TEXT: Gregorius21778: 
  20 Encounters 
  in the Ruins of the Elder Beings 
  (V-SBCS)
  Version 1.0; written by Kai Pütz
  (c) 2020
  
  [ Legal & other stuff ]
  Created by:
   
  Kai Pütz; (c) 2020
  My blog:
  https://gregorius21778.wordpress.com/
  My other titles:
  at drivethrurpg.com
  Artwork:
  “Elder Being” by Publisher´s Choice Quality Stock Art (c) Rick Hershey 
  / Fat Goblin Games
  Cover and background artwork copyright Lord Zse Zse Works;
  used with permission.
  Mi-Go by © Denis McCarthy / Aegis Studios
  Some artwork copyright John Buckley / the Knotty-Works, used 
  with permission.
  further artwork Maciej Zagorski, purchased from The Forge Studios; 
  used with permission.
  What this is all about:
  After I finished H.P. Lovecraft´s story “At the Mountains of Madness”, the GM in me dreamed about an
  adventure that would take place in some (other) subterranean ruins of the Elder Beings. Another city or
  outpost, perhaps smaller, or just the caverns that would lead to its entrance. As I was not able to create a
  full-blown adventure out of my ideas, I rather created a set of 20 structured encounters.  The difference to
  (completely) random encounters is that some of them are preliminary encounters that will trigger certain
  other as a follow-up (or will be triggered instead of their follow-ups). A simple frame was given for the
  encounters, as well as stats for six creatures and two strange items. 
  This is the second incarnation of this product, the first had been written for Lamentations of the Flame
  Princess (tm), this one was written to be compatible with Solar Blades & Cosmic Spells
   
    ™. 
  While I tried to include everything for an Overlord to turn this assortment of encounter ideas, non of this
  is likely to make sense to somebody that is not familiar with  H.P. Lovecraft´s “At the Mountains of
  Madness” or the Elder Beings and the Mi-Go. Thereby, I only suggest this work of mine to fellow friends of
  the Mythos. I assure everyone, that it is enough when the Overlord knows the aforementioned works: this
  will  be  enough  to  deliver  an  interesting  slice of  cosmic  fantasy  to  the  players,  even  without  the
  fundamental dread of the unknown that was a feature in most of Lovecraft´s works. 
  Enjoy!
  Disclaimer:
  While the ideas I share with you here are inspired by and rooted in the works of H.P. Lovecraft, I took my
  own “artistic freedom” to change things here and there, and to fill up “gaps” with my own ideas. These are
  all tailored towards creating a nice, enjoyable dungeon-experience with a “lovecraftian touch” rather than
  strictly adhering to provided source material. Keep an open mind while reading this, otherwise you might
  fall into a fit of nerd-rage.
  
  The Works of Lovecraft in the Universe of
  Solar Blades & Cosmic Spells
  The works of H.P. Lovecraft were ground-breaking
  for both horror and science-fantasy. The Mythos he
  created describes a hidden universe of unfathomable
  alien  beings,  with  powers  and  machinations  far
  beyond the scope and reasoning of mankind. Many of
  his stories have elements of travelers and entities
  from beyond the stars or other planes of existence, of
  artifacts not meant for mankind, of greater schemes
  and of civilizations that had their prime long before
  the first man had created the first tool. 
  Some of these themes match well with the universe
  of  Solar  Blades  &  Cosmic  Spells. The mysterious
  and  unknowable
   Star  Gods 
  can  easily  be
  supplemented with the Outer Gods, without any harm
  to  established  concepts.  The  consuming,  entropic
  and corrupting forces and spawns of the Void have
  many  things  in  common  with  what  glimpses
  Lovecraft  gave  upon  his  visions  of  what  may  lie
  beyond our reality, and the theme of insanity and
  degeneration are found in both works. 
  Thereby, adapting the  Elder Beings and the  Mi-Go to
  the universe of SBCS is not a far step. One should not
  integrate them as yet just another alien race, but as
  something from afar, and perhaps even not from this
  plane  of  existence  but  from  another  universe
  altogether. 
  Where to Place the Ruins...
  In  theory,  each  and  every  uninhabited  or  barely
  colonized world could be home to the kind of ruins
  that  these encounters  were  written for.  Here  are
  some sectors mentioned in the core rules that would
  fit well to the themes of the original story.
  The Core is filled with ruins and secrets, as well as
  things older than mankind itself. The location of this
  adventure might be on a ruined world in the core or
  one of its moons. 
  The Great Breach and the worlds on its edges are
  home  to  a  great  many  strange  and  otherworldly
  things. The ruins would fit in there, too. 
  Friaz Sector provides a scenery that has much in
  common with the location of the original story, and
  the  isolation  of  the  worlds  therin  makes  yet
  undisturbed ruins believable.
  The Outer Regions could have still underdeveloped
  colonies at their fringes that have not managed (or
  cared to) explored all the unknown alien ruins that
  are found there.
  How to involve the PC...
  A couple of  Star God Cultists could hire the PC to
  take them to a certain location and then come along
  as  guards  while  they  explore  some  underground
  ruins in search for an old temple. The cultists would
  pay half the money up front, the other half when
  they bring them back (and make sure that it is more
  than the money the two or three of them could be
  sold as slaves for). Of course, the cultists would take
  the Mi-Go or  Elder Beings (whoever they would meet
  first) as an ancient species favored by the Star Gods,
  and treat them accordingly. The encounter with the
  Shoggoth  could very well have the PC flee, to bring
  their charges back alive (and get the money for doing
  so). That, or a delusional cultist could mistake this
  for their god, and die a horrible death after falling
  down to the knees in worship. 
  * * *
  A Mysterious Stranger could hire the characters for
  an expedition to a certain place. When they arrive, he
  offers even more money (in an esoteric currency or
  in form of a mighty artifact, or even in star dust) to
  have them come along. “I want to investigate this place.
  There might be a threat that -has- to be dealt with.” The
  stranger will turn out to be a  Dark Sentinel. The
  Sentinel is not really sure what to find in that place,
  but knows that it is linked to the powers of the Void
  and wants to cleanse it. 
  * * *
  The characters were sent to this place to look for
  Crystal  People,  which  are  believed  to  hide  here
  underground. Perhaps they are meant to recharge an
  item  or  provide  “cleansing  energy”,  perhaps  the
  characters are to capture one.  They may or may not
  be found there. If so, they retreated into the parts
  that lie behind the area with the Shoggoth (as this
  beast is neither able to nor able to harm them). 
  * * *
  Finally, a Treasure Hunt is a tried-and-true method.
  There might be alien artifacts or star crystals in a
  place like this. Or the PC are looking for a piece of
  lore  that  might  have  been  engraved  somewhere
  there. #20: The Passage should be the place to find
  whatever the PC are after.
  
  Getting down to business...
  The Overlord should make up some starting scenes
  that fit the player group and their recent adventures.
  Depending on the location of the ruins, a flight there
  and perhaps and encounter in the orbit or at the
  surface of the planet or moon might be a good idea
  The core rules do provide some inspiration in the
  form of random tables for each sector. After a bit of
  searching and perhaps “scanning the area”, the party
  should  locate  the  entrance  to  the  underground
  tunnels, and will soon descend into a different world
  below the surface.
  A World in a Nutshell:
  The following encounters are supposed to happen
  underground,  either  directly  in  some  ruins  of  a
  former city (or outpost) of the  Elder Beings or in a
  series  of  caverns  that  lead  to  such.  No  map  is
  provided,  but  any  map  with  enough  rooms  and
  corridors (or caverns and tunnels) will do the trick.
  The place will have been abandoned centuries ago,
  and thereby not much will be left (aside from the odd
  relief or some other structures that were to large to
  remove). Some of the creatures the Elder Beings kept
  as pets, life stock and workforce were left behind,
  and now populate this subterranean realm.
  On top of the food chain are the Shoggoth, also the
  term “food chain” is a misnomer here. The Shoggoth
  do not eat, at least not in the regular way. They
  sustain themselves through the absorption of cosmic
  energies, but they never the less attack and devour
  what comes into their way. Once they were the main
  work force of the Elder Beings, but some of them later
  became rogue and turned onto their former masters.
  The Shoggoth are erratic and not of human intellect.
  It is up to the GM if there is more than one Shoggoth
  in the area, but one should be more than enough.
  The encounters are structured in a way that turns
  the Shoggoth into a kind “final monster” that lurks
  in the dark, just as in the novel. The residue the
  Shoggoth  leaves  behind  while  it  moves  around
  functions as a nutrient medium for a slimy lichen
  that can be found in some places (mostly in those
  where a Shoggoth has rested for couple of days in its
  erratic, semi-mindless travel before it moved on). 
  The  lichen  are  the  main  food  source  for  both  a
  number of crawlers and the Pale Slugs. The later are
  a breed that the Elder Beings kept to clean the ground
  and to provide food for other animals, but they have
  gone feral after the place had been abandoned. They
  are omnivorous and can grow up to the size of a large
  dog.
  Another now-feral species are the Albino Cave Bats.
  The Elder Beings were found of meat, and Albino Cave
  Bats were kept the same way humans keep poultry.
  They were breed for size, with the added benefit of
  reducing the amount of vermin underground. The
  Albino Cave Bats prey on the crawlers and lick the
  slimy lichen. 
  A predatory species of insects developed over the
  centuries that preys on the Albino Cave Bats: the
  Albino  Stinger.  These  creatures  are  nearly
  translucent and the size of a singing bird.  Their
  venom is strong enough to kill an Albino Cave Bat
  (unless the Cave Bat kills it first).
  Different parties in search of....
  The  Elder Beings, who retreated from this universe
  before the dawn of man, decided to reclaim what was
  theirs and have sent out explorers to seek the ruins
  of their once abandoned settlements. They want to
  learn about their condition and if anything of value
  was left behind by their ancestors. They are aware of
  the  possible  dangers,  but  only  fear  the  rogue
  Shoggoth, as they are themselves formidable fighters
  when necessary. One exploration party of the Elder
  Beings is currently investigating the same ruins as
  the characters.
  And  they  are  not  the  only  members  of  an  alien
  civilization that are there. The Mi-Go are aware of the
  recent activity of the Elder Beings as a whole, and don
  ´t take it kindly. Their scouts try to find out where
  their old enemies´s exploration parties are heading,
  to seize whatever they are after for themselves. Such
  a recon party found out about these ruins, a fact that
  their rivals are not even aware of by now.
  ...the “prize”
  The  Elder  Beings  search  for  a  certain  passage
  (encounter 20#). If the game takes place in a set of
  caverns  and tunnels, this  might very well be  the
  entrance to the ruins of a city below. If the game
  takes place in some ruins, it leads to a special place:
  perhaps a sanctuary, or a completely different world.
  Whatever it is, a Shoggoth stays near it....
  
  How to use the Encounters:
  A roll of a d20 tells with entry to consult. For a longer
  build-up phase, the first three rolls may be made
  with  a  d6 instead  of  a  d20,  and a  cumulative +1
  modifier is then added to each successive roll. 
  A sentence like this tells the Overlord that a certain other
  encounter will happen instead of the entry, unless this
  very other encounter has happened already. 
  A sentence like this tells the Overlord that this
  encounter  will  have  some  special  effect  that
  carries over to the next encounter.
  The stats for the different creatures and monsters, as
  well as special items, can be found at the end of the
  module. 
  The Encounters
  01# Marks on the Wall
  The characters will notice crude marks that have
  been scratched  into  the walls. Obviously,  another
  explorer has been here before them and left those for
  orientation.
  If the characters try to follow the markings, the
  third encounter from now on will be 14# A Lost
  Soul
  02# A Moaning Breeze
  A gust of air moves through the subterranean place
  and blows into the faces of the PC. It is accompanied
  by a low, moaning noise. After about a minute the
  phenomena repeats itself, just like the slow breath of
  a chthonian titan. 
  The phenomena is just that: a natural (but perhaps
  scary) underground air current. 
  03# Slime Trail
  The ground in front of the characters is coated by a
  thin layer of milky, translucent slime that forms a
  trail, about two feet wide. 
  If  the  characters  don´t  head  back  where  they
  came from, the next encounter is going to be 09#
  Pale Slugs
  04# The Buzzing of Insects
  Suddenly, the characters begin to hear the faint buzz
  of an insect in flight. Soon thereafter they will notice
  tiny,  pale  moth-like  creatures  that  dance  around
  them, seemingly attracted by their light source. After
  about  a  turn,  a  small  cloud  of  those  will  have
  gathered, and follow them where-ever they go. 
  The next encounter is going to be  06# Albino Cave
  Bats.
  05# A Patch of Lichen
  The majority of the place is covered by a slimy lichen
  that grows in large patches. It makes the ground
  slippery and drips from the ceiling. Numerous small
  insects swirl about in the air, and a multitude of
  small slugs crawl over the ground. In addition to
  that, the characters may encounter both  Pale Slugs
  and Albino Cave Bats here (1d6-3 slugs and 2d6-6 cave
  bats. Any result of zero or lower means that the
  creature type is not encountered).
  06# Albino Cave Bats
  1d3 Albino Cave Bats have been attracted by the light
  source of the characters and the noise they make.
  The will flutter around them and get pretty close, but
  unless the characters strike at them they will not
  attack but fly away after a while.
  07# Unstable Area
  The area the characters currently move through is
  unstable,  any  loud  noise  (like  weapons  fire)  may
  result in a cave-in. A character may learn this with a
  successful Intellect Test. 
  As soon as any loud noises are made, the cave ceiling
  above  the  characters  begins  to  groan  and  dust
  drizzles down from cracks in the stone. The Overlord
  may call for a Luck Roll: those who fail it must dodge
  large pieces of rock that break off the ceiling above
  them (Agility Test to avoid 1d6 points of damage).
  08# Chthonic Mist
  A strange, thick white mist wafts through the area. It
  is  moist,  cold  and  reflects  the  light  so  that  the
  characters  will  be  unable  to  see  further  short
  distance. The mist is  otherworldly in  nature, and
  most disquieting to mundane beings. It is impossible
  to rest in the mist.
  This rules apply till the end of next encounter.
  
  09# Pale Slugs
  1d3+1  Pale Slug creatures move into the characters
  way. They will have to deal with them, unless they
  want to turn back. 
  10# Albino Stinger
  The characters will hear the buzzing of an insect. It
  will  remind  them  of  a  hornet,  but  much  louder.
  When they look around for its source they will not
  find it a first (see Albino Stinger).
  11# A Colony of Albino Cave Bats
  If encounter 06# Ablino Cave Bats has not happened yet,
  run 06# now and 11# as the following encounter.
  The ground the characters walk over is covered in
  guano, and a whole colony of Albino Cave Bats hangs
  from the ceiling high above. There are dozens of
  these creatures, and as the PC look up the first of
  them drop down from their resting places like dive
  bombers. Loud noises  and the presence  of  bright
  light will have a small swarm of the Cave Bats harass
  and even attack the characters till they leave the
  place.  Running  through  the  area  before  the  bats
  begin  to  attack  takes  an  Agility  Test at  a
  disadvantage,  as  the  whole  ground  is  slick  with
  guano. 
  12# Unnerving Relief
  One wall is covered from floor to ceiling in a relief
  that shows something that is hard to grasp. It looks
  like hundreds of writhing forms, dotted with tiny
  stone marbles and engraved with irregular cavities,
  that snake and wind along and above another, that
  swallow each other... or do they regurgitate? While
  the forms and patterns are highly complex the work
  itself  looks  shoddy  and  somehow  unfinished  and
  unpolished. A character that studies the relief and
  passes an  Intellect test will gain  advantage on the
  Willpower test to avoid Sanity loss in an encounter
  with the Shoggoth. 
  13# Tekeli-li! Tekeli-li!
  Ahead of them the characters hear a strange sound,
  like a group of ghost pipers that play wailing tunes
  interrupted by sudden shrieks of their instruments. 
  If the characters do not avoid the direction where
  the sound comes from, roll  a d6: A result of  1-3
  means that the next encounter is going to be 17# The
  Owners Returned, otherwise it is going to be 19# A
  Shoggoth
  14# A Lost Soul
  Somebody or something runs towards the characters
  in the dark. After a moment a tall and lanky man
  comes into sight. He wears dirty, sturdy clothes, his
  eyes  are  bloodshot  and  he  storms  towards  the
  nearest character (no matter what). Once in reach, he
  grabs him with his huge hands. 
  If  the  characters  do  not  slay  him  outright  the
  maddened adventurer, whose name is Hector, will
  grab a character with shaky hands and hoarsely yell
  “we must flee! WE MUST FLEEEE!!” and tries to drag the
  PC along. Hector is a merc and was part of a hired
  team to investigate the ruins, but is unarmed now
  and scared out of his wits. If he cannot convince the
  characters to flee with him (or drag one of them
  along) he will just run off into the darkness. He and
  his team (whose nature is up to the Overlord) met a
  Rogue Shoggoth. He was the only one who was able to
  flee, and dropped everything he had with him while
  doing so. Everything he says is “all are dead!” and
  “we must flee!”. This will only change after 1d6 turns
  or  after he left this place. If the characters search
  him (after they restrained or killed him) they will
  find an empty pistol holster, a length of rope slung
  around his torso, two spare clips for a heavy pistol,
  some other personal gear according to the situation
  and a small blade in his left boot.
  When the characters head into the direction Henry
  came from, use 15# A Carcass in the Darkness (The
  bodies of adventurers) as the over-next encounter.
  15# A Carcass in the Darkness
  The characters will find one or more dead bodies
  (d6).
  1: The half-dissolved mass of a Rogue Shoggoth lies in
  a pool of its own, foul liquids. The stench is horrible.
  Characters may not get closer to the carcass or  cross
  the area unless they pass a  Willpower or Phsyique
  test. 
  2-3:  The  bodies  of  [2-3]  Elder  Beings,  which  look
  strangely withered. The heads are missing, and closer
  inspection reveals that they must have been torn or
  chewed off. Some of their limbs are missing as well,
  but those can be found in the area. Everything is
  splattered in a strange,  purple-black  slime.  Those
  that look around will find an slime covered  Ether
  Scepter.
  4-6: The bodies of [4-6] adventurers, or what is left of
  them. They have literally been torn asunder, body
  parts and chunks of meat are all over the place.
  Everything is not only splattered  with  blood  and
  gore but also with a strange, purple-black slime. The
  
  scene is so grisly that it calls for a Willpower test to
  avoid 1 point Sanity loss. Characters that try to leave
  the scene as soon as possible or look away gain an
  advantage, characters that decide to search the scene
  will be at a disadvantage. 
  Anybody that looks around for loot will find a lot of
  common  adventurer  gear  (rope,  lights,  medium
  weapons, etc.), but most will be useless due to battle
  damage or  being drenched in  slime. Players of  a
  searching  character  may  opt  for  a  Luck  test.  If
  successful, the character may recover a number of
  mundane  items  (gear,  weapons,  armor,  additional
  ammo)  equal to the Luck  score of  the  character.
  Anything might be there. 
  16# Lurkers in the Dark
  The characters gain the attention of a group of 1d6+2
  Mi-Go, all of whom are armed with  Ray-Discs. They
  were able to locate and spot the PC in the dark long
  before those had any chance to become aware of
  them. A Reaction roll determines how the Mi-Go will
  respond  to  their  presence.  If  the  characters  are
  accompanied by the Elder Beings, no roll is needed as
  the Mi-Go will attack at once.
  Hostile/Dislike: the Mi-Go will ambush them out of
  the dark (Agility or Intelligence test to avoid Surprise)
  in order to get rid of them before they can interfere
  with their plans. If the reaction was Hostile, they will
  chase them if they flee. 
  Neutral: the Mi-Go will try to avoid and evade them.
  Should  the  Mi-Go  encounter  them  again,  a  new
  reaction  is  determined  and  a  new  result  of
  Indifferent means that the Mi-Go will tail them until
  they either encounter #20 The Passage or meet the
  Elder Beings.
  Affinity/Friendly:  one  of  the  Mi-Go  reveals  its
  presence and approaches the characters while the
  other  try  to  stay  out  of  sight  (which  attentive
  characters  may  notice  with  an  Intelligence  test,
  affected by the Powerful Opponents rule). It will try
  to question the characters, but will reveal very little
  about itself, or feed the PC some simple lies. If the
  characters  answer  its  questions  and  seem
  cooperative,  it  will  offer  to  join  them  (while  the
  others  follow  out  of  sight).  If  the  characters  are
  uncooperative the Mi-Go will order them to leave
  this place. If the characters don´t, the other attack
  out of the dark (see above).
  17# The Owners Returned
  If the encounter 13# Tekeli-li! Tekeli-li! has not happened
  yet, run 13# now and then 17# as the following encounter.
  The  characters  first  hear  a  number  of  melodic
  whistling noises before 1d3+1 Elder Beings come into
  their sight. Their bodies sway as they move over the
  ground, their tentacles wave and whip about while
  their  ocular  stalks  twist  and  turn  to  look  at  the
  characters  from  different  angles.  Every  second  of
  them holds an Ether Scepter, but they do not wear any
  other equipment.
  If  the  characters  do  not  attack  immediately  a
  Reaction roll determines the response of the Elder
  Beings. They consider themselves to be completely
  superior to the characters (and perhaps not without
  reason). PC that put away their weapons and act
  calmly receive a (+4) bonus to roll, but if they act
  threateningly they receive a (-2) penalty. If they are
  accompanied by a Mi-Go, no roll is needed as the
  reaction will be Hostile. 
  Hostile: the Elder Beings attack the characters, and
  will chase them if they flee. 
  Dislike: the Elder Beings will act threateningly and
  try to scare the characters off. If it does not work
  they will attack them, but will not give chase when
  they flee. 
  Neutral/Affinity: the Elder Beings are just curious
  and will inspect the characters from afar. If they act
  in a calm way, they even might try to touch the PC
  and their gear, or to take some of it away to have a
  look at it. At some point, they will just turn and
  leave. If the PC follow them, they won´t be bothered
  by it unless the characters try to attack or interact
  with them. In the latter case the Reaction is re-rolled,
  with a +2 bonus. Any result of Neutral is re-rolled,
  and “Affinity” is treated as “Helpful” then.
  Helpful: see above, but the Elder Beings will signal
  the PC to follow them and will even tolerate it if the
  characters touch and inspect them as long as it is
  done  carefully  (just  like  a  human  would  treat  a
  seemingly friendly stray cat or dog).
  
  18# A Miasma of Foul Stenches
  A disgusting stench none of the PC has ever smelled
  before* is noticed, and it grows stronger the further
  they go.
  *(unless they have ever already encountered a Shoggoth)
  If the characters do not avoid the direction they were
  heading to (where the smell comes from), roll a d6: A
  result of 1-3 means that the next encounter is going
  to be 15# A Carcass in the Darkness (with the dead
  Shoggoth),  otherwise  it  is  going  to  be  19#  A
  Shoggoth.
  19# A Shoggoth
  If the encounter 18#A Miasma of Foul Stenches has not
  happened yet, run 18# now and then 19# as the following
  encounter. If the encounter is rolled for again, use #20
  instead.
  Out of the darkness a Rogue Shoggoth rolls forth. The
  abominable creature begins to form eyes, mouths
  and tentacles while it comes for the PC. Its “limbs”
  extend, move around without reason and sometimes
  dissolve back into the boiling violet-black mass, or
  just  pop  open  before  shriveling  away.  Numerous
  unseen organs whistle a many-voiced, baleful tune of
  melodic sounds and short, shrieking calls while a
  multitude of lidless, greenish glowing eyes stare at
  the PC.
  All characters have to pass a Willpower test to avoid the
  loss of 1d3 points of Sanity. 
  If the characters are accompanied by the Mi-Go, they
  will flee and leave the characters to their fate. If the
  characters are accompanied by the Elder Beings, they
  will stay and fight even if the characters flee.
  20# The Passage
  If the encounter 19# A Shoggoth has not happened yet, run
  19# now and then 20# as the following encounter.
  The ground ahead is smooth and actually paved with
  large stone slates. In the center of the room is a
  pentagonal opening, about five meters from one side
  to the next. It is bordered by rectangular slabs of
  greenish  soapstone  that  are  engraved  with  a
  mysterious hole pattern. The masonry works on one
  of the soapstone indicates that there may once have
  been a set of stairs leading down, but no trace of it
  can be found now. The opening leads into a shaft
  with walls covered in green soapstone slabs, but after
  a few yards nothing can be seen but pitch black
  darkness.
  The characters will be unable to gauge the depth of
  this shaft. Sensors will return nonsensical results,
  any item they drop down will simply disappear from
  view. No sound will be heard from below. No matter
  how many yards of rope the characters brought with
  them, it will not reach the ground. If a character is
  roped down, this PC will still not be able to discern
  the ground below ...or if there is any. There just
  seems to be all-engulfing blackness. 
  That kind of discover calls for Willpower test to avoid  a
  point of Sanity loss.
  When the characters are accompanied by the  Mi-Go
  when they reach this place, the alien creatures will
  simply unfold their wings and fly back the way they
  came,  without  a  discharge  or  a  word.  If  the
  characters were tailed by the Mi-Go, they will launch
  a  surprise  attack  and  try  to  kill  them  all.  If  the
  characters are accompanied by the Elder Beings, they
  will turn to them and make a strange gesture with
  three of their five limbs and give a low series of
  whistles. Then, they will unfold their wings, glide
  down the shaft and disappear in the darkness below.
  
  Opponents & Items
  The Rogue Shoggoth
  “(...) a shapeless congeries of protoplasmic bubbles, faintly
  self-luminous,  and  with  myriads  of  temporary  eyes
  forming and un-forming as pustules of greenish light all
  over the (…) front, (…) slithering over the glistening floor
  that it and its kind had swept so evilly free of all litter. Still
  came that eldritch, mocking cry—"Tekeli-li! Tekeli-li!" and
  at last we remembered that the demoniac Shoggoths—
  given life, thought, and plastic organ patterns solely by the
  Old Ones, and having no language (…) had likewise no
  voice save the imitated accents of their bygone masters.”
  [H.P. Lovecraft; “At the Mountains of Madness”]
  The Rogue Shoggoth the characters face is in size
  roughly  equal  to  a  mini  bus  and  of  purple-black
  color.  It  will  form  teethed  maws  and  whipping
  tentacles to attack the characters. 
  HD: 6
  Vitality: 36
  Alien  Mind:  In  regard  to  powers  that  effect  the
  mind, the Shoggoth is treated as a HD:10 creature. 
  Alien Being: The Shoggoth does not need to eat or
  breath and is immune to most poisons, diseases or
  other harmful substances. Exceptions are up to the
  Overlord. 
  Terrifying: When encountering a Shoggoth for the
  first time, characters need to pass a Willpower test
  or will lose 1d3 points of Sanity.
  Amorphous,  Revolving  Mass: the  Shoggoth  has
  DR:3 against mundane attacks and DR:2 against other
  kinds of attacks. 
  It may attack up to 6 times in a round in melee, but
  may only focus up to 2 attacks onto the same target.
  After the first successful melee attack, it will gain
  advantage against the target as it forces itself upon it
  with many tentacles and toothed maws. 
  It will regenerate 1 point of vitality every 1d6 rounds.
  Fleeing from the Shoggoth is a chase (p.167), and
  the creature is considered to have an Agility of 12 for
  this purpose. 
  The Elder Beings (Explorers)
  " (…) eight feet [tall] all over. Six-foot, five-ridged barrel
  torso three and five-tenths feet central diameter, one foot
  end diameters. Dark gray, flexible, and infinitely tough.
  Seven-foot  membranous  wings  [with  a]  serrated  edge.
  Around [the middle of the body] are five (...)light gray
  flexible (…) tentacles (...) expansible to maximum length of
  over three feet [that] branch after six inches into five
  substalks, each of which branches after eight inches into
  small, tapering (…) tendrils (…). ”
  "[A] blunt, bulbous neck of lighter gray (…) holds [a]
  yellowish five-pointed starfish-shaped (…) head covered
  with three-inch  wiry  cilia  of  various  prismatic  colors.
  [The] Head [is] thick and puffy, about two feet point to
  point, with three-inch flexible yellowish tubes projecting
  from each point. (…) At end of each tube is [a] spherical
  expansion  where  yellowish  membrane  (...)  reveal  [a]
  glassy, red-irised (…) eye. Five slightly longer reddish tubes
  start from inner angles of starfish shaped head and end in
  sack-like swellings of same color which (...)open to bell-
  shaped  orifices  (…)  lined  with  sharp,  white  tooth  like
  projections (…)
  "At  [the]  bottom  [are]  (...),  rough  but  dissimilarly
  functioning counterparts of [the] head. [A] greenish five-
  pointed starfish arrangement. Tough, muscular arms four
  feet long and tapering from seven inches diameter at base
  to about two and five-tenths at point. (...) each point is
  attached  [to  a]  small  end  of  a  greenish  five-veined
  membranous triangle eight inches long and six wide at
  farther  end.  (...)  From  [the]  inner  angles  of  starfish-
  arrangement project two-foot reddish tubes tapering from
  three inches diameter at base to one at tip. (...) All these
  parts [are] infinitely tough and leathery, but extremely
  flexible. Four-foot arms with paddles [with] exaggerated
  muscularity.
  [H.P. Lovecraft; “At the Mountains of Madness”]
  HD: 4
  Alien  Mind:  In  regard  to  powers  that  effect  the
  mind, the Eldar Beings are treated as HD:8 creatures. 
  Alien Being: Elder Beings may make up to 3 attack in
  melee, but may only focus up to two onto the same
  target. The have no “back”, every facing is “front” to
  them. They are unimpaired by darkness, but unable
  to speak or understand the human language.
  They may fly when not encumbered, but unfolding
  their  wings takes a round during which they are
  helpless.
  
  [Ether Scepter]
  An Ether Scepter is a special weapon of the Elder
  Beings that looks like a gleaming metal staff, about
  half an inch in diameter and two feet long. The rod
  itself is twisted like a cork screw but the intervals
  between each winding are irregular. At its far end,
  eight  scythe-shaped  thin  metal  pieces  form  the
  likeness of an opening bloom.
  The Ether scepter counts as a medium range weapon
  for hiding and encumbrance, and is able to project a
  yellow-white  ray  of  sizzling  energy  that  leaves  a
  strange, biting smell in the air, causes goosebumps
  and a metallic taste on the tongue to any mortal
  being in the vicinity. 
  It deals 2d6 damage against Shoggoths (which it was
  designed against) and 1d6 damage against all other
  living beings (and counts as energy weapon in both
  cases).  Any  Ether  Scepter the  characters  get  their
  hands on will be Durability:2 , but to figure out how
  to use the weapon takes a successful Intellect test.
  The Mi-Go (Scouts)
  “ They were pinkish things about five feet [tall] with
  crustaceous bodies bearing vast pairs of (...)
  membranous wings and several sets of articulated limbs,
  and  with  a  sort  of  convoluted  ellipsoid,  covered  with
  multitudes of very short antennae, where a head would
  ordinarily be.”
  [H.P. Lovecraft; “The Whisperer in the Darkness”]
  HD: 2
  Special: The Mi-Go are adapted to complete darkness
  and count as HD:4 opponents for tests about sneaking
  upon someone using darkness as cover. 
  They do not need “air”, are unimpaired by vacuum
  and the cold of outer space and may fly when not
  encumbered.  Unfolding  their  wings  takes  them  a
  round during which they are helpless.
  They are able to understand and speak the human
  language, but do so with a voice that is both hollow
  and droning.
  [Ray-Discs]
  A Ray Disk is a ranged weapon of the Mi-Go. It looks
  like a flat, oval shaped silver disc, about one inch
  thick, that is wider and thicker at one end. Lines are
  engraved on its surface: one straight line that runs
  along the “long” axis and three half circles at the
  surface of the thinner half. All of them touch the
  center line with one end. The weapon projects a thin
  jet-black  beam  that  seems  to  be  surrounded  by
  dancing, violet flames. It burns holes into a target
  while it fills the air with the smell of ozone. 
  A  Ray-Disc  counts  as  a  small  ranged  weapon  for
  hiding,  range  and  encumbrance,  but  deals  1d6+1
  energy damage. After each use, the Ray-Disc needs to
  “recharge” for a round before it can be used again.
  The Mi-Go usually aim during that round.
  Any Ray-Disc the characters get their hands on will
  be Durability:2, but to figure out how to activate
  them takes a successful Intellect test.
  
  Albion Cave Bats
  These are cave bats the size of crows, their fur is as
  white as their  blind eyes are. They are nosy but
  harmless, unless they are attacked our their colony is
  disturbed.
  HD: 0
  Vitality: 1
  Puny Claws: every attack does 1-3 damage. The exact
  amount is determined a as follows (d6):
  1-3:
  1 point of damage
  4-5:
  2 points of damage
  6:
  3 points of damage
  Quick Little Beasts: Melee attacks against an Albion
  Cave Bat are made at a disadvantage and Difficulty:
  1. Ranged attacks are made at Difficulty: 3.
  Pale Slugs
  The slug creatures can be found all over the place,
  but only those are a danger that have grown to the
  size of a rottweiler. They seem harmless enough with
  their eyeless stalks moving this way and that while
  they shove their slimy bodies over the ground, but
  they react to vibration, air movement around them
  and  sense  living  beings  by  their  warmth.  If  any
  character gets to close the creatures, they will attack.
  While they may be easily avoided in a larger areas,
  they become a danger in narrow spaces.
  HD:1
  Vitality: 1d6+3
  Slow Beasts: Any kind of attack against a Pale Slug is
  made at an advantage.
  Acidic  Attack: the  creatures  deal  1d3  damage  in
  melee, and each successful attack continues to do 1
  point of damage each round if not cleaned off. Once
  per combat, a pale slug may make a ranged attack
  with an acidic spit (1d6 damage; 2 points of damage
  per round afterwards) at up to short range. 
  Albino Stingers
  A strange breed of insects has developed inside the
  cave complex over the decades. The wings are that of
  a dragonfly, body and stinger are more like that of a
  hornet and so is the sound it makes while flying. The
  size is that of singing bird, the poison it´s stinger
  delivers kills the Cave Bats instantly, so that it can
  feast on their flesh and place larva into the carcass.
  HD: 0
  Vitality: 1
  Translucent Albino: all attempts to spot an Albino
  Stinger  in  all  but  bright  light  are  made  at  a
  disadvantage.
  Quick Little Beasts: Melee attacks against an Albion
  Cave Bat are made at a disadvantage and Difficulty:
  1. Ranged attacks are made at Difficulty: 3.
  Stinger: the attack of an Albino Stinger is not doing
  damage in itself. The victim must pass Physique test,
  or is going to suffer 1d3 points of damage from a
  neurotoxin  (Symptoms:  increased  heart  rate,  high
  blood pressure, dsypnea, cold sweat) at a rate of 1
  point per round. 
  Do you like what you have got? There 
  is more!
  The Mi-Go Outpost inside of the Red Mesa
  100 German Neo-Romantic Starship Names
  100 Names for Androids & Other Artificials
  100 Names for Starships in Private Hands
  50 Glitches & Drawbacks for Androids
  50 Names for SciFi Conflicts
  50+50+50 Names for Dudes & Dudettes
  99 Exotic Sounding Names
  99 Names for Giant Mecha & Robots
  99 Names for Space Colonies and Fringe Worlds
  99 Names for Space Stations
  SciFi Ammo Tracker
  
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SOURCE: textdata/thevault/OSR(ic)/Sharp Swords & Sinister Spells/Solar Blades and Cosmic Spells/20 Encounters in the Ruins of the Elder Beings (Solar Blades)/20 Encounters in the Ruins of the Elder Beings [print V10] (Solar Blades).pdf