The Ghost Ship of Sezrekan the Mad
Here's a basic rundown of what I've got, partly because David Jenks asked, and partly because I need to write this down.
So Sezrekan, back before his apotheosis, traveled around looking for stuff to make that happen. That took him to some pretty weird places, both in and outside this reality. The ship he took to these places sucked up the weirdness in various ways. Here's some of those ways:
The ship is possessed by some alien intelligence from BEYOND. The ship's all rotted and torn up, but the possession by this thing keeps it from falling apart. It also keep the ship sailing, on some enigmatic route. Partly this thing either (depending on campaign needs, and I haven't really decided yet myself) either hates Sezrekan and is traveling to places that could facilitate destroying him, or it is drawn to/loves him and travels to places that could better bring his attention. Probably both.
There's a hole in the bottom of the hold, straight out into the water. Water doesn't flood the ship though, the alien possession keeps it out. If somebody dives through the hole they get stuff to help them underwater: gills, webbed hands/feet, nictating membranes on their eyes. Coming back up through the hole into the ship reverses it. The more someone does this the more likely this stuff is to become permanent.
The captain's quarters is haunted by the sadistic ghost of Grokkus Brell. If someone sleeps in the cabin they wake up having been tortured, and the ship coughs up one of a number of magic items tied to it. The torture gets worse the more nights someone has slept in the cabin. I have some tables written up for this one, but the items bit is unfinished. Each of the items corresponds directly to some kind of ship's business, some of them interacting with other places on the ship, or being required to make certain effects work. Most of them are in the good/bad vein of magic items. Ex: Bos'n's Pipe - a whistle that allows you to command people. Commanded people (npcs) get increasingly pissed off by this and will eventually snap and attack the user.
The crow's nest pokes up out of reality to a space in-between (the phlogiston?). Arcane magic works crazy well there, although there are also automatic corruption effects and mercurial magic is rerolled each time a spell is cast (caster keeps the last mercurial magic effect rolled for the spell). Getting up the mast to crow's nest is a little wonky as you have to climb up out of reality and that can make one dizzy. Clerical magic only works on a critical, and automatically incurs disapproval.
The boy's cabin is a little closet off the main cargo hold and requires the key from the captain's quarters to get in. There are a slew of small portals embedded into walls and ceiling, each leading to a seemingly idyllic pocket dimension that turns out to be a nightmare realm. Should probably come up with some kind of multiple column random table for this one. These pocket dimensions are also centered around objects of power the ship's boy pilfered during the ship's journeys and squirreled away.
There are four rune-inscribed barrels secured around the mizzen mast that contain the pickled, quartered remains of one of Sezrekan's old rivals, Gor-Mal the Butcher. Each quarter of the body has a magic item on it but opening the barrels is dangerous and could end up resurrecting the crazed wizard, who's been conscious since Sezrekan 'killed' him.
That's most of the detail I've got so far. I've got some other ideas too. Something about potentially killing yourself to contact the alien possessing the ship and then gaining some limited control over it. Also, there's probably a skeleton tied to the bowsprit that talks and lies a lot.
If I statted this thing up fully I think I would probably dual stat it for DCC and LotFP.
/want
ReplyDeleteWOW!
ReplyDeleteDamn.
ReplyDeleteExcellent!
ReplyDeleteCongratulations Daniel Lofton - you have reduced us all to monosyllabic responses. :)
ReplyDeleteIt's all I could have hoped for, and more!
ReplyDeleteAll good, but this is my favorite part: Getting up the mast to crow's nest is a little wonky as you have to climb up out of reality and that can make one dizzy.
ReplyDeleteHaha! Heard Sailing by Christopher Cross on the radio today. Might be the perfect theme song for this. "Well it's not far back to sanity, at least it's not for me." Great subtext!
ReplyDelete