Showing posts with label After the Wars. Show all posts
Showing posts with label After the Wars. Show all posts

Tuesday, November 7, 2017

LeDaan [Wermspittle]


“We can't have any weak or silly. Life is real again, and the useless and cumbersome and mischievous have to die. They ought to die. They ought to be willing to die. It's a sort of disloyalty, after all, to live and taint the race.”
The War of the Worlds
H.G. Wells


LeDaan
No. Enc.: 3d6 (6d6)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 6 (as Scale-Mail)
Hit Dice: 1+ {May advance as any Class]
Attacks: 1 (Weapon or Spell, barehanded does 1d4)
Damage: As Weapon, spell or item (Wand/Rod)
Save: F4 [Improves with Advancement]
Morale: 9 [-4 penalty if confronted by Infernal Devices or Implacable Machines]

Special: Immune to most common forms of poison or venom; Gas Masks protect against airborn toxins such as pollen, spores, gas, etc.; wear scale/lamellar armor incorporating under-layers of Gray Flannel, Whitesuit Fabric, or similar textiles that offer them protection from extreme temperatures and resistance to acids; Keenly interested in all Pre-War artifacts; Dedicated enemies of all Mucoids (+4 on Reaction Rolls) and/or members of the Purple Horde or anyone showing clear signs of being compromised/serving the Purple Clouds in any way, shape or form (+6 on Reaction Rolls).


Proud, haughty, arrogant...and resplendently dressed in ornate masks and vibrantly-dyed fabrics, the LeDaan are a fiercely independent people who claim descent from Eloi and Morlock lineages alike, as well as many other forms of humanity with the exception of the Mucoids whom they despise as utterly contemptible traitors. The one other form of humanity they hate above even the deformed and grotesque starborn Mucoids are those who serve the Purple Clouds and march beneath the Banners of the Purple Hordes who are led by the so-called Desert Fathers.

The LeDaan are clever people, skilled in the ways of survival within some of the most terrible Post-War wastelands; they consider the Wilderness their best defense and only venture into ruined cities or approach established enclaves or Redoubts in small groups...always under watch by multiple scouts and trackers. It is not that they are collectively paranoid, so much as the LeDaan cultures that have arisen from the ashes and wreckage of prior epochs retain a keen sense of the danger of complicity and compromise, how collaborators were far more destructive to the old civilizations than even the bombs, the death rays or the Black Smoke ever could have been.

No one recalls ever seeing a LeDaan without their ornate Gas Masks securely fastened-down. Perhaps this is to forever hide their secret shame, the vivid oily-purple irises of their eyes...a lingering trace of their ancestor's former service to the Purple Clouds...



“For a time I believed that mankind had been swept out of existence, and that I stood there alone, the last man left alive.”

The War of the Worlds
H.G. Wells

Monday, November 10, 2014

Mad Distortions of Humanity...

I see the black powder darkening the silent streets, and the contorted bodies shrouded in that layer; they rise upon me tattered and dog-bitten. They gibber and grow fiercer, paler, uglier, mad distortions of humanity at last, and I wake, cold and wretched, in the darkness of the night...

The War of the Worlds,
by H. G. Wells

Mad Distortions of Humanity
No. Enc.: 2d4 (4d10)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 8/11
Hit Dice: 1 (use d12)
Attacks: 1 (attack at -1 penalty due to slow reactions/stiff movement)
Damage: 1d6 or by Weapon + Black Smoke Residue (See Below)
Save: As zero-level human
Morale: N/A

Eerie and silent, they lie sprawled and scattered across streets drifted with acrid black ashes, the mostly harmless traces of Black Smoke that has been neutralized by the rain or some other source of water. Some are missing pieces and portions of their bodies that have been snapped off by the wind or perhaps gnawed off by packs of hungry dogs. Others are entirely buried beneath a coarse blanket of the black particulates with only a vague hummock or depression to betray their presence while they lie in wait, still as statues, until some unwary traveler or refugee wanders too close. Then they lurch into a stiff, brittle mockery of the living to attack, gibbering insanely as they form into a mob, flailing and hacking away at any living thing they can reach.

These horrid things are covered with a heavy layer of Black Smoke Residue that coats their hands and weapons, lending a lingering nastiness to their melee attacks.

Black Smoke Residue: Victims need to Save or suffer a -2 penalty to AC, lose all DEX benefits, and a 50% reduction in Movement rate for the next 1d4 hours. All damage suffered while under the effects of Black Smoke Residue heals at one half the regular rate and all magical healing is likewise halved in its effect. Survivors are often marked with lasting black stains on their skin and incur a permanent -1 penalty to all subsequent Saves versus Black Smoke and its derivatives.

Upon reaching zero hit points in combat these wretched cadavers shatter into dozens of charcoal-like shards and pieces, releasing a Cloud of Black Ashes.

Cloud of Black Ashes: Fills a 10' diameter area with toxic black ashes that inflict 1d4 damage per minute of exposure and force those affected to Save or suffer blindness for 1d4 hours. Anyone failing the Save by rolling a natural 1 is permanently blinded.

Unlike most typical forms of undead who seek to sustain their existence, these mad things are completely given over to their overwhelming need to dissolve themselves in the blood of their victims. They will do anything that results in bloodshed, no matter how crazed or pointless. Those that succeed in dissolving themselves leave behind a grotesque scabrous black mass of inert matter that drives away lesser spirits, minor geists and low shades. There might be some way to use this stuff, but so far no one has admitted to anything publicly...

Any attempt to Turn these Mad Distortions of Humanity obliges the Cleric to Save or else suffer temporary insanity for 1d4 hours.

These things are particularly common around the South-West section of the Inner Ramparts...


Source of Inspiration: The War of the Worlds, by H. G. Wells. These things are a deliberate misreading of a passage from Book Two, Chapter Ten: Epilogue.

Wednesday, June 18, 2014

ANGSOC Revisionists

Brother O [confirm spelling]: There were, of course, others who preceded us, some of whom came very close to us in their methods, but they never had the courage to recognize their own motives. They pretended, perhaps they even believed, that they had seized power unwillingly and for a limited time, and that just round the corner there lay a paradise where human beings would be free and equal. We are not like that. 

Ambassadorial Interviewer One: And what are you like then?

Brother O: Much like yourselves, I believe. We both know that no one ever seizes power with the intention of relinquishing it.

Ambassadorial Interviewer Two: An excellent observation. Go on...

Brother O: Power is not a means, it is an end. One does not establish a dictatorship in order to safeguard a revolution; one makes the revolution in order to establish the dictatorship. The object of persecution is persecution. The object of torture is torture. The object of power is power...

His Excellency: On behalf of His Imperial Majesty and as the Head of His forces stationed in this festering hinterland, I wish to welcome you and your people to Wermspittle. I can see that you and I have much to discuss...


Secret Transcript of ANGSOC Interview (Series Two, Room 101)
Originally transcribed by blind-typists working for the Pruztian Ambassadorial Korps at Wermspittle.
These records were confiscated, deciphered and released to the papers after the end of the First Occupation by undisclosed members of the Resistance.

Who controls the past controls the future; who controls the present controls the past

They arrived on the last airship from some obscure island republic that had fallen to revolutionaries. Everyone thought they were another radical fraternal order fleeing persecution in their distant homeland because they always referred to one another as 'brother,' or 'sister.' Most people thought they were a peculiar cult, since they all tended to dress alike and had the same unflattering hair-cuts. A few considered them harmless cranks who squandered their chance to go someplace worth going.

They seemed to be interested in history. Actually, they were fairly obsessed with it. Everyone of their party seemed to possess an inordinately well-developed sense of bureaucracy and a flair for administrative busy-work. Those who lacked such qualifications were left behind. This only served to endear them to the Pruztian Ambassadorial Mission, while it was still called by that particular euphemism.

During the Occupation, the ANGSOC refugees really came into their own. Many took on Pruztian commissions and a special 'Administrative Division' composed entirely of ANGSOC personnel was formed with the mandate to 'Reform the Libraries, Book Depositories and Archives of Wermspittle,' and to 'Update these institutions in the name of efficiency and the cause of truth.'

The book burnings began almost immediately. More than half the Puritans in the city entered into service to the ANGSOC forces as provisional 'Outer Party Members.' The Puritans were used as stormtroopers until casualties escalated too far and Morlock janissaries were hired-on to replenish their numbers. The Ex-Puritans would not serve next to Morlocks, so this proved more of a tactical disaster than any kind of a solution, but eventually the Party Leadership was able to get things adjusted by the liberal application of rat-cages, mezmerism and ruthless executions for cowardice and betrayal of the Party. The Ex-Puritans quickly towed the line, though friction between them and the Morlocks continue to the present and any commander worth their salt knows to always maintain a strict separation of these two forces. To do otherwise is just asking for desertions, murders and worse trouble.

The ANGSOC Administrative Division also served as the exclusive recruiting ground for the Secret Police.

When the Occupation ended, the ANGSOC unit was abandoned by the Ambassadorial Korps in their withdrawal from the city. The ANGSOC forces took extremely heavy losses.

The hared-pressed ANGSOC survivors, branded 'war criminals' by the provisional government, went underground. Their numbers severely depleted, they negotiated a merger with another group of fanatics obsessed with cultural hygiene and censorship--the so-called Scarlet Letter Society--and formed a revised and hybridized composite group that took the name EINSOC.

EINSOC was more than just a way for the two hated and reviled groups to combine forces in order to survive, it was a rebirth of sorts for their respective members who shifted their focus away from the transgressions and over-zealous, but well-intentioned actions of their predecessors to devote themselves to educating the young, caring for the sick and rebuilding some of the worst parts of the Burned Over districts...or so they claim.

The area claimed by EINSOC is well-patrolled by Ex-Puritan mercenaries who are more than a little disgruntled that their previous service to ANGSOC is being counted against them and that their 'probationary period' has been indefinitely extended. Since they were anathematized upon their initial defection, they have nowhere else to go. So they patrol the area and take out their frustrations on anyone that gives them trouble.

Not all the old guard accepted the proposed merger with the SLS, whom many considered crude and prudish and not worthy to join their ranks. These old guard ANGSOC members withdrew from the fellows and chose to set up offices within a bombed and abandoned Print Shop that they have since rebuilt, fortified and turned into a thriving and lively beer hall where all manner of speeches, political discussions, rallies and committee meetings take place at all hours of the day or night. Each and every word is meticulously recorded, printed and stored in the rapidly growing archives. In fact, things are getting so cramped there that the group is looking into seizing acquiring a nearby, larger property and converting it into a much-needed annex to their archives. Unfortunately the location they have chosen seems to be claimed by Voormis...


War is Peace; Freedom is Slavery; Ignorance is Strength.

Inspiration: 1984 by George Orwell, as adulterated with the mixing-in of  Mr. Hawthorne's infamous Scarlet Letter for the heck of it. The ANGSOC logo above was based on the ubiquitous Ingsoc graphic used throughout the movie with Sir Richard Burton that had the soundtrack by Eurythmics that was actually released in 1984. You can watch the movie online at YouTube...for a small fee. 


Friday, January 3, 2014

Ten Most Recently Reported Types of Black Smoke (Wermspittle)

It
 was heavy, this vapor, heavier than the densest smoke, so that, after the first tumultuous uprush and outflow of its impact, it sank down through the air and poured over the ground in a manner rather liquid than gaseous, abandoning the hills, and streaming into the valleys and ditches and water-courses, even as I have heard the carbonic-acid gas that pours from volcanic clefts is wont to do....
The War of the Worlds, H. G. Wells

The Ten Most Recently Reported Types of Black Smoke
(Using The Songrieve Scale, of course)
  1. 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.]
  2. 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.
  3. 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.
  4. 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.
  5. Type V: Causes 1d8 damage per round for next 4 rounds. Victim suffers a cumulative -1 penalty to their Save each round, success means half damage. [Sub-types increase in damage per round: A= 1d8, B= 2d8, C=3d8, D=4d8. Sub-Type E though J are only ever encountered as a consequence of Military Ordnance, usually from aerial bombardment or rockets.] There are unverified accounts of a more persistent version of this type allegedly trapped in ruined cellars and collapsed houses within the Burned Over Districts. 
  6. 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.
  7. 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.
  8. 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.
  9. Type IX: Inflicts 8d8 damage on anyone coming into contact with the viscous, coiling mass of deadly acidic 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.
  10. 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. The fear-mongering of certain disgraced academics prattling on about the as-yet-to-be-verified effects of Black Smoke upon already documented forms of Miasmas, Foeters, or other Vaporous Horrors and Hazards is considered both premature and self-serving in the extreme.

Since the Wall Guard, Cellar Inspectorate, and Sewer Militia have 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. But for most intents and purposes, the Songrieve Scale is as definitive as anything gets in this place.

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, December 3, 2013

What Lurks Below the Purple Glow? (Wermspittle)

Then, nearer, I perceived a strange light, a pale, violet- purple fluorescent glow, quivering under the night breeze. For a space I could not understand it, and then I knew that it must be the red weed from which this faint irradiation proceeded. With that realisation my dormant sense of wonder, my sense of the proportion of things, awoke again...
The War of the Worlds, by H. G. Wells

Encounters Within the Purple Gloom
(Areas Overgrown by the Red Weeds...)
  1. You've just discovered the dimly-lit niche where a swarm of bats have taken-up residence.
    Bats (10d10) [AL N, MV 120' (40'), AC 6, HD 1 hp, #AT 1, DG Confuse, SV Zero-Level human, ML 6. Special: These bats are infested with a peculiar green-speckled mold. If exposed to open flame, they explode for 2d4 damage in a 10' radius, each.]
  2. A few not-so-good Morlocks are hunting rats and other easy-meat in the Gloom.
    Morlocks (3d4) [AL C, MV 120' (40'), AC 7 (Riveted Leather), HD 1 (9 hp each), #AT 1, DG 1d4x2 (Steely Knives), SV F1, ML 9. Special: Each carries a bone whistle that can be used to signal their main group (5d10). One of the Morlocks is possessed by a Gloomshadow.]
  3. That stinking, vile mess of putrid flesh and ichor? It's the skinned and mutilated corpse of a Gloomswallow. Foragers or Gloomhunters have killed and stripped the thing for the leather that can be made from it. Examining the rapidly putrrifying flesh will reveal (1d4) unborn young still writhing within the murksome gore.
  4. Huudrin the Marmoset has entered into the Purple Gloom looking for adventure. Now she lies bleeding and battered, hoping against hope for someone to help her back to her troop's encampment back in an Abandoned Property in the Burned Over District. They are searching for the Brazen Tomb of Gargantua...
    Huudrin the Marmoset Knightess (1) [AL L, MV 120' (40'), AC 4 (Cocoon-linked Chain-Mail), HD 5 (42 hp/currently 12 hp), #AT 1, DG 1d6+1 (+1 Battle Axe), SV F5, ML 9. Anyone rescuing fair Huudrin will be richly rewarded in mustard, musk-wax and at least a passable meal...her troop are not rich folk, but they are honorable and will seek to repay a debt as best they might.]
  5. A cloud of Flidder-spawn have found a small, undocumented Weak Point. It looks dark and stormy on the other side. Cold mud tinged with flakes of rust, though that red stuff could be pollen and the like blown across from the Red Weeds.
    Flidder-spawn (4d4) [AL C, MV 120' (60'), AC 6, HD 1+1 (ave. 4 hp each), #AT 1, DG 1d4 (special), SV F1, ML 10. Special: These immature spawnlings can inflict an involuntary Phaseshift on one target once per day, if they all work together. They will use this ability to remove the most obvious threat, once attacked, then they will attempt to flee, half going through the Weak Point, the rest scattering.]
  6. Something is moving under the leaf-litter. These Ferropedes have been stalking you for the last little bit. You'd best attend to them, one way or another, before they attack. They may not be especially good at stalking prey, they are very tough, very nasty things.
    Lesser Ferropedes (3d4) [AL N, MV 90' (30'), AC 5, HD 2 (12 hp each), #AT 1 (bite), DG 1d4 + poison (Save or become seriously ill for next 6 days, and can only move at half normal rate, with no other physical activity possible.) The dark, swirly chitin of these insects contains a form of allotropic iron that may or may not be workable. If anyone knows how to use the stuff, it would be a Morlock armorer.]
  7. The ground gives way. Those failing a DEX check or Save slide 3d6 feet down a muddy incline obscured by red leaves. You find yourself at the very rim of a most precipitous drop. Some sort of pit extending more than 30' and more than half-filled with rusty, oily-looking water that doesn't quite obscure a mid-sized Corpuscular Sludge that is trapped down there.
    Corpuscular Sludge (1) [AL N, MV 3', AC 6, HD 3 (12 hp), #AT 1, DG (Special), SV F3, ML 3. Special: On a successful attack the victim must make a Save or become infected with the creature's terrible blood-borne toxins. A second Save is then attempted, success means that the victim is incapacitated with a raging fever for the next 3d6 hours and they suffer the loss of 1 point of STR for the next 3 weeks. Failing this Save results in the victim losing 1 point of STR every hour until either they reach zero and die or the infection is halted or removed by medicine, potions, or other curatives. Each hour, before losing the point of STR, the victim is entitled to roll another Save. If they succeed they can lose one point of STR permanently and be cured, or they can fight the infection, retain the point of STR and have to endure another full hour of debilitating fever followed by another Save/potential STR loss.]
  8. (1d4) Wretches slashing and burning their way through the Red Weeds. They are looking for a fight.
    Wretches (2d6) [AL C, MV 90' (30'), AC 3 (Chain-mail and Shield), HD 4+4 (Regenerate 1 hp/3 turns unless burned), #AT 1, DG 1d6+3 (Broadswords or Battle-Axes, gain bonus for 18 STR), SV F6, ML 9 (3 if confronted with fire). Special: These Wretches have deserted Bairini's Big Top, several of them still carry tickets, tokens, or other small items from the Circus. Each one you return to the Ringmaster might be worth a small consideration.]
  9. A small herd of Graylings snuffling and digging about for tasty roots. One in four has a serrated spade, the rest use their tiny hands to pluck forth the bulging tubers that grow parasitically at certain junctures of the root-system of the Red Weeds.
    Graylings (3d4) [AL C, MV 30', AC 9, HD 1d4 hp, #AT 1, DG 1d2 or 1d4 (spade), SV T1, ML 3.]
  10. (3d12) Recently hatched Flutter Worms are crawling about the leaf-litter. Their tiny membranous winglets have not fully formed in some cases, in others their winglets appear to be missing. Something has affected them, causing these birth defects. But what could it be?
    Flutter Worms (3d12) [AL N, MV 10' (60'*), AC 9, HD (1d4 hp each), #AT 1, DG 1 hp (blood drain), SV MU 1, ML 4. Special: Each worm 'flutters' (a limited form of Blink), 1d6' in a random direction every few minutes.]
  11. The bloody remnants of a Bruthem. From all appearances the clumsy brute blundered into the Red Weeds while wounded. The Red Weeds have grown through the carcass. The bones gleam wetly from behind a veil of twisted creepers, tendrils and fronds. The hide looks to have been carefully removed in sections.
  12. (3d4) Murkim stalking a tusker-bear cub that they claim is theirs. They accidentally released the newly-acquired Tusker-Bear cub from its cage while looting the camp of a travelling menagerie that was ambushed by a band of heavily-armed Wretches as it was returning to the Big Top. The Murkim are duly spooked and are moving at maximum stealth. They will attempt to arrange for the Wretches to run afoul of others, so they can continue their search for the missing cub.
    Murkim (2d4) [AL N, MV 90' (30'), AC 6 (Disc-Mail cut from specially-cured stalks of ancient fungi), HD 2 (8 hp each), #AT 1, DG 1d6+poison (Short bows and short swords), SV F2, ML 9. Special: Murkim weapons are infested with fungal spores, all wounds inflicted require a Save or the victim suffers infection, most commonly a delirious fever for 1d4 hours, followed by 1d4 days of unpleasant dysentery and half movement, though they can fight at a -1 to hit penalty.]
  13. A cluster of Shrieking White Moths were surprised by your almost stepping on them. They scream madly for 1d4 turns, then fly off to go perch somewhere less traveled. If provoked, they will certainly attack.
    Shrieking White Moths (2d4) [AL C, MV 60' (20'), AC 6 (small shields), HD 2+1 (12 each), #AT 1 (Shriek or Weapon), DG Save or Stunned for 1d4 turns or 1d4+1 (javelin), SV T2, ML 7. Special: Examining these moths reveals disturbing things, like their very human-like hands, and yes, they bleed red and are warm-blooded.]
  14. Heavy iron nails have been driven into the denser, larger stalks and stems of the Red Weeds, each one anchors a chain sunk into the writhing, cursing, madly babbling Blatherer that some apprentice named Frenidall has oh so rudely and crudely left behind, after summoning the thing to serve as a familiar in the first place. Anyone coming within 100' of the constantly kvetching and complaining Blatherer will need to beware the almost constant Wandering Monster checks. If the Blatherer notices them (and they do this without eyes), the creature will holler, yell, and call out for help until it receives succor or grows tired and takes a break from its tirades for 1d4 turns before launching into a scathing analysis of all the shortcomings and failures of everyone who has passed it by and opted to leave it here.
    Blatherer (1) [AL C, MV 120' (90'), AC 9, HD 3 (20 hp), #AT 1, DG 1d4/turn, SV F2, ML 12. Special: Their only real attack is the constant babble and chatter that they create, an unholy racket that gnaws away at a person's brain, mind and soul until at last they either expire or go stark raving mad. In desperation they can bite for 1d4, once. They'll stop after the first bite as it interferes with their preferred onslaught of verbal harangues.]
  15. An especially argumentative group of Tsalalian Refugees have gotten themselves lost. They are very loudly blaming one another for their current predicament. They were hunting after carnivorous black penguins. Now they'd be happy to find their way back to the shanty town they call home.
    Tsalalian Penguin-Hunters (3d4) [AL C, MV 120' (40'), AC 5 (Cheap Splint-Mail), #AT 1, DG 1d6 (Barbed-Spears of Seal-Clubs), SV F2, ML 5. Special: Cast Confusion once per day, per HD.]
  16. A pair of Morlock Weed-workers gathering choice leaves, shoots, tendrils and other parts of the Red Weed to use in their crafting for armor, weapons and other items. The old master is limping. They were accosted by a gang of Feral Children who may still be following them. They would like to parley. Perhaps you might see your way clear to help them get back to their cellar door? The apprentice offers you a Pruztian Five-Pence piece.
    Morlock Weed-Worker (1) [AL N, MV 90' (30'), AC 4 (Untermail), HD 6 (45 hp), #AT 1, DG 1d4x3 (Modified Bec-de-corbin), SV T6, ML 9. Special: Lurk in Shadows, Move Silently, Climb as Thief of level equal to HD.]

    Morlock Apprentice (1) [AL N, MV  90' (30'), AC 6 (Square-Scale Mail), HD 2 (8 hp), #AT 1, DG 1d6 (Axe or Pry-bar), SV T2, ML 9. Special: Lurk in Shadows, Move Silently, Climb as Thief of level equal to HD.]
  17. A Gloomswallow lurks in the deeper violet shadows, whispering softly for its mate.
    Gloomswallow (1) [AL C, MV 90' (30'), AC 7, HD 3+3, #AT 1, DG (Special), SV F4, ML 11. Special: Should the Gloomswallow's tentacles hit their target, the victim must make a Save or have the tentacles infiltrate their flesh and begin to drain away their emotions. It generally takes only 1 turn per level/hit die of the victim to drain it of all emotion. This effect will persist each day that the victim fails a Save. Each day of being devoid of emotion there is a cumulative -1 penalty to the Save. Those victims who fail more than four such Saves are rendered permanently emotionless, requiring them to re-roll their WIS with a -2 penalty, and re-roll their INT on 4D6 with a +1 bonus (discarding the lowest roll), and they become cold, calculating, logical and rational to an extreme--and utterly devoid of all emotion, warmth or affect. Also, the Gloomswallow can cast the following spells: Passwall, True Seeing, Discern Emotion, Locate Dreamer, and ESP at will. Most can also cast Shadow Theft, as well as 1d4 random spells, usually those of an Oneiric, Umbral or Ectoplasmic nature. See more at the Gloomswallow entry.]
  18. Run-away Tusker-Bear Cub. Very confused and scared. It was taught several tricks by its master, including riding a unicycle. None of that seems to be much use.
    Tusker-Bear Cub (1) [AL N, MV 90' (30'), AC 6, HD 2 (11 hp), #AT 3 (claw/claw/bite or tusk-gore), DG 1d3/1d3/1d4, SV T2, ML 4. Special: The cub has the basic idea of how to wield a sword, but isn't fully trained as yet. If it gets the opportunity, it will attempt to pick-up a sword and use it in its defense.]
  19. Rats. Lots of fat, sleek, well-fed rats. They would just as soon ignore you, but will attack if provoked.
    Fat Rats (5d10) [AL N, MV 60' (20'), AC 9, HD 1 hp, #AT 1, DG 1d6+Disease, SV Zero-Level Human, ML 5. Special: If damaged, the rats bleed a thick, metallic-red material more like grease than normal blood. Some strange side-effect brought about by eating a lot of Red Weeds, no doubt.]
  20. A large Unseen Beast is contentedly grazing on the Red Weeds. Until you showed up. Now it's a might peeved. Especially now that you've gotten between it and its young.
    Unseen Mother-Beast (1) [AL N, MV 120' (40'), AC 4, HD 6 (39 hp), #AT 1, DG 2d6 (30% chance of additional 1d6 with Trample), SV F6, ML n/a -- The Mother-Beast will continue to attack until it feels that its young are safe, in this frenzied state she will continue to fight even after reaching -20 hp. Special: Invisible.]

    Unseen Young (1d4) [AL C, MV 60' (20'), AC 4, HD 2 (12 each), #AT 1, DG 1d4 (10% chance to Trample for additional 1d4), SV F2, ML 12 (Oblivious, unless Mother is grunting in warning then 3). Special: Invisible.]

You may also find the Random Swarms Table handy.

Saturday, November 30, 2013

Pruztian Five-Pence Piece (Wermspittle)


Blood, iron and compressed Red Weeds are all used in the manufacture of these coins. They carry a lingering, bitter taste that only a fool would ascribe to the strange crimson metal filaments derived from the noxious Red Weed alone. The iron is said to have been harvested from battlefields, but that may be a bit of poetic license. The sort soldiers are most susceptible to, and that the better officers tend to ignore. The blood has to come from somewhere, of course, but no one really knows whose it is that gets used. It's enough, for most, to know that somewhere, somehow, some one bled over these coins as they were minted. The fear, pain and suffering imprinted upon each coin is faintly palpable, even in broad daylight. Or so goes the idle talk of war-wounded veterans and deserters, and others.

Brutal in its clean lines and efficient design, the Five-Pence piece carries none of the usual trivial and redundant markings of lesser coinage. No extraneous stampings or frilly, pointless imprints. No denomination is noted as none is needed. The only decoration, aside from a slight beveling of the edges, is the impression of a single eye gazing sullenly -- or perhaps somberly? -- from the center of what is presumed to be the front or face of the coin. This image is seared into the coin by a process involving Black Smoke and is completely indelible. Old soldiers claim it is the same process used in preparing the rubberized-leather Trench-Armor issued to the front line troops at Kalinigrav. Seeing as the process is considered a State Secret in Pruztia, no one knows if this is true or not. The soldiers don't much care.

Scratch it all you want, you cannot remove or deface that Eye that continually stares at you, considering, calculating, judging. The Eye depicted on the face of the Five-Pence has intrigued numismatists and scholars ever since it first appeared less than a decade ago. Whether it is meant to be the sign of some deity, Sorrow or Fate or Necessity Herself perhaps, or some representation of a more worldly power such as the Archduke, or perhaps the Hierarch if you listen to the muttered imprecations of the downtrodden refugees fleeing the out-lying Pruztian territories, no one really knows for certain. Ever since the assassination of the Minister of the Treasury there have been no new coins minted and no answers forthcoming from Pruztia in regards to such idle speculation.

Each Five-Pence carried into battle absorbs a tiny bit of the fear and pain experienced in battle. Exposed to enough such impressions, a single coin will sometimes take on a very rigid, mightily proper Pruztian attitude and bolster the courage of the one carrying it, granting them a +1 on their Saves versus Fear and related effects. Some coins, it is alleged, have seen so much bloodshed and misery in the field that they make those who carry them practically fearless. Such coins are indeed much sought after by many diverse hands...


Friday, November 22, 2013

Things Found on a Morlock Tool-Belt (Random Table)

A
 sudden thought came into my head as I stooped towards the portal. For once, at least, I grasped the mental operations of the Morlocks. Suppressing a strong inclination to laugh, I stepped through the bronze frame and up to the Time Machine. I was surprised to find it had been carefully oiled and cleaned. I have suspected since that the Morlocks had even partially taken it to pieces while trying in their dim way to grasp its purpose....
The Time Machine, by H.G. Wells

A Morlock Tool-Belt usually comes in one of three varieties, though sometimes they are empty. The tools and things found on an Apprentice's belt will be significantly lower quality than those on a Journeyman's, and a Master's belt will typically yield the best-quality tools.
  1. Empty. It is a nice belt, though...
  2. Apprentice (Roll 1d4 times. Each item has a 30% chance of still being useful.)
  3. Journey-man (Roll 2d4 times, or roll 1d4 times and double the quantities of each item. These items have a 60% chance to be useful or intact.)
  4. Master (Roll 1d6 times. Each of these items all have a 80% chance to be in perfect working order.)

Things Found on a Morlock's Tool-Belt...
  1. Yellow-metal pry-bar. Makes a decent mace in a pinch.
  2. Ear-Plugs. Protect against loud noises, vocal effects (+2 on Saves).
  3. Rusty bone-saw, with three replacement blades.
  4. Three varieties of pliers. One in particular matted with hair and blood.
  5. Scalping-shears. Recently cleaned.
  6. Titanium-alloy ice-pick. Equal to a +1 to hit, normal damage stabby-knife.
  7. Self-adjusting spanner.
  8. Pack of adjustable grommets.
  9. Forty-seven human teeth.
  10. 2d4 tubes of binary epoxy. Half blue, half red. When mixed, they form a purple glob that quickly hardens into a hard, waterproof seal.
  11. Bronze-alloy hammer (non-sparking).
  12. (6d6) Black foil ties. Once twisted they won't come free, unless you know to tap the tip three times.
  13. One-foot wide roll of thin green metal film. Unrolls out to 100', goes rigid when tapped on edge. Re-rolls to whichever end gets triple-tapped first. Can hold up to 4,000 pounds without buckling.
  14. Pack of 3d6 ultra-absorbent rags.
  15. Air-tight can of hand-cleanser.
  16. Tongs. Handle locks if you know how to twist the grips. Especially if you don't.
  17. Inert dull red cylinder. Completely harmless unless broken open or exposed to open flames, then there is a  40% chance they'll explode, inflicting 3d6 damage on everyone in a 20' radius.
  18. Water-purification filter-tube. Use like a straw.
  19. Utility knife. 3d6 replacement blades in handle. Does 1d4+2 damage.
  20. Telescoping yellow-metal blow-gun, with a packet of 3d6 poisoned darts.
  21. Red Lamp. Emits warm red light that does not interfere with infra/dark vision. Has a 30' radius, unless you squeeze it twice, then it sines in one direction to a distance of 300'.
  22. Nose-plugs.
  23. Cardboard box of borax.
  24. Waxed-paper pouch of dried jerky.
  25. (3d4) delicately-carved small-animal vertebrae. Make nice dice.
  26. Squeegee.
  27. Emergency spray-bulb. Squirts water over a 10' radius in case of exposure to Black Smoke, etc.
  28. One-handed pick-axe.
  29. Small pack of very fine tools. Could be adapted to serve as Thieve's picks.
  30. 5d100 washers in a variety of sizes.
  31. Blunt mercury-filled hollow hammer and 1d4 cold chisels. (Hammer does +1 damage, but has a -1 penalty unless wielder is used to the shifting weight.)
  32. Pouch of 5d20 rivets.
  33. Filet knife. (+1 on damage.)
  34. Stylus that separates or seals most metals depending on direction it is drawn. Completely harmless to living tissues.
  35. (4d6) random crystals.
  36. Black disk with a luminous needle suspended in center. The needle glows faintly in a different color to indicate direction of nearest Ley-lines, magnetic fields, poison gas pockets, Weak-Points, and other phenomena. Used to hang on a lanyard, but that's gone now.
  37. Climbing axe. The haft unfolds into a tripod with a pulley system attached at the center.
  38. Palm-sized black mirror. Reflection is emitted in the infrared.
  39. Sack of random fish-bones.
  40. Sewing Kit.
  41. Malfunctioning Mucoid blood-transfusion mechanism.
  42. Pack of 3d4 blades for a hack-saw.
  43. Small tin of snuff.
  44. Horn-working kit. Comes with folded brochure that displays steps in shaping a lanthorn from animal horns. Last one-third of back page is missing, but at least you can still see the diagrams through the bloodstains.
  45. Empty metal cylinder.
  46. Duct tape. Of course.
  47. Three mis-matched wrenches, each one from an entirely different set.
  48. Galvanic torch. Has very limited range, but could inflict 3d4 damage if used in a fight.
  49. Blue rod wrapped in grayish foil. Emits Darkness in a 30' radius if uncovered.
  50. Climbing Winch, self-rewinding, excretes up to 500' of translucent hair-fine silk-line with a tensile strength able to hold 6,000 pounds dead weight.
  51. Rebreather mask. Allows wearer to breathe underwater for up to two continuous hours at a time. Requires ten minutes to recharge/clear after every 30 minutes of use.
  52. Screwdriver; the tip automatically adjusts to fit.
  53. Cold Cutter; narrow blade of white metal that maintains a very low temperature while cutting through dense materials.
  54. Very nice bone-carving and skrimshaw kit.
  55. (3d4) Slug-Repellent Salt-spikes. Inflict 3d4 to slugs, snails, etc.
  56. Heavily-creased cheat-sheet showing detailed sketches of various highly poisonous fungi.
  57. Gloves made from what appears to be cat-hides, with the fur turned inside.
  58. Slick black poncho-with-hood. Stinks like filthy penguin-hide.
  59. Leather-working kit. With three additional tools you don't immediately recognize.
  60. Twist the handle it's a hammer, twist again and it's a hatchet. Some versions have more options.
  61. (1d4) Eloi Memory-Rings. Wiped, ready to be reformatted and reloaded. 
  62. Socket-set in it's own, water-proof case.
  63. White card covered with flowing script and small image, possibly of the former owner of the belt.
  64. Black cylinder, precisely 3" tall, 2" diameter. Extends out to a highly rigid ten-foot pole when properly triggered.
  65. Rat skull fetish adorned with cracked bearings and burnt wire.
  66. Goggles. Lens-housings twist, clockwise enlarges things, counter-clockwise shrinks them down. Not sure what the squiggly green hieroglyphs are all about.
  67. Scraping tools. No good as weapons; too flexible.
  68. Machete. Twist the dial on the handle and it becomes a shovel, rake or grappling hook.
  69. Plumb bob with 600' of thin cord that glows faintly in the dark.
  70. Spool of metal wire.
  71. Small can of reddish lubricating oil. Leaks a little.
  72. Empty leather sheath.
  73. Small black wallet, unfastens into a complete clockwork tool-kit.
  74. Flensing knife. Could make a good potato-peeler.
  75. Medium-sized hand-drill with 3d6 bits.
  76. Hacksaw. No blades.
  77. Fine-mesh gloves, resist extreme heat or cold, acid and alkali.
  78. Grooming kit. Never used.
  79. (2d4) Replacement lenses for something that uses 3" diameter convex lenses made from some clear blue material that isn't glass.
  80. Shop Steward Pouch. Contains 3d10 complaints, grievances and time-off requests, all written out in sloppy swirly black curlique-script. Might contain a hidden pocket for bribes.
  81. Folding spade.
  82. 23 assorted gaskets and a hand-drill with no bits.
  83. Random repair manual. Saturated in oil or some other, indeterminate nastiness, and thus unreadable.
  84. (2d4) Brass tokens from some carnival.
  85. Trowel. When activated, it molds concrete like thick butter for 1d4 turns before going inert.
  86. Assorted files and rasps.
  87. Metal polish and rags. (Poison: Save or suffer intense vomiting for 1d4 minutes.)
  88. Chitin-working tool-set, including an expensive-looking burnisher.
  89. Three disparate clamps, one without the bottom pad.
  90. Pruner and trimmers used for tending fungi-gardens.
  91. (2d6) Cracked ceramic magnets. Half of them burned or scorched. None of them very magnetic anymore.
  92. Some kind of gauge mounted on a stubby stick. Maybe it isn't working any more.
  93. (2d4) Random machine-parts. Most are still greasy, having been recently removed from some apparatus.
  94. White cylinder. When activated, it provides clean breathable air for up to 4 hours, slowly turning black as it releases the gasses bound within it. Will not work underwater.
  95. Wire-cutters.
  96. Folding steel yard-stick. Last two sections rusted shut.
  97. Level. Middle section cracked and oozing green fluid.
  98. An assortment of small springs of various lengths and strengths packed into a paper bag and stuffed into one of the pockets of the belt's main pouch. Underneath is a dull pencil.
  99. (6d4) Sheets of varying grades of sandpaper, (1d4) wads of steel wool, and a hand-carved block of dried fungus slotted and pinned to serve as a make-shift sanding-block.
  100. Three drill-chucks, a dozen drill-bits, two spare handles, but no drill.

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.