Friday, January 6, 2012

Tcho-Tchoids (Mythos Future)


The Tcho-Tchoids abandoned Earth to its bitter, black fate long ago, between the time when the oceans drank Singapore and the raving hybrid offspring of unnameable things arose to crush the world of humanity beneath hoof and horn. Once they were human, now only soldiers, they wage terrible wars in the desolate places beyond the fixed stars. For a price they will serve anyone...or anything.

It was the Tcho-Tchoids who Dhole-bombed Beta Cygnus III.


Mythos Source: The Tcho-Tchoids were inspired by an off-hand mention of the Tcho-Tchos in The Horror in the Museum, a short story ghost-written for Hazel Heald by H.P.Lovecraft in 1932. The story is included in the collection The Horror in the Museum and Other Revisions originally published by Arkham house in 1970. The Tcho-Tchos went on to be mentioned and even featured in a number of other stories and remain an intriguing blend of human and inhuman qualities that make them an interesting example of genetic transgression and posthumanism within the Mythos.

Tcho-Tchoids
(Abhuman Mercenary-Servitors to Dark Things)
No. Enc.: 1-4
Alignment: Chaotic
Movement: 120' (Passwall Ability, expert swimmers and divers)
Armor Class: 4
Hit Dice: 6
Attack(s): 1 (Weapons, Psychic Powers or Spells)
Damage: 2d4 or by Weapon, Power or Spell
Save: L8
Morale: 8


Special: 4 random Psychic Abilities or 4 levels as spell-caster. All Tcho-Tchoids have fungal-augments, synthegrafts or cyber implants (treat as 2 Physical Mutations, with 1d4 additional Physical Mutations per 3HD.


Equipment: Axolotl-Masks, Personal Resonator, Voidflesh Armor.


Tcho-Tchoid Gear
  • Axolotl Masks allow the wearer to breathe in most atmospheres including the extremely toxic, caustic or polluted worlds found along the Shattered Rim. These masks allow the wearer to use Water BreathingDetect Thoughts (ESP), and Detect Magic at will.
  • Personal Resonator allows the user to synchronize and interact with dimensional shamblers, various out-of-phase creatures, and a wide array of otherwise immaterial entities. (Wearer can use Detect InvisibilityDimension Portal, and Passwall by expending 1d4 hit points.)
  • Voidflesh Armor regenerates 1d4 hit points per hour, augments the wearer's physical attributes by +4, Extends wearer's perceptions to include Darkvision out to 360', and allows wearer to use Light (Continual),  LevitateProtection from Normal Missiles, and Fly at will.
Note: ALL Tcho-Tchoid special equipment is psychically bonded to the individual Tcho-Tchoid and will not willingly serve a non-Tcho-Tchoid without them first proving themselves by undergoing a rigorous series of rites including replacing many of their internal organs with synthetic implants, bonding with a cyber-totem and essentially becoming transformed into a Tcho-Tchoid, albeit one that will very likely never quite be fully accepted into the grim society of these fierce transhuman warriors.

Thursday, January 5, 2012

Bujilli: Map as of Episode 7

Bujilli's Map as of Episode Seven, January 2011.



Quick Navigation
Summary & Index Page for Bujilli's Sojourn
Bujilli's character sheet
Bujilli's Most Current Map

Bujilli: Wandering Monsters Beneath Zormur's Palace

Wandering Monster Matrix:

The Hidden Chambers Beneath Zormur's Ruined Palace
Level One

As Bujilli explores the Hidden Chambers, he will occasionally need to roll for Wandering Monsters. Since opening the once-secret doorway in Room 2 (see Episode Two for details), things have been stirring and waking up from their long slumber after being sealed away behind long forgotten wards and once mighty walls. The miasmagaster was not the only one who was locked-away long, long ago.

The Oneiric Vortex that was set into motion in Episode Six has become a turbulent and treacherously unstable resonant conduit to the Oneiric Cacophony that surrounds the fragmentary Great Ring of Zalchis, allowing strange things to cross-over into this place.

From now on we are asking for at least one of our readers to roll a D6 at the end of each post to determine whether or not a wandering monster may have entered the immediate vicinity. Use your own dice, or make use of the handy widget over in the side-bar, then enter your result in a comment on the most recent post. First come, first served.

Any roll of '1' will bring about an encounter with some Typical Denizen or General Lurker, however any result of '6' will indicate that something has indeed found its way through the Oneiric Vortex.




Typical Denizens
  1. (1) Patch of Green Slime (LL p. 80)
  2. (2d4) Goblins have just tunneled through the nearest outer wall and are in the process of getting their bearings. (LL p. 78)
  3. (1) Gray Ooze lies in wait, hoping to be mistaken for a normal damp-spot on the floor. (LL p. 79)
  4. (2d4) Giant Centipedes will come skittering out of cracks in the walls and ceiling. (LL p. 68)
  5. (1d100) Bats will flutter about looking for a way out. (LL p. 64)
  6. (2d4) Pale, luminous little Cave Crabs will scurry away from you. If cornered they are mildly poisonous. (Save +2 or be nauseous for 2d4 turns.)



General Lurkers
  1. (2d4) Zombies wielding spears, all of whom are completely lacking their heads. (LL p. 103)
  2. (1d4) patches of Yellow Mold that are on the verge of developing some weird sort of semi-sentience. (LL p. 103)
  3. (3d4) Flutter Worms contained within an Umbral Veil that will lapse immediately if disturbed by an intruder, releasing the hungry, wriggling things to feed.
  4. (5d4) dessicated Rot Grubs that will be revived from their dry slumber by fresh meat or blood.
  5. (1) Ochre Jelly contained within a fragile, levitating glass sphere. Base 30% chance that it is intelligent. 10% chance it is psychic [ESP, Telepathy, Mind Blast each X3/day] (LL p. 89)
  6. (2d4) Molg prowling along the periphery of the plane and attracted by what appears to be easy prey.
  7. (1d10) Neanderthal Mummies armed with ornate bronze-headed morning star-like weapons that have been cast to resemble screaming demon-things. Weapons do 3d4 damage with base 10% chance of causing a horrific necrotic infection stopped only by Cure Disease. (LL p. 89)
  8. (1) Morlock sorcerer with most of their leftside embedded in the nearest wall due to a mishap with his last teleportation attempt. He is dying and only has 2d4 minutes left to him. (LL p. 88)
  9. A pit trap snaps open and (1d4) very large undead Giant Leeches rouse themselves from their moribund state to feed upon anyone they can reach. The water they wallow in is stagnant, filthy and 70% likely to cause some sort of disease, possibly a form of Dungeon Funk from Gorgonmilk's Table.
  10. A swarm of undead insects--Husks--swirls up from the dust and debris to mercilessly and ravenously devour all living flesh before them. Thankfully, they are extremely flammable...
  11. (1d4) Miasmagaster spawnlings out hunting for fresh meat.
  12. (1d6) Crudiv wielding a variety of corroded and rickety melee weapons.



Creatures Entering via the Oneiric Vortex
  1. (1d4) Vilg flop about for 1d6 turns as they adjust to the radically new conditions of this plane. They have only just escaped from an Oneiric Adept who sought to use them as part of some heinously unethical experiment.
  2. (1d4) Dopplegangers sneak out from the vortex and start hunting down a few decent replacements. Base 25% chance that one is a sorcerer or cleric of the Faceless Ones. (LL p. 70)
  3. (1) Mirrorskull Necroconstruct levitates into the room, finally freed from its imprisonment within the Oneiric Cacophony of Zalchis for these last 2,700 years.
  4. (1) Yirgao comes thorugh the Oneiric Vortex hunting for souls.
  5. (1 swarm) A swarm of brain-devouring insects swirls through the vortex. Every 8 points of damage they inflict drains 1 point of INT from the victim for 2d4 hours. If the swarm manages to kill a victim, they are non-recoverable except through a grotesque transmigration into a swarm of the same insects...
  6. A roiling mass of Dreamscum sloshes through the Vortex to seep down the hallways and coat the walls with hallucinogenic corruption.
  7. Three-Headed Sharktopede scuttles daintly into the area, then goes into a feeding frenzy once it catches the scent of blood.
  8. (2d6) Boartaurs wielding scimitars and short bows clomp into this space from a botched invasion attempt on another plane--their magic user perished in the course of opening the way for them to escape via an Oneiric Vortex that unfortunately also resonated with the Oneiric Cacophony of Zalchis, driving them all mad or worse. [40% chance that any one of them is now possessed...]
  9. (1d6) Triloo make their way through the Vortex only to find themselves trapped in some sort of crypt or buried ruin which sours their mood. At least it's not entirely yellow or something horrid like that, right?
  10. (1d6) Transparent Giant Scorpions whose carapaces are formed from a strange form of pseudo-glass that is as hard as steel (AC 1). (LL p. 94)
  11. (1) Ordrang rolls forth from the Vortex and begins to seek out any and every undead within the place in a feeding frenzy.
  12. (4d6) Gargantuan Violet Ants come chittering and clicking wildly as they seek to establish a new colony upon a new plane.
  13. (4d6) Gibbering Quasihumanoids re-enflesh themselves from the unstable dissonance of the collapsing Vortex.
  14. (2d6) Higher Baboons in chainmail with halberds and hand-gonnes have just claimed this area for their Emperor --or-- (1) Troll Shamaness in Oneiric Form crosses over via the Vortex and begins to explore the area. It has been a long trip and she is in need of an infusion of energy to sustain herself...perhaps there is a way she might tap into the Vortex?
  15. (1d6) Basilisks are looking for a suitable place to set up a nest, preferably away from the constant vibration of the Vortex which they find annoying. (LL p. 63)
  16. (3d6) Ectoworms ooze forth and start seeking hosts.
  17. (6d6) Dreamsnails slither out of the Vortex as though it were the most natural thing in the world...which it clearly is not.
  18. (3d10) Skeletons march forth in full panoply of war, including a set of Drums of Panic...
  19. (1d4) Feral Simulacra arise from the midst of the Vortex and seek to escape its area of effect before they are pulled back down into the seething storm of nightmarish energies and destroyed. Again.
  20. (2d6) Umbral Troglodytes slither out from the Vortex in pursuit of a more physical existence outside of the regions they usually occupy deep within the substrata of the Oneiric Cacophony of Zalchis.

Note: any roll of a '1' on the second roll for a potential special Oneiric Encounter opens the way for a SPECIAL ENCOUNTER:

[SPECIAL] (1) Xulg Vortex-mancer notices the Oneiric Vortex and closes it.

Series Indexes
One | Two | Three | Four | Five | Six


About Bujilli (What is This?) | Who is Bujilli? | How to Play

Bujilli's Spells | Little Brown Journals | Loot Tally | House Rules

Episode Guides
Series One (Episodes 1-19)
Series Two (Episode 20-36)
Series Three (Episodes 37-49)
Series Four (Episodes 50-68)
Series Five (Episodes 69-99)
Series Six(Episodes 100-ongoing)

Labyrinth Lord   |   Advanced Edition Companion

Bujilli: Character Sheet

An unwanted half-breed child who grew up an outsider amongst the Almas as an abandoned foundling. Bujilli has escaped from the ruins of Zormur's Palace only to find himself in Wermspittle...

Bujilli
Half-Almas (details on the Almas are Here, and Half-Almas are detailed HERE.)
Magic User Level 7 / Fighter Level 7
Alignment: Neutral
Hit Points: 66 (Regeneration: 1hp/10 minutes)
Armor Class: 5
Languages: Almas, Lowfolk pidgin, Trade-talk, Etrurian/Etruscan, Aklo, Naacal, Sunuz, Low Pruztrian, Franzik, Var-Achuin, Etrurio-Valkish, and a smattering of Nulgarian (mostly curse-words).

Attributes
Strength: 14        Mod: +1
Dexterity: 16      Mod: -2 AC, +2 Missiles, +1 Initiative
Constitution: 12  Mod: +0
Intelligence: 17   Mod: +2 Additional Languages, Can read and write
Wisdom: 15         Mod: +1 Saving Throw (Magical effects)
Charisma: 11       Mod: +0 Reaction Adjustment, 4 Retainers, 7 Retainer Morale

Vigor: 42 (STR+DEX+CON)
Will: 43 (INT+WIS+CHAR)

Saving Throws
Versus Breath Attacks: 12
Versus Poison or Death: 9
Versus Petrify or Paralyze: 9
Versus Wands: 9
Versus Spells or Spell-like Devices: 8

Weapons
  • +1 Tulwar (Gloom-slicer) Last used in Episode 67 & Left behind in Episode 68
  • Phurba (+2 Dagger, X2 damage against ghosts and tulpas) Lost in Episode 35
  • Hand-axe, 'Stril's Axe'...we have yet to hear the story behind this weapon...
  • Short Bow, Acquired while exploring Idvard's Keep in Episode 41
  • 6 arrows (cold iron heads/yellow-metal fletchings), Acquired while exploring Idvard's Keep in Episode 41
  • Manticore Pistol, Received as a gift from Mistress Eberhard in Episode 69 and equipped in Episode 70
  • One Alley Knife, Received as a gift from Mistress Eberhard in Episode 69 and equipped in Episode 70
  • Two Throwing Knives, Received as a gift from Mistress Eberhard in Episode 69 and equipped in Episode 70
  • One twisted black-iron and teak fighting wand, in sheath, across from knives, Received as a gift from Mistress Eberhard in Episode 69 and equipped in Episode 70. Bujilli first used the fighting Wand in Episode 101, where we learned that the wand draws upon the boiling gelatinous acids of Selinoth Yr, one of the notorious 20 Deadly Planes.
Armor
Bujilli is currently wearing:
  • Denim and airship-fabric trousers
  • White notton undershirt (Notton is an organic fiber grown in Wermspittle)
  • Dark violet leather lorica segmentata: 'The edges were finished with some yellow metal alloy. Each panel was backed with cobalt blue foil. Each panel was primed with green brass and some sort of purple stuff, probably some kind of amber. that stuff made each panel able to receive the imprint of a defensive glyph. He could feel it. The bottom three rows were already set-up with some basic wards. He could see Hedrard's mark, Eberhard's mark, Gnosiomandus' mark and a few others already embedded in the armor. another symbol, a jagged white spiral surrounding an empty hand might be Leeja's mark. Maybe...' As per Episode 70.
  • Heavy-duty Sewer Militia style boots with reinforced ankles and attached Greave-plates.
  • Wermskin gloves
He used to wear...
+2 Brocaded Felt Armor with tassels) Ruined in Episode 45


General Adventuring Gear
  • Bandolier containing cartridge case, tools for maintaining his pistol, ammunition, etc.
  • Belt pouch
  • 1 waterskin (water) [on belt]
  • (1d4) Random Trinkets & Trash
Things Left Behind in his Room
  • Battered old rucksack [Needs to be replaced]
  • Food for another 2.75 days [Need to replenish supplies]
  • 2 wineskins (one raw butter-and-tuber vodka concoction, the other Gapf: a strong herbal liqueur favored by Almas) [Currently kept in room at Academy]
  • 1 waterskin (polluted water/Dreamsnail-blood)  [Currently kept in room at Academy]
  • 1 waterskin (contains Spawnling, see below) [Currently kept in room at Academy]
  • (2d4) Dreamsnail shell-fragments
  • (1d6) Rubbings of obscure hieroglyphs taken while underneath Zormur's Palace
  • Bone Mask fragments...
  • 1d6 Shards form mirrors in Sprague's offices...just in case...

Special Gear
  • Synchronocitor In Episode 100 Bujilli took up a synchronocitor pointed out to him by Gazbonti the Jester. He used it to escape from the Heart Chamber of the Soulless Queen, going to the rescue of his friends Lemuel and Hedrard in New Chillon.
  • Yushgras' werm-vellum letter and the attached oily-metal spell-cyst/glyph-map/access-node that is directly and irrevocably keyed to Bujilli's aura. A mysterious object received as a gift in Episode 97 that Bujilli has yet to really investigate in order to discover just what it does, what it was meant to do for him.
  • The Blue Grimoire, The Red Bestiary, The Yellow Pages, a subscription to the annual supplement to the Blue Grimoire (paid for the next ten years), all of which were handed-over to Bujilli in Episode 97 as a parting gift from Gnosiomandus on his way out from Wermpsittle.
  • Idvard's Ring is a triple-banded ring of black and yellow striped metal given to Bujilli in Episode 49 and grants Bujilli Life-time access to the libraries, as well as identifies him as having 20 drones of his choice set aside for his personal use at Urmigan's drone shop, on Idvard's account.
  • Successfully completing Idvard's Contract brought in 120 silver coins, 6 pounds of pink salt, and one new spell, as well as a 1d4 choice tools salvaged from an armorer/blacksmith shop beneath Idvard's Keep in Episode 41. The spell has yet to be determined.
  • White-Hair Ring. Leeja wrapped some strands of her writhing white hair around Bujilli's finger between Episodes 33 and 34, when Unfred ambushed them both with a cloud of white powder. The ring allows Leeja to find Bujilli and has served as the basis of a magical rapport between them...and it may symbolize something more special as well...
  • Hedrard's Amulet; a small, unobtrusive trinket that contains a direct connection to Hedrard, given to Bujilli in Episode 26. It is a small violet gem set within a silver hoop criss-crossed with gold filaments and can be used to allow Hedrard to see through it, and communicate with Bujilli discretely, as he determines as the one wearing the thing. He accepted it as a sign of friendship...and ostensively to allow the hag to see Spragues' face when Bujilli dealt with him, which never really quite worked out.
  • Hedrard's Voucher (also from Episode 26 covered Bujilli's Library fees, waived his first year's lab fees, entitled him to a private locker, and granted him free access to all non-restricted areas, which has proven very useful...though he has yet to locate his private locker.
  • Four Little Brown Journals taken from his uncle's yurt (They appear to be spell-books of some kind). Each of the Four Little Brown Journals contains 2d4 random spells. Journal One we now know has 6 5 spells, one of which is Voorish Sign. The rest are to be determined by commenters picking randomly from those spells featured at our blog or in one of our Grimores. Whenever Bujilli winds up in a situation where he needs to dig-up a new spell from one of these books, we'll let the readers decide what spells are available by making suggestions in the comments. Any spell from our blog is fair game. Bujilli also burned-up a page from this journal in casting Malign and Particular Suspension of Natural Law in Episode 13.
  • Counsel. In Episode 18 Bujilli began to examine a Transveyance, an ancient and sentient machine, that he had discovered below Zormur's Ruined Palace. His efforts awoke the machine. It responded to Bujilli's inquiries by making a number of small, but significant adjustments to Bujilli's brain and body. He heals more effectively. He also learns more quickly and effectively. His bones have been inscribed and embedded with a form of tutelary AI-spirit, Bujilli's personal Counsel. This Counsel can answer questions, ascertain and analyze things, detect various things, interface with certain forms of technology and more. So far, Bujilli doesn't really know the full extent of his Counsel's powers or abilities. The Counsel is part of what the machine referred to as part of Bujilli's Human Inheritance, whatever that might be. It's still all very new to him, and he has been quite busy since coming to Wermspittle...
  • MAP Bujilli's gray-leather map is magical and records a mostly accurate representation of where he has been. He acquired this particular item from his second exploit in service to his maternal uncle who sent him in to retrieve some things from an old trapezoidal barrow mound. It was in that place where Bujilli's hands became mis-matched from exposure to some foul, ancient sorcery that still lingered in that place. That was also when Bujilli first realized that his uncle wasn't expecting to see him return...
  • The Gem of Muktra a mysterious, magical gemstone from another space and time that whispers to Bujilli of adventures on other worlds and of ways to travel between the planes, timelines, and worlds he has learned about to places far, far away such as exotic Zalchis or Jalamere and others. The Gem has taught Bujilli a number of 'Essential Protections,' in order to prepare him for his eventual journey to Zalchis and it is the Gem that has informed Bujilli of the nature and location of a Synchronocitor beneath the ruins of Zormur's Palace. (As of Episode 15, the Gem has been left behind)
The Spawnling
In Episode 6 Bujilli captured and subdued a miasmagaster spawnling. He currently keeps it in an air-tight wine skin that was left behind in Bujilli's room at the Academy. What is he going to do with this thing? We'll leave that up to you, the readers, after all--
You Decide.

We're maintaining a separate sheet for keeping track of Bujilli & Leeja's loot.

Bujilli's Spells

Labyrinth Lord Spells
(Spells Usable per day: 3,2,2,1)
First Level: Light, Magic Missile, Read Magic, Shield, Sleep, Ventriloquism
Second Level: ESP, Invisibility, Knock, Levitate
Third Level: Clairvoyance, Dispel Magic, Haste, Hold Person
Fourth Level: Confusion

Special Spells
Auric Sheath
Contact Lemuel
Gloomlight
Jilidi's Darts
Violet Fractal Weirdstorm
Voorish Sign
Zone of Normality
Zymurgic Disgestion

Any of the above spells that have been previously featured on our blog have a link provided. Some of these spells are contained in The Blue Grimoire (Volume One), the rest will be detailed in an upcoming volume of A Little Brown Journal, both coming soon.

Bujilli recently acquired a set of grimoires from his former mentor Gnosiomandus, so he'll have the means to learn a bunch of new spells...once he sets time to sit down and study them, of course.

We're putting together a special post just to address Bujilli's Spells, his skills as a spell-caster, spell-hacking/revision, and other, related matters.


Series Indexes
One | Two | Three | Four | Five | Six


About Bujilli (What is This?) | Who is Bujilli? | How to Play

Bujilli's Spells | Little Brown Journals | Loot Tally | House Rules

Episode Guides
Series One (Episodes 1-19)
Series Two (Episode 20-36)
Series Three (Episodes 37-49)
Series Four (Episodes 50-68)
Series Five (Episodes 69-99)
Series Six(Episodes 100-ongoing)

Labyrinth Lord   |   Advanced Edition Companion

About Bujilli


What is 'Bujilli?'
Bujilli's Adventure is an interactive story that gets written based upon the feedback and responses of you, the reader. My goal is to try to end each episode with some options for you to consider and comment upon. The next episode will then be written based upon your decisions, your suggestions and your feedback. You are guiding Bujilli through his adventure.

Similar to the original Fighting Fantasy books and classic Choose Your Adventure BooksBujilli's Adventure is an engaging blend of interactive fiction and role-playing gaming. Each new episode takes its direction from the comments and suggestions of the readers/players. Every comment is like a vote and each one counts. You Decide what happens next.

Much like the old Fighting Fantasy books or how a classic paper & pencil RPG is played, Bujilli's Adventure has a character sheet, a growing bestiary of monsters statted-up for Labyrinth Lord, loads of new spells, and more. In fact everything we produce at the Hereticwerks blog is available for use in Bujilli's on-going adventures, so it is entirely possible that he'll eventually run across one or more Thysanurians, a Slasher, or possibly a Lens-Flayer. Likewise any of the spells we've posted or made available in one of our PDF grimoires might show-up in one of Bujilli's Little Brown Journals, or he might gain access to some new spells during his time at the Academy in Wermspittle...

The first 19 Episodes comprising Bujilli's Sojourn took place in the ruins of Zormur's Palace, and each of those episdoes featured a constantly updated and evolving Mapa Wandering Monster Matrix, and a series of illustrations that accompanied each episode. As of Episode 69 Bujilli has begun a fifth series of episodes as he explores the peculiar realm of Wermspittle.

There is a Quick Index for each Series, as well as a set of Episode Guides. The Main Index can help you find the particular Bujilli link you're looking for, and there is a set of Summaries to help you get up to speed if you're new here. By all means please do feel free to use our Contact Page to ask us any questions you might still have.

Who Can Play?
Anyone can play. If you're reading this, you're welcome to join in the fun! All you need to do is read the latest episode and post a comment with your suggestion for what you think Bujilli ought to do next. We've included a random die rolling widget along the right-hand side-bar so you can generate whatever die rolls are requested/required in a given episode so feel free to volunteer your results any time. We also are using the Big Purple D30 Rule as promulgated by Jeff Rients...though it doesn't have to be purple. We also need a number between 1 and 6, as in a D6 roll at the end of each episode as that will help determine the whole Wandering Monster thing. We also collect random D20 rolls from the readers in order to use them in the course of resolving situations that arise while drafting each episode. We can always use a few more D20 rolls, so feel free to make use of the handy widget down at the bottom right-hand corner of the blog, make use of Random.org or some other online random number generator, or roll a few actual dice and post the results in a comment. It's all good, and it'll get used.

This is a collaborative, open-ended game/novel where you determine what happens next.

You Choose What Bujilli Does and Where He Goes...

You Decide!

Series Indexes
One | Two | Three | Four | Five | Six


About Bujilli (What is This?) | Who is Bujilli? | How to Play

Bujilli's Spells | Little Brown Journals | Loot Tally | House Rules

Episode Guides
Series One (Episodes 1-19)
Series Two (Episode 20-36)
Series Three (Episodes 37-49)
Series Four (Episodes 50-68)
Series Five (Episodes 69-99)
Series Six(Episodes 100-ongoing)

Labyrinth Lord   |   Advanced Edition Companion

Kranj

Kranj are horrible, degenerate descendents of isolated and abandoned convicts on offworld penal colonies that were discovered by something only known as The Vanaxicant. This terrible entity/force/alien race reshaped and revised the originally mostly human convicts into more adaptable, useful shock troops for use in what has become a centuries-long campaign against the entrenched serpent-people installations with dozens of solar systems.

There are rumors that the Vanaxicant has been developing even more twisted and weird forms of Kranj shock troops to use in its unfathomable and obscure, but no less frightening and devastating war upon the serpent people.

 :
Kranj (Degenerate Shock Troops)
No. App.: 1d20
Hit Dice: 3
Armor Class: 6
Attacks: 2 (Fist, Kick or Weapon)
Move: 60'
Save: 18
HDE/XP: 5/240+

Special: Immune to Undead life-draining attacks

[Illustration above is from the Unnamed Monster post and is available for use in other rules-systems...]

Experiment


Mollusks/Exotic Bivalves (Encounter Table/Wermspittle)

Mollusks / Exotic Bivalves: Table I (D12)
  1. Lithophagous Mussels. Terrestrially-adapted bivalves that use their pallial gland secretions to dissolve and erode their way into limestone formations, leaving behind club-shaped depressions referred to as Gastrochaenolites. The fossilized borings of Lithophagous Mussels sometimes serve as nests or egg-receptacles by various cthonic species and in some cases these strangely shaped pockets have been dug out of the surrounding rock or subterranean coral-strata and used as ceremonial objects by Jlong-Jeel and other creatures. The sorcerous applications of these things is debatable and can sometimes spark heated discussions in certain street cafes known to be frequented by emancipated Molefolk and the like.
  2. Red Razor Clams. Very, very sharp bivalves known for exceptionally succulent meat. Their shells are harvested for use as non-metallic cutting edges.
  3. Black Shells. Reknowned for their incredibly bitter flesh, when pickled these clams help preserve anything else packed-in with them, even during heat waves or through a miasma attack, as long as the jar, bottle or vessel remains sealed. Cooks from the old airships used to go foraging for these things both as a major delicacy for their captain's tables, and as a preservative for long expeditions. 
  4. Gutter Clams. Strange, green-black bivalves known for their jagged, misshapen shells, extensible adhesion palps, and annoying tendency to cluster around drains, spouts, and gutters until they block the flow of water. Once considered a nuisance, Gutter Clams have become an essential food source for refugees who now cultivate the things in Wermspittle. Certain taverns have experimented with smoking the greenish-meat of these strange land-adapted climbing-clams, but they have yet to catch on as anything but a desperate meal for the poor in the winter-time.
  5. Clamp-Shells. Large, semi-amphibious clams that prefer very muddy waters and roof-puddles. Related to the Gutter Clams, these perverse things lurk at the edge of their chosen stretch of mud and attempt to ambush anything that comes close enough for them to flip themselves up out of the muck and mire to snap shut on their victim. Once they affix to a target, they clamp-down like a powerful vice and will not let go until either poked with a hot needle, exposed to open flame, or able to close all the way and drop off with a good amount of flesh in their shell which they will slowly digest over the course of a few days. Torture-Surgeons as well as some legitimate doctors are known to pay good money for particularly large Clamp-Shells.
  6. Marsh Carbunkle. Dark blue-black and slightly conical, these peculiar clams prefer sag-bogs, attic-swamps and rooftop algae pools. They have a much sought-after shell, the interior of which is extremely pliable when soaked in a mixture of jelly-distillate and ether. The material is harvested by Roof-runners, urchin-gangs, and others as a handful of shells can buy a meal or two even in the worst part of the winter, if one knows whom to sell them to and as long as they avoid the notice of their competitors. The flesh of Marsh Carbunkles is nasty, slippery and not suited for consumption unless one knows the secret to converting it into either blue chowder or using it as filler in autumn-sausage. Folklore insists that there are special, exceptionally-blue Marsh Carbunkles that produce a wonderful azure pearl that might or might not have significant magical powers, but so far no one has acknowledged ever finding such a thing.
  7. Jask's Snappers. Deep red clams that cluster around drains in the deeper sewers where they greedily suck up the dirty water and form crude lumps of aggregate material that they then expel to form a mound of strangely shaped sewer stones around their anchor-point. If a Snapper is soaked in kerosene or alcohol for a while, it not only becomes flammable, it will explode like a grenade, so long as the shell remains sealed. The trick of converting these clams into little bombs is known only to a few close friends of Jask, who isn't likely to share the secret with just anyone, at least not without extorting a heavy price.
  8. Brewer-Clams. Tight-packed masses of scores of amber-tan bivalves that adhere to the insides of vats used in settling-out large batches of beer. These clams have been specially bred and adapted to filter the beer and subtly re-balance the PH level of the fluid so that it has a delicately balanced amount of carbonation that results in a significantly reduced foaminess of head. Those who prefer it, swear by it, but those who enjoy headier brews look down on the 'clam-piss' that comes from this process. This, of course, has led to even more opportunities for bar room brawls. As though such a thing were actually needed.
  9. Wise Clams. Bulging, obese-seeming bivalves securely anchored amid elaborate spirally labyrinths of accumulated debris, cast-off junk, and bits of masonry salvaged from collapsed buildings and rubble-piles by their servants and friends. Anyone bringing a Wise Clam a gift of salvaged statuary, piece of marble facade, ornate tiles, or the like will be welcomed into their ever widening circle of influence. Those who give the Wise Clam a suitable gift can ask it for advice or information. They are psychic and will use their powers on behalf of their friends, and anyone who contributes to their nest-labyrinth is considered a friend. It is whispered in some taverns and cafes that eating the flesh of a properly prepared Wise Clam can expand the mental faculties of the diner, but few who claim to know how to cook these things agree upon the technique or recipe involved.
  10. Davy's Buckler. Oblong brownish-red clams that affix themselves in shady spots such as under leaky eaves or below persistent blockages created by Gutter Clams. The meat is only really edible if heavily seasoned and converted into dried strips of jerky. The brittle shell becomes tough and durable when properly smoked, traditionally over a fire of rolled tar-paper. Urchins are the most common users of these bucklers, but it is unclear whether the shells provide exceptional protection or if it's some odd placebo-effect due to the firmly-held beliefs of these roof-dwelling children and those who carry on their oral traditions. Anyone not knowing who Davy is/was or might have been according to the folklore of the Urchins is fair game to be robbed or worse. No roof-runner will ever reveal such a thing to a ground-lubber.
  11. Glazier's Clams. Translucent bivalves whose shells can be molded into replacements for glass window panes, if a glazier knows the ancient tricks of this sort of thing. The shell so treated is quite durable, but a bit too thin for clear viewing and half the weight and a quarter the cost of a comparable pane of glass. These shells are generally unsuitable for use in cold-frames, hot houses or herbariums, but they have been used in the creation of specialized, over-lapping shutters and blinds in some greenhouses. It is allegedly possible to fashion a sort of skrying mirror from these shells, but the technique is little known and probably buried within some forgotten tome moldering away in one of the many private libraries slowly rotting away in the abandoned districts.
  12. Fan Dancer Clams. Weird, alchemically-polluted clams that slither about the roofs of the abandoned districts of Wermspittle flapping their ornately grotesque shells like stiff, baroque wings. They might be harmless, or they could be carnivorous, some definitely have strange powers, but none of them are edible and most have their own ideas concerning how they should be treated that can give grown men nightmares for the remainder of their days.

Caveman Options (Random Table)

Caveman Background Options (D20)
(Tech Level 3-5)
  1. Your clan was wiped-out by a terrible fever. Your are the only survivor, but you have been terribly changed by your experience. Shift 1d4 points from Charisma to another attribute.
  2. Aliens arrived in the night and abducted your people. After various strange and unusual experiments, several of you escaped. Each of your group of escapees has gained a mutation and a physical defect.
  3. Mi-Go have cultivated your people as lesser servitors. When in the presence of a Mi-Go you must make a Save or obey them implicitly.
  4. Your tribe is descended from serpent-people/human hybrids. Your women still lay eggs.
  5. Despite living as cave-men, your tribe are actually androids programmed to act as primitives.
  6. Your world was forcibly reduced to stone age conditions as a consequence of intense and prolonged orbital bombardment.
  7. Long ago, the Deep Ones caused massive tidal-waves to inundate all the coastal cities of your world as part of their war upon your kind, driving your ancestors into the harsh, hostile wilderness where the last vestiges of civilization fell away under the constant pressure of simply trying to stay alive.
  8. Your kind have burrowed-out great warrens beneath the hills where you live like rats.
  9. You trade your dead to the ghouls for the secrets they whisper to your bravest warriors in the dark places. The ghouls have long been your trading partners, but there is much that they do not tell you and those who speak too loudly of wanting fine things like the ghouls have tend to disappear.
  10. Terrible, polypous things rule over your tribe and demand that you all work deep below the crust of the world digging out tunnels and chambers for their use. The polyps barely pay any attention to their slaves. It is easy to leave, but where can you go more than a mile below the surface of the world?
  11. Generations ago, the earliest ancestors of your tribe escaped from a Pnakotian enclave. Some strange quality in your brain-structure makes it impossible for the Great Minds to find you, let alone switch bodies with any of you. Perhaps it is the result of some experiment.
  12. Caves are not all alike, and the caverns you grew up within are located deep below the pitted and scored surface of a large asteroid.
  13. Primitive and prone to violence, your tribe was cloned from the salvaged DNA of the passengers of a crashed sleeper-ark who were in fact exiled criminals.
  14. One out of every twenty of your people are born with functional axolotl-style gills.
  15. Neanderthals, your people were saved from extinction by alien overlords who have long relied upon your physical power and ferocity in combat to defend them against lesser species.
  16. Outcasts, abandoned in the wilderness without anything but their wits and bare-hands, your ancestors formed roving bands of nomads who have had to become adept at making use of stone, bone and wood in order to survive the harsh conditions and wild beasts.
  17. Originally your people were religious extremists who turned their back on technology. Now you squat in caves and sharpen sticks over smoldering fires to hunt cave-worms in order to survive.
  18. Your blood is black with the taint of ancient technology, unfortunately it is a vengeful, evil thing that prevents your people from advancing beyond the most simple and primitive of tools.
  19. For countless generations your kind have venerated the Lord of the Flies...
  20. The cave paintings of your people have long captured and held the wisdom of your elders and shamans, but now it is time to leave these caves, for a terrible death is rapidly approaching and you must go or your tribe will surely perish. So say those who can still read the meaning of the cave paintings.