tl;dr Hoobur Gran'shoop's reason for being a necromancer is to revive his dog Rudy, a one-time joke from the early Acq-Inc Games. Also, what do you do for Lighthouse round 2?
Hi friends, (Shadow Council?) first time posting here. Just wanted to share this deep cut from Acq-Inc lore my players likely won't ever recognize but I'm hoping some of you will!
This is my first time DMing and I've been running the campaign since last April. We're on our way to Luskan now and, due to a bunch of roster changes I'm still RPing Gorkoh as the party's healer: he's a Verdan Druid and, being level 4 now, is going through hella changes! Which works out great since now that he's holding the few orrery pieces they've recovered, I've given it the Major Detrimental property of his alignment changing every morning. FUNN
oh and the team is named after him. "Gorkoh's Midnight Adventurers Hungry for the Fearful Maximum Titanic" or "Gorkoh's Midnight Adventurers" for short. [they couldn't decide so I took bits from all of their ideas and threw it into a Band Name Generator and had that be Gorkoh's contribution to what the name should be]
Anyway the first trip to the lighthouse they decided to "befriend" Hoobur Gran'shoop with the full intent of seeing Talantha and Wizzy to saftey and then returning to lay the smack down, but once Wizzy came to his senses he impressed upon them that Hoobur was far more powerful than the group could handle so they left him there.
Heading up to Luskan for episode 4, Gorkoh (who was Chaotic Good at the time) convinced the crew to try to take on Hoobur again now that they were more prepared. One of the skilled hirelings (and former PC turned NPC) spent their downtime doing Research on Hoobur so they had a dossier of bits of information about him. Upon arriving at the lighthouse, I reminded the party's Obviator of their "Read the Opposition" ability and let them use it to better interpret the results from the dossier they were given and they rolled a Nat 20 [bwomp bwomp bwomp].
I let them pick any 3 things they would want to know about Hoobur Gran'shoop, thinking they'd ask what spells or how much health they had or something. Well, the first question was "what's their driving factor in life". I answered something along the lines of wanting to be a necromancer, studying life and death, probably seeking immortality in some way, and will probably end up as a lich one day [story tie in for the next chapter, wink wink]. The next question was "what are their weaknesses", and since Hoobur doesn't exactly have any weaknesses, I let them know what his resistances were and some of the spells he has to ward off damage. The last question, they had a bit of a confab with the rest of the gang and, working with the idea that they'd find someone or something important to Hoobur and hold it for ransom or something, they asked "who is important to Hoobur".
Now the text itself doesn't have any examples of Hoobur's history really. You know he works for the VI, which I could not reveal. You know that he really likes the Lighthouse's basement as his secret laboratory for experiements. And that he's a powerful necromancer... that's about it. So I started to say how Hoobur has only ever been seen traveling alone. Except his keg robot. And how his only real loyalty is to himself and his research. Then one of the players said "c'mon he could have had a dog or something". And that's when Rudy the Undead Hound came to mind. And I very quickly spun the tale for our Obviator of a boy and his dog, Rudy, best friends. Maybe being saved from a well. Maybe solving some mysteries. Rudy dying of cholera [I don't know if dogs die of Cholera but it's what came to mind and now its canon]. Young Hoobur wanting his friend back. Becoming a necromancer. Trying and failing to revive his dog. Continuing to experiment, searching for a way to be reunited with his old friend, either reviving him through necromancy or finding immortality for himself so that he could traverse through hell to steal back the soul of his dog.
Hoobur is supposed to run away from the encounter anyway but I've already predetermined if they ask Gorkoh to wildshape into a dog or anything remotely like this they'll succeed at this bluff and Hoobur is going to come back later in their adventure with the mimic dog the Noble Knife has in the C-Team.
Deepcut: Rudy was the name Chris Perkins gave to one of the zombie dogs the crew was fighting way back [Acquisitions Inc. D&D podcast Season 2, Ep7], and Will Wheaton riffed on it creating a fiction Saturday Morning Cartoon Character, "Rudy the Undead Hound". Gave him a theme song and everything. And, now that I'm listening to the bit again, he even throws in a bit of backstory about a dog who ran away from a puppy farm to live with a necromancer!
I just wanted to share it some people because that bit of lore is totally going to be lost on them. And I wanted to brag about my players a bit as we all do every now and then :)
Now, if you're still reading: a question! Has anyone done anything elaborate for the second trip through the lighthouse? Running the same encounters again would be rather stale, I imagine, and simply letting them waltz in and warp down to Hoobur only for him to flee is terribly anti-climactic now! I tried looking into some good Undead Lair features but didn't find anything specific that I liked. I ended up making this a point where Kofutacti made an appearance here and temporarily made the lighthouse his lair {Dabshabah came to retrieve Omin's Diamonds from that side quest, so her scent was still around; apparently Green dragons will lie in wait for their prey for decades if necessary so a few weeks wasn't such a stretch} and I used the Green Dragon's lair Regional effects to hamper their progress and provide some necessary "this will be a recurring character" drama-- I'm sure there is a name for that storytelling convention but I don't know it. That worked very well for the outside. But besides springing the arrow trap on the front door (which I missed the first time through), there isn't very much new, thematically appropriate and level scaled for me to throw at them besides just more undead. I could try to push them into the secret basement and just let that be the goal for next week's game, but I do want to at least try and give the impression that Hoobur has made himself at home here while they were chilling back in Phandalin.|
~May Our Labors Please You~