Tuesday, August 14, 2012

LITHUS Sector Map (Rogue Space)

Welcome to the Dark Frontier of the Lithus Sector. Beginning next Tuesday, we'll be exploring this sector in a series of weekly installments. There will also be special Lithus Sector materials featured in upcoming issues of Rogue Transmissions.



Lithus is the Primary or Core World of this Sector and we've already posted about the Megasharks, 12 Scenario Seeds for the Megasharks and our recent free adventure Quick Score on Xudriss II takes place in orbit around PANJ (Lithus 04.05). The Hartley Bequest is fairly active in this region, as are the Achernarians.

Sphere III, Nitochron II and such places as Galdrus III that we've mentioned previously are located in one of the Peripheral Sectors. We'll have more details on those regions as well, including information on at least one such area where forces representing a particular stellar hegemony have been rumored to be active...

This has been a public service message brought to you by
The (Reformed) Chamber of Commerce,
Merellon Corporation,
The Ishmaelian Ishtmus Megafauna Processing Council,
The Coastal Defense Force Retirees Trust,
The Maritime Authority
and by
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Visit Lithus Today!

Saturday, August 11, 2012

Old Maps 3: Under-River Morphs

Everything old is new again. So they say. In the course of rummaging about in some of the boxes of old D&D debris left-over from all the previous purges, moves and water damage, we re-discovered a bunch of old maps. The more embarrassing ones we'll probably use for packing material for glassware going back into storage. Or burn. A few we'll probably re-do. Like Tanch. There are several dozen experiments in different types of 'geomorphs,' for use on other planes, along some outrageously steep cliffs, across a wickedly caustic desert, and more, including the page of crudely hand-drawn 'morphs for use in exploring the deep-reaches of an underground river. That was a lot of fun to run, back in the day.

Inspired by Gygax and his classic (and under-appreciated) Descent Into the Depths of the Earth, and getting back to the whole notion of Node-Mapping, but in a slightly different, more hybridized approach, we're revising these old Under-River Morphs to serve as modular plug-and-play pieces to refer to whenever a special section, junction, or location pops up in the course of exploring a much larger, multi-tiered node-map similar to the one featured in DItDotE, to get outside the megadungeon-as-constructed-complex and get back to the more organic 'Underworld Wilderness' approach that the whole D-Series of modules opened-up. This will get us back on-track in doing more Cave and Tunnel Hazard Tables, give us a good place to set-up a bunch of Weird Lairs and Dangerous Dens, plug-in a few Lost Cities or Bizarre Caverns, and to put some of our more subterranean-inclined monsters like the Ceiling Gulper to good use. We're about to send a play-test group into the depths below Wermspittle and at least one of the new player characters has a connection to Aman Utal, as does Leeja from Bujilli's current adventures (They first met in Episode 27) and Dearn the Half-Morlock from the in-house play-test group that survived Zilgor's Repose and are now out in the Kalaramar Drifts...so there's plenty of connectivity leading into this strange locale from the current goings-on. Aman Utal is one of the more notorious Deep Realms known to the Sewer Militia and Scholars of Wermspittle.

Another old map dug out of the box is the one on the right there. This is literally an attempt to map-out an underground wilderness combining hexes and topographic lines designating differences in elevation. The red lines are massive waterfalls. Like really, really BIG. Going over one of these waterfalls meant rolling for random encounters that included projecting rocks, natural cauldrons, jagged projections, highly slanted rapids, and so on--they could extend for miles (each hex equaled roughly 1 or 2 miles...). Going over the edge led explorers into a mostly vertical pseudo-hexcrawl, one where they often were at the mercies of both gravity and the frothing water. It was a lot like the opening sequence from Land of the Lost meets Burrough's Pellucidar and Verne's Journey to the Center of the Earth...with a touch of The Mole People, Symmes and other 'Hollow Earth' derived fun stuff. We had a whole Derro Empire down there, just for Shaver's sake. The Derro stuff got pulled out and revised for 3.0, so all those notes are in another box.

It's not a node-map, but it does a decent enough job of keeping track of the relative elevation, location and access to under-rivers and the like. Special encounters and the placement of mini-dungeons, roving bands, wandering critters, prowling monsters or patrols were all handled by series of nested tables. Very old school.

Taking the feedback we've received so far into consideration, we're going to incorporate more hand-drawn elements into the process. Right now we're considering breaking all of this stuff down into discrete posts featuring tables, maps, morphs and a few modular/plug-and-play adventures and then gathering it all  into something resembling a compilation later, after getting revised and edited and all that fun stuff (with bonus content). Maybe it should form a weekly series? That's certainly something to consider...

Who knows if anyone will ever reach Aman Utal? We just want to make the journey exciting and entertaining. And if they ever do make it to their destination...there's quite a few options for further exploration, adventures and looting from there. We've got plenty of worlds to go mucking about in...

Friday, August 10, 2012

Aeonic Synchropore

A scroll unlike any other, it unrolls into a sheet of brass. Stained with blood and warm to the touch, it shimmers and seems more alive than any bit of hide. A window. Yes. It resembles some sort of window more than anything else, a way to see beyond, to look deeply upon somewhere--no; not 'where'--but rather somewhen else.

According to Dalmutrin's Doxological Exegeticon (but only in the third revision), the Aeonic Synchropore is essentially a divination device akin to a dowser's forked-rod, only it synchronizes itself with the area where it is opened-up and allows the user to observe events as they played out long, long ago in that very spot.

The user is behooved to know and employ the cursive iconoglyphs of classical aeonetics in order to appropriately tune and direct the time-skrying capabilities of this marvelous device.

It is all but indestructible and completely impervious to all attempts to engage it in conversation in any but the most obscure and esoteric form of some dead language known only to a select few rarefied scholars or mummified monastics.

Certain barbaric spell-casters have discovered that they can force the Aeonic Synchropore to execute a Temporal Dislocation (what they naively refer to as a 'Time-Shift') by the liberal application of a Feeblemind spell. Unfortunately, for them, no one has learned how to do this in a controlled manner, thus it is probably best left for all but the most fool-hardy or desperate.


Thursday, August 9, 2012

Bujilli: Episode 37

Previously...
Bujilli and Leeja had only just begun their soon to be negotiated partnership by doing a small stint of roof-running. They were headed to a local 'Curiosity Shop' in order to sell-off most of the gonnes Leeja had acquired from their would-be assassins. It was a beautiful, if cold night. The beginning of something potentially special and wonderful. Only the roof they were crossing collapsed under them. They were both dropped into an attic room. It wasn't empty...
THUD!

Dust filled the air, clogged Bujilli's otherwise capacious nostrils. Slates dropped from the hole overhead. There was debris all over the place. Debris and books. Lots of books.

KrEEEEEnk!

Another of the rotten support beams sagged down into the attic room.

What a mess.

"Are you injured?" hissed Leeja.

"I..." Bujilli brushed-off his vest, blew gobs of crusty nastiness from his nose; "No. I don't think so. Just dirty."

"Then give me a hand. If you're not doing anything urgent."

He picked his way around the unsteady, still-shifting mound of former roof-stuff until he could see Leeja's hand poking out from under the debris. Her blood was a vivid, almost metallic scarlet. Somehow that mattered. On some deep, unspoken level. There was a lot of blood. Far too much.

Bujilli quickly examined the mass of tiles, broken beams, splintered lumber, hundreds of bent nails and all the bits and pieces of the section of roof that had fallen out from under them both. Leeja was well and truly trapped. He had to do something. Right now.

Selecting a stout-looking board, Bujilli tried to pry up some of the mass of interlocked debris. It barely shifted. He tried again at a different spot.

Leeja screamed.

This wasn't working. He dropped the board in disgust. He was tired. They both were. This was a major inconvenience. The kind of unexpected detour that could prove fatal in a place like Wermspittle. Ha. Like? No. Not 'like;' they were in Wermspittle. Things could always get worse. And usually did.

ssssniikkk

Something cut into his leg from behind. Just above the ankle. Through the boot.

Bujilli turned to face the...little gray bug-thing. It reminded him of a mantis, sort of, only with six wickedly bladed legs and two tiny arms. There were two of the things. Three. Four. All of them small, glistening with egg-goop that led back to a clutch of six eggs. Two were so-far un-hatched. A mostly hacked-to-pieces rat lay next to the eggs. At least it most resembled a rat. A very eviscerated one.

At least the dust was settling. Bujilli sneezed. The Slasher-lings skittered back to their rat. They hunkered down behind it, and one another, to hide from him.

It was funny, even cute in a psycho-knives-for-legs-bug-thing sort of way.

"You stay over there and I won't have to squash you." Bujilli wagged his finger at the tiny Slasher-spawnlings. They cowered behind the chunks of rat. Two of them went back to eating the meat they already had. One began to clean its blade-limbs while keeping its one orb-like eye focused on Bujilli.

There wasn't a lot of time to waste on distractions. The roof's caving-in made a lot of noise. Someone would be around to check on things, if only to satisfy their curiosity.

Bujilli turned back to Leeja. He knew what he needed to do. He cast his Levitate spell. The debris directly above her shifted. Groaned. He pushed it, shoved it, steered it away from her, off of her. Leeja slithered out from under the heavy mass. Once she was clear, he dropped the spell. Everything crashed to the floor again. Even louder this time.

"Shouldn't you have done that a little more quietly?" hissed Leeja.

"I'm tired. You're lucky I could even cast that simple of a spell." He wiped blood from his nose. He was quickly using-up his reserves. He needed to get better at this spell-casting business. He suspected that his uncle had taught him poorly on purpose, so that he'd use-up his vitality and not ever be a threat to the old man. It was the under-handed sort of thing he had come to expect from his maternal uncle. He spat in disgust and to get rid of the lingering traces of dust he had swallowed.

"We need to get out of here." Leeja gripped his arm to give herself leverage so she could stand.

"Now." She was vehement. She was bleeding badly. A jagged shard of brittle tile had been forced all the way through her thigh. There was no way she would be walking, let alone running anywhere.

"We need to get that--" Bujilli pointed to the sharp-edged fragment of roof-tile jutting from her leg--"Out of you, and your wound bound-up so you don't bleed to death first." He could see clearly that if the shard remained in-place, it would only saw back and forth with each movement until it ruptured an artery or did horrible damage, the kind of internal lacerations that might not ever heal, if she didn't simply bleed-out first.

Leeja looked down. Her face went noticeably paler than usual. She looked back at Bujilli. She dropped to the floor.

Bujilli almost caught her. He prevented the tile-piece from doing too much more damage. Laying his hands on either side of the protruding piece he invoked his Counsel. It showed him the extent of the wound and working with it Bujilli was able to extract the fragment without severing her femoral artery.

He wiped away the already crusting filth and let the blood wash the wounds as clean as he could manage.  No time for stitches. He packed clean wool into the wound and did his best to bandage it up so that they could get out of there...but even so...Leeja was not going to be running and jumping across roof-tops any time soon. He hoped that his make-shift field-dressing would hold long enough for them to get out of this place, maybe find some help...

The door slammed open.

A bizarre person(?) in ink-splotched brown and red robes hovered in the door. Three large, round eyes peered out from under the voluminous hood.

"What have you done to my repository?" the figure shrieked.

"The roof collapsed--"

"I can see that." They floated into the room to better examine the extent of the damage.

"It was unintentional--"

"Obviously."

"We did not mean--"

"That is the standard definition of 'unintentional,' is it not?" The creature sneered down it's longish snout at Bujilli in haughty, highly-academic scorn.

"My friend--"

"Is injured. Yes. I can see that." The being sniffed in disdain.

"Can you--"

"Help her? But why in the world would I? Look at all my books;" they swept their inhumanly thin arm to indicate the shambles that once was a considerable cache of books; "You've all but ruined everything. I'll have to move all of these. All Of Them. And soon too. Before rain or one of those stinking harpies does even more damage. Re-cataloging this lot will take weeks."

"LoOk aT aLL tHe LoVerLy BoOks!" cackled a vicious voice overhead.

A harpy.

It really did stink. Terribly.

The disgruntled librarian cast a spell. A bright blue mist shimmered and spun around the harpy, then with a gesture the mist condensed into dozens of icicle-spikes that stabbed into and through the startled carrionista before she could escape or squawk. Her corpse crashed into the pile of debris. It snapped into five easy pieces.

It began to stink even worse now that it was dead.

"I will help--"

"You? Help me? Really? You're wobbling even now and I doubt very much that you're prepared to stand up to a covey of illiterate harpies. But..."

"What? My friend needs help--"

"Yes. We've established that already. Don't be tedious. If you would like my help with your friend, then I have a favor in mind--"

"What do you want from me?" Bujilli drew himself up and gripped his tulwar. He had a few spells available, though casting them at this point would be to risk far worse than just a nose-bleed.

"From you? Nothing. I would appreciate it if you would go downstairs and across the hall. The door with the rat-skull mobile nailed onto it, I know; it's tacky and poorly-done, but there's no accounting for taste, is there? Anyhow, knock on the door and tell them that Idvard requests their services immediately and lead them back up here."

"And then you'll help my friend?"

"No. If I wait that long she'll have bled out. You go deliver my message and when you return, I will have already attended to your friend."

"Will she be--"

"Go. I will do what I can. She will be safer here, with me, than attempting to run across roof-tops or whatever wanton skullduggery you two were up to in the first place."

Bujilli went to the door. He looked back at Leeja. He felt a twinge of guilt at leaving her this way, but he had to do something...and he couldn't fix her or heal her. He'd never learned those sorts of spells. His uncle had made sure he never had access to such things. Maybe...maybe Gnosiomandus would help him  to learn some healing techniques. But that would be later. After he got them both out of this place and back to the Academy.

He ran down the stairs and found the door. It really was impossible to miss. The rat skulls were immaculately clean. He could feel the subtle patterns of a low-grade ward in the thing. It kept vermin at bay. Most vermin.

He knocked on the door.

Nothing.

He hammered the door with this fist.

No response.

He rapped the handle of his tulwar on the door.

No reply at all.

Desperate. Upset. Worried about Leeja. He cast his Knock spell.

The door opened before him.

Four voices called out in dismay, disgust and anger. Four robed figures stopped in their perambulations. three stared at the interloper who dared intrude upon their casting. Incense filled their Circle with a hazy, luminous quality. It made them seem somehow unreal. Indistinct. Such was an old conjurer's trick--it allowed them to blend their auras for a conjoined casting. He'd read about it as a kid. His uncle dismissed such techniques as foolish and prone to groupthink and delusion. It could lead to brainwashing. Or worse distortions. Bujilli recognized the sigils and warding-glyphs scrawled across the floor in chalk, salt and flour. He shook his head--they'd gotten the outermost sequence backwards and the quarter-marks were incomplete, except for the third one--that one was just plain wrong and obviously so, to anyone with half a brain. They were probably working form a poorly transcribed copy or an incomplete and botched translation of Sedridarius Vaskallo's all-too-turgid Treatise on the Third Movement. Very dangerous. Extremely stupid. He spat in disgust. Amateurs. He'd read it when he was five after stealing it from his uncle's library. It was rubbish.

Bujilli wiped more blood from his nose. He steadied himself on the threshold with his left-hand. The hairless one. The hand he had burned doing spells above his level way back when.

Best not to cast aspersions. They were just doing what he himself had done. Not that long ago. Before he had learned some harsh lessons. signed and paid-for in blood, terror and scars that went deep into his very soul. Damned foolishness.

He spat in disgust. It was a rich pink gobbet. He hoped his Counsel would be able to keep him going just a bit longer.

His knees wobbled. He gripped the door-frame more tightly.

He looked at the four spell-casters. He looked at the spattered blotch of bloody froth he spat on the floor. He certainly wasn't in any position to be criticizing other people's daemonology or tulpa-building or whatever spell-casting these...kids...students were up to...

He had a sinking feeling as he watched each one throw back their hood and remove their ceremonial mask. They had the unmistakable look of students about them. Students from the Academy. He hoped that they were not already in cahoots with the girl who had sent the attackers after him. That would not go well...

"Did it work?" asked one voice.

"No. Dumbass. It did not." grumbled another voice.

"It kind of worked." the third girl, who looked not much older than twelve at the most held up a glistening, crystalline object. A skull.

Bujilli cleared his throat.

"Idvard sent me. He requires your assistance."

"Who are you?" snarled the tall one.

"Stifle," a girl with dark blue hair delicately placed her elegantly gloved hand on his arm.

"Idvard. He needs our help?" asked the blue-haired girl.

"Yes. Right away." Bujilli slumped against the door. He wasn't feeling very well.

"Lead us to him then." she commanded. The others shed their ritual tabards, more like ritual sur-coats than robes, and gathered-up their respective weapons and other gear while she daintily blurred the chalk, salt and flour into a shapeless, meaningless mess.

"This way." Bujilli turned.

The ceiling gave way and all the books that were upstairs came to them in one crashing cascade of screams, dust, frozen harpy-bits, roof debris and books. And more books. Lots of books.

Leeja screamed--


This is one of those classic moments in a table-top face-to-face role-playing session where everyone rolls initiative. The first reader to roll for Bujilli sets his initiative, any subsequent rolls are for Leeja, Idvard, the Four Students, the six harpies and the crystal skull. In that order.

Oh, and we should also do a Wandering Monster check while we're at it--this has been a very noisy sequence of events. Would someone care to roll a single six-sided die and post the result in the comments? That'd be much appreciated. And yes; we certainly can have more than one Wandering Monster check. The more the merrier.

Will the floor hold? Or will it collapse yet again?

Has Idvard kept its part of the bargain and helped Leeja?

What will the four Students do now?

Why is there a harpy squatting on the edge of the roof looking down at Bujilli? Are they really loading an antique arquebus?

What happens next?

You Decide!

Hit Points

Bujilli is currently at 22 (66 norm)
His regeneration slows down when he is  tired/depleted.

Leeja is currently at 8 (48 norm)
...and we still don't know how fast she heals...yet.

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

Saturday, August 4, 2012

R32


Old Maps 2

Always leave room for expansion...
Back in the Eighties when I was running this particular megadungeon nearly constantly, I used a coordinate-grid approach instead of numbering every single room, chamber or location. From the top down the map was broken into A, B, C rows and across the top it was divided into columns of 1,2,3 etc. I'm not showing the rows/columns as marked because I still run this dungeon from time to time and the older players already know too much without giving them access to the coordinate key. Some things should remain a mystery.

The rooms were intentionally left un-numbered so I could make on-the-fly modifications to the map at the table. I also incorporated any changes made by a party directly into the current notes so there were names and stories to go with the bodies and bones scattered about the place. When someone broke a door, or removed a torch bracket or whatever, it became a persistent thing, something that affected whomever came next. That has always been one of the fun things I've liked about running this sort of a dungeon--the actions and choices of the player characters mattered and left an imprint, made a mark on things.

Now there were sections that did get repaired in-between player-character visits, and sometimes during a particular group's run. But that's something to deal with another time.

The nice thing about this sort of approach to a larger-scale map is that you can adjust to player actions and unforeseen calamities by just noting the coordinates of the last big explosion, runaway digging machine, or whatever. Wandering monsters can be arrayed along a range of coordinates so that patrols actually are on patrol, and so on. Doors and Obstacles can be relegated to a couple of simple random tables and noted in pencil (or with a tiny strip of Post-It Note). Prowling Beasts likewise can have a range of coordinates designated as their territory. And updating things is a breeze.

Another thing that I found really useful about this approach was that I would have a few unassigned one-page encounter matrices on-hand to slip into place for any area that the group moved into that I might not have been fully prepped for. Each block that was under exploration had its own page or two of encounters, notes, and traps so that anything could be modified or updated or vandalized by the players without it screwing anything up at all, for me. In fact it made the whole process of adapting each area to the on-going depredations and looting of the players incredibly easy. But it did wind up generating a three-ring binder to go with the map...

It was also a lot nicer to just map the thing out and not to have to worry about numbering everything. When you're numbering a map by hand sometimes you make mistakes. White-out isn't the most wonderful thing to work with, and this was before really erasable pens or some of the other fun office supplies that people take for granted now. And yeah, the damn thing is a bit on the 'Griddy' side of things, but it's from back before there was a Second Edition, let alone a Fifth...so give me a break.

In any case, the coordinate-grid approach freed-up more time to map-out sub-levels and to stock the dungeons and to come up with loads of fun new tables and special encounters. It also allowed me to drop-in sub-levels, portals, gates, or whatever with no trouble. Whatsoever. It worked. It still works.

There was also the added bonus that even when a player got sneaky and took a peek at the map, it didn't really help them. A couple of times I ran a game where the map was laid-out on the table for all to see. It saved time having to wait for the person trying to draw a map based on verbal descriptions, and cut down on the whole "You see a 20' x 20' room. There's an empty pie tin..." sort of crap.

One informal ruling that I also tried-out in those sessions was to allow anyone who wanted to draw their own version of the map -- but no tracing and no photocopying -- to do so and get to use the maps so produced in subsequent sessions. A few brave souls took me up on the offer. Most players balked at the prospect. It is always far easier to draw the map in the first place than to re-create it afterwards...

Friday, August 3, 2012

Metempsychotics (Cliques and Cabals/Wermspittle)

Discredited theories and outre beliefs fester and proliferate in the shadows of Wermspittle's sagging roofs and crumbling walls. Founded by outcasts, heretics and outlaws, Wermspittle is a seething hot-bed of obscure cults, weird religions and forbidden practices. Few ask any questions regarding anyone else's religious persuasion, lest someone inquire a bit too exactingly into their own spiritual proclivities. Most folk have more pressing issues to tend to, such as providing for their families and avoiding the growing ranks of the possessed, pestilent or plague-riddled masses of Refugees and other foreigners who stream into the city from across the harsh and unforgiving wilderness surrounding this former bastion of no one empire, no particular nation. Those particular distinctions no longer mean very much any more...
One of many such splinter-factions to develop from within the ranks of the Mesmerists, much like the Necro-Mesmerists before them, the Metempsychotics have codified a 27-page creed, a distinctive dress-code, and their own corpus of spells and rites reserved for those initiates who have proven themselves to the Inner Quadrangle.
"We remember everyone. We are everyone. Eventually..."
Excerpted from The Metempsychotic Creed

Metempsychotics seek a personal and abiding union with the souls of those who have preceded them into the gaping black abyss of death. Trained in mnemonics, the art of memory, and esoteric trance techniques originally developed by Mesmerists, Hypnogogues, and their ilk, each Novitiate who petitions for Initiation into the Inner Mysteries of this group is severely tested by way of three increasingly difficult ordeals. The first ordeal is a Mental test, the second ordeal is a Physical challenge, the third Ordeal is Spiritual in nature. Those who fail any of the Three Ordeals are banished from the cult after having their memories purged through a harsh combination of drugs and spells that is both deeply damaging and often debilitating.

All Failed Initiates suffer a -2 penalty to Wisdom and Intelligence. They can eventually recover one or the other attribute, but as they regain 1 point in that attribute, they suffer a further loss of 1 point in the other attribute. Their HD are permanently reduced to D4s, and their chances for spell failure are double the norm.
  • Those who Pass the First Ordeal gain a +1 bonus to Charisma and a +2 Bonus to all Saves versus Charms and Mind Control Magics. This benefit is not lost if the Novitiate fails the next Ordeal.
  • Those who make it through the Second Ordeal gain a +1 bonus to either Strength or Constitution (Player's choice), as well as the ability to Detect Consciousness as a free spell. This benefit also remains in effect, even if the Novitiate fails the next Ordeal.
  • Those who pass the Third Ordeal gain a +2 bonus to both Intelligence and Wisdom in addition to the bonuses granted by the previous two Ordeals. They also now progress as a Cleric, despite their initial class, and have access to the unique spells of the cult. Those who pass the Third Ordeal can no longer be affected by the methods used to deal with those who fail either of the other Ordeals. Should they turn against the cult, they will either be assassinated or abducted and imprisoned, depending upon the decree/whims of the Inner Quadrangle.
No Initiate-Cleric below 9th level may approach the Inner Quadrangle. Those deemed worthy are given a Quest to fulfill. Those that succeed are inducted into the rarefied ranks of the Inner Quadrangle and a number of special spells/powers are conferred upon them.

Or so goes the rhetoric...
No one who has failed the First Ordeal has lived more than three months after being unceremoniously dumped, naked and unarmed in some back alley.

Those who fail the Second Ordeal tend to go mad and die violently within a few weeks of being cut loose. Those who do not develop into full-blown demoniacs, maniacs or ravers tend to suffer berserker-style  rages at seemingly random intervals, until they attract the untender attentions of Hasnamusses, Predatory Projections or worse.

No one who has passed the Third Ordeal ever spoke in their own voice ever again. Those who pass this ultimate test of ideological fitness and self-discipline are rewarded by having their minds expanded, their brains re-channeled and their very souls surgically modified by deeply intrusive sorcerous techniques. They become the active core persona surrounded by a constellation of captured souls. Upon attaining this new level of spiritual development they are expected to go out into the world to capture and enslave as many spirits, souls and whomever, whatever else they see fit to tyrannize. These Initiates are granted the means to Detect, Attract, Bind and Control discarnate entities, souls, and their further progression within the cult depends entirely upon their continued accumulation of spiritual power through the ruthless and continual application of these secret spells and damnable rites. Initiates also gain full XP for those souls they bind to themselves, and only 1/4 XP for anything else.

To the Metempsychotics, there is no distinction made whatsoever between the recovery of long-dead souls or stripping the soul from a still-living person. The founders didn't feel it was necessary to codify morality into their cult's doctrines, allowing thoroughly immoral individuals to assume a great deal of power over their more altruistic, even naive fellow initiates.
Initiate Spell List
Blue=Cleric, Red=Magic-User

First Level Spells
Detect Evil/Good
Detect Magic
Protection From Evil/Good
Remove/Cause Fear
Charm Person
Read Magic
Sleep
Attract Soul
Bind Soul I
Detect Consciousness
Discern Ectoplasm
Speak to Discarnate

Second Level Spells
Bless/Curse
Find Traps
Know Alignment
Hold Person
Snake Charm
Detect Invisible
ESP
Unnoticeable (modified Invisibility)
Dispel Charm
Disrupt Ectoplasm
Locate Soul
Bind Soul II

Third Level Spells
Locate Object
Dispel/Attract Magic
Animate Incorporeal Dead
Bind Soul III
Cause/Cure Possession
Repel Intangible

Fourth Level Spells
Detect Lie
Arcane Eye
Charm Monster
Confusion
Hallucinatory Terrain
Remove/Grant Curse
Bind Soul IV
Wall of Ectoplasm

Fifth Level Spells
Commune
Dispel/Attract Evil
Quest
Contact Other Plane
Feeblemind
Hold Monster
Magic Jar
Bind Soul V
Raise Shade (Modified Raise Dead)

Sixth Level Spells
Bind Soul VI
Harmful Word
Metempsychosis (Modified Reincarnation)

There are other spells available to those below the Inner Quadrangle, but acquiring them entails taking service with a 'Tutor' and amounts to a form of indenturement. It is also an option for Initiates to attempt to learn additional spells from studying old texts, scrolls, or from each other...but the established 'Tutors' tend to frown upon such blatant disrespect for their personal accomplishments and have been known to take exception, even great offense at the hubris involved in seeking to learn spells outside of their expert tutelage.

Metempsychotics are not hampered by what they see as a false distinction between Arcane and Divine magics.
More details to follow...


Thursday, August 2, 2012

Bujilli: Episode 36

Previously...
Bujilli only narrowly escaped from a group of gonnes-men and a rapidly deliquescing Unfred who had clearly intended to drag him to a Butcher's shop down some Low Street. Unfred is now mostly dissolved into a Loathsome Mass thanks to his own back-fired attempt to poison Bujilli and Leeja with the White Powder. Bujilli made it up to the rooftops where he and Leeja were able to eliminate the gang that were after them. Now they each stand less than ten feet apart, separated only by a crumbling chimney and something else...something neither of them can quite explain...

"I'd like to thank you. For your help. You came after me. You did not have to do that." Bujilli shifted his weight on the cracked tiles. The footing here was more treacherous than some of the ravines he had been forced to free-climb as a child. If it wasn't so cold. He considered removing his boots. But it was too cold. His toes would go numb too soon for it to give him any real advantage. Raised surrounded by steep mountains, he was quite used to the cold...but the wind wailing across the rooftops of Wermspittle was different. It made his bones feel heavy and brittle.

"Would you rather I let Unfred take you to his real bosses? You know what that place was, do you not?"

"A Butcher Shop."

"Yes. They would have made you disappear quite thoroughly. Winter is slow leaving the Low Streets. They'd still be in their rights. No questions would be asked. I..."

"Yes?"

"I could not allow that to happen." Leeja admitted as though it cost her dearly. Perhaps it did.

"Thank you," Bujilli bowed his head, "But now..." He wobbled. His stomach rumbled. If anything he was in an even more precarious spot than when he woke-up being hauled along the alley on a make-shift travois by Unfred.

"Now. We're both tired, hungry and it's only a matter of time before someone shows up to see what they can salvage from the bodies we've left behind. Neither of us is in much shape to handle a gang of Butcher's Boys."

"I agree." He shifted his feet again. The longer they put things off, the worse it would be for both of them. Bujilli began to prepare the Voorish Sign. He hoped it wouldn't come to that, but his experience taught him to never assume anything. Ever. That could get you some nasty scars...if you survived.

"I'm hungry, Bujilli. I need to eat. Soon." There was a plaintive quality in her voice that disturbed him.

"I know..."

"No. You don't."

"Look. We both need to get down from here. We both need to get someplace warm and quiet. We both need to eat. Get some sleep. Figure out what we're going to do next."

"What are you proposing?"

"I need a guard and a guide. Someone to watch my back, especially when I'm sleeping. Going it alone in this place is not the best idea...and I don't think it would be wise to return to my room at the Academy just yet."

"I would practically guarantee that. You have an enemy with deep pockets or a lot of influence, maybe both."

"Exactly. I don't even know what I did to set them off, but it looks like I'm caught-up in a vendetta of some sort. I need..."

"Yes?"

"I need a friend. I could use a partner." He let the words hang between them.

"I...I have always hunted alone. Always. I am outcast. My birth was a criminal act. You do not want to associate with such as me..."

"You followed Unfred through the streets and alleys. You took care of several of the gonners. You helped me when I was all but handed-over to the Butchers--"

"I now carry six gonnes and the bandoliers that go with them. A good day's pay for a good day's work. Following you was the right thing to do. I'm glad to see that bastard Unfred dissolved into a feculent puddle of vermscheiss--he deserved it."

"With Unfred gone now, do you still have a job at the animal pens?"

"Probably not. Whomever gets promoted, it won't be me. You know...I'm damned tired of shoveling manure..."

"As you should be. Lets work together." Bujilli felt the wriggly white hairs wrapped around his left hand tug at him. Her hair. He decided to take a chance.

He stepped out from behind the chimney.

His tulwar was sheathed.

They locked eyes.

Laughter exploded from both of them simultaneously.

"Let's get out of here. We've got a contract to negotiate." Leeja struggled not to smile. She was quite alluring when she wasn't trying to hide her true nature. Bujilli knew all about that kind of hiding. He'd grown up doing quite a bit of it himself. Until he burned his left hand and the hair never grew back, leaving it too human-looking for his almas-kin. Only among the almas was he reckoned 'too human.'

"Where should we go? Do you know of a place near-by?"

"Several. But none of them are any good to us--they all buy questionable meat in the Winter. They'll turn us over to the Butchers within an hour. If you're up for it, we should cut across these rooftops to someplace closer to the Academy. There's a street cafe that I've always wanted to try-out but could never afford. They claim to have real chocolate. Some scavenger-gang found a stash in one of the old warehouses along the High Pier where all the old airships used to load and unload their cargo. And then afterwards..."

"After the cafe?"

"You can take me drinking over at the Pissing Wyvern Tavern. We can get real food there, for a steep price, but it won't be long-pig or worse. They serve a decent stew made from gutter mussels. Or maybe some venison form the Low Land Marshes. Oh."

"That sounds like a good start."

"Good. Follow me. Let me know if you have any trouble. We can drop down to the street-level, but it'll take longer and there might be more of your 'admirers' out there with more gonnes. And I'm loaded-down enough right now."

"Perhaps we should dispose of those gonnes. You do intend to sell them?"

"All but the only decent one in the lot. I'd like to have a gonne of my own, for those times when my reach isn't quite good enough. You're right. Let's go to the pawnshop--or better yet old man Schroedinger over at his 'Curiosity Shop.' If he doesn't want the gonnes, his partner Cave will probably take them just to spite him."

"Lead on." Bujilli bowed slightly, Leeja laughed at the subtle not-quite-mockery then turned on her heels and started to pick her way across the rooftop. she moved with the fluid grace of someone with more than a little experience in negotiating such treacherous terrain. He would have to ask her about that. Later. After they got to know one another better.

"I should ask," Leeja called back to him over her should as she continued to lead the way over the roof; "would you like to claim one or more of the gonnes? It would only be right..."

"I prefer my bow." Bujilli snorted. He detested gonnes. They were too noisy and marked-out your position with a cloud of stinking smoke for all to see. Though they were damned practical at close range. He'd seen a few gamblers go on to their next incarnation quite suddenly due to someone firing a small fire-arm from beneath the gaming table. One would think that those devoted to such pursuits would not fall for such an obvious bit of treachery, but sometimes the old cliches beat-out fresh innovations.

"Ha. You should have been carrying it then." Leeja laughed. Her voice took on an almost purr-like lilt when she laughed.

"I know. I had thought that it might get in the way..."

"It's all one trade-off after another. Life is one unending succession of negotiations. Watch yourself--this stretch of slates is shifting and the timbers below are probably rotten."

"Is it far?"

"No. We'll be there in just a few minutes if you can keep up with me"

Bujilli laughed. She must not be familiar with almas. Or she was playing with him. He hoped it was the latter. He grinned hugely in the moonlight.

Keeping up with Leeja was demanding. Physically draining. But they needed to get where they were going sooner, rather than later.

Then the roof collapsed...


Oh No!

Looks like we'll be rolling on the What's in the Attic Table now!

There can be TWO rolls on the table.

First come, first served, so whomever wants to roll--go for it!

Then, after the Attic Encounter is dealt with...

Should they continue on to Schroedinger & Caves Shop?

Or should they change their plans again?

What happens next is up to you, the readers.

You Decide!


Hit Points
Bujilli is currently at 42 (66 norm)
His regeneration slows down when he is tired/depleted.

Leeja is currently at 33 (48 norm)...and we don't know how fast she heals...yet.

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, August 1, 2012

Quick Score on Xudriss II

Set-Up:
You've all been flagged as 'discrete outside consultants' by the local node-agent for an undisclosed non-planetary consortium. The details of this gig are sealed. Time is of the essence. As is your guarantee of non-disclosure. Transport and Recovery are factored into the compensation package. Your own agent considers this a 'foot-in-the-door.'  Take it or leave it.

Declining the Offer:
You're all tagged as 'unstable undesirables with suspect political ties' and local authorities will attempt to detain and deport each of you within 26 standard hours. Your credit is unavailable for the next 52 hours as all your accounts are being audited.
For some inexplicable reason, possibly a 'glitch,' all of you are remanded to the custody of an AutoBrig. You're three days out-system before anyone realizes that the ship's Core-AI has auto-deleted itself.
The AutoBrig crashes somewhere along the Darkside Dust Fields  of Xudriss-II.
There is a biometrically-keyed  briefing-packet taped to the inside of each of the emergency vacc-suits. The packets are sealed mission-specs. Opening the packet is an automatic acceptance of the terms.

Accepting the Offer:
You have 2d4 hours to get your gear in order and report to the embarkation lounge. All your outstanding debts have been paid-off in full. Any criminal records you might have had are sealed or missing. At the end of the allotted time you are each 'collected' by a team especially equipped with everything necessary to render you unconscious without any lasting ill-effects.
You awaken to the bracing cacophony of landing sirens and the calm warning tones of the Core-AI as it guides your CraShell to the designated insertion point. You are advised to prep for nearly-airless conditions. Those of you who did not pack your own customized vacc-gear will find suitable generic vacc-suits  provided. The landing goes perfectly. The CraShell disassembles quickly and quietly. You are left standing somewhere along the Darkside Dust Fields of Xudriss-II. Your sealed mission-specs are available upon request from your in-suit database.

Mission-Specs:
  • The holometric overlay map shows your team's target 3d4 Kliks sunward from your initial position.
  • Each of you have been provided with a medical containment pod that clips directly onto the environmental package of your suits.
  • You have one standard hour to reach and enter the target.
  • Failure will result in scrubbing.
  • Upon entering the target you will receive further orders.

Cold Hard Truth
You're stuck here. In one hour your suit will scramble your body into a frothy pink slurry, unless you reach the target and gain entry to this mysterious location. You need to cover the Kliks between you and the target on foot, unless someone tagged some sort of vehicle as part of their personal gear (assuming you Accepted the Offer above). Hopefully, if you do have a vehicle, it is something useful in this environment. Otherwise, you had best get walking.


Yes, someone can try to defuse the Scrubber Modules. But even if they do succeed, that still leaves you standing out in the open with no way home. And that one hour deadline might not have just been an arbitrary bit of forced time-management. In just a little more than an hour Xudriss-II will have rolled over so as to completely expose this area to the sun and things are going to get really hot, bright and bathed in hard radiation.


No, communication off Xudriss-II doesn't work. The weird electromagnetic fields surrounding this place not only act as a natural jamming system, there's a 1 in 6 chance that even short-range comms will overload due to wild, fluctuating signals, and thus be rendered useless.

Xudriss-II: A Concise Visitor's Guide
  • Warped, twisted and mercilessly pitted from millions of small impacts, Xudriss-II is the wrecked core of a nomad planet currently on a trajectory that will take it out of the solar jurisdiction of  Panj (Lithus 04.05) within three weeks.
  • Xudriss-II is mostly airless, though there are pockets of volatile gasses best avoided by those on-foot. The local gravity is erratic, fluctuating between 1/10th to 4/10ths of a G every ten minutes like clockwork. 
  • Xudriss-II's surface is liberally sprinkled with razor-sharp outcroppings that tend to shatter into lacerating shards, otherwise it is covered by several centimeters of dust. The dust has a tendency to electrostatically-cling to Vacc-suits and is known to be both corrosive and abrasive. Long-term exposure requires specially-adapted apparatus. 
  • Nothing is known to inhabit Xudriss-II.

Navigating the Darkside Dust Fields
  1. Dust-Devil: Anomalous EM fields form an unstable vortex that swirls several kilos of dust into a weird and visually obscuring display. Vision is reduced to 1/3 for the 1d4 minutes the thing takes to run its course. Anything caught in the path of the Dust Devil must roll 1d6, on a result of  1 there is a minor problem with some of their exposed equipment.
  2. Dust-Slide: The vibrations caused by your group's foot-steps have disturbed a mass of dust that now spills across your immediate path. The terrain becomes slippery and difficult to walk across (reduce speed by 1/3).
  3. Buried Shards: You discover a jagged bit of blackened metal jutting out of the dust. There are dozens, if not hundreds of similar such formations scattered all across the immediate area. Going forward will require carefully checking for these hazards which will reduce travel to 1/4 normal speed. There's a base 1 in 6 chance of someone getting their suit ripped, holed or punctured.
  4. Ground-Arc: A coruscating surge of electrical energy erupts across the landscape in a brilliant aurora. It does no damage. But does it wipe-out your Comms once and for all, or purge your suit-memory? Hope it didn't scramble your second set of Mission-Specs...
  5. Gas-Pocket Rupture: Everyone roll 1d6, anyone getting a result of 1 gets blasted out into the cold, dark emptiness where they tumble slowly in freefall until someone figures out a way to bring them back.
  6. Half-Buried Corpsicle: You've just uncovered the frozen remains of someone whose suit was severely punctured by some of those jagged formations. Maybe you can salvage something useful, if you don't mind robbing the dead, but it will take 2d6 minutes to get the job done.

(If you want to make things more challenging for the players, take a look at our Cliffcrawling Tables or maybe the Portal Effect Table might give you some ideas for odd EM-Effects or other strangeness to toss into the mix. There's also the Damned Things to add a touch of anomalous-ness to it all, if that appeals to your Fortean sensibilities. But really, how many more tables do you need for one little scenario?)

Corpsicle Salvage Sub-Table (1d6)
  1. The Vacc-suit is entirely empty and in perfect working order, once you switch-on the internal atmosphere.
  2. You recover a bulky, out-of-date laser carbine. You know, one that has a flexible cable that connects to a backpack. It's still good for 3d6 shots before the power-unit goes inert.
  3. The victim inside this suit has been reduced to a skeleton. The nano-scarabs that converted all the soft tissues into metabolic energy and waste vapor are still present, just dormant, until disturbed.
  4. She's still alive inside that suit! But she has greenish skin and the most unsettling golden eyes you've ever seen...
  5. This vacc-suit is a work of art; hand-crafted brass fittings, layers of overlapping lamellar armor, bulky but ornately decorated reclamation systems. Too bad the helmet is melted and it's all non-functional.
  6. It's an Achernarian. Why does it have azure blue eyes?

Possible Complications (Use Only If Necessary: Roll 1d6)
  1. There's a rival retrieval team after whatever it is that you're supposed to be collecting.
  2. Something just exploded. It might have been a Recovery Shuttle. Whatever it was, there's a lot of hot debris coming right at your current position. Fast. Do you speed things up and head to the target at full speed, or do you look for cover? (Speed-up: roll 1d6, result of 1or 2 means someone takes damage to their suit. Take Cover: finding cover is easy, but waiting out the falling debris takes 3d10 minutes off of your time...)
  3. Power Surge: Everyone roll 1d6, any result of 1 means that your suit crashes and remains locked-down in emergency isolation/decontamination mode for 1d6 minutes, during which time you are immobile.
  4. Massive subsidence: All the dust within a 300 meter radius sinks at a rate of 1d4 centimeters every 2 minutes until only bare jagged rock is exposed.
  5. You discover a crashed Probe firmly embedded in the underlying rock. Roll 1d6: even it is still operational, odd it is defunct.
  6. There's a glitch in the map. Roll 1d6. Even: You are 1d4 Kliks closer than you were told. Odd: You're 1d4 Kliks farther out that you thought.

The Target
Crumpled and mashed into the surface of Xudriss-II is an inert pseudo-organic vessel of no known or recorded configuration. It resembles some sort of seed-pod more than anything. There are several obvious apertures in the hull. Gaining entry consists of prying-open the outer flaps of an airlock-vacuole chamber. The flaps will re-seal if they are not destroyed.

The interior of the ship is faintly luminous, but light will quickly accumulate in the walls, floor and ceiling wherever the players go. The atmosphere in their immediate vicinity will shift from hyper-saturated carbon dioxide to a more appropriate mix suited to them within a matter of minutes.

Everything inside the ship appears to be some sort of combination of elegant glass sculpture and exotic plants or flowers. It is also fairly obvious that the ship is dying.

New Mission-Specs...
Your in-suit data-systems screech with horrendous feed-back. Your systems might have been compromised by the weird EMfields in the area. In any case, your new orders auto-decrypt and are now available: 

Secondary Mission-Specs:
  • Acquire Xeno-Biological Specimens.
  • Once the Medical Containment Pods have been loaded with samples a beacon will activate.
  • A Recovery Shuttle will hover as close to your position as possible.
  • Extraction Harnesses will be lowered.
  • You may freely opt to remain behind, once all the samples have been collected. 12,000ConScrip will be auto-deposited to your personal account  as part of the standard Non-Disclosure Agreement. Your acceptance of this transfer of funds represents your legal and binding acceptance of the NDA terms. 
  • If you choose to accept transport off Xudriss-II you will be considered to have accepted the Consortium's offer of employment. 

Some Details Concerning the Alien Ship
  • Though the ship has hundreds of small chambers, there is no sign of any sort of crew.
  • The outer hull is failing. It will begin to collapse section by section, but the ship will seem to hold back the collapse in the immediate vicinity of the players.
  • The over-all scheme of the interior of the ship is based on flowing, organic shapes and there isn't a straight line anywhere in the entire structure. The whole place-thing is one massively integrated organism-ecology. It is a veritable labyrinth of twisting, curving, convoluted passages and odd little pocket-spaces. Getting lost is a serious possibility.
  • Feel free to add any number of bonus plant-based creatures, monsters or hazards you feel like tossing into the mix.

Xeno-Biological Specimens (1d6)
Xeno-Biological samples are practically everywhere you look.  The trick is to decide what to take as a sample. Here are a few possible specimens. There are dozens if not hundreds more. The Medical Containment Pods hold approximately 10 kilos of biological samples apiece.
  1. Blue-Green Pods: These things are heaped and mounded everywhere.
  2. Squishy Green Blobs: Vaguely transparent, these things slither around quietly but don't appear to actually do anything.
  3. Crumply Pine-Cone Thingies: Pleasant-smelling, they taste like truffles.
  4. Pink Buttons: Wet, soft and sticky, these things pulse with a subtle rhythm all their own.
  5. Purple Squash-like Bulgy-Bits: Odd-shaped things that resemble nothing so much as plants attempting to become contortionists. The sap that they contain has a peculiar silvery sheen to it and they are quite toxic.
  6. Cable-Vines dangle from curiously placed apertures in any surface. Some are lumpy, others bulge in disturbing ways, the rest placidly go about their business stretching from one point to another.

Fast, Furious and Very Damn Serious
Once the MCPods are loaded...
  • Once each of the MCPods are loaded, the Recovery Beacon will go live.
  • An unmarked Recovery Shuttle will arrive within 1d6 minutes.
  • They will attempt to establish communications with the players. If unsuccessful, 1d4 Field Agents will zip down a set of MagLines, secure the lines, and begin a search for the MCPods. Their first priority is to recover the loaded MCPods. Any excuse the players give these Agents to abandon them here and they will do just that. They've got a tight schedule to keep.
  • There will be absolutely no contact with the Recovery Shuttle until all the MCPods are fully loaded. Destroying a MCPod might result in the Retrieval Ops Team attempting to make contact with the players. They have zero patience for amateurs or the clueless. If it looks probable that the mission is compromised or a fail, the team will bail-out, stranding the players within the dying alien ship. Their last transmission will be: 'Have a nice day.'
Outcome One: Fill the MCPods/Go With the Pros/You're Hired
The 'undisclosed non-planetary consortium' behind this mission is ruthless, unscrupulous and extremely well-connected. The players are seen as entirely dispensable, expendable and deniable assets. Field agents tend to have short and mostly redacted careers. You are, of course, free to leave at any time...


Outcome Two: You're Stranded/Have A Nice Day
Maybe you can discover something useful within the dying alien vessel...

Notes
This adventure is a bare-bones introductory scenario (ideal for running at Conventions or as a one-shot). It is focused on a group of entry-level mercenaries, but could easily include some non-mercenary types (Academics, Xenologists, etc.), but in the end, this is a scenario best suited to would-be mercenaries, espionage-types, and a group looking to dive headlong into the squalid underworlds of dirty cyber-tricks and sanctioned deletions on an interplanetary scale.

This is a good starting-point for would-be candidates for joining the Hartley Bequest (see Rogue Transmission Issue One). And for the record, the Consortium may or may not be the HB--we can neither confirm nor deny anything at this time--that is something to be discovered/decided through playing and might be different in each instance or game group.

Yes, this scenario begins all rail-roady and hard-wired. This complete and utter disregard for the player's agency, etc. is entirely deliberate. This is a hyper-compressed, volatile situation. The stakes are real. The players have just gotten a chance to go through the Looking Glass and join the Spooks for real. And make no mistake about it: The Consortium does not respect the players as anything other than cheap, disposable assets. At This Time. Consider it an impromptu audition, if that makes it feel any better.

The Consortium's Discrete Recruitment and Mobilization Agency (D.R.a.M.A.) is completely off-the-books and operates in the open under any cover ID that is calculated to get the job done by their staff of AI-Actuaries. They deliberately selected the players because D.R.a.M.A.'s surveillance and analysis group predicted that none of them possessed the means or ability to effectively defend themselves from this sort of Fast Abduction/Minimal Indoctrination/Throw-Into-the-Deep-End approach to problem solving and crisis-management.

If the initial analysis was wrong and one or more of the characters goes Bourne on the Recruiter Team, that could set in motion an entirely different set of scenarios and adventures, if not a full-blown campaign. Similarly, if there is a reasonably competent hacker or signals intelligence officer in the group, then by all means give them a fighting chance to snafu and snarl-up the Recruitment Process -- there is a very tight window of opportunity for this particular operation and it is essential that the ongoing violations of private citizens' rights goes unnoticed and unreported. If the players can make a suitable impression on the Consortium's On-Site Manager, they could find themselves getting Mission Impossible-style self-destructing job offers from one of the more cyber-savvy Agencies, once they've been referred. Likewise, leaving the players stranded in the alien ship is far from a death-sentence, if anything it ought to be the start of a whole lot of exploration and discovery...and could lead anywhere (think Andre Norton's Galactic Derelict from her Time Traders series).

We've provided you with a skeleton, now it's your turn to revise things to suit your tastes and to flesh it all out as you see fit. While we built this adventure for Rogue Space, as a sort of prelude to the forth-coming weekly series devoted to exploring Lithus Sector, it could easily be adapted to X-plorers, Diaspora, Starships & SpacemenClassic Traveller, Star Frontiers or whatever other system/rule-set you prefer.



So, what else would you like to see that would make this scenario even better or easier to run?
Anyone interested in seeing Part Two: Have A Nice Day?
Let us know!


Lithus Sector will debut in approximately two weeks...