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The Monolith From Beyond Space and Time
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===Inside the Monolith=== The monolith's interior initially appears to be an endless corridor that is in fact an infinite maze... made up of a straight and endless corridor. The "maze" isn't actually a maze at all, it's basically just a fog, you can go wherever you want so long as you always walk in the direction you're looking, and that's it. (As an aside, if you can't see you're basically trapped. So you're screwed if your character is blinded somehow, like if they blindfolded themselves to keep those aliens from possessing them.) The corridor seems to always be ahead of the PCs regardless of their actual direction, which poses some very interesting navigation challenges. Especially since distance and time do not exist inside the monolith (this also means characters will never age, which for reasons described later is not a good thing), and the only way to get anywhere is to ''wish'' to be there, which makes as much sense as you'd think. The only creatures inside are impossible to detect unless the PCs want to find something they can fight. Despite their freakish appearance they all do piss-poor damage and die in one hit from any weapon. ====Locations Inside the Monolith==== *'''"Control Room"''': Anyone looking for some kind of control room will find themselves in a strange place made of gray spongy stuff lined with tubes full of liquid and electrical pulses everywhere. "Of course" the person in question has actually traveled inside their own brain... somehow. PCs can enter the brains of other PCs as well as themselves, and there are two full pages explaining how the party can give each other brain damage by fucking around with this (and how certain spells don't work just because the DM said so). Also, when returning to normal consciousness PCs are given the chance to become "one with the multiverse", killing them off but giving a bonus for the next character they roll up. Given what an average character will be like after this module is done, you'll probably want to take that offer. ::There is a way to completely break the game, should you want to. Simply cut a victim's brain, spill the blood on the floor of the Monolith, go inside that brain, and cut it so you can drink their blood until they're level 1. Rinse, repeat for as much experience as the original player had hit points or until they force you out (of course you can stop by the next entry should you need to). *'''Healing Room''': The pod in this room will put you to sleep for a period of time (which can be forever), and after that you wake up fully healed. If someone tries to open up the pod before it opens on its own, random shit happens. Destroying the pod retroactively puts whoever was inside in an entirely different pod in an identical room, and having two people enter the same pod merges them into a deformed abomination, with one of them permanently losing control (and their character effectively dying). The survivor only gets to keep the weakest scores and abilities of the original two characters. *'''Literally Anywhere''': If a PC wishes they were somewhere other than the valley, the monolith will be teleported (along with the Guardian) to absolutely anywhere at all, including the past or the future. Incidentally, travelling to the future will kill one party member, grant another party member a bunch of levels ("so they'll argue against returning to the past"), and age everyone else by 1d100 years even though Raggi already said nobody ages inside the monolith. Isn't inconsistency grand? ::Assuming you're following Raggi's rules (that nobody ages in the monolith, only that years pass), this is another way to break the entire setting via level-farming. Take blood from each others brains, go to the future, spill the blood of whoever died, rinse, repeat. It's a free 1d8 levels every time you do this. *'''"Adventure"''': Anyone who wants to find something a little more normal than this will be transported to a completely different setting. No, really. The DM is advised to pick out a random module regardless of system or genre and then open it to a random page - the character is now there. Just in case it might be something that could actually be fun, all of the monolith's weirdness continues to affect that victim (i.e. the alien possessors will still be a problem). The only chance of going back to the character's own world is to find the monolith again and re-enter it. This is also the same condition that can happen if the players try leaving the valley with the Monolith still active, except they no longer lose random stats for no good reason. *'''The Weapon''': Wishing for an armory or a weapon will bring the character to a room that's empty, save for a rune-covered pylon and a transparent case containing what looks like a mutant tapeworm. Opening the case causes the worm to infest the host ''"through the most convenient orifice"''. The host then becomes repulsive to all wildlife (and most people), instantly kills slimes and similar monsters by drinking them to death (after which the host doesn't need food or water for a while), grants damage re-rolls in melee attacks, and can be commanded to attack enemies or even charm them. It also causes anyone who sees the worm enter or exit the host to become immediately hostile to the host, and if the host is charmed the worm will desert the host in favor of the charmer. *'''The Head of Carter Holmes''': Wishing for treasure takes you to a room with the severed but still-living head of a very evil mage. He wants to die, and will tell the players that whoever eats his brain will gain his magical powers. While he's not lying and the spells and non-spell abilities granted are indeed very strong (although the DM is advised that if the players seem to like them too much they should point out how well they worked out for Carter), the power boost only works if Carter is still alive when a given piece of brain is removed and eaten. And to up the disgust factor even more, he's still able to feel all of it and will encourage the players to eat his brain, even as he's reduced to screaming in agony or incoherent groaning. Apparently the lotus eaters weren't enough to appease Raggi's cannibalism fetish. And as just another flaming "fuck you", the non-spell powers all come with drawbacks that the PCs won't know about until they first kick in. *'''The Exit''': A seemingly ordinary hole in the passageway appears for anyone who wants to get out of this shithole or is smart enough to wish for "the solution to this adventure", with a big stone door standing open by it. The PCs are invincible to all attacks from the monolith dimension as long as they touch the door, and by shutting it the monolith and all of its related insanity winks out of existence until the door is opened again. Unfortunately, the door has to be held closed from the inside, and it has to be done by a character inside the monolith (so in other words they're stuck inside '''forever'''). Did we mention that not closing the door when you leave means those alien spaceship possessor things will keep taking over your body? Oh, and don't even try to get around it by using some kind of anti-magic spell, or you'll tear open a hole in reality that destroys the entire valley and spawns an infinite number of eldritch abominations to flood the rest of the world for some reason, because accidentally triggering the apocalypse worked so well in [[Death Frost Doom]]. This is in spite of mentioning just earlier that using Anti-Magic Shell cancels out the effects of the Monolith, only now it does exactly what that spell cannot do (makes as much sense as getting somebody pregnant by stabbing them in the chest). **Oddly enough, this module does actually have a win condition, presumably because Raggi forgot about his own rules. If you manage to go inside somebody's brain, stab into it to steal some blood, then wish to be in control of your own body again and spill the blood on the floor, you can create a duplicate of that person who hates their original occupant for some reason. All you need to do now is convince them to hold the door closed (either by charming them or through some other method, up to and including giving them something that will paralyze them forever) and you've won the module, no party members lost. You can also convince the duplicate to let you leave the Monolith, then have them look out the door and wish to be on a world where their original doesn't exist. Doing this causes the Monolith to leave and all its effects to end as if the door was closed. Of course the only way you'll know that you can do this is to have read the module in the first place, and if you've done that you should know better than to play it - unless your idea of "Lovecraftian-horrific fun for the whole party" involves taking the sheer cosmic indifference that was the central theme of his works and grinding it down into complete and utter hopelessness, because [[FAIL|engaging and competent roleplaying and storytelling will '''NEVER''' be as fun as finding new ways to stretch out the lining of your players' assholes!]] Fucking fuck, Raggi.
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