Wednesday, December 25, 2013

Nadume of the Ashen Maze (Zalchis)

"It is also said, in a more quiet voice, among the nihilomads who send their young girls to wait at one of the sacred wells for Nadume, that she might teach them certain spells and grant them such blessings as are in her power to bestow. Of course such things come at a price. But what use is a soul, what value does it hold for those who prowl the fractured perimeters of broken universes, rifling through the ruins of shattered worlds and places that by rights ought not to exist any longer? Of course it is not only the Nihilomads who seek out Nadume. There are others who would bargain with Her..."
from: Elegy of the Ashen Maze

The Lady...
Not quite a goddess. More than any mere demon. Nadume walks a dim and twisting path haunted by more things than just ghosts. For a small quantity of your blood she can tell you your fate and for a portion of your soul she can help you to forget. She will condense your liver into a gem or armor your brain within a labyrinth of glistening metal, if you meet her price. She also knows how to open the way to many desolate and abandoned places where a clever person might find something of more than passing value. But one must be careful in bargaining with Nadume, for she has many uses for men's souls.

Lamias fear her, succubi revile her, the barren hags of the razor crags mock her, but none of them can claim to have rejected the Tyrant Himself, who once sought to make her one of his sacrificial concubines. It was on account of the unwanted advances of the Tyrant of Zalchis that Nadume first donned her smooth, silk-silver mask to conceal her once legendary beauty. No one has seen her face in over a thousand years. Some say that Nadume no longer has a face any more, that she has become an empty spirit, one cursed to spend the rest of what days remain wandering the ashen wastes where once a mighty forest grew...


The Ashen Maze...
Bitter, barren and twisted...the Ashen Maze is a place beyond mere death, past destruction. Once it may have been some sort of interstitial wilderness, a verdant place full of life and living things that coiled and wound about thousands of worlds and underneath or behind multitudes of universes. Oh it was a marvel to behold then. Before the Tyrant of Zalchis murdered a cosmos and brought death unto the Hidden Forest.

Zalchis. Uttering the name in this place smears broken glass in a festering wound. It is blasphemous to speak that name here where the cancerous mechanical influence of that damned and doomed place lingers like an open and gangrenous wound of malevolent sorcery and toxic spite. It also draws the attention of unsleeping, unliving things that endlessly prowl the burning and bleeding edges of this realm where the age-old wrath of the Tyrant continues unabated, implacable and relentless. The region of ashes grows. The Old Woods die. In their place an empty place of sour echoes and poison shadows grows.

The burning, the killing, the despoiling continues. It is the will of the Tyrant. It is the price of Nadume's freedom. It is the intolerable bargain she struck for Herself...


Nadume
Symbol: Her name inscribed as a cartouche within an opal, usually in a dead language.
Talisman: Silk-Silver Mask
Alignment: Neutral
Movement: 120' (40')
Armor Class: 2
Hit Dice: 14 (Regenerates 2 hp per Turn)
Attacks: 1
Damage: 2d6 (Life Drain), or by weapon
Save: C14
Morale: 10

Immunities: Charm, Domination, Gaze Attacks, Hold, Hypnosis, Illusion, Sleep, and Trap the Soul.

In addition Nadume only takes half damage (none if she Saves) from poisons, toxins or venoms (including radiation).

She cannot be summoned, but she can be Communed With and Contacted, if one knows the proper spells or has access to one of her opals.

Nadume Turns Mechanical Organisms and Machines as a 14th Level Cleric turning undead. (see p. 9, Labyrinth Lord.)

She uses spells as a 14th level spell-caster. Spells per day: 6,5,5,4,3,3,0. She has access to a formidable repertoire of unique spells, some of which are featured in the three Glyph-posts (links directly below). Full details of Nadume's grimoire of spells will be provided in The Ashen Maze pdf.



Spells of the First Glyph-Stone | Spells of the Second Glyph-Stone
Spells of the Third Glyph-Stone


Nadume appears most like a humanoid female. Her silk-silver mask obscures her features, large, hollowed-out opals cover her eyes allowing her to Discern Souls, Detect Magic and possibly more. Her shadow will sometimes slip away on strange errands all on its own. Her gloved hands can either harm or heal for 2d6 per touch. Sometimes she wields a weapon. Usually she prefers her spells.

The Veiled Hags of Ashadan claim that Nadume is immortal and will survive the ultimate death of Zalchis. The Sibylls of Kalrush refuse to speculate about such things--they fear this woman who spurned the Tyrant. The other Powers active within Zalchis tend to ignore or dismiss Nadume as she is trapped within the Ashen Maze and of little consequence to their schemes. Most suspect that her realm will collapse into nothingness soon after the final ending of Zalchis. If not, it will be of no matter; the Tyrant's Wrath will not end with Zalchis, if anything it will continue to destroy her realm for the rest of forever. In that, if nothing else, Nadume has indeed achieved some measure of immortality.

Nadume trades in souls. She is revered by the Soulless, despised and reviled by those faiths that would claim their follower's souls for their own purposes. Her favor comes at a steep price. It is left to those who pay her to decide if it is worth the cost.

Tuesday, December 24, 2013

Lorveer's Mask

Lorveer's Mask

Psyche:  8, INT:  12, Willpower: 23 , Morale: 6 (can be improved by wearer's CHAR bonus, as hireling/henchman)
AL C, AC 3, HD 6 (withstands 40 hp damage before crumpling into a sizzling, green mess of molten metal that slowly flows from one plane to another for the next 1d100 years.)
Communication: Telepathy (only with wearer).
Languages: Crowmish, Viletongue, Wermik (Lesser and Casting-Cant), Sibillant. Note: No other languages can be used by wearer while the thing is in-place. The mask does not recognize them as legitimate forms of speech.
Detection Powers: See Invisible, Detect/See Magic, Discern Intangible, all at will, while mask is worn. Wearer can attack or perform spells normally while using these abilities, as they are considered to be always in effect. Darkness and Continual Darkness have no effect on the wearer of this mask.
Spell-Like Powers: Clairaudience (up to three times per day, but must remain stationary), ESP (up to twice a day, but cannot perform any other action while in use), Vision of Other Planes (once per day).
Other Powers: Wearer gains +2 bonus to Saves versus other-planar effects and is rendered immune to draining attacks from undead under 10 HD. When worn, the mask grants the wearer a +4 bonus to their AC, but also forbids them to wear anything heavier than studded leather. Those who don this mask can never use Holy Word ever again, if it was in their repertoire. The wearer can negotiate with the mask to perform Plane Shift. Details of such an arrangement are left up to the parties so involved.

Vain, ancient and not entirely of the same plane upon which it was discovered, Lorveer's Mask has wandered across numberless regions and zones of consciousness and experience, and it will tell you all about it, if you prove yourself worthy of its hard-won wisdom and guidance. Fashioned from seamless panels of hammered and burnished Plattnerized brass over a thin layer of lead and lined with a speckled violet and gray fuzz, the mask is very comfortable, once it allows itself to be worn. The single eye-gem takes some getting used-to, but it provides excellent depth perception, despite being cyclopean--literally--the eye-gem is a crystallized cyclope's eye. At least that's what the current lore surrounding this mask asserts.

There is a growing body of information regarding this particular relic-mask. Mostly this consists of warnings and advice along the lines of what former wearers wished they had done way back when they had the chance. Even the most scathing reviews and critical assessments of this mask agree that the thing is quite good at what it chooses to do, what it is interested in doing, and completely terrible at all else. Willful, stubborn and highly opinionated, Lorveer's Mask tends to be egotistical and very restrictive, always setting conditions and requiring negotiation for every little thing, unless one can overcome its vaunted ego or break its will. Many have tried, few have succeeded. Those that have made the mask a partner or colleague have gone on to impressive things, but then they also left the mask behind once they got there. Many modern scholars consider entering into an arrangement with this mask to be a means to an end. One should probably have an end in mind before taking it up. Or not.

No one claims any real expertise in dealing with this uppity mask from beyond. The most common practice is to use the thing for a specific task, rite or ritual, then hand it off to some other sucker host. It is sometimes passed-off as a gift to students deemed to be getting too big for their britches.

Upon encountering Lorveer's Mask for the fist time, each person involved should perform a Reaction Roll as though they were a potential retainer. A negative result causes the Mask to remain inert and disinterested in the character. Any further attempts (limited to one fresh attempt every 1d4 days) will require some sort of sacrifice or offering before-hand. All subsequent failures at this Reaction Roll will result in the Mask using one of its powers to cause mischief (30%). There is a cumulative 10% chance of it teleporting away with each failed attempt.

On a successful Reaction Roll, Lorveer's Mask will deign to allow the character to wear it. The Mask grants the wearer a number of advantages, all of which it will point out in excruciating detail over the next hour or so. It will also specify the ground-rules as it desires things to be from now on. The wearer must then either accept the mask's dictates, or attempt to re-negotiate. Every sacrifice or offering given to the mask nets the wearer an additional +1 on their Reaction Rolls for one day.*

Surrendering the mask to another, potentially more worthy wearer (someone who rolled a good Reaction Roll), allows the former wearer to relinquish the mask with no ill effects. Should the new host fail their Reaction roll, the mask will inflict 2d6 damage on the current wearer and deny them use of the mask's powers and abilities for 1d4 hours. It cannot be removed during this time, however it can be removed afterwards. Each time the mask is removed incurs a -1 penalty on subsequent Reaction Rolls. Every hour the mask goes without a host wearing it also incurs an additional -1 penalty to Reaction Rolls. If the mask is abandoned, it will Plane Shift away...but it will never forget, nor forgive the one who abandoned it.



*Appropriate sacrifices for Lorveer's Mask consist of feeding it werms, worms and anything similar. Each HD of worm-like thing fed to the mask will placate it for an hour. It will also accept serpents, with some complaining and reluctance. It will not touch grubs. No one has discovered why it is reticent in this regard, at least not yet.

Monday, December 23, 2013

Malevolent Vestiges (Zalchis Bestiary)

Malevolent Vestige
No. Enc.: 1
Alignment: Chaotic
Movement: 200' (Immaterial/Levitation)
Armor Class: 3
Hit Dice: 8+
Attacks: 1
Damage: 2d6, or 1d4 per Round within Area of Effect
Save: F8
Morale: 6

Special:Unaffected by Charm or Sleep spells. Completely silent, they Move Silently (80%), and if that fails it is because of the reverberation of their internal psychic echoes being felt by their prey. They cannot Hide in Shadows, as they are made up of phantasmal wisps of light and energy. Darkness spells cause them damage (usually 1d6 per level of caster). Continual Darkness forces them to Save or collapse into a form of gritty residue for 1d10 hours. Every 4 points of damage they inflict allows them to drain 1 point from any Attribute for the next 8 turns. Any Attribute drained to zero will cause the victim to become undead (CON), a mindless drone (INT), a quivering host (STR), a petrified fossil (DEX), a mind-draining voidskull (WIS), or a hideous residuum (CHAR).




Broken, fractured things that were once living, thinking beings. They are mindless emotional echoes now, the lingering psychoplasmic residue of the defunct, the fallen, the extinct. Pure instinct and reflex, intuitive and irrational, these vile remnants seek out the vulnerable and the weak to consume their lifeforce. They are the appetite that remains after all else has gone. And they will devour the mind, body and soul of the unwary if given half a chance.


Intro to Zalchis | Zalchis Index | Zalchis Bestiary | Zalchis Grimoire

Player Resources: Zalchis | GM Resources: Zalchis

Sunday, December 22, 2013

Sunday Summary: 12/16 to 12/21, 2013

Here's a quick summary of what we've posted to the blog for the week of  Monday 12/16 to Saturday 12/21, 2013.

Monday
The Rarebit Fiend managed to escape our hard-drive after over two years of being trapped in a forgotten file of rough-drafts. Now we'll be making up for lost time. We have a few more Windsor McCay inspired posts to polish-up and get posted once and for all.

Princess I---, is the second Pre-Generated Character for the impending Zalchis Scenario: Cold Start, that we'll be hosting at Con of the North this coming February. The character sheets for these Pre-Gens will be made available in pdf format once all eight intro-bits have been posted, one at a time, at Midnight. Prince S--- also went up last night. We're purposefully not giving these characters a specific name, only a beginning initial, so that the players can choose a name they prefer. It's the least we can do, what with them all having fallen more or less into the clutches of The Machines of Ludenja...


Tuesday
The Blunderbore also escapes from our hard-drive after years of digital wandering. This denizen of the Public Domain is also a survivor, after a fashion, from our very first campaign. An outcast half-giant brigand. They only ever got three chances to do their thing, back in the Seventies. Maybe they'll do better now that they've been slightly updated...

Lord H-- has now entered the ranks of those potentially going to Zalchis this coming February...


Wednesday
Yellow Creepers escaped from our hard-drive, finally. We have a few more things in the key of yellow that will be showing up shortly.

We also posted our Behind the Scenes Overview for The Gravelands, our set of inter-connected adventures for Swords & Wizardry. With luck we ought to have one or two of the pdfs up and ready to go at DriveThruRPG either really soon, or after the Holidays, depending on how the schedule works out. (Having missed three months has really taken a toll on this year's schedule...) The pre-release/raw versions of Taglar's Tomb and Baljessor's Crypt are already available at our blog, but both have been revised, expanded and converted into a pay-what-you-will pdf. Two of these adventures, Grave-Robbing in Xanibet and Shifting Sands will make their debut at Con of the North in February.

Lady C--- has claimed her place as a possible Player character for the Zalchis: Cold Start Scenario we'll also be running at Con of the North, using a modified mash-up of Labyrinth Lord & Mutant Future.


Thursday
Bujilli: Episode 72 Screams. Blood. Monsters. We're really back in Wermspittle now. There's a poll for this Episode. We'd appreciate your feedback!

Field Officer L--- is now available as a Pre-Generated character to consider for the Zalchis: Cold Start game.


Friday
One more long-delayed post finally makes it out to the blog, this time it is the dreaded Saiitii Manifestations, inspired by William Hope Hodgson's The Whistling Room, one of our favorite Carnacki tales. We'll be getting the Vermiform Appendix, our Wermspittle-centric version of Appendix N posted soon.

We're also gearing-up for the Obsolete Simulations Roundup blog-hop, hosted by The Savage Afterworld blog.

Champion A--- joins the cast of Pre-Gens for Zalchis: Cold Start.


Saturday
We revealed the First Glyph-Stone, one of the strange opals one might encounter within The Ashen Maze, Zalchis and certain points beyond. We'll be detailing three of these gems, for now. Nadume knows of dozens more.

Warrior Z--- is now an option for Zalchis: Cold Start.
One more to go, then the set of eight will be fully introduced. Then we'll post the Character Sheets.


Next Week
A few things got moved around again. The Queue is full, but things might shift about some more, so we'll skip mentioning what's in store, aside from mentioning that we are planning on posting our contribution to The Zones collaborative cross-blog project hosted by the FATEsf blog, and we're working on a pair of entries for the Obsolete Simulations Roundup blog-hop being instigated and hosted by The Savage Afterworld blog, as well as getting things in order for our hosting the January 2014 RPG Blog Carnival with the theme Transitions. More details to follow as things get done and scheduled.

Checking Comments Every Tuesday (Bujilli)

From Now On...
I'll be checking and responding to the comments on each episode of Bujilli every Tuesday. This will give readers a regular reminder about the current episode, as well as facilitate a bit more discussion. It'll also allow readers to ask questions, get answers, and then respond based on the new information. 


Series One  |  Series Two  |  Series Three  |  Series Four
Series Five

Introduction: The Story So Far...

Starting Page  |  Central Index


Bujilli's Spells | Little Brown Journals | Loot Tally | House Rules

Series One (Episodes 1-19): Quick Index  Episode Guide
Series Two (Episode 20-36): Quick Index  Episode Guide
Series Three (Episodes 37-49): Quick Index  Episode Guide
Series Four (Episodes 50-68): Quick Index  Episode Guide
Series Five (Episodes 69-Ongoing): Quick Index  Episode Guide

Labyrinth Lord

ZPG8: [Transmission Glitch]

"Where am I? This doesn't look anything like the brochure..."
Intro to Zalchis | Zalchis Index | Zalchis Bestiary | Zalchis Grimoire

Player Resources: Zalchis | GM Resources: Zalchis


 Zalchis: Cold Start
Cold Start Pre-Gen Characters

ZPG 1  ZPG 2  ZPG 3  ZPG 4  ZPG 5  ZPG 6  ZPG 7  ZPG 8

Saturday, December 21, 2013

Spells of the First Glyph-Stone (Nadume/Zalchis)

Not just any opal, this precious stone pulses and flashes with the rhythms of a soul that resides within. It is, if anything, an animate object. A living thing. In its own way.

The Glyph-Stone is very much aware of its surroundings and awake, even intelligent. Often more so than those who would covet or carry the thing.


Psyche: 8, INT: 12, Willpower: 22, Morale: 10
AL N, AC 3, HD 4 (Withstands 36 points of damage before exploding in a 4d8 fireball).
Communication: ESP (30' radius) and Telepathy (touch).
Languages: Aklo, Ashadanix (Hag-Speech), Vorut, 1d4 random additional languages.
Detection Powers: Clairvoyance, Detect Magic, Read Languages, See Invisible.
Spell-Like Powers: Banishing Glyph: Disperse Saiitii Influence, Oneiric Bubble, Protection from Aethyrial Intrusion, Safeguard Against Outermost Forces, Thought Wall, and Zone of Normality.
Other Powers: Carrying the Gem will slow one's aging process by a 12-to-1 ratio, in other words every twelve years they only grow older by one year. Unless they lose the Gem, in which case they must make a Save for every deferred year of aging, each failure aging them one full year instantly.


The Gem will gladly bargain with anyone who carries it longer than an hour.

A Dubious Offer
For one year of the bearer's life, the Gem will teach them any of its Detection Powers as a spell, or it will teach them one of its Spell-like Powers for two years of their life. If the bearer knows Nadume's Mark, the Gem will settle for 1d4 months in exchange for any one of the spells.

What the Gem does not mention is that the time exchanged is not simply drained-away, it is the amount of time that the Gem is allowed to take possession of the body of the person making the bargain.

A Better Deal
The First Glyph can be used pretty much as one would use a Holy Word spell. It can be unlocked by those willing to make an investment of 1d4 hit points for an additional 5% chance to 'unlock' the First Glyph. Success in this effort imprints the First Glyph onto the psyche of the investor, making it a spell castable as any other in their repertoire, but outside of the usual spell-slots. It can be cast once per day, even when all the spell-slots are used-up. However, the glyph consumes one language slot. If the character does not have an open language slot, they will lose one of the languages they already have learned in order to accommodate the first glyph. Those who unlock the First Glyph accrue a cumulative 1% chance per month to access another spell from the Gem for a similar investment of hit points as before. In this manner one can avoid the Gem taking possession of their body.

A Final Offer
The Glyph-Stone can, if the one holding it so desires, transfer one of their non-physical Attributes (INT or WIS) into itself for safe-keeping. Doing this grants the bearer a permanent +4 bonus on all Saves against Mental, Emotional or Oneiric attacks or effects. It also renders them effectively immortal. They no longer age and gain a form of regeneration; they regain 1d8 hit points of damage per level of spell they sacrifice to the Gem. Spells sacrificed in this manner are permanently lost, so the Gem will suggest that they use other people's grimoires, not their personal spell-books. Scrolls deliver double the usual amount. The Gem can also teach them how to drain magical items in order to convert those energies into replenished hit points. If asked correctly, the Gem can also reveal several methods for vampirically draining life energies from living victims. But in each instance, the gem will seek to bargain for more and greater concessions from its host.
Nadume is the only being to whom these Glyph-Stones owe any sort of loyalty. They serve Her as though She were a Queen in Her wasted realm. They come when She calls to them. They obey Her commands. They do not serve Her enemies.


Spells of the First Glyph-Stone | Spells of the Second Glyph-Stone
Spells of the Third Glyph-Stone

ZPG7: Warrior Z---

What use is a warrior without their legs? Without the use of their right arms? With only half a face? It is a shameful way to die, to out-live the glory in such a broken body.

It cost a great deal. But living out the remaining days in such a state was intolerable. Unacceptable.

It is amazing what becomes acceptable under such circumstances.

In Zalchis things would be different...
Intro to Zalchis | Zalchis Index | Zalchis Bestiary | Zalchis Grimoire

Player Resources: Zalchis | GM Resources: Zalchis


 Zalchis: Cold Start
Cold Start Pre-Gen Characters

ZPG 1  ZPG 2  ZPG 3  ZPG 4  ZPG 5  ZPG 6  ZPG 7  ZPG 8

Friday, December 20, 2013

Saiitii Manifestations in Wermspittle (Red Bestiary)

The development must have been going forward through centuries, to have produced such a monstrosity. It was a true instance of Saiitii manifestation, which I can best explain by likening it to a living spiritual fungus, which involves the very structure of the aether-fibre itself, and, of course, in so doing, acquires an essential control over the 'material substance' involved in it. It is impossible to make it plainer in a few words...
The Whistling Room, by William Hope Hodgson


These things are an invasive species of insidious spiritual fungi that infest abandoned properties, empty rooms and forgotten places. Saiitii Manifestations tend to be slow-developing threats that build-up over time. They are also quite intelligent, but along lines very differently ordered than rational human beings. They will often attempt to mislead investigators into believing that they are confronting a poltergeist or something similar, all the while feeding upon their growing confusion, fear and despair. The Saiitii grow fat and powerful on the suffering and turmoil of incarnate beings.

According to the available literature and incomplete records of various intrepid survivors of encounters with these dreadful Manifestations, the Saiitii spirit-fungus may be susceptible to Holy Word (they must Save or be driven into the Near Aethyr, if successful on their Save they suffer 1d6 damage per Level of Cleric. They gain a +1 bonus on such Saves per HD/Level, so this is most effective when applied early on in the infestation process.)

So far there has been no substantiation of the claim that wounds incurred within the area of effect of a Saiitii Manifestation have an abnormal chance of becoming infected or diseased. Needless to say, any proof in this regard would be of great interest to Unnatural Philosophers and other such scholars who have an interest in these sorts of things.


Saiitii Manifestations
No. Enc.: 1 (Special)
Alignment: Chaotic (Outer Zones/Evil)
Movement: n/a on physical plane, extend across Lower Astral and Aethyrial regions.
Armor Class: Improves by 1 per Level from a base of 9. See Immunities below.
Hit Dice: Gains 1d8 per Level
Attacks: 1 (Pseudopod, Spell or Persistent Phenomena)
Damage: 1d6 per Level, by Spell, or Pervasive Fear Effect (using a modified version of the Cleric Turning Table), or Persistent Phenomena (see below).
Save: As Cleric of Level equal to HD.
Morale: 11

Special: Saiitii Manifestations grow increasingly impervious to most physical attacks, gaining a +1 to their Save against physical attacks (Failure means half damage, Success means no damage). They perceive events around them through a combined form of Clairvoyance and ESP that operates continually in a ten foot radius that expands an additional ten feet per HD/Level. Saiitii Manifestations cast spells as a Cleric at a Level equal to their HD. They also have a number of Persistent Phenomena that they employ both as a form of defense and as a way to cultivate and create negative emotions upon which to feed.

Their Pervasive Fear Effect is based off of the Cleric Turning Undead Table (see Labyrinth Lord, P. 9). [Results of "-" means those within the thing's area of effect are aware of the all-pervasive atmosphere of psychic oppression but otherwise unaffected. A Result of "T" means that the person affected must make a Save or succumb to the effects of a Cause Fear spell; those who successfully Save suffer a draining of 1d8 hit points per Level of the Manifestation. Results of "D" mean that the victim suffers 1d8 damage per Level of the Manifestation as well as being affected by the Fear effect with no Save. Where a number is indicated, the Manifestation must roll 2d6, as a Cleric would, and roll higher than the number listed to affect the victim. Those so affected are allowed to attempt to Save, otherwise they suffer the effects of a Cause Fear spell.


Persistent Phenomena
Saiitii Manifestations can maintain one of these area effect Persistent Phenomena for 1 hour per HD/Level. They must cease the Phenomena in order to cast spells or use another form of attack.
  1. Sporadic Mad Piping: Inflicts a -1 penalty to Saves against madness and insanity every hour exposed. 
  2. Contemptuous Hooning Mockeries: Disrupts concentration, makes it impossible to regain spells while in effect. Clerics exposed to this effect must make a Save every hour they are exposed or suffer a complete loss of all spells for one hour. Clerics cannot recover their spells while this Phenomena is in effect, and they must leave the area of effect for 1d4 hours and it is strongly recommended that they make use an Atonement or Bless to facilitate the complete recovery of their spells, preferably from another Cleric.
  3. Seemingly Incessant Whistling: Causes a cumulative -1 penalty to all Saves versus Fear Effects. Also deranges victim's sense of the passage of time, causing those affected to feel as though minutes were hours or vice versa. This time distortion effect randomizes the ongoing healing process of those affected, as well as spell recovery rate, and rest. Fighters and other action-oriented characters must make a Save each hour or become restless and agitated, with a cumulative 20% chance to go berserk.
  4. Pernicious Whispering Echoes: Disturbing voices at the very threshold of awareness make sleep impossible, cause a -1 penalty to Morale every hour exposed, and reduce any CHAR Bonus a character might have by -1 each hour as well. Spell-casters (other than Clerics) must Save or suffer a form of paranoia coupled with intense dread; they must make a Save to cast any spells while they remain in the area of effect of the Manifestation. This effect will pass within 1d4 hours of no longer being in the area of effect. Optional: missing the Save could result in a spell casting mishap...



Eight Spells Attributed to Saiitii Manifestations
Brutally Malignant Note
Level: 3
Duration: instantaneous
Range: 10' per HD/Level of caster.
Causes all exposed to suffer a -3 penalty to Initiative, -2 penalty to all Saves, and a -1 penalty to Hit/damage rolls for one hour. The Manifestation can repeat this effect once per day per HD/Level.

Create Malignancy
Level: 4
Duration: Permanent
Range: 10' per HD/Level of caster.
This spell spreads the Saiitii fungal infestation by one cubic foot for every 20 hit points the caster has drained from victims. Once cast, the Saiitii entity has a 30% chance to gain one HD or Level. The cost in terms of hit points drained increases by a cumulative 20 per casting, even if the spell fails to give the creature an increase in HD/Level. Saiitii Manifestations can only cast this spell once per month.

In some cases, it is suspected that certain instances of Saiitii Manifestations have been able to improve their intrinsic HD without going up in Level, but this deviation from observed practice has yet to be acceptably verified.

Fist of Shadows
Level: 2
Duration: instantaneous.
Range: 10' per HD/Level of Caster.
Caster forms a massive, shadowy fist to strike out at victims. The fist is equal to a +1 weapon for purposes of determining a successful hit. It inflicts 1d4 damage per HD/Level of the caster, however the victim gets a Save, success indicating only half damage is taken.

Fungal Growth
Level: 2
Duration: 6 Turns
Range: 10' per HD/Level of Caster.
All non-magical fungi within area of effect expand and grow rapidly, producing a host of troubling shapes, disturbing stains and a foul-smelling region surrounding the caster that lingers until purged by fire, acid or spells.

One Mad Yell
Level: 3
Duration: 6 Turns per HD/Level of Caster.
Range: 10' radius.
Victims must Save at -2 or suffer the effects of both Cause Fear and Confusion spells for the duration of the spell.

Residual Depletion
Level: 2
Duration: 1 day per HD/Level of Caster.
Range: 10' per HD/Level of Caster.
Those exposed to this effect lose all bonuses from exceptional attributes, including their Prime Attribute for 1 day, per HD/Level of the caster. This draining effect can be immediately remedied by resorting to a Bless spell.

Shadow Surge
Level: 2
Duration: instantaneous.
Range: 10' per HD/Level of Caster.
Causes all shadows in area of effect to coalesce and flow rapidly towards target. Those struck by the condensed shadow-stuff must make a Save or suffer effects of Cause Fear spell. Successful Save means that the victim gains a +1 bonus to subsequent Saves. Failure causes a lingering -1 penalty to such Saves that persists for 1 day per HD/Level of caster.

Spore Barrier
Level: 2
Duration: 2 rounds per HD/Level of Caster.
Range: 10' per HD/Level of Caster.
Forms a fetid, shimmering haze of spores that gum-up lanterns, surround torches and open flames with smoky, choking clouds that reduce visibility and movement by 50%.


"Once, about midnight, I did break the seal on the door, and have a quick look in; but, I tell you, the whole Room gave one mad yell, and seemed to come toward me in a great belly of shadows, as if the walls had bellied in toward me.Of course, that must have been fancy. Anyway, the yell was sufficient, and I slammed the door, and locked it, feeling a bit weak down my spine. You know the feeling."

The Whistling Room


The Saiitii Manifestations originally appeared in William Hope Hodgson's excellent Carnacki the Ghost Finder series as the source of a peculiar form of haunting as detailed in the case of The Whistling Room. Hodgson has had a tremendous influence upon our work on Wermspittle, Zalchis and other projects. His novels The Nightland (at ProjectG) and The House on the Borderlands (at ProjectG) are incredible, we love them both dearly, but they are only two of the amazing stories Hodgson produced before an untimely death. Besides Project Gutenberg, you can find a lot of his work on Wikisource. His Carnacki stories are some of the best in the Psychic Detective genre and we highly recommend them to anyone interested in things pertaining to investigative horror, ghost-hunting, etc., whether at the table in a game or fiction. Carnacki is very much like a Sherlock Holmes of the supernatural. You can find most of the Carnacki tales online at Project Gutenberg, or you can click over to Mr. Rowland's wonderful forgotten Futures site and take a look at what he has done with the Carnacki tales for his Forgotten Futures game. It's really quite good and we're hoping to get the opportunity to play in a FF game one of these days. You might also enjoy clicking over to the Nightlands website and the William Hope Hodgson blog, both are quite excellent resources for all things Hodgsonian. And yes, we are still at work on a series of digital paintings inspired by Hodgson's Nightland, so that one work-in-progress that we posted last December won't be so lonely for much longer.

We cannot over-state Hodgson's overall impact and influence on Wermspittle and his works are some of the first entries we've added to the Vermiform Appendix; our list of influences and references for Wermspittle that somewhat parallels the Appendix N of classic D&D. You'll be seeing more Hodgsonian inspired monstrosities and fungus-things in the weeks ahead as we finally get a lot of the accumulated back-log of old drafts posted once and for all...