innsmouthlighthouse-rpg-risus

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7/30/2019 innsmouthlighthouse-rpg-risus http://slidepdf.com/reader/full/innsmouthlighthouse-rpg-risus 1/1 Background Innsmouth Lighthouse is famous for the hundred ships it has guided through storms over the ye Many a sailor owes his life to the light from the to Last week, that came to an end. The light extinguished. No word came from the tower. were sent. They never came back. Someone has t and find out what has gone wrong at the lightho as a terrible storm is brewing and lives are at stake Those of the Deep Esoteric Order of Dagon Cultist Undying Love for Father Dagon (4) I want to be a Fish (3) Deep One Hybrid Innsmouth Look (4) Terrifying and Unblinking Gaze (4) Coral Guard Statue Eight foot tall and solid stone (5) Servant of the Cultists (4) Father Dagon King of the Deep Ones (6)  A Terrifying and Maddening Presence (6)  A Renderer of Souls and Flesh (6) GM Notes If Father Dagon appears, kiss your ass goodbye. Room Key 1. Candle  – A catwalk circles the top of the lighthouse; grappling hooks will easily snag on it and allow team to make their way up a rope. The large that used to ensure safe passage for the hundreds of boats, now sits silent and without flame. Large glass windows look out over the coast.  Note on second level windows – these are tiny porthole style windows and anything bigger than a hobbit cannot fit through. 2.  Lounge Room  – Four cultists are lounging here studying their ancient mind bending texts of darkness. They will attack on sight anyone not loo fishy (large bulbous, unblinking eyes, paltry skin color, etc). Unless the team recites the following To the Father Dagon!  3. Quarters  – These bare rooms used to be occupied by the former residence of the lighthouse. Investigations will show a journal in the left most ro where the author recounts his fall from sanity and into the Cult of Dagon. Note on entry to the first level  – The windows and main door are blocked any entry from the outside is impossible, short of a miracle. 4. Entryway  – The outer door and windows to enter the lighthouse have been completely blocked and is impassable. It will take well over two hou remove all the furniture, supplies, etc that are blocking the way (only possible to do from the inside). 5. Store Room  – Four Hybrids are in here ransacking the supplies and eating everything they can get their slimy flippers on. They prefer human brain. 6. Kitchen  – Two dead humans lay here, torn to pieces and even looking like they were nibbled upon, no doubt victims of the Hybrids. One is missi head. Any search will determine they were workers here at the lighthouse.  7. The Mess  – Three Hybrids sit here, huddled around the table. On the table is a human head, the top roughly cut off and lying to the side while hybrids are using finely made silver spoons to scoop out the hearty brainy snack. They will not be pleased that their snacking has been interrupte the team, though they will appreciate more snacks! 8. Office  – On the desk can be found a good number of tomes dealing with the occult and various questionable and unmentionable topics. 9.  The Dark Hall  – The oppressiveness of this hall will be felt by any who pass this way, additionally the fishy smell is terrible. Checks should be mad see if characters can overcome the o ppressive feeling of the area.  10. Fallen Idols  – This massive cavern holds a marble obelisk that has long fallen over. Six hybrids are here crouched over a pile of unmoving hu remains, the hybrids are ripping off pieces here and there and having dinner and will not take lightly the interruption to their meal. 11. The Jail  – This partially flooded room (6” deep) has four barred cells, three of which contain villagers from a nearby town. They will be in various st of conversion to the Deep One Hybrids and will gladly come with the team. For fun, those in the later stages could turn against the team inopportune times, at the discretion of the GM. If the team does not free them, they will howl and beg for help, loudly. 12. Fish Idol  – A large statue made of coral stands guard here. If anyone attempts to pass without reciting “C’thulhu fhtagn!he will come to life attempt to block their further progression into the altar room, by violence if necessary.  13. Altar and Portal  – This flooded room holds a massive altar in the far end, directly positioned in front of a flickering and sparking netherworld po Each statue has a 2 in 6 chance of coming alive each ‘round’ anyone opposed to the Dagon Cult’s goals are here. If said persons are taking direct ac against the cult, the chance rises to 3 in 6. Four cultists and two hybrids are here holding a ceremony; a naked human female is chained to the la altar. By her struggling, she does not appear to want to be sacrificed. When the team enters and interrupts, the cultists and hybrids will at immediately. If the female is killed, Dagon’s head and arm come through the portal. If anyone is pushed into the portal, they are gone  forever . The by m. jackso snikle.wordpress.co Innsmouth Lighthouse 

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Page 1: innsmouthlighthouse-rpg-risus

7/30/2019 innsmouthlighthouse-rpg-risus

http://slidepdf.com/reader/full/innsmouthlighthouse-rpg-risus 1/1

BackgroundInnsmouth Lighthouse is famous for the hundred

ships it has guided through storms over the ye

Many a sailor owes his life to the light from the to

Last week, that came to an end. The light

extinguished. No word came from the tower.

were sent. They never came back. Someone has t

and find out what has gone wrong at the lightho

as a terrible storm is brewing and lives are at stake

Those of the DeepEsoteric Order of Dagon Cultist

Undying Love for Father Dagon (4)

I want to be a Fish (3)

Deep One Hybrid

Innsmouth Look (4)

Terrifying and Unblinking Gaze (4)

Coral Guard Statue

Eight foot tall and solid stone (5)

Servant of the Cultists (4)

Father Dagon

King of the Deep Ones (6)

 A Terrifying and Maddening Presence (6)

 A Renderer of Souls and Flesh (6)

GM NotesIf Father Dagon appears, kiss your ass goodbye. Room Key 

1.  Candle  – A catwalk circles the top of the lighthouse; grappling hooks will easily snag on it and allow team to make their way up a rope. The large

that used to ensure safe passage for the hundreds of boats, now sits silent and without flame. Large glass windows look out over the coast. Note on second level windows – these are tiny porthole style windows and anything bigger than a hobbit cannot fit through.

2.  Lounge Room  – Four cultists are lounging here studying their ancient mind bending texts of darkness. They will attack on sight anyone not loofishy (large bulbous, unblinking eyes, paltry skin color, etc). Unless the team recites the following “To the Father Dagon! ” 

3.  Quarters  – These bare rooms used to be occupied by the former residence of the lighthouse. Investigations will show a journal in the left most ro

where the author recounts his fall from sanity and into the Cult of Dagon.Note on entry to the first level  – The windows and main door are blocked any entry from the outside is impossible, short of a miracle.

4.  Entryway  – The outer door and windows to enter the lighthouse have been completely blocked and is impassable. It will take well over two hou

remove all the furniture, supplies, etc that are blocking the way (only possible to do from the inside).

5.  Store Room  – Four Hybrids are in here ransacking the supplies and eating everything they can get their slimy flippers on. They prefer human brain.

6.  Kitchen  – Two dead humans lay here, torn to pieces and even looking like they were nibbled upon, no doubt victims of the Hybrids. One is missi

head. Any search will determine they were workers here at the lighthouse. 

7.  The Mess  – Three Hybrids sit here, huddled around the table. On the table is a human head, the top roughly cut off and lying to the side while

hybrids are using finely made silver spoons to scoop out the hearty brainy snack. They will not be pleased that their snacking has been interrupte

the team, though they will appreciate more snacks! 

8.  Office  – On the desk can be found a good number of tomes dealing with the occult and various questionable and unmentionable topics.

9.  The Dark Hall  – The oppressiveness of this hall will be felt by any who pass this way, additionally the fishy smell is terrible. Checks should be mad

see if characters can overcome the oppressive feeling of the area.  

10. Fallen Idols  – This massive cavern holds a marble obelisk that has long fallen over. Six hybrids are here crouched over a pile of unmoving hu

remains, the hybrids are ripping off pieces here and there and having dinner and will not take lightly the interruption to their meal. 

11. The Jail  – This partially flooded room (6” deep) has four barred cells, three of which contain villagers from a nearby town. They will be in various st

of conversion to the Deep One Hybrids and will gladly come with the team. For fun, those in the later stages could turn against the team

inopportune times, at the discretion of the GM. If the team does not free them, they will howl and beg for help, loudly. 

12. Fish Idol  – A large statue made of coral stands guard here. If anyone attempts to pass without reciting “C’thulhu fhtagn!” he will come to life

attempt to block their further progression into the altar room, by violence if necessary. 

13. Altar and Portal  – This flooded room holds a massive altar in the far end, directly positioned in front of a flickering and sparking netherworld po

Each statue has a 2 in 6 chance of coming alive each ‘round’ anyone opposed to the Dagon Cult’s goals are here. If said persons are taking direct ac

against the cult, the chance rises to 3 in 6. Four cultists and two hybrids are here holding a ceremony; a naked human female is chained to the la

altar. By her struggling, she does not appear to want to be sacrificed. When the team enters and interrupts, the cultists and hybrids will at

immediately. If the female is killed, Dagon’s head and arm come through the portal. If anyone is pushed into the portal, they are gone  forever .

The by m. jacksosnikle.wordpress.co

Innsmouth Lighthouse