Post by DM Onesie Knight on Feb 12, 2019 5:20:15 GMT
I was inspired by the overarching plot of the Metroid Prime trilogy with the mysteriously powerful and volatile Phazon, a mineral which
(Spoiler!)
turns out to be the interstellar propagation of an all-consuming, quasi-intelligent crystalline planet-creature.
For those who haven’t played any of the games, there’s a recurring story on almost every planet you visit where some massive asteroid-like object crashes catastrophically. As the dust settles over the next century or so, a mysterious glowing blue crystalline substance starts to appear, which seems to bring with it strange and powerful mutations to the local wildlife, greatly enhancing their natural abilities. The civilization of the unfortunate planet usually dies out struggling with the ongoing effects of Phazon; by the time Samus gets there phazon taint is widespread, and usually being harvested by space pirates.
I had the idea of making this into a D&D campaign; a continent or nation gets struck by fire from the sky, and as life recovers in the aftermath, explorers begin to find outrageously powerful versions of the creatures that used to live there, along with a blue crystal that can enhance spells, physical strength, toughness, etc.
Of course, the side effects of phazon don’t show themselves right away. It becomes addictive, and erodes the mind as mutations progress. Ideally, players would use phazon for a few sessions for its obvious benefits, meanwhile I keep a secret score of their individual corruption levels. As they get high enough, mutations start to become visible. First blue discoloring of eyes, lips, and fingernails. Then rough crystalline growths. At late stages, freakishly swollen muscles, horns, fangs, glowing crystals focusing magical power, and even more outlandish powers like breath weapons, extra limbs, and more.
Meanwhile I start permanently enhancing some ability scores, while imposing other drawbacks and penalties. Maybe a will save to avoid flying into rage when a party member uses the last crystal on hand, or to pass by a phazon supply caravan without doing anything rash.
In the long run, the players could discover the source of phazon, which is an entire lost continent completely taken over by the stuff. Given enough time, it could consume the entire world...
(Spoiler!)
turns out to be the interstellar propagation of an all-consuming, quasi-intelligent crystalline planet-creature.
For those who haven’t played any of the games, there’s a recurring story on almost every planet you visit where some massive asteroid-like object crashes catastrophically. As the dust settles over the next century or so, a mysterious glowing blue crystalline substance starts to appear, which seems to bring with it strange and powerful mutations to the local wildlife, greatly enhancing their natural abilities. The civilization of the unfortunate planet usually dies out struggling with the ongoing effects of Phazon; by the time Samus gets there phazon taint is widespread, and usually being harvested by space pirates.
I had the idea of making this into a D&D campaign; a continent or nation gets struck by fire from the sky, and as life recovers in the aftermath, explorers begin to find outrageously powerful versions of the creatures that used to live there, along with a blue crystal that can enhance spells, physical strength, toughness, etc.
Of course, the side effects of phazon don’t show themselves right away. It becomes addictive, and erodes the mind as mutations progress. Ideally, players would use phazon for a few sessions for its obvious benefits, meanwhile I keep a secret score of their individual corruption levels. As they get high enough, mutations start to become visible. First blue discoloring of eyes, lips, and fingernails. Then rough crystalline growths. At late stages, freakishly swollen muscles, horns, fangs, glowing crystals focusing magical power, and even more outlandish powers like breath weapons, extra limbs, and more.
Meanwhile I start permanently enhancing some ability scores, while imposing other drawbacks and penalties. Maybe a will save to avoid flying into rage when a party member uses the last crystal on hand, or to pass by a phazon supply caravan without doing anything rash.
In the long run, the players could discover the source of phazon, which is an entire lost continent completely taken over by the stuff. Given enough time, it could consume the entire world...