Monday, August 18, 2014

Wandering Monster Matrix: The Gormenstille (New Chillon)

"This is a place of bastards and illegitimate bloodlines, cast-offs and caitiffs, criminals and deposed heirs alike, all sent here in secret and left to rot, only they didn't all rot. They have their own lineages here, as well established and documented as any in the outer regions of the known worlds; only they are Ignobles in New Chillon, within the walls of the Gormenstille; all of them vying for power or prestige and squabbling among one another over obscure points of genealogy, precedence or their personal entry in the Red Book."
Hedrard's description of the Gormenstille in Bujilli: Episode 102

(1d20) Wandering Monsters in the Upper North East Calotte-Passage of the Gormenstille...
  1. Varn-spiders. (3d4) Dim, gray spiders that have associated with vampires for far too long...
  2. Skeletons. (2d4) They have been tasked to collect and carry all plague victims down to the coroners and plague doctors working in the lower levels. There's a 40% chance that any one of them is carrying a plague ravaged corpse. The rest carry spears. Each one bears the insignia of a red square on their prison-issue tabard.
  3. Ordrang. It is not interested in inedible, living things...however the Squirmy Gurgle that is hiding behind it is...
  4. Gobbling Grout:  1d4: 1Type I2) Type II, 3) Type III, 4) Type IV.
  5. Poppers. (4d6) Squiggly little leeches that explode from guzzling their victim's blood faster than they can process it.
  6. Drab Jelly.
  7. Ceiling Scorpions. (4d4) Huge mottled ochre and black-striped scorpions scuttle across the ceiling, seeking to attack from above by surprise. They never willingly leave the ceiling.
  8. Purple Wisp.
  9. Stranglemass. (1d4) of the things are floating free and on the hunt for fresh victims.
  10. Ourang. (3d6) Recently-escaped, they are headed towards the highest point in the main tower in the hopes of finding (and possibly hijacking) an airship.
  11. Gloomshadow. (30% chance it is trapped within a Binding Geometry).
  12. Yelg Froth.
  13. Screechers. (2d6) Bestial Winged Monkeys hunting for grubs, slugs or other easy-meat.
  14. Orbiculate. It's rolling along the wall, completely absorbed in hunting a pack of green-eyed wolf puppies, after having already consumed their parents. [This means that there are (2d4) wolf pups somewhere nearby.]
  15. Roll 1d20 to determine which random Vicious Slime has crossed your path.
  16. Shrieking White Moths. (3d4) Fluttering, flapping, clamorous winged-things with all too human faces shriek and scream in an effort to escape...only to attract something else in their stead.
  17. Flidder.
  18. Aethyric Eels. (2d4) are swarming around the recently deceased corpse of a Morlock Shaman that summoned them to aid her escape, but did so too late after being stung by a swarm of huge hornets.
  19. Escapees. [See Escapees Table]
  20. Bats. (3d100) of the filthy, diseased plague-bearing things--they were released into the passage by Baron Bannerworth's minions.

(1d20) Special Encounters in the Upper North East Calotte-Passage of the Gormenstille...
  1. (2d4) corpses. Each one has a 50% chance to be infested with Gore Worms.
  2.  A Zahj watches from its position upon the near wall. It may toy with those who pass it by, mostly out of boredom.
  3. Three adolescent Yellow Creepers have broken free of their cells and are desperately looking for the way back to Yellowholm. Their constant bickering alerts you to their presence long before they realize they are not alone.
  4. A Horla has begun to follow you...
  5. Weird whistling noises echo through the passage; there is a Saiitii Manifestation nearby...
  6. The passage is heavily covered and obstructed by a massive build-up of guano from either a huge flock of passenger pigeons or bats.
  7. Thaddeus, a Lesser Nosferatus, who claims that he was cast out of Baron Bannerworth's service over a minor impropriety. In truth, Thaddeus is a scout for Bannerworth's forces and hopes to lure gullible victims into a trap in order to gain a reward.
  8. They did not get very far before collapsing into a Loathsome Mass...
  9. Giant Blue-Speckled Hornets are building a massive hive in this section of the passage. They gained entry through a broken window and have been working away undisturbed until you showed up.
  10. A patch of Philosophic Mold has taken-up a cozy spot along the far wall where it contemplates intensely obscure matters of an esoteric nature. It is inclined to ignore anything that does not expose it to harm.
  11. A larval-stage Irradiant prowls this section of the passage, endlessly spiraling along the same twenty-two foot area again and again.
  12. Rubble. Someone has wrecked a section of the wall. Upon taking a closer look, the wall has buckled out from the constant over-tunneling of things working within it...a colony of Thumblings...
  13. Roll 1d20 to determine which sort of Unsightly Stain you've just discovered.
  14. You find a scabrous amulet on the floor. It bears the sigil of a powerful Sanguinovore. They will attempt to make a psychic connection with whomever picks up the amulet. They are trapped behind a walled-in section of the attic-maze of the Secondary Tower claimed by Baron Bannerworth, whom they consider their most dire personal nemesis.
  15. Suzraal is a Fantomist, recently arrived from the bombed-out ruins of her Nulgarian estates. She has a Black Pass from the Warden allowing her free passage through the Gormenstille for services rendered.
  16. Roof Whale. The massive thing is stuck in a hole it has bashed through the wall. The plaintive fog-horn-like groans of the thing make the walls and floor shudder.
  17. Gudivak is a one-legged Lurm who will gladly teach you a few handy variations on Gloomlight if you agree to help them escape from this place.
  18. A sad, broken and (thankfully) inert Biting Doll lies in a congealed puddle of blood. Somewhere nearby, possibly in a niche behind one of the wall-supports are a small band of Todtenhilzig who keep a vigilant watch over whomever passes this way. They are unsure how to get out of this place and might be inclined to attempt to parley with a suitably impressive-looking group. All others they will seek to avoid.
  19. A chunk of Purple Amber. It was dropped by an Oneirist whose plague-infected body lies only a few feet past the shiny bit. They were able to leave their body before it expired, but now they are trapped in a dreamlike state and only someone holding the piece of Purple Amber can see or communicate with them.
  20. A cat. Yes, it is mostly black. No, it is not interested in you...unless you offer it fresh meat, milk or cat-nip. If treated favorably, the cat has the ability to lead anyone it selects across the temporal threshold of this place to some other place by walking through a wall. Certain walls work better than others and the cat has a liking for the musically-gifted mousefolk that occupy certain choice interstices behind the walls of particular museums on the campus of the Academy at Wermspittle. The cat would be most pleased if you would break through the spell-warded walls protecting the singing mice so it can satisfy its current craving.

    Bujilli and Leeja are currently adventuring within the upper reaches of the Gormenstille upon New Chillon, having arrived there at the end of Episode 100 in an effort to rescue their friends Hedrard and Lemuel. Now they are in the process of making their escape from this place...
    New Chillon

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