Pitted, scored and corroded from untold centuries of neglect and being buried within the dusty confines of various antiquarian shops, curiosity peddlers and similar such venues, the Brazen Scales of Ylantru have become something of a lost treasure, an urban myth and a mildly trivial item of magical contraband that crops up from time to time in the less discriminating quarters of dangerous cities and dubious markets. Most finders catalogues list these scales as being pieces of ancient armor even though there are no holes cut into them and they are usually quite flat. There are allegedly a pair of glyph-like markings in each of the upper corners, but no credible or definitive identification of these markings has ever been made. At least not publicly.
Moriarty & Mortitia's Compendium of Artifacts Both Arcane and Exceptional, The definitive reference of all reputable dealers in archaic and obsolescent oddities, has only a token listing for the Brazen Scales, which states that these 'scales' as they are called are not in fact scales, but rather coins from a transplanar domain dominated by oneirically-inclined abhuman sorcerers who no longer maintain any holdings outside their primary domain ever since a disastrous war with a sub-lunary species known only by a completely unpronounceable name signified by three interwoven light-blue squiggles. There is no mention of the valuation of these coins, nor their worth in terms of any sort of exchange rate, which is a bit of an oversight for such a prestigious reference work as the M&M Compendium.
A decent specimen, unmarred, with the corners intact and un-holed will fetch between 3-12 GP in most markets, though an exceptional one that is in pristine condition might bring as much as 200-300 GP, should a suitably interested buyer be contacted.
But it is rare to find such a thing these days. Very rare indeed.
The Brazen Scales of Ylantru have lain dormant and ignored for many, many long years only to have become something of an overnight marvel and a must-have item among those who delve deeply into the old, buried places of the lost past, be they sanctioned archaeological savants or unlettered tomb looters.
When a hole is drilled through a Brazen Scale and it is suspended upon a length of virgin spider silk (some accounts specify the braided cord made from three hairs from a virgin, others claim a waxed bit of twine works just fine), and passed through the purifying smoke of various resinous incenses, the Brazen Scale will perform as a pendulum capable of directing its user to lost, forgotten or buried treasures, but only if these things are close to dark, brackish waters, usually of the subterranean variety. Most pundits and gossips agree convincingly that the Brazen Scale so used will only properly function in moonlight...but there is no consensus as to whether the light of a full moon, waning moon, new crescent or some other phase is more efficacious or desirable.
Friday, February 3, 2012
Thursday, February 2, 2012
Blogwalk: Down To the Roots
You begin to make your way back down the Tree. At least you start climbing downwards, but you notice something very, very odd as you move from branch to branch. When you move one way there seems to be a clearing or meadow below you, but when you go the other way there seems to be a thick, fern-choked hollow in purple twilight. How very strange. When you go a bit farther you see a frozen expanse beneath a gibbous moon grown huge and swollen in the cold black night of a desolate winterscape. A bit farther around the trunk of the tree and you spot a distant rocky desert. Clearly, the Tree is at the center of a number of different locations that seem to all overlap somehow.
Whichever way you go, there seems to be another option...
So where do you want to go?
Do you...
Climb down to the roots of the Tree Blog One Blog Two Blog Three
Climb out on a limb Blog One Blog Two
Go to the Clearing Blog One Blog Two
Go to the Fern-Choked Hollow Blog One Blog Two Blog Three
Go towards the Rocky Desert
Blog One Blog Two Blog Three
Explore the Tree itself a bit more
Blog One Blog Two Blog Three
Perhaps you'd like to look for a bird's nest? Blog One Blog Two Blog Three
Change your mind and go back up Blog One Blog Two Blog Three
Pause for a bit and just listen Blog One Blog Two Blog Three
Take That Leap... Blog One Blog Two
This is a continuation of Porky's Fantasy Blogwalk, a collaborative cross-blog Choose Your Own Adventure narrative that begins at The Oak and expands outwards across the blog-o-sphere as explained by the prime instigator and friendly coordinator of this online collaborative narrative, Porky himself in his 'Blogging Our Adventures' post.
If you have an idea for a scene that might come before, during or after this one, write it, post it on your blog, and link to this post as one of the choices/options available from your scene's post. It's okay to present more options even if those scenes haven't been written just yet. There's plenty of room for everyone and alternative paths are much appreciated and encouraged. If you do write a scene that links to any of the ones at this blog, please leave a link in the comments here so that we can add your scene into the link options here. Everyone is welcome. Make sure you check out some of the other paths that are already available—you might get some ideas for thing to add that none of us have gotten to yet!
To begin your own Blogwalk as a reader-explorer, we suggest going back to the BEGINNING.
If you'd be interested in participating by contributing your own scenes as a Blogwalk writer-blogger then read the Summary and Guidelines at Porky's blog.
Perhaps you'd like to look for a bird's nest? Blog One Blog Two Blog Three
Change your mind and go back up Blog One Blog Two Blog Three
Pause for a bit and just listen Blog One Blog Two Blog Three
Take That Leap... Blog One Blog Two
This is a continuation of Porky's Fantasy Blogwalk, a collaborative cross-blog Choose Your Own Adventure narrative that begins at The Oak and expands outwards across the blog-o-sphere as explained by the prime instigator and friendly coordinator of this online collaborative narrative, Porky himself in his 'Blogging Our Adventures' post.
If you have an idea for a scene that might come before, during or after this one, write it, post it on your blog, and link to this post as one of the choices/options available from your scene's post. It's okay to present more options even if those scenes haven't been written just yet. There's plenty of room for everyone and alternative paths are much appreciated and encouraged. If you do write a scene that links to any of the ones at this blog, please leave a link in the comments here so that we can add your scene into the link options here. Everyone is welcome. Make sure you check out some of the other paths that are already available—you might get some ideas for thing to add that none of us have gotten to yet!
To begin your own Blogwalk as a reader-explorer, we suggest going back to the BEGINNING.
If you'd be interested in participating by contributing your own scenes as a Blogwalk writer-blogger then read the Summary and Guidelines at Porky's blog.
Blogwalk: Up In the Branches
Poised between the cold, empty sky and the hard, dark ground you hold tight to a thick, gnarled branch of a great old oak. There is rain coming. You can feel it on the wind. The boughs of the tree are beginning to sway gently. You consider climbing further upwards. You contemplate making your way back down the tree, down to the earth, to the roots down below your precarious perch.
For a fleeting moment you wonder what it would be like to hurl yourself outwards onto the swirling unseen currents of the wind. Would you find yourself possessed of wings or would you plummet to the rocky forest floor and whatever awaited at the end of such an abrupt and pointless journey? Or would it be so pointless? Perhaps this is all a dream. Maybe you would find yourself with a pair of wings...
It is a seductive thought. But in the end you know in your heart that there is a nagging doubt, a remorseful sense of loss that would have you admit that you do not have wings. To fall from this height would almost certainly be fatal. Do you have the courage to make the leap? Do you have enough faith -- is there ever enough of such a thing -- to tempt fate and to see if you might just have wings?
A cold gust of wind ruffles your clothes. You shiver in the dubious shelter of the swaying branches.
Perhaps it is time to head back down to the ground...
Do you...
Climb back down to the base of the Tree Blog One Blog Two Blog Three
Change your mind and climb on bit farther... Blog One Blog Two Blog Three
Take That Leap... Blog One Blog Two
This is a continuation of Porky's Fantasy Blogwalk, a collaborative cross-blog Choose Your Own Adventure narrative that begins at The Oak and expands outwards across the blog-o-sphere as explained by the prime instigator and friendly coordinator of this online collaborative narrative, Porky himself in his 'Blogging Our Adventures' post.
If you have an idea for a scene that might come before, during or after this one, write it, post it on your blog, and link to this post as one of the choices/options available from your scene's post. It's okay to present more options even if those scenes haven't been written just yet. There's plenty of room for everyone and alternative paths are much appreciated and encouraged. If you do write a scene that links to any of the ones at this blog, please leave a link in the comments here so that we can add your scene into the link options here. Everyone is welcome. Make sure you check out some of the other paths that are already available—you might get some ideas for thing to add that none of us have gotten to yet!
To begin your own Blogwalk as a reader-explorer, we suggest going back to the BEGINNING.
If you'd be interested in participating by contributing your own scenes as a Blogwalk writer-blogger then read the Summary and Guidelines at Porky's blog.
For a fleeting moment you wonder what it would be like to hurl yourself outwards onto the swirling unseen currents of the wind. Would you find yourself possessed of wings or would you plummet to the rocky forest floor and whatever awaited at the end of such an abrupt and pointless journey? Or would it be so pointless? Perhaps this is all a dream. Maybe you would find yourself with a pair of wings...
It is a seductive thought. But in the end you know in your heart that there is a nagging doubt, a remorseful sense of loss that would have you admit that you do not have wings. To fall from this height would almost certainly be fatal. Do you have the courage to make the leap? Do you have enough faith -- is there ever enough of such a thing -- to tempt fate and to see if you might just have wings?
A cold gust of wind ruffles your clothes. You shiver in the dubious shelter of the swaying branches.
Perhaps it is time to head back down to the ground...
Do you...
Climb back down to the base of the Tree Blog One Blog Two Blog Three
Change your mind and climb on bit farther... Blog One Blog Two Blog Three
Take That Leap... Blog One Blog Two
This is a continuation of Porky's Fantasy Blogwalk, a collaborative cross-blog Choose Your Own Adventure narrative that begins at The Oak and expands outwards across the blog-o-sphere as explained by the prime instigator and friendly coordinator of this online collaborative narrative, Porky himself in his 'Blogging Our Adventures' post.
If you have an idea for a scene that might come before, during or after this one, write it, post it on your blog, and link to this post as one of the choices/options available from your scene's post. It's okay to present more options even if those scenes haven't been written just yet. There's plenty of room for everyone and alternative paths are much appreciated and encouraged. If you do write a scene that links to any of the ones at this blog, please leave a link in the comments here so that we can add your scene into the link options here. Everyone is welcome. Make sure you check out some of the other paths that are already available—you might get some ideas for thing to add that none of us have gotten to yet!
To begin your own Blogwalk as a reader-explorer, we suggest going back to the BEGINNING.
If you'd be interested in participating by contributing your own scenes as a Blogwalk writer-blogger then read the Summary and Guidelines at Porky's blog.
Bujilli: Episode 11
Previously...
Last episode we left Bujilli facing both a bizarre creature imprisoned within a sorcerous trap and a wounded Dreamsnail. Quickly dispatching the enraged mollusc, Bujilli has collected a few odds-and-ends for his pack, just like his Uncle would have expected him to do. The Dreamsnail's wicked, sharp teeth might make good arrow heads or one might serve as a pendulum, perhaps. He would sort it all out once he reached somewhere a bit more safe.
Let's dive back in, shall we?
Movements Both Subtle and Malevolent
Bujilli took stock of his surroundings. He wiped the last of the Dreamsnail's blood off of his hand axe and then pulled a water-skin off of his pack in order to wash the sticky, oily residue off his hands. The water-skin was strangely discolored in places. The seams along one side looked bloated, swollen. He sniffed it. Dreamsnail blood had spattered the water-skin. It looked like it was contaminated. For a moment Bujilli stared at the thing, then he shrugged pragmatically and washed his hands. There was a distinctive rainbowy effect where the light coming off of the entrapped monster on the dais shimmered across the water. It was definitely contaminated.
His hands as clean as they were likely to get, Bujilli re-sealed the water-skin and considered his options. There was a chance that this stuff might be useful, in the right circumstances. The Dreamsnail had emerged from an Oneiric Vortex...it was only partly real. that meant that the water was now not quite factual or actual itself any more. There were people who explored such profound philosophical distinctions through magic and other disciplines. The strange new fluid within his tainted water-skin might fetch a decent price, should he find a suitable buyer. Grinning like a small child, Bujilli marked the tainted water-skin and replaced it to the back-most grommet on his pack's frame. Just to be sure, he doubly-bound the top-plug so he didn't accidentally drink from it.
Things were looking up. If he ever got out of this place alive, there were some good things to peddle or barter. His Uncle would have been satisfied. Instead of the customary beating, he'd very likely have gotten a bowl of gruel, maybe even some weak beer or vinegary wine to sip. Bujilli held no illusions about his upbringing--it had been hard, brutal and treacherous, but it had prepared him for a life his Uncle could never lead and adventures none of his kin could even imagine.
Something was wriggling in the mud towards the Eastern passageway.
Bujilli snapped out of his reverie--the juices from the Dreamsnail seemed to have had a slight dazing effect after all. He felt like he had just woken up. He pulled free his tulwar and and examined the mud half-way across the room from him. tiny sparkles glistened within the mud, as though a great quantity of metal filings were mixed into the sticky mire. It had an oily consistency, thick and glutinous, very unappealing, unsavory.
Wriggling. He could detect a slight wriggling movement close by the entrance to the passage leading Eastwards and slight upwards. The shimmering light given off by the Thing That Watches showed that the passage went on for a good ways before anything noticeable from this position intersected with it.
Another wriggling movement. this one was much closer. It reminded him of eels. Squirming eels wriggling in the viscous mud. A terrible smell began to roll out from the Eastern passage. Bad gas. It made Bujilli's eyes water and his nostrils burn. Something must have just recently stirred up a lot of rancid, rotting muck and mud back there. The smell was fetid and foul and incredibly strong, which made him think it was a fresh development. Something was going on over there, and it involved or at least affected the 'eels,' whatever they might really be.
The notion of wading into the mud to fight eels while slipping around or falling just didn't appeal to Bujilli. He withdrew away from the edge of the mud and took another look back South, towards the way he entered this chamber, and the Thought Wall that he had left in-place to guard against the mind-numbing effects of the Oneiric Vortex.
He recalled the empty room and the other space, the one that had a tunnel or burrow of sorts dug right into the spot where the wall and floor met, as though the angle of that junction was somehow essential to the thing that dug its way into that room. Whatever it had been, the stale ophidian scent that came from the hole was not terribly appealing. Bujilli had seen gluttonous pythons gobble-up three or more Almas at a time as they tried to wriggle through the reptile's own narrow passages. With a shiver Bujilli once more thanked the spirits that he was blessed with a talent for finding things that his Uncle valued so that he wasn't forced into hunting pythons in their own dens any more than he had already done. It still made him uncomfortable. It was like deliberately crawling right down the gullet of a waiting beast. Once, it had turned out to be just that. But Bujilli had earned his tulwar by then, and he had butchered the huge serpent from within. He hadn't had a nightmare of being swallowed whole for three years now. The hand-tooled python-hide belt he wore now helped.
No. He wasn't inclined to go mucking around in snake dens any more than he was interested in mud-wrestling with unseen eels. Neither option made much of an impression on him.
The way behind seemed clear. All was fairly quiet. He watched his breath come out like little puffs of steam in the cold air. There was still a slight wriggling motion over in the mud, but it seemed non-threatening, for now.
He had asked three questions of the green Gem that he carried. It had been that same green Gem that had whispered to Bujilli in his dreams of whole other worlds, and grand adventures beyond the rootless wanderings of an illiterate vagabond. The Gem had helped Bujilli to read the scrolls he stole from his Uncle's collection, and those that he had found and never turned over to his Uncle as well. The Gem had changed Bujilli's life in many ways, but the most dramatic was how it had opened his eyes to the possibilities so few of his mother's people would or could ever imagine. He was a dreamer, and the Gem had used that to motivate and manipulate Bujilli into pursuing its alien agenda.
Bujilli was going along with the plan, for now.
But he had no illusions about this whispering green Gem--it was an alien intelligence and it was only helping him in so far as it would help it. The Gem had dreams of its own, ambitions and schemes that it wanted Bujilli to take part in. So far, it had been worth it. So far. Listening to the Gem had worked out fairly well. So far. Bujilli had learned several useful new spells. He had learned a number of strange secrets and gained the use of a number of languages he otherwise would never have learned from his Uncle. But most of all, Bujilli had learned how to question everything, and not just how he was raised or the cruel ways of his Uncle, but to ask questions of everything, including the aims and goals of the green Gem.
The Gem had advised him to go 'Forwards. Onwards. Downwards.'
So be it.
Bujilli adjusted his pack, gripped his tulwar----
SSskKkRrreeeeeeeeeeeeeeeeeeeCch!!!!
Sounds of violence explode from the Southern passage.
THUD!
Something huge and heavy just struck the walls behind Bujilli. Dust was sifting down from the ceiling. He strained to listen closely. There was some sort of movement or commotion going on back in the room with the burrowed hole in the floor. Something was going on back there. Whatever made that massive thud had to have been much bigger than any Almas-gobbling python Bujilli ever ran into as a child.
For an instant Bujilli hesitated -- should he go and check out the noise behind him or should he move on, perhaps place the translucent, slightly out-of-phase portcullis between him and whatever made all that racket?
People who make loud noises in places like this tended to travel in groups. At least as a rule of thumb. Bujilli had been raised to sneak in, grab a few things, and sneak back out without disturbing traps or attracting undue notice. Low-landers and Yeren were notorious for marching in like soldiers on leave and just smashing things until they found gold or jewels or good things to eat.
Bujilli padded over to the Northern passage as quietly, yet quickly as he could move. He positioned himself in front of the portcullis in the North, with the Thing That Watches squarely at his back to obscure him from sight should anyone enter the room from the South.
He sighed, letting a billowy cloud of breath curl upwards from his lips. The portcullis was translucent, almost transparent. It was slightly mottled in places with patches of corrosion that seemed to almost clutch at thin air. He had seen things like this before. It meant that the weird energies surrounding the imprisoned creature at the center of this room had been subtly affecting the metal of the portcullis for a very, very long time.
Bujilli observed the translucent bars as they cycled in and out of phase rhythmically. It wasn't so much like a heart beat as it was more akin to waves washing upon a beach, like the Bitter Sea that his Uncle liked to skry through his obsidian shewstone that had been mounted within a clockwork-orrery of delicately nested gold and platinum hoops and rings.
One distinct advantage of being scrawny like Bujilli was that he could usually fit through a lot of tight spaces that burlier, bulkier robbers and desecraters couldn't get past.
But this time it wasn't going to work. The bars were just a little too close together and he did not trust touching them. Things that cycled in and out of phase like that could drag along portions of whatever came into contact with them, or they could trap him within a specially-prepared anteplane. He'd grown up pilfering trinkets and treasures from the ancient tombs of dead sorcerers. He knew some of the old tricks these vile old spell casters had used to confound and kill off trespassers, rivals and even their own descendants.
He wasn't completely sure, but the portcullis seemed to be sliding along the Aethyrial axis, which was a far more common gambit than any of the more exotic options. If he was right, then he had a spell that just might do the trick. If he was wrong...it could get ugly...but it still beat hanging around to get jumped by a bunch of yahoos with delusions of dungeon delving.
Bujilli centered himself and cast the Protection From Aethyrial Intrusions spell. It was another spell that the Gem had taught him, but it seemed to be the best option he had available. The spell enfolded Bujilli in a sphere of scintillating light. things got quiet. softer. Indistinct and smoother. He reached out to the portcullis and prepared himself to jump across and through the barrier in one strong, decisive leap. It would either work or it'd probably kill him. But the Gem wouldn't tell him to go 'forwards' if it didn't think he had the means to make the assay. Or at least so he hoped.
One cycle. Two. Thr--
Bujilli jumped for all he was worth.
He rolled back to his feet on the other side of the barrier.
It had worked.
He had beaten the old portcullis.
Now all he had to do was follow the corridor onwards. Downwards. Northwards.
He tried to suppress a giggle when he heard the screams and shouts of three or four different voices and the tell-tale squealching noise of a group of heavily encumbered people slipping and sliding around in thick mud.
Those weren't eels after all. Those were tentacles. Ropy, fungoid limbs. Bujilli knew he had made the right decision once he heard the distinctive raspy-gasping belching and grunting of a Var'Quom, what the Low-landers called a 'muck raker.' Whomever it was that had come in after Bujilli was in a lot of trouble. Those fungal creatures were ferocious and much feared among his fellow crypt-kids.
With a shiver of distaste and the lingering taste of bad memories of being chased through night-black mazes by grumbling, grunting fungal things, Bujilli picked-up his pace and headed onwards. Downwards. Northwards. away from the mud the blood and the fear that filled the room behind him.
Whomever they were back there, he wished them luck...
So...does Bujilli keep on keeping on, heading on into the depths towards his destination and destiny, or does he turn back and observe the carnage behind him?
Does he attempt to go to the rescue of these unknown adventurers?
It's not uncommon for rival tomb-looters to patiently wait for the demise of their competitors and then to swoop in on those who survive an ambush to finish the job, or to just pick-over the remains.
Decisions, decisions--but in the end--
You Decide!
Does he attempt to go to the rescue of these unknown adventurers?
It's not uncommon for rival tomb-looters to patiently wait for the demise of their competitors and then to swoop in on those who survive an ambush to finish the job, or to just pick-over the remains.
Decisions, decisions--but in the end--
You Decide!
Series Indexes
About Bujilli (What is This?) | Who is Bujilli? | How to Play
Bujilli's Character Sheet | Leeja's Character Sheet | Cast of Characters
Bujilli's Spells | Little Brown Journals | Loot Tally | House Rules
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
Series Six(Episodes 100-ongoing)
Labyrinth Lord | Advanced Edition Companion
Labels:
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Grumblings of the Encyclopedians (Wermspittle)
Not everything that glitters is necessarily golden. Most children, whether they are very good or very bad, or simply something other, learn that early in life; those that survive.
A penny saved is not always earned, especially if it happens to be a Dread Penny.
Nothing is ever really free. Good deeds rarely go unpunished. Blah, blah, blah...there are a lot of that sort of moralistic drivel packed into the gaps and crevices of any particular issue of The Whisperer or one of the other scandalsheets, tabloids or whatever else the Yellow Journalists are cranking out from their basement presses and print-shops. The cautionary posters and broadsheets tend to be more strident, less restrained than the pamphlets of propaganda and the obscure rantings of demented editors or publishers, but then those posters are pasted-up all over the alley walls and tenement halls for free, so one shouldn't expect quite so much form them perhaps...
A penny saved is not always earned, especially if it happens to be a Dread Penny.
Nothing is ever really free. Good deeds rarely go unpunished. Blah, blah, blah...there are a lot of that sort of moralistic drivel packed into the gaps and crevices of any particular issue of The Whisperer or one of the other scandalsheets, tabloids or whatever else the Yellow Journalists are cranking out from their basement presses and print-shops. The cautionary posters and broadsheets tend to be more strident, less restrained than the pamphlets of propaganda and the obscure rantings of demented editors or publishers, but then those posters are pasted-up all over the alley walls and tenement halls for free, so one shouldn't expect quite so much form them perhaps...
Wednesday, February 1, 2012
Spell: Dissolve (Internal)
Dissolve
Level: 3
Duration: Requires a minimum of 1d6 minutes per HD of internal parasite/resistance of affected matter to run its course.
Range: Extended Touch (Soft tissues/Intended for Internal Use)
Availability: Restricted to Surgeons and Medical Professionals. Non-approved users are subject to scrutiny by Medical Review Boards and there are other possible repercussions.
Provenance/Variants: Most variants of this spell are kept in locked collections and are under the Red Ban, meaning that any non-medical professionals who come across one of these spells is supposed to turn it over to the proper authorities. Of course, this rarely ever happens, as there is a thriving underground trade for medical collectibles and illicit spells alike.
Requirements & Constraints: Diagnosis either through the spell, divination, or personal skill is required before this spell can even be cast. All known versions of this spell, even the forgeries, are couched in obscure medical terminology in order to baffle lay-practitioners and to cause non-sanctioned casters to slip-up or miss an important sub-clause, often with extremely painful or even fatal results. There is almost always some sort of penalty associated with unsanctioned use of this spell and any of its variants. (See Penalties Associated With Non-Sanctioned Spell-Use for details.)
Favorable Correspondences: Sanctioned Medical practitioners get to use this spell with no penalty. Medical Dowsing allows the caster to reduce the time needed for this spell to run its course by 50%. Using a Katarchic Chart from a Midwife will allow the victim to make all Saves related to this spell at +2.
Description
A closely guarded secret of the medical establishment, this spell is restricted to Surgeons and other Sanctioned Professionals. In the hands of a skilled and legitimate user, this spell and its hyper-specialized variants will counter the horrific effects of most pernicious parasitic infections, sorcerous maladies such as Cerebral Conception or Terrible Conception, and the deliberate embedding of foreign objects by Apportative Attacks, Catastrophic Infiltration, or the like. It can also be used to eliminate more mundane ailments such as various lithotropes (mineralized formations), deposits, or blockages within the victim's body.
Level: 3
Duration: Requires a minimum of 1d6 minutes per HD of internal parasite/resistance of affected matter to run its course.
Range: Extended Touch (Soft tissues/Intended for Internal Use)
Availability: Restricted to Surgeons and Medical Professionals. Non-approved users are subject to scrutiny by Medical Review Boards and there are other possible repercussions.
Provenance/Variants: Most variants of this spell are kept in locked collections and are under the Red Ban, meaning that any non-medical professionals who come across one of these spells is supposed to turn it over to the proper authorities. Of course, this rarely ever happens, as there is a thriving underground trade for medical collectibles and illicit spells alike.
Requirements & Constraints: Diagnosis either through the spell, divination, or personal skill is required before this spell can even be cast. All known versions of this spell, even the forgeries, are couched in obscure medical terminology in order to baffle lay-practitioners and to cause non-sanctioned casters to slip-up or miss an important sub-clause, often with extremely painful or even fatal results. There is almost always some sort of penalty associated with unsanctioned use of this spell and any of its variants. (See Penalties Associated With Non-Sanctioned Spell-Use for details.)
Favorable Correspondences: Sanctioned Medical practitioners get to use this spell with no penalty. Medical Dowsing allows the caster to reduce the time needed for this spell to run its course by 50%. Using a Katarchic Chart from a Midwife will allow the victim to make all Saves related to this spell at +2.
Description
A closely guarded secret of the medical establishment, this spell is restricted to Surgeons and other Sanctioned Professionals. In the hands of a skilled and legitimate user, this spell and its hyper-specialized variants will counter the horrific effects of most pernicious parasitic infections, sorcerous maladies such as Cerebral Conception or Terrible Conception, and the deliberate embedding of foreign objects by Apportative Attacks, Catastrophic Infiltration, or the like. It can also be used to eliminate more mundane ailments such as various lithotropes (mineralized formations), deposits, or blockages within the victim's body.
Alley Encounters (Wermspittle)
Random Alley Encounters in Wermspittle: Morning
- (1) Bell-ringer fleeing from something...
- The next 20' of the alley is under the effects of an Unfix Boundaries spell for the next 5 minutes.
- (2d4) Skeletal Mourners in full robes headed to the Abbey of Three Saints. They are in a hurry and have little time to dally in any case, as the sun is rising. You can hear the Bell Towers ringing-in the dawn even as these macabre figures march past.
- (1) Blatherer yelling for help from an attic window. Most people just ignore the thing.
- (1) Rat-catcher accompanied by (1d4) apprentices and another (1d4) Sewer-Militia.* They seem to be heading somewhere in particular, but moving along so as not to disturb anyone unduly.
- (1) Lamp-lighter extinguishing the few remaining, working lamps along this stretch of alley. [20% chance they are a Pyroclast.]
- (1d4) Hunchback(s) on rooftop hunting urchins for the flesh-peddlers or molluscs for the local taverns. (70% chance they are Grimclowns, 30% chance they are Grood.)
- (2d4) Teratomorphs and/or Patients huddling against a rickety old cart or next to stacks of old crates and barrels. They do not interact willingly, but will move off to some other resting place if disturbed. One of them appears to be an Unfortunate One who is trying to disguise themself by loitering in the company of these misshapen creatures. [Base 40% chance the Unfortunate One is a spy or assassin.]
- (1d4) Rhizomalatrists tugging at a strange root or runner protruding out from under the badly cracked and buckled foundations of an abandoned property.
- (2d4) Tiny but toothsome Dreamsnails slithering down a wall in front of you. They seem oblivious to the time of day, but they do notice when people observe them, they can feel the pressure of conscious attention and they hate being ignored. Where could they have come from?
- A very young and very skittish run-away Bruthem has gotten stuck in a narrow part of this alley-way. The beast-wranglers who lost this one are out looking for it. There might be a reward for anyone helping them to recover the thing before some refugees gut it and strip the carcass to the bones.
- (1) Drab Jelly slowly slithering down the near wall. It shows obvious signs of having been miss-handled and injured by amateur Jelly-Gatherers. (50%/50% chance of the thing either going berserk or just going dormant.) The Jelly-Gatherers will show up in (1d12) minutes.
- Alley-way collapses into a sink-hole across (1d20'). This could be the result of a collapsed tunnel, a Burrowing Wurm, or perhaps a Type IV Gobbling Grout...
- (1d4) Flutter Worm(s) engorged with blood, returning to their nest. The drained body of their latest victim is within 10' of where you stand right now. The Flutter Worms seem to be directed or under the influence of a strange sort of music coming from an attic window nearly a block away. It might be flute music...but it ends before you can get too much closer. Perhaps the musician spotted your approach and possible interest?
- (2d6) Changeling Gangers [30% chance they are taunting an injured Hunchback]
- (1d6) Scatmonger Monks diligently making the rounds and shoveling-up ordure for the Powder Grinders along Gonnesmith Way.
- (1d4) Almas scurrying along the alley to a hidden ladder so tehy can make their way across the rooftops to a secret rendezvous with a organ-and-gland-buyer who works for a high-end gourmet carnicería in Upper Town. One of the Almas is a Gland-Culler.
- (2d6) Rubble Urchins [40% chance they are fighting with (1d4) Changeling Gangers]
- (1d6) Crudiv scanning the players discretely, following discretely, waiting for a suitable opportunity to ambush them, or anyone else to whom the party leads them. They're not picky.
- (1d4) Grotesque(s) [60% chance of their being on a rooftop]
- (1d6) Gargoyle-hunters (see Gargoyle-Hunters) [20% chance of ambush by (1d4) gargoyles]
- (1d100) Bloodfinch Flock. They've been disturbed by someone other than you, but now that you're here, they are hungry...
- (1d4) Very small recently-hatched Glimp-Shells are clustered in a small niche, hiding from the drunken lout who won their eggs in a card game last night. The 'lucky' gambler is passed out, face down in the alley within 12' of the hiding Glimp Shells. The stench of vomit, beer and urine makes it but impossible to miss the guy. Roll for a secondary encounter.
- (1d4) Drilg trying to be inconspicuous as they attempt to hunt down a pack of ratling bandits who have abducted one of their females. [60% chance the Drilg will ask for help to recover their lost princess...]
- An over-dressed Octoscholar clad in a hooded velvet cloak. They have just left a very clandestine, very important meeting. They will offer a sizable reward to the first group of likely-looking mammals they encounter, if these bipeds can successfully get the Octoscholar back to the Academy of Occult Arts & Sciences without anyone being the wiser.
- A Plodder Shell loaded-down with a heap of hastily-rolled carpets, several pieces of mis-matched antique furniture, two hastily disassembled wardrobe mirrors, six bulging sacks of wadded-up draperies, several heavy silver candle-sticks, and a number of other house-hold furnishings is just standing there, placid and content to be alive. In the next 1d6 minutes, a team of looters will return to their Plodder Shell bearing the last load of the evening. It has been a long, but productive night's work for them. They'll certainly take a very dim view of anyone pilfering their hard-earned loot, but they might be in the mood to hire-on some extra protection if they are being followed, or expecting trouble from some rivals, especially as the sun is coming up and they no longer have the cover of darkness to help protect them. [Base 40% chance that ratling bandits or some other underworld-types are in fact watching these looters with interest, possibly planning a quick smash-and-grab, or worse.]
- (1d2) Dumb Bell(s) sitting peacefully in the center of the alley.
- (1d4) Blue Zoogs escaped from the attic workroom of an outlaw oneirist. The dream-mancer is watching at a distance by way of a Sleeper's Lens. They will wait until nightfall to attempt to recapture or re-acquire these 'specimens.'
- Mindslime seeping back into a crack within the back wall of an old asylum.
- (1d6) Skeletons (Chapel Guard) patrolling the alley as part of their routine. [Base 30% chance of a Trapezoid accompanying them...]
-----
* Sewer Militia(First Shift of the Day): (1d4) 2nd level fighters, max. HP, Studded leather armor, heavy crossbows and cold-iron short swords. Most also carry 1d4 random tools (hammers, chisels, small shovels, pry-bars, etc.) They are forbidden to carry money while on shift. See the Sewer Militia post for more details.
Triple Circle
The Tripartite Treatise of the Turquoise Titmouse contains within its off-blue pages of thin-shaved fungal-parchment an account of the 'Triple Circle.' In most editions and copies this rite is ascribed to 'Thillidon,' 'Quillodin,' 'Rhillijin,' or one of the obviously spurious Kedradarns, either the Younger, Elder, or The One Who Knew Better. It is only the worm-bound, hand-copied and illuminated recension of this obscure esoteric text that attributes the 'Triple Circle' to a minor occult scholar known only by his pseudonym 'Daarlik.' It is the version of the 'Triple Circle' found only in one of the three extant copies of the worm-bound edition of this text that was adopted into the curriculum of the Academy of Occult Arts & Sciences in Wermspittle.
Triple Circle (Variant III: Daarlik's Revision)
Prerequisites: Hex-spindle Defensive Ward, Triple-Shadow, and Ectoplasmic Wall
Prescribed Paraphenalia: Three sticks of 'calcinated bronze,' three lantern-cages (one purple, one orange, one green--either enameled or draped with a suitable cloth), three Koponu.
Favorable Aspects: Via Combusta, any transit with strongly aspected Mutable signs or a predominance of Fire, all conjunctions taking place in a Fire-dominated House or Sign (especially if it involves any Mutable signs).
The Given Procedure
After observing all the usual preparations and oblations, the ritualist is to inscribe the figure of the three intersecting circles, complete with their respective symbols, using one purified stick of 'calcinated bronze' to draw-out each circle, one after the other. No specific order or sequence is offered, but it is considered efficacious to do this moving in a clock-wise fashion, but this may be simple and unimaginative adherence to out-moded dogma.
Once the figure is inscribed, it is then purified with fire, incense and sea water...only the text does not keep these items in strictly the same order, and there is some confusion as to a note specifying '...rain water mixed with sweat...' that has been added into the margins by Daarlik or possibly someone else.
The ritualist then casts the Hex-spindle Ward at the center-junction of the three circles, but holds it in abeyance by sheer act of willpower and concentration. While holding this defensive bulwark at the ready, the caster must use Ectoplasmic Wall to re-inscribe the three-fold figure completely and without error, then cast Triple-Shadow. They are presumed to then allow the Hex-spindle Ward to fully manifest, but the text is vague and does not explicitly say one way or another.
It is at this point that the Koponu lantern-cages are to be unveiled -- of course no previous notation was made that they should indeed be covered, outside of a brief mention that an appropriately colored cloth could be used in place of enameling on the cages. It is also unclear as to how this unveiling is to be accomplished--telekinesis? A pre-arranged signal for the Koponu to drag off their cloths? Assistants who perhaps stand-by each of the lamp-stands and uncover them at the cue or telepathic prompt of the ritualist? The text is frustratingly vague and in some editions quite confusing as in one version of the ritual there is call for moon-raised demi-moths to lift the spun silver-web coverings from the lamp-cages. As to what exactly 'demi-moths,' or even 'spun silver-web' might be, there is no clue or details provided within any of the texts.
In the interplay of the triple-light of the Koponu and the Triple-Shadow spell, the ritualist is to pronounce the three names that go along with the three symbols. This will (allegedly) allow them to open the way across to each of the three paraversal planes known respectively as the Purple Forest, the Ochre Cliff, and the Green Ice. The name transcribed for the Purple Forest is 'Jalhadreah,' however the specific pronunciation is disputed and often left to the student to work out for themselves. The other two symbols are not named in any of the existing texts, necessitating a great deal of research and experimentation on the part of anyone seeking to unlock either of the other paraversal planes accessed by this spell.
It is worth noting that by simply visualizing the respective symbols, one can in fact gain clairvoyant, even clairaudient impressions of the three paraversal planes. Those casters particularly gifted or possessed of suitable mechanisms, apparatus or capabilities have been able to skry across into these regions, while others have successfully projected their consciousness to more fully investigate what actually lies waiting of the other side, though this does necessitate dispensing with the protection afforded by the Hex-spindle Ward.
Performing this ritual allows one to attune to the Purple Forest with minimal extra effort, however without the proper names of the other two paraversal planes it is very difficult to attune one's self to either of them without extraordinary effort and risk of strain, stroke or worse.
What's In It For Me?
A ritualist having successfully performed the 'Triple Circle,' and having attuned themselves to the Purple Forest can begin to draw upon this plane for raw energies, displaced weather effects, transitional terrain effects, and summonable creatures...though all of these applications are dependent upon the caster gaining some sort of knowledge of what is available within that plane, usually by way of clairvoyant, oneiric, or telepathic surveys and explorations. There are also available, in some instances, a number of personal journals and transcribed accounts of other sorcerers' experiments within these regions, some of which might offer up a few clues, hints or even usable sigils for calling forth various entities or effects. Of course, the usual caveats do apply--not all of these works are authentic, and a few might well be perverse traps laid for the unwary by unbalanced personalities or spiteful maguses jealous of their power and knowledge.
It's All About Access...
By opening the way unto another plane, anteplane, adjacent world or parallel realm, the caster gains access to new sources of power and knowledge. Once the connection is made, the caster can further develop their personal connection, attune to this 'other place,' and gain access to items, spells, things, resources and information that they might never have noticed or been able to perceive previously.
There are books that can only be read on these other planes, either by way of dreaming or projection. There are entities that can be communicated with in order to barter secrets or spells, once one has made a connection with them that can only ever come from first opening the way unto their plane of existence.
A caster who has made this sort of connection can learn to summon things across from the other plane to their own, expanding upon their capabilities and options substantially.
In time, the caster may be able to make the transition to this other plane, thus opening up an even greater source of options for their exploration and acquisition of knowledge and power...
A Parting Note of Dubious Merit
Cryptic references in certain suppressed manuscripts and illicit scrolls that tend to get passed around among students and apprentices seem to give the impression that the Orange Circle that corresponds to the so-called 'Ochre Cliff' may in fact be linked to Jalamere...
(Note: Octoscholars do not normally have access to this version of the ritual, and though they would offer to reward handsomely anyone bringing it to them, there is talk of a curse upon anyone doing so, which has curtailed most casual interest in possibly attempting this particular transaction.)
Triple Circle (Variant III: Daarlik's Revision)
Prerequisites: Hex-spindle Defensive Ward, Triple-Shadow, and Ectoplasmic Wall
Prescribed Paraphenalia: Three sticks of 'calcinated bronze,' three lantern-cages (one purple, one orange, one green--either enameled or draped with a suitable cloth), three Koponu.
Favorable Aspects: Via Combusta, any transit with strongly aspected Mutable signs or a predominance of Fire, all conjunctions taking place in a Fire-dominated House or Sign (especially if it involves any Mutable signs).
The Given Procedure
After observing all the usual preparations and oblations, the ritualist is to inscribe the figure of the three intersecting circles, complete with their respective symbols, using one purified stick of 'calcinated bronze' to draw-out each circle, one after the other. No specific order or sequence is offered, but it is considered efficacious to do this moving in a clock-wise fashion, but this may be simple and unimaginative adherence to out-moded dogma.
Once the figure is inscribed, it is then purified with fire, incense and sea water...only the text does not keep these items in strictly the same order, and there is some confusion as to a note specifying '...rain water mixed with sweat...' that has been added into the margins by Daarlik or possibly someone else.
The ritualist then casts the Hex-spindle Ward at the center-junction of the three circles, but holds it in abeyance by sheer act of willpower and concentration. While holding this defensive bulwark at the ready, the caster must use Ectoplasmic Wall to re-inscribe the three-fold figure completely and without error, then cast Triple-Shadow. They are presumed to then allow the Hex-spindle Ward to fully manifest, but the text is vague and does not explicitly say one way or another.
It is at this point that the Koponu lantern-cages are to be unveiled -- of course no previous notation was made that they should indeed be covered, outside of a brief mention that an appropriately colored cloth could be used in place of enameling on the cages. It is also unclear as to how this unveiling is to be accomplished--telekinesis? A pre-arranged signal for the Koponu to drag off their cloths? Assistants who perhaps stand-by each of the lamp-stands and uncover them at the cue or telepathic prompt of the ritualist? The text is frustratingly vague and in some editions quite confusing as in one version of the ritual there is call for moon-raised demi-moths to lift the spun silver-web coverings from the lamp-cages. As to what exactly 'demi-moths,' or even 'spun silver-web' might be, there is no clue or details provided within any of the texts.
In the interplay of the triple-light of the Koponu and the Triple-Shadow spell, the ritualist is to pronounce the three names that go along with the three symbols. This will (allegedly) allow them to open the way across to each of the three paraversal planes known respectively as the Purple Forest, the Ochre Cliff, and the Green Ice. The name transcribed for the Purple Forest is 'Jalhadreah,' however the specific pronunciation is disputed and often left to the student to work out for themselves. The other two symbols are not named in any of the existing texts, necessitating a great deal of research and experimentation on the part of anyone seeking to unlock either of the other paraversal planes accessed by this spell.
It is worth noting that by simply visualizing the respective symbols, one can in fact gain clairvoyant, even clairaudient impressions of the three paraversal planes. Those casters particularly gifted or possessed of suitable mechanisms, apparatus or capabilities have been able to skry across into these regions, while others have successfully projected their consciousness to more fully investigate what actually lies waiting of the other side, though this does necessitate dispensing with the protection afforded by the Hex-spindle Ward.
Performing this ritual allows one to attune to the Purple Forest with minimal extra effort, however without the proper names of the other two paraversal planes it is very difficult to attune one's self to either of them without extraordinary effort and risk of strain, stroke or worse.
What's In It For Me?
A ritualist having successfully performed the 'Triple Circle,' and having attuned themselves to the Purple Forest can begin to draw upon this plane for raw energies, displaced weather effects, transitional terrain effects, and summonable creatures...though all of these applications are dependent upon the caster gaining some sort of knowledge of what is available within that plane, usually by way of clairvoyant, oneiric, or telepathic surveys and explorations. There are also available, in some instances, a number of personal journals and transcribed accounts of other sorcerers' experiments within these regions, some of which might offer up a few clues, hints or even usable sigils for calling forth various entities or effects. Of course, the usual caveats do apply--not all of these works are authentic, and a few might well be perverse traps laid for the unwary by unbalanced personalities or spiteful maguses jealous of their power and knowledge.
It's All About Access...
By opening the way unto another plane, anteplane, adjacent world or parallel realm, the caster gains access to new sources of power and knowledge. Once the connection is made, the caster can further develop their personal connection, attune to this 'other place,' and gain access to items, spells, things, resources and information that they might never have noticed or been able to perceive previously.
There are books that can only be read on these other planes, either by way of dreaming or projection. There are entities that can be communicated with in order to barter secrets or spells, once one has made a connection with them that can only ever come from first opening the way unto their plane of existence.
A caster who has made this sort of connection can learn to summon things across from the other plane to their own, expanding upon their capabilities and options substantially.
In time, the caster may be able to make the transition to this other plane, thus opening up an even greater source of options for their exploration and acquisition of knowledge and power...
A Parting Note of Dubious Merit
Cryptic references in certain suppressed manuscripts and illicit scrolls that tend to get passed around among students and apprentices seem to give the impression that the Orange Circle that corresponds to the so-called 'Ochre Cliff' may in fact be linked to Jalamere...
Wermspittle: Random Alley Encounter Tables (Morning, Noon, Night) [Labyrinth Lord]
Here are three D20 Tables for Random Alley Encounters in Wermspittle for the Morning, Noon and Night times.
Random Alley Encounters in Wermspittle: Morning
- (1) Bell-ringer fleeing from something...
- (2d4) Skeletal Mourners in full robes headed to the Abbey of Three Saints
- (1) Blatherer
- (1) Rat-catcher accompanied by (1d4) Sewer-Militia*
- (1) Lamp-lighter extinguishing the few remaining, working lamps
- (1d4) Hunchback(s) [70% chance of being on rooftop]
- (1d4) Rhizomalatrists
- (1) Toothsome Snail
- (1d2) Little Lost Bandersnatch(es) or (1d2) Flutter Worm(s) engorged with blood, returning to nest
- (2d6) Changeling Gangers [30% chance they are taunting an injured Hunchback]
- (1d6) Scatmonger Monks
- (2d6) Rubble Urchins [40% chance they are fighting with (1d4) Changeling Gangers]
- (1d6) Crudiv scanning the players discretely, following discretely
- (1d4) Grotesque(s) [60% chance of their being on a rooftop]
- (1d6) Gargoyle-hunters (see Gargoyle-Hunters) [20% chance of ambush by (1d4) gargoyles]
- (1d100) Bloodfinch Flock
- (1d4) Drilg trying to be inconspicuous
- (1d2) Dumb Bell
- (1d6) Skeletons [Chapel Guard]
- Special Encounter
* Sewer Militia (Day Shift): 2nd level fighters, max. HP, Studded leather armor, heavy crossbows and cold-iron short swords. Most also carry 1d4 random tools (hammers, chisels, small shovels, pry-bars, etc.) They are forbidden to carry money while on shift. See the Random Sewer Militia Table for more details.
Random Alley Encounters in Wermspittle: Noon
- (1d6) Skinsuits (see Skinsuits) or New Arrival (see New Arrivals)
- (1d4) Hunchback(s) [90% chance of being on rooftop]
- (14) Feral Children
- (2d4) Locals (see Locals, Lineages, NPCs)
- (2d4) Almas trying to sell mangy yeren pelts
- (1) Street Preacher
- (1d4) Moldlings [in dark area] or (1d6)
- (1d6) Slate Slugs
- (3d4) Glimpshells in a caravan (see Caravans)
- Local Merchant (see Local Merchants)
- (2d4) Mercenaries (see Mercenaries)
- (1d4) Simulacra
- (2d4) Plaguebearers being driven through the streets by (2d6) Bone Guard
- (2d6) Penitents stirring up a mob [20% of mob being incited, random target]
- (1) Filthmonger
- (1d6) Soulless or (1d4) beggars
- (1d8) Fruiting Bodies [in dark area] or (1d4) Wall Patrol
- (1d6) Skeletons [Tribunal of Bones]
- (1d4) Villagers (see Villagers)
- Special Encounter
*Wall Patrol (Day-time) 3rd level fighters, leather armor, (60%) arbalest/(20%) arquebus/(20%) longbow, with short sword, dagger and alarm horn. One in four will also have a spy-glass. They are forbidden to carry money during their time on-duty. Most will be human, with a 20% of any taint. See the Random Wall Patrol Table for more specific details.
Random Alley Encounters in Wermspittle: Night
- (1d6) Raving Lunatics or (2d4) CHUDs on a meat raid
- (1) Lamp-lighter, accompanied by 1d4 Sewer-Militia**
- (1d2) Will-o-the-wisp or (1d4) Ghouls
- (1d6) Street Wolves
- (3d6) Feral Children [30% chance of (1d4) Hunchbacks in pursuit]
- (1d4) Slow Warm Ones -- or -- (2d4) Sluggish
- (1d100) Bats [30% chance of 1d6 Giant Bats]
- (3d4) Half-Rat Raiding Party
- (1d4) Cat-Killers or (1d2) Roof Panthers ambush from above
- (2d4) Slitherers or (1) Slug Swarm
- (1d4) Morlocks with (2d4) Urglun bodyguards on way to a clandestine meeting
- (2d4) Mucoids [15% chance of Tripod]
- (2d6) Luminopedes
- (1d2) Flutter Worms
- (1d4) Fantomists
- (1d4) Almas prowling around suspiciously
- (1d6) Crudiv
- (1d4) Gargoyles [30% chance of (1d6) gargoyle-hunters in pursuit]
- (2d6) Skeletons [Night Watch]
- Special Encounter
** Sewer Militia (Night Shift): 4th level fighters (45% chance of a 4th level Cleric), studded leather armor, short-hafted tridents, hooked nets, saps and cold-iron short swords. Each one carries 1d6 random tools (hammers, chisels, pry-bars, plumb-lines, levels, etc.). All are equipped with a coldlight lantern, that is usually chained to their trident. They are forbidden to carry money on their person during their shift. See the Random Sewer Militia Table for more details.
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