AMMU v1.01

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This zine is the product of many hours spent drawing comics, playing with friends,

and burning InDesign into my retinas. Eek and Ammu were initially a dynamic duo
starring in a graphic novel called... Eek and Ammu. While that graphic novel is not
(currently) being completed, many of the concepts and ideas were transformed into
this gross little adventure you’re about to read.

Thank you so much for supporting this endeavor!

Enjoy.

-Tony
TABLE OF CONTENTS
INTRODUCTION 1
MAP 3
THE CORPSE 5
THE MAW 9
AMMU 11
THE GULLET 13
THE HEART 17
KINGGOT 19
RESOLUTION 21
LOOT 22
INTRODUCTION

ADVENTURE OVERVIEW STATS AND DAMAGE


Having lured you into its maw, Ammu The stat blocks of AMMU give values for
“asks” for help exterminating a vile the 5 typical stat groups in TTRPGs. Some
infestation that has taken over its rotting interpretation for what a stat correlates
heart. Should you succeed, a safe exit with in your specific system is required.
and eldritch loot is yours! The reluctant
or unsuccessful, however, are reduced to Health Defense Attack Move Smarts
primordial ooze. Good luck!
Numbers are assigned to stats as ratings
4 STAGES OF ELDRITCH EXTERMINATION out of 10. 1 being the lowest, weakest,
Finding THE CORPSE. least impressive, and 10 being the highest,
Entering THE MAW. strongest, most impressive. Example: a
Traversing THE GULLET. creature with a 3 Attack is about as strong
Exterminating THE HEART. as 30% (3/10) of the other creatures in
your system. A creature with a 10 Attack is
PLAY INFORMATION as strong as the strongest (100% or 10/10)
AMMU is a 4-5 hour, 3-5 player, system creature in your system. These numbers
neutral adventure. It is intended to be provide a starting point for conversion into
played in one or two sessions and dropped other systems, but they are still estimates
into an existing campaign or played as a and do not translate 1 to 1.
one-shot for low to mid level play.
5M’S OF DAMAGE
READ EVERYTHING When describing damage, one of 5 M’s are
Be sure to read through the adventure used.
at least once before sitting down to run/ From least to most severe/damaging:
play AMMU! Knowledge of what’s to come Minor
will aid in implementation, combat, and Moderate
resolving the adventure in a satisfying way. Major
Massive
Mortal
Minor damage would translate to a scratch,
a scrape, a negligible amount of harm.
Mortal damage is lethal/severe enough that
it may be time to start saying goodbyes.
1
EEK INTRODUCING AMMU
Eek is a little frog that dutifully plays the Stumbling upon a dead god is not a
part of intrepid adventurer for your viewing common occurrence for most tables.
pleasure. Feel free to incorporate them into Here are some examples of how you can
the adventure or leave them out entirely. introduce the rotting behemoth to your
They won’t mind. game! Some require prior set up, others offer
a simple and quick intro to the adventure.
Use these as hooks that bring the party right
up to stumbling upon the corpse.

1. Woah, look! A dead god! Have players


find Ammu out in the barren wastes of
their world. Perhaps they are in between
important missions, or a huge story arc
just completed and they’re looking for
new leads.

IMPLEMENTING AMMU 2. The wizard said it would be around


Embrace the strange! Ammu was once a here… Perhaps the players have been sent
galactic terror, devouring stars and planets out in search of Ammu. Their map has been
whole. It has been across the universe marked with the location of the behemoth,
and back, and thus, has seen other and they are somewhat aware of its nature.
worlds, times, and planes of existence. In this case, Ammu may even possess an
The contents of Ammu’s corpse span the important plot item that the players must
typical, extraterrestrial, and paranormal. obtain by completing the adventure.
Indulge in providing experiences that are
anachronistic or bizarre. It all fits here, 3. It was all a dream! If the story is too
granted it’s half-eaten, rotting, or covered fantastical for your game, drop the players
in eldritch slime! into a dream state and have them play
away! This would allow for a heightened
OR… DON’T! sense of fantasy and alien behavior, with
Adapting the ideas and rules in ways that little risk of disrupting the table’s existing
better suit your table’s needs is encouraged! canon.
If something might not fit perfectly for your
game, make it! All numbers are malleable 4. A distress signal! For higher tech games,
and rules are for fools. perhaps Ammu has sent out a distress
beacon to any ship within range. It has
fallen to a tiny moon and waits for galactic
travelers to answer the call!

5. Drop Ammu from the sky! Rather than


rotting in one place for centuries, Ammu
has been decomposing as it floats through
dimensions. Right as the players are about
to leave/arrive at a quaint little town:
PLOP! Ammu falls on the town, trapping
the residents inside. Ammu agrees to
move from the town should the players
complete the adventure.
2
THE CORPSE

“What was at first a distant mirage has slithered closer and is, unfortunately, very real.
Massive black tentacles spill out from its center like inky roots. The air is thick, and the
light from above dissipates into the roiling fog that surrounds the corpse.”

STUMBLING UPON A CORPSE A BECKONING FOG


In the distance, Ammu’s gaping Maw juts Observing an ineffable deity will typically
into the sky. A long, lumpy… nose-like crumple any mortal’s soul. However, with
thing… looms over the entrance, with Ammu in its current state, the sight merely
rows of jagged teeth beneath. The rotting sends a shiver down the spine. After laying
behemoth lies in a vast, open area, black eyes on the corpse, a dull ache swells in
tentacles splay out over hundreds of feet. the mind. Looking away for too long or
Perhaps one trips a distracted character, trying to leave the area will amplify this
or the foul stench of decay draws the ache. Moving closer will remedy it.
curious closer. No matter the means,
Ammu makes sure that any passersby are A thick, iridescent fog coats the earth
made aware of its corpse. around Ammu. If a character lingers for too
long, the fog begins to pool at their feet,
It calls out to them: and Ammu’s voice will attempt to invade
their mind:
“Congratulations, traveler! You’ve found
my corpse, what a delightful achievement. “Come closer, brave traveler. There is
To claim your reward, simply step inside.” nothing to fear. Just make it through the
tentacles, and the reward is yours!“

Ammu will respond to questioning from


players, but any information it relinquishes
is dubious at best and always in the
pursuit of luring them closer to The Maw.
Likewise, details about their “reward” are
kept suspiciously vague.

5
THROUGH THE WEB TENTACLE DAMAGE
Spanning hundreds of feet, a web of Direct contact with the tentacles deals
thick, black tentacles writhe within the moderate damage and sludgifies the
fog. They contort into tall loops and low affected appendage, rendering it useless.
arches, slithering through dead trees and If the tentacles make contact with cloth
around jagged boulders. This sentient or armor, both the sludging effect and
web of tentacles, now severed from the damage taken are halved. Unknown
Ammu’s influence, relishes its duty to to players, Ammu will reverse any
protect the larger, decaying body. Players sludgification upon their meeting. Ammu
must traverse the grotesque obstacle can relay this information if players seem
course in order to remedy their mental reluctant to move forward.
ache and receive their reward. A small,
safe clearing lies just outside Ammu’s
Maw: the finish line.

A SAFETY DEMONSTRATION
A crow caws from within the web, drawing
the players’ attention. They watch it leap
from a tree, swoop down and through a
large tentacle loop. However, rather than
flying out the other side, it reappears
much farther into the web. It stumbles
into a rock and pushes off, attempting
to safely glide under an arch–but clips
its wing! The crow’s pained squawk is
cut short as it disappears from view.

This cautionary-tale-in-the-making NON-LINEAR SPACE


concludes with a wet clump of feathers Movement within the web is non-linear.
and sludge suddenly dropping at the A character may step through one loop,
players’ feet. but the web will spit them out another.
Despite the disorientation, these moves
will always lead players further into the
web and closer to The Maw.

“Ah yes, do not touch the tentacles!”

6
GETTING TO THE MAW When irritated, the tentacles move
Set a number of moves each player must faster and more erratically, increasing
to complete to reach the clearing. the likelihood of failed moves, Maggot
A goal of 5 is suggested. attacks, and sludgification. For the
irritating character, additional moves may
Complete moves are successful attempts be necessary to make it to the Maw.
to move closer to the corpse by weaving
through the web of tentacles. A move is MAGGOTS
complete even if the character is sludged Wriggling free from Ammu’s decaying
in the process. flesh, these agile creatures chase players
around the web. As a result of a millenia
The web admires risky and creative long, Ammu-only diet, the Maggots bare a
moves, rewarding them by leading the striking resemblance to the now dead god.
character to the clearing faster. Count Unfortunately, they not only look like Ammu,
these as two moves toward the goal they’ve developed an exposed glowing heart
rather than one. as well. Burst their pulsing organ to cut their
corpse-devouring life short.
Conversely, the web loathes safer, less
daring players. While still counted as
one completed move, carefully stepping
over, walking around, and other safe
moves will result in a shorter distance
traveled and the potential for a Maggot
attack. For each safe move a character
makes, have them roll 1d4 + their current
number of moves. If the result is even:
1 Maggot sprints at them, unaffected by the
web’s displacing habits and ready to bite.
MAGGOT
Players that move together won’t small voracious pest 1 1 1 3 1
necessarily be displaced together, even
if they’re touching one another. To see if MOVES
one or more players will end their moves Gnarly Bite: Deals minor damage.
in the same place, have each roll 2d6. Screech: Summons 1d4-1 Maggots.
Those with adjacent results (±1 of each
other) have moved together, otherwise BEHAVIORS
the players move to separate locations in • Team Player. Prefer attacking in groups
the web. and will focus on bringing their target
to the ground, where they can deliver
IRRITATING THE WEB a chomping frenzy.
The web enjoys a hard fought victory. • Blind. Relies on scent and sound to
However, when the web feels as though locate their targets.
its challenge is not being respected, it grows
irritable. Trivializing the web by leaping
over large swathes or teleporting–irritating.
Attempting to observe its non-linear spatial
shifting–irritating Attacking its tendrils–
irritating. Mocking the web’s ability to be a
dangerous repellent–irritating!
7
THOSE WHO FELL BEFORE US D4 LOOT TYPE
Within the web are a number of long
sludgified corpses. Forever unable to Flesh, Bone, Blood: A Chunk of
complete their own treacherous journey 1 the body breaks off in the looter’s
through the web, they now greet the hands, oozing a gross green fluid.
players on theirs. Delight in describing
their sludged forms and perpetually
Currency: A small amount of
pained expressions. Each character currency is found on the body,
should encounter at least one of these 2
though it is coated in a thick
poor souls during their maneuvers layer of slime.
through the web.
Armor: A piece of armor slides
“Ahah. Pay no mind to them! Clearly they off the body, dented and all
weren’t as brave and strong as you lot!” 3 but broken. It can be affixed to
an existing piece of armor for a
TOUCHING THE DEAD minor buff.
Of the corpses, one is still alive…kinda.
A barely audible whine eeks out of its
Weapon: What would’ve once
mouth. The character least enthusiastic
brought a formidable foe to its
about the situation so far should find this knees (if it had knees, of course)
one. The corpse is a horrid mangled mess 4 is now a barely swingable hunk
of goop, bone, and flesh. One pale hand of metal. It can be affixed to
stretches out, a misplaced eye twitches an existing weapon for minor
and looks up at the character. The fingers damage buff.
flex slightly, begging to be grabbed. If
approached, the corpse will latch onto
the character’s hand, sending a slew of A LOOK AHEAD
horrid visions into their mind. Ask the Finally clearing the sea of tentacles, the
character to describe their most sinister Maw towers over the party. A rotfly hovers
nightmare as it invades their mind. just inside, picking at the top-most teeth.
Massive glowing eyes, absurdly large,
LOOTING THE DEAD and dripping with ichor. It doesn’t seem
Their sludged bodies, and thus loot, are in to notice any on-lookers and buzzes
various states of decay and sludgeness. If back away into the shadowy chasm. If
looted, roll 1d12 + 1d4 to determine what provoked, will simply fly further into the
is obtained. corpse, out of sight. It lets out a terrifying
screech. A moment of silence thereafter
Use these tables any time a character and then a bellowing roar from deep
would find a corpse during the adventure. within the corpse.
“Oh dear, you’ve already made them
D12 LOOT DECAY
angry. No matter, step inside! Claim your
reward!”
1-4 Goopy: breaks in 1 use.
5-9 Grimey: breaks in 1d4 uses. If the players go unnoticed:
“Perfect. Truly worthy of my reward
10-12 Grungy: breaks in 1d4+2 uses. then! Just a bit further, oh brave
travelers. I’m just inside, towards the
back of the tongue.”

8
THE MAW

“A castle tall and twice as wide, Ammu’s maw is a putrid chasm of hanging viscera and
rows of massive jagged teeth. What light made it through the fog is quickly swallowed
whole inside. The pungent odor of a dead god greets new visitors.”

IT’S A TRAP! GOING SOMEWHERE?


As the last party member lands inside, Attempts to escape are in vain. No mortal
the mouth snaps shut! The squishy strength nor magic can separate the
tongue beneath their feet quakes wall of impossibly sharp teeth. Trying
and their mental ache is snuffed out. to teleport out results in a terrifying fall
Unfortunately, Ammu’s malicious cackling from the top of Ammu’s maw with a newly
takes its place: sludged appendage. A wet thud back on
the tongue is followed by more ridicule.
“Muahahaha! What absolute IMBECILES.
I have you now and there’s nowhere to
go! Right in my godly hands! Caught in
my gnashing teeth! You tiny mortal…”

Ammu’s insulting rant continues on,


echoing from the back of The Maw.

A massive yellow tongue fills the floor


of Ammu’s Maw. Rotted out holes full of
glowing bile and maggot eggs provide
an ugly yellow light. The chittering of
newborn maggots and Ammu’s endless
ridicule echo in the foul smelling chasm.
Under the hangy thing at the back of the
throat, a dim light flickers, seemingly the
source of mockery.
PICKING TEETH MAGGOT PITS
The glow of bile glints off of the otherworldly Maggots wriggle inside large rotted pits on
debris caught in Ammu’s gums. Players can Ammu’s tongue. Dislodging more than one
wrangle the debris free, but special care piece of debris disturbs their slumber. They
must be taken to avoid the teeth. A cut from cry out, summoning a Rotfly. It screeches
the teeth, even against armor or cloth, deals from the darkness, darting out with a swift
moderate damage and instills debilitating swipe of its claws. It fights to the death.
existential dread that lifts after 1d10 seconds.
The debris is firmly lodged in the gums,
making those of gifted strength best suited
for this endeavor.

Each piece of debris can be used in their


corresponding Gullet Terror to access an
alternate resolution for the party.

D4 TEETH DEBRIS
1 The skeleton of a large creature.
The bones are wrapped around
a tooth. Only a handful of bones
can be pulled at a time.
2 An oddly shaped hunk of alien
metal. Deceptively heavy and
perfect for blunt force trauma.
3 Cold and smooth metal with
exposed metal strings. If smacked
hard enough, it generates sparks
and whirs a bit.
4 A marble tablet carved with
patterned runes. The musically
inclined recognize this to be a
song, What notes to play? Unclear.
ROTFLY
flying abomination 2 1 2 4 1

MOVES
Slash: Deals moderate damage.
The Drop: Grabs hold of a target, flies
up high while biting them ravenously
(dealing moderate damage), and drops
them.

BEHAVIORS
• Evil. Rotflies cackle and delight in their
violence.
• Agile. Speedy and nimble flyers.

10
AMMU THE TRUTH COMES OUT
Once the players have had their fill of loot “Oh the reward? No, no. I lied to you! It
wrangling and maggot pestering, it is time was a trick, a deception, a falsehood. There
to meet Ammu. is no reward for finding my corpse. I do,
however, have a proposition to make...
“Just back here! Can’t you see one of the See, a century or two after I fell, flies
hell spawn is trying to carry me off!” began eating at my heart. I didn’t mind
much at first. At that time, I was still
Atop a mound of viscera at the back of planning on regaining my strength and
The Maw is a large eye with black fire that leaving… well, wherever I am now. But,
rolls around the outside. It points with its clearly I have not left, and now the flies
swirling pupil at the massive maggot trying are quite large. Centuries of the pests
to haul it off into the darkness. breeding and feasting has prevented me
from enacting the next stages of my grand
“Don’t just stand there, I need your help! evil plot: Surviving. So, seeing as how
And if you dream of ever leaving, you’ll you’re now stuck here now, and I know the
need mine!” only safe way out... You will take care of
them... Won’t you?”
Once rescued, Ammu sighs in relief.
In exchange for exterminating the pests
“Whew okay, thank y- i mean, Well done. and destroying their nest, Ammu offers safe
It’s a wonder you mortal weaklings can passage out of its corpse and some of the
do anything worthwhile. I am Ammu, The treasures it has collected over the millenia.
Devourer of Stars. Welcome to my Corpse!”
“Help me exterminate those horrid pests,
and I’ll allow you to leave! I’ll even throw
in some of my otherworldly treasure as…
incentive to comply.”

If allowed to be carried off, players will find


Ammu again in the first chamber of the
Gullet, now surrounded by many maggots.

AN ELDRITCH FAVOR
“Took you a while, but I’m glad you’ve come
to serve me! I wish to exploit- no, employ,
your disposable natures to my benefit!”

Noticing any sludged limbs, Ammu blinks


hard, “Ah let me fix that…” and reverts any
them to their unsludged state. Any negative
effects accrued on the journey so far are
also removed, but no health is restored.

11
HELPING OUT READY TO BONK
Ammu is not capable of handling this task Much to Ammu’s delight, it can be used to
alone. While still able to wield some low bonk foes with a bit of eldritch flare. After
level magic, Ammu is without appendages securing the eye to a weapon, it grants a
to move or meaningfully fight. A talkative minor amount of additional bonk damage.
eye to be sure, but not the world ending If the damage total is odd, your target
behemoth it once was. It is clear that suffers horrid visions, inflicting disadvantage
Ammu loathes having to ask for help, but is for the entirety of their next turn.
in a position where it has no other option.

Once Ammu’s proposal is agreed to,


Ammu’s mood shifts to that of an
eager go-getter, ready to take on the
abominations that have infested its corpse.

However, if its request for aid is denied,


Ammu will wish the party luck on their
travels through its corpse without it.

“Best of luck! I’m sure there’s no way Ammu does not have health and can not
for you to get lost or eaten like all the be killed. It does not feel physical pain and
others.” cannot be destroyed through physical or
magical means. Of the many things that
ALONG FOR THE RIDE bother Ammu, however, witnessing mortal
Ammu wishes to accompany its “dutiful dancing, singing, or merriment is among
servants” on the extermination mission. the highest order.
However, it is not fond of being held by,
“fleshy mortal hands.” It suggests being “Blegh, I’d throw up if I could. Stop that.”
skewered on a weapon, bones, or any
other long pointy object. ONWARD!
“Alright my mortal steeds, into the Gullet
“It won’t hurt, just jam it right in there!” and through to the Heart, we have a
swarm to exterminate!”

12
THE GULLET

“Just beyond the hangy thingy at the back of The Maw is the sprawling maze of
The Gullet. A dizzying array of saliva drenched pathways, pustule laden corridors, and
puddles of half digested corpses. The only way out is through.”

JUST KEEP WALKING WHEN... THE CHAMBER...


“Ah, The Gullet! I had to make my throat 1 is rolled Contains a TERROR.
quite the maze after Agromoth, The
Violent Void, tried coming back up. I’m 1 and 6 Contains a TERROR, and the
not even sure if he ever went all the is rolled party can roll twice and take
the higher result on the first 4
way back down...”
rolls in this chamber.
NAVIGATION Neither Contains a TERROR, as well
Upon entering The Gullet, the entrance 1 or 6 as one Rotfly + 1d4 maggots.
is rolled
will seal shut behind the party. The first
chamber is empty, but the rest of Ammu’s
gullet is filled with all manner of Terrors. • Only count one 1 or 6 per roll. Multiples do
Navigating through The Gullet is not linear not result in additional TERRORS or Clears.
and there is no reverence for spatial logic.
The only way through is to keep entering • The party may not split up or leave/
new chambers and clearing the Terrors enter a chamber individually. All
within until the party is spat out into The who enter The Gullet together, move
Heart. together until they reach The Heart.

STEPS TO NAVIGATING THE GULLET • To determine which TERROR is in each


1. To Enter a new chamber, one or more chamber, roll 1d6 or select one. If a
payers roll a total of 3d6 on the table above chamber would be rolled after being
to determine what is in the chamber. cleared, either roll for/select one that
2. If the chamber has a TERROR, Clear it to hasn’t been cleared yet, or grant the
Enter a new chamber. party an additional Clear, have a corridor
3. Once a chamber is Cleared, a corridor to to the next chamber already open, and
the next chamber will squelch open. describe what has changed since they
4. Clear 4 chambers total to exit into were last in the chamber.
The Heart.
(Adjust number of Clears required to
lengthen or shorten play time.)
13
TERRORS
1. THE VIOLENT VOID
Billowing black smoke rises over the
party, shifting erratically. 1d4 clouds of
The Violent Void attacks! The vengeful
eldritch horror is impervious to physical
attacks and enjoys wrapping itself around
a target and flooding their mind with
unsettlingly violent sights.

While they can be defeated in combat,


they really just want to air out their
grievances with Ammu. After being
trapped inside its gullet, The Violent Void
resented Ammu for a long time, spitefully
wreaking havoc on its digestive process.
However, after time to reflect, it forgives
Ammu and wishes for the conflict to end.

CLEAR: Either defeat The Violent Void in combat or mediate a conversation between the
two horrors. The Violent Void wishes to hear an apology from Ammu, but Ammu is less
than enthusiastic about the idea. If the mediation goes well, The Violent Void can agree to
accompany the party on their adventure.

2. A STRANGER’S KNOB
The chamber begins filling up with bile.
Quick, figure out how to use the eldritch
shower! At the far end of the chamber, bile
flows from a wild combination of levers,
knobs, and switches. Ammu shrugs,

“Must’ve installed this a while back, not


sure what goes where here, i just eat
the stuff.”

For every round spent standing in the bile,


players take moderate acid damage.

If players have the item, they can


use it as a wrench to wrangle the absurd
faucet into submission.

CLEAR: Find a way to stop everflowing bile.

14
3. GRIMGROUT’S REVENGE!
The chamber is paved in large smooth
stones. Pillars are arranged in a circle
around a black stone statue in the center.

A voice booms overhead, “Hahaha! I’ve


waited a millenia for this moment, and
now you’re here! You mindless, gobbling,
fool, Ammu. You’ve wandered right into
my arena. Revenge is mine! Go forth,
Golem! Squash that puny god!”

A bright red fire ignites where the statue’s


head would be and black stone bursts
to life. The flame flares with rage as the
Golem sets it sights on squishing Ammu
and anyone that gets in its way. The Golem
can not be reasoned with and does not
understand that Ammu can not be destroyed.

CLEAR: Defeat the Golem OR if players have the item, they can present the bones
to the Golem. The Golem’s flame will transfer to the bones and the black stone body
will collapse. The Golem refuses the commanding voice that brought it to life and
offers to aid the party through the rest of the adventure.

4. SING A HAPPY SONG!


5. The chamber is quite long and brutally
dark. A metal platform is suspended over
a bubbling black lake and leads to a door
with a glowing red light on the other side.

The whispers and howls, black inky hands


and tentacles reach around and over the
walkway, attempting to drag passerbys into
the abyss.

If pulled in, players suffer moderate


damage, lose mobility, and must be pulled
back out by another character. The abyss
likes music however. Playing the song
etched into the item soothes the
vengeful souls trapped here, and grants
safe passage. Ammu’s annoyed complaints
about the music, however, disturb the
soothing song and irritate the abyss.

CLEAR: Make it to the other side.

15
5. DECISIONS, DECISIONS!
A large, disc shaped, metal travel craft
is broken and lodged in the chamber
wall. A reptilian has one leg caught in
its faltered mechanisms. It points and
screams at a massive crate hurdling down
the craft, on a path to crush the reptile.

If asked about the craft Ammu responds,


“Oh, you guys aren’t ready for that yet, but
your descendants are going to love it.”CL

If the players have the item, they can


jam it into a bit of exposed wires and
panels and press it like a button! The
mechanism pinning the reptile down lifts,
but the falling crate must still be dealt with.

CLEAR: Let the reptile get crushed and leave OR save it. Either way, gain one Clear. If saved,
the reptile introduces itself as Geck and asks to aid the party in their upcoming battle.
Armed with a plasma gun that deals moderate damage, though Geck isn’t that great of a shot.

6. SNAP!
A large chasm splits the room in two. Upon
entering a small fellow has a running start
and leaps out over the chasm! He pumps
a fist into the air and shouts, “YES!” ,as it
seems he will make it to the other side.
This is just before a bellowing roar and a
monstrous mouth flies up from the chasm
and snaps shut around him.

It falls back down into the black chasm,


silent once more. This is Sokhowl, another
acquaintance of Ammu. It, unlike The
Violent Void, is not ready to reconcile. Good
luck.

CLEAR: Make it to the other side.

16
THE HEART

“Tears in Ammu’s flesh send light tumbling down into a viscera laden cavity, casting a
massive heart in pale yellow light. Buzzing wings and clacking legs echo in the slimy
arena as the Rotfly swarm tends to the nest it has made of The Heart.”

END OF THE LINE PHASE 1: Rotflies screech and hiss, angrily


Exiting the Gullet’s corridors, players find batting their wings. A dozen maggots will
a massive cavity in Ammu’s corpse. Sitting run out from the surrounding pools of bile
in a lake of roiling bile at the center of the to ward off intruders. A few Rotflies will
arena, is The Nest. Ammu’s massive heart approach and attack the party, though
has been repurposed as the home and most of the swarm stays back to guard the
breeding ground for the infestation. Rotflies nest.
crawl out from its many ports and maggots
burst from piles of eggs around the base of PHASE 2: Several more Rotflies will exit
the heart. The lake glows a putrid yellow, the nest, forming a barricade. They will
illuminating the many half-eaten bodies of begin lobbing egg grenades at the party,
failed rescuers. a handful flying overhead to drop them
directly on the party. Should one of the
“Alright! Now, this is what you’re all here for. flying Rotflies be hit, they will vomit and
Eliminate these pests and destroy their nest!” swipe at their attacker. The cacophony of
fluttering wings and hissing grows louder
BATTLING THE SWARM now, enough to distract those of weaker
The battle unfolds in 5 phases. As the mental fortitude.
party gets closer to The Nest, the next
phase begins. Upon entering the Heart, Egg grenades: Eggsplode on impact! Roll
Phase 1 has begun. Once a phase has been 1d4. 1-3 it explodes into a burst of acidic
activated, there is no turning back. innards and juices, dealing moderate
damage. On a 4, it also explodes into a
The swarm’s primary focus is to protect maggot! Deft players may be able to safely
the nest and Kinggot, their progenitor and catch and throw these back at the Rotflies.
leader that dwells from the bottom of
the Heart, at all costs. The pests excel at
working together, often taking their combat
turns together to tag-team the party. The
ravenous insects can not be reasoned with
and speak no language.
17
PHASE 3: An awful silence fills the room
as their hisses end. Two deafening thumps
ring out, the barricade’s wings slamming in
unison. Now, the entire Swarm attacks the
party. The barricade bursts apart as they
fly out, taking handfuls of egg grenades
with them. Digging their way up from the
ground, a new barricade is formed of a half
dozen Grots.

PHASE 4: Now, in an all out assault, the


swarm attacks the party, and defends the
nest. Anyone attempting to slip into the
nest has to get through the line of Grots.

PHASE 5: To bring down the nest, players


must defeat the final foe- Kinggot, who
writhes in the bile pits at the base of the
nest. Once Kinggot is eliminated, the
hearts on the swarm explode, and the
nest is clear. If asked, Ammu can suggest
the party try to take out their leader, but
does not have specific information on
where or how to do so. GROT
armored beast 2 6 3 2 1
ADJUSTING THE SWARM
For most levels of play, 2 Rotflies and 1 Grot MOVES
per player at the table will balance out to Trample: Deals major damage. Stuns
a healthy, hard fought, battle. target for 1 turn, 2 turns if damage dealt
is odd..
If the swarm is being diminished too Gore: Deal major damage. Attempts to
quickly, slowly introduce more Rotflies to fling impaled targets away.
the skirmish, having them fly out from the
nest as reinforcements. If the players are BEHAVIORS
overwhelmed by the swarm, have a Rotfly • Heavy. Charges with little speed, but
or two retreat into the nest. packs punch on impact.
• Dull Witted. Easily outsmarted and
If the party has not caught on to the out maneuvered.
swarm’s glowing weak spots, (the glowing
yellow hearts on their bodies), have one THE NEST
of the Rotflies lob an Egg Grenade and The many chambers and muscles that
accidentally hit an ally square in the heart, once pumped godly ichor throughout
killing it instantly. Ammu’s body now facilitate the day to day
operations of a Rotfly nest. Young maggots
gnaw on regurgitated food in one chamber
while the swarm’s waste and dead lie in
another. Eggs and rot swim together in large
acidic pools at the lowest point of the heart.
It is here that Kinggot commands the swarm.
18
PULSE OF THE MAGGOTS BATTLING KINGGOT
Half submerged in bile, Kinggot still stands A wide walkway of viscera circles the bile
15 feet tall. Its exterior is a translucent fleshy lake and scattered throughout lake are
tone, revealing a network of inky black hardened mineral platforms that
veins that pump ichor throughout its body. players can move on and jump between.
A half-dozen arms lash about above
the lake, each boasting two long claws. Kinggot is permanently affixed to the
The black veins grow increasingly more bottom of the lake, and thus, can not
concentrated the further up Kinggot’s body move outside the nest. It can, however,
they go, hardening the its exterior. submerge itself and access most parts
of the lake, reemerging and attacking
THE CROWN intruders.
Bursting from the top of its head, the
veins craft a stark black crown. The Kinggot’s arms, like the crown, are also
crown provides life and instruction to the formed from thick black veins. They have a
swarm. Should the light of the crown be 10 foot range and pack a heavy blow.
extinguished, the swarm will all drop dead
simultaneously. This will not immediately
kill Kinggot, but does make it enraged,
gaining advantage for 1d4 turns.

19
KINGGOT ENDING THE SWARM
bile behemoth 7 4 9 2 5 Ammu cheers and insults the fallen Rotflies,
spitting on their corpses if it could. The
MOVES remaining eggs within the Nest still need to
Slash: Swings its claws at one target, be dealt with, however. Ammu admits that
dealing a moderate amount of damage. fire would be the most assured way to rid its
corpse of the infestation, but is eagerly open
Bile Drowning: Attempts to grapple a to other suggestions.
target and drown them in the bile lake.
D10 NEST LOOT
Dredge Bomb: Reaches down into the
lake and hurls a mass of rotten tissue 1-2 1d4 Egg Grenades.
at a target. Being hit deals a moderate 3-6 Ichor Cell: When eaten, restores a
amount of damage, as well as minor major amount of health.
lingering acid damage. 7-9 Rotfly Heart: When eaten, provides
a brief burst of eldritch knowledge
Grabbing from below!: If a player is close and energy. Once worn off, the
enough to Kinggot, a submerged hand eater takes minor damage.
reaches out from the lake, attempting to 10 Rotfly Wings: Grants the wearer
grab and drag the player into the lake. flight for 15 seconds at a time. Has
1d4 uses as it rots away.
Repositioning: Every 3 turns, Kinggot will
completely submerge itself and reappear 1-2 3-6 7-9
in a different place within the lake. Upon
resurfacing, a wave of bile ripples out,
forcing all players on mineral platforms to
jump to avoid being hit by it.

BEHAVIORS 10
• Cunning. Kinggot will attempt to
deceive players by executing false
attacks while luring them closer or
ambushing them with another.
• Prideful. Kinggot loathes being taunted HEADING BACK
or being tricked. The more upset it gets Once the Nest has been dealt with, Ammu
over this, the less accurate, but more has regained access to enough magic to
hard hitting, its attacks become. chart a safe course back through the Gullet.
• Shrill. Kinggot screeches and roars in an
unpleasant tone. it can become quite “Just listen to me, and we’ll be back to
grating after a while. Consider finding my Maw in no time!”
something to stuff its gob with.
• Only has 6 arms above the lake’s surface Players can choose to deviate from
to attack with. If all are occupied, 4 more Ammu’s path back, but doing so would
arms exist beneath the surface, but with place them into a new chamber that
a severely limited range. may have a terror. Once cleared, Ammu
can steer them back on the correct path,
should they choose to listen.

20
RESOLUTION

“Stepping back into the Maw, the air here is only slightly less foul smelling than
before. Light pours in from the entrance as the world ending maw is open once more.
The Maw is almost tranquil now... but not really.”

A SUCCESSFUL EXTERMINATION
With the Rotfly infestation handled, If Ammu is ambivalent about its time with
Ammu’s corpse is a gross and serene the party, it is far less likely to say thank
place. Ichor drips in the distance, acid you, but won’t insult the party any further.
sizzles back in the heart chamber, and
Ammu breathes a deep sigh of relief. If a high level of respect is earned, Ammu
not only say thank you, it will also agree
“In my many millenia of existence, I’ve to not devour this planet when it returns
never required the help of those that to full power in the future.
I ate. And far fewer times were they
actually up to the task. You lot are truly THE LOOT?
exceptional. As promised, you may leave Finally, with an enthusiastic blink, Ammu
freely and safely.” presents a large foul smelling chest.
Viscera and teeth line the edges, and
GRATITUDE OR ATTITUDE pulsing organs and eyes decorate the
Depending on the quality of interaction sides. It squelches open, revealing a
with Ammu thus far, Ammu will be more number of other worldly artifacts.
or less willing to actually say the words,
“One each! I’m quite fond of these, count
“Thank you.” yourselves lucky you’re getting that
much.”
If the interactions with Ammu have
been largely negative, it will make quips If Ammu thinks highly of the party, an
about how long it took to complete the additional piece of loot can be claimed,
quest and offer tips for how to be better but only one. Conversely, if Ammu thinks
adventurers in the future. Of these tips, low of the party, it will not budge and
“go home and cry forever” is the first. refuses to offer anything extra.
Should Ammu be terribly unhappy with
the party, it vows to eat this planet upon its
return to full power... at least not right away.

21
LOOT

ORB OF INEFFABLE PROJECTION


Projects an ineffable sight that paralyzes
viewers for 1d4 turns. Once their paralysis
wears off, they have disadvantage for their
next turn. Must be recharged: 2 uses under
a full moon, 1 use under a half moon.

BLADE OF THE DROWNED GOD


Cuts from this blade inflict the awful
sensation of drowning on the target. The
sensation is equal to the depth of the cut.
This effect lasts until the wound is mended
or the target dies.

QUILT OF OBJECT IMPERMANENCE


Place this quilt over a target’s head to
temporarily steal their object permanence
for 1d6 turns or 1 minute.

22
TOME OF CHAOS
Words written in this tome come to life
though a chaotic spell interpretation.
1. Roll 1d10. Write a word (result) letters long.
2. State the intended outcome of the spell.
3. Roll 2d6. Assign one result to the spell’s
accuracy (area/range of effect) and the other
to the spell’s efficacy (how closely it reflects
your intention.) Higher results are better.
4. The spell is interpreted and takes its toll
on the world around it. Embrace the chaotic
nature of the Tome for the best results.
TENTACLE FLAIL
A set of Ammu’s tentacles affixed to a
handle. Sludgifies the target when the
damage total is odd.

SHIFTING DIE
Roll this die to replace a result just rolled.
The die begins as a d4. The player can HELM OF TRANSLATION
choose to roll twice and take the better Wearers understand all spoken languages
result to decrease a die size (down to a and, with great effort, can respond in
minimum of a d4), or shift a die size up (to a languages previously unknown to them.
maximum of a d20), but roll twice and take Removing the Helmet removes this
the worse result. The die resets once a week. knowledge.

23

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