Tom Walker - Trortipose the Tormented_s Tremendous Traveling Tortoise.pdf

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Trortipose the Tormented's Tremendous Travelling Tortoise
– by Tom Walker
(G+TomWalkerUK)
Trortipose
was a blood-thirsty
barbarian sorcerer of great power
who rampaged across the known
world in a gargantuan battle-tortoise
the size of a Tarrasque. He has
appeared once again, but anyone
foolish enough to remain in the area
has noticed that the vast tortoise now moves erratically and no warbands
pour forth. Perhaps Trortipose is absent or no longer able to control the
beast? Perhaps now is the time to gain access to the tortoise (which is said
to be hollow) to put an end to Trortipose’s tyranny, and – of course –
liberate any magic treasures that still remain.
“Lament and vacate!
The legends are true –
Trortipose the
Terrible returns to
raze and tyrannize!
will soon return looking to push people to their deaths and feast on the
remains. It would be possible to dig into the wound into the interior of the
beast with normal weapons or digging equipment given an hour or so.
Rear end -
It is indeed possible to climb up the tortoise’s tail or rear legs
and gain access through its rear end…Once there it is possible to hack
through the alimentary canal into the empty belly of the beast.
Interior -
Most of the interior of the tortoise is empty space akin to a
huge aircraft hangar. A magical darkness reduces all sight ranges to 1/10
th
of their usual distance. The huge alimentary canal runs from mouth to
rear, but the other normal organs are absent. The beast is magically
powered by Trortipose himself, and it fuelled by the mass it regularly
consumes.
Dénouement.
The great tortoise’s power comes directly from Trortipose
himself, so if he is to perish the tortoise will soon come to a full and final
repose, becoming a permanent part of the landscape. Whether the party
can control the movements of the tortoise and how long its power lasts is
at GM’s discretion.
Head -
Trortipose resides in the head in his sorcerer’s chamber, looking
out through the huge and magically impenetrable thick-lensed eyes. His
magical investigations have finally driven him mad, and his
mercenary pillagers have left, never to return.
Despite his decent into
idiocy his one-time
followers where not
foolish enough to try
to gain access to his
chambers and steal anything
from within, so there are still
unique and powerful items to be had,
along with many more common scrolls and
potions. As Trortipose’s travels have
taken him all across the known world,
this is a perfect location for the GM to
place any exotic magical item that otherwise might be
unobtainable.
Mouth
- Occasionally the tortoise will bow its head to consume
geographical features and buildings. It eats literally anything, requiring only
a huge intake of mass to function. Being eaten by the beast is akin to
being in a pitch-dark avalanche or the worst earthquake imaginable.
Legs -
Observing the beast’s movement it is quite possible to anticipate
where its legs will next be placed and so clamber aboard using grappling
hooks. The skin on the legs is incredibly tough, jagged and rough, like a
coastal cliff-face – if the cliff were moving of course. The skin is infested
with
Giant Tortoise Skin Mites
(as Giant Rats), they look like a giant
shrimp has mated with a warthog and then rolled in a box of velociraptor
claws. They are very sure-footed and utterly voracious.
Shell -
The shell is like granite and many feet thick. It is also very smooth;
keeping one’s footing on the shell without specialist equipment will be
challenging, and very difficult if the tortoise is moving. There is one obvious
feature on the top of the shell which is an ancient battle wound about 20’
across which has been kept open by the relentless picking and hacking of
Harpies.
The harpies will initially fly off at the approach of the party, but
Trortipose’s Tormented Moods
Two rival groups have taken residence in
the belly. There is a small band
of
Orcs
who have miraculously
survived being swallowed by
the beast and then
managed to hack their
way out into the
interior space. Every
one of them
trying to exit
through the
mouth has
been crushed.
Each dangerous
sortie back into
the intestine for provisions kills more, so they are desperate for escape.
The other group is a clan of
Bat-people
[as Kobolds, but can fly, and
echolocation which effectively counteracts the magical darkness, unless in
very noisy conditions] who have recently taken residence. They enjoy a
more sustainable situation, being able to enter and exit via a small tear in
the lower intestine close to the tortoise’s rear end. They exit at night to
suck the blood of livestock and people. They are most amused at the
Orc’s plight and harry them regularly, having taken offense at a
disastrous attempt by diplomacy by the Orcs who were attempting to
bargain with those they clumsily referred to as “arse-flyers”.
Front leg bones
- The bones of the front legs are connected only to the
spine on the roof and move inexorably. Gaining access to the spine and
neck via the front legs is therefore incredibly difficult, anyone caught in
their movement would be squashed to paste.
Rear leg bones
– are connected to the hips that join the lower and
upper surfaces of the shell, and thus form a stable climb up to the spine.
Spine and neck
– There is a central cavity through the length of the spine
and neck which provides an open walkway allowing entry into the
sorcerer’s chamber in the skull.
For each mood change roll d3+2d4+d5 (4d4 if you must) and move
that many moods downwards from the current mood, starting again
from the top if you move off the bottom. Moods change at GM's
discretion but certainly whenever damage is dealt or received.
Surprised – he freezes, eyes darting from adventurer to adventurer
to empty space directly beside adventurer.
2. Confused - "Why have you delivered the weather balloon on St
Chastens Day?" "But with the thought matrix clearly showing
elemental misalignment how is this even possible?"
3. Irritable - dismissive and colourfully insulting of any action or
question your flamoophing ponch-tackling wobblebots undertake.
4. Apoplectic - fires blasts of colour from his fingers; everyone
present must save vs Dex or take d8 damage and 15 minutes of
one of (d6) : 1 - blindness, 2 - deafness, 3 -uncontrollable dancing,
4 - noxious stinkyness (-1 to everyone's actions within 30'), 5 -
extreme horniness, 6 -mood swings as per this chart.
5. Manic - latches on to the last action or point of conversation and
will not stop until that is fully and totally understood and resolved;
"But why? Buy why? But why? ... etc"
6. Desperate - lunges for the adventurer's ankles, wailing and begging
for salvation from the inconceivable horrors from between
moments that whisper those fouls temptations and scratch, scratch
at the back of the eyeball.
7. Fearful - the inconceivable horrors appear (as far as Trortipose is
concerned anyway); he blasts a massive fireball in a random
direction. Save versus Dex or take 6d6 magic fire damage.
8. Defeated - throws self on floor, crying and thumping his hands, and
then, sickeningly, his head against the hard stone floor; there is a
1/6 chance of knocking himself out for d6 minutes.
9. Morose - dejected, sullen and ill-tempered; may be amenable to
anyone sufficiently (i.e. inordinately) sympathetic.
10. Vacant - dreamily stares off into the middle distance, d3 items of
the adventurer's weapons or worn equipment levitate 5 feet and
hover there until the mood changes.
1.
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