Thursday, June 5, 2014

Bujilli: Episode 92

Previously...
Bujilli has entered the Farm Market in search of something...

Leeja and Mishka have followed Bujilli's trail and have discovered something that they might not want to find them...

Bujilli was soaked to the skin from the cool spring rain. He didn't care. It was time to look for some answers.

Ever since coming to this place he had been confronted with one horrific thing after another. But it wasn't the monsters that troubled him. He'd grown up around demons and Yeren. No. It wasn't the monsters that bothered him. It was the people.

He looked at the people moving about the blue-tiled walls and market stalls. Tall, thin women in narrow leather smocks riveted with plates of salvaged metal were fighting with a recalcitrant Tripod they had rigged to hold up their awning. They were selling massively hypertrophied fruits, mostly berries. Across from them a fat old man in a heavily stained green raincoat sat on his stool puffing on a pipe and ignoring them He has crates of various edible roots, all packed in clean creamy sand and well out of the rain under an almost origami-like arrangement of rusty sheet-metal. Farther along were a pair of fungal-haired children peddling mushrooms, oblivious to the cool rain. A family of refugees, driven from Karlogne during the bombing and burning, were setting-up their wagon to show off baskets of tree-nuts, recently dug-up truffles, fragrant herbs, bundles of rushes from the Low Marshes, and a few just-shot ducks.

Bujilli wondered at the diversity and abundance of food-stuffs on display in the market. He saw a hunchback searing strips of pork hacked off of the boar carcass dangling beside him. A woman in antique yellow metal armor used her ancient blunderbuss to point to the chalk-scrawled menu set next to her neatly patched carnival tent. A child on stilts ran past in pursuit of a flock of pigeons. Haggard veterans with any number of limbs replaced with zinn prosthetics were hawking baked goods, candies, exotic fruits, meat pies; whatever they could get cheaply enough to make it worth trying to re-sell from one or the other box, crate, bucket or bag strapped across their chests and hanging off their bandoliers and belts. A matchgirl screamed as she set her hair on fire only to have it snuffed out by the rain. An oneirist, the 'great Mandroni of Ikrapor' according to the garish placard set before his badly-arranged yurt (Bujilli knew quite a bit about yurts). The Great Mandroni offered a wide selection of services ranging from the Repair of Reputations to the Distillation of Madness, Taming of Nightmares, and Dentistry. His price list included entries for curing bed-wetting, baldness and something called scroufula and thrush. Bujilli scratched his head; he thought that a thrush was a bird, not a disease. He found himself surrounded by various goblins who screeched at him to buy something as their brethren cajoled the crowd to come taste their fruits and buy their produce, all while the 'Great Mandroni' snored loudly from within his leaky yurt. A brief visualization of the first steps in the Oneiric Bubble spell kept the goblins from hassling him, though they did make rude gestures and one of them cast aspersion on his parentage in poorly inflected Etrurian. The goggle-eyed goblin went pale and ran away once he realized that Bujilli could understand Etrurian. With a laugh Bujilli left the goblins to their commecial racket. He was enjoying himself and wasn't inclined to get into a tussle with some minor nightmare-spawn.

Refugees squatted around makeshift camp-fires, some glaring at passersby and others making people welcome in the hopes of selling them something, anything; Feral Children and Street Urchins ran through the crowd, some playing others working; Wretched derelicts and Patchworkers shambled about, some looking for an alternative to Black Liquor, others trying to sell their dubious wares to unsuspecting farmers; Accursed Poets and desperate street performers duelled for the best corners from which to ply their trde; a singularly despairing hunger artist glared disapprovingly at three beautiful Eloi sharecroppers; Murkim collectors hastily tried to readjust their tarpaulin to protect their pails of scrapped lichens,clipped- ferns and gutter mussels; Tsugri gleaners sullenly sat behind a jumbled pile of bundled stalks and twigs and half-dried shoots; burly and well-armed farm kids entrusted by their parents with wagons heaped with the first fruits of the early harvest were hollering and arguing with their neighbors. The Candymen tended to avoid the farm-kids--they'd been warned about Hard Candy and weren't afraid to shoot or stab the dealers on sight.

No horses. Fodder golems dragged heavily-laden travois along the cobblestones. Pack-geese waddled under loaded panniers and penguins in harnesses pulled small wagons. Tripods of various sizes and types carried bundles, boxes and crates to and fro. But nowhere was there a horse to be seen. He over-heard some chess-playing owl-faced strixin who said that the nomads would be sending along the first mule-trains in another week or so. They always brought loads of loot into the city in pursuit of mates, wives and concubines. Their arrival was late this year. Flooding had kept them from making it to the Spring Revels. There'd be a second 'Un-Revel' when they got into town. Bujilli moved on from their position under a large pink umbrella only to jump out of the way of an electric tractor driven along at breakneck speed by a drunken morlock who was cussing up a storm and shaking his mailed fist at the balky, bulky slow-shambling mass of some kind of pack mollusc, or maybe it was some kind of tunicate, one of the ponderous creatures captured in the Kalaramar Drifts and used as beasts of burden. He had heard the phrase that only a fool sent a horse into Wermspittle; the people would eat the thing before it could make it wherever it was going. Now he believed it.

Bujilli kept moving. Always watching. It shocked him deeply to see so much food being made available after such a hard winter. Where he grew up the major harvests were all in the autumn, right up to the onset of winter, not in the spring. Sure, one would find morels, other fungi, even some of the early shoots and ferns were best gathered right as the snow was leaving, but he had never seen anything quite like this before.

Fresh-caught cellar fish, moose jerky, boiled antelope meat, salted frogs, roast insects bigger than his arm, a hundred varieties of jellied werms, peculiar eggs in brine or some other solution, pigeon, ducks, pheasant, geese...he walked past stalls, wagons, impromptu displays, rickety-looking wooded racks weighed-down with things for sale, hastily thrown-down blankets covered with a curious potlatch of mis-labelled spices and curious delicacies. He made his way to the end of the market. It was incredible how much was jammed into that space. All of it rolled, dragged or carried in by those eager to sell to the winter-weary and desperately hungry people of Wermspittle.

He had been told that most of the sellers were from the farm enclaves. Heavily fortified ancestral settlements where old clans raised crops and herds and flocks...those that survived the annual onslaught of winter and the biters, wailers, and worse things that came with it. It was a grim thing to spend a winter fighting for your life against the wandering hordes and strange mobs that drifted in from the wastelands, or from the burning cities and ghost towns. Yet here they were; healthy, robust young people moving about with confidence and well-maintained weapons, going about their business as though they'd been doing it all their lives.

The Low Lands were contaminated, tainted with ancient weapons and old diseases. Anyone who lingered over-long in those places became sterile and eventually they went mad and in some cases became one of the horrid tings that plagued the enclaves every winter. The farmers sent their children into Wermspittle every spring like everyone else in the surrounding area. Like Lemuel had been sent. He wondered how Lemuel was doing, if he was healing, regaining some essential part of his humanity, however little Bujilli had been able to help salvage.

The he felt it. Lemuel. The connection they shared was too deep to deny. Lemuel was in trouble. Needed help.

Bujilli stood off to the side of a gaudily-painted wagon of radishes and considered what he should do...



* Lemuel first appeared in Episode 21, fought with Bujilli in Episode 22, collapsed in the throes of a hideous transformation brought on by abuse of Hard Candy in Episode 23, was lent a helping hand by Bujilli in Episode 24, became something of a 'blood-brother' to Bujilli in Episode 25. We've seen Lemuel off and on since then. He seems to have made some significant progress in becoming more human and less a shapeless, loathsome mass of corruption...

Meanwhile...


AAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!

Whumpf!

A terrible screaming erupted from the street below.

Three voices. Six. A dozen. All of them in direst torment.

AAAAAAAAAAAAAAAAAAaaaaaaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhhhhHHHHHHHHHHHHH!

Whumpf!

The building shook. Windows rattled and cracked. Somewhere a mirror shattered onto the floor.

Mishka scuttled back from the window, shaking with a soul-deep revulsion. She looked right into Leeja's eyes; "We either run. Or we fight."

The building lurched. They were on the fifth floor and the whole place was rattling like a doll-house being redecorated with a sledgehammer.

"We run."

The door fell off its hinges as they passed under the lintel. The railing around the central stairs collapsed in a cloud of dust and debris. Sections of the rotted railing from the floors overhead were crashing down one after another. More doors fell off their hinges. There wasn't any more glass left to fall out of the windows; it was all broken and underfoot. Dust rolled through the place like smoke.

aaaaaaAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!

Whumpf!

They turned away from the stairs and headed to the back of the building. The fire escape. Three flights up, five down. They hurried up the wrought iron steps to the roof. The alley below was mounded with debris and garbage.

"Now what?" Mishka looked at Leeja accusingly.

"We look for another roof and we jump. Then we do it again. And again. Until we finally get away from whatever that thing--"

AAAaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaahhhhhhhhhhhhhhhhhHHHHHHHHHHHHH!

Whumpf!

"Scheiss! Just do what I do. follow, but don't hesitate." She turned and ran off to the edge of the mostly flat tenement roof. Nothing within easy reach in that direction. She went to the left. Another alley. The next building over was lower, but the roof was covered with Red Weeds. She ran over to the right. That building was two stories taller, but she felt that they could make it into one of the open windows. If they got a running start.

"We'll need to run right up to the edge, then jump for all your worth."

"The window?"

"Yes."

"I'm not sure I can make it. But I'll try--I'm not staying here."

Leeja nodded once. Gathered up her courage, took a few deep breaths and ran. Leaped. Her hair whipped and flickered through the air like ivory flames trailing an arctic comet. Her foot snagged on the ledge. But she pulled herself past the window and took up position so as to help Mishka across.

The girl didn't make it.

Leeja lunged. Her hair whipped out. Snarled around Mishka's arms and yanked her through the window.

Mishka crumpled to the filthy floor. Leeja released her. Shook out her hair. Looked about the place.

The sweet stink of corruption was overpowering. The carpets were sticky with mostly dried black fluids. There was blobs of soggy plaster all over the floor, more and more of the stuff the farther in they went. The ceiling was sagging, bulging downwards with the wet mess of a Loathsome Mass leaking through the floor-boards above.

They avoided the worst of the detestable rot and corruption and headed for the nearest door. It opened onto a corridor. They ran down the corridor to the end and looked about for another window. No convenient roof was in reach. They ran to the left in search of a stairwell. Instead they found a yellow metal cage suspended off of a small balcony-like platform that had been retro-fitted into the place as an elevator overlooking an atrium or enclosed greenspace. The skylight overhead was grimed over and only let a few rays of sunlight in. They entered the cage and pushed the button for the ground level.

The cage jolted. Cables clattered and gears rattled. It descended at a stately pace.

They spotted some shaggy, dog-snouted figures with spears or pruning hooks moving around three floors below.

Leeja tried to stop the elevator. The emergency stop didn't work. It kept going down.

With luck it would pass by the floor with the shaggy people.

Muishka pulled out her mother's pepperbox pistol and a wickedly serrated and wavy-bladed gutting knife. She was a Wanderer--they bought and sold luck, but rarely indulged in it themselves.

Leeja watched as the elevator continued downwards...maybe they could slip past unnoticed...the elevator didn't make that much noise...

One of the shaggy folk barked and pointed to the descending cage.

"Damn dog-mounting Voormis." Mishka cursed.


Bujilli can continue to explore the Farm Market, or he can try to connect with Lemuel...or he could drop everything and go to help Lemuel...or maybe stick around and wait for Leeja. Or maybe one of you clever readers has an even better suggestion, in either case I'd love to hear your opinion, vote or recommendation.

Leeja and Mishka seem to have escaped whatever was demolishing the building they were in, but now they've run into a pack of Voormis. So now we'll need Initiative Rolls, Reaction Rolls, and it's up to you readers whether Leeja and Mishka attack, parley, or flee--or do something else.

Initiative: Roll 1d6 each for (1) Leeja, (2) Mishka, (3) The Voormis, and (4)That other thing lurking in the shadows.

Reaction: Roll 2d6, and check the result against the Monster Reaction Table on p. 52 of Labyrinth Lord.

As always, if you have questions or suggestions let me know in the comments, or via email.

What happens next is up to you, the readers.

You Decide!

Previous                                Next

Series Indexes
One | Two | Three | Four | Five | Six


About Bujilli (What is This?) | Who is Bujilli? | How to Play

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

Episode Guides
Series One (Episodes 1-19)
Series Two (Episode 20-36)
Series Three (Episodes 37-49)
Series Four (Episodes 50-68)
Series Five (Episodes 69-99)
Series Six(Episodes 100-ongoing)

Labyrinth Lord   |   Advanced Edition Companion

Wednesday, June 4, 2014

Skyggen


"Poor shadow!" said the princess; "it is very unfortunate for him; it would really be a good deed to free him from his frail existence; and, indeed, when I think how often people take the part of the lower class against the higher, in these days, it would be policy to put him out of the way quietly."
The Shadow
Hans Christian Andersen


Skyggen
No. Enc.: 1 (1d6)
Alignment: Neutral
Movement: 60' (20') [Cannot enter brightly lit areas]
Armor Class: 7
Hit Dice: 2
Attacks: 1
Damage: 2d4, Special
Save: F2
Morale: 6

Frail, fragile things of amorphous, ambiguous dimness, lacking all hope and despondent over their lackluster fate, the Skyggen are tricksome, troublesome beings who cause much mischief through their crafty lies and playing off of the misplaced sympathy of the vulnerable and gullible. They use a form of ESP similar to what a Doppleganger uses in its unholy substitutions to eavesdrop upon passersby in order to hunt out a likely seeming candidate for their next swindle.

Skyggen constantly and involuntarily mimic and mock the physical forms and outlines of any and all conscious beings who pass within 10'--they cannot help it. If they make a special effort, they can hold a single shape or outline for as long as they maintain their concentration. The more closely they match a particular being, the more effectively they can communicate with that person. The Skyggen gains a +1 bonus to their Reaction Rolls for every 4 Turns they can hold this form and engage their potential victim in discourse. What they talk about is unimportant. What matters is that they keep their victim talking. If the Skyggen can convince the victim to come close enough, the two can converse freely without anyone else overhearing them, using a limited variant of a Silence 5' Radius spell.

Skyggen seek to lull their victims into a false sense of security. Once they have gained their victim's trust, they will attempt to convince them to allow the Skyggen to temporarily "Swap places" with them. If the Skyggen can achieve this end completely by guile and persuasion, then it transfers its consciousness into the body of the victim while trapping their mind within the Skyggen's shadowy form. This exchange lasts for a period of 1d6 hours, after which time the displaced minds revert back to their original bodies. The Skyggen will then seek to convince the victim to return again another time to repeat the transfer. Each time it will attempt to reward the willing body-swapper in some minor fashion. Each time the transfer is made, the Skyggen temporarily gains 1d4 hit points that will last fort he next 3 days. If the Skyggen manages to gain in excess of 12 hit points through repeat transfers, it permanently gains 1 hit point. Every 6 permanent hit points gained in this manner gives the Skyggen an additional HD. There is also a cumulative 10% chance that the Skyggen will attempt to betray their victim by arranging to kill their own body (containing the mind of the person willingly swapping with them), leaving them in full possession of their victim's body. The Skyggen will seek to arrange for some sort of 'accident' to befall their former body, or if the opportunity presents itself, they will attempt to convince some well-meaning dupe to destroy their old form 'before it can swap itself for some unsuspecting victim...'



Irradiant   |    Irrlicht    |    Killgleam    |  Direshades    |  Achromiac | Todtlicht   |   Gloomshadow
Silouhette   |   Shimmerdeath

Red Bestiary Index

InspirationThe Shadow by Hans Christian Andersen, which is available at Online LiteratureWikisource, and elsewhere online, with a darker-tinged and malevolent sort of Walk-In, not at all like what Ruth Montgomery wrote about...

Tuesday, June 3, 2014

Irradiant [Two Forms]


"I have gone through the most terrible affair that could possibly happen; only imagine, my shadow has gone mad; I suppose such a poor, shallow brain, could not bear much; he fancies that he has become a real man, and that I am his shadow."
The Shadow
Hans Christian Andersen


Irradiant (Larval Form/Undifferentiated)
No. Enc.: 1 (1d4)
Alignment: Chaotic
Movement: 90' (30') [Cannot pass powdered amber]
Armor Class: 7
Hit Dice: 1+
Attacks: 1
Damage: 1d4, Special
Save: F1+
Morale: 8

The Irradiant are shapeless, nameless, mindless child-sized smears of gently gleaming whiteness fainter than the glare off of the winter ice at dawn. They prowl about the periphery of mining camps, hunting lodges, small villages and anywhere else where they can lurk and gibber softly to themselves in dim and isolated spaces. They emanate a faint sense of longing and loneliness and use Ventriloquism to make their plaintive whining and muffled sobs barely audible when they detect a possible victim.

They seek to devour the shadow of their prey, and in doing so, they take on a vague resemblance to their victim, and their thin, malleable minds become imperfectly imprinted with the thoughts and memories of their victim, whom they then begin to imitate in a cold, mechanical, emotionless manner. The Irradiant only inflicts normal damage unless it rolls a 17 or better 'To hit,' at which point the damage it causes is to their victim's shadow. They must inflict 12 points of damage (+the victim's CON mod, if any) in order to successfully devour the shadow.

If an Irradiant succeeds in devouring their victim's shadow, it flees in order to find a safe place in which to lie dormant for 2d6 days as it transforms into the next stage of development. The victim suffers a terrible withering illness that incapacitates them for 1d6 days, during which time they are rendered too weak to travel and become weirdly transparent, suffering an additional 1d4 per round if exposed to light brighter than a candle. During the course of the illness they do not recover any hit points, except through magical means, and then only at half the usual rate. At the end of the illness the victim will often exhibit a few whitish speckles on their skin. They also possess a limited form of ESP linking them to the Irradiant that imprinted upon them, but the effect is limited to a 30' radius. Victims of the shadow-devouring attack of an immature Irradiant suffer a permanent loss of 10% of all subsequent XP, with those points going to the benefit of the Irradiant. This penalty is lifted only once the Irradiant is destroyed.




Irradiant (Adult Form/Imprinted)
No. Enc.: 1 (1d6)
Alignment: Chaotic
Movement: 90' (30') [Cannot pass powdered amber]
Armor Class: 6
Hit Dice: 3+
Attacks: 1
Damage: 1d6, Special
Save: F3+
Morale: 10

Softly luminous they slink and slide through the darkness or the light indifferent to either for they are confident if emotionless things. Shallow, facile beings, limited in their cognition and devoid of any conscience, they caper and prance at the very threshold of unreality, on the veriest verge of entertaining their own dreams. Yet they remain taunted by the knowledge that they are not original, that they are in fact fakes, mere copies of some other being. And this is what drives them mad. The horror of their existence as flawed mockeries of other, more fully realized creatures is too much to bear. So they do what must be done. They set out to eliminate, to exterminate those whose mere existence is a grievous affront to their nascent, fragile sense of selfhood.

An adult Irradiant will sometimes attempt to pass itself off as their original victim and gain an additional 5% to their chances of doing so per HD as they grow and gain experience. They advance as Fighters or Thieves and gain 10% of any experience gained by the original in addition to their own XP. It is rarely in anyone's best interests to allow an Irradiant to persist, once they've succeeded in imprinting themselves upon a victim.

The adult form of Irradiant no longer devours shadows. Instead the wounds it causes take on a lingering form of mottled translucency where the victim's flesh loses the majority of its native opacity, allowing light to pass through it in a distorted manner like cloudy glass or pool of water. Unfortunately the effect is neither true transparency, nor any sort of invisibility, but instead only leaves the victim distinctively marked in a manner typically only of real interest to scholars of obscure afflictions. Those suffering from these sorts of translucent scars gain a +2 bonus to Reaction rolls with Abseen and Perdu, but suffer a -4 to the Reaction rolls of any Horla they encounter.

If the Irradiant succeeds in killing the being they imprinted upon, they go stark raving mad and revert to a wavering, indistinct mass of shimmering whiteness that lashes out insensibly and randomly at any and all who come within reach of its vaguely humanoid limbs. Anyone slain by an Irradiant in this state permanently fades from visibility, as well as the memories of everyone within a 30' radius.



Perhaps these things were brought back from one of the Polar Expeditions, or they crossed over from the Glowfield. The older Midwives prefer to blame it all on the people of the cold fjords and snow-draped mountains exposed to the aurorae and the midnight sun. It is in such places that many unnatural things take form and the seeds of unreality take root. Too long a time of darkness, too long a period of cold; these things breed monsters and madness. There is much folklore to support this position. Many cautionary tales. The Midwives will tell you some of them. Just cross their palms with silver or gold. They can talk your ear off. Sometimes literally.

It is whispered that the wanderers of the Kudri, Kidri, Ulpri or one of the dozens of other autonomous lineages know of secret ways to capture the Irradiant, Skyggen and related things within a lantern or some sort of torch, and to make use of the things as weapons against dark things.

Those who peddle captured and caged Koponu often make claims that the little creatures scare-off or repel Irradiants. This may be so much salesmanship or verbal-bilge, but there are a few anecdotes and tavern-tales in circulation that seem to agree with the peddler's claims. Now if only some enterprising young scholar might take it upon themselves to verify these stories, perhaps by conducting a series of experiments...

Skyggen    |    Irrlicht    |    Killgleam    |  Direshades    |  Achromiac | Todtlicht   |   Gloomshadow
Silouhette   |   Shimmerdeath

Red Bestiary Index

Source of Inspiration: The Shadow by Hans Christian Andersen, which is available at Online Literature, Wikisource, and elsewhere online...but with a twist, or rather inversion...and a slight nod to Clark Ashton Smith's The Double Shadow. And yes, there is a bit of resonance here with certain stories of Arthur Machen, M. P. Shiel, and Edgar Allen Poe, as well as a couple of Mr. Well's tales, but that is only to be expected.

Monday, June 2, 2014

Reservoir Werm (Wermspittle)

There's Something Down There...


Reservoir Werm
No. Enc.: 1
Alignment: Neutral
Movement: 60' (20')
Armor Class: 5
Hit Dice: 10
Attacks: 1
Damage: 3d6+Acid
Save: F6
Morale: 9

No one knows how this thing got down in the Old Reservoir. No one knows how long it's been down there. So far there has been one person who has returned from attempting to investigate the Old Reservoir. The one Tenebrotype image they were able to bring back with them is reproduced above. All anyone knows right now is that it appears to be some sort of very large wermic-thing. The Sewer Militia is assembling a team of volunteers to attempt to capture or kill the thing...


Sunday, June 1, 2014

Soporific Aether

The notorious 'Last Photo' recovered from the body of W.J. Abercrombin, investigative trespasser and Yellow Journalist in service to the Wermspittle Free Press. Abercrombin's experimentally aether-sensitized camera was retrieved and the film developed by Independent Sources that have verified that it is in fact an authentic image of the so-called 'Soporific Aether.' 


The Observatory established by the venerable Doktor Gretzmalk has been closed for over two hundred years. It was sealed by the Security Council once it was discovered that the place was filled with Soporific Aether supposedly left-over from the infamous 'Lost Weekend' event in 1132P.R. when the majority of the world's population in the Western Hemisphere were rendered unconscious for a period of hours or days, depending upon the geographical distribution of the so-called 'Poison Belt,' which in itself has yet to be conclusively proven to actually exist.

Soporific Aether is a colorless, odorless, heavier-than-air gas that acts as a massively effective sleep agent even in small doses. Exposure to even a small whiff of the stuff results in a profound slumber that can persist for hours.

It is sometimes encountered in old coal mines, underground tunnels, caverns and is rumored to be a recurring nuisance within the Lidenbrock Reservoir, however neither the Unterkorps nor the Sewer Militia have confirmed anything at this time.

Since the negotiation of a treaty between the Academy, the Sewer Militia and other interested parties, a number of small-scale, highly regulated and frequently inspected taps have been made to allow access to the massive cache of Soporific Aether contained within the Observatory.

Intensive analysis of the stuff has led several noteworthy experts and authorities on such matters to publicly hypothesize that Soporific Aether may be the base form of the Deep Purple Smog, Purple Clouds and a host of related miasmas. There is a great deal of interest and research in this area on the part of quite a few 'interested parties'...


Inspiration: Sir Arthur Conan Doyle's second Professor Challenger story The Poison Belt, which is available at Project Gutenberg, with a direct connection to M. P. Shiel's The Purple Cloud, with a wink and a nod to Buck Rogers.

Saturday, May 31, 2014

Six Lions in Wermspittle

I am not afraid of an army of lions led by a sheep; I am afraid of an army of sheep led by a lion.
Alexander the Great


There once were lions that prowled the mountainous regions to the West and South of Wermspittle. For a while it was fashionable to hunt the magnificent beasts, at least until there were too few lions and far too many hunters out in those wooded hills and the hunters turned their gonnes and spears against one another...



  1. Proud Zalik. Horribly scarred across his flanks, his left paw mangled by a hunter's trap, Zalik has outlasted and outwitted everyone who has ever pursued him. He is a survivor. Clever and ruthless, he has learned how to observe those who would hunt him and to learn their weaknesses, which he then exploits to destroy them.

    Proud Zalik (unique) [Huge, Adult, Male Mountain Lion; AL N, MV 180' (60'), AC 4, HD 10, #AT 3, DG 2d4/2d4/4d4, SV F10, ML 12 (fearless), Special: Zalik not only does not play fair, he uses ESP and Clairvoyance to observe his would-be hunters. All creatures under 3HD must make a Save or suffer the effects of a Cause Fear spell when Zalik roars. If confronted with Black Smoke, Zalik will make a hasty strategic withdrawal, but will make a point of killing whomever dared use it on him.]

  2. Ridolphe. Brass has made this old lion immortal. Expertly cast as the very last piece produced by Fernand Mankaullier in his grand studio, there is an almost elemental sense of majesty contained within the sleek lines and dramatic features of this restless, untamed statue. They say it prowls the old studio grounds still...

    Ridoplphe (unique) [Huge, Adult, Male Brass Lion; AL N, MV 240' (80'), AC 0, HD 12, #AT 2/1/1 (Claws/Bite/Roar), DG 4d8*/3d10/3d6+Fear, SV F10, ML 12 (fearless), Special: Ridolphe moves fast for a beast weighing well over a ton. His body is cast from a proprietary form of brass known only to Mankaullier and his three apprentices.*If Ridolphe scores a natural 20 to hit, he does an additional 4d8 damage by raking his target with his hind claws. Hold, Sleep, Charm only last for 1d4 rounds before he shakes off the effects. Ridolphe's spirit is bound to an Opal mounted on his brow, destroying the Opal (90 hit points) frees his spirit and renders the brass form inert. If the Opal is not destroyed, the brass body will flow back into its original form in 1d4 hours, however it only regains 10 hit points per day and must completely heal before Ridolphe can become animate again.]

  3. Yzgridt. An ivory amulet carved to represent a crouching lioness. It is very, very old and so is the spirit that resides within it...

    Yzgridt (unique) [Huge, Adult, Female Geist Lion; AL N, MV 180' (60'), AC 4, HD 6, #AT 3, DG 2d4/2d4/3d4, SV F6, ML 12 (fearless), Special: Yzgridt may be called forth three more times before the old amulet finally shatters into dust and fragments. She radiates an aura that combines Protection From Evil, Protection From Normal Missiles, and Remove Fear in a 20' radius for the duration of her manifestation.]

  4. Vossitelle. She was brought to this place by a group of hunters who supplied rare beasts to the exotic menageries and zoological gardens of the rich and powerful. Her distinctive speckled markings along her haunches made her a rare find and helped fetch her captors a hefty price. After the bombings, the riots and chaos, Vossitelle found herself surrounded by a host of Neomorphs, exotic animals and sheep...a flock of strangely cunning and carnivorous sheep that have since accepted her as their protector and defender...

    Vossitelle (unique) [Medium, Adult, Female Lion; AL N, MV 180' (60'), AC 4, HD 6+1, #AT 3, DG 1d4/1d4/2d4, SV F10, ML 11, Special: Vossitelle can summon 1d6 Carnivorous sheep every 4 turns. These deranged animals will fight to the death to defend her. Neither the sheep nor Vossitelle are anything more, or less, than animals. They seek only to survive in a very peculiar environment, or to escape to a better place. There is a strange pool within the old greenhouse where all the animals in this place get their water. The pool seems to be contaminated in some way, possibly with some manner of Spectral Brine or something. The longer they stay here, the smarter the beasts seem to become...]

  5. Zura. She killed dozens of hunters with those scimitar-like fangs in her brief career of infamy as a man-eater. The newspapers and promoters liked to exaggerate and say that she had devoured hundreds of unlucky hunters and their servants. She never kept a count...

    Zura (unique) [Huge, Adult, Female Sabre-Toothed Lion; AL N, MV 180' (60'), AC 5, HD 8, #AT 3, DG 3d4/3d4/5d4, SV F16, ML 12 (fearless), Special: Zura is now an Undead Zoological Specimen. She is turned as a 16HD Undead Creature. She is driven by an insatiable urge to kill.]

  6. Blackmane. A noble creature. Originally brought into the city by the commander of a Pruztian Jungle Korps unit returning to the homeland after three long years in a green hell. This beast was intended to be released on a private hunting preserve. A bomb demolished the hotel where the commander was staying. Now Blackmane prowls the alleys of Wermspittle.

    Blackmane (unique) [Huge, Adult, Male Lion; AL N, MV 180' (60'), AC 4, HD 6, #AT 3, DG 2d4/2d4/4d4, SV F14, ML 12 (fearless), Special: A wonderful specimen wandering about the streets and alleys looking for easy-pickings. He is easily distracted by shiny objects and the scent of females in heat.]

Lions | Tigers | Bears
Lesser Beasts
Red Bestiary Index

There have been conflicting and disturbing reports of some sort of gang that has taken over the old Brazgan Estate. It is unsure if the gang is some sort of group of rogue shepherds, possibly from Menillia, or whether it might in fact be some sort of autonomous flock of monstrously deformed and dangerous animals. Local Authorities have insisted on getting jurisdiction established before anyone sends anyone to investigate the matter...

Friday, May 30, 2014

Shockheads (Red Bestiary)

Just look at him! There he stands,
With his nasty hair and nasty hands.
See! His nails are never cut;
They are grimed as black as soot...


Shockheads
(A.K.A. Struwelpeters, Slovenly Ones)
No. Enc.: 2d4
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 5
Hit Dice: 2+2
Attacks: 2 (Filthy Nails) or 1 (Bite)
Damage: 1d6/1d6+Plague or 2d4+Plague
Save: F4
Morale: 8

Filthy little degenerates. They reek of grease, rubbish and ordure. Despicable things. They torment small animals and spread pestilence and plague in their wake. Thoroughly dehumanized and fearfully weaponized, these diminutive beings have been sent back home to spread confusion, terror and disease among those they barely remember.

Any time someone is bitten or scratched by a Shockhead, there is a base 10% chance that the victim contracts a cruel wasting disease. Those failing a Save versus poison incur the loss of 2d6 hit points and suffer a terrible fever that leaves them delirious and unable to recover lost hit points for the duration of the disease. Those who succeed on the Save take half damage and are only intermittently delirious and recover 1 hit point per day maximum, until the disease runs its course or they receive a Cure Disease spell or a similarly effective cure.

Those who succumb to the plague spread by Shockheads do not die, but rather transform into Shockheads on the very brink of death. Once transformed, there is no known way to recover the victim.


The Franzikaner newspapers claim that the first Shockheads were children captured by the Pruztians. The Pruztian press insist that the Shockheads were the result of botched military experiments by the Franzikaners. At this time there is not enough evidence to support, nor to dismiss either claim...

Source of Inspiration: Struwelpeter by Heinrich Hoffmann, was originally written as a book intended to provide moral instruction to small children, revealing the drastically exaggerated consequences of misbehavior such as bad manners or poor hygiene in an over-the-top way. There are decent English translations of this book available at Archive.org, and at Project Gutenberg.

Thursday, May 29, 2014

Bujilli: Episode 91

Previously...
Bujilli slipped and fell down a stairwell...and wound up meeting a hungry tiger in the dark. A lucky pistol-shot surprised the tiger and drove the thing off, at least for the moment.

Leeja bid farewell to her estranged sister Niobe who has tasked Mishka to take Leeja to Bujilli. Mama Rudta prepares her people to leave Wermspittle once Mishka returns. Niobe has gone off to confront the mysterious Bathurst...

"BANG!"

Bujilli's nostrils burned. He hated discharging fire-arms in enclosed spaces, but the hungry tiger insisted.

He scrambled back up the corkscrew ladder and started looking for a small space to wriggle into, somewhere the tiger down below couldn't get at him. Hopefully. He needed to re-load his pistol again. It had been sheer luck that he had finished right before the big cat returned.

The beast was persistent.

That was never a good thing. Not when it was hunting after you.

Bujilli clambered across a gap in the catwalk. Jumped. grabbed hold of a bent railing and pulled himself up into the works overhead. Gears. Huge pulleys and bearings and cables. The dark space reeked of oil and rust. He climbed behind the biggest cables. A precarious perch atop some sort of ledge bolted to a support pillar. He tried to re-load the manticore pistol with still shaking hands.

The roared. Bujilli dropped a paper-wrapped cartridge. He cursed in frustration as the cylindrical packet bounced down through the gaps between machinery, cables and metalwork. The tiger roared more loudly. The echoes made it impossible to tell how far away the ting was, or how close.

The pistol was loaded. Finally. Five tries. He huddled in the dark. Waiting for his nerves to settle.

Tigers ate Almas.

All his young life Bujilli had been raised listening to stories about tigers.

Tigers scared demons. Ate them.

Tigers ate everything.

His Uncle had summoned a tiger to dispose of a troublesome rival and her three demons. He had made Bujilli watch.

He was beaten afterwards for pissing himself in fear.

That had not been the lesson his Uncle had intended to teach him.

His hands stopped shaking.

In that moment he finally understood what his Uncle had tried to teach him.

His Uncle had summoned the tiger. Commanded it. Dismissed it once it had served him.

An Almas had proven himself the master of a tiger.

His Uncle.

He didn't know how to summon a tiger. Not yet. But he did have his Uncle's, actually his Father's Four Little Brown Journals. He could learn to summon things. Command them.

Later.

The tiger growled as it passed below. It couldn't reach him. It might not even be able to catch his scent with all the oil and rust around him.

He watched it pass.

He considered his spells.

Sleep might buy him some time, but he wasn't sure the version he knew was strong enough to affect the tiger. Bujilli wasn't inclined to tinker with it just now in the hopes that he might find a way to make it more effective against the tiger. He could try, but he wasn't terribly impressed with his chances. This was a tiger, not some already half-asleep guard.

He didn't expect to get very far with Ventriloquism, not once he started moving. The tiger would probably spot him or catch his scent once he was down from his perch and away from the defunct machinery.

He considered just taking a nap. Let the overgrown cat get bored with waiting around and it might wander off in search of someone else to eat.

Bujilli looked about him for something, anything he might use to scare off or kill the tiger down below.

Cables, cables and more cables. Gears, ratchet-things, rods and levers...nothing that really looked particularly useful for improvisational tiger abatement. A large, heavy old wrench. Rusty buckets. A small tool-kit, tipped over and mostly empty. A screw-driver and pliers, both rusted together.

Not a lot of options.

He had his nerves under control, for now, but he wasn't terribly keen on confronting the tiger face-to-face, not without something more effective than his manticore pistol. He could hurt the thing. In fact, he had already wounded the tiger. But only slightly. Just enough to annoy the beast.

He closed his eyes and consulted his Counsel. It showed him all sorts of images and diagrams of tiger anatomy and physiology. It instructed him in the dietary preferences and hunting strategies of dozens of great cats related or derived from 'tigers.' He felt himself drowning in trivia and stopped Counsel from further imprinting reams of background data into his brain. He didn't need to become an expert in the ecological significance of the creature about to eat him. He needed to drive off the big cat.

Query: Initiate Pursuit Deterrence Protocol

Yes. Bujilli smiled. He remembered how his Counsel had been able to keep a trio of assassins from pursuing him and Leeja back at the Beast Pens, where the two of them had first met. He sighed. He missed her. But there was work to do. A hungry tiger to dissuade from following him. A trip to the Market. Some answers to find. A theory to test.

A set of twelve little blue icons unobtrusively hovered on the bottom edge of his field of vision. He remembered the third one had been fairly drastic.* This time he selected option one.

His left hand began to tingle. A fine, golden sweat formed across his palm and fingers. It flowed like heavy syrup. At first. Then it began to thin out a bit. The golden fluid dripped from his hand. He held it out over the gap off to his side where he had spotted the tiger as it prowled past just a few moments before.

The golden drops fell past the rails, through the catwalk, down to the level of the tiger.

At first Bujilli wasn't certain about the hissing noise. It quickly grew loud enough to make his ears ache. A billowing golden cloud swirled down below. Obscuring everything. A blinking green icon showed that it was time to get moving.

Bujilli climbed down from his momentary refuge. The cloud hummed to itself as it hid him from the tiger.

He began to run once he reached the catwalk.

He didn't stop running until he reached the blue-tiled stalls of the Farmer's Market.

He was soaked to the skin from the cool spring rain, but he didn't care.

It was time to look for some answers.



* We saw 'Pursuit Deterrence Protocol: Option Three in use in Episode 30.

Meanwhile...

Leeja followed the lithe girl with the red-streaked face. They ran in the rain. Along alleys. Over make-shift bridges. Down garbage-clotted ramps. Over once decorative railings. Across avenues more forest than roadway. Around the outer walls of a burned-out manor. Through mud and along the faint trails left by the gangs of feral children who hunted in these parts.

Mishka led her into some sort of ticket office. She paused to examine a rusted doorway marked 'Maintenance.'

The girl went pale with fright; "Run!"

Leeja ran after her. Back through the rain. She followed. Her mind wandering. Remembering the times she had spent running in the rain with--

AAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!

Whumpf!

Mishka grabbed Leeja by the wrist. Pulled her through the doorless opening of a looted store. Up the stairs. On the fifth floor the girl collapsed in front of a grimy window. Leeja never got a chance to see what made all the racket.

"You watch the door. I think we can avoid them. This time."

"Who?" Leeja moved back to the door. Examined the hinges. Tested it gently. When it didn't creak overly much, she pushed it half closed to provide them with better cover. Just in case.

"Brats. If we're lucky it's just a couple of polly-dollies or pudgies."

"And if not?"

"Shockheads. Bushwhackers. There are dozens of the things to choose from."

"What are they?"

"Children. Mostly. What's left of them...or what's become of them." Mishka motioned for Leeja to be silent.

 AAAAAAAAAAAAAAAAAAAAAAAAHHHHHHHHHHHHH!

Whumpf!

Leeja was curious to know what was making all the noise, what was going on, but she stood at the edge of the door and kept a look-out.

A terrible screaming erupted from the street below.

Three voices. Six. A dozen. All of them in direst torment.

The building shook. Windows rattled and cracked. Somewhere a mirror shattered onto the floor.

The screaming grew louder. More discordant.

Mishka scuttled back from the window, shaking with a soul-deep revulsion. She looked right into Leeja's eyes; "We either run. Or we fight."


Bujilli has made it to the Farmer's Market in one piece, which is more than some people who've encountered the Barnum Street Mauler can say. Now he has to decide which farmers and what stalls he wants to go see...and we'll need to roll for a random Marketplace encounter, of course.

If someone would be so good as to make a D100 roll...that will determine what is going on back at the Academy...and might just have some sort of fall-out or impact on Bujilli and Leeja as we go along.

Leeja has to decide whether to run like hell, or to stick around and fight off whatever it is that is behind all that screaming down below...

As always, if you have questions or suggestions let me know in the comments, or via email.

What happens next is up to you, the readers.

You Decide!

Previous                                Next

Series Indexes
One | Two | Three | Four | Five | Six


About Bujilli (What is This?) | Who is Bujilli? | How to Play

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

Episode Guides
Series One (Episodes 1-19)
Series Two (Episode 20-36)
Series Three (Episodes 37-49)
Series Four (Episodes 50-68)
Series Five (Episodes 69-99)
Series Six(Episodes 100-ongoing)

Labyrinth Lord   |   Advanced Edition Companion

Wednesday, May 28, 2014

Doughmunculus



Inject a few raisins of conversation into the tasteless dough of existence...
O. Henry


Doughmunculus
No. Enc.: 2d4
Alignment: Chaotic
Movement: 30' (15')
Armor Class: 7
Hit Dice: 1
Attacks: 1
Damage: 1d4 (weapon)
Save: F1
Morale: 5

Crude, shabby little things hastily slapped together from odd bits of dough and infused with the life force drawn off of the excised portions of patients' bodies scrounged from the waste-hampers of surgeons, butchers and anyone else who performs similar operations of removal or amputations.

They may have been intended to serve some Midwife or Hedgecaster, but that didn't really work out so well. Now these things have gone feral and hunt Thumblings and other little-people through the spaces between walls and floors.

Some refugee families have taken to live-catching Doughmunculi and then baking them...




Inspiration: After visiting one of my favorite bakeries, we had Stromboli. It was an excellent meal. Things just sort of clicked into place afterwards...