xn0o0cl3
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I have a PC interested in turning Candlemere Tower into his caster tower. This PC also happens to be a witch, and as we all know, witches get their powers from some mysterious, otherworldly power. (See where I'm going with this yet?) Does anyone know of an HP Lovecraft story that I could incorporate into the game once the witch takes over Candlemere Tower? I'd like this to end with him fleeing the tower in terror.
I've already built up a great haunting plot with the Candlemere lights. Way back in Stolen Lands I rolled a Willo' Wisp as a random encounter, but the party was split and the two PCs (the witch being one of them) wouldn't have been able to take it. Instead of killing them, I had the willo' wisp leave them alone... for the time being. Every night after that, the witch saw that eerie lantern light bobbing a few miles off in the hills. Once the party moved into the Stag Lord's fort and built a town around it, he saw them from his window every night, just bobbing there across the Tuskwater.
So not only do I have him thoroughly creeped out, but he has a vendetta against this willo' wisp (or as he'll soon find out, all twelve of them.) Once the tower's cleared out, everything will seem peachy for a few months, but then the Lovecraft strangery will begin! *Twiddles fingers diabolically*
| Karameikos |
If he has a cat familiar then The Rats in the Walls is a no-brainer. The city underneath the tower could be another adventure all together. Depending on how you want to interpret the story, the city could be run by insane cannibalistic humans or by undead, either of which use the will o' wisps to lure humans underneath for feeding.
I would also look at The Dreams in the Witch House. The reference to "iridescent, prolately spheroidal bubbles" in the story aligns to the will o' wisp theme you've already started. If your witch knows the story he'll run away before the end, but since you obvisouly can't simply kill the PC, I would say the tower lies on a deposit of Aether (Game Mastery Guide page 237) and use the rules for drug addiction. If he fails the Fort save before going to bed he has the dreams and suffers the effects all the next day.
| ChrisO |
Mmm...Lovecraft. Apart from the excellent mentions above, I would also suggest the Hounds of Tindalos (Frank Belknap Long). And for some reason, the idea of many Wisps coalescing into a Shoggoth in the dark is intriguing. (And yes, this is way beyond the CR the players should face, but I don't expect you wish them to tackle the terror under the tower.)
But whatever you go with, I'd keep in mind that Lovecraft was a "less is more" type, and if there's some way to strike fear into the PC's hearts without showing them everything, that would be best. Sounds in the darkness, strange angles/geometry, and a perusal of some of Lovecraft's oft-used words (gibbering, ululation, etc.) could bring forth that special ambiance you're looking for.
If you've a bit of time before you need to dive into the strangeness, I might also suggest reading Thomas Ligotti's "The Nightmare Factory" (short story collection). Apart from Lovecraft, he's the only other author who has really creeped me out and kept me lying awake at night.
You might also wish to combine a few ideas and stories, in case the player(s) have read Lovecraft (indicating good taste). You wouldn't want the ending to be known...:)
Good luck, and have fun freaking them out! My players are steering clear of the island at the moment, but I'm rubbing my hands together in glee awaiting their eventual trip to the tower....Muahaha. ;)
Solarious
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I added a small MindFlayer Sect under the tower's ruins, 2 flayers, some Lizardfolk thralls, and a flayer Diviner. Pc's felt something watching them along with the effects of being near the tower, found the runes, and where verry creeped out..
the Flayers may cause trouble later in the campaign since the group didn't find the hidden entrance.
| thenovalord |
thenovalord wrote:in ours 4 Stygirans have moved in after discussion with the party....You mean your party invited the Stygirans to come live there?
Yep, hoping to exploit the stygirans relations/history with the cyclops
there is nothing the leaders of Magnamare will not ally with.....
Party is LN/LE
stygirans will dwell there for a year and a day
A list of creatures living, with permission, in the mighty Duchy!!
The random encounter table for passing adventurers should be very exciting!!
* Boggards;
* Kobolds;
* Thawn Giants;
* Faerie dragons;
* dwarves;
* gnomes;
* Stygiran Seers;
* Nixie;
* Dryad;
* mites;
* Grigs;
* Faun;
* Hill giant;