Professional Documents
Culture Documents
AD&D - Complete Guide To Metallica For Fantasy Role-Playing Games
AD&D - Complete Guide To Metallica For Fantasy Role-Playing Games
-----------------------------------------------------------------------
"Welcome to The Rock. If you're not insane when you come, you will be
when you leave."
-----------------------------------------------------------------------
This document is not for sale and is made available for private
game use only.
All contents of this guide are presented for game purposes only.
Advice oriented information is not to be taken as legal consultation or
legal service, but as suggestions and examples of real-world or
hypothetical models. Always consult a lawyer for legal and lawful
guidance. The opinions and views contained in this guide reflect those
of the individual authors. The opinions, content, and organization of
this document are in no way connected with the faculty and staff of any
educational institute where this guide was found.
-----------------------------------------------------------------------
TABLE OF CONTENTS
PREFACE
METALLICA: THE METAL
THE ROCK
BELL TOWER
THE CAVERNS
DAMAGE, INC.
DAMAGE, INC. RECREATIONAL PARK
HALL OF JUSTICE
THE HOUSE JACK BUILT
THE KEEP OF THE METAL MILITIA
THE LAKE
MEMORIAL HILL
METALLICA MINING COMPANY MINE
THE PIERS
SANITARIUM
TEMPLE OF THE GOD THAT FAILED
THE TOMB OF A BOY KING
OTHER PLACES OF INTEREST
THE INSANE
METALLICA: THE MUSICAL GROUP
QUASI-DEITIES
THE FOUR HORSEMEN
MONSTERS OF ROCK
SPELLS
MONSTERS OF ROCK FESTIVAL
HOLIDAYS, FESTIVALS, AND EVENTS OF THE ROCK
FOOTNOTES
-----------------------------------------------------------------------
PREFACE
-----------------------------------------------------------------------
-----------------------------------------------------------------------
THE ROCK
It all began when an evil Phantom Lord joined the various factions
of humanoids into one army. He wanted to control the land. He wanted
civilized people to fall to their knees for him. Clad in leather and
wielding a sword in his hand and a whip at his belt, the Phantom Lord
led his army into war thus began the Humanoid Incursion. When they
came, the sound was almost deafening as they made it known that they
were here. Victims were chained crying death pains. The Phantom Lord
never failed.
A castle was created many years ago along a small lake once
the Humanoid Incursion began. Cropping out of the lake was a large rock
which is there today. The castle was dubbed Castle Rock. The leather
and iron clad soldiers that were formed at Castle Rock were called the
Metal Militia, and the soldiers of The Rock are still called this
today.
Many battles took place around Castle Rock, and the lord led the
armies well against the humanoid invaders. The last battle was the
biggest battle which took place on the hill now referred to as Memorial
Hill.
After the humanoids were driven back, a feudal town crept up
around the castle. The town was dubbed The Rock after the large stone
in the lake. The Rock never grew mainly because residents seemed a
little odd. Their oddity was due to the large quantity of Metallica
that the town was built on.
Eventually, Metallica was found and the town began to prosper as a
mining town. The feudal lord of the castle (who was now insane by the
Metallica which was deep in the earth) declared himself king of all the
land. Unfortunately, he was later stripped of power and everything he
owned.
Because the Metallica is deep in the earth, the effects of it are
lessened on the residents of the town. However, living on top of a load
of Metallica still affects people. In game terms, the Metallica will
cause a person to lose one Insanity Point (see insanity attribute) per
month (or 12 per year). Thus, a person with a Sanity score of 9 and
Sanity points of 34 will go insane in 2.83 years.
Once the ill effects of Metallica became known, the mining
operations declined. The Rock lost it's income and prosperity left the
town.
Eventually, clever businesses brought the music festival. The
festival is the salvation of the town and it's people.
THE CAVERNS
Caverns exist below the earth mainly alongside the lake. In fact,
a person could dive into the lake and follow a conduit and come up into
a cavern. The caverns have not been thoroughly explored or documented.
In the depths of the earth below The Rock is the fiery home of a
devil. There is a job to be done; to get people to enter hell. He is a
recruiter for hell.
The Recruiter is a horned devil (greater) - AL lawful evil; AC -5;
MV 9 / 18 fly; HD 5+5; HP 40; #AT 4 or by weapon; DMG 1d4 per claw,
1d4+1 bite, 1d3 tail, by weapon; SZ large (9' tall).
The Recruiter hates anything stronger than him and fears stronger
devils accordingly. When armed, he carries a two-tined fork which
causes 2d6 points of damage and a barbed whip which causes 1d4 points
of damage plus a stunning effect for the same number of rounds unless a
dexterity check is made. The tail attack is poisonous and will cause an
additional 1d6 points of damage if a save vs. poison is failed and the
person will suffer a -1d4 penalty to dexterity for 1d4 turns. The
Recruiter exudes a 10' radius of fear. He can detect magic and detect
alignment. He can create pyrotechnic as the spell once a day. He can
create a 10 foot wall of fire at triple strength (3d8 points of damage)
once a day. He can create a 10 ft. radius ring of darkness around him
at once a day. He can teleport three times a day.
He may summon disciples to search, to fight, to work, and they
always shall obey. He can gate in 1d4+2 devils of less than 4 hit die.
His personal preference is to summon Spined Devils.
With hell in his eyes and with death in his veins he lives to lure
people into hell. In most cases, he searches for weak individuals who
want or need more out of life. When he finds such an individual, he
creates a contract in which the person gives up his soul at death for
great rewards in life. The person gets the "good" life that The
Recruiter lives. Thus, as the victim's new life goes on, he slowly
turns evil as the devil. The Recruiter's favorite line, "Follow me now
my child not the meek or the mild; but do just as I say."
The Recruiter prefers to put a clause in the contract that allows
him to have the person alive for a few years before their soul goes to
hell. He gets homesick and misses having beings around to "play" with.
He really loves to pull people down into the pit for some "fun".
When the end is closing in for the person (within six minutes of
death), The Recruiter chimes a magical bell. When the person dies, his
soul is summoned by The Recruiter. The person can actually hear the
bell before he dies. In fact, anybody within a six foot radius can hear
the chimes. Those that hear the bell are overwhelmed with a "feeling"
to join the sinful kind. Of course it is the player's choice if the
character is tempted; but if the character is tempted then The
Recruiter will appear to make a deal.
Sometimes a person tries to get out of the contract. On a
successful save vs. death (+5 penalty), the person gets a chance.
Whether dead or alive, the person who makes the save doesn't have to
answer the summon. The person may flee, re-negotiate, or fight.
Fighting is the best solution as The Recruiter fears those that are
stronger than him and if a person can sufficiently hurt him, he will no
longer pursue the person. Those that flee are stalked as prey by the
Recruiter. He feels that it is a person's fate and he won't hesitate to
take a person by force. He gets his victims voluntarily or by force;
either way.
The Recruiter's favorite meal is the minds of man and occasionally
will feed on a dead body. When he can't these delicacies, he settles
for basic underground creatures.
Sooner or later, a person (or soul) will come down to The
Recruiter's home. His home is a a hellish cave complex deep beneath The
Rock. His main cave is known as The Pit. The fiery pit here has a
gateway to the planes of hell. This is where the souls he has
recruited enter their eternal hell. So come on, jump in the fire...
Sometimes The Recruiter heads back into the hells. He has been known to
grab the hand of a soul and walk him through the land on a little "hell
tour".
An interesting feature of the pit is that the hell-fire of the pit
glows brighter as souls pass through. If The Recruiter doesn't keep a
constant supply of souls passing through, the pit will eventually go
out, the gate will close, and he will be doomed to live his life on the
Prime.
The Recruiter is in competition with Master of Puppets for
victims. Since The Recruiter is very weak in comparison, he steers
clear of The Master. If The Master wants The Recruiter to back off, The
Recruiter backs off. There is plenty of room for both at The Rock.
Ice Cavern
The most well known seaside cavern is the cavern of ice. No matter
what the season or temperature outside, this cavern remains cold enough
to maintain its layers of ice.
The only "resident" of the cavern is a man who is believed by the
local populace to be a dead body frozen in the ice. In fact, the ice
man is alive and under a terrible curse that by fate has him trapped
under the ice. He is crystallized in a cryonic state. Wrapped up tight,
he cannot move and can't break free. He tries to scream but his cries
cannot be heard. He is frozen down to the core but cannot die. The only
thing he can do is stare and think. He may sleep (months at a time in
fact) but every awakening is torture as he remains locked in this icy
shell. He believes that if the ice is broken away then his curse will
end.
The GM must decide on exactly who the ice man is and how he may be
freed. No doubt that it should be difficult to free him. Also, to be
punished in such a manner would suggest that he has done great evil
which may apply great power so releasing may be a big mistake.
As most places at The Rock, The Keep of the Metal Militia has a
secret passage to a seaside cavern owned by the militia. The cavern
contains "get-away" supplies like rations, rope, weapons, clothes,
etc..
Only a few members of the militia know the existence of the cavern
or it's secret passage. As the leader can change annually, it isn't
required knowledge for that position. When a crisis occurs where this
information is necessary, those that know will inform the leader.
Some of the larger caverns are home to the local lake monster, The
Thing That Should Not Be Cavern. They contain centuries' worth of
treasure (or at least "treasure" to him).
DAMAGE, INC.
The group worked as one. They dealt out the agony they had within.
They charged hard without giving in, never cried submission. They
fought with a steamroller action crushing all. They were like jackals
ripping right through their enemies. They knew just how to get what
they wanted. They would die for honesty. They never conformed to
society. They follow their instincts and not a trend. They went against
the grain and they always will till the end. They had no regrets. Their
philosophy towards their enemy:
We chew and spit you out
We laugh, you scream and shout
All flee, with fear you run
You'll know just where we come from
You'll feel our hell on your back
Blood follows blood and we make sure
Life ain't for you and we're the cure
Victim is your name and you shall fall
All's fair for Damage Inc. you see
Step a little closer if you please
Today, The Boys are more docile and enjoy life. They own property
throughout the lands but they call The Rock home (as far as the Prime;
they keep special pocket demi-planes for personal use and protection).
They chose The Rock because of its nice location and decided to spend
some of their fortune and build an extravagant inn. Since they've
retired, The Boys enjoy their leisure time and they enjoy
entertainment. Their mornings tend to focus on fishing. Their
afternoons are centered around sports. Their evenings are spent in
entertainment from games to musical concerts (a specialty at the inn).
The Boys' strengths are unknown but they are indeed powerful. The
best example is that it is believed that they are centuries old; and
immortality is quite powerful. Also, they seem to have knowledge of
many planes, dimensions, and time itself. It is believed that they have
entrepreneur ventures in many strange lands and The Rock is a mere
novelty to them.
The Boys aren't gods and they have their allowance of problems.
Mainly, The Boys have their share of insanities. The biggest problem
they have is that their consumed with having sex with woman.
Reid has had his share of women problems. Once he was in love with
a vampiress. Although he didn't fall victim to vampirism, he did have a
child with her. Another love of his was a werewolf who did inflict him
with lycanthrope, which he no longer suffers from. About a dozen women
have dumped him leaving Reid a bitter man at times. One of the most
interesting parts of his life was when he was transformed into a woman.
He made the best of it and became a Lesbian Warrior Queen. Now, Reid is
obsessed with women who are in their upper teen years in age.
Scott has been though many wives all of which eventually went
insane (although it is rumored that they were insane long before Scott
met them). Now, Scott is obsessed with preforming third-input sex on
women.
The Boys love games of all types and are fascinated with creating
new games or perfecting old games. Any new person to the inn will be
amazed by the obsession with sports and games.
Damage Incorporated is still used as the name for adventurers. The
Boys have licensed the name to those adventurers who they deem worthy.
If a person is considered worth of membership into Damage Incorporated,
he must pay a initiation fee of 100 silvers. Each year he must pay 100
silvers and 5% of all treasure (the person undergos various lie
detections about the 5%). Besides usage of the prestigious name (which
in itself is a lot), a member of Damage Incorporated gains a lot.
First, he may use many of the facilities throughout the country owned
by Damage Incorporated. He also benefits from the knowledge of previous
and current members. Best of all, he gets 5% discount on everything at
the inn.
Among other talents, Reid is a master architect. He has written
may books on plumbing and waste disposal techniques. Also, he has many
magical tomes of architecture.
The inn is made of stone, solid like the adventuring group was.
Reid has used his magical skills to create sound damping walls, perfect
lighting, etc..
A person in Damage, Inc. has some protection from the insane
effects of Metallica. It seems that the mortar used to bond the
stonework of the inn contains bits of the rare metal Albus Ater Ante
Magicus Metallum. This metal was dug up while forming the cellar and
dungeon levels and was used to help strength the mortar. Effects of
Metallica are quartered. Instead of losing one Insanity Point per
month, a person only loses a quarter of an Insanity point per month (3
per year) if he remains in the inn. Since most people would be inside
for only around 12 hours a day (give or take depending on the season),
GMs should raise the loss to half an Insanity Point per month for
simplicity. This would mean that a person living a normal life from the
inn would lose half an Insanity Point per month (6 per year). Note that
other magical effects are lessened as well. Any magic used in the inn
should be taken on a case by case basis. Generally, GM's should lower
magic-items' and spells' range, duration, area of effect, etc. by a
quarter (divide all by 4).
First Floor
Restaurant
Kitchen
Off the restaurant is a full kitchen that not only allows normal
cooking, but also permits baking, grilling, brewing, wining, and
preserving meats and such.
Cellar Level
This floor of the tavern has a bar as well so patrons do not need
to hike up and down stairs. This floor is known for its big games.
One end of the tavern has six bowling lanes for people who enjoy
the sport of bowling. Because of the large demand for use, the inn
charges three silvers per game. Bowling ball usage is free. GM's are
encouraged to use The Blue Ball Bowling System (Appendix C of The
Alcohol Guide) to really enjoy bowling in RPGs.
One of the grand features of the inn is the arena pit where
creatures battle it out usually to the death. The pit's floor is stone
with saw dust thrown atop it to absorb the blood of battle. The stone
wall around the pit is eight feet high. Surrounding the arena are four
levels of wooden bleachers where fans can watch the action in the pit.
The ceiling above the pit is open and barred so that people in the
tavern upstairs may view action in the pit below them.
A tunnel from the pit leads roughly 1000 feet away to the cages
where the area beasts are kept and cared for.
A flag hangs on the wall of the pit arena. On the flag is a coiled
snake under which is the phrase "Don't Tread On Me", the motto of
Damage Incorporated.
Typically small creatures are used. Good creatures are never used
unless they are intelligent and have made a choice to fight in the
arena. The typical combatants ares small evil creature that are
captured by adventurers. When the stock of combatants are low, the inn
resorts to the classic cock fights or dog/bear fights. Of course, some
of the patrons of the inn enjoy the occasional bout in the pit.
The prized fighter of the house is the pet snake Viper [neutral;
AC 5; MV 15; HD 4+1; HP 45; THAC0 16; #AT 2; DMG 1d6+4 (bite), 1d4
(constrict); SA constriction, poison, spit; SD nil; MR nil; SZ small
(5' long) to medium (15' long); XP 500]. She is undefeated and the home
town favorite.
The famed pet snake of the inn is odd indeed. It is a magically
engineered crossbreed of a boa constrictor snake, rattle snake, and
cobra. The snake is called Viper. It is unknown how the Boys got Viper.
Most speculate that Reid created her in one of his many "hobbies".
Viper's scales shine with brightness. Quick is her blue tongue,
forked as lighting strike. Her eyes glow and never seem to close,
emblem of vigilance always on surveillance.
Viper has the neck of a cobra (i.e. the skin of the neck can
expand to form a flattened hood).
Viper has the tail of a rattlesnake (i.e. a series of dry, horny
rings at the end of the tail). If provoked, she will rattle.
Viper has the ability to triple her size. Typically she does this
to use her boa constricting ability more efficiency (i.e. she coils
around and crushes her prey). Once a hit is successful, the victim is
constricted automatically, suffering damage every round. Constricted
humanoid creatures can escape the coils with a successful open doors
roll (at a -1 penalty). Anyone who attempts to free a captured being by
hacking at the constrictor has a 20% chance of striking the victim
instead (roll damage as usual and apply to the victim's hit point
total).
Viper has deadly fangs. Her bite does 1d6+4 points of damage.
Also her bite is poisonous. A creature bit by Viper must save vs.
poison (+3 penalty) or be knocked unconscious for 1d6+4 turns. If the
save is made, the victim becomes ill and loses 1d2 points of Strength,
1d2 points of Dexterity, and 1d2 points of Constitution for 1d6+4
turns. Note that subsequent bites will require the save and any affects
to ability scores are cumulative.
Viper also has the ability to spit her poison up to 25 feet away.
On a successful hit, the poison has the same effect as above. However,
it takes 1d4+6 rounds for the poison to be absorbed by victim.
Viper never begins the fight. Once engaged she never surrenders,
showing the fangs of rage. She settles the score. Liberty or death,
what so proudly hailed. So be it.
Wagering Niche
Dungeon Level
Torture Chamber
Prison
The dungeon level contains four cells. The cells' walls are built
out of Albus Ater Ante Magicus Metallum. This prevents any magic inside
the cell. Also, the prevents magics from passing through the cell
walls. Thus, a person cannot teleport, dimension door, etc. in or out
of a cell.
One day Scott had a dream. In the dream, he saw a triangular field
with one side bowed outward. On the field, uniformed men were playing
some type of sport. The dream was so realistic that it was as if Scott
was actually there sitting in the stands. The next day as if insanity
finally got the best of him, Scott mowed down a large section of a corn
field to create what was in his dream. Over a few months, Scott had
more dreams on this sport and what it would take to play it.
Eventually, he deemed the sport baseball. He finished construction
of the baseball field with bleachers for the fans and "dugouts" for the
teams. He spent lots of money to develop special equipment which is
required to play: bats, gloves, bases, baseballs, and protective
equipment. He had visions on how the game of baseball is played and he
recorded it all. Eventually, his field of dreams was complete and that
night he had his last dream. In it, he was told to wait. For a month
Scott did nothing but sit in the bleachers and stare at his field and
then it happened. Uniformed men emerged from the corn stalks that made
the border of the outfield. They were the men in his dream and they
proceeded to play a game of baseball on the field.
For seven months of the year, baseball player ghosts play baseball
on this field. They don't play everyday and nobody seems to know the
schedule but if a person waits, he will get to see a baseball game. A
variety of ghost teams visit the field. They seem to be in a baseball
league dubbed Phantasma League. The ghosts seem to be dead baseball
players from 20th century and 21st century Earth although a fantasy
character would not recognize any of them. Not everybody can see the
ghosts. Those that can't often wonder why people are staring at an
empty field unbeknownst to them that a ghostly baseball game is going
on.
When not in use by the Phantasma League, the field is often used
by the residents of The Rock. In fact, there exists a few baseball
leagues of living people in The Rock. There is a Major League (for men
over the age 18), Little League (for boys and girls between the ages of
12 and 18), and Pee Wee League (for kids under the age of 12). Also,
Scott developed a variation of baseball called softball. This developed
a Major Softball League (for adults over the age of 18) and Women's
Softball League (for women over the age of 18). All leagues are
comprised of teams from nearby towns and villages as they caught on to
the idea of baseball. Most leagues play ball for a few months during
the summer.
Of course, the field is often used for good old pick-up games
where its just a bunch of people playing ball without really worrying
about the regulations the leagues have.
Basketball Courts
Track
-----------------------------------------------------------------------
HALL OF JUSTICE
"Is that the moon or just a light that lights this dead-end street?
Is that you there or just another demon that I meet?"
The House Jack Built seems a normal house with a gothic
appearance. However, the house is much more. Although who or what Jack
really was is unknown, it is believed that he was a powerful demon
given the evil nature of the house and it's link to the abyss.
As far as the town is concerned, the house is abandoned and has no
real owner. However, the house and it's grounds are maintained but by
who is unknown. Also, the appropriate taxes are paid which is received
by a courier (who doesn't know who his employer is).
A person who enters the house (whose doors are always open to
visitors), will eventually fall victim to its magic (save vs. magic at
+5 penalty each round). A person who becomes a victim of the house will
become very scared. The victim will close his eyes, begin to shake, and
seek out a place to hide as his environment becomes a nightmare. The
victim can open his eyes just to close them again as he witnesses
horror that is "reality". The nightmare is so real that it swallows the
victim. The real world gets swallowed up as Jack's world takes the
victim in. The house gets control and takes the victim down and down
again. The character must make an Insanity ability check every turn
with a -3 penalty or lose 4d4+1 Insanity Points. Each turn the
character gets a save vs. death magic and if successful, he may escape
the house.
"The higher you walk, the farther you fall. The longer the walk,
the farther you crawl. My body my temple, this temple it tells. Step
into The House Jack Built. Yes this is the house that Jack built"
So why do people enter The House Jack Built? Quite simply it is
like a narcotic drug. Although it contains nightmarish horrors, all
pain subsides. Also, the fear is so intense that it washes away all
other feelings that overwhelm people like love, hate, lust, etc.. If a
person survives the house without going insane, he leaves a better
person; a person in control of his life once again. "Yes I am I am I
am."
Another interesting feature of the house is that it has some
portals to the various levels of the abyss. Some are only one-way but a
few are two-way portals. However, very few bad things come from the
Abyss. why is unknown?
Let the show begin...
THE LAKE
The lake is normal as far as its boundaries goes. Its unusual only
in it's depth which is deep indeed.
The lake is also the site of a fallen city that now lays in ruin
at the lake's bottom.
MEMORIAL HILL
History
The biggest and last battle during the Humanoid Incursion took
place on a hill now referred to as Memorial Hill in remembrance of
those that died there. The men fought bravely on the hill. Those that
did not die suffered great wounds. A few went insane from the pain.
Only five men who fought in the battle lived; two of which are Patient
65 and Patient 44.
The humanoids had no mercy for what they did; no thought to even
what they had done. They never felt sorrow; no remorse for the helpless
ones; no remorse; no repent. Humanoids fight war without end no matter
the cause. Another day; another death; another sorrow; another breath;
its all in the life of a humanoid soldier. The only true gift the
soldiers got was the blood of their victims. Blood fed the war machine
as it ate it's way across the land. With war machines going, Blood
started flowing. No mercy given to anyone. The furious fighting; swords
were like lighting. It all became frightening to know death was near.
Only the strong survive. No one to save the weaker race. The Humanoids
were ready to kill all comers like a loaded crossbow right in the face.
People were dying with madness surrounding. All hell broke loose.
Soldiers were hounding. Bodies were mounting. No remorse was the one
command.
The majority of the militia was ordinary soldiers, mere servants
until they died. Most soldiers were young (around 21 years of age) and
because they were born male, had a duty to enter the military at an
early age. When they joined, they learned to kill, learned not to care,
and learned to take orders. A soldier is molded like clay never living
life. The more stripes (military ranking insignia) the more a man a
person is. What they became were disposable heroes, their bodies
filling the fields on the hill.
The Hill
Today, the hill has graves for all who died during the Humanoid
Incursion.
At the base of the hill is a wall of polished black granite. Upon
the wall is the carved names of those that died during the war. The
wall is roughly 25 feet long.
Phenomenon
Sacrifice
Way before Castle Rock, the hill was a sacred place to some
culture (Egyptian-type) that either no longer exists or is far away
(depending on the GM's world). The most popular activity on the hill
was the stabbing of harlots to pay for their sins. Also, the virgin
sacrifice was common. And the occasional self-sacrifice made its way to
the hill. A sacrificial stone alter still exists on top of the hill and
the aged chains used on the victims are still imbedded in the stone.
Rumor has it that 1009 people were sacrificed on the hill.
Although a legal, public execution has never taken place at The
Rock, the laws of the town state that such executions shall take place
by the Metal Militia atop Memorial Hill at the sacrificial altar.
The Holiday
The 30th day of the fifth month of the year is the anniversary of
the battle because it was this day when the battle finally ended. This
day is a local holiday in which people remember and morn.
It is believed that a caring family member (especially a mother)
who burns a candle in the window while a soldier is at war can sense
the soldier especially when the soldier is in pain or at death.
One custom of the holiday is to burn a candle in the window. The
window burns to light the way back home for soldiers. A light that
warms no matter where they go.
When soldiers leave to go to war, it is as if they are going to
find the hero of the day. That is, to see which one of them will become
a hero.
Another part of the holiday is to honor a hero whether living or
dead. This person becomes the hero of the day. Typically the honored is
a soldier that has served god and country. When this honor first became
part of the holiday, the first hero of the day was Johnny (patient 44).
Veterans spend the holiday discusing how they feel. The horrors of
war they lived is to many soldiers still real. Many veterans deserve
their easy chair.
Unfortunately there are those that are totally against war
and like to use the holiday to speak their mind. These people protest
war with anti-war demonstrations. These demonstrates dislike the
veterans who participate in war. Thus, the veterans really dislike the
protestors and have even been known to start fighting the anti-war
people. After all, why would anti-war believers fight back?
History
The Rock was a prosper mining town until the effects of Metallica
were discovered; then mining operations severely declined. Most claims
were sold. Those that went inactive for ten years reverted back to the
town.
The abandoned mines became home to many monsters. Eventually,
adventurers cleared them out and the mines were sealed.
The original mine entrance remained active as there still is a
demand for Metallica by some. The mine is operated by the Metallica
Mining Company. Some people/organizations who own shares in the company
are Damage Incorporated, the township of The Rock, and Miner 49er
(Patient 67).
Staff
Mining Camp
The area around the mine entrance is the mining camp. The camp is
fenced off as a minor security precaution.
At the entrance to the camp is an office in which the manager
handles company business. Nothing of value is kept here unless records
of mining operations are considered valuable.
There is a cabin where the miners reside. As would be expected,
the interior of the cabin definitely show signs of male living. Through
the mess, a person can find four bunk beds, many chests, two tables,
two stoves, and lots of mining gear.
One building is the smelter where the ore is processed. Cart
tracks from the mine entrance enter this building. The building was
built with a hill behind it. The rock from the smelting process is
dumped down this hill. After years of this, the hill is slowly losing
ground.
The building closest to the entrance is the supply shack. Within a
person can find large quantities of mining supplies.
The Mine
Many of the old mines that existed have been linked together with
this main mine to create an extensive network of shafts and tunnels. No
mining tunnels have tapped into the caverns mentioned THE CAVERNS
section.
It is believed that the company has secret chambers somewhere in
the large mining network. This belief is based on the fact that nowhere
in the camp is a secured place in which the company's wealth is stored.
Load
-----------------------------------------------------------------------
THE PIERS
The piers on the lake are typical of any piers. There are 10 piers
entering the lake to be exact. Attached to the piers are various boats
(mainly fishing boats).
The Boys prized fishing boat is called "Orion". It is docked at
Pier #1.
-----------------------------------------------------------------------
SANITARIUM
EFFECTS
Welcome to where time stands still - When inside the walls of the
Sanitarium, a person does not age. It is as if time stands still. The
cause of this magical effect is unknown. One theory is that the
Metallica in the earth, a strange compound in the walls of the
building, the position of the moon, and the placement of the Sanitarium
has formed a magical-null in time and space.
Why isn't the Sanitarium used as a beauty spa for those who wish
to stay young forever? Well, the Sanitarium has other effects that
aren't quite as pleasant.
Any prolonged stay in the Sanitarium by a person should be
recorded by the GM as actual calendar age and biological/magical age
will slowly grow apart.
Dream the same thing every night - Another eerie effect of the
Sanitarium which may be related to the time nullification is the
sleeping disorders that effect those that sleep inside the Sanitarium.
A person that sleeps inside the Sanitarium will have the same dream
night after night even if he leaves and comes back. The repeated dream
also tends to be a nightmare (and not a good one). What really makes
the dreams startling is how real they seem.
But violent use brings violent plans - Every 24 hours, a person in the
Sanitarium must make a Sanity check or become violent for a number of
turns equal to his Sanity score.
THE CURE
With a person losing Insanity Points while living in The Rock for
a long period of time, that person should have a large quantity of
insanities. Without the use of magic to cure insanity, a person's only
hope is the Sanitarium.
When an insane person begins going to "therapy", he can begin to
regain lost Insanity Points. A person who goes to therapy once a week
for a month gets back 1 Insanity Point. If he continues to go, the
person gets back 1d2 points for each weekly session (which amounts to
4d2 points a month). If a person misses more than two weeks, than the
process must start over.
For an intense insane person, daily therapy is recommended (five
days a week, two days off). A person who goes to therapy once a day
(5/2) for a month gets back 6 Insanity Points. If he continues to go,
the person gets back 1 point for each daily session (which amounts to 5
points a week, 20 a month). If a person misses more than one week (five
sessions), than the process must start over.
If a person brings his Insanity Points to it's maximum and he has
gone to therapy for a minimum of three months, then that person has
recovered from an insanity. For every addition 2d4 months, the person
can be cured of an insanity. Note that the GM should adjust the time
based on the severity of the insanity. Also, note that there should be
a chance for a relapse (it is suggested that this chance be equal to
the Sanity Ability Score).
The GM may adjust the allowance of Insanity as necessary. After
all, therapy isn't foolproof and some may be better than others. In
fact, some therapy may make matters worse (if a GM is creative).
The temple wasn't big but it serviced the community. When the god
failed the populace, they ransacked the temple. The temple still stands
but the rooms inside lay in ruin.
When the followers lost the faith, the god lost his place on the
heavenly planes. He now lives in the temple. He never leaves the temple
and it is speculated that he is imprisoned there until he can regain
power.
The broken windows and the smashed doors are boarded up. Carved
above the old doors it reads, "follow the god that failed."
Main Hall
This was where the followers would worship. Now the room lays in
ruin with broken pews scattered about. The altar was broken into four
pieces during the destruction of the temple.
Priest Chamber
This chamber is where the priest lived. A small vestibule off the
chamber is where the priest prepared before his service. The priest
fled in disgrace after the god disgraced him. Now the chamber is used
by the god.
Basement
The basement was used as a storage place for the town. After all,
what could be more safe than holy ground. Now the basement is just
another place for the god to be.
When Cliff died, the music group and Damage Incorporated designed
and built a small park in his memory. In the center of the park is a
larger-than-life statue of Cliff.
Cliff was never buried. His ashes were spread over various points
of the lake.
With all the riches that pour into The Rock, the only safe place
for a person to keep his wealth is in this impenetrable bank built by
none other than the famed Damage Incorporated. All residents with any
bit of wealth have an account at this institute. It also comes in very
handy for merchants who rack in money during the music festival.
Not only does the institute handle savings, it also manages loans,
engineers investments, and other banking needs. Thus, Damage
Incorporated Financial Institution brings a fair and equitable money
managing system to a somewhat medieval world.
Crime syndicates don't target this institute for the main reason
that they use it for various reasons. First, it's a great place to
launder currency. Also, a person can have a private anonymous account
that nobody including the government will know about. Its a crime lords
banking dreams come true.
The intricacies of the institute's theft-protection is unknown but
it is believed that Metallica is used to prevent magic use. Also,
inter-dimensional and extra-planar sites are used within the bank.
Another interesting tid-bit is that mineral trades are believed to
be taken place with financial institutes at other dimensions.
METALLICA CLUB HOME OFFICE
THE SMITHY
SNAKE PIT
The Snake Pit is a large pit in the center of town which contains
snakes. These snakes are considered the town's pets and most of the
community helps in the care of the snakes.
TOMMY'S JOINT
A town known for it's music must have a place to buy instruments
and the best place in town is this place.
The music shop's proprietor is Mister Gibson. He is a Master Bard
who has turned his talents into producing quality musical instruments.
His specialty is string instruments. His insanity is that he is
consumed with crafting musical instruments.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
THE INSANE
Patient 13 - Motorbreath
AL N; AC 10; MV 9; HP 8; THAC0 20; by weapon type; Str 12, Dex 18, Con
18, Int 6, Wis 5, Ch 10, San 9
Motorbreath got his name because he does things that are insanely
dangerous, things that would take a person's breath away. He likes to
live fast and take a chance. He won't live any other way. If he can't
die then he doesn't want to live. If he can't cry then he doesn't want
to laugh. He likes things that are hard and heavy, dirty and mean. He
won't stop for nothing. Its full speed or nothing. He takes a chance to
live life and feels everybody else should follow his lead.
Besides his odd suicidal insanity, Motorbreath is also addicted to
drugs.
Patient 19 - Punk
Punk is a young man and the leader of the local gang. He is insane
like all his gang members. Punk hears evil voices in his brain that
tell him things to do (like kill). Of course hearing imaginary voices
drives people insane.
The gang membership changes as people are killed, imprisoned,
runaway, or flip out of control. The gang is comprised of misfits and
losers who are usually runaways from other cities and towns. After a
person joins the gang, he becomes insane in a couple of weeks. Although
the people in the gang may have a variety of insanities, each at least
hears those evil voices.
The gang scans the scene in the town every night looking for
somebody so they can start up a fight. Running on their way and looking
for those that are hiding from them. If the gang is after a person,
that person will find it hard to escape; that's for sure as the gang
has nothing better to do. If the gang gets their victim, they will kill
him. "Searching, Seek and Destroy" is the gang motto.
Although they look tough and act tough, the gang is relatively
harmless. They try to intimidate but the locals (including law
enforcement) don't find them a threat. The only people they have killed
(which is very few) have been visitors to the town. These visitors were
evil beings who took from the work not giving anything back. Punk's
vigilante gang removes vicious leeches of society, and society looks
away. They also keep other gangs from entering the town, especially the
gangsters that nobody in town likes.
Of course, the gang does tend to get cocky at times and various
forces (Metal Militia, Damage Incorporated, etc.) at the rock must
intervene and give them a little discipline.
The gang loves music of The Rock and there is no better place to
here it than Damage, Inc.. Thus, they tend to be nice when necessary so
they may be permitted to attend concerts. Besides, members of Damage
Incorporated would kick the gangs' asses.
Patient 26 - Epacse
AL CN; AC 10; MV 9; HP 5; THAC0 20; Str 12, Dex 9, Con 15, Int 6, Wis
18, Ch 11, San 6
Patient 42 - Judge
AL CG; AC 10; MV 9; HP 6; THAC0 20; Str 8, Dex 9, Con 10, Int 16, Wis
18, Ch 15, San 10
Patient 43 - Pup
AL CG; AC 10; MV 9; HP 4; THAC0 20; Str 9, Dex 9, Con 9, Int 12, Wis 8,
Ch 14, San 11
Patient 44 - Johnny
Level 7 Psionicist - AL LG; AC 10; MV n/a; HP 30; THAC0 17; Str n/a,
Dex n/a, Con 14, Int 12, Wis 15, Ch 18, San 16
Patient 45 - Straw
AL CN; AC 10; MV 9; HP 6; THAC0 20; Str 7, Dex 7, Con 7, Int 18, Wis
18, Ch 18, San 7
Straw suffers from Megalomania believing he is the best at
everything. He also suffers from Dementia where he tends to find
important things to be meaningless.
At one time, Straw was a poplar leader of the common folk. He had
radical views on life but they were popular because they were of the
people and Utopia in nature. In fact, he was considered a great
philosopher in the educational community.
Unfortunately, he had a different agenda than what he preached.
He wanted to set his self up as a supreme ruler and a mortal-god
emperor. Because of this egotistical attitude, he cared little for the
people. He just wanted to use them to create his perfect world. But his
self-righteous wasn't the worst of it. His beliefs involved the
discrimination and even worse, extermination of certain races and he
began "witch hunts" to rid the world of the unwanted. He caused mass
hysteria.
The lies were crystal clear and eventually, the accusation flew.
The fallout had begun. Straw's honesty was to blame. He put dignity to
shame.
During his fall from grace, he was pummelled terribly to the point
of permanent dis-figuration. It also caused him to go deaf in one ear.
Furthermore, he suffers habitual pains in various places on his person.
Finally and most alarming, he suffers from vertigo.
Now he has been ostracized by his followers. He is considered a
disgrace. His many believers have turned to none. His Utopia ideas have
turned into a personal hell. He has reached his nadir. His will has
disappeared. Without followers, his inner self died. Doubt sunk into
him. Doubt that his beliefs were incorrect. Eventually, he convinced
himself that they were wrong and not worthy and he was correct. But
even the great philosophers that would listen to him have now
blacklisted him from all professional and social functions.
Now Straw challenges liberty and law to the point of treason. He
has been kept down by law; but his insanity is why he keeps regaining
his freedom. It seems he is a good defense attorney and he uses
loopholes in the law to constantly gain freedom (and a lot of paper
chasing for the judicial system). However, the oppressive damage of
Straw has been done.
Because of the various insanity loopholes in the law that keep
getting Straw out of imprisonment, the towns people have found another
"loophole". It seems that there exists an obscure law of The Rock from
decades past. It seems that a popular way to appease the gods was human
sacrifice (no doubt this is related to the sacrificial stone alter of
Memorial Hill). It seems a law was created in which eligible towns
people were required to draw straws. The person that drew the shortest
straw was required to be sacrificed when necessary. This law was never
removed. The community decided to bring the law back into practice.
Ironically (or more likely by deceit), Straw ended up with the shortest
straw and his new name. It hasn't been decided when the sacrifice of
Straw to the gods will be necessary and maybe the town will not go
through with it. However, it will be perfectly legal. This seems to
keep Straw in line to some extent. Someday the witch hunt will come for
him.
Patient 47 - Fray
AL CN; AC 10; MV 9; HP 4; THAC0 20; Str 8, Dex 12, Con 14, Int 8, Wis
7, Ch 13, San 3
The Poet's best poem is the one that tells of his plight:
Patient 49 - Dier
Patient 53
AL LG; AC 10; MV 9; HP 4; THAC0 20; Str 7, Dex 6, Con 16, Int 7, Wis
16, Ch 12, San 18
Patient 55 - Roam
Patient 57 - Doc
Sage - AL CG; AC 10; MV 9; HP 4; THAC0 20; Str 7, Dex 9, Con 12, Int
18, Wis 18, Ch 16, San 10
"All that is, was and will be. Universe much too big to see. Time and
space never ending. Disturbing thoughts, questions pending. Limitations
of human understanding. To quick to criticize. Obligation to survive.
Hunger to be alive. In the dark, see past our eyes. Pursuit of truth no
matter where it lies. Gazing up to the breeze of the heavens. On a
quest, meaning, reason. Came to be, how it begun. All alone in the
family of the sun. Curiosity teasing everyone. All that is, ever was
will be ever. Twisting, turning, through the never. On through the
never, we must go. On through the never out of the edge of forever, we
must go. On through the never, then ever comes."
Doc maintains a small house in the town which he refers to as his
research facility. His house is a hodge-podge of scientific tools and
other items he has collected in his research. He also has a vast
library of books on almost all the sciences; real like astronomy and
bizarre like alchemy. The library contains Doc's philosophy and
scientific journals. To read them requires a minimum Intelligence of 18
as his writings are highly intellectual and more importantly haphazard.
To understand them, a person must decipher his unique writing style
where diversion is the norm.
AL CG; AC 10; MV 9; HP 4; THAC0 20; Str 9, Dex 8, Con 10, Int 7, Wis 5,
Ch 14, San 14
AL CG; AC 10; MV 9; HP 4; THAC0 20; Str 8, Dex 9, Con 10, Int 7, Wis 5,
Ch 14, San 14
Rome and Julie are married couple who are very much in love.
Unfortunately, their love is obsessive in nature. To them, nothing else
matters. They're so close no matter how far; couldn't be much more from
the heart. Forever trusting who they are; and nothing else matters.
Before they met, both were anti-social, never opening up to
anybody. Trust they sought, and they found one another.
They live their life their own way always looking for something
new. They have open minds for a different view; and nothing else
matters. The couple doesn't care for what they do, what they know, what
they say, and what games they play.
The couple has a telepathic link to one another which allows them
to communicate at any distance on the prime plane.
Patient 59 - Manwolf
AL LG; AC 10; MV 9; HP 5; THAC0 20; Str 6, Dex 7, Con 16, Int 11, Wis
18, Ch 16, San 11
Patient 512
King Nothing was the feudal lord who built Castle Rock. He was the
leader of the land. Unfortunately, he became insane; Delusion Granduer
to be exact. He proclaimed himself king of the land (and the stars).
Eventually he developed Histrionic Personality Disorder, Obsessive-
Compulsive Disorder, and Paranoid Personality Disorder. His wish was
for power and wealth. He had a heart as hard as gold. He was never
satisfied. He was never pacified. He wanted it all and he didn't care
how. The people revolted... and then it all crashes down.
He was stripped of power and all he owned: all the wants and all
things he chased. Castle Rock was crumbled The people broke his self-
made crown and buried it somewhere in the area. All that he was left
with was his new name King Nothing.
Now an old old man, he digs for his crown, digs for gold, digs for
fame, he digs to make a name. He can also be found always pointing his
finger, but there's no one around. He just wants one thing; just to
play the king.
There are still bitter people around from the olden days who can
be heard to say, "Where's your crown, King Nothing?" Most people
however feel sorry for King Nothing. He has suffered greatly for his
past and now he is just a pathetic old man.
King Nothing has residence in the Sanitarium. Also, he spends a
lot of time in the ruins of Castle Rock.
Although he is old and insane, King Nothing was and still is an
accomplished warrior and his abilities shouldn't be taken lightly. His
weapon of choice that he has mastered is the broad sword. He still
caries the great broad sword that he used many years ago during the
Humanoid Incursion. He is also quite versed in all swords. His missile
weapon of choice is the long bow, but he doesn't carry one with him.
AL CG; AC 10; MV 9; HP 3; THAC0 20; by weapon type; Str 13, Dex 12, Con
16, Int 9, Wis 8, Ch 8, San 12
Miner 49er got his name while a slave as he was the 49th miner
slave.
Miner 49er's troubles started at an early age. He was a slave in a
far off land. As a slave, he was a miner. He mined 10 hours a day. The
worst part of his captivity was the endless whippings from a thorny
leash that caused endless bleeding. The best part of his captivity was
the great knowledge he accumulated on mining. While a slave, he became
fixated on mining so that the horrors of being a slave would not cause
him to go insane. After five years, he gained freedom when the side of
good vanquished his captors.
He took up residence at The Rock as a miner. Unlike other miners,
he doesn't dig for Metallica. He looks for gold. Although if he comes
across Metallica (as any valuable metal), he sells it. He's digging his
way, digging his way to something, digging his way to something better.
Hopefully, he will uncover the mother-load.
Domestically, Miner 49er has had his share of problems. His
obsession with striking it rich tore his family apart. Eventually he
sought mental care and he's sowing the seeds he took for granted. He's
pushing to stay with something better than his mining dreams.
Miner 49er has another souvenir from his imprisonment besides the
bad memories. Apparently the leash used on him was magical and evil.
It seems that one of the thorns on the leash broke off and got imbeded
into the miner's side during one of his lashings. The thorn couldn't be
removed as part of it's evil seems to be a curse in which the thorn
becomes attached to internal organs. Occasionally, the thorn tears open
a wound in his side and it bleeds.
The thorn may be much more than a cursed piece of wood. It has
been speculated that the thorn is possessed with a evil beast (most
likely a demon), that feeds on the miner's blood and soul. These
theories are based on certain incidents and experiments: When he enters
a holy place, the miner's wound opens and he bleeds. If holy water is
placed on the wound, a strange sound emerges from the thorn as if
alive. The miner has had nightmares, all of which involve a demonic
being. And at times, the miner has felt something trying to take
control of his mind.
On an interesting side note, the thorn is from a tree that Miner
49er planted while a child.
Patient 68 - Eruc
AL LG; AC 10; MV 9; HP 3; THAC0 20; Str 7, Dex 7, Con 6, Int 9, Wis 14,
Ch 15, San 12
Eruc is a good man but all through his life he has suffered. He
never gets a break. It seems like nothing ever goes right for Eruc. And
Eruc keeps it all within. Besides having crippling physical problems,
he has suffered a few nervous breakdowns. He's tried to find something
to believe in, but he's always been let down. Each shot that will not
heal... He developed the habit of always keeping his arms crossed in
doubt.
Now Eruc has been enlightened with a religious movement (or more
like a cult activity) dubbed The Cure (because of it's curing effects
on Eruc). So what has he found? He thinks the answer is cold and in his
hand. He must seek no matter how much it hurts; but he won't get fooled
again. At times, he's been known to uncross those arms. He's betting on
the Cure. He has embraced the Cure as many probably will. After all,
everyone's got a sickness and everyone needs the Cure. And it's got to
better than the way things are.
So what is the source of Eruc's mysterious Cure? Well its not from
Leper Messiah, My Friend of Misery, Straw, and Patient 53 although he's
listened to them all (and even followed) at one time only to be
disappointed. It is possible that The God That Failed is Eruc's cure.
If so The God That Failed hasn't revealed his true colors yet.
Patient 69 - Em
Patient 610
Mama's Boy mother taught him well. She told him, "Son, your life's
an open book. Don't close it 'fore its done. The brightest flame burns
quickest." His heart was sowed to his mother, but he had to find his
way. Of course, he was a "mama's boy" and she didn't want him to go.
Mama's Boy left home at a young age and became a rebel. He had
forsaken his last name. Wild blood runs through his veins. And so he
went out to find himself. He didn't become the man that his mother
wanted.
Since he became "free", he won't ask for forgiveness for what he
did. After all, they "strangled" him. But he did go home. He took his
mother's love for granted. And now he wants his mother back. But now
all he gets is a cold stone stare. He never asked for anything and got
nothing in return. He got emptiness from her that will last forever.
Mama's Boy is now maniac-depressive and at times suicidal because
he can't get his mother back.
AL CG; AC 10; MV 9; HP 4; THAC0 20; Str 8, Dex 10, Con 9, Int 13, Wis
15, Ch 17, San 8
AL CN; AC 10; MV 9; HP 4; THAC0 20; Str 8, Dex 11, Con 9, Int 9, Wis 9,
Ch 7, San 9
"Yeah, well all the green things died when Ronnie moved to this
place. He said, 'Don't you dare ask why I'm cursed to wear this face.'
I know why the children called him Ronnie frown. When he pulled that
gun from his pocket, they all fall down down down."
Ronnie came to The Rock at a young age. His parents left the big
city to find a nice quiet town.
Ronnie is physically deformed. Of course, he was picked on by
others. Mentally he developed a complex and digressed socially. He
never talked and never played. Because of the insensitivity of others,
he lost his way and took a bad path.
Eventually, Ronnie became a man. But still he took punishment from
others and he took it for awhile...
One day he finally snapped. He loaded up on weapons and went on a
killing spree. The streets were red with blood of those that wronged
him. All people could do was pray. Ronnie laughed and smiled that day.
When he was stopped, Ronnie said, "Lost my way this bloody day, lost my
way. But blood stains wash away."
There was one doctor that always said that something was wrong
with Ronnie. It seemed a little strange that Ronnie would never laugh
and never smile. It seemed a little strange that Ronnie would talk
alone for miles and miles and miles.
Because he is insane, Ronnie was committed to the Sanitarium for
his crime.
It seems that on the anniversary of Ronnie's massacre, clouds
blanket the sky and the sun takes on a red hue for the day as if
stained by blood.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
The first group to play in the concert hall at Damage, Inc. was
Metallica and to this day they are still the most popular band that
plays there.
The members of the group fell victim to the metal as most do.
They got metal madness which constitutes a strong desire to perform
loud, hard, rocking music.
The music of Metallica is marked by speed, energy, and twisted
innocence that blows the tired, brain-dead heavy metal genre all to
hell. All rage and black fury rolled together with inexorable, intense,
melodic sound.
Most of Metallica's songs are based on life in The Rock.
History
Lars Ulrich, the tennis pro gone wild, and James Hetfield a.k.a.
"The Angriest Kid in the World" hooked up to form the band Metallica.
They found eccentric bass genius Cliff Burton.
The band wrote many songs and performed all over the land. Their
popularity grew, especially with the young adults, and Metallica became
a success.
Unfortunately, Cliff died in an accident while touring with the
band. His body was buried in the cemetery at The Rock. Despite the
grief shared by remaining members of the band, there is no doubt that
Metallica would carry on. "Cliff would have been the first one to be
pissed off if we didn't," said Lars. A few weeks later, a new bassist
was found in Jason Newsted.
The band goes on tour from town to town, gig to gig, living in
hotels and horseways and always giving an explosive concert. Its a raw
life, but they never seem to stop or quit cause they are Metallica.
Metallica loves screaming fans dressed in leather and spikes that
act insane if not insane. It is as if their music rips through a fans
brain but it's a sweet pain.
James Hetfield
"I sit there and go, 'Oh God, I think what am I gonna write?' and
all of a sudden it happens. The First lines down and all hell flows
after that."
James a.k.a. "The Angriest Kid in the World" is the lead vocals of
the group and plays guitar. His specialty is angst-ridden, soul-
rending, growling, loud-ass vocals.
James is rugged, honest, and stubborn. He has blond hair and blue
eyes. James is 33 years old, 6 ft. 1 in. tall, and 180 lbs. in weight.
What James enjoys outside of music is hunting and fishing. Also,
reading of contemporary fiction is another pastime. James loves to eat
spicy foods and is a natural born meat n' potatoes man. His beverages
of choice is beer and martinis.
Kirk Hammet
Jason Newsted
Lars Ulrich
"The minute you wake up, it's there. That feeling in your
stomach... Like, it's noon, and you wanna go on stage and get going,
but you got nine hours of sweaty palms ahead of you."
QUASI-DEITIES
Master of Puppets
Sandman
The God That Failed
The Thing That Should Not Be
MASTER OF PUPPETS
SANDMAN
The God That Failed was the patron deity of The Rock. He came into
existence after the incursion as people needed a spiritual lift. It is
believed that he is the Deity of Metallica. Also, it is theorized that
he was created by the Deity of the Blacksmiths and the Deity of
Insanity.
There was a time when people took and felt pride in the god. They
would kneel before him in worship. The god fed on the people and he
grew in power. The belief in him clouded all that they knew. The people
expected love in return or at least a kind word. And the god promised
them protection. He gave them trust. Then there was a sick a child, a
good child loved by the community. The followers gave a faithful outcry
to the god to save the child. The god did not answer and the child
died; his body laid to rest in a grave at the local cemetery. The
followers felt deceived. They believed in the god. Broken was the
promise, betrayal. The people lost their faith. The god lost his
believers which in turn he lost his power.
When the followers lost the faith, the god lost his place on the
heavenly planes. He now lives in the temple a god but not a god. He
tries to get people to believe again but nobody hears his "discouraging
lies". He must find his peace, find his say, find the smooth road on
his way. He never leaves the temple and it is speculated that he is
imprisoned there until he can regain power.
Few know that the god lives in the temple. Local lore has it that
the temple is merely haunted. To some extended it is haunted as the god
is more dead then alive.
Since his fall from grace, the god appears as a decrepit, sickly,
old man. A person would have a hard time believing that this man was
once a god. His low stats reflect his current condition. If he was to
regain his power his ability scores would increase to Str 19, Dex 19,
Con 19, Chr 20.
The God That Failed is immortal. He cannot die. He generates 5 hit
points per round.
The god still maintains some omnipotent power. He has the ability
to see all that goes on in The Rock and everything within a one mile
radius. Unfortunately, he can't do anything but watch the world around
him.
Inside the temple, the god has the ability to teleport at will. He
may also cast two 3-HD lightening points per day.
The Thing That Should Not has lived in the lake for centuries
(maybe eons). He is the great Old One, immortal. He is doomed to live
in the lake forever. He is Chaotic Neutral.
Nobody knows what brought him into being. Legend does have it
that the infamous rock in the lake is actually his petrified heart.
Being immortal tends to be boring and The Thing can spend decades
in a deep sleep. This hibernation is not necessarily for survival. It
is just a lifestyle choice.
He spends his time lurking beneath the sea and watching. He reads
minds for amusement. He collects things that fall to the bottom of the
lake. He doesn't like to take an active part of society. He prefers to
remain aloof. The Thing prefers to be a legend rather than reality to
most people.
The Thing is very wise (Wisdom of 25) and intelligent
(Intelligence of 19). He has lived a long life and read the thoughts of
many minds. Some people seek out The Thing for advice. If they do find
him (or he finds them) and the confrontation is pleasant, The Thing may
share his wisdom with them. He does require one thing. A person who
wishes his wisdom, must drink a cup of his blood. The character must
make five successful saves vs. poison. For each one that fails, the
person goes insane. If successful, he passes on the wisdom. He may also
grant a reward from his treasury.
The Thing can summon a mist or fog over a portion of the lake or
the entire lake at will. The Thing at will can create an 10 foot area
of darkness.
The Thing exudes a fear aura. All those that come within 30 feet
of him must save vs. fear or flee in a panic. All those that look upon
The Thing lose 1d10 Insanity Points.
The Thing can cause a person to go insane. The person gets a save
at -4 to cancel this effect. The GM can either roll randomly for the
insanity or assign one (recommended).
The Thing can read the thoughts of any thing that is on or in the
lake (with the exception of those under magical mind protection). Thus
when he comes in contact with people, he requires their presence in
lake water even if they are only standing in a pool of it.
The Thing can take on many forms but a few stats remain the same
in any form. The Thing has 264 hit points (33 hit die). The Thing can
regenerate 3 hit points per round. His THAC0 is 1.
The Thing may take on a various forms which take one round to
change.
-----------------------------------------------------------------------
"Time has taken its toll on you: the lines that crack your face,
famine your body it has torn through, withered in every place,
pestilence for what you have had to endure, and what you have put
others through."
A person begins dying since the day of birth. A person's life and
death is pre-planned. A sinner once, a sinner twice, it does not matter
as fate has destined all.
With a person's last breath, the four winds blow (north, south,
east, and west). The quartet of deliverance rides. The Horsemen are
drawing nearer. On the leather steeds they ride. They have come to take
a life on through the dead of night. The soul of the dead must ride
with the four Horsemen. The Four Horsemen work for Death. they are the
deliverance.
The person's soul has the right to resist the Horsemen and not
die. No need for confession now, cause now he has the fight of his
life. Everybody better raise their ears. The sound of hooves knocks at
the door. Lock up the wife and children now. It's time to wield the
blade for now the soul has got some company. To bring any of the
horsemen to zero hit points, means victory to the soul and the person
is resurrected.
... And power was given unto them over the fourth part of the
earth, to kill with sword, and with hunger, and with death, and
with the beasts of the earth. Revelations 6:8
Occasionally, the Four Horsemen must carry out the wrath of the
gods. When they are called to do this job, the horsemen use their
apocalyptic powers. Although it is possible for the horsemen to use
these powers at any time, they are forbidden to do so by the gods.
Apocalyptic destruction can only be ordered by the gods themselves. The
effects of using the powers without permission is unknown, but no doubt
fatal (or worse).
People of good heart may have visions of the eventual apocalypse.
Priests and paladins are a natural choice for such visions but common
folk like farmers may have visions as well. If the visions are pieced
together, an omen of the impending doom will be revealed. Also, riddles
will be revealed of artifacts that may prevent or stop the apocalypse.
And I saw, and behold a white horse: and he that sat on him had a
bow; and a crown was given unto him: and he went forth conquering,
and to conquer. Revelations 6:2
Apocalypse Power - All living creatures within 666 league radius of the
horseman become hostile. Tempers rise as minor conflicts become major.
Anger and hatred escalates. All creature less than 12th level / hit die
are automatically affected. Those above 12th level / hit die must save
vs. death magic (+7 penalty) or become affected. Within seven days,
chaos develops as the entire area enters a hostile state of war.
Weapon - White Bow - This bow gives a +5 bonus to attack and damage
rolls to arrows fired from it.
The bow and the arrows that are fired from it glow with a bright
white. Against evil beings or those that gain power from the Negative
Energy Material Plane (like souls), the bow kills if a save vs. death
magic is failed.
The wielder of the bow can surround himself with an area of magic
resistance (25' radius).
And there went out another horse that was red: and power was given
to him that sat thereon to take peace from the earth, and that
they should kill one another: and there was given unto him a great
sword. Revelations 6:4
Apocalypse Power - All crops and food stores within 666 league radius
of the horseman begin to rot. Within seven days, all crops are
destroyed. Also food stores (prepared meats, harvested grains, etc.)
are rotted and beyond usage. Water sources become tainted and
undrinkable. Magic that creates or purifies food and/or water fails
with the exception of a wish.
Weapon - Red Sword - The wielder gets a +5 bonus to hit and damage with
this sword. When using the sword, the wielder always strikes first in
the combat round.
Anybody who suffers a wound from this sword will develop the
insanity of mania. On a attack role of a natural 20, the victim is
killed.
The blade of the sword has a flame of fire dancing on it. The fire
illuminates the area as a torch. The flame easily ignites burnable
materials like oil, wood, etc..
And when he had opened the third seal, I heard the third beast
say, Come and see. And I beheld, and lo a black horse; and he that
sat on him had a pair of balances in his hand. Revelations 6:5
This horseman judges the dead and decides where the soul shall go.
Powers - The horseman can cause the full moon(s) to became blood red.
Apocalypse Power - Gates to the Outer Planes open within 666 league
radius of the horseman. Beings from the Outer Planes may pass through
the gates to do their bidding. It seems that those beings from the Hell
and the Abyss tend to take advantage of these gates than those from the
Heavens.
And I looked, and behold a pale horse: and his name that sat on
him was Death, and Hell followed with him. Revelations 6:8
Powers - This horseman can summon up to six devils from hell. The total
hit dice of the devils cannot be greater than 66. Sometimes one big,
tough devil will get the job done. Then again, 6 11-HD devils might be
a nice show of force.
Apocalypse Power - All living creatures within 666 league radius of the
horseman become infected with disease. Each hour, a creature must save
vs. disease (+7 penalty) or become infected. The GM may randomly decide
what that disease is, but the disease should be yechy, infectious, and
fatal. Within seven days, the majority of the populace should be
infected with one disease or another.
A horde of creeping, hopping, and flying insects gather and swarm
in a thick cloud within a 66 mile radius. The insects obscure vision
limiting it to 10 feet. Spellcasting within the cloud of insects is
impossible. Creatures within the clouds sustain 1 point of damage per
round due bits and stings regardless of armor class. Strong use of the
elements will keep the insects at bay.
A mist of creeping doom six miles long and 66 feet wide moves
across the land. All living creatures that are engulfed in the mist
must save vs. death or die.
Weapon - Ghost Sword - The wielder gets a +5 bonus to hit and damage
with this phantasmal sword.
-----------------------------------------------------------------------
-----------------------------------------------------------------------
SPELLS
Level: 1
Range: 10 feet / level
Components: V, S
Duration: 1 round / level
Casting Time: 1 / level
Area of Effect: 10 feet / level
Save: Special
Level: 3
Range: 10 feet per level
Components: V, S, M
Duration: Instantaneous
Area of Effect: One person
Save: Negates
When this spell is cast, a methodic deep bass sound begins. During
the round the spell is cast, the victim must make a successful spell or
go into a deep comatose slumber.
During the next round, some teeth of the victim are yanked out.
The unlucky victim loses one tooth per level of the caster. With each
tooth removed, the victim suffers 2 points of damage.
The material component is small metal pliers.
Level: 5
Range: 500 feet
Components: V, S, M
Duration: Special
Casting Time: 5 rounds
Area of Effect: one creature
Save: Special
If a save vs. death magic fails, the victim is struck with the
insanity of Melancholia (this malady makes the afflicted give in to
black moods, fits of brooding, and feelings of hopelessness) for 1d6+1
days. After which the victim must make another save vs. death magic or
commit suicide.
"Life it seems, will fade away. Drifting further every day.
Getting lost within myself. Nothing matters no one else. I have lost
the will to live. Simply nothing more to give. There is nothing more
for me. Need the end to set me free."
"Things not what they used to be. Missing one inside of me.
Deathly lost, this can't be real. Cannot stand this hell I feel.
Emptiness is filing me to the point of agony. Growing darkness taking
dawn. I was me, but now he's gone."
"No one but me can save myself, but it is too late. Now I can't
think, think why I should even try. Yesterday seems as though it never
existed. Death greets me warm, now I will just say good-bye."
Note that the victim can be any intelligence being of less than
100 hit points. This is the true power of the spell as most death
spells have bigger limitations on power of the death magic.
Unlike other death spells, this spell allows the victim two saves
which explains the low level of this spell.
The material component of the spell is a black pearl which is
valued at 5000 silvers. It is destroyed when the spell is cast.
Level: 5
Range: 100 feet
Components: V, S, M
Duration: 1 round /level
Casting Time: 5
Area of Effect: 1 person
Save: None
Whiplash (Enchantment/Charm)
Level: 5
Range: 500 feet
Components: V, S
Duration: 5 rounds per level
Casting Time: 5
Area of Effect: 1 person
Save: Neg.
This spell affects any single "person" it is cast upon. The person
gets a save vs. spell to avoid the effect of the spell. If the victim
fails, he freaks for 5 rounds for every experience level of the caster.
The victim's adrenaline starts to flow. He thrashes all around. He
acts like a maniac. The victim will shriek, rave, and behave in a
violent manner. His strength will increase by 2d2, dexterity by 1d2,
and constitution by 1d2. Also, he loses 1d4 Insanity Points. Further,
the person cannot do anything useful as he thrashes in frenzied madness
and bangs his head against things until it rings, even bleeds.
Towards the end of the spell's duration, there is a feeling deep
inside that drives the victim fucking mad. It is a feeling of a
hammerhead. This feeling is a prelude to the WHIPLASH, the part of the
spell which tries to maim and kill.
During the last round of the spell duration, the victim's neck
(and spine) is suddenly whipped in a forward and backward jerk of the
head that causes 1d4+1 points of damage per experience level of the
mage. In addition, the victim must make save vs. crushing blow or
suffer chronic neck problems. The chronic neck problems will manifest
itself in the future whenever the person does any strenuous activity
that affects the neck (GM's discretion). The GM may allow a save vs.
crushing blow at this time. Failure and the character suffers 1d4+1
points of damage and will be unable to use his neck for 1d4 days
(better get a brace).
After the spell is over, the afflicted will not remember his
actions during the spell's duration.
Holocaust (Evocation)
Level: 9
Range: 1000 feet / level
Components: V, S, M
Duration: Instantaneous
Casting Time: 2 turns
Area of Effect: 200 feet/level radius
Save: Special
Battery (Invocation/Evocation)
Level: 10 (dweomer)
Range: current plane
Components: V, S, M
Duration: Special
Casting Time: 50 turns - 1 turn for every mage
Area of Effect: Special
Save: None
-----------------------------------------------------------------------
MONSTERS OF ROCK
KTULU
Climate/Terrain: Any
Frequency: Very Rare
Organization: Solitaire
Activity Cycle: Any
Diet: Omnivore
Intelligence: Low (5)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 5
Movement: 6
Hit Dice: 8
THAC0: 13
No. of Attacks: see below
Damage/Attack: 2d4
Special Attacks: Tentacles, Gibbering, Spittle
Special Defenses: Regeneration
Magic Resistance: Nil
Size: H (15')
Morale: N/A
XP Value: 5000
Ktulu the monster is a big, disgusting, amoeboid-like blob with
five swarming tentacles. Like a Gibbering Mouther, a Ktulu has a many
mouths and eyes.
Ktulu typically lies dormant on the bottom of lakes and oceans
waiting to summoned.
The Ktulu can regenerate 1 hit point per round.
Combat:
The Ktulu can attack with all five of it's tentacles per round
inflicting 2d4 points of damage per tentacle to it's victims.
The Ktulu has a spittle attack that will blind victims for 1d4
rounds (no save). The Ktulu cannot make a spittle attack while using
its tentacles to attack.
The Ktulu has a gibbering attack that instantly causes confusion
as the spell and if a save vs. magic is failed, the victim becomes
insane.
Ecology: The Ktulu is a big blob of gook that serves very little
purpose in the scheme of things.
The body of a Ktulu is prized component for healing/regenerating
items or alchemy formulas.
Climate/Terrain: Any
Frequency: Very Rare
Organization: Solitaire
Activity Cycle: Any
Diet: Emotions
Intelligence: High (18)
Treasure: Nil
Alignment: Neutral
No. Appearing: 1
Armor Class: 9
Movement: 1
Hit Dice: 1 hit points
THAC0: 10
No. of Attacks: 1
Damage/Attack: attachment
Special Attacks: See below
Special Defenses: See below
Magic Resistance: Nil
Size: T (1" long)
Morale: High
XP Value: 100
Four weeks after the summer solstice, The Rock holds a seven day
music festival. Everyday contains non-stop rock-n-roll music. Of course
one of the big performers in this annual event is Metallica.
The festival is sponsored by Damage Incorporated. During the week
of the festival, Damage Incorporated coordinates all activities within
The Rock. A trusting, centralized, governing body in charge of all
activities of the festival was considered best for smooth operations.
SCHEDULE
The first day of the festival is filled with great musical acts.
Since it is the first day of the festival, the best acts known play on
this day to get the festival off to a rocking start.
Headliner: The winner from last year's Amateur Day typically headlines
this night.
Other Activities:
All-Star Game - The Major League of Baseball has it's All-Star Game
during the afternoon of this day. The various youth baseball leagues
have their all-star games on this day.
The first year of the festival was only three days long: Opening
Day, Last Day, and Middle Day. The middle day was considered one of the
best days as the main headliner was always featured on this day. Now
the festival is seven days and is filled with "theme" days, but in
remembering the past, the third day of the festival is known as
Original Day and duplicates the second day of the original festival.
Other Activities:
The Great Rock Beer Exposition - Before noon, the Great Rock Beer
Exposition starts. The Beer Exposition is where many brewers of beer,
mead, ale, etc. get together to for various activities. The biggest
part of the exposition is the various competitions. Festival goers love
the free samples of alcohol, although some of the new experimental
flavors aren't as loved.
The Exposition isn't limited to major brewers. Microbrewers and
homebrewers really fill out the exhibition.
This exposition is considered preliminary competition to the
Autumn Festival.
Headliner: The most popular musical act with a cultural flair headlines
on this day. Typically the act performs a rock opera.
Other Activities:
Musical Ball - Damage Incorporated has a Musical Ball after the opera.
One of the most popular performers at the ball is Apocalyptica, a group
of four cellolists who convert rock music to a classical music tribute.
Of course, their favorite group to tribute is Metallica.
Headliner: The end of this day usually consists of a jam fest of the
most popular musicians, new and old.
Seventh Day - Last Day
Headliner:
Most drugs are illegal at The Rock although such usage still takes
place. During the festival, illegal drug use is overlooked by the law
as long as the druggies don't disrupt the fun of other festival goers.
If a druggie does cause problems, he is punished above and beyond the
law.
The Crime Syndicate controls illegal drug trafficking. The sellers
will not sell to somebody who looks like trouble even at the risk of
losing great profit. The main reason for this policy is because drug
use at the festival is greatly downplayed and any attention it draws
will hurt the festival and the syndicate. If a seller peddles drugs to
somebody who loses control, that seller suffers at the hands of the
syndicate, which isn't good.
Crime Syndicate
Main Fairway
Some land set near the arena is set aside for special merchants.
On each day of the festival, a new set of merchants are given
permission to set up shop. The merchants tend to go with the theme of
the day. For example on Classical Day, the fairway is filled with
more luxurious merchandise like expensive furs, ritzy jewelry, fancy
clothes, and other exotic wares. On Alternative Day, the fairway is
overflowing with wacky stuff like muti-colored shirts, beaded jewelry,
non-traditional art, etc..
Security
Weather
-----------------------------------------------------------------------
HOLIDAYS, FESTIVALS, AND EVENTS OF THE ROCK
MEMORIAL DAY
AUTUMN FESTIVAL
The autumn festival is a three day event help the second week of
the 10th month of the year. The festival lasts three days.
The main purpose of the festival is to give thanks to the year's
harvest. This is done by having large Thanksgiving banquets thanking
the various deities.
A major component of the festival is the Alcohol Symposium. The
symposium brings together brewers, wine-makers, distillers, etc. from
around the country to celebrate there art. A big part of the Symposium
is the competition.
For the residents of The Rock, the city has a fair. The fair
showcases the achievements of the residents such as animal raising,
vegetable growing, crafts, and cooking. Of course, a friendly
competition is involved.
WINTERFEST
-----------------------------------------------------------------------
FOOTNOTES
Reid Razorback and Scott Bosco are presented here as everyday
Metallica fans. A GM may add himself and his friends in place of these
two characters.
Never Never Land is the Plane of Dreams and any demiplanes there
of including the Demiplane of Nightmares. For GMs who have not
developed such a plane here is a recommendation. Many cartoon RPGs
exist today. A cartoon world is an ideal setting for a dream world. In
a cartoon world many odd things happen and as most people know dreams
are just as wacky.
-----------------------------------------------------------------------