Showing posts with label Black Ziggurat. Show all posts
Showing posts with label Black Ziggurat. Show all posts

Sunday, April 22, 2012

Table: Writhing Masses & Worse (Jalamere)

This is a continuation of what we began in the previous series of Black Ziggurat of Jalamere posts. 

[Get the free Swords & Wizardry (White Box) rules: http://www.swordsandwizardry.com/whitebox.htm] 


Writhing Masses & Worse
  1. Alkaline Ooze (1): HD 3, HP 16, AC 8[11], Atk 1 strike; Move 1, Save 16, HDE/XP5/240; Special: Immune to Heat, Cold, Spells, Stone, takes half-damage from metal, takes double damage from wood--item then bursts into flames.
  2. Crepuscular Crud (1):  HD 4; HP 30; AC 5[14]; Atk 1 Toxic Pseudopod; Move 2; Save 16; HDE/XP 6/400. Slow moving phlegm-like mass that drips a rancid-smelling lard-like venom. Save or be incapacitated with explosive dysentery for the next 1d4 minutes.
  3. Orb Cluster (1): HD 5; HP 26; AC 5[14]; Atk 1(see post but use only one); Move 3; Save 15; HDE/XP 6/400.
  4. Writhing Mass (Type II): 1d4 bulbous, pulsating pustule-like conglomerations of what appears to be disparate types of acne-pocked flesh that roll and flop along the ground like blind slugs, always seeking any living thing smaller than itself that it can enfold, crush and absorb.
  5. Raging Blob: 3,000 pounds of succulent gristle and sweet-smelling skin rougher than an elephant's rump comes rolling and tumbling down the nearest slope right at the party. If the blob can catch anyone on the roll, it will extrude tentacles and attempt to grapple with them, otherwise it will come to a stop close to the main cluster of the group and strike out at as many victims as it can reach at once. If a tentacle ensnares a victim (60%) it will attempt to reel them in towards a freshly opened mouth. If the tentacle pierces the victim, it will spew a larval froth into the wound and then rip the harpoon-like member free of the victim's flesh, doing double damage. Anyone 'frothed' by the Blob will need to make a Save or fall into a coma as their body transforms into a micro-blob producing factory...[Raging Blob Labyrinth Lord stats (+Paper Mini)]
  6. Starlit Mire (1): HD 3, HP 16, AC 8[11], Atk 1 Emanation of the Void; Move 0, Save 14, HDE/XP 5/240; Special: Anyone stepping into an area within a 30' radius of the Starlit Mire must Save or be exposed to the flesh-blasting cold of deep space. Should anyone be enveloped by the Mire for longer than 5 minutes, their corpse will be randomly teleported across space and time and lost forever.
  7. Rampant Flesh (1d4); HD 4; HP 30; AC 5[14]; Atk 2 Bulgy Pseudopods; Move 6; Save 16; HDE/XP 6/400. Autonomous masses of living flesh that crawl about bonelessly and malevolently across the sands looking for things to eat.
  8. Gelatinous Oblong (1): HD 3, HP 16, AC 8[11], Atk 1 Engulf; Move 6, Save 14, HDE/XP 5/240; Special: Dissolves all angular objects on a failed Save.
  9. You can hear the high-pitched call of someone screaming 'Tekeli Li! Tekeli Li!' out on the perimeter.
  10. A boulder-sized gobbet of reanimated giant-flesh. It quivers and jiggles threateningly in your direction. It has HP 43, but otherwise is unremarkable, aside from the odor of decay which will certainly attract wandering monsters. Anyone (or anything) attempting to consume this wretchedly rancid flesh has to make a Save against Death Magic or become a rotting zombie. Keep in mind that these zombies start out living, then rise again with +2 HD as enlarged undead zombies if they are killed. Those specimens that are dismembered form swarms of reanimated rotting body parts.
Jalamere Index

Sunday, March 18, 2012

Jalamere: Encounters Within a 1 Mile Radius of the Black Ziggurat

This is a continuation of what we began in the previous Black Ziggurat of Jalamere post. We want to thank Blair of Planet Algol for his feed-back, encouragement and the contribution of a couple of entries to further flesh out the special encounters that might take place in the area surrounding this version of the Black Ziggurat.


[Get the free Swords & Wizardry (White Box) rules: http://www.swordsandwizardry.com/whitebox.htm]


Encounters Within 1 Mile of the Black Ziggurat
  1. Masked Watchers: 2d6 black robed and masked figures appear in the distance; waver like mirages; disappear in seconds although one PC may hear strange whispers on the wind. (From Blair of Planet Algol.) 
  2. Menticore: (1d2): HD 6+4; HP 32; AC 4[15]; Atk 1 Claw, Bite or Psychotropic Tail-spikes; Move 12/8 (flies); Save 13; HDE/XP 8/800; Special: Flight and Psychotropic Tail-spikes. (Menticore starts with 24 spikes and can hurl up to six spikes per attack to a maximum range of 180 feet.) Anyone struck by one of the Menticore's Psychotropic Tail-Spikes must make a Save or be disoriented for 1d4 minutes by a strobing light show only they can see. The Spikes are worth 2d100 GP in the right places.
  3. Seething Seepage: (1): HD 4; HP 26; AC 8[11]; Atk 1 Corrosive Saturation; Move 3; Save 15; HDE/XP 5/240; Special: Remains unseen as it lurks beneath debris and sand, waiting for victims to walk over its body, then it rears up and attempts to form a gelatinous crater or bowl from its own flesh that it fills with a potent, corrosive stew of digestive juices. It takes less than 3 minutes for the 'bowl' to fill to capacity. The juices destroy leather, corrode metals, and discolor flesh that survives the attack to a grotesque mottled green and yellow that is easily recognized as the 'mark of the lurker.'
  4. Tumbling Cube: A huge stone block rolls past in the distance (3d6 miles out). It is nearly a mile across on each surface and it is headed away from the Black Ziggurat.
  5. Petrocloptrian: 1d4 hovering telepathic alien beings who wield seven melee weapons at a time using a form of close-quarters telekinesis. They are hunting Bandersnatches and arrogantly disdain having any interactions with humans whom they see as coarse, vulgar and uninteresting. This is probably a good thing though, as the Petrocloptrians tend to hunt anything that they think is interesting in order to mount it upon the walls of their orbital estates. [Petrocloptrian S&W (White Box) stats] [Petrocloptrian Labyrinth Lord stats]
  6. Glyph Block: Random PC trips over or stubs toe (save or take 1 pt. damage) on corner of corroded basalt tablet/block embedded in sand. Examination reveals glyphs worn away into illegibility but sinister in form. May be worth 1d100 gp to the right buyer but doubles chance of nocturnal random encounters while in possession. (From Blair of Planet Algol.)
  7. Naked Lizard Shaman: A laid-back, even kind of sluggish and scaly spell caster out in the middle of nowhere looking for some of those Aerial Jelly-fish that they've heard are to be found in these parts. Anyone pointing them in the right direction receives a fizzly green potion that will heal 3d4 damage, even if you haven't been hurt yet. The effect will persist for as long as it takes to use-up the liquid goodwill of the potion.
  8. Twitching Corpses, every one of them someone the characters have killed either directly or indirectly, parade before the party. Each corpse stares at those whom it holds responsible for its terrible fate. They are all now the possessions of a terrible otherplanar being that has taken a decidedly unhealthy and clearly malevolent interest in the party... 
  9. Pool of Molten Green Glass: Extremely hot and bothered, this malevolent fluid will attempt to lure the curious into coming within reach of its pseudopods (about 10-12'). It inflicts 2d4 damage.
  10. 400 stunned carp fall from the sky. Most are still alive. For now.
  11. (2d8) Three-Toed Mutants:  HD 4; HP 20; AC 4[15]; Atk 1 Fork or Claw; Move 4; Save 11; HDE/XP 6/600; Special: 1 in 8 has an additional Eye-Beam weapon.  Each stands fully seven feet tall and wields a wickedly barbed stabby-fork. Their middle toes are tipped with a vicious, hooked claw which they will use in close-quarters. Only one of them has a tail and the rest make fun of him because of it.
  12. Slime Fall: Bilious green clouds roll in from the North and begin to drizzle green slime over everything. The slime evaporates, leaving a foul-smelling crust after about an hour. It tastes like licorice, but will cause dysentery if eaten.
  13. Blue Light: A glaring, sizzling blue radiance erupts from the ground itself. The effect blinds everyone within 300' for the next 2d10 minutes.
  14. (2d12) Camels are tethered to low-lying clumps of cacti and thorn-wood. They don't seem particularly concerned about much of anything.
  15. (1d6) dead bodies of previous adventurers, all of them stripped of their possessions and tossed into the brush to feed scavengers. (Base Chance of 10% that there is a minor magical ring or some such to be found by investigating the bodies, but that will incur at least one, if not more, wandering monster checks.)
  16. Iron Golem with +1 bassoon. It was kicked out its marching band and is looking for a new gig. Unfortunately the thing is completely tone-deaf.
  17. A blue-haired dwarf in besmirched chain-mail stands up to its waist in dead rat-headed monkey-things. Their eyes are wide and staring and unresponsive. He still chops and hacks the air with his twin hand-axes as tough the creatures are still coming after him.
  18. (1d4) Drilg surround a fallen comrade who is complaining of stomach pains. The fallen one is no longer their friend and ally, but has been entirely consumed from within by an intelligent 6 HD Black Pudding.
  19. (3d6) Serpent Men are looking for volunteers for their most recent series of experiments exploring the capacity of lower-order mammals to perceive trans-temporal tonalities under the influence of modulated electrical stimulation.
  20. Roll twice on any of the previous tables, or a stampede of (6d100) Titanotherium rumble through the immediate area. Roll three Saves to avoid getting stomped or run over. Player's Choice.

Sunday, February 26, 2012

Jalamere: Encounters Within a 10 Mile Radius of the Black Ziggurat

This is a continuation of what we began in the previous Black Ziggurat of Jalamere post. We want to thank Blair of Planet Algol for his feed-back, encouragement and the contribution of a couple of entries to further flesh out the special encounters that might take place in the area surrounding this version of the Black Ziggurat.

[Get the free Swords & Wizardry (White Box) rules: http://www.swordsandwizardry.com/whitebox.htm]


Encounters Within a 10 Mile Radius of the Black Ziggurat
  1. Spatter Moths: 3d6 fluttering moths alight upon one randomly selected victim, taking 1d4 rounds to finally settle into place. They emanate a feeling of calm and peace and trust. Then they explode, covering the victim with a viscous, radioactive sludge that will provoke a CON check or Save to avoid incurring some minor, insectile mutation.
  2. Cuneiform Tablet: Stained, pitted and chipped, but still legible...if you know this particularly rare, even extinct form of pre-human cuneiform made up of spiral impressions of ammonite shells that were pressed into the raw clay to form cyclic patterns. The Tablet is worth hundreds of gold to a linguist, sage or scholar and it only weighs about 20 pounds, so it could be carried out of here. However, anyone falling asleep near this thing will find themself dreaming of Malevolent Monoliths that will begin to hunt them down in their dreams for 2d4 nights, after which time the Malevolent Monoliths will begin to hunt the dreamer(s) down in the physical realm, taking 1d4 nights to reach them.
  3. Transparent Humanoid Corpse: Only their bones are visible and their head is missing.
  4. Writhing Mass (Type II): 1d4 bulbous, pulsating pustule-like conglomerations of what appears to be disparate types of acne-pocked flesh that roll and flop along the ground like blind slugs, always seeking any living thing smaller than itself that it can enfold, crush and absorb.
  5. Poisonous Purple Radiance: Glimmering purple effulgences corruscate and perambulate across the rocky wasteland, teasing the edges of every surface like some weird sort of foxfire that leaves small droplets of dew condensing behind upon any and everything it touches. The dew is poisonous. Save or go blind.
  6. Old Shoggoth: 1 very old, very large Shoggoth is seen slithering along in the far distance. It seems to be ignoring you. For now. Faint cries of Tekeli Li! in the course of the next 2d4 nights make it all but impossible to sleep. But then the thing seems to disappear. Maybe it has gone away for good?
  7. Arachnocacti: 2d8 eight-limbed cactus-spider hybrids wait patiently for someone to come within reach of their grasping claws or venomous maws. Each Arachnocacti can spray a mass of prickly webbing equivalent to a Web spell up to 4 times a day, and anyone caught in these webs takes 1d4 points of damage per round that they attempt to move...or are moved about, like say if they were grasped and picked-up by the creature's claws and dragged towards the slavering fly-trap-like central fang-rimmed maw. The only good thing about these creatures is that they tend to be rooted and it takes them 4d6 turns to extricate themselves from the rocky soil before they can follow any prey that manages to get away. Oh, and their flesh is super-saturated with clean, pure water, so if you kill one, you can replenish your canteens and water-skins.
  8. Rulak: 1d4 creepy fungal things come slithering through the shimmering air with bad intent. (as detailed for Labyrinth Lord HERE)
  9. Masked Watchers: 2d6 black robed and masked figures appear in the distance; waver like mirages; disappear in seconds although one PC may hear strange whispers on the wind. (From Blair of Planet Algol.)
  10. Raging Blob: 3,000 pounds of succulent gristle and sweet-smelling skin rougher than an elephant's rump comes rolling and tumbling down the nearest slope right at the party. If the blob can catch anyone on the roll, it will extrude tentacles and attempt to grapple with them, otherwise it will come to a stop as close to the main cluster of the group and strike out at as many victims as it can reach at once. If a tentacle ensnares a victim (60%) it will attempt to reel them in towards a freshly opened mouth. If the tentacle pierces the victim, it will spew a larval froth into the wound and then rip the harpoon-like member free of their flesh, doing double damage. Anyone 'frothed' by the Blob will need to make a Save or fall into a coma as their body transforms into a micro-blob producing factory...[Raging Blob Labyrinth Lord stats (+Paper Mini)]
  11. Spine Thieves: 3d4 eel-faced hominids clad in woven plastic armor and armed with either shock prods or burn-sticks slither quietly out of the shadows and attempt to subdue one or more stragglers or other likely-looking victims. They will render their target insensible, fetter them with quickloops and plastic manacles, then begin to extract the spine. It is very unlikely that a natural vertebrate will survive this process. If the PCs kill all of the Spine Thieves they will discover 2d4 spines preserved in durable sacs of translucent green fluid and 1d4 Cerebracrystals.
  12. Glyph Block: Random PC trips over or stubs toe (save or take 1 pt. damage) on corner of corroded basalt tablet/block embedded in sand. Examination reveals glyphs worn away into illegibility but sinister in form. May be worth 1d100 gp to the right buyer but doubles chance of nocturnal random encounters while in possession. (From Blair of Planet Algol.)
  13. Hovering Blue Pentazoid: 1d12 fractured poly-planar crystal formations that cut across 1d30 planar layers, creating conditions conducive for a roll or three on the Damned Things Tables every hour spent within ten miles of this spot. The Pentazoids are hyper-intelligent and with a little luck and a good Charisma reaction roll, they might teach a variant form of such spells as Contact Other Plane, Commune with Pentazoid, or Poly-Axial Realignment...but the Pentazoids will demand a grim price for this knowledge...
  14. Petrocloptrian: 1d4 hovering telepathic alien beings who wield seven melee weapons at a time using a form of close-quarters telekinesis. They are hunting Bandersnatches and arrogantly disdain having any interactions with humans whom they see as coarse, vulgar and uninteresting. This is probably a good thing though, as the Petrocloptrians tend to hunt anything that they think is interesting in order to mount it upon the walls of their orbital estates. [Petrocloptrian S&W (White Box) stats] [Petrocloptrian Labyrinth Lord stats]
  15. Aerial Jellyfish Swarm: 2d100 small but hyper-poisonous gelatinous sacs of living fluid flutter and squirm through the air, each one dangling a multitude of tiny thread-like tendrils that will sting anyone who comes into contact with them for 3d4 damage plus an immediate Save at -2 or suffer terrifying hallucinatory nightmares for 3d6 hours. Lizard-shamen often dance naked in the midst of these things in order to receive visions. Those that don't die are considered profoundly accomplished dreamers.
  16. Malevolent Monoliths: 1d4 cyclopean slabs of intricately carved basalt that loom menacingly from their randomly sloping positions within the sand. If the Cuneiform Tablet (2) is present, the Monoliths will awaken and attack everyone in the immediate vicinity, beginning with Rays of Petrification and using Rock to Mud to convert the terrain to a gooey, sticky mess that will hamper their victim's ability to move.
  17. Smoldering Lump of Radioactive Glass: Anyone approaching within a mile of this thing begins to make Saves of suffer increasingly negative radiation effects. Eventually a rise in the surrounding landscape will reveal the still-steaming shard of greenish glass sitting prettily at the very center of a crater that could well be over a mile in diameter...
  18. Insectoid Cadaver: The scattered and defiled remains of 1d6 dismembered insectoids litter the immediate vicinity. There is a base 50% chance that these are Flytaur Type I Drone-Soldiers. [Flytaur Type I Labyrinth Lord Stats] [Flytaur Type I S&W (White Box) stats]
  19. Pernicious Polyp: 1d6 black and tumorous masses of boils, bubbles and larva-like flesh, each one with a different configuration of eyes, mouths, feelers and tentacles circle around the PCs just out of range of any spell or fire-arms they might have. The Polyps will observe the party for 3d4 turns and then either attack in force if the group appears weaker than the Polyps, or else they'll leave. Wait for a day or two. Then circle back and see if luck has changed.
  20. See the Writhing Masses & Worse Table.

Sunday, February 19, 2012

The Black Ziggurat of Jalamere


One More Sighting of the Infamous Black Ziggurat
Since it was first discovered by players in Blair's Planet Algol campaign early in 2010, the Black Ziggurat has appeared in a number of other games, settings and campaigns across the blog-o-sphere. In his post 'The Blackest Tesserzigguract', the idea of a cross-campaign 'Black Ziggurat' that subtly (and sometimes unsubtly) obtruded into all manner of other settings, planes, dimensions, etc. was further elaborated, to wit: There ought to be dozens of these things out there, all of them highly mysterious, hugely dangerous and potentially interconnected -- that last being subject to GM whim.


So there is a mysterious Black Ziggurat out amid the drifting dunes and harsh wastes of Jalamere. It reeks of preternatural power and pre-dates humanity by millions of years...and it is said by nomads and others who've been unfortunate enough to have encountered the place in their travels that the whole place exudes a miasmic influence that spawns nightmares and worse. Hungry spirits and worse things prowl the broken escarpment that forms a semi-natural wall around the Black Ziggurat.


No one sane goes there. No one sane has ever come back.
There are rumors of terrifying hybridized manticore-medusa creatures nesting in the escarpment near-by the Black Ziggurat, but no survivors have returned with any details as of yet.


No one from the surrounding area will willingly lead anyone to this place, except those of the Wultru and Nirizi tribes, but since those particularly unsavory humanoids are far from trustworthy, it may not be wise to hire their services in this regard...


Black Ziggurat Encounter Tables