Thursday, October 10, 2013

Bujilli: Episode 63


Previously...
Bujilli defeated a group of prowling Yeren. Now their heads line the entrance-way to the Cavern of the Centipedes. A warning and a ward against their kind. The only one that really works. Victorious over the enemies of his wayward adolescence, Bujilli finally gets an answer from his Uncle as to why the disreputable old sorcerer summoned him back to this place. His Uncle wants Bujilli's help. He wants to kill Bujilli's father. Before he kills both of them...

Ponderous iron-gray clouds curdled into immense, dark clots overhead. Brooding things. Truculent and treacherous. The snow storm outside was getting worse. But at least the wind seemed to be dying down. The trees groaned and creaked under the heavy, wet whiteness. It was definitely Yeren weather. Bujilli spat in disgust. He'd spent several winters of his youth fighting the Yeren. It had made his reputation, once he was too big to go dangling down into the dark spaces below to loot old graves, tombs and crypts. He had earned his keep by bringing home Yeren heads in the winter. He'd gotten good at it. Too good. The Yeren weren't fools. They came to know him, to recognize him. They had a talent for smelling or sensing sorcery. They were innately capable to disrupting or countering spells, unless you caught them off-guard or by surprise. You could often catch one with an under-handed spell, like Julidi's Darts, but you wouldn't often get a second such chance. Once was usually enough.

Bujilli watched the snow falling. It was coming down heavier than before. Visibility was severely limited. He could barely make out the black pines less than a bow-shot away. He knew that the Yeren would most likely sense him, or rather the spells he carried. They certainly sniff out his Uncle. He might have the stink of magick on him, his Uncle fairly reeked of it. He knew of no spell to obscure the Yeren's senses, not that would help them.

He considered going back to Wermspittle. It was possible. He'd consulted with his Counsel, aided and abetted with unwelcome asides and observations from his Uncle. He could open the way back...but that would still leave him vulnerable to his father's summons.

His father.

Bujilli spat again.

Yanked away from his partner and mentor, away from a place he was starting to feel like he belonged, here he was, back in the Cavern of the Centipedes. Back where it all started. Back with his Uncle. At least Ahtriska would never bother him again. One demon laid to rest. One less burden to carry. One more scar healed-over.

"You called me back to this place to deal with my father. You claim that he intends me harm. After all these years. Why?"

"Think boy. Think! He's a sorcerer. You carry his blood in your veins. A measure of it, in any case. Enough to forge a link, to reach him through you. All sorcerers have enemies. His enemies could use you to attack him. That makes you a direct threat to him."

"But why wait for so long? Why didn't he kill me while I was still an infant? Why now?" Bujilli stared hard at his Uncle. It didn't add-up right. But everything was starting to take on a shape he could just about wrap his mind around. He didn't much like what he was starting to suspect.

"Perhaps..."

"Out with it old man. I want to know. Now."

"You see...well...ahem...your mother..."

"What about her?"

"You do know that she herself was a sorceress--"

"No. I did not know that. Nor much of anything else. Thanks to you." Bitterness steamed off of his words. Resentment curled his lips into a sneer. Bujilli tasted hatred just behind his teeth. It was a bitter thing.

"Be that as it may, she was a spell-caster in her own right. A great talent. That was what drew your father to her."

"I thought he had a thing for hairy females." Bujilli had grown up thinking his father had appalling taste in mates. It didn't help his self esteem any, but it allowed him to laugh sometimes.

"That too, I suppose. Almas don't often inter-marry with the other kinds. We're capable, obviously, but it isn't something our people tend to accept..."

"You're telling me?"

"Yes. You know all too well what I'm saying. Your parents marriage was not well-received by your mother's kin, nor by your father's. In fact, I was the only one who witnessed their betrothal."

"You? Why you?"

"I arranged it."

"You. Arranged. My Mother's marriage. To this...human sorcerer?"

"Yes."

"Why?"

"What does any sorcerer want?"

"Power and knowledge." Bujilli nodded. The two real treasures, the only two things his Uncle valued. He'd grown up learning all about such matters, from the old grimoires he'd slipped from his Uncle's stockpile, from Ahtrishka's sultry whispers of secret spells and forbidden secrets, from his Uncle's dealings. All the while, all through his childhood and beyond he knew that his Uncle was a fool. Neither power nor knowledge meant a damn if one was not free to use them as they wished. Freedom was more precious than anything, but it took power and knowledge to gain freedom, to claim it and to retain it.

"Exactly." His Uncle tilted his head. Perhaps the old bastard was peering into his thoughts? He could do that sometimes. Bujilli made a quick, furtive gesture, a mnemonic technique for clouding his thoughts. An old trick that had saved him from more than a few beatings growing up.

"And did it get you all that you wanted?" Bujilli sneered. His utter disrespect shining forth like a basilisk's baleful gaze.

"It brought me you."

Bujilli stood there. Stunned into silence. The words struck him like an accusation cast in cold, hard lead. The words hurt. He wasn't really sure why...

His Uncle had used-up practically everything Bujilli had left behind to summon him here. His old blanket. The exhumed and half-animate corpse of his mother. Ahtriska. All those things that held any sort of a tie or link back to him. The things he'd left behind. The things that still had a connection to him. All gone. He was cut loose in a way he never knew was possible, let alone essential to his continuing along the path of a sorcerer.

And he intended to continue on that path.

But not on his Uncle's terms.

There was no sense in seeking liberation only to accept shackles and expectations, other people's conditions. That wasn't freedom. He had not climbed out of hell only to be like anyone else, nor to bow before anyone else's vision of what was or could ever be. He was no one's slave. He was an independent agent.

"Ah...the light dawns..." the old Almas nodded sourly. His voice carried as much regret as it did resignation.

"You planned this." Bujilli hissed through clenched teeth. The old anger boiled up from deep below.

"I fear you give me far too much credit..."

"No. You planned all of it; my birth was a part of your plans. You expected me to serve as your weapon. Everything you did was aimed at making me the instrument of your will. Just another piece in some inscrutable game being played-out between you and my father. I'm not interested in being anyone's pawn."

"Then what will you do? He'll kill you whether you oppose him or not. It's gone too far to turn back now--"

"Too far. That's as good a confession as I can expect from you, I suppose. You've pushed matters to a head. You've forced the issue. Your meddling--"

"Not Meddling!"

"You involve me in this scheme of yours without the slightest regard for my wishes..." Bujilli drew his tulwar and began to polish it with a rag. The blade glistened with an oily sheen it only ever displayed around his Uncle.

"My plans were well underway long before you were even conceived--" His Uncle sputtered in barely retrained rage.

"Your plans. I piss on your plans old man."

"How dare--"

"I damn well dare. Like you said: I'm a sorcerer. This is about my life, even more than it is anything about you."

"Then what do you intend to do about your father?"

"First I intend to pick out the place where I intend to contact him. Then..."

"Then you'll die screaming."

"I won't be the one screaming. Not this time. But I also don't intend to face him here. Not here."

"But it is perfect--you spent a lot of time in this place as a child..."

"Exactly why I have no intention of facing my father here at all. He has no claim on my childhood. He forfeited anything like that long ago. No, not here...but what about the old monastery?"

"It's burning, in case you've forgotten."

"Yes. That's perfect."

"For what? Getting singed?"

"It was abandoned. The Yeren sometimes seek shelter there. Everyone else avoids it."

"With good reason."

"Except sometimes, when the moon was full, I would sneak down there."

"And?"

"I know that place. It knows me. that is where I'll face my father."

"Then you don't need me any more--"

Thwack!

The old Almas collapsed. The flat of the blade had caught him alongside his temple just like how Bujilli had seen unwary sailors get 'recruited' by the press-gangs in Kandjuzza. A quick spell and his Uncle was locked deep in slumber. Then he rigged-up a travois from a pair of sapling-poles, some rope and an old tarpaulin. He also bound his Uncle's hands and ankles. Then he gagged him. Just in case.

It wasn't ideal, but it would have to work.

If he ran into Yeren, he'd drop the travois and deal with them.

He dragged his Uncle out into the falling snow and headed off towards the old monastery.

He almost hoped some Yeren would be stupid enough to get in his way...


Bujilli is off to confront his father on ground of his own choosing. In this case an abandoned monastery that the Yeren, or someone, has set on fire. But will he reach the monastery before his father makes his move? Is the trail still passable? Will the Yeren try to ambush him? What else might be lurking out in the snow?

  • Roll D% to see if Bujilli gets lost in the snowstorm as per Labyrinth Lord, (p.50)
  • Roll 1D6 for a random Wilderness Encounter, (LL, p. 125-126) [This is Mountainous Terrain so an encounter occurs on a roll of 1-3]
  • If there is an encounter, roll 1D6 for Bujilli's initiative (he gains a bonus of +1 to Initiative due to Dex), then roll another 1d6 for the initiative of whatever is encountered.
  • If there is an encounter, roll 4D6 (multiply by 10) for how many yards away the thing to be encountered is from Bujilli. (LL, p. 50)
  • Finally, roll 1D20 to determine what is encountered.

Post your die rolls in the comments. First posted, first served.
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

Thursday, September 12, 2013

Bujilli: Episode 62


Previously...
Whisked away from Wermspittle by a demon with the help of his conniving Uncle, Bujilli has been brought back home, after a fashion. A cave in the Yaddivar Highlands overlooking a heavily forested gorge, one of the caves he once was forced to go dangling for treasure by his Uncle. The Cave of the Centipedes. A place Bujilli once swore he'd never come back to for any reason whatsoever. Now, due to a treacherous sorcerous intervention, he was right back where he never wanted to be ever again. Brought here against his will, Bujilli was forced to face a sordid bit of his childhood that he had fervently tried to forget. Ahtrishka. The demoness who once marked him, claimed him as her own. But Bujilli is not a child any longer, something Ahtrishka learned to her everlasting regret. Finally free of the demoness, Bujilli finds himself confronted with his duplicitous Uncle. But before he can come to terms with his so-called guardian and former tormentor, four axe-wielding Mountain Yeren lunge into the cave intent on hacking Bujilli to bits. He only has time to consider one disturbing thought before engaging his long-time enemies: did his Uncle deliberately attract the Yeren?

Green light faded, a blurry visual echo seeping into the rough-hewn walls of the cave. His Uncle's Voorish Sign had done its intended job. Bujilli glared at his Uncle. The old bastard grinned at him, pointed to the entrance, to the Yeren. There wasn't time to deal with the rotten old sorcerer. Not yet.

Bujilli faced the incoming Yeren. It was like old times. He could sense none of the usual tell-tales of a shaman or other spell-caster among them so he used Julindi's Darts* to demolish the lead Yeren's face. That bought him time enough to draw both tulwar and hand-axe, and to choose his next target.

The lead Yeren screamed in rage and pain. Dropped it's axe. Clutched it's face as steaming blood gouted forth. The other three shoved him aside. Either he recovered, or he'd be meat later. Yeren were a hard people, extremely practical in such matters. Meat was meat.

The Cave of the Centipedes had been expanded and reinforced by Almas. It was scaled for much shorter humanoids. It wasn't the best place for trying to swing a heavy axe around. If anything, it favored Bujilli who knew the place all too well.

Slash! A wound blossomed on the shaggy forearm of one Yeren. Hack! Bujilli's hand-axe bit deep into the shoulder of another. The third Yeren growled in frustration--the others blocked it from making any sort of attack.

Bujilli yanked loose his hand-axe, spun and drove it square into the chest of the second Yeren. His tulwar slashed across the eyes of the first one. He stepped back. Ripped the axe free again. The cave echoed with the growls of the Yeren. One could barely hold its axe any more. Its partner couldn't see clearly. The one in back was getting impatient, anxious to get into the fight.

The Yeren with the ruined face roared in blind rage. It was charging. Regardless of its fellows.

The one in back cut it down with a heavy chop of its axe.

Bujilli dodged a back-handed swipe. He slid in after the axe. Struck the Yeren in the upper arm with both blades. The arm was ruined. Only a few tendons kept it from falling free. Its axe fell to the floor of the cave.

Too bad it had been the already blinded one.

The other Yeren chopped at Bujilli's legs. He barely avoided the blow. Almost lost his footing. The floor was slick with Yeren blood.

Bujilli withdrew farther back into the cave. The space got narrower as it went back, making it more awkward for his opponents.

One slipped. He lunged. Scored a wicked strike alongside the Yeren's outstretched arm. Followed up with a heavy blow to the foul-smelling thing's thigh. It dropped to its knees. It's companion leaped forward, axe raised high and howling a war-cry.

The axe struck the ceiling. Sparks flew. Bujilli gutted the Yeren.

Another axe nearly took Bujilli's head.

He rolled. His right ear was bleeding. He continued the roll then sprung upwards right at the axe-wielder, skewering them through the throat with his tulwar.

The tulwar stuck.

Bujilli let it go and moved back before a Yeren's axe nearly caught him.

Then an axe crashed into the cave wall less than an inch from his own face. He lashed out with his hand-axe. It bit deep into the attacker's shoulder. It too was pulled from his hand.

He shuffled backwards. Deeper still into the cave.

There wasn't time to get fancy. No spells. The Yeren would sense his sorcery and strike him down before he could do anything worth casting. They were well used to killing sorcerers. He knew better than to attempt to use his short bow--he'd never get it strung in time. But an arrow. That he could use. It was certainly better than nothing.

He slid out one of the barbed cold-iron arrows he had taken from Idvard's Keep. The Yeren grunted mockingly. He could feel it's hot breath as the filthy thing came at him.

Timing. It's everything. Especially in an apparently uneven fight.

Bujilli watched the axe descend. Then he jumped forward. Jammed the arrow upwards into the soft part under the Yeren's lower jaw. It sunk into the thing's flesh. He rammed it upwards. Hard.

The axe clattered to the floor.

Bujilli dodged to the side.

The Yeren stood gasping. Staring bulgy-eyed and startled.

Bujilli retrieved his hand-axe. One quick blow to its knees and the surprised Yeren fell forwards, driving the arrow out through its skull.

He didn't bother retrieving his tulwar until all four heads were lined-up just outside the entrance.

The arrow was broken. Irretrievable.

So it goes.

If he was staying, he'd cut some saplings into stakes and mount the heads. That was what the Yeren did. What they expected. Tradition. It marked a spot as being deadly to the kin and kind whose heads had been taken. It was the only ward that anyone knew for holding back the Yeren. A crude cultural taboo. It didn't always take a spell.

He wiped his weapons clean using the matted hair of the dead Yeren. They didn't wear a whole lot. Mostly some bones, vertebrae and teeth tied into their filthy hair. One had a blue-green rag, a silken scarf of some sort, bound around it's left ankle. Another wore half of an ill-fitting bronze vambrace that had been crudely re-worked to almost fit its fore-arm. He knew better than to look for anything useful on the Yeren corpses. If they'd have had anything worthwhile, they wouldn't have been prowling around in these woods so far from their usual hunting grounds.

His breath came in white puffs that mingled and mixed with the steam rising from the dead Yeren. The cave reeked of Yeren, blood, sweat, death.

No matter; he had no intention of sticking around.

He looked down upon the decapitated bodies of the Yeren. The old hate hadn't come to him. Not like it used to. Not like he was used to.

He didn't need it.

His Uncle stepped out of the shadows towards the back of the cave.

Bujilli simply stared at the old sorcerer. He considered cutting his throat, if only for old time's sake or on general principles, but decided to give him a chance to say his piece beforehand, just in case there was a good reason to not end things then and there.

His Uncle glared back at Bujilli.

They both stood there. Eyes locked. Neither budging.

Finally the Uncle looked away. Spat on the floor in disgust.

"Fine. Yes. I admit it; I drew the Yeren to us."

Bujilli stared at the old Almas. He felt cold. Clean. Empty. Ready to do anything.

"I needed to know for certain if you could stand up to them..."

"Wermscheiss!" Bujilli laughed. He'd spent too long in Wermspittle. He swore like someone from there now.

His Uncle cringed visibly. Some part of him seemed to cave in upon itself. He didn't look all that threatening any more. Not like he used to, like when he terrorized and brutalized a small boy. Those days were gone now.

"One Reason." Bujilli growled.

"What?"

"Give me one good reason not to kill you right where you stand."

His Uncle cringed visibly. Looked down at the cave floor. Heaved a heavy sigh.

"I helped you destroy Ahtrishka--"

"After consorting and conspiring with her to summon me here in the first place."

"I had no choice--"

"We're sorcerers--we always have a choice. You taught me that."

"Then for that reason alone you might spare my life."

"Why did you bring me here?"

"I need your help..."

"So you colluded with that demon-bitch Ahtrishka to bring me back? Not the best way to inspire me to be particularly helpful..."

"I wasn't worried about her. I summoned her up in the first place. I built the cage she used to be locked-up inside...until someone released her."

"I considered it a parting gift."

"Ungrateful, reckless scoundrel. You cost me a great deal in your leaving."

"Do you truly wish for a full accounting between us old man? Grateful? You would have me thank you for your beatings, your continual abuse, your forcing me to go down into dark places in search of salable trinkets without so much as a knife to defend myself with--"

"Until you stole one."

"Like I had a choice."

"You did. You made it. You took what you needed."

"I was a child."

"And you survived. You became one of the best danglers ever, until you got too big to squeeze into the deepest nooks and crannies."

"It certainly wasn't from growing fat on the scraps you begrudgingly left for me."

"You needed to be hungry so that you'd come back. It was motivation to find something worthwhile."

"Like my tulwar."

"Exactly. You still owe me my fair share for letting you keep it--"

"Hah! Take it if you dare. We both remember what happened last time you tried to claim it."

"Damned thing nearly took my head off. It's your blade now, whomever forged it or wielded it long ago, it belongs to you now. But I am still owed my due as your sponsor and legal guardian--"

"I owe you nothing."

"Not true. Who taught you spell-casting?"

"Hah--I taught myself far more than anything you ever tried to teach me--"

"And who taught you how to read? How to open your first grimoire?"

"Every spell I learned during my time with you I had to steal from behind your back."

"Of course; a sorcerer capable of trapping and binding a demon such as Ahtrishka would be so easily fooled by such a clever little boy like yourself. Fool. I allowed you to 'steal' those books, to study those spells."

"Why?" Bujilli shifted on his feet. He had always thought that he had gotten away with something. Now he doubted. He considered how things had happened. It had been far too convenient. It was distressing to feel a long cherished illusion get dashed into bits, to discover that he was not quite as clever as he had always imagined himself.

"Why? You dolt! You were never going to bring back the really valuable stuff unless you could find it, and survive long enough to return with it."

"But why not just teach me what I needed to know?"

"You hated me. You would never trust me. Besides, you had a better idea of what you needed or could use than anything I might consider appropriate or useful. Better you learned to fend for yourself than rely upon me or anyone else. Especially in terms of learning the art and science of sorcery. Believe it or not, I gave you the greatest gift of all by not making you an apprentice and binding you to me--I allowed you to retain your freedom."

"One cannot give what is not their's in the first place."

"No. But I could have demanded your servitude--"

"You treated me like a slave--"

"I made you strong. I made you a sorcerer."

"You stole my childhood. Beat me. Bullied me. Forced me into the deep, dark places in order to scrape out some bit of over-looked loot or buried trinket. You made me rob old forgotten graves and tombs so you could grow rich and fat."

"Yes. I was hard on you. Yes. I did terrible things. I am an Almas. I am a sorcerer. I never wanted you. Never asked for you. But when my sister was abandoned by your sire it was left to me to tend to her. When he tired of her and murdered her, I was left with her half-breed child."

"I never asked for you to take me in."

"No. But I did. I made many mistakes, but I am a sorcerer, not a wet-nurse or a parent. I was ill equipped to raise such a willful mongrel."

"You never did anything that wasn't to your benefit somehow, someway."

"Like I said: I am a sorcerer."

"Enough. What is done is done. I'm not a child any more. I have my own life now. Why did you call me back here?"

"Your father..."

"What about him?"

"He has returned."

"So what is that to me?"

"He intends to call you to him, even as I did, only he intends to destroy you, even as he destroyed your mother."

"And you summoned me here ahead of him? Why?"

"I want your help to destroy him. Before he destroys us both."


So...should Bujilli stick around to hear his Uncle out? Or should he start working out how to get back to Wermspittle? Or should he head out into the snowstorm, perhaps head back to the village where he grew up or perhaps go poke around in the old monastery across the gorge that the Yeren set on fire? Or is there another option you'd like to see?


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

Friday, August 30, 2013

The Ninth Entity (of the Thirty-Six Configurations)


It comes from an arid and poisoned world. A place where acid taints the rain and the very dust tries to kill all it comes into contact with. A relic, derelict world, forgotten by its one-time masters and abandoned to the unkind caress of razor-winds and the slow-motion corrosion that have done their worst to bury or obliterate all traces of the past.

It is a product of arcane sciences and technological arts. But it is also a cast-off thing, an unwanted reminder of long ago days and violent nights when fables were flesh and things were different than they will ever be again.

It is alive, in a way. Autonomous in another, yet still it is bound. A creature of artifice, a destroyer by design; it would be something other...something more. Hungry for meaning, it wanders through bitter realms and broken worlds looking, ever seeking. Always driven onward by the emptiness within, it has become a warrior in search of a soul to call its own.


Adilak (Osri Duradage),
On the Ninth Entity
excerpted with permission from
The Thirty-Six Configurations


To Call Forth the Ninth Entity
The Ninth Configuration is to be made upon a bare concrete floor using powdered rust and broken fragments taken from a destroyed construct. Each of the inner junctures is to be drawn into a small loop within which a candle, glowbulb, or other light-source is to be placed. The outer points of the diagram are to be drawn to a razor-fine point. There are other details, but most of them are either obscured by bloodstains or obliterated by scorch-marks. The one legible footnote refers to using a spell referred to as 'The Recapitulation of The Bitter Dust of Ain,' in some manner to properly prepare the space for the formation of the prescribed diagram. A note in the margin alludes to some sort of generator, but whether or not this is necessary for the spell to work is unclear.

The Ninth Entity can be summoned, theoretically, despite the extensive damage done to the grimoires and other papers of Adilak after the purge of the Chartreuse Cantors in 1198. Of the series of Thirty-Six Configurations attributed to Adilak, only six still survive and of those only two are considered functionally complete. The Ninth is one of the more notorious fragments, an incomplete configuration that becomes something of an obsession among those devoted to the esoteric mechanics of translocation, transport and summoning.

Panzure's Panoptical Lexicon is rumored to hold an 'unapproved' version of the Ninth Configuration, which he copied from his one-time mentor's library without permission. It is believed by more than a few experts in such matters that, were one to acquire an authentic copy of Panzure's book, it would very likely make it possible to re-construct the Ninth Configuration once again. Poorly-bound forgeries of this book have been known to fetch sizable sums at auction, though some collectors have been known to wreak a terrible vengeance on those who attempt to pass such things off on them. Book selling can be a risky business at times; especially when it comes to obscure grimoires and haunted texts probably best left to the more experienced buyers and aficionados of such rare and dangerous things.


Summon Entity of the Ninth Configuration is a very specific variation on the Summon Entity spell which in turn is a modification of the more common Summon Demon spell.

Summon Entity of the Ninth Configuration
Level: 7
Duration: See below
Range: 10'

This spell makes use of a special diagram (The so-called "Ninth Configuration"). A step-by-step procedural outline and schematic for drawing this diagram is provided in Adilak's The Thirty-Six Configurations, however most extant copies are incomplete, damaged or simply missing (often stolen by agents of unscrupulous collectors). Using the spell without the proper diagram will result in the spell not working at all (30%) or something else being summoned without any sort of protection, binding or pact (70%). Using the spell with an incomplete or inaccurate diagram will have a slightly better chance of operating at least partly correctly (Failure: 15%, Something Else Summoned: 80%, Contact with the Entity: 4%, Success: 1%). Using the complete and correct diagram causes the spell to work 100% correctly, but then the caster still needs to define any pact and/or bargain with the entity for any service(s) desired of it.



Entity of the Ninth Configuration: The Servitor in Search of a Soul
Minor Summonable Entity
No. Enc.: 1 (Unique)
Alignment: Neutral
Movement: 120' (most environments)
Armor Class: 4
Hit Dice: 8
Attacks: 2 (weapons)
Damage: by weapon
Save: F8
Morale: 10 (7 if bound by spell)

Special Abilities: +4 on all Saves. Ambidextrous. Does not need to breathe. Regenerates 1d4/turn. Infravision to 90'.

Immunities: Unaffected by all mind-affecting magics such as Charm, Sleep, Telepathy or Illusions. Cannot be detected by ESP or other psychic abilities. Immune to Acid attacks.

Weapons: +2 Battle-Axe (does double damage on an unmodified roll of 19 or better), +2 Flexible War-Flail (wielded as a flail, but strikes as a sword or as a whip, on demand, inflicts 3d4 damage, can be used to block an opponent's attack instead of making a normal attack). Both weapons are crafted (grown?) from a non-corroding yellow metal that retains a very sharp edge.

This Entity has no name associated with it currently. It does not respond to ecclesiastical healing and cannot be Raised if destroyed. It does not eat, drink or sleep. It remembers everything it has observed (eidetic memory), but rarely shares details regarding its past. This reticence may be overcome by non-magical means (multiple CHAR Checks, Reaction Rolls, etc.).

The Entity is driven by its desire to gain a soul for itself.

If properly bound, the entity will serve faithfully for one full year, which it reckons according to the world it originated upon (roughly 246+1d100 days).

Thursday, April 18, 2013

Bujilli: Episode 61


Previously...
Bujilli was summoned away from the Academy in Wermspittle by a demoness who once manipulated him as a small child. It didn't work.

"So now what?"

Bujilli turned away from the snow falling outside. The storm had passed. There was little wind now. Just heavy white flakes drifting down to cover everything. Obscuring all traces. He could almost smell the hot blood of a hunting party somewhere out there in the swirling snow.

"This is Yeren weather."

"So it is." His Uncle stared at him inscrutably. The old bastard had gotten fatter since he'd left. Fatter and more full of himself.

"This snow...it will probably last for another few hours at this rate."

"Probably."

"You never told me why you helped Ahtrishka to summon me back here."

"Are you asking?"

"Are you telling?"

They glared at each other for long minutes. His Uncle looked away. Sighed. Walked past him to go outside and take a piss in the fresh snow.

Bujilli waited. Considered his options. He wondered how Leeja had handled his sudden disappearance. He missed her. She'd have killed his Uncle. Probably. Good thing she wasn't here after all. Or was it? He considered his options. Perhaps there was some way to form a link back to her, to let her know he was safe enough...that he would be returning to her...

Hmmm.

Would he?

Should he return to Wermspittle?

And if so, then how?

"Hurm. hak. You're right about the Yeren. The old monastery over across the gorge is burning. They're the only ones who'd bother. Idiots."

Bujilli stared at his Uncle. He was sick of demons and machinations and other people's schemes. He wanted to be free of it all. Once and for all. He felt clear, sharp. It was time for some answers. One way or another.

His Uncle squatted down by the far wall of the cave. His joints clicked. He spat to the side in disgust.

"Yes. I helped the bitch call you back. I gave her the lock of your hair. She already had your blanket. You left a lot behind you."

"Not by choice." Bujilli's voice cracked.

"Yak Shit! You ran off. Stole my property and ran away. Stirred up a lot of trouble too. Not that you care one bit." His Uncle scratched himself. Settled in next to the hard-packed cave-wall. As if he was planning on taking a nap.

"I took what was mine. As for the rest...no one had to chase after me, least of all Jorra."

"Do you still have it?" His Uncle looked up at him. The old sorcerer was shaking. Like an addict going through withdrawal.

"What?"

"The Green Gem..."

"No."

"Ah." His Uncle sagged visibly. Disappointed. Or was it something else? "So you learned your lesson then..."

"What? Never to trust whispering jewels? Not to trust manipulative demons? Not to trust vicious old bastards like you? Yes. I think that I've learned a few lessons from you--"

"But have you learned the most important lesson?"

"Which is?"

"Don't become like me. Ever."

"I'm hardly in any danger of that--"

"Idiot! You come back here and you're so full of yourself that you don't even bother to think about HOW it was done. You react, but you do not anticipate. I can see that I've made a poor sorcerer of you after all."

Bujilli barked harshly once. A strange not-laugh. He knew what he needed to do. He cast Zone of Normality. He revised his surroundings to more closely resemble the conditions prevailing in Wermspittle when he was dragged away from there. The cave got a little warmer, at least within a 10' radius.

"You--you learned that from the Gem, didn't you?"

"Yes." Bujilli cast his Clairvoyance spell, using the ring of white tendril-hair about his finger to connect to Leeja.

"Bujilli? Is that you? Are you alright?" echoed Leeja's voice.

"Yes. I'm fine. Just dealing with some old crap."

"Are you coming back?"

His Uncle burst out laughing. Bujilli glared at him until he shut up.

"Yes. I'm not sure how, but I am coming back, just as soon as I take care of one last thing."

Everything went sickly green.
His Uncle cast Voorish Sign.
Leeja screamed.
The connection was severed.

Four Yeren were entering the cave...


ROLL FOR INITIATIVE!

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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, April 17, 2013

The Not-So-Empty Crypt of Baljessor (Swords & Wizardry)

Preface
This is another low-level Mini-Adventure ideal for use as a one-shot or the seed of something bigger. It is geared for 1-4 player characters from 1st to 3rd level, but you can certainly ramp it up for more powerful groups.

Introduction
The Crypt of Baljessor is a minor, often ignored and already heavily plundered old tomb that keeps cropping up on cheap treasure maps. No one has figured out how to remove the Throne of Baljessor, so far, and no one claims responsibility for erecting the mysterious barricade blocking-off one of the passages. All anyone really knows is that it has become something of a tradition to leave behind a small holy symbol or vial of blessed water or something similar on the barricade. Cynics grumble that this must be some sort of scam, that someone is going in there and harvesting these things for a quick and painless profit. But others aren't so sure...


Location
The Crypt of Baljessor could be anywhere an old, neglected grave-site might fit-in, as long as it is somewhat close to a mid-sized city or trade-town.


Background
What is actually known (or at least a matter of local record) regarding the Crypt is as follows:
  • The Crypt was built 720 years ago by mute slaves that were executed upon completing their work. Their bodies were rendered down to bones and they were all sealed within large ceramic urns, but were not then converted into reanimated skeletons.
  • The main entrance to the Crypt was sealed by a mass of super-heated stone that still radiates a faint magic. Anyone tampering with the seal risks getting burned. It is still hot.
  • Less than a dozen years ago a family of itinerant Tomb-Looters, seriously down on their luck and recently run out of town for a botched 'extraction' decided to test-out the crappy old map that their mad aunt Hilda won in a nude arm-wrestling contest (don't ask). The map turned out to be more or less accurate and after digging out a tunnel just over 120' into the earth, they were able to breach one of the walls of the main gallery. They spent the next two years systematically plundering the site, until they were ambushed on the way back and killed by a band of goblins.
  • We know these things from the journal kept by Simus, one of the more promising children who was being readied to enter into an apprenticeship with a local wizard, before the family uncovered the Crypt. No one knows what happened to Simus.


Rumors, Lies and Innuendos
For the cost of a few drinks, or just taking the time to listen in any of a dozen run-down ale-shops, grog-houses or inns, you might hear some of the following tid-bits of local lore and speculation. Some of this might be true, but no one can say how accurate any of it is until they've gone down into the place on their own:
  1. At least half of the drunkards in the surrounding area seems to believe that there's something evil locked away behind the barricade down in Baljessor's Crypt. Most of these are convinced that all those holy symbols are the only thing keeping it in there. Whatever 'it' might be.
  2. Quite a few others believe that someone is running a scam, collecting all the holy symbols and other trinkets and re-selling them to whomever might be going down into the Crypt, for whatever reason. So far no one has been actually been confirmed or proven to be doing this, but that just makes these folks more convinced than ever that someone too clever for anyone's good is up to mischief.
  3. A small group of pious individuals has started to make regular pilgrimages to the Crypt to add more holy symbols to the barricade as if it has become something of a shrine or altar to them.
  4. No temple or church has openly spoken on the subject of Baljessor's Crypt. Anyone buying holy symbols, etc. to take to the Crypt is doing so without any formal sanction or specific blessing at this time. But this might be subject to change as some of the smaller sects have noticed the way this fad of placing sacred things in the crypt has positively affected their cash flow.
  5. A lame veteran of a dozen border wars was found drained of all blood and hung upside down from the eaves of a local tavern after he made a big noise about his intent to tear down the Barricade and see what really was back there. No one was arrested in this crime. So far. Speculation as to who--or what--might have done this terrible thing is running rampant.
  6. There sure seem to be a lot more wolves in the area these days. It's getting so that hunters and trappers are having to go around in well-armed groups so as not to invite an attack.


Random Encounters in the Immediate Surroundings
  1. 1d6 Bandits: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL C; CL/XP 1/15. They are disguised as merchants. They are very curious about the player character's intentions, especially if they are headed to the Crypt.
  2. 1d6 Wolves: HD 2+2; AC 7[12]; Atk 1 Bite (1d4+1); Move 18; Save 16; AL N; CL/XP 2/30. The wolves will chase anyone, but they will not go down into the hole that is the entrance to the Crypt.
  3. 1d4 Pilgrims:  HD 1; AC 7[12]; Atk 1 weapon (1d4); Move 12; Save 17; AL C; CL/XP 1/15. Each one is carrying 1d4 holy symbols worth 1d20 gp each. There is a chance that one is actually a Cleric (1st or 2nd level) in disguise.
  4. 1d2 Weird Wolves:  HD 2+2; AC 7[12]; Atk 1 Bite (1d4+3); Move 18; Save 16; AL C; CL/XP 3/60; Special: Radiate magical Confusion in 12' radius.
  5. 2d6 Bandits: HD 1; AC 7[12]; Atk 1 weapon (1d6); Move 12; Save 17; AL C; CL/XP 1/15. Fully half of these bandits are badly mauled and in need of immediate medical attention. The group is eager to bargain for assistance.
  6. 2d4 Hunters or Trappers: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL N; CL/XP 1/15. They all are carrying short bows in addition to their knives and other weapons. They are also getting really spooked and are highly likely to shoot at anything that moves before checking who it might be.


The Crypt of Baljessor

Entering The Crypt
Things You Might Notice:
  • The opening is your basic hole-in-the-ground, with a pair of old, broken doors dragged over on top of it. The doors come from a tavern; the owner has offered a reward for their return, but both times they were returned, the doors were re-appropriated by someone--or something--and returned to this site.
  • A set of creaky old boards and some frayed ropes have been set up to help people get in and out of the hole. This is a good thing as it is roughly 8' deep.

Area A: The Tunnel
The Tunnel runs just over 120' in a slightly zig-zag fashion. It has been expanded only in the most rudimentary manner, at the bare minimum of effort. It is quite haphazard and looks like it could collapse at any moment, but it is stable.

Things You Might Notice:
  • The ceiling is between 4' and 5' high and varies every ten feet, making it awkward for taller characters. this variation also makes torches a bit more of a hassle as it would be all too easy to accidentally set someone else on fire if people don't pay attention.
  • The floor of the tunnel is loose soil, only packed-down along the middle of the passage, and it would be really easy to trip or injure an ankle in this stuff.
  • The supports are all salvaged and stolen from wherever things could be taken, seemingly at random. It doesn't take much to notice clearly that these supports have been maintained for a long time now, by diverse hands.

Area B1: The Main Gallery
The ceiling is approximately 5' from the floor at its highest point. The floor is uneven and covered in hard, dried mud. Loose gravel, broken stones and tumbled columns litter the place. The air is stuffy and stagnant. Open torches will quickly start to sputter and fill the place with acrid smoke within a half an hour. There is very little ventilation. Anyone staying in this gallery over half an hour must Save or begin to suffocate, unless they make suitable arrangements.

Careful investigation of the ceiling will reveal a set of 1d4 holes, each roughly 1" to 2" in diameter. These holes look like recent things, freshly scratched around the edges. Alongside the rubble at either side of the original breach in the Crypt's wall are 1d6 iron-headed shafts of good quality oak, each one ends in an iron sleeve that screws onto the top of the next section. They are not spears, though they could be used as such. The shafts are there to let people poke the air-holes open to allow for some fresh air to get into the crypt. It takes at least four sections to really get each air-hole cleared, and assembling the shafts to do so takes 10 to 15 minutes per hole. Clearing the holes will prevent asphyxiation, at least for a while.

Area B2: Baljessor's Throne
Carved from a lump of meteoric iron, Baljessor's throne weighs close to two tons. It is one solid piece. It is also bonded to the dais it rests upon, which has stymied previous attempts to drag it free with cables and lots of muscle-power. It has remained in-place for over 700 years and it won't be moving anytime soon. A closer examination will reveal numerous small scratches and gouges in the metal made by looters trying to scrape off at least some bit of the thing to take back with them.

Sitting on the Throne will cause all metallic objects carried by that person to become highly magnetized for the next 1d4 hours. The magnetization is not restricted to just iron, it will also affect copper, bronze and all other metals.

Area B3: The Funeral Stairs
The stairs were built from heavy slabs of dark blue-gray stone that is not like anything in the local area. At the top of the stairs is a smoldering mass of stone on the very verge of melting. Intense heat radiates from this very hot stony mass. Contact with the mass will inflict 1d4 damage per touch. It radiates a clear and present, and very old magical aura.

Area C: The Barricade
Originally this was a four-way junction, but one of the passages has been boarded-up, blocked and barricaded by dozens of people, each adding their bit to the on-going process much like it was some sort of a shared sculpture. Hundreds of tokens, medallions, charms, small figurines, icons, idols, and other holy symbols are affixed, hung, glued, tied into, nailed to, and otherwise incorporated into and upon the Barricade. The whole thing radiates a powerful Protection From Evil that has developed organically from all of the offerings, votive candles, and other bits and pieces that have accumulated over the years.

There is a 20% Chance of a Pilgrim being present. (See Table Below).
Breaking through the Barricade would take close to an hour of heavy labor. But it could be done. However, doing so will run the risk of being interrupted by another group of Pilgrims (70%) or other Looters (30%). (See tables below).

Areas D1 & D2
Both of these areas are essentially the same. They are both ledges overlooking crescent-shaped pits strewn with broken pottery and other fragments, including shards of bone. Down in the pits are dozens of indeterminate shiny-bits. The pits are steeply sloped and extend downwards over 20'. Anyone going down into the pits to search for treasure must Save or make a DEX check (either works fine), every ten minutes they spend sifting through the debris. Failure means that they have either stepped upon or brushed up against a particularly sharp splinter of bone and taken 1d4 damage. Every half hour spent rooting around in this junk will produce a few loose coins or some minor treasure (roll on Loose Coins Table below).

Anyone taking time to really examine the bone fragments will notice that all the finger bones, toe bones and teeth are completely missing.

Area E: The Deep Ravine
This sub-chamber is located more than 60' below the rest of the Crypt. It is a reworked cavern. The ledge overlooks a very steep drop of 30' and there is a broken statue on either side of the entrance. One is reduced to a pair of clawed feet snapped off at the ankles, the other is broken-off at the hips. They are distinctly reptilian. The broken fragments of the statues are scattered down below amid literally tons of broken pottery, splintered bones, dirt and gravel.

What isn't immediately obvious is that the entire ceiling is studded with hundreds of finger and toe bones.

At the far end of the cavern is a set of three heavy urns. These are filled to overflowing with teeth.

Area F: The Sealed Chamber
This chamber is roughly trapezoidal in shape. There is a ledge all around the outer edge of the room, roughly 7' wide. The sunken area is almost a shaft, with incredibly slick stone walls that appear to have been blasted with enough heat to make them appear almost glassy.

At the bottom of the glass-walled shaft is a crude sarcophagus fashioned from a peculiar greenish-tinged bronze alloy and inlaid with raw gold and rough chunks of jade and other precious and semi-precious stones.

There are also five golden rods set at the corners of the shaft, surrounding the sarcophagus. Each of these rods is 3" in diameter, weights 1,000 pounds and is hot to the touch, causing 1d6 damage on contact.

The sarcophagus radiates Fear (as per the spell), forcing any who attempt to descend into the pit after it to Save at -2 or suffer the Fear effects for 1d4 hours.

The Sarcophagus is trapped with both poison gas and poison needles in the latches. The poison is pretty-much evaporated and inert after all the centuries (Save at +2).

Should someone succeed in opening the sarcophagus, inside is the shriveled and mummified body of a ring-mail armored ghoul; none other than the Warlord Baljessor himself. Fortunately the old buried warlord is thoroughly dead. His heart was removed and encased in black amber and buried in another location just to make sure it was that much more difficult for him to rise ever again.

Once the Sarcophagus is opened to the outside air, Baljessor's body rapidly crumbles into a fine black dust that will then begin to swirl about like a mini-sandstorm at the bottom of the pit. Anyone caught in this swirling black vortex of dust and ashes suffers 1 point of damage per minute. Anyone reduced to zero hit points by the dust dies only to rise again in 1d4 turns as a ghoul. The black vortex will not settle down. It becomes a new and permanent feature.

Those converted into ghouls by the black dust of Baljessor suffer from complete insanity for 1d6 hours, after which they begin to recover their memories, after a fashion. They are evil minions in service to an undead liege who can never leave this Crypt...unless they were to discover some way to recover or release their foul master. A lot has changed.

It is left to Referee/DM discretion whether or not anything valuable can be retrieved from the Sarcophagus, aside from the player character's lives. Should the player characters facilitate a high level Cleric coming into the chamber and performing an exorcism, the party will gain 2,000XP each, for expunging this pre-human evil once and for all from the world.


Loose Coins and A Little Loot
  1. (1d6) Silver coins of recent vintage.
  2. (3d4) copper coins, all covered in verdigris and stuck together in one lump.
  3. Fifty feet of good rope packed in an oilskin bag.
  4. (1d4) antique coins: silver oblongs marked with stylized birds. (worth 1d4 sp each)
  5. 1 gold coin cast in the outline of a bat, but otherwise flat. (worth 1d4 gp).
  6. (1d4) chips of exceptionally clear and smooth quartz ground to lens-like shapes. (worth 1d6 gp).
  7. (2d6) Silver bells, squashed flat. (worth 1d4 sp each).
  8. (3d6) Twisted copper tubes. (Worth 1d4 cp each).
  9. (3d4) blue-stone beads carved with wavy-lines. (Worth 1d6 sp each).
  10. (1d4) trapezoidal plaques of jade, each hard-carved with a scene from Baljessor's life. (worth 3d6 gp each).
  11. A stone tablet incised with the formula for raising a wrathful entity to smite one's enemies. (Spell takes effect at far end of Chamber E and produces a golem-like humanoid entity formed entirely of human teeth: HD 8; AC 7[12]; Atk 2 'bites' (1d8, each); Move 8; Save 6; AL C; CL/XP 12/2,000; Special: Hit only by magic weapons, Immune to cold and acid, recovers 1 HD by removing all the teeth of a victim.
  12. (4d6) Silver Spindles decorated with zig-zags and whorls. (worth 2d6 sp each).

Random Tools
  1. Garden shovel with bent blade.
  2. Pick-head, no handle.
  3. (1d4) bunches of wolfsbane bound in red thread.
  4. (1d6) Buckets. Filled with rubble.
  5. Good quality spade.
  6. (1d6) Hawthorn stakes and some stale garlic buds.
  7. Pry-bar, bent almost in half.
  8. Chisel, badly warped.
  9. Maul, made from heavy, old wood. The handle is cracked.
  10. (2d4) Stout burlap sacks, filled with gravel.
  11. Trowel. Bloodstains on blade, (can be used as a dagger for 1d4 damage, but at -1 to hit).
  12. (1d4) Wedges, cast from pig-iron. Shatter or bend when pounded on with any real force.

Pilgrims
  1. 1d4 Pilgrims:  HD 1; AC 7[12]; Atk 1 weapon (1d4); Move 12; Save 17; AL C; CL/XP 1/15. Each one is busy adding their respective holy symbols to the Barricade and will ignore others, unless attacked or disturbed.
  2. Eremite: HD 3; AC 5[14]; Atk 1/Mace +1 (1d6+1); Move 12; Save 13; AL L; CL/XP 3/60; Special: Spell-Use as cleric level 3 (Cure Light Wounds, Protection From Evil). They are investigating the Barricade. They will try to stop anyone trying to dismantle it.
  3. 2d4 Pilgrims:  HD 1; AC 7[12]; Atk 1 weapon (1d6); Move 12; Save 17; AL N; CL/XP 1/15. These pious pilgrims believe that the Barricade has become a sacred site and will fight to the death to defend it from any who would despoil or destroy it.
  4. 1d4 Pilgrims:  HD 1; AC 7[12]; Atk 1 weapon (1d4); Move 12; Save 17; AL L; CL/XP 1/15. This group of pilgrims are more circumspect around strangers and will attempt to delay or hinder anyone's attempts to dismantle the Barricade, while sending their fastest member back to town to raise an alarm and bring back an armed mob to deal with anyone trying to wreck the Barricade.
  5. Heretical Cleric: HD 3; AC 5[14]; Atk 1/Hammer+1 (1d6+1); Move 12; Save 13; AL C; CL/XP 3/60; Special: Spell-Use (Cause/Cure Light Wounds, Light). They intend to destroy the Barricade and could use some assistance.
  6. 3d4 Pilgrims:  HD 1; AC 7[12]; Atk 1 weapon (1d4); Move 12; Save 17; AL N; CL/XP 1/15. This is a mob of believers who were summoned in response to events that took place more than a day ago--the pilgrim who is stirring them up got lost on the way back to town. Since there's no sign of the previous malefactors, the player characters will be called upon to explain themselves and to prove their good intent...or else it could get ugly.

Other Plunderers
Whether encountered because of the amount of time spent inside the Crypt or as a direct consequence of running off a group of pilgrims or whatever, these are some of the folks that might just show up while the player characters are still investigating the Crypt, or they might be on their way to the Crypt as the player characters are leaving.
  1. 1d6 Bandits: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL C; CL/XP 1/15. They are disguised as merchants, but are a different group than the ones possibly encountered previously. This group intends to prey upon hapless pilgrims, offering them 'safe passage' at a price. The leader wields a +1 hammer and has a nasty scar across his left cheek.
  2. 4d6 Angry Villagers HD 1; AC 7[12]; Atk 1 weapon (1d6); Move 12; Save 17; AL C; CL/XP 1/15. An angry mob looking for someone to hang, stone or just massacre. They're a bit divided on the subject. No clear-cut leader has stepped forward to guide the mob. Yet.
  3. 2d4 Clerics: HD 3; AC 5[14]; Atk 1/Hammer+1 (1d6+1); Move 12; Save 13; AL C; CL/XP 3/60; Special: Spell-Use (Cause/Cure Light Wounds, one random spell). They intend to claim the Barricade as a sacred shrine for their temple. They might be doing this on their own initiative.
  4. 2d4 Would-Be Adventurers: HD 1; AC 7[12]; Atk 1 weapon (1d6); Move 12; Save 17; AL N; CL/XP 1/15. Ruthless, amoral and destitute, these ruffians have only just worked up the courage to try their luck in scrounging for loose coins in Baljessor's Crypt. They will fold and run away upon meeting any real difficulties or resistance.
  5. 2d4 Hunters: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL N; CL/XP 1/15. They all are carrying short bows in addition to their knives and other weapons. They have tracked a pack of wolves to a den very close-by and thought that they'd check in on the Barricade while they were here; people have been talking about strangers out to wreck the Barricade back in town, and they take a dim view of such things.
  6. 1d4 Heretics HD 1; AC 7[12]; Atk 1 weapon (1d4); Move 12; Save 17; AL N; CL/XP 1/15. Quiet and cheerful, they hope no one realizes that they intend to tear down the Barricade when no one is looking. They will gladly blame anyone else they spot coming into or out of the Crypt. They lie convincingly and often.


Afterword
This is one of those locations that continues to be a possible adventure site even after all the monsters are gone and all the loot has pretty much run out. It is only a matter of time before the local temples get embroiled in some sort of conflict over who has the best claim to the Barricade Shrine. One or more of the local churches will likely attempt to take the site over, or perhaps they'll settle for driving off and discouraging their competitors. Or perhaps an obscure Order of Monks will decide to take the place over and build a monastery upon this site...

Have Fun!
(...and Yes, this Mini-Adventure is Open Game Content. We'll post the OGL thingy for it later.)

Taglar's Tomb (Mini-Adventure for Swords & Wizardry)

Introduction
Taglar's Tomb is something of an open secret among the more disreputable types in the area. It is an old plundered tomb where many a grave-robber got their start.

This Mini-Adventure is suitable for 1-4 characters of 1st-3rd level, but could easily be adjusted and/or augmented to serve a larger or more powerful group.


Location
The Tomb of Taglar is often mis-marked on maps and locals have a tendency to lead gullible types to any handy cave and tell them that it is Taglar's Tomb. The actual Tomb is located towards the top of a steep old hill where the trees are all dying. Storms are frequent in this place. Whatever trails or paths there are in this area, they tend to be known mostly to grave-robbers, thieves, bandits and the like.


Background
Forlorn and despoiled long ago, Taglar's Tomb was stripped of most of its treasures by tomb-looters centuries ago. It has flooded twice that is known. The floors are thick with a damp, sticky mud that never quite dries. Various animals have made their lair in the first two chambers at different times in the past, but they rarely stay very long.

Grave-robbers and their ilk will sometimes take their apprentices to Taglar's Tomb in order to teach them the basics of their unsavory trade. Most of them return wiser, if not richer, for the experience.

The Tomb was built several hundred years ago to house the remains of the barbaric warlord Taglar, a fierce and ruthless conqueror whose dynasty came to an abrupt end within days of his being buried alive by his wife. Some say the empire he had built by axe and spell was brought to such rapid ruin due to the bickering of his two sons, neither of whom could get along, others say it was because of the treachery of their half-human mother. In any case, the enemies of Taglar pounced upon his empire, his people were scattered, his legacy was brought to an abrupt end, and he has been mostly forgotten. Only those who traffic in illicit tomb-goods still talk of the old warlord these days, mostly because they alone share something of a bond with the old dead king.


Common Rumors and Whispered Lore
Concerning Taglar's Tomb
  1. Sleeping in the First Chamber brings unpleasant dreams, the Second Chamber nightmares. No one has ever slept in the Third Chamber.
  2. Beasts rarely enter the Second Chamber, never the Third Chamber.
  3. Raw flesh tossed into the Third Chamber will rot untouched and untroubled by vermin. Not even maggots will cross that threshold.
  4. There are still a few old coins buried beneath the muck and mud that has flooded the floors of this place, especially the farther back one goes.
  5. These Chambers are Not haunted. So say the priests of six different gods who have visited the place.
  6. Corpses left in this place rot away to the bones more quickly than is natural, but they do not rise.
  7. There is a peculiar breeze constantly blowing out of the Third Chamber. It is strong enough to make torches flicker fitfully. No one knows the source of the breeze.
  8. Many old-timers believe that there is a secret chamber that no one has found yet. Most people consider this foolishness. Surely if such a thing existed, it would have been discovered by now.
Any of these statements might be true or so much hokum--we leave that up to the Referee/DM.

Typical Hillside Encounters
  1. Bad Weather. Roll 1d6 every 4 turns, on a "1" things get worse (heavy rain, lightning strikes, etc.), on a roll of "6" it starts to let up.
  2. Zombie: HD 2; AC 8[11]; Atk 1 strike (1d8); Move 6*; Save 16; AL C; CL/XP 2/30; Special immune to sleep and charm spells. This zombie is swinging back and forth in a noose. Someone hung the thing and left it. 
  3. Mudslide. Save or get swept 1d100' down hill and suffer 1d2 damage.
  4. 1d6 Bandits: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL C; CL/XP 1/15.
  5. 1d4 Green Beetles: HD 1; AC 6[13]; Atk 1 bite (1d6); Move 12; Save 18; AL N; CL/XP 1/15; Special: Explode when exposed to open flame inflicting 1d6 damage in a 12' radius per beetle.
  6. Wild Boar (Young): HD 3+3; AC 7[12]; Atk 1 Gore (3d4); Move 15; Save 14; AL N; CL/XP 4/120; Special: Continues attacking for 2 rounds after being "killed."

Entrance
If anyone bothers to check, there is a water-proofed case containing 3d6 torches, with a flint and steel, wedged underneath one of the large, tumbled stones. There is also a broken shovel that was tossed behind another one of the stones.
  • The floor of the tunnel leading into the tomb is muddy and slopes downward, making it easy to slip or fall. The mud gets deeper and more slippery the farther back one goes.
  • There may or may not be some animal that has decided to make its lair inside either one of the first two chambers (See Table Below).
  • Instead of Wandering Monsters, there is a 10% chance of Other Visitors arriving every hour spent inside the tomb (See Table Below).

Chamber One
This Chamber has been totally stripped. Only a pair of heavy stone posts remain where the old throne used to sit. The walls are heavily scored and scratched and chipped by digging tools. Digging in the mud here will produce 1 random copper coin per 3d4 hours spent digging. (Roll 1d4 per coin found on Random Coins Table below).

Chamber Two
There are a pair of five-sided stone prisms set firmly into the floor close to the back of this chamber. The floor is much more muddy and slippery. Digging in the mud in this chamber will produce 1d6 random copper or silver coins every 1d4 hours spent digging. (Roll 1d8 per coin found on Random Coins Table below).

Chamber Three
There is a set of three obelisks set toward the back of this chamber. Behind the obelisks is a large, rounded stone deeply carved with bizarre pre-human hieroglyphs. There are three figures depicted on the stone, a ghoul, a lizardman, and a human being devoured by the other two. It is a thoroughly repugnant image, all too accurately carved in fine detail. The stone radiates a faint aura of Fear (Anyone coming within 20' must Save at +2 or suffer effects of Fear spell for 1 hour). Deciphering the hieroglyphs triggers a Symbol of Discord spell.

Digging in the mud back here will produce 3d6 random coins for every hour spent digging (roll 3d4 per coin found on Random Coins Table below). There is a 10% chance per hour of also finding some minor treasure (see Minor Treasure Table below).

There is also a chance of causing the West side of the floor to collapse, dropping 12' and revealing the once secret passage to the Fourth Chamber. This passage is unstable due to all the water that has seeped into it over the years. It could collapse at any moment...

Chamber Four
A large jade egg hovers over a well-like shaft 8' in diameter that extends down more than a mile. The mud and standing water seeping in from Chamber Three flows over the lip and down the sides of the shaft making it exceptionally treacherous to climb.

The 'Egg' is magically intelligent. It can communicate with one person at a time via telepathy, but its mind is so alien anyone contacted by it must Save or experience Confusion (as Spell) for 1d4 turns. The Egg cannot be removed from this place without first removing a set of very powerful, very ancient wards and bindings. The 'Egg' will attempt to lure a victim close enough for it to cast Petrify Brain upon them, which it hopes will be allowed to run its course so they can possess the victim's body and escape after centuries of imprisonment. Once the 'Egg' has caught a suitable host with its wicked spell, it will attempt to sow discord and confusion among the rest of the group, in the hopes of stalling them long enough to be able to effect the transfer of its consciousness into the new host body. If the 'Egg' fails to capture a new host, it will attempt to bargain with the group, trying to convince them to return and liberate it...it will promise them anything it thinks they might want or that could induce them to rescue it.

'Egg': HD 8; AC 2[17]; Atk 1 Spells; Move n/a; Save 8; AL C; CL/XP 6/400; Special: Magic Resistance 30% (only while in this chamber), cause Fear and Levitate at will, can cast Petrify Brain once per month.
Petrify Brain
Spell Level: Magic-User, 5th Level
Range: 20'
Duration: Permanent
Target begins to suffer from a terrible fever that slowly and painfully destroys 1 point of INT and WIS each hour until both attributes are reduced to zero, at which time a disembodied entity can then possess their body.


Things That Might Try to Lair Inside the Tomb
  1. 1 Giant Pink-and-Orange-Striped Leech: HD 2; AC 3[16]; Atk 1 bite (2d6); Move 6; Save 16; AL N; CL/XP 5/240; Special: suck blood. 
  2. 1 Hill-Gator: HD 2+2; AC 4[15]; Atk 1 Bite (1d6); Move 9; Save 14; AL N; CL/XP 3/60; Special: longer-limbed, land-based relative of the swamp gator. Can't swim, but can climb trees.
  3. Gelatinous Froth: HD 2; AC 8[11]; Atk 1 (1d4); Move 6; Save 13; AL N; CL/XP 3/60; Special: Paralysis (2 turns), Immune to Lightning and Cold.
  4. 1D6 Red Snouted Kobolds: HD 1d4hp; AC 7[12]; Atk 1 Weapon (1d6); Move 6; Save 18; AL C; CL/XP A/5.
  5. 1d4 Lesser Yellow-Banded Nagas: HD 1; AC 7[12]; Atk 1 Bite (1d4+Poison) or Tail-Sting (1d4+Poison); Move 9; Save 6; AL C; CL/XP 6/400; Special: Poison (Save or contract 'Yellow Rot' which causes victim to suffer -1 penalty to DEX for 1d4 weeks unless magically cured sooner.)
  6. 1d6 Stirges: HD 1+1; AC 7[12]; Atk 1 Sting (1d3+ Blood Drain); Move 3/18 (Flying); Save 17; AL N; CL/XP 1/15; Special: Blood drain for 1d4 damage.


Other Visitors
  1. 1d6 Bandits: HD 1; AC 7[12]; Atk 1 weapon (1d8); Move 12; Save 17; AL C; CL/XP 1/15.
  2. 2D4 Ring-Tailed Kobolds: HD 1d4 hp; AC 7[12]; Atk 1 Weapon (1d6); Move 6; Save 18; AL C; CL/XP A/5.
  3. 1d6 Mauve-Bellied Lizardmen: HD 2+1; AC 5[14]; Atk 2 Claws (1d3), 1 Bite (1d8); Move 6/12 (Swimming); Save 16; AL C; CL/XP 2/30; Special: One in six will be able to cast 1d2 first-level spells.
  4. 1d4 Grave-Robbers-In-Training: HD 1; AC 7[12]; Atk 1 Shovels (1d4); Move 12; Save 17; AL C; CL/XP 1/15.
  5. A Creature(s) looking to make this their lair--roll on Table Above.
  6. 2d4 Brigands: HD 1; AC 7[12]; Atk 1 weapon (1d6); Move 12; Save 17; AL C; CL/XP 1/15.


Random Coins
  1. Copper triangle inscribed with dot-and-line symbols. (worth 1d6 cp)
  2. Copper oblong rimmed with electrum. Front has image of a dragon, back is a spiral. (worth 1 sp)
  3. Copper square impressed with four small glyphs. Back is plain. (worth 1d2 cp)
  4. Copper disk, beaten into shape, twice as heavy as average. (worth 1d4 cp)
  5. Silver square hoop. (worth 1d4 sp)
  6. Silver lozenge covered with squiggles. (worth 1d8 sp)
  7. Silver teardrop set with amber disks. (Worth 1d6 sp)
  8. Silver triangle punched with holes at each point. (worth 1d4 sp)
  9. Silver octagon scratched beyond recognition. (worth 1d6 sp)
  10. Gold Crescent inscribed with serpents and worms. (worth: 1d6 gp)
  11. Gold wheel with eight spokes. (worth: 1d8 gp)
  12. Gold Pentagon rimmed with reddish alloy, center features a lizard-like being flanked by humanoids in chains. (worth: 1d10gp)


Random Minor Treasure
  1. Raw amber fragments worth 3d6 gp.
  2. Semiprecious stones worth 1d20 gp.
  3. Gems worth 1d20+25 gp.
  4. Broken Jewelry worth 2d20+50 gp.
  5. Weird pre-human figurines worth 4d20 gp.
  6. Carved gemstones worth 1d100 + 25 gp.
  7. Large green amber pieces worth 1d100 gp.
  8. Ivory fragments worth 2d20 +100gp.
  9. Beaten copper and electrum 'claw' weapon, worth 2d100 gp.
  10. Mostly intact jewelry worth 2d100 +25 gp.
  11. Clay tablet inscribed with 1 spell of level 1-4. (Very fragile)
  12. Fossilized bone wand, 1 d10 charges, random first level spell.


Note
The biggest treasure to be found in this Tomb could turn out to be proof of the existence of the Fourth Chamber. How they handle that knowledge, and whether or not they can capitalize on it before someone else stumbles upon it could easily drive several spin-off adventures. Once word gets out, there could be quite a fight between different factions trying to get into the Fourth Chamber ahead of anyone else. And once it is awakened, the 'Egg' will have its own schemes and machinations to play out as well...

Have Fun!
(...and Yes, this Mini-Adventure is Open Game Content. We'll post the OGL thingy for it later.)

Swords and Wizardry Appreciation Day: Special Discount at Frog God Games Today Only


Frog God Games has discounted their entire line of Swords & Wizardry products for 1 day only in celebration of Swords & Wizardry Appreciation Day (April 17th 2013). The discount is good for 25% off S&W Products but you must use the coupon* code: SWApprDay on April 17th 2013 at check out. 

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