Operation Wayward Throne - Mind Virus
The Rules of Chair-Space
Anyone cursed by the eidolon is considered "infected." Every time they leave one room in the Odyessy Onward Design building and enter another, roll on the table below. On a roll of 01-05, they enter the space as normal. On any other roll, they actually enter a warped parallel version of the room - the higher the roll, the more alien the room analogue is.
Observers will see the infected person "stutter" and then disappear. If they are infected themselves, the person will seem to blink in and out of existence, replaced by a chair, for a few moments before disappearing. Anyone who travels with an infected person into another room is "dragged along" with them, but does not become infected unless exposed to the eidolon or an image of it.
When an infected person crosses a threshold, roll on the table below. If the result is marked with an asterisk (*) the room is difficult to traverse in some way. If unspecified, assume it requires Navigation at -20% or Unnatural to successfully leave the room and enter the next. Crit succeeding on any SAN effects below allow agents to gain 1d4 Unnatural for free (no attributed SAN loss) as they temporarily understand the strange geometry of the room and learn to apply it to unnatural truths.
Going closer to the eidolon never requires a check, or checks seem to inexplicably succeed. The eidolon functions a bit like an antlion in a sand trap, trying to force its victims to take the path of least resistance and tumble into its maw.
Anyone reduced to 0 WP and abandoned by allies will awake an hour later, dragged a room closer to the eidolon by a chair-thing.
01-05: NORMALCY The room presents exactly as one would expect it.
06-10: EGO DRIFT In this room, every human being is perceived to be an eerily floating chair. Odyssey Onward employees do not comment on or notice this. 1/1d4 SAN the first time this is experienced.
*11-15: SPATIAL WARPING Angles seem strange, unexplained anxiety, vertigo, nausea. 0/1 SAN the first time this is experienced, if no other strange things have been encountered yet.
*16-20: STORAGE The room is normal but filled wall-to-wall with an impossible jumble of mundane chairs. Slogging through the chairs with Navigation or STR costs 1d4 WP and is perceived to take hours.
* 21-25: EXPONENTIAL CHAIRS The door to the next room opens to a copy of the room the infected individual is standing in, but with double the number of chairs. The room repeats and the chairs increase exponentially until every infected person succeeds on a POW/luck test. Every room after the third drains 1 WP to traverse, as the rooms grow larger and more cavernous, and crowded with an ever-increasing tangle of chairs.
* 26-30: BLOOM The room appears normal at first, but as attempts are made to move away from the eidolon, strange chair-like protuberances bloom from the floor, walls and ceiling. They pulse and quiver, and human beings have an overwhelming urge to sit on them. POW to resist. "Sitting" causes the chair to slither and "merge" into the sitter, inflicting 0/1 SAN on witnesses and 1/1d4 on the sitter.
* 35-40: HIGHCHAIR FOREST The room has an impossibly tall ceiling and is filled with chairs with incredibly long, stilt-like legs. Strange humanoid shapes scrabble and leap from the canopy of high-chair seats above you. 0/1 SAN if looking up. Failed Navigation brings a chair-thing crashing down.
41-45: ROLE REVERSAL Room is normal except all furniture has been replaced with humans acting as furniture. Limbs are broken and re-arranged as needed. Some of the furniture is still alive, but catatonic. 1/1d4 SAN.
46-50: AMBUSH An out of place chair sitting in the room morphs into a chair-thing. It will attack the party, trying to drag the person with the lowest SAN toward the Eidolon.
* 51-55: TILLINGHAST CHAIRS Room appears relatively normal, but with spectral folding chairs swimming through the air, extending and folding like jellyfish. Touching one inflicts 1d6 damage as what feels like impossible heat sheers away digits and limbs. DEX to avoid all of them.
*56-60: THE THRONE The room is an impossibly large chamber with an ornate throne against one wall. Mummified human corpses bow in supplication to the empty throne. 0/1d4 SAN. Lingering here or messing with the mummies will cause them to stand up and attack (treat as chair-things). The mummies will seek to force humans onto the throne. Sitting on the throne forces a 1d6/1d20 SAN test. Successfully leaving the area involves navigating a system of tunnels filled with more of the mummies.
61-65: SISYPHUS The room is instead a dark and sharply angled surface. The outside world is painfully "uphill" but downhill leads back to the Eidolon. The ground seems to be made of a flaky gray stone, shale or similar, but when it crumbles the fragments are all shaped like chairs. STR or CON to scrabble up the surface, with 1 WP spent per attempt.
* 66-70: CHAIRS A CROWD The room is normal but swarms of humans with chairs for heads emerge from every possible entrance, seeking to pin normal humans to the ground and drag them further towards the Eidolon. Some are dressed in clothing identical to other humans in the room. Some are dressed in Ikea uniforms. Some are naked, with smooth chair-shaped protrusions where their genitals should be. They are always a number of chair-things in the room equal to the number of infected - 1, minimum 1.
71-75: CONTAGION Room appears as normal, however infected individuals must make a CON test when entering this room. On a failure, they morph into chair-things, losing 1d6/1d10 SAN and inflicting 1d4/1d8 SAN on anyone witnessing it. When transformed into a chair-thing, they will desperately try to scrabble back toward the eidolon. They will regain their human form and change back once they enter or are forced into another room. Infected individuals who succeed on this test will vomit an inky black substance, clearing themselves of the infection. However, this substance will infect anyone who looks at it as it reforms into an image of the eidolon.
*76-80: OLD SPARKY The room opens inexplicably to what seems to be death row in a maximum security prison. All guards are chair-things. They seek to return infected to their "cells," (the previous room) and direct non-infected to the electric chair. The only way out is to sit on the chair or otherwise kill oneself. The trauma of this inflicts 1d4/1d10 SAN.
*81-85: IKEA HELL The room opens inexplicably to what appears to be the nearby Ikea in Burbank, California. All exits are sealed with concrete. The manager is a chair-thing with knowledge of the one chair which, when sat upon, leads outside. He will only allow people to leave if they either purchase a chair or sell a chair. Selling requires first to find a buyer (confused, helpless individuals wander this endless Ikea store, as well), and then a successful Persuade. Purchasing a chair for yourself damages a Bond of your choice by 1.
*86-90: DINING CHAIRS The room opens to an expansive, upscale restaurant in an unfamiliar city. Human and chair-things dine together, the chair-things ignoring the infected's presence and smearing food onto their mouths. The menu is sinister, unsettling and mildly cannibalistic, but for some reason it is the act of the diners sitting on chairs that fills the observer with revulsion. This cognitive dissonance inflicts 0/1 SAN. The difficulty of this result is that the infected individual is very lost - only by going across the street to "WAY OUT BOOKS" and making a deal with the strange proprietor will get them back to the real world.
91-95: HOME SWEET CHAIR The room inexplicably opens to the childhood home of the infected person with the lowest SAN. 0/1 SAN if they haven't encountered this spatial warping before, but 1/1d4 if it's your home. The person's parent(s) or caretakers have been replaced with chairs. If this parent or caretaker is a Bond it is damaged by 1d4.
96-00: THE THRONE OF AZATHOTH Exactly what it says on the tin. Very bad. d20/d100 SAN
This message was last edited by the GM at 00:19, Mon 04 May 2020.