Monday, May 7, 2012

Rilligong (Mutant Future/Labyrinth Lord/HSE) +Paper Mini


Here are the Rilligong for use with Mutant Future / Humanspace Empires / Mythos Future / Labyrinth Lord
The Rogue Space version is in it's own post.

Badder...
Rilligong (type I)
No. Enc.: 1d4 (1d8+)
Alignment: Chaotic / Inimical
Movement: 90' (30')
Armor Class: 3 (Immunities)
Hit Dice: 10 (Regeneration)
Attacks: 2 or 1 (2swords or 1 blast: Requiers 2d4 rounds to recharge plasma cannon)
Damage: 3d6 (sword, or 6d6 plasma blast)
Save: L10 / F10
Morale: 9

Mutations/Abilities: Accumulative Resistance (poison/radiation), Reflective Epidermis (poison/radiation), Gigantism, Mental Barrier, Metaconcert, regeneration (1d4/round).

Massive, implacable alien invaders, the Rilligong shake the ground as they march towards the cities, fortresses and redoubts of each world they discover. Brutal cloned drones of a central intelligence, each individual Rilligong is hardened and sealed against telepathy, empathy and most forms of perceptual manipulation (treat as See Invisible and immunity to illusions). An armored implant within their spherical brains links each of them to a closed-circuit telepathic hierarchical network of encrypted communication that extends beyond solar system level, possibly farther--no one has been able to find out any details yet.

There are rumors of other Rilligong units having taken to the field, but nothing has been reliably confirmed at this time.

Rilligong Invaders (Rogue Space) +Paper Mini

The Rilligong are huge pseudo-mammalian cyborg-creatures from a cluster of war-torn solar systems within the Sagittarius Arm of the Milky Way Galaxy. Their war-pods have spontaneously, simultaneously popped into position directly over several densely populated worlds thanks to what analysts are tentatively calling 'Ripple Drives.' The Rilligong are heavily armored, extremely hostile and well able to chop most regulation tactical units into debris while advancing behind a rolling plasma-barrage expertly coordinated between each individual field unit. How many more worlds will fall before someone discovers a way to stop these marauders?

Bigger...
Rilligong (type I)
+3 SZ RB MV Biped (30') AR V/X DM V/X HP 12+ SP +

Rilligong are invaders from a cluster of worlds far removed from the Known Worlds. They are huge, powerful and have begun to attack several worlds simultaneously in what appears to be a massively coordinated effort.

Special: Rilligong continuously recover 2 hit points each round. They are also in continuous communication with each unit in their group allowing them to coordinate their efforts to suit prevailing conditions, adapt to surprises, call for reinforcements, focus their personal artillery to best effect, etc.


Friday, May 4, 2012

Orbiculate (Labyrinth Lord/Paper Mini)

Orbiculate
No. Enc.: 1
Alignment: Chaotic
Movement: 60'
Armor Class: 7
Hit Dice: 4 to 12 (Maybe larger specimens...)
Attacks: 1
Damage: 1d6 spatter, 2d6 ram, 3d6 engulf/digest
Save: F1
Morale: 11

Eerily silent as they prowl the deep dark, Orbiculates slither along upon nearly any surface, leaving behind a sticky film of rust-colored ooze that is slightly poisonous for up to an hour after the thing has passed (touch does 1d4, Save for half). As the sticky ooze dries, it congeals into a rancid-smelling series of soft blobs that are both highly sticky and highly flammable. Some delvers gather these reddish globs in order to use them in place of burning oil. The stuff ruins lamps, but can be mixed with one-part strong wine to two-parts oil to make a very effective cleanser for removing dried mud, blood or other such crud from armor, and polishing weapons.

Orbiculates scour the deep places in search of vermin to squash and then absorb. They seem to subsist upon a diet of rats, bats, bugs, and small humanoids like kobolds. This tendency to devour such vermin have made Orbiculates fairly popular with some stronghold builders and underground architects as a sort of organic pest-removal system. Capturing a live Orbiculate in order to install it in a newly constructed site can prove quite challenging as these things are mindless, emotionless and difficult to persuade or manipulate...though they will sometimes follow a trail of bait, but that approach carries a number of draw-backs with it, not the least of which is attracting things other than an Orbiculate.

If struck by a sharp edged weapon, an Orbiculate will spatter a sticky, highly acidic goo out to 20' for 1d6 damage.

In combat a typical Orbiculate will ram an opponent in an attempt to crush them into a wall, floor or whatever is handy. Once they have pummeled their victims into immobility, the Orbiculate will settle down upon them and slowly engulf them, absorbing them into their protoplasmic mass where they will be dissolved and digested by their internal acids and enzymes.

It has been recently confirmed that even a very large Orbiculate can, and sometimes will, traverse ceilings and drop down upon their prey from above.

Thursday, May 3, 2012

Bujilli: Episode 23

Blood trickled down Bujilli's arm. His wound wasn't sealing. There must have been something nasty on the boy's knife.

He looked down at the boy.

Writhing. Sweaty. Feverish. Bloodied.

It was hard to take any satisfaction from the sight. If anything Bujilli felt profoundly sad. The boy was acting out of fear. Sometimes the most terrible demons of all came from within. Whatever this boy was afraid of, it rode him hard.

"I have an arrangement with someone called Hedrard...there is money involved. Perhaps enough?"

Bujilli looked up at the tall, gaunt woman in the cold, black fighting gown.

She returned his gaze. Her eyes were translucent amber. He could feel her appraising his soul with those weird eyes.

"Yes. You seem to have sufficient means lined up, don't you? That's not precisely what I meant, nor will it be likely to secure the assistance of a healer. Not during the Revels. But no matter. You are certain that you wish to attempt to heal this child?"

"Yes."

"Even though they attacked you?"

"Yes."

"Poisoned you?"

"Wh--" Bujilli's stomach heaved. Once. He kept standing. Barely.

The woman in black smiled. A ruthless slash of a smirk. Her skirts rustled like a nest of sharp swords as she turned on her heel and stalked back into her office.

"Come."

Bujilli stood and watched her leave for the space of two heart-beats before it sunk in; she meant for him to follow, and to bring along the boy.

So he knelt down and picked-up the boy. Sweet, sticky nastiness exuded from the kid like a toxic miasma. Just touching him made Bujilli's skin crawl. Even through his armor. He tried to not look at how much skin the boy left behind. Melted to the floor.

Setting his shoulders, adjusting the strangely gurgling mass in his arms, Bujilli quickly followed after the woman in black.

The door slammed shut with authority.

He was going down a hallway. There wasn't time to look at all the strange objects or paintings hanging on the walls. He hustled to catch up with the woman. She seemed to always be just that much farther ahead of him. He increased his pace. She remained well out in front. He began to run, as best he could with the oddly soft load he was carrying.

Door. Door. Another door. Another. Still another. They turned a corner. Stairs. Bujilli's breathing was becoming labored. The boy was getting heavier. The scent of many different animals in confined spaces punched him in the nose; it was an unpleasant, pungent mixture of musk, manure and misery.

The woman stood next to an open door. He carried the boy inside.

"Whose this then?" coughed an old hag squatting on a stool next to a table piled with offal. She was in mid-stitch. Sewing together veins and arteries and masses of bruised looking flesh that still wriggled in slow-motion.

"A client. Bujilli here would like to ask you for a favor." The woman in black stepped back and motioned for Bujilli to come forward.

"Bujilli?" The hag put down her knitting and leaned forward to squint in his direction. Her left eye was milky. The right one was worse. She smiled, after a fashion, as only a woman with three good teeth can do.

"Yes. This boy. He needs help. Urgently."

"Ah. Lemuel. tch tch. I knew his father. And his grandfathers, though they were not so great, nor so smart. Ah, but that was when I was still young. And stupid, myself. Bah. Let me take a look at the boy. Let me see what there is to be done, what can be done."

She pushed the grotesque mass of flesh to one side of the table and patted it.

Bujilli set the boy down on the bloody, messy table.

There were wet strings of pinkish flesh stuck to him as he stepped back. The smell of corruption was horrible. He nearly choked. Gagged. The scent was repulsive in the extreme.

There was a hand on his shoulder. Hard, cold, talon-like. The woman in black. Oddly, it felt almost comforting.

"Ach. He's near gone. Hard Candy. The damned fool. As though his father hadn't warned him of the filthy business. Poor lad."

"Can you help him?" Blood ran down Bujilli's arm again. He looked at the rag he had used to bind his wound. It was flaking away in a fine gray ash. He felt feverish. A bit wobbly.

"To a point," the hag gestured morbidly with her over-long, thin fingers; "After a fashion. Some cures are worse than what they alleviate, just as some solutions are far more bitter than the problems they solve. Yes. I can help him. The question is how should I address his predicament?"

"What do you mean?"

"Look at him."

The boy was barely recognizable as anything human. He looked more like a pink and white grub, wiggling slowly, feverishly, covered in a milky froth that stank sweetly. Again, Bujilli nearly vomited. He felt cold.

"Ah. It's a filthy, terrible thing, is it not? Yet it continues. Every Spring they hand out the stuff to the incoming children. It's a vicious cycle. We're all caught-up in it. all." She looked down at the floor. Guilt weighed heavily on her warped frame.

"What can you do for him?"

"I can put him out of his misery. That'd be easiest. Possibly the best. Or..."

"Or what? He's...melting. You have to do something--"

"No. I do not have to do anything. You want me to do something. Why? Who is he to you?" The hag demanded. She seemed almost angry at Bujilli. But why?

"Please. Help the boy. I will pay you."

"Ach. Yes, you would, wouldn't you?" She scrutinized him more intently for a moment then sat back on her stool as though baffled by something.

The hag turned away from Bujilli and started really examining the boy. Her hands looked like crow's feet, only with pronounced varicose veins. The woman in black reminded him of a raven, this hag was more like a crow or a magpie. Or a starling.

She did something, he wasn't sure what.

"He's far gone, but I've stabilized his descent. You've acted from kindness, as you know it, I can see that, but know that you've locked this child into a hellish existence. He's trapped now, caught in mid-transformation. Of course that does mean that his flesh, such as it is, will be quite pliable, moldable, after a fashion."

"Can he be restored, or has ...this... gone too far?"

"Restored? No. Look at him. Barely a face, his skin is mostly liquid, his bones are beginning to bend. No. He's been using the Hard Candy for too long, in too large a dose, like a greedy sweet-pig. I can stitch him a new skin. It'd only be a temporary fix, really, but I have some good wormhide on-hand. but that'd be a bit of bother. He's practically a Gelbore now."

"Gelbore?"

"Bone-thieves. Wicked, misshapen wretches like the boy here, their flesh is reduced to a gelatinous mess, but for some reason they don't entirely deliquesce, at least not right away. They slither around catacombs and ossuaries trying to scavenge bones. They eat bones. Absorb them, really. It forestalls the inevitable. Damned pains in the ass. They've ruined any number of shrines, churches or reliquaries and only the Bone guard ever really do anything about them. It's no life for this one. Kinder if you killed him."

"There's nothing else you might do?"

"Well...there is one other thing that I could try. It's dangerous. It'd hurt. But it wouldn't hurt me. It'd be you who'd have to make the contribution. but you look young and strong enough to manage it."

"What do you mean?"

"I could transfer some of your blood, a bit of your flesh, and a portion of your vitality over to the boy. It'd give him a fighting chance to recover at least some of his humanity from the transformation process. No guarantees just how much, no promises that it'll even work, but I will tell you now that it'll hurt like hell, for you both, and it'd be wicked dangerous. for you both."


What should Bujilli do now?

Pay to have the hag stitch a new skin for the boy?

Let him complete his transformation?

Should Bujilli let him turn into a Bone Thief?

Kill the boy and be done with the whole sordid thing?

Or take a chance, gamble a bit, and try to salvage what can be saved from this horrid mess?

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

Monday, April 30, 2012

SciFi Skirmish: Paper Minis (Test)

We've been working on some Sci-Fi paper minis, in addition to the horrid blobs, amorphous nasties, and more fantastical weird-things. One of the new set-in-progress is a Beam-Sword fighter that could easily turn up in a Rogue Space scenario, especially using the Rogue Space Skirmish rules. This guy would make a good micro-g/vacuum-gladiator for an exotic orbital arena from Tsan Yian or Humanspace Empires as well.

Back to work on making fold-up bases for all of these paper minis...

Necrocondenser (Weird Machine)

Obscure in its origins, which are muddled and confused by conflicting experts and competing opinions, the Necrocondenser is a Weird Machine few have ever heard of, and fewer still have ever seen.

Jadris, Korliz, Vaduphon...there are more than a few dead worlds known to sorcerers and scholars alike. But not all dead worlds were overthrown by hordes of zombies, nor enslaved by vampire tyrants, nor subjugated by armies of any of the other known forms of undead. No, not all dead worlds died through violence, plague or the usual forms of ruination and destruction. Some worlds, such as Thaldria rotted away like a titan succumbing to the ravages of Jotuniflukes, others collapsed under the increasingly unsupportable burdens imposed upon their fragile ecologies by the rampant technologies of the living, such as how Faldrume and Myrcidria both died. And badly at that.

What few people aside from the abdead necrolectuals of Ellonduz realize is that each of these worlds were hastened on to their apocalyptic demise by the workings of a Necrocondenser.

Most of the scrolls detailing the construction of the original thirteen Necrocondensers have been destroyed by Horla, consumed by Thysanurians or even stolen by certain Predatory Projections for what can only be assumed to be nefarious schemes. Of the original thirteen machines, only six are still intact or summonable.

There are fewer than four scrolls containing the complete, accurate ritual for summoning a Necrocondenser known to be in circulation currently, according to the Scribes of Jaondix and the Psychonauts of Undrozzille, if those sources can be trusted in such a matter.

What is known about these particular machines can be summed up as follows:
  • This machine creates an artificial vortex of inverted ablight at its center and uses this central vortex to attract, accumulate and condense necromantic energies into a specialized capacitor-assembly where these energies are stored until processed or released.
  • When activated, a Necrocondenser sets up an energetic field that extends in a 100 mile radius and increases in range by another 1d10 miles per 100 hit points of energy it drains from all forms of undead. All undead caught within this field of effect suffer a loss of 1d4 hit points for every hour they remain within the field. Any undead drained to zero hit points is destroyed.
  • These machines do not affect the abdead, proving conclusively that there is in fact a distinct, demonstrable difference between undead and abdead.
  • Once set in motion these machines run like preternatural clockwork and are all but unstoppable.
  • In the event that a Nercrocondenser becomes damaged, it can siphon off its accumulated necromantic energies to repair itself. Doing so sets up a secondary field of interference that causes 1d4 damage per hour to all living things within a 10 mile radius. This effect intensifies by +1 additional point of damage per HD of damage so repaired.
  • Holy Word will make this machine pause for 1d100 hours, but will require the caster to be within 1 mile of the machine.
  • Once a Necrocondenser extends its field of effect to encompass an entire world it requires 1d100 days to recalibrate its internal systems. Once recalibrated, the machine will either release a massive world-girdling vortex of necromantic energies, begin to drain all life energy from the world, explode with such force as to reduce the world to a ring of blackened rubble orbiting its sun, or possibly some other effect based upon the parameters established at the time of its activation. In at least one instance the machine established a black corona of negative energy at a height of 10,000 miles that encircled the entire world of Aldrosia. Every living thing that died upon that world has had its energies stripped from it within seconds of dying. No one is sure just why, or what the Necrocondenser/Black Corona is doing with all this accumulated energy.


Mass Necrocondenser Details
Primary Reference: Obsidian Tablet of Horphoo
Prescribed Geometric Figure: n/a
Requirements: 1) A stable negative energy vortex consisting of no less than 1,000 hit points, 2) Necroliths and other heavily-infused necromantic objects and energy-sinks are rumored to be helpful adjuncts to the summoning process, but no details are provided in the primary sources.
Cost to Summon: see above.
Chance of Success: (1d8)% per 100 hit points used in preliminary negative energy vortex.
Failure/Backlash: Everything within a 1d100 mile radius is drained of all energy. The machine either goes dormant, or teleports away to the next world.

A Few Rumors
According to the Annals of Doomed Vylusha, a Necrocondenser was summoned to that world by the Vizier of Wollovia as part of a scheme to break the grip of an undead aristocracy that had dominated her country for over a thousand years. The machine did eliminate the undead nobles, but then it ended all life on that world as well. Whether this was due to tampering, sabotage, some revenge-contingency of the undead nobles, or something else entirely is unknown at this time.

The paladins of Xorlu have been searching for the means to summon a Necrocondenser to their world ever since an armada of undead invaded their world. They believe that they can use one of these machines to eliminate the undead invaders without destroying their world in the process. Perhaps they know something others do not, possibly they are just zealots willing to make the ultimate sacrifice in order to defeat their enemies.

A defunct or damaged Necrocondenser is alleged to be buried deep beneath the crust of Adalasha, somewhere on the 312th level of the Macrocthoneum. So far no one has been able to confirm this rumor.

Sunday, April 29, 2012

Jalamere: Index

New Posts: Sundays

Jalamere a new setting, one inspired by the sorts of fantastic geographies that transcend conventional planets or unending planes, something more akin to Tanith Lee's Flat Earth cycle, or Clark Ashton Smith's Abominations of Yondo. Jalamere is a mythic place with edges, a Worldrim that you can fall off of, and it isn't a ball of matter floating in space, if anything it seems to be a sort of platter or disk, and it might be held up from the primordial chaos by titanic beings most people never see...maybe. If they're lucky.
Note: We began this series/project using the Sword & Wizardry (White Box) rules. We're seriously considering revising things and going with a different system based upon reader feedback. should we stay with White box, or transition this project over to another system? Which one would people prefer?

Building Jalamere

Building Jalamere 1: Getting Started
We're also making use of Rob Conley's excellent How To Make A Fantasy Sandbox series of articles, and a few more inspiring bits and pieces captured while on safari through the deepest, darkest corners of the untamed OSR blogosphere. We begin with a quick map of a tiny section of the edge of the very, very big world.

Building Jalamere 2: Zones
Here we created a set of six Zones, each of which then was broken down into specific types of related terrain and environmental factors, each one leading inwards from the rimward edges to the deserts and badlands that seem to extend for thousands of miles into the very center of the world-disk. We still need to finish a few loose ends on this post.


Playing in Jalamere

Considering Player Character Options (I)
Cliff-dwelling spiders, gecko-taurs, and sword-wielding octopi...this is a realm where elves, dwarves and gnomes are summoned and treated like demons, aliens or magical beings from other worlds. Which they are. When you're here.


Exploring Jalamere

Twenty Major Dungeons/Ruins
A quick list of 20 strange places of mystery and adventure that may or may not become part of the fabric of Jalamere. It's a place to start from, so we rolled a D20. We got a '1' so our first place to consider and possibly develop was The Black Ziggurat, which is an extension of the cross-blog/cross-universe megadungeon from Planet Algol. So, in the spirit of using tables to flesh out the details, we decided to begin by creating encounter tables for the area surrounding this malevolent center of pestilence and woe...and seeing as how Jalamere is a truly vast and wide-open canvas upon which to splash paint around, we went really big in terms of scale. To begin with, there's an encounter table for the tainted regions within a 1,000 mile radius around this place...
  1. Black Ziggurat
  2. Blasted Wastes of Nitocrimelle




The Black Ziggurat of Jalamere

The Black Ziggurat of Jalamere
An overview of what is known about this dreadful place and its polycosmic connections to other worlds.

Encounters Within a 1,000 Mile Radius
20 options for things that are often found wandering along the Outer Perimeter of the Black Ziggurat.

Encounters Within a 100 Mile Radius
20 encounters

Encounters Within a 10 Mile Radius
20 options for even nastier stuff as your party gets closer to the Black Ziggurat.

Encounters Within a 1 Mile Radius
20 options for things found within a mile of the Black Ziggurat, including a couple contributed by Blair of Planet Algol himself.

At the Black Ziggurat
Coming Soon.

Special Encounters (Black Ziggurat)
Coming Soon.

Writhing Masses & Worse
This table is for all those amorphous horrors likely to be found near-by the dreaded Black Ziggurat.



The Blasted Wastes of Nitocrimelle

We rolled a '19' on the 20 Major Dungeons/Ruins Table for what to go look at next...

Saturday, April 28, 2012

Mucoid (Fighter)

This one's for Needles over at Swords & Stitchery
Mucoid (Fighter)
No. Enc.: 3
Alignment: Chaotic
Movement: 20'
Armor Class: 4 (Tentacles AC 6)
Hit Dice: 2 to 8
Attacks: 1d4
Damage: 1d2 +sting, or by weapon (typically 1d6+1)
Save: MU1
Morale: 4

Mucoids envy the vitality and prowess of the lesser, vertebrate species. They are jealous of those creatures who have the support of internalized skeletons, but alas, they have not mastered the means to install such a thing into their own bodies, at least not yet. But they have developed a form of armored and articulated exoskeleton to protect their central protoplasmic mass and the brainy-bits enclosed within it.

Wielding strangely socketed swords fitted to their tentacles, these Mucoid Fighters slowly and cautiously creep about in the dimly lit regions below the ruins of cities destroyed by their superiors war machines. They slither and squirm about, seeking a chance to strike out at the many enemies of their species. But only from ambush, for they prefer to strike from behind, much as a Thief, whenever possible. In a straight-up confrontation, a Mucoid's first instinct is to escape, unless they feel that they somehow have an edge, or hold an advantage over their opponents.

Mucoids are physical weaklings. Their weapons are forged from a peculiar, almost foamy beryllium-alloy making them weigh only a quarter of what an equivalent steel weapon would weigh, and with a wickedly keen edge (usually +1, with a few +2 or even +3 weapons showing up--all of them non-magical).

Each triad of Mucoids are split-off from the same protoplasmic bud-mass and share an intrinsic form of empathy that allows them to coordinate their attacks without needing to resort to vocalization.

The sting of a Mucoid forces the victim to make a Save (at +2) or be paralyzed for one attack. It is a weak toxin and has no lingering after-effects.

Friday, April 27, 2012

Lemru

Lemru
No. Enc.: 1 (1d8)
Alignment: Chaotic
Movement: 20'
Swim: 180' (60')
Armor Class: 5
Hit Dice: 2 to 8
Attacks: 2
Damage: 2d4 bite, 1d4 claw, or by weapon
Save: F2+
Morale: 10 (unless wounded, then 6)

Voracious aquatic beings known for stripping the catch from fisher-folk's nets and conducting raids upon coastal villages under the cover of seasonal rains and stormy weather, the Lemru are greatly feared by those who have had occasion to run afoul of them.

In the water, a Lemru is exceptionally fast and agile. They make the most of this speed by using a pair of knobbly knuckle-like hand weapons formed from very hard, dense coral. In the claws of a Lemru these weapons can inflict 3d4 damage. They are too awkward for most others to use, and after 3d4 days out of the water they crumble into a rancid-smelling gray powder.

Lemru are blind, in that they do not possess true eyes, but they do have hundreds of pigment-pit eye-spots or ocelli scattered across their abdominal gill-palps, giving them the ability to detect movement in nearly every direction out to a range of 90'. Their gill-palps can extract oxygen from water or air, but are very sensitive to the transition from saltwater to fresh, requiring 3d4 minutes to adjust to one or the other. Lemru tend to avoid brackish water as it gives their gill-palps spasms and they find it hard to breathe as their system flip-flops from being acclimated to saltwater to fresh and back again.

On land, the Lemru are almost comical, slow-moving, and clumsy. They generally only come ashore in the midst of floods or driving rain, and return to the water as soon as possible.

Not every person abducted by these things is necessarily eaten, at least not right away.