds later, the barb/sorc went from sloppy blob to chaotic monster and attacked the elf. The brief fight ended with the elf falling to a blob state, and the new chaos beast running off into the city.

The elf eventually made a Charisma check to take his normal form. He asked how near the local temple was (for a restoration spell), and I had him roll 1d6 for the number of minutes it would take for him to get there. Three minutes. He ran through the city but fell to a blob after the first minute. He managed to make another Charisma check, and took off again toward the temple. But then he fell to a blob after another minute of safety, and a couple rounds later, he became yet another chaos beast loose in the city.

By the time the two clerics emerged from the sewers, a general alarm had sounded through the city. Citizens were hiding in their homes and businesses, and the town guards and soldiers were patrolling looking for the dangers. I described a scene of a guard patrol killing a "blobbed" soldier.

I called the session to end at that point. Now I've got to consider what happens when two chaos beasts run amok in a populated city. The results could be catastrophic. I'm considering have the "secondary" beasts die after an hour or something. That way the "plague" is limited to only a few people. I never, ever, considered that the PCs would bring a chaos beast into the city, much less bring two!

They had the answer to the problem, but no one did what they had already admitted was necessary. Why didn't they kill the barb/sorc when they talked about it? Why did the barb/sorc run out of the sewers and into the city? Why didn't they kill the barb/sorc in the city street? Why didn't the elf kill himself when he had two chances?

Now, I could understand if they were playing low Wisdom (the affliction drains Wisdom each round), but no one mentioned they were doing that. No one mentioned anything about the lowering Wisdom other than to speculate what would happen when all their Wisdom was drained.

My general question for the forum is, have you ever used/encountered a chaos beast in a game? What happened?


For me, as a Player, my party encountered a chaos beast in my first D&D3 campaign. We were a group of five 5th-level PCs, and none of us knew what a chaos beast did. But when the monk got afflicted (my dwarf cleric got hit twice, but made his saves) and turned to a blob, we had the same concern that the above Players had: would he turn into a chaos beast? We decided to execute the monk. We then took the monk's body to a temple and had him raised.

I remembered the encounter as very exciting and memorable. It didn't affect the world outside our party; it didn't wipe out half the party and set the stage for a city-wide epidemic.

Bullgrit
Total Bullgrit
 
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decreasing potency...

Bullgrit said:
The party:

I called the session to end at that point. Now I've got to consider what happens when two chaos beasts run amok in a populated city. The results could be catastrophic. I'm considering have the "secondary" beasts die after an hour or something. That way the "plague" is limited to only a few people. I never, ever, considered that the PCs would bring a chaos beast into the city, much less bring two!

Eh - do a generational thing - potency of the chaos beasts and the changing mojo don't hold up well in the downstream copies. Second generation and later eventually recover to human form. Second generation has a +2(?) bonus on CHA checks. Third gen has a +5. Third generation and later can't spawn. That'll keep the total number of nasties up to a memorable horde, while still not obliterating the ecology of your campaign. You could even drive an interesting save-the-world scenario - chaos clerics are trying to summon/invoke a power that will strengthen the chaos critters over time, making the weaker, later generations resemble the originals....

BTW, I like this use of CHA checks, rather than will saves. I've gotta remember that one - both for self-concept, and for imposing reality on amorphous planes.

Bullgrit said:
The party:
They had the answer to the problem, but no one did what they had already admitted was necessary. Why didn't they kill the barb/sorc when they talked about it? Why did the barb/sorc run out of the sewers and into the city? Why didn't they kill the barb/sorc in the city street? Why didn't the elf kill himself when he had two chances?

suicide is not painless. who says the resurrected body the next day won't continue to be afflicted? Maybe death will accelerate the process? Goodness knows killing off characters willy-nilly would NOT have been my first choice.

Bullgrit said:
The party:
My general question for the forum is, have you ever used/encountered a chaos beast in a game? What happened?

I remembered the encounter as very exciting and memorable. It didn't affect the world outside our party; it didn't wipe out half the party and set the stage for a city-wide epidemic.

Bullgrit
Total Bullgrit

I haven't run into this before. It's an interesting encounter. You do end up with similar "epidemic" dynamics with lyanthropy and some undead though [c.f. 28 days].

i'm going to "steal this plot hook" for a campaign I'm running. You're right - its an exciting and memorable encounter. I started two of the characters on lycantrhopy (wererats... ugh) - but actually used that as a hook to get them involved with an NPC organization - and to keep them in among the NPC org for a few days. Rampant chaos just sounds.... exciting!
 

Bullgrit said:
They had the answer to the problem, but no one did what they had already admitted was necessary. Why didn't they kill the barb/sorc when they talked about it? Why did the barb/sorc run out of the sewers and into the city? Why didn't they kill the barb/sorc in the city street? Why didn't the elf kill himself when he had two chances?

Now, I could understand if they were playing low Wisdom (the affliction drains Wisdom each round), but no one mentioned they were doing that. No one mentioned anything about the lowering Wisdom other than to speculate what would happen when all their Wisdom was drained.

Because people don't necessarily pick the optimal choice in a crisis situation? Because the act of killing one's friend and comrade might seem a trifle difficult, even if one figures he'll return tomorrow? Because one doesn't know if the friend affected by a strange mutation one has never encountered will still be affected when he is reborn tomorrow? Because you don't know what will happen with the lowering Wisdom?

As a DM, you have all the answers and can see behind the curtain. The players can't. So it's a good rule of thumb that what seems obvious to you doesn't necessarily do so to them.

My general question for the forum is, have you ever used/encountered a chaos beast in a game? What happened?

Last time we ever saw a chaos beast show up in my game was when the PC alienist summoned one and it turned a couple of enemies to jello. Good times! Not so good for my NPCs, but those are the breaks.

For me, as a Player, my party encountered a chaos beast in my first D&D3 campaign. We were a group of five 5th-level PCs, and none of us knew what a chaos beast did. But when the monk got afflicted (my dwarf cleric got hit twice, but made his saves) and turned to a blob, we had the same concern that the above Players had: would he turn into a chaos beast? We decided to execute the monk. We then took the monk's body to a temple and had him raised.

I remembered the encounter as very exciting and memorable. It didn't affect the world outside our party; it didn't wipe out half the party and set the stage for a city-wide epidemic.

Sounds way less exciting and memorable than what you've got going on right now then :D

My suggestion - Despite the situation with the chaos beasts, I'd have the two "dead" PCs regenerate as usual the next day, but permanently changed in some manner by their experiences (tentacles come to mind). And the change stays with them in the future, even if they die and regenerate again. Sometimes when you gaze into the Abyss, the Abyss touches you in a naughty way!
 

Thanks for the responses.
BTW, I like this use of CHA checks, rather than will saves. I've gotta remember that one - both for self-concept, and for imposing reality on amorphous planes.
For the record, the Charisma check is part of the chaos beast rules, in the MM.
My suggestion - Despite the situation with the chaos beasts, I'd have the two "dead" PCs regenerate as usual the next day, but permanently changed in some manner by their experiences (tentacles come to mind). And the change stays with them in the future, even if they die and regenerate again. Sometimes when you gaze into the Abyss, the Abyss touches you in a naughty way!
Yeah, I've thought of something along these lines. I probably won't do anything obvious, but maybe something subtle. Like maybe give them the [Chaotic] label or something. They loose a level for the raise dead, so adding a +1LA template might not hurt party balance. (Don't want to reward their deaths and make them better than the PC who didn't die.)

Bullgrit
Total Bullgrit
 


You are a very, very, very lucky DM.

Seriously.

Your players generated an apocalypse for you! You don't have to come up with one. You don't have to impose a scenario on them. It's their own actions that may doom the world.

Don't you dare ruin it for your players by going soft on them!

As a player, I'd LOVE a chance to race against the clock to fix a problem that I, as a PLAYER, created.

Forget the MacGuffin. Your campaign for the next good long while should be an agonizing choice for the heroes: do we stay topside and try to contain this mess or do we hope that healing the planar bleed solves our problem? And what if saving the world by healing the planar bleed means that we lose this city?

That's an epic choice worthy of Eternal Heroes.
 

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