Ghost Towns of the Certopsian
The Certopsian Plains, where the shadows of the distant clouds
creep long like black burn scars amongst the dry hills, silver sage brush,
waist high savannah grasses and dust bedeviled alkali flats. This clean, hot vastness obscures thousands of
years of tragedy and evil, marked only by grit scoured bones and the tumbled
petrified timbers of ancient homesteads. Sometimes these tragedies leak back into the present,
manifesting in the form of Ghost Towns, each a unique colony of supernatural
necromantic power. Ghost towns are
dreams of the past, and will loom from the shadows of dusk, suddenly revealed
in a gulch or behind the next ridge ready to succor weary travelers. The towns often appear plausible and are not
always hostile, but they are inherently dangerous and unnatural.
Upon encountering a Ghost Town, roll a secret reaction check
(with a bonus of 1) on a non-hostile roll the party may interact with town in
the normal manner (SEE PEACEFUL INTERACTION below), and may only discover that
it was a phantasm when they awake in the morning on the ground or begin to ask
too many questions. On a hostile roll the town appears normal until the party
reaches its center at which point the buildings themselves begin to stutter
between material and ghostly, aging rapidly with leering sagging widows and
yawning black doorways that pour out aggressive phantasms. (SEE COMBAT below)
Ghost Towns are incredibly dangerous, even to powerful
adventurers or large organized group, as a fully hostile and active Ghost Town
may attack with tens of weapon immune, life draining phantasms from all
directions. Towns may be defeated and
destroyed, but it is usually advisable to simply flee as the phantasms will
only pursue intruders a few hundred feet into the night.
TABLE 1
1D10
|
1st Roll – Nature
of Town
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2nd Roll – Town Peculiarities
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1
|
Pre Fall Resort(oddly stuck in time)
Bright ceramicerte domes/residents wear jumpsuits
|
Appears to be oppressed by powerful local
|
2
|
Clockwork Empire Outpost (Proper and easily offended)
Brass and black iron buildings/mustaches and Victoriana.
|
Party arrives in the midst of a quaint local festival
|
3
|
Primitive Village of stone cubes stacked atop each other
Villagers are magnificently savage in feathers and beads.
|
Town built around hot springs/geyser/natural wonder
|
4
|
Slow timeless town of adobe and thatched huts.
Sun blasted farmers in white homespun.
|
Center of Town contains strange monument
|
5
|
Monastery/Religious Community to Forgotten Orbital Deity
Walled in adobe or rock/pious robed citizens
|
Distinctive inbreeding/mutations
|
6
|
Ancient Town in slow decline (mish mass of ancient/clockwork and
modern styles) with many empty buildings
|
Town built next to ancient artifact (odd spire/saucer crash)
|
7
|
Plantation of rich eccentric - languid aristocrats in an ornate
mansion and seething bondsmen in crumbling huts.
|
Broken war machines everywhere
|
8
|
Typical Wizard Tower (1st Building) and rundown
shacks. Fearful denizens greedy and
stupid.
|
Sprawling graveyard.
|
9
|
Modern Livestock Town of garish clapboard, wood sidewalks, partying gauchos
and exhausted servile residents.
|
Obviously follows ‘evil’ cult
|
10
|
Modern Mining/Industrial thorp with clapboard shacks and tin
roofs. Sullen miners heavily policed
by company guards.
|
Town is a bandit stronghold/
domain of robber baron
|
STATISTICS
Ghost Towns do not have statistics is the common sense, they
are huge necromantic entities created by the accumulation of tragedy and sorrow.
Each town is made up of several
buildings that are individual entities and will generate Phantasm (either
aggressive or peaceful). Buildings have
40 – 100HP (in 10 HP increments) and may generate 1HD of phantasm for each 10HP
(they may also generate ½ HD Phantasms) as follows:
½
HD Phantasm
‘Extra’
HD ½ (5HP)
AC 6*
ATK 1
DAM 1D6
MV 30’
SV F0
ML 6
*Silver or Better to Hit
|
1
HD Phantasm
‘Personality’
HD 1 (10HP)
AC 6**
ATK 1
DAM 1D8
MV 40’
SV F1
ML 8
**Magic Weapon to Hit
|
2
HD Phantasm
‘Soldier’
HD 2 (20HP)
AC 5**
ATK 2 (touch or range)
DAM 1D8#/1D8 (100’ range)
MV 40’
SV F2
ML 10
**Magic Weapon to Hit
#1 level drain
|
3HD
Phantasm
‘Champion’
HD 3 (30HP)
AC 2**
ATK 2 (touch or range)@
DAM 2D6#/1D8# (100’ range)
MV 40’
SV F3
ML 10
**Magic Weapon to Hit
@ chant aura
#1 level drain
|
4HD
Phantasm
‘Terror’
HD 4 (40HP)
AC 0**
ATK 5 (touch or range)@
DAM 2D6#/2D6# (100’ range)
MV 40’
SV F4
ML 12
**Magic Weapon to Hit
@ causes fear 20’ radius
and chant aura
#1 level drain
|
Phantasms are the Ghost Town’s defense mechanism and the way
it interacts with the living world. When
peaceful phantasms appear as residents of the Ghost Town with ‘extras’ going
about business in the background, personalities interacting with the party,
soldiers loitering where appropriate and a champion or two generated when the
characters interact individuals such as sheriffs, retired adventurers, bandit
kings, legendary gamblers or local nobility.
In combat phantasms will attack in a variety of ways,
generally using appropriate phantasmagorical weapons or improvising them as
they would have when alive. When first
hostile the Ghost Town will not appear obviously undead, though it will appear
strange and dilapidated. Phantasms
appear to take damage from normal weapons and will collapse as if killed when
damaged sufficiently by them. Yet these
blows will not harm the town/building’s reservoir of Hit Points and can be used
to generate additional phantasms in subsequent rounds. When a phantasm is killed with silver (in
case of extras) or magical weapon, the building’s HP total will actually be depleted
and it will reveal it’s true nature.
At the point where it is actually injured the Ghost town
begins to shriek and howl with an unnatural intensity, while the phantom
residents transform into obvious non-corporeal undead. From this point on the buildings will begin
generating more dangerous phantasms, pulling most of the extras and
personalities into themselves to reuse their energy in the creation of
soldiers, champions and finally terrors.
All Phantasms are immune to non-magical fire and cold,
poison and possess standard undead immunities.
Individual Phantasms may be turned as their HD +2 and will flee from the
party to be regenerated elsewhere in the Ghost Town in 1D4 rounds. Destroying Phantasms with divine turning has
the same effect. The town as a whole may turned as a Special Undead or Demon
(with the cleric needing a minimum of a ‘3’ and suffering a -2 to the roll). If
turned a Ghost Town will disappear completely, but has a 10% of reappearing as
a hostile entity each night thereafter to the Cleric that turned it while the
Cleric remains in the wilderness.
Individual Phantasms are as follows:
Extras – These
phantasms are slightly indistinct, more symbol of a person or type of
inhabitant than an actual recognizable entity.
They will make up the background of the Ghost Town. Residents walking the street, patrons at
distant tables in the bar and others glimpsed at the corners of a scene.
In combat they will appear as fairly indistinct specters and
throw themselves at intruders distracting them from more dangerous phantasms.
Personalities –
These phantasms have some individual character: a bartender with an oleaginous
smile, porch sitting oldtimers, a child in a flowered bonnet – something to
mark them out or draw characters into interacting with them. They conduct the business of the town and
conceal it’s true nature.
Once obviously undead they will retain their original
individuality, but display clear signs of being dead (obvious wounds and
decay).
Soldiers – Phantasms
that generally stay in the background and exist only to kill intruders/defend
the Ghost Town. If approached they will
act distant and a bit coldly, attempting to direct the character back to
interacting with the town’s personalities.
It is worth noting that soldiers need not be actual military combatants,
but may be the towns more dangerous inhabitants (militant priests, banditos,
gunmen, adventurers or even armed yokels).
In combat they will seek to close to attack and drain
levels, but will used ranged attacks (may be any phantasmal weapon or even
phantom magic) if the party is stuck in melee with other phantasms. Once the town reveals its nature soldier
phantasms appear much as personalities – obviously dead and spectral but
largely unchanged.
Champion – Phantasmal
Leaders such as Sheriffs, wizards, mayors, bandit leaders or even fancy
gamblers and brothel madams. These
phantasms act out their roles until the town turns hostile, at which point they
will lead and direct other phantasms while using their ranged drain attack to
suck life from intruders. Additionally
each champion creates an aura of malic when enraged. The aura acts as a Chant spell while the champion continues to exist and within a 20’
radius it grants all phantasms a +1 to all rolls while penalizing all living creatures
with a -1 to all rolls.
Terrors – Terrors
are monstrous Phantasms that make no effort to conceal their undead
nature. They may appear as giant
phantoms of a Ghost Town’s stereotypical residents, as amalgamations of various
dead residents (with multiple limbs, and heads) or even as animate chunks to
decayed building material. In addition
to creating an aura of malice like a Phantasmal Champion, Terrors exude fear
for 20’ in all direction. While in this
radius a living creature may only act each round if they make a saving throw
vs. spells.
APPEARANCE
A ghost town will not appear as a complete town, but only as
the main street of the town where travelers might find services and
entertainment. While Ghost Towns are
Different (see Table 1) they all share the same general statistics and basic
layout. The buildings on the main street
will be clear and distinct and characters may interact with them individually,
while the distant residences and side streets appear on indistinctly and
wandering down one finds only drab residences where no one answers the
door. Characters wandering off the main
street will always be able to find their way back to it without difficulty, and
will find themselves back on it (the side streets seeming to bend back and
rejoin it after 1D4 turns). If players
are insistent and aggressively try to interact with the residences (such as
breaking in) they will find themselves suddenly back on the main street in
front of the ‘first building’ with the town aggressive and phantoms charging
from all the nearby buildings.
The Main Street will always have 1+2D6 buildings as
follows. These buildings are arranged as
follows along a single street:
10 6 3 1 4 9 13
12 8 2 5 7 11
First Building (40+1D10x10HP) – This building is the hub of
the town, likely to provide the greatest lure to travelers and will be one of
the following (roll a D10)
TABLE 2
D10
|
First Building
|
1
|
Saloon, Brewery, Distillery
|
2
|
Sprawling Bar and Lodging house
|
3
|
Courthouse/City Hall
|
4
|
Mansion of Local Magnate
|
5
|
Brothel/Bar
|
6
|
Church/Mission/Temple
|
7
|
Fancy Hotel/ Inexplicably Fine Restaurant
|
8
|
Casino
|
9
|
Sheriff/Garrison/Post Office
|
10
|
Roll Twice and Combine
|
The First Building will appear to be the most brightly lit
and welcome, and obvious center of the town’s activity.
Additional Buildings
The second building will always be a bar, inn or hotel if
the first is not and offer some kind of lodging and food (at minimum it will be
a larger house with a room to rent and a meal to share). Otherwise roll below for each additional building. All additional buildings have 40+1D6x10HP and
will generate phantasms as appropriate.
TABLE 3
D20 for Each Additional
Building – repeats may mean multiple or larger buildings of the same type
|
|||
1
|
Bar
|
11
|
Clinic/Chemist
|
2
|
Brothel
|
12
|
Bar/ Brewer
|
3
|
Restaurant
|
13
|
Large Residence
|
4
|
Bank
|
14
|
Grocery/Dry Goods
|
5
|
Hotel or lodging house
|
15
|
Shrine/Church
|
6
|
Gambling den
|
16
|
Theater/Gladiatorial Pit
|
7
|
Museum of local curiosities
|
17
|
Post Office/Private Courier
|
8
|
General Store
|
18
|
Governmental Agent/Jail
|
9
|
Stable/Saddler/Horse Doctor
|
19
|
Mercantile Warehouse
|
10
|
Blacksmith/Leatherworker/Craftsman
|
20
|
Guardhouse/Garrison
|
COMBAT
Once enraged or hostile the town’s buildings will begin to
generate hostile Phantasms as appropriate to their nature (soldiers if conceivably
possible and a few champions), while any building the PCs are inside of will
throw its full complement of phantasms at the PCs (including at least one
Champion if possible) and try to force them outside where the Town’s other
phantasms may attack. A building may
generate Phantasms with HP equal to its own, and suffers damage equal to the HP
of each Phantasm destroyed. Buildings
themselves may not be attacked, but will burst into odd ethereal flames and
collapse if the phantasms they generate are destroyed.
Buildings need not attack with all their phantasms and are
filled with enough malign intelligence to both reabsorb badly wounded phantasms
(at a rate of one phantasm per round - taking no damage to their HP pool), and
not create additional phantasms if low on hit points (though each building will
always have at least one phantasm active). In general buildings close to a combat can
create up to 3D6 HD of phantasms per round, while those further away will add 1D6
or 2D6 of phantasms to the fight per round if intruders are outside. Intruders inside a Ghost Town Building will
be attacked by that building’s full complement of phantasms.
PEACEFUL INTERACTION
On a successful reaction roll the Ghost Town may be interacted
with as a normal town. Its inhabitants
will take money for services and offer a place to spend the night as well as
whatever entertainments the town’s building’s provide.
A reaction check need not be rolled after the first, except
under certain circumstances, a town will generally behave as the roll
indicates: luring the party in and then attack on a strong negative reaction, filled
with surly residents on a negative reaction, indifferent or even friendly and
outgoing. The town has some difficulty
maintaining its appearance of normality and for each D6+1 turns after the first
in the town (unless the party rapidly finds lodging - See Table 4 Below) each
PC must Save vs. Spells. On a successful
save (GM should simply tell the players to save) the character notices
something macabre or wrong (a bar patron’s head turns into a skull momentarily,
the walls appear splashed with blood, voices whisper threats, food tastes
suddenly of ash and rot). If the PC
vocalizes macabre experience, or reacts to it in any alarmed way, roll another
reaction at a one point penalty to determine the town’s behavior. The town will also become hostile if any of
its phantasms are attacked (though not in the context of a simple bar brawl or gladiatorial
contest). Reroll these checks every few
turns with a cumulative penalty to the Town’s reaction roll as the night
continues. Night in a Ghost Town will stretch
infinitely, as long as one living creature within it remains awake – with strange
events occurring more and more often as the Town’s malign nature and limited
control over its appearance begin to interfere with its illusion of normality.
Sleeping the night in a Ghost Town will have the following
effects.
The party will awake scattered about the ground with their personal
possessions. All items bought in the
town will have vanished along with anything paid for them or paid for h. Animals and goods stored in the buildings
where the party did not rest (i.e. in a stable or warehouse) will have also
vanished with the town back into the next world. It is likely that the characters will awake
hungry and thirsty as all food and beverages consumed in the Ghost Town are
phantasmal. Additionally roll on the
table below for what occurred in the night or effects on the PCs.
TABLE 4
1D10 – Longterm effects from a night in the Ghost Town
|
|
1
|
Characters wake with their clothes and weapons gone, but 1d4x100xLVL
GP in ancient coins are stacked on the ground.
|
2
|
Awakened in the middle of the night the party finds themselves in the
midst of a recreation of the Town’s violent destruction. Appropriate attacking soldier and champion
phantasms (using ¾ the town’s total HP) will be battling phantasms of the
town’s residents ( ¼ Town’s total HP) – a single champion, a few soldiers and
many extras/personalities. If the
party intervenes and prevents the town’s destruction (death of all resident
phantasms) they will be given a gift by the thankful Ghost Town of ½ it’s
treasure.
|
3
|
Characters awake D10x4 years older, or at least with white hair.
|
4
|
Characters attract enmity of town, which will appear on subsequent
nights 25% of the time (while in wilderness) with a -1 cumulative reaction roll.
|
5
|
Characters develop the ability to see ghosts everywhere for the next
month (and suffer -1D4 Wisdom permanently)
|
6
|
Party will be trailed by a ghostly rider (obviously from the town)
for the next 1D6+1 days. The spirit will not attack, but trying to catch it
will result in it screaming, prior to vanishing, causing the pursuers to save
vs. spells or suffer 1 level of life drain.
|
7
|
Characters awake weakened having suffered level of life drain
|
8
|
One random character (or henchmen) is missing and has been taken by
the town. It’s possible to rescue them
through entering the lands of the dead or rediscovering the town.
|
9
|
Characters are now undead – any damage received in the future will
heal as necromantic HP. When the
character has no more remaining natural HP they will become an undead
creature of equal HD – though they may remain in the character’s control as a
thrall of the Ghost Town
|
10
|
Strange Dream reveals the nature of the Ghost Town’s destruction and Quests the party to act to avenge or
otherwise honor the town’s memory.
|
TREASURE
Ghost Towns when
destroyed will snap back into the material world as ancient and appropriately
devastated towns with appropriate treasure scattered amongst the ruins (akin
to small dragon horde and mostly
consisting of coinage or valuable domestic artifacts).
This is a fantastic idea. Filed away for a future game. Thanks!
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