Wednesday, April 25, 2012

Hard Candy (Corruption Trade/Wermspittle)

Sweet, wicked and all too cheap for anyone's good; there are over a thousand different types, sorts and kinds of candies and confections made from the by-products of the White Powder. Temptation made edible and immediately accessible, the various forms of Hard Candies available in Wermspittle have become a tradition, a custom, and worse--an addiction that affects most of the population. Few survive the harsh winters without resorting to Hard Candy. Very few. In some places specific types of Hard Candy have become an informal currency. For many, Hard Candy is the only option they have, if they wish to eat, once the Butchers run out of questionable meat.

It isn't the White Powder that takes such a heavy toll on the people of Wermspittle, nor even the violence, the miasmas, the prowling things just outside of sight; it is their reliance upon Hard Candy to survive the winter.
According to the Midwives...
Back before the Midwives' Rebellion, there was plenty to eat in Wermspittle, even in the winter. But something happened. In the midst of the riots, the lootings, the burnings and the chaos, someone orchestrated a methodical, calculated and well-planned destruction of certain things, mostly those sorts of things that tended to be overlooked by the mobs or the partisans. Overnight the things that had once made Wermspittle a prosperous source of plenty for all crashed and it came to an end. The warehouses were ransacked, silos and storage-bins were emptied or burned. Stockpiles ran out. Famine became a reality. Starvation made people desperate. Terrible things were allowed, where before they would have been reviled and punished. Only the Candymen, the dealers and distributors had anything left to eat and they exacted a heavy price for their favors.

Eat Your Heart Out
Hard Candy does offer those who eat it definite benefits, at first. Then things tend to go bad, then they get ugly. If used in moderation, it is possible to avoid the worst side-effects, as long as use is not prolonged beyond three months or so. Usually less. (One way to handle this is to look at the character's CON bonus; they can safely use Hard Candy once a day for 1 month per point of their CON bonus.)

Once-a-Day is Enough
Each piece of Hard Candy consumed within a 24-hour period will eliminate the need to eat for 1d4 days. It will also cause healing to take place at triple the normal rate and boost the immune system so as to remove all mundane diseases and give a +3 bonus on all Saves versus infection, poison, or diseases of a more sorcerous nature such as Mummy Rot.

Make one roll on the following table for each piece of Hard Candy consumed within a 24-hour period.
After getting the same result three times, make an additional roll on the next table.
  1. Visual perception heightened, triple normal range, expands into infra-red and beyond. (treat as Clairaudience, Clairvoyance, and Infravision combined). Save or go blind for next 1d8 days, make the Save it only lasts for 1d4 days.
  2. Gain Regeneration ability for 1d4 days. At end of effect, make a Save or begin to grow 1d4 tumorous growths or throbbing cysts requiring surgery to remove. Each of these nasty things absorbs 1 hit point per day of uninterrupted growth. They might become autonomous upon achieving more than ten hit points. If so, they will cause 1d4 damage per growth, as they rip themselves free of their host.
  3. Gain +2 to hit with melee weapons for next 1d4 hours. When effect ends, make a Save or suffer -1 penalty to hit for 1d4 days.
  4. Memory enhanced, can memorize spells or other things in 1/3 normal time, effect persists for 1d12 hours, at end of which time user must make a Save or lose all memories for 1d4 days.
  5. Movement doubled for next 1d4 days. Once this runs its course, user must eat triple normal rations for 1d4 days or suffer 1d4 damage each day they eat less.
  6. Features become malleable for next 1d4 hours. You can reshape your face. It will remain in the new configuration unless you roll this result again, in which case make a Save or your face will begin to melt (-1 penalty to CHAR).
  7. Movement tripled for next 3d8 hours. At end of duration user must eat actual food or suffer 1d4 damage for the next 2d4 days. Consuming Hard Candy during this recovery period will force an automatic roll on the next table.
  8. Sense of smell is heightened to extraordinary degree for next 1d6 days, after which make a Save or lose all sense of smell for 1d6 days.
  9. Gain +2 bonus to DEX for next 1d4 days, user experiences incredible balance and moves at double normal rate when climbing. At end of the duration, make a Save or be incapable of movement for 1d4 days. Making the Save reduces their movement by one-half for 2d4 days.
  10. Shrug off first 2 points of damage from all melee attacks for next 1d4 hours. At end of duration, make Save or suffer 2d4 damage, making the Save results in half damage.
  11. No need to eat for the next 3d6 days, however you now must make a Save or become one of the emaciated wretches who must eat one piece of Hard Candy every day or suffer 1d4 damage or worse.
  12. Transfer 2 points from INT, WIS or CHAR to STR, DEX or CON. Make Save or it is permanent. 

Things Turn Ugly
Prolonged use, a bad reaction, or overdosing on Hard Candy results in a roll on the following table.
  1. Lose 1 point of INT, however you temporarily regain all lost INT points while under the effect of Hard Candy.
  2. Your blood is now a weak form of Black Liquor. You are immune to the effect of the stuff, but all other forms of Black Liquor cause damage to you similar to boiling oil.
  3. You can now See Invisible all the time, but you can only see invisible things now. Base 10% chance to attract attention of a Horla every wandering monster check.
  4. Lose all sense of touch.
  5. You can no longer see the color (1=Blue, 2=Red, 3=Yellow, 4=Green, 5=Orange, 6=Purple).
  6. One half of all damage healed becomes hit points applied to the tumor-like growth developing within your abdominal cavity.
  7. The bodily fluids within one of your limbs are congealing into a warm, viscous mass that will thicken into a raw lump of 1d4 pounds of Achromic Powder that will need to be removed before it poisons your blood and kills you within the next 1d4 days. You lose 1 point of CON, STR, and DEX each day the lump is allowed to persist.
  8. Your skin is prone to molting. Some of the pieces that you've shed seem to disappear when you look away. Perhaps they have become autonomous in some way?
  9. Gain +1 to DEX, suffer -1 to STR, as your bones have become pliable, flexible things capable of bending in ways others might find unsettling.
  10. Your skin takes on a rancid smell and grows dark, with black splotches. Make Save or suffer -1 penalty to CHAR. Even if you make the Save, you gain a random mutation or defect. (see Table)
  11. Your blood no longer clots right, instead of forming scabs, it clumps together in little quivering blob-lets that may or may not slither away. When injured, you take an additional 1 point of damage just from blood loss.
  12. Large portions of your body have now become invisible. (Determine portions/extent randomly)
  13. Transfer 1d4 points from WIS to STR. You can only reverse this while under the effect of Hard Candy.
  14. Make Save every day or suffer effect of Feeblemind, unless you are under the influence of Hard Candy, then you're immune to all Fear, Feeblemind and related effects.
  15. One limb selected at random is becoming a lumpy sort of tentacle, unless you make a Save, then it's only a finger or toe that is getting wiggly.
  16. Your blood is now black and you heal a double normal rate all the time, unfortunately, every point you regain is counted against your original hit point total and when the new hit points exceed that amount, you lose one point of WIS and then must make a Save or else become a Loathsome Mass in 1d4 days. Perhaps you can find a cure before you collapse into a writhing mass of corruption? 
  17. Save or your skin is covered by a Sallow Stain that seeps out from your very bones. Make the Save and you only suffer this effect whenever you are injured--your blood produces a Wet Spot (roll 1d10) if you make a Save, or leaves behind a Sallow Stain if you fail.
  18. You suffer a loss of 1d4 points from CHAR or WIS, and your blood becomes a sweet, sticky green serum that attracts vermin within 360'. You regain the lost attribute points whenever you eat more Hard Candy, but the vermin will always come for you. Getting this result more than once carries a cumulative 20% chance of suffering the effects of a Verminomorphosis spell. Making a Save means the effect is random, akin to a form of verminicious lycanthropy, perhaps.
  19. Congratulations; you get to roll 1d10 on the Wet Spot table and apply the result to your body in some gruesome, particularly uncomfortable way.
  20. Become a Loathsome Mass...for 1d4 hours every time you fail a Save. Duration of transformation triples every time you get this result, with a Save required or else it becomes permanent. 
It is suggested that one does not combine White Powder or Black Liquor with Hard Candy, as that would probably be cause to make a roll on the above table, should the victim fail a Save.


Tuesday, April 24, 2012

Thysanurian

Thysanurian
No. Enc.: 1d6 (2d6)
Alignment: Neutral
Movement: 90' (180' jump) Move at half normal rate when levitating.
Armor Class: 5
Hit Dice: 2+ (Can gain levels as either Fighter or Spell Caster, also can multi-class/dual-class)
Attacks: 1d6, determined randomly each turn.
Damage: 1d4 per claw, or by weapon, or by spell.
Save: MU2+ (Fighters save as MUs / MUs save as Fighers)
Morale: 8

Thysanurians are cold blooded rationalists and pragmatists who blindly seek out magical papyri, scrolls, spell-books and the like in order to consume them and assimilate the spells contained within. It takes them 1d10 minutes per level of the targeted spell to consume it once the Thysanurian has made a successful attack roll against the scroll, book, etc. They can usually only consume spells inscribed upon organic substrates, but a few reports have surfaced concerning Thysanurians that are alleged to have become capable of digesting inorganic materials, such as synthetic fabrics, but this has yet to be confirmed.

The few specimens of Thysanurians that have had functioning compound eyes have also tended to be vampiric, though it is unclear if they were actually undead, or just haemovores.

Known Sub-Types
Silvren: Start with 4 HD, inflict 2d4 with each claw, and have a +4 Char Reaction with Ants and Ant-like creatures.
Firebrats: Start with 3 HD, Save or take only 1 point of damage from fire or heat.

Sunday, April 22, 2012

Table: Writhing Masses & Worse (Jalamere)

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

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


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

Saturday, April 21, 2012

Geomorphs (Update on Revised Series1)

We're assembling all of our previous Geomorphs into one master set in PDF form, as well as stripping them down and cutting them out so that they'll work better for Dave's Mapper. This has been more time-consuming than we originally counted on, but it's nearing completion, and we've learned a lot from this process so that when we start Series Two...we hopefully won't make as many mistakes as last time...

Live and learn.

Once we wrap-up the revisions to this first series of geomorphs, we'll move on to a fresh new series that will dovetail into a special exploration environment project we've been building for quite a while now.

But first, we need to get the old Geomorphs revised and out into the world where they can be put to good use.

As part of this revision effort, we're doing a brand-new set of Edges and Corners to add to each of the existing sets in the first series. We're debating whether to do one Edge and two Corners or two Edges and one Corner per sheet, with a full set of additional edges and corners thrown in on their own sheets. We're also revisiting the lay-out and we'd like to hear what you think of this approach...of course this sample lacks the Edges and Corners, but they'd run down the center. We'll update things once we have the lay-out nailed down once and for all.

Let us know what you think.


Fungal Tyrant

One cannot underestimate the ambition of fungus. They're not like us. What alien impulses motivate them to do the things they do? We'll probably never know. Pernicious pests, sumptuous repasts, hallucinogenic confounders of the young and impressionable. Alas, they are too much like us for either of our good...
Vintage Colloidal Argentotype print from the only surviving page of Laxrimosk's Cthonic Catalogue
Fungal Tyrant
No. Enc.: 1 (1d4)
Alignment: Chaotic
Movement: Zero
Armor Class: 6
Hit Dice: 4+
Attacks: 1d4
Damage: 1d4+1 (per each tendril-lash), or by spell/ability
Save: MU6 (2 levels above current HD)
Morale: 11

Special Abilities: Use the following spells at-will; Clairvoyance, Detect Invisible, ESP, Locate Object, Ventriloquism (only within Area of Awareness).

True subterranean hazards to navigation, Fungal Tyrants are the mature, easily visible fruiting-body form of a Fungal Drone that has take root. Once it has insinuated itself into a suitable location, these horrid creatures extend a network of cellular strands into the soil, infiltrating an area of up to a mile or more per HD. This net of filament-like strands acts as a sort of extended nervous system for the Tyrant, allowing it to observe everything that takes place within its personal Area of Awareness through a form of non-invasive ESP.

Deaf, mute and blind, these dreadful fungi abide in dark, damp places selected specifically to take best advantage of the prevailing conditions and terrain as places of ambush. They patiently wait in the dim gloom below for lost travelers, stragglers, or adventurers to prey upon. A well-established clutch of Fungal Tyrants can spur the creation of new tunnels and fresh passages in order to by-pass the monsters.

A Fungal Tyrant acquires INT, WIS and CHAR by consuming the dead brains of intelligent creatures whose bodies have been reduced into a noxious goo by the chemicals exuded by its extended cellular network. Often a Fungal Tyrant benefits from the deaths of creatures that never even knew one was near-by. This is why many Fungal Tyrants can be found near hotly contested underground passageways or key junctions along subterranean trade-routes, as well as forgotten catacombs, ancient grave-sites, and otherwise abandoned necropolises. Fungal Tyrants are not particularly picky about how they acquire brains.

A typical Fungal Tyrant will begin with the spell-casting capabilities of a Magic User of 1st-4th level (roll 1d4), and will improve one level per 2 HD gained through consuming brains.

It is suspected that there are more advanced versions of these monstrosities out there in the deep dark, but little is known and less confirmed, although the Journal of Admunth Delavorme contains a partially expurgated account of a conversation with a huge, old Fungal Tyrant and the afore-mentioned adventurer during which the creature offers to trade various incomprehensibly-named spells of dubious provenance for equivalent knowledge or teachings. It is unclear whether this account is a forgery, a hoax or a legitimate piece of evidence since the Sewer Militia seized the three known copies of the transcribed journal in manuscript form and no longer allow access to it under any circumstances.

There are also rumors of a stunted off-shoot or sub-type of the known form of Fungal Tyrant, colloquially called 'Fungal Bullies,' that are covered with vivid ochre or burgundy spots. These smaller (2HD+) creatures lack much of the spell-casting abilities of their larger brethren, but make up for it by their hyper-malevolent toxicity and ability to make anything within their Area of Awareness succumb to a form of rot very similar to that inflicted by mummies. In fact, ancient fragmentary records transcribed from clay tablets recovered from ancient subterranean ruins seem to indicate that these creatures may have more than a passing connection to certain forms of mummification, leading some less cautious scholars to assert that the rotting ability of some mummies may in fact be derived from these particular fungi. So far the three official expeditions that have set out to determine the accuracy of this hypothesis have all gone missing without a trace.


Friday, April 20, 2012

Ferruginous T-shirt

Ferruginous Blob T-shirt zazzle_shirt
Ferruginous Blob T-shirt by hereticwerks
Browse other Hereticwerks T-Shirts

Just in case anyone else thought that the Ferruginous Blob looked good on a black T-shirt...

Ferruginous Blob

Ferruginous Blob
No. Enc.: 1d2 (1d6)
Alignment: Chaotic
Movement: 20' (6')
Armor Class: 7
Hit Dice: 2+
Attacks: 1
Damage: 1d8 or by weapon (Plus rust effect)
Save: F2
Morale: 10

Weird amorphous horrors that lurk far beneath the mapped or traveled sections of the deep dark, Ferruginous Blobs are the degenerate spawn of things that withdrew from conventional subterranean society long, long ago in order to pursue their bizarrre vocation; they create peculiar, non-ferrous enchanted weapons suited pretty much only to their own use.

Acutely aware of vibration and magnetism, the Ferruginous Blobs also possess highly developed olfactory senses and have countless tiny overlapping taste-buds scattered randomly across their outer membranes. They can detect iron from more than a mile away. Even underground. And they have an unholy, unquenchable appetite for the stuff.

Any normal, non-enchanted iron or steel that comes into contact with a Ferruginous Blob will only do so once, which will allow weapons to inflict their damage, but then they will crumble into rust that the creature will attempt to absorb. Enchanted iron/steel gains a Save, and must lose its magical bonuses 1 at a time, as per a Rust Monster's attack (LL, p. 93-94).

A typical Ferruginous Blob will be wielding a +1 weapon fashioned from some strange alloy that might be an esoteric form of bronze, or something else entirely. So far the two samples recovered have defied all attempts at alchemical analysis.

Ferruginous Blobs usually gain an additional +1 bonus or extra special ability for their weapon every other HD.

According to some sources, these things gain extra HD from destroying enchanted steel weapons, but this is probably just another old Midwives' tale.

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Ectography

Ectography is an arcane technique used in capturing images of non-physical or trans-physical objects, items or entities. It originated with the ancient, crude  camera obscuras and skrying boxes used by phantasmagorists, mediums and evocationaries, but developed into its own thing fairly quickly as alchemists and others sought to replicate the results gained by some of the more successful mediums. Trial and error led to myriad breakthroughs and dead ends alike, but the conventional configuration of lenses, fluid condensers, mirrors, and heavily lacquered black boxes was arrived at more than seven hundred years ago, perhaps more than a thousand years ago if the claims of Archimbaldo and Lange are to be taken seriously. But since they also are the main proponents of some of the wilder paleo-astronomy theories currently in vogue among the more lurid publications, their claim as to the pedigree of ectography is somewhat in doubt.

Ectography makes use of a bitumen-based solution on glass plates, as with heliotropes, but it also relies upon a formulation of silver nitrate, as per daguerreotypes, and in addition it only works in conditions of darkness and in the presence of ectoplasm. The first models could only be worked by a physical medium, or with the assistance of one or more practising mediums, making it difficult to use and unwieldy in general. The use of certain salts in the formulation of the primary solution made the ectographic cameras usable by non-mediums. There is rigorous debate to this day over what formulation or solution is the best or most effective. Some ectographers prefer a preliminary bath of colloidal silver to prime their glass plates, others insist on necrocineris, black saltes, or even a derivative of White Powder, while still others will only work with a paste made from ground-up old mummies and certain 'secret ingredients' they insist must be compounded during certain phases of the moon. Certain schools teach their students to always use specific grades of incense for best results, others avoid smoke of all sorts and instead make use of pans of fresh-drawn blood, or even less wholesome methods. There are hundreds of different, competing formulations and techniques in use and each one has its merits; those methods that did not produce effective results were cast aside long ago. A direct predecessor of Haemotypes (see here for an example), the images produced by ectography are derived from ectoplasm, not blood. At least not directly.

Modern ectography combines a sort of psychometry with ectoplasmic senstivity, but now the camera-mechanism is at least as much the active medium as any sitter or ectopath that the ectographer might be employ. The cameras often become extremely sensitive due to long exposure to the various volatile compounds used in the process. Some cameras are reputed to have become haunted. Other have been confiscated for use as spirit-traps or worse. It is a volatile and complicated field, rife with competing adepts, (literally) cut-throat experts and not a few incautious dabblers or unscrupulous charlatans who often stir up a great deal of trouble, especially wherever there might be Horlas or Fantomists involved.

Ectography was originally established as a viable artistic method and technique well before the Midwives' Rebellion and has continued to grow, evolve and fragment into dozens of specializations, unique sub-disciplines and spin-off techniques that in some cases threaten to eclipse the old approaches with their newfangled ways of producing evocative images, whether they are capturing the impressions of dreams, showing the true face of those who are not what they seem, revealing otherwise invisible things, a dying man's last memories, the last thing seen by a murder victim, or some bizarre montage of disjointed impressions taken across planar membranes, through time, or even more outlandish and outrageous things. Ectographers are a strange lot, always pushing back the boundaries of what can be seen, often with a total disregard for whether or not these things should be seen, or the consequences of making such things visible.

Recent experiments in time-lapse ectography near some of the more stable Weak Points have revealed what may be a dangerous new approach to transplanar exploration...if the glass plates that survived the carnage that has left three ectographers dead and seven missing are any indication...