Showing posts with label 802701. Show all posts
Showing posts with label 802701. Show all posts

Monday, May 26, 2014

Conservators

I want to suggest that something -- a new social organ, a new institution -- which for a time I shall call World Encyclopaedia, is the means whereby we can solve the problem of that jigsaw puzzle and bring all the scattered and ineffective mental wealth of our world into something like a common understanding, and into effective reaction upon our vulgar everyday political, social and economic life. [...] I am sketching what is really a scheme for the reorganization and reorientation of education and information throughout the world. No less.
by H. G. Wells


Conservator
No. Enc.: 1d4
Alignment: N
Movement: 120' (40')
Armor Class: 6
Hit Dice: 4+
Attacks: 1
Damage:
Save: F2
Morale: 8

Cerebral beings, given to abstract thought and the perpetual sorting and organizing of all knowledge which they filter through their dangling appendages much like how a shark keeps water flowing through their gills. At any given moment a Conservator is sifting through thousands of streams of raw unprocessed data and must make a Save in order to interact with anyone outside of self-defense. They suffer a permanent -2 penalty to Initiative due to be so caught-up in the information flow.

Conservators have the following innate spell-like abilities: Clairvoyance, ESP, Levitate, Read Languages, Read Magic, Telekinesis, Telepathy, and Ventriloquism. They also can create a Force Field once per day that absorbs 100 hit points of damage per HD. Their telekinesis can manipulate fine objects with the equivalent of a DEX 17, however they can affect no more than ten pounds at any time.

Conservators advance as Magic Users, but at twice the normal XP cost, mostly due to their continually being distracted. They never modify their spells and acquire them by scavenging about in obscure texts and caches of ancient papyri or the like. Anything less than a few hundred years old is generally seen as being too new to trust.

Conservators seek to occupy abandoned libraries, disused archives, and other such places as their lairs. It is a primary goal of all Conservators to gain access to the Hexagonal Galleries. They attack Thysanurians on sight.



No one would have believed [...] that this world was being watched keenly and closely by intelligences greater than man's and yet as mortal as his own; that as men busied themselves about their various concerns they were scrutinized and studied, perhaps almost as narrowly as a man with a microscope might scrutinize the transient creatures that swarm and multiply in a drop of water...
The War of the Worlds
H. G. Wells


Inspiration: These things are not just an outgrowth of Mr. Well's World Brain, they are also kith and kin to the Mucoids and have ties to certain of the Utopian Sects who continue to meddle with the world despite the horrific losses they sustained in their 500+ year long war with the Morlocks...

Wednesday, December 11, 2013

Pretty Young Things (20 Eloi NPCs)

My life might have been passed in ease and luxury, but I preferred glory to every enticement that wealth placed in my path. Oh, that some encouraging voice would answer in the affirmative! My courage and my resolution is firm; but my hopes fluctuate, and my spirits are often depressed. I am about to proceed on a long and difficult voyage, the emergencies of which will demand all my fortitude: I am required not only to raise the spirits of others, but sometimes to sustain my own, when theirs are failing...
Frankenstein, by Mary W. Shelley

Twenty Eloi NPCs (D20)
  1. Lucretia has a thing for mirrors and ghosts. She dances for the spirits that sing to her through her mirrors. They whisper to her of peculiar keys and dreamy things, and especially of an empire that is hers for the taking. She only needs to locate her own reflection. It escaped one night, during a terrible storm, and has been playing a sort of cat-and-mouse game with her ever since. Now neither she nor her independent reflection (most often taking a male guise), can be seen in a mirror or any other such surface. Sometimes this prompts her associates to suspect her of vampirism, accusations of which can sometimes be very inconvenient to disprove.
    Lucretia [Eloi, F/MU, LVL 2/3, AL C, MV 120' (40'), AC 7 (loop-scale corset-cuirass, war-gloves), HD 5 (22 hp), #AT 2, DG 1d6/1d4 (+1 Mirror-blade & +2 curved dagger), SV MU5, ML 9. Special: 18 DEX, 17 CHAR & INT. Dagger can re-roll a miss if wielder takes 1d4 damage. Mirror-blade does double damage to Dobblekin, Simulacra, etc. Spells per day: 2,1. Level One: Charm Person, Light/Dark, Sleep. Level Two: Mirror Image, Phantasmal Force. Lucretia carries or owns (2d4) random mirrors of various kinds and sorts at all times.]
  2. Gelja has been hitting the Hard Candy way too often lately. She doesn't much care any more. Ever since her twin was taken by the Comprachicos she has been obsessed with tracking them down and getting them back. She hasn't slept in three weeks or more. It's starting to show. She bleeds black, like a Tsalalian now and her once golden hair is turning black as well...
    Gelja [Eloi Thief, LVL 3, AL N, MV 120' (40'), AC 6 (Banded Leather), HD 3 (14 hp), #AT 1, DG 1d4+4 (Six-Scalpel-Lash), SV T3, ML 11. Pick Locks: 27%, Set/Disable Traps: 25%, Sleight of Hand: 30%, Move Silent: 36%, Climb: 80%, Hide: 27%, Hear: 1-3. Backstab: +4 to hit, X2 damage, with surprise. Special: The Lash can be used as a garrotte on a score of 18 or better; inflicting double damage if the victim fails a Save. Hard Candy Addict: Gelja needs to make a CON Check (or a Save) every 24 hours to hold off the effects of the Vile Transformation. Right now she has a +3 bonus to her Check/Save, but every time she takes more than half her hit points in damage, she loses one of those pluses. Eventually her bonuses will become penalties and the Vile Transformation will be increasingly difficult to hold off. It's a losing game. She knows this. It's a price to pay to get what she wants. She's paying it. Now she has no time to waste.]
  3. Pask served as a body guard and concubine to a rich noble who was banished to Wermspittle for certain unspecified excesses that incurred the Imperial Wrath. Like a fool, Pask followed his mistress to this place. She died after her third week. Poison. They blamed Pask. After three years in the Arenas, Pask still wouldn't talk about it unless blind drunk on Black Liquor. After the Black Liquor, he can't recall any of the details, only the pain remains.
    Pask [Eloi Fighter, LVL 4, AL C, MV 120' (40'), AC 5 (Layered Mesh and Shield), HD 4 (32 hp), #AT 1, DG 2d6+2 (Flame-Spike Flamberge) or 3d4 (Three-Section Flail), SV F4, ML 5. Special: Pask must make a WIS Check (or a Save) to remember anything any more. He has a 45% chance to go berserk in his sleep and wildly attack anyone and everyone within 30' of his resting place.]
  4. The sight of old brick slums and dark foreign faces eat ever so deeply into Lylistire's ennui-stifled soul, or so he often will remind anyone whom he suspects of listening. Tormented and precious, this Eloi poseur is obsessed with appearances and implications. His paranoia is rich and virulent in respect to his closest colleagues and dearest friends, but rarely troubles him around complete strangers. He strives cunningly to make a suitable impression on those he has never met before. Those whom he knows, even only slightly, he tends to take for granted.
    Lylistire [Eloi Expert (Poet), AL C, MV 90' (30'), AC 8 (Velvet-lined Panel-Coat), HD 2 (8 hp), #AT 1, DG 1d4 or Scathing Rebuke, SV MU2, ML 4. Special: Lylistre can opt to inflict 1d4 damage per Scathing Rebuke in place of sullying his new gloves with blood. This is a verbal attack and requires him to use a language recognized by the target. He is fluent in eleven languages.]
  5. Zeeb was raised among Roof-Runners. She is highly skilled at climbing, jumping, and all the things expected of a Roof-Runner.
    Zeeb [Eloi Thief (Roof-Runner), LVL 3, AL C, MV 120' (60'), AC 8 (Slick Brigadine), HD 3 (12 hp), #AT 2, DG 1d4+2/1d4+1 (Climbing Axe or Daggers), SV T3, ML 7. Pick Locks: 30%, Set/Disable Traps: 35%, Sleight of Hand: 20%, Move Silent: 36%, Climb: 84%, Hide: 25%, Hear: 1-3. Backstab: +4 to hit, double damage, with surprise. Carries 4 sets of climbing cable or rope (each 50-100'. Keeps a pouch of spider-bane on her belt.]
  6. Shildra is a restless, high-strung, difficult child; brilliant, messy, incredibly creative, and far from ornamental, now that the vivid blue-green mold has robbed her of her looks (-4 to CHAR). She has looked upon the Smoldering Seas of Kazibak and traded her left hand for something more useful...
    Shildra [Eloi Spellcaster, LVL 4, AL C, MV 120' (30'), AC 7 (Studded Vest, Ragged Lace), HD 4 (15 hp), #AT 1, DG 1d4+1 (+2 Bodkin), SV MU 4, ML 5. Special: Shildra can cast  Contact Other Plane (Kazibak) once per week. Her left hand is a disconcerting mess of silver fluids and writhing phosphorescent green tendrils that somehow remains intact, despite its weird appearance. This prosthetic can change its shape at will, automatically Detects Magic (on touch), can reach past most mundane barriers (limited Passwall), and either smother or scald opponents on a successful attack (does both on 19 or better). Spells per day: 2,2. Level One: Hold Portal, Magic Missile (Searing Mercurial Droplets), Shield. Level Two:  Levitate, Locate Object, Web (Strands of Mucous).  Special: Shildra possesses a bone whistle that casts Sottarix's Six Clouds once per day. She does not know how to choose which cloud it will produce.]
  7. Dashae was raised in an attic by her maternal grandparents. They negotiated an arranged marriage for her and her three sisters. It was a terrible blow to them all when the emissary of a foreign Prince they were supposed to be dealing with turned out to be a fraud. She ran away the night they discovered the truth. She's a Forager now. There hasn't been any opportunity to find out what became of her sisters. She has to keep busy, keep moving, keep working, or else her spot will get forfeited and someone else will take her place in the queue. Only seventeen spots remain between her and a real apprenticeship or even entry into the Academy.
    Dashae [Eloi Thief (Forager), LVL 3, AL C, MV 120' (60'), AC 7 (Boiled Silk), HD 3 (16 hp), #AT 1, DG 1d6+1 (Yurlishi Katar), SV T3, ML 7. Pick Locks: 20%, Set/Disable Traps: 25%, Sleight of Hand: 17%, Move Silent: 38%, Climb: 80%, Hide: 35%, Hear: 1-3. Backstab: +4 to hit, double damage, with surprise. Carries a Forager Pack.]
  8. Joola's family has been raising winged cats for generations now. She, however, cannot stand the filthy beasts. For their part it is a mutual antipathy. Joola wants to be a singer. Her looks and her innate charm-ability have gotten her quite a bit farther than her meager talent and grating voice ever could. A shot of Black Liquor tends to smooth out her voice. Now if she could just get those damned cats from crashing her shows.
    Joola [Eloi Expert (Former Cat Herder), AL N, MV 120' (40'), AC 7 (Cat Leather), HD 2 (7 hp), #AT 1, DG 1d4+1 (Cat-Skinning Knife), SV F1, ML 5. Special: Joola's voice provokes a CHAR Check with a -2 penalty, unless she has had a shot of Black Liquor, then it gains a bonus of +2. Joola recently picked-up a mandolin. She does not know how to play it. Cats hate her. They frequently target her boots.]
  9. Karj reads too much. He's the first to admit it. But with his memory, he only needs to read something once to be able to recall it later. Sometimes he wishes he could forget certain of the things he's read.
    Karj [Eloi Spellcaster, LVL 3, AL C, MV 120' (40'), AC 7 (Lacquered-Plaque Robes), HD 3 (11 hp), #AT 1, DG 1d4+poison (Bundle of Tail-Spines), SV MU 3, ML 9. Spells per day: 2,1. Level One: Cloud of Sparks, Magic Missile (Cascade of Pages), Read Magic, Shield. Level Two: Locate Object (Book), Web (Constricting Tendrils). Special: Karj is very well-known to several local book-sellers.]
  10. Lurri was born to a family of gardeners. Their ancestors tended the great greenhouses that were ruined in the war. Which war depends upon which of her relatives is telling the family lore. They've lived in the attics of an Abandoned Property in the Burned Over District for so long that no one remembers where the old greenhouses used to be any more. Some of the younger cousins don't believe in such nonsense. They understand the harsh realities of the here and now.
    Lurri [Eloi Expert (Gardener), AL N, MV 120' (40'), AC 6 (Lacquered Lamellar), HD 2 (10 hp), #AT 1, DG 1d4/1d4 (Knife or Trowel), SV F1, ML 6. Special: Lurri was gifted her great-grandsire's crossbow...but she has lost the quarrels.]
  11. Keedri has very pale eyes and incredibly tangled hair that is on the verge of becoming a riotous mane of dreadlocks. She is frail to the point of appearing anemic and almost bloodless, with a distinctly unhealthy grayness around the eyes. The spirits that possess her and speak through her at the seances she holds only grant their guidance and favor at a very steep price.
    Keedri [Eloi Spellcaster (Medium), LVL 2, AL N, MV 120' (40'), AC 7 (Bone-Reinforced Plaited Cordage), HD 2 (7 hp), #AT 1, DG 1d6+1 (Sword-cane), SV MU 2, ML 4. Spells per day: 2. Level One: Protection from Spirits, Ventriloquism. Special: Keedri has the ability to use her CHAR Reaction roll to befriend spirits. She also can Discern Presences at will and allow a spirit to talk/communicate through her if she voluntarily fails a Save either via Spirit Trance, ritual seance, or by Invoked Possession. She has three distinct entities that have taken an interest in her. One is a Predatory Projection that is attempting to mislead her about its true nature. She has a Received Text that she is transcribing in a backwards cipher based upon another of her spirit-guides' efforts to instruct her in various aspects of the sorcerous arts. The third spirit is difficult to contact, as it cannot abide the Predatory Projection's influence. It is some sort of discarnate scholar that cannot recall very many details about their previous existence, but it is attempting to teach Keedri a form of Voorish Sign to help defend her from the duplicitous Projection.]
  12. Faren is descended from a proud line of idlers and do-nothings. Her people were once so rich and powerful that they had slaves to perform every menial task for them. Those days ended abruptly when their city was bombed into ruins. Reduced to penniless refugees, her people have had a particularly hard time of it in the shanty towns. It's amazing to her how quickly her kin took to the brothels. Her aunts now both control two very prosperous establishments, though they each had to arrange for their disagreeable husbands to disappear when they both started making noises about who was head of their households. Faren helped dispose of the remains. That was when she realized that her aunts had no intention of leaving her around as any sort of witness. She's been wandering the alleys and by-ways of the Shanty Towns ever since. She prefers to keep a low profile, in so far as her vanity will allow her...
    Faren [Eloi Cleric (Serves: Zoosh The Selfish), LVL 2, AL C, MV 120' (40'), AC 5 (Ancestral Chain-Mail), HD 2 (11 hp), #AT 1, DG 1d6+1 (Bifurcated Staff), SV C2, ML 3. Spells per Day: 2. Level One: Allurement (limited phantasmal forces), Expand Capacity (only for self), Purify Food and Drink (only for self), Resist Cold (only for self), Sleep (Dispel Vigor). Turn Virtuous (as Turn Undead). Holy Symbol: Wide-Open Mouth molded in solid gold, modeled upon Faren herself.]
  13. Voona is a former Rat Catcher's apprentice. She saw a swarm of rats obliterate her mentor and seven other apprentices just last week. She only just barely escaped. Mostly because she had fallen into a crevasse and had been climbing back up out of the pit when the rats turned upon her group. In her hurry to draw her weapon and attack the squealing mass of rodents, her hand slipped and she fell back down the crevasse. She awoke on the lichen-covered floor of a cavern overlooking one of the older cisterns. It took her four days to climb back up and out from there. Now she's debating what to do with herself. She doesn't see much of a future in being a Rat Catcher. Maybe knowing where a forgotten cistern is located might be worth something, to someone...
    Voona [Eloi Specialist (Ex-Vermin Hunter), AL N, MV 120' (40'), AC 6 (Decommissioned Sewer-Scale, Mesh-Gauntlets), HD 2 (14 hp), #AT 1, DG 1d4/1d6/1d4+2 (Serrated Knife, Truncheon or Fighting Torch), SV F1, ML 6. Special: Voona is currently listed as missing in action and presumed eaten by rats. She has about a dozen dinged-up old rat-traps and cages that she's considering selling.]
  14. Jalisk ran away from home tonight. His mother had become one of the Soulless. He decided that he wasn't going to stick around to get used like another pawn in her devious machinations, not like his brother, his sister, and everyone else in their family. If he wasn't so scared, he might start to have ambitions.
    Jalisk [Eloi AL N, MV 120' (40'), AC 7 (Quilted and Shield), HD 1 (5 hp), #AT 1, DG 1d4 (light club), SV Zero-Level Human, ML 4. Special: Jalisk stole 400 silver coins on the way out of his mother's estate.]
  15. L'Vinya was named for her great-aunt who was lost when her wagon didn't make it through the second Weak Point in the dark forests they had to cross to get to the seemingly endless plain of gray mud that brought them to the North East Rampart and into Wermspittle.
    L'Vinya [Eloi Spellcaster, LVL 2, AL C, MV 120' (40'), AC 7 (Vertebrae-Disk Leather), HD 2 (7 hp), #AT 1, DG 1d4* (Ruuzang Stiletto), SV MU2, ML 5. Spells per day: 2. Level One: Charm Person (Revulsion), Light/Dark (Lilac Dimness), Protection From Insanity, Sleep (Incite Dream), Foul FumesGlossalalia. Special: Ruuzang Stiletto does double damage on roll of 19, triple on a natural 20; but it has a 75% chance to snap off in either instance. L'Vinya owns a copy of Manku's Black Book, three unfinished wands and a scroll of Convert Blood to Lamp-Oil.]
  16. Kosha dreams of a white sphinx every night. A huge, alabaster sphinx looming over a vast expanse of wind-swept ice. Sometimes they wake up in the morning with a layer of frost over everything in their room.
    Kosha [Eloi Spellcaster (Dreamer), LVL 2, AL N, MV 120' (40'), AC 7 (Fungal Leather), HD 2 (6 hp), #AT 1, DG 1d4+1 (Glass Club), SV MU 2, ML 9. Spells per day: 2. Level One: Protection From Nightmares, Dreamlight, Dreamwalk, Lucidity, Interpret Dreams, Oneiric Shield, Sleep. Special: Kosha's Glass Club affects intangibles for 2d4+3 damage. It cannot/will not affect non-intelligent undead.]
  17. Tidri isn't quite so easily-hypnotized as Tonash the Master-Somnambulist originally thought. She never batted an eye as she slit his throat. She still smiles sweetly every time she thinks of it. If it hadn't been for him trying to stuff her into one of his velvet-lined cabinets, she might never have discovered her talent for the more subtle arts. Looting his library before she left was also one of her better ideas. After selling off the less useful tomes, she was able to get herself some decent clothes and secure a reasonably safe place to study. She just has to avoid the snares and servants of the other Somnambulists seeking revenge on her.
    Tidri [Eloi Spellcaster (Oneirist), LVL 2, AL C, MV 120' (40'), AC 7 (Beaded Leather), HD 2 (9 hp), #AT 1, DG 1d4+2 (Snip-Shears), SV MU 2, ML 8. Spells per day: 2. Level One: Collect Oneiroplasm, Detonate Oneiroplasm, Dream Projection, Discern Unreal, Disperse Oneiroplasm, Language of Dreams, Lesser Hypnosis, Protection From Dreams, Rude Awakening, Trance Induction. Special: Tidri has six manuals and books on various oneirical techniques and practices from which she has taught herself her eclectic repertoire of non-standard spells. She has also dreamed of a shining short sword formed of some sort of bone-like material that is becoming more manifest each night she dreams of it. Three more nights and it will be usable for one hour each night.]
  18. Zizi never wanted to be part of the Circus. She didn't ask to be a contortionist. She wasn't going to let Uncle Leonard send her off to the Comprachicos to get her 'fixed.' Things had gotten increasingly hard after her father died at the Battle of Xoron and the Gray Pox took her mother away from her. And, yes, she was grateful for all her uncle had done for her, but she had had enough. If he wanted someone cut and stitched and reworked to please the crowds, he could go get himself mangled. She ran off and hasn't looked back once in three years. She tries not to notice the hunchback that seems to be following her everywhere.
    Zizi [Eloi Fighter/Thief, LVL 2/2, AL C, MV 120' (40'), AC 6 (Light Bruthem-Hide), HD 4 (24 hp), #AT 2, DG 1d6/1d4+2 (Machete or Pincer-Knife), SV F3, ML 7. Thief Skills: Pick Locks: 27%, Set/Disable Traps: 20%, Sleight of Hand: 27%, Move Silent: 27%, Climb: 88%, Hide: 15%, Hear: 1-2. Backstab: +4 to hit, double damage, with surprise. Special: Pincer-Knife can snap-shut on a roll of 18-20, causing double damage and automatically inflicting 1d4+2 per turn until removed.]
  19. Ladjo lives hard. He's rarely sober and only gets meaner when he goes for very long without a drink. His tolerance for exotic liquors is astounding. But then having three livers has more than a little to do with that.
    Ladjo [Eloi Fighter, LVL 4, AL N, MV 120' (40'), AC 4 (Spike-Mail), HD 4 (38 hp), #AT 1, DG 1d6+2 (Trefoil-Axe), SV F4, ML 9. Special: Heavily scarred in mind and body alike. The right eye isn't his. The right hand has talons and looks like it came from a griffin. The Grafters in the Arenas aren't always so choosy about what parts get used. Ladjo did a few favors for an Almas Glandculler a while back, hence his internal modifications that allow him to drink well past the point of excess and survive.]
  20. Vashun is quiet. Almost skittish. They lost their tongue to some geist-thing their party ran into on the Third Flight of the Deep Stairs. They haven't been the same since.
    Vashun [Eloi Fighter, LVL 2, AL C, MV 120' (40'), AC 6 (Scale-Mail), HD 2 (7 hp), #AT 1, DG 1d6 (Crossbow or Short Sword), SV F2, ML 5 (-4 to ML when facing Geists). Special: Vashun tends to flake out when faced with what feels like overwhelming odds. They prefer to run away, not finish the job. They've been dismissed as a henchman by three employers already. Vashun does know several unmarked secret passages located along the first three flights of the Deep Stairs, which in itself is often pretty useful and valuable.]


Tuesday, November 19, 2013

Black Smoke in Wermspittle

Black Smoke!" he heard people crying, and again "Black Smoke!" The contagion of such a unanimous fear was inevitable...
The War of the Worlds, H. G. Wells


Black Smoke in Wermspittle
Deadly stuff. It can burn you to cinders, destroy your respiratory system, char your skin to ash, or kill you with just a single inhalation. Dense and heavy, Black Smoke coils and judders as it moves, somewhat between a miasmic jelly and a vaporous blot of ink. Survivor testimony, often hysterical at the time it was taken down, asserts that the Black Smoke has a tendency to move against the prevailing wind, as if it had something approximating a mind of its own. Most reputable experts strenuously refute and revile such claims as utter rubbish and nonsense. In any case, thanks to the tireless work of the Society for the Propagation of Independent Veridical Observer Testimony and their nearly ubiquitous little yellow pamphlets, even a small child can recite the Three Things Everyone Needs To Know about the Black Smoke:
1) It always sinks downwards, settling as it spreads, and never rises;
2) The only protection against the Black Smoke is water (preferably steam);
3) It kills everything it touches, sooner or later.
One might also add a fourth item to these grim facts: The Black Smoke has changed the face of modern warfare immeasurably.

Military Applications of Black Smoke
Gdalsk, Baltrim, Zugosh; major cities or small towns alike, they have all been depopulated and decimated by Black Smoke dropped upon them by airships, fired into their midst by rockets, or unleashed from the trenches by way of mortars, pigeons or kits. Black Smoke has become a pernicious and insidious scourge upon all the lands North of the Yellow Wall. If anything, the rapid collapse of the old social order and the decline of contemporary civilization can be attributed as much to Black Smoke as to any other pox, pestilence or plague, be it man-made or naturally occurring.

Battlefields, embankments and encampments, as well as many of the mass grave-sites left in the wake of older battles, are all prime locations to encounter unexploded ordnance, left-over mines and booby-traps, as well as lingering traces and pockets of Black Smoke. During the Third Pruzt-Franzik War contra-sappers flooded the Pruztian trenches with Black Smoke. In the course of The Eleven Year War Ysparric forces unleashed an experimental Black Smoke weapon that somehow ignited and flared into a fiery maelstrom that completely destroyed Old Urskibar, literally burning it more than a hundred feet into the ground in places. The Coastal States were so devastated by aerial bombardment by cannisters of Black Smoke that more than half of them have been abandoned, the blackened bones of the dead left to lie where they fell.

Black Smoke quickly became a standard, indeed often times the preferred response to tunneling, fortifications, trenches and so forth. It proved hellishly effective in dispersing mobs, quelling riots, and de-populating occupied areas with minimal loss of life on the part of those inflicting it upon their targets. It didn't take long for practically every side to have some version or iteration of Black Smoke to lob back at their enemies. Not satisfied with fickle clouds of the deadly stuff, every major military weapons-making factory, arsenal, and armaments manufacturer began to experiment, modify and refine Black Smoke, producing several forms of bombs, mines, mortar-shells and even anti-personnel weapons meant for use by the common soldier in the field. Old Zindri fire-lances were taken from museum displays and re-fitted with pellets of Black Smoke. Kojran 'incense-burners' were adapted to emit streams of Black Smoke. The raw, oily form of the stuff was introduced into hollow bullets, even arrows and crossbow bolts. Warfare escalated through the unthinkable into brave new worlds of destructive capabilities no one had really ever expected or prepared for...and the price for this has proven terrible, truly terrible.

No effective apparatus has been developed to defend against the Black Smoke, other than the use of water in moats or spray-devices, hoses, buckets or sprinkler-systems and relying upon the devilish stuff's tendency to quickly form a gritty scum on contact with water. The Sewer Militia are known to utilize steam, both in peculiar-looking pressurized gun-type arrangements as well as bulky steam-bombs, but such weapons have proven far more bulky and unwieldy than they have proven useful. Most old-timers and other veterans prefer multiple canteens, spigot-pouches and any spell that will repel vapors over the mechanical marvels of modern military engineering. But then the Sewer Militia does tend to deal with a lot of Secondhand Smoke in the Near Deep and below.

Other Applications of Black Smoke
Black Smoke has been blamed for effectively killing-off more than two-thirds of Eastern Civilization. It is a horrific weapon of indiscriminate destruction. Deadly in the extreme. So of course people have been trying to harness it, blunt it, convert it into something more manageable, more productive. Especially experimental investigators and philosophers of the unnatural. Most especially spell-casters.

There are several spells currently available on the market that purport to Repel Black Smoke, but most of these are cheap knock-offs of Avert Vapors or Disperse Gasses, and are only superficially attuned or focused upon Black Smoke. The most common wards offered by the Jaladari and others are the so-called Nebrin Sponges and the more expensive Condensative Coin, both of which have the unfortunate tendency to attract the Black Smoke even as they absorb a set quantity, converting it into a dry, compressed, almost charcoal-like consistency...it's the rest of the Black Smoke these things attract that is not absorbed that presents a problem. Of course the peddlers just shrug and offer to sell you a few extra. Jut in case.

Several varieties of deadly inks have been rendered from Black Smoke, the best quality coming from the raw oil itself, the cheaper grades being derived from extracts of the powdery residue. Only one golem is known to have been made utilizing Black Smoke cannisters. But of course, according to the tabloids and scandal sheets, there must be dozens if not hundreds more of the things prowling the haunted old trenches, the burned and broken battlements, or possibly the Low Streets. The stories vary each week and no evidence ever seems to be forthcoming, so few take the claims very seriously.

It is curious that the Daemons of Yalb much prefer to be summoned forth in a cloud of Black Smoke in place of their long-prescribed ink and incense. Perhaps they are merely keeping up with the times.

Lingering Traces and Nasty Residue
Black Puddles, Necro-Dust, Black Crust, Black Scabs, Black Scum, Black Sand, Killing-Black, Death Grit, and Dark Stains are just some of the varieties of residue left behind Black Smoke. There are a wide array of powders, dusts and gritty-stuff clinging to walls, blanketing roads like drifting snow, covering the blackened bones of the unburied; It is said among the Foragers and Scavenger Crews that there are even more forms of Black Smoke Residue than there are of the bad stuff in the first place. (We'll cover more on this topic in a follow-up post.)

In Sunbury, and at intervals along the road, were dead bodies lying in contorted attitudes—horses as well as men—overturned carts and luggage, all covered thickly with black dust. That pall of cindery powder made me think of what I had read of the destruction of Pompeii...
The Ten Most Common Types of Black Smoke (The Songrieve Scale)
The Songrieve Scale assumes that the pernicious Fear effect of the Black Smoke has already been addressed by whatever means are deemed necessary, prudent or effective in the particular circumstance. Those facing the Black Smoke for the first time often suffer a penalty to their Morale (-1 to -4 depending on severity of situation), or they must make a Reaction Roll (failure means they are repulsed and horrified, treat as under the effect of a 1d4 round Fear effect), or they can Save against Fear, as the situation warrants. There is no one true and proven means or method for handling Black Smoke, nor for the Fear it causes, this despite several attempts to codify just such a system.
  • Type I: Save or suffer 1d6 per round of exposure. [Sub-Types denoted by damage caused: A=1d6, B=2d6, C=3d6, and so on.]
  • Type II: Save at -2 penalty or suffer 4d4 damage for next 2d6 rounds as blood transforms into a toxic black ooze. Nullified by water, but becomes extremely flammable if exposed to alcohol and will burst into flames inflicting 3d6 damage in a twenty foot radius.
  • Type III: Inflicts 1d4 damage per minute for the next 3d6 minutes, then goes inert. Skin affected becomes permanently mottled with lurid, bruise-like blotches. Victim now permanently heals at half their normal rate and must fail a Save to allow healing spells to function normally.
  • Type IV: Kills any living creature with 4 or fewer HD, those succeeding on their Save take 1d2 damage per round. Those with 5+ HD take 1d4 damage per round exposed, Save means half damage. A new Save is required each round of exposure. Persists for 3d6 turns, unless treated with water/steam.
  • Type V: Causes 3d8 damage per round for next 4 rounds. Victim gains a cumulative +1 to their Save each round, success means half damage.
  • Type VI: Causes 6d6 damage as it shrivels and blackens the victim's flesh over the next 2d12 hours, during which time the victim cannot be healed by any magic or medicine, though medical professionals are working on a variant form of Cure Disease that they feel confident may prove effective. Standard Procedure in these cases is to amputate the affected area(s) before it can spread. The black rot becomes contagious after 1d4 hours, even after the victim dies.
  • Type VII: Sticky and insidious, this type of Black Smoke burns the victim's flesh to cinders, beginning at the extremities, and burning its way inward to the more vital areas, inflicting 1d6 damage every minute it remains in contact with their body. This type of Black Smoke lingers around its victims, affecting anyone within 3 feet of anyone already affected. This stuff remains volatile and deadly for up to ten or more days, after which time it tends to settle-out into a granular, gritty layer that cling to everything.
  • Type VIII: Thick and dense. Clings to the skin, staining it black. Causes 5d6+5 damage while airborne. Settles to the ground within 1d4 hours leaving a black filmy coating over everything within a 20 foot radius. The lingering particulates cause 2d4 damage on contact with exposed flesh and remain dangerous for up to 72 hours.
  • Type IX: Inflicts 8d8 damage on anyone coming into contact with the viscous, coiling mass of deadly vapors. Those who succumb are burned to blackened skeletons. Typical patch covers roughly 10-20 foot radius. Seems to dissipate after an hour, but this is misleading as there's a base 40% chance of re-releasing the Black Smoke should anyone disturb the darkened area where it has settled.
  • Type X: Stains everything it touches a greasy black while causing 3d6 damage to anyone caught within its 30 foot radius of effect. Save for half damage, but a new Save is required every round of exposure. Has a tendency to follow its victims at a rate of 1d4 feet per round. This seems to be some sort of simple chemical effect, the vapors having somehow bonded to the victim, and not due to anything like intelligence.
There are reports of new types of Black Smoke all the time. Most of these reports are simply faulty accounts from hysterical survivors or possibly malicious rumors perpetrated by persons suspected of being in league with various foreign intelligence services. Since the Wall Guard, Cellar Inspectorate, and Sewer Militia all adopted the Songrieve Scale, it has taken on a form of legitimacy among most other agencies and institutions that deal with the Black Smoke on a regular basis. Of course, this being Wermspittle, there are at least three other conflicting and incompatible taxonomic or qualitative indices for measuring and comparing instances of the Black Smoke currently in use, including the so-called 'Three-Fold Scale' in use by the Street Patrols and Red Watch.

The Three-Fold Scale of Black Smoke
(Street Patrol Manual, published by Hardinger & Erlanger, Grottinger, Balzque.)
  1. Lesser: Treat as Stinking Cloud with a Fear effect.
  2. Common: Treat as Cloudkill with a Fear effect.
  3. Greater: Treat as Incendiary Cloud with a Fear effect.
The Three-Fold Scale is quick, elegant and simplistic in the extreme, but it works well enough in most situations, according to the survivors of those Patrols that have run afoul of the dreadful stuff. Of course, such a limited range of categories has not endeared this system of measurement and codification with the Academics and others who study the Black Smoke. Most of them insist on further details, more information. Sometimes demanding that a Patrol re-trace their route and go back for a better look in order to file a more detailed report. The most successful Patrols are prone to lie in their reports. The most convincing liars tend to survive the longest.