Wednesday, June 13, 2012

Kepler 22-B: A Strange New World

John Stater (Land of Nod), the mad genius behind the Nod, Mystery Men, Pars Fortuna and more great stuff than you can shake a dead kobold at, has set into motion a collaborative & imaginative Planetary Survey of the gargantuan exoplanet Kepler 22-B. This effort is wide open, system-less, and each sector is assigned on a first-come, first-served basis.

The Home-Base and central hub of all activity surrounding this project is the Strange New World blog.

We suggest beginning at the Welcome to Kepler 22-B post. This sums up the aims, goals and general methodology of the project.

The Master Map is ginormous. There's plenty of room for everyone and just about anything on this huge alien world.


If you'd like to join-in the fun, then contact Mr. Stater via his Profile on the Strange New World blog. Everything you create remains yours. See the Copyright Page for details.



Okauni

Okauni
No. Enc.: 1 (1d6)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 5
Hit Dice: 2
Attacks: 2
Damage: 1d4x2 (hooves), 1d4+2 (horns), or by weapon or spell
Save: F2
Morale: 5

Fast runners and impressive jumpers, the quick-tempered warriors of the Okauni are a well-known feature of the harsh savannas of Kiloom, the violet veldt of Vitrok, and dozens of other regions of predominantly plains, scrub or prairie. There are hundreds of tribal groups scattered across the vast Interior Zone wastes of Jalamere.

Nomads and wanderers, the Okauni don't even think twice about crossing over into other worlds; they simply follow the trails and move from place to place, paying no heed to such silly and false distinctions as boundaries, territory, or private property.

Monday, June 11, 2012

Pit Nibbler

Pit Nibbler
No. Enc.: 1d20 (1d100)
Alignment: Chaotic
Movement: 90' (60')
Armor Class: 6
Hit Dice: 1+
Attacks: 1 (Bite, scratch or weapon)
Damage: 1d4/1d4/1d4+poison
Save: F1
Morale: 4

Loathsome little hybrids, Pit Nibblers are the spawn of degenerate kobolds who've bonded with certain pale reptiles who dwell around particularly disreputable fumaroles and accursed mineral springs deep below.

Savage little cowards, the Pit Nibblers will rarely strike out directly unless in immediate peril. Instead they will lurk in the shadows and bide their time until they can launch an ambush, where they can make the most devious use of their numbers.

What weapons they have are rigged-together from bones and cast-off bits of debris that they have scavenged from other underground-dwelling communities. They poison their arrows, darts, javelins and tridents with a noxious concoction of saliva and slime that discolors wounds a livid greenish-black and has a 5% chance of causing a form of Gangrene. (Save or the affected body part will turn black, shrivel and become useless as it rots away over the course of 1d4 days. Cure DiseaseRestoration or Regenerate will remove this effect and allow the affected limb to be used normally after 1d4 days of recovery.)

Pit Nibblers raise a variety of subterranean lizards as pets, pack-beasts, guards and consorts...and they are known to harbor some sort of grudge against the Koponu for so-far unknown reasons...



Saturday, June 9, 2012

Corbin: From the Sketchbook

Corbin
No. Enc.: 1d4 (2d6)
Alignment: 90% Chaotic/10% Neutral
Movement: 90' (30')
Armor Class: 5
Hit Dice: 3 (Gain levels as dual-class Thief/Magic-users)
Attacks: 1
Damage: 1d4 (Bite), or by weapon/spell
Save: MU4
Morale: 10

Sly con-artists, cunning ambushers, ravenous bandits with a fondness for all things shiny, the Corbin prowl the peripheries of settled territories looking for likely marks, gullible dupes or obvious victims to loot, rob or pillage. But these are not simplistic pig-snouted brutes who stomp around hacking things with axes and pissing in wells, no--these are clever humanoids who seek to acquire ill-gotten gains by way of subterfuge, misdirection, trickery and without drawing a weapon...when they can. But should all else fail, or a target prove unwilling to abide by the Corbin's rules, they will get nasty. Plenty nasty. Watch out for the back-stabber behind you...

Starships & Spacemen, 2nd Edition

Goblinoid Games is bringing out a Revised Second Edition of Starships & SpacemenThey are seeking crowd-funding for this new edition via IndieGoGoAccording to the IndieGoGo page, this edition will be compatible with Labyrinth Lord and Mutant Future. That makes this new version of Starships & Spacemen all the more interesting, at least to us...




Friday, June 8, 2012

Praek of Yomnur

Praek of Yomnur
No. Enc.: 1d4 (3d4)
Alignment: 80% Neutral/20% Chaotic
Movement: 60'
         Swim: 120'
Armor Class: 5
Hit Dice: 3
Attacks: 1
Damage: 1d6 or by weapon/spell
Save: F3
Morale: 8

Enigmatic amphibians, the Praek make their soggy dens deep within the hardest to reach parts of the dense, dark jungles and canopied swamps of Yomnur.

The Praek see much that goes unnoticed by those lacking four eyes capable of discerning the delicate shading of a Horla's coat or the subtle outlines of the Unseen Beasts that they hunt for food during the rainy seasons.

The Praek are believed by some to see into the future. This has yet to be reliably confirmed. Most expeditions that set out to determine this matter disappear.

Arcane Flavor


Chaotic Shiny Productions brought out Arcane Flavor a few months ago, but this post appears to have gotten misplaced or overlooked in the messy transfer-over from the old (now defunct) Netherwerks blog.

Having re-read the booklet, we're even more enthusiastic about recommending it to open-minded DM/GMs than before.

Arcane Flavor is  a very well-written and useful resource for fleshing out the backgrounds, cultural aspects and heritage of various arcane-type characters. While it is geared towards 4th Edition rules, this material could easily be plugged into older editions or even completely other-than-D&D-rule-sets with only a little effort.

There are a lot of great ideas inside this book. The various cultures have heft; they feel like there is something to them, without getting all buried under too much prose or too many details or anything like that. This is a dynamic resource meant to be used, not just read and forgotten--these cultures have a life of their own and each one comes packed with adventure ideas, hooks, and the kind of engaging, intriguing, inspiring details that make you want to build characters from these societies and to go explore the places revealed within each section. Like the very best such resources, Arcane Flavor presents just enough information to get your imagination revving and the dice rolling.

In the interest of full disclosure, we proof-read the manuscript and we both thoroughly enjoyed Arcane Flavor. We do not currently play 4th Edition, but like we said above: It would take very little effort to adapt Arcane Flavor to Labyrinth Lord, or some similar Old School rules-set, and frankly the cultures are worth the effort. This booklet is very well-done and a great value. We highly recommend it to anyone interested in constructing interesting cultures for their table-top gaming (regardless of edition/brand) or fiction writing efforts.

You can find out more about Arcane Flavor at Chaotic Shiny Productionshttp://chaoticshinyproductions.com/arcaneflavor.php

Thursday, June 7, 2012

Bujilli: Episode 28

Previously...
Leaving Hedrard's office, Bujilli decided to do some exploring before heading off to try and meet with Sprague in the East Wing of the Academy. He didn't get very far before he found himself looking down on the pens, cells and pits used for holding and caring for exotic beasts used in the Arena, Experimental Surgeries, Physionometrist's Labs, Biology Classes, and other purposes. He watched a dead manticore being removed from an isolated cell and saw a chance to meet someone new, so Bujilli dropped down into the cell from the mezzanine and introduced himself only to be ignored. Then Unfred, The Keeper's Third Assistant Under-Janitor, caught him in the pens. This might have gone badly, but Bujilli mentioned that he had a Voucher from Hedrard. Unfred backed down and designated Leeja, the white-haired girl who was ignoring Bujilli previously, as his guide. Now he just needs to decide where he wants to go...

"Have you gotten yourself assigned to a dormitory yet? Have you eaten?" The girl with white hair stared at Bujilli. Her eyes. The gold in her irises swirled. Like clouds.

"I have a room. It's temporary. And no; I haven't eaten in...a while now." Bujilli realized he was famished. Food sounded really good right now.

"A room? You have a private room, all to yourself?" Leeja blurted incredulously.

"Yes. For now. Gnosiomandus arranged it for me just before he had to leave--"

"You know Gnosiomandus?!?" Leeja had large, expressive eyes. Golden-green irises. Skin like fresh yak's milk in the morning light. Surprisingly, to Bujilli, un-hairy. He'd not seen such smooth skin up close before. Leeja was quite attractive. And she knew it. 

"Yes...I mean no...I mean we've only recently met."

Leeja's shoulders sunk in disappointment. An almost petulant quiver pulsed across her lip then evaporated as she quickly recalculated the situation.

"...but he has agreed to take me on as a student--" Bujilli stumbled on. He felt strange. Normally reticent and quiet by nature, now he wanted to divulge practically every detail of his life story. To a stranger. To this girl.

"Really? What a fabulous break. You're very lucky!" Leeja smiled seductively. She smelled blood after all.

"I guess so..." Bujilli scowled. Shook his head. The hairs of his nape and forearms were standing on end. 

"Well, that settles it. Let's get out of here. If you don't mind a slight detour, we can swing by my dorm and I can get cleaned-up. Then we can go get something to eat and we can start your orientation." Leeja began to lead the way out of the half-cleaned pen.

"Okay. I think..." Bujilli shook his head once more. It wouldn't clear. His brain felt like it was pickled in honey. Sweet. Sticky. Stuck. In-between arousal and hunger, intoxication and excitement. Something was...

"Are you okay?" She asked oh so solicitously, a smile emerging from her perfect, alabaster--

"No."

Bujilli stepped back. He adjusted his eyes to more readily see the things no one notices, a trick his Uncle taught him as a child. A trick that had saved his life dozens of times before. Like now.

He brought up his right hand and quickly, carefully, matter of factly made the Voorish Sign.

Leeja screamed.

Talons?

Bujilli felt the insidious, all-too-intimate touch of dozens of minute tendrils slither back and away from him, each one lashing and snapping at his soul like invisible vipers.

He hesitated. His hand tight on the grip of his tulwar. A quick litany of his spells filled his inner vision with a swarm of iconic glyphs, each one color-coded as to its current usefulness and effect.

"Stop. Please." Leeja retracted her claws. Her eyes were mauve around the shining golden irises.

"Give me a reason." He barked hoarsely.

Her eyes pored over him, searching, seeking, desperate.

She bowed her head. Shuddered.

"I...am...sorry. I...meant no offense..."

Bujilli laughed. He clapped his hands derisively. A spell hovered close at-hand, ready to erupt in an instant. He was curious just what Zymurgic Disgestion would actually do to someone...

"You meant no offense?! You were influencing my mind, insinuating yourself into my soul--"

"Yes. I was. It is in my nature."

They both stood there, poised on the brink of terrible violence. Each staring into the other's eyes.

Leeja looked away.

Bujilli's stomach rumbled.

He considered the white-haired girl before him.

Perhaps...


What should Bujilli do next?

Now that he has some idea of Leeja's true nature, can he trust her?

Does Bujilli need to trust her?

Should he put Leeja to work giving him a tour of the campus?
Perhaps they might come to some sort of agreement?

You Decide!


Previous                                                    Next

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

Wednesday, June 6, 2012

Ceiling Gulper

Ceiling Gulper
No. Enc. 1
Alignment: Neutral
Movement: 30' burrowing
        Reach: 10'/HD
Armor Class: 6
Hit Dice: 5
Attacks: Special (See Below)
Damage: Suffocation (2d4)
Save: F4
Morale: 6

Massive, mindless and blind pseudopodous organisms, Ceiling Gulpers are often dismissed by the ignorant and ill-informed as a toothless nuisance when in fact they are quite effective hunters and have decimated many an over-confident party of would-be delvers.

Voracious hunters, Ceiling Gulpers are consummate ambushers driven by instinct and a perverse awareness and appreciation of their surroundings at all times. As much as they prefer to lunge out from a hidden recess to overwhelm their chosen prey, a Ceiling Gulper is never surprised itself. Their entire outer surface is capable to sensing even the slightest vibrations. And yes, it was conclusively proven that Ceiling Gulpers can and do understand spoken words in a variety of languages, even though they cannot speak and lack any real capacity for actual thought. There seems to be no validity to the claims of Ceiling Gulpers mimicking voices or using a form of Ventriloquism to attract the unsuspecting and gullible to their doom...but it has not been completely ruled out.

Heavy Breathers
Ceiling Gulpers position themselves near sections of caves or passages that have restricted air-flow. When likely-seeming prey approaches--and no one agrees just how these unthinking things determine which victims to attack or whom to avoid--the Ceiling Gulper squishes, squeezes and squelches its way into the space, almost always by forcing its way through the ceiling, but sometimes via a convenient pre-existing gap in the wall, or possibly a chimney. The Gulper then proceeds to quickly and effectively suck all the available air out of the space. Torches flicker then go out. Victims who make their Save remain conscious for 10 seconds per CON point. Those who miss the roll lose consciousness in half that time.

A typical 1 HD specimen can remove the air from a 10'x10' square in 1d4 seconds. Their area of effect increases by 10' increment per each additional HD, but the time required remains 1d4 seconds. When the space affected is larger than the Gulper's capacity, the victims gain a +1 to their Saves. Ceiling Gulpers not only suck all the air from the room, they continue to create a great deal of suction that often forms a vacuum, pulling the air right out of the lungs of those surprised by its attack.

Sucks To Be You
Ceiling Gulpers can attempt to swallow anyone smaller than human-sized whom they catch in their area of effect. Simply roll a D20 and if the Gulper scores more than 4 higher than needed to hit, it swallows the victim. Each Ceiling Gulper has 3 gullets (plus 1 additional one per HD). Each gullet is capable of making a swallow attack, but only 1 such attack can be done at a time. Those so swallowed suffer 2d4 crushing damage each round they remain within the gullet. The damage stops when either the character dies, the Gulper is killed, or the victim is successfully extricated, either by cutting their own way out or with some assistance from the outside. Cutting one's way out from the inside requires inflicting 6 or more hit points of damage with a sharp object. It takes 12 points to cut someone loose from the outside, and they'll need to make a Save or suffer half the damage inflicted as the weapons of their well-intentioned colleagues penetrate the Gulper's tissues and strike them as well. Those removed from the gullet of a Ceiling Gulper are deafened for the next 2d4 hours. Save for half duration.

Lucrative Goop
Ceiling Gulpers burrow through the rocky soil surrounding underground cavities, declivities and caverns. They leave behind a slime-trail not unlike certain subterranean slugs, snails and similar beasts, the primary difference being the Ceiling Gulper's trail tends to be spattered across all available surfaces, not laid-down like a soggy mat or drizzled into a pool along the floor of a chamber. These things use their mucousy secretions to help them gain purchase, exert leverage, and to soften-up the material they are crawling through. It also aids in their adhering to surfaces, such as ceilings. The slime loses its adhering qualities over a period of 1d4 hours, depending upon moisture, temperature and other factors. It is possible to convert this slime into a form of glue, but the formula and method of processing is a tightly held secret among the few craftsfolk who know how to make it, allowing them to charge exorbitant rates for the stuff.

Breathing Space
Certain bands, tribes or clans of Morlocks, Eloi-Kru, Mole-grym and other deep-dwelling peoples are alleged to not only hunt and/or trap Ceiling Gulpers, both for food and in order to semi-domesticate them as guard-beasts, but in some cases they have learned how to coax, urge or force the beasts to serve as living pumps or bellows to provide ventilation in confined subterranean regions that would otherwise be completely devoid of breathable air.