Monday, October 22, 2012

Nosferatus (Lesser)

Nosferatus (Lesser)
"Gnawing Shadows and Pestilent Remnants"
No. Enc.: 1 (2d12)
Alignment: Chaotic
Movement: 80' (requires a surface)
Armor Class: 7 (Take double damage for fire, triple from Actinic/Galvanic attacks)
Hit Dice: 1 to 12
Attacks: 1
Damage: 1d4+disease
Save: MU1+HD
Morale: 3
Hoard Class: Shadowy Fragments, Unreal Echoes, Oneiric/Dream Things

Special: Hide in Shadows (90%), Move Silently (80%), Slink Away (70%). Those struck by their talons are forced to Save (at +2) or contract a random Plague or Pox. They can only drain blood by gnawing upon the recently dead.

Their masters are gone now, driven into oblivion by Actinic, Galvanic and Alchemical weapons of mass destruction. There are few true vampires left any more. Those few who do persist tend to be distorted parodies of what once was, cruel caricatures of their once fearsome and terrible natures, Ignoble reminders of an archaic and blotted-out past no one talks about any more.

But there are those few, pitiful, pestilent remnants who linger on in the fetid depths of forgotten alleys and collapsed buildings of the Burned Over District. Reduced to preying upon vermin, withered and emaciated freaks of unnature, they who were once servants and slaves to the mighty ones, the fallen ones, the lost ones sulk and skulk in the darkness sharpening their talons and waiting patiently for something, anything to happen that might change it all once again.

As much victims as monsters, the Lesser Nosferatus grow weaker and more misshapen, more grotesque with each passing Winter. Cowardly cast-offs, they huddle in their damp, stinking warrens and mutter to themselves of how things used to be. Vectors of plague and poxes, they have fed upon each other so long now that they suffer from weird maladies even the abdead need fear. Filthy things, detestable, execrable, starving and mad and pitiful...they worship and serve the vermin whom they once commanded and controlled. They have become increasingly frail and can no longer sustain themselves as fully physical beings. They are reduced to a hollow, shadowy existence at the very fringes of life and death, not quite either, but also not truly abdead or undead, any more, but rather something quite a bit less than any of those states of existence.

Mirrors hurt them. Their blighted, gloom-saturated flesh, what there is of it, is brittle, highly flammable and flakes away painfully with their every movement. They can only move about across the surfaces of walls, ceilings or floors now--they've lost all ability to stand apart from their surroundings. Confusion spells cause them to collapse into so much shuddersome dust. Silver (especially colloidal forms of it) dissolves them in a hideous sputtering reaction that leaves a bitter stench and a foul stain as the only indication that they ever even existed.

They are very vulnerable things, these few, these wretched, these last of their sad, sick kind. Huddled in the dark, overlooked places beneath piles of rubble they entertain feverish fantasies and unreal notions of what they fervently wish things had been like way back when. Wretched beings, they wallow in cess-pits of warped nostalgia and phantasm that seep into the soil and grow toxic, sour and perverse. It is dangerous to dream near these sorts of places. It is even worse to run afoul of such things within one's dreams...

But even at the very nadir of their careers the Lesser Nosferatus cling to what secrets they've carried down into the rat's nests and hive-pits and there are those who would bargain for such dubious, noxious lore. There are always those who would deal with the downtrodden and despicable to gain some perceived advantage or to attain some shred of noisome, noxious lore no one else could or would grant them...and it is due to fools such as these ambitious idiots that the Lesser Nosferatus linger on in their misery and curdled hatred of all living things...

A Few Spells of the Pestilent & Verminesque

Vile Residue
Level: 1
Duration: 6 turns
Range: Touch
The caster causes their own shadow to curdle into a fetid, toxic mass of filth that causes (1d4) damage to anyone who touches it. Those coming into contact with the Residue must Save or contract a minor disease.

Mark of the Ungezeifer
Level: 1
Duration: 1d100 days
Range: Touch
This spell creates a reeking, disgusting mess that attracts Ungezeifers. It extends its area of effect over the course of 1d100 days and then dissipates, leaving a nasty, urine-like stain upon whatever surface was so marked. The stain can only be removed by use of a solution containing colloidal silver, otherwise the mark will persist, even though the stench is gone. Anyone bearing this mark upon their person will be automatically and preferentially attacked by any Ungezeifer encountered.


Rat's Teeth
Level: 1
Duration: 6 turns
Range: Touch
The Caster's teeth grow into long, rat-like fangs, granting them a bite attack (does 1d4+STR Bonus, if any) and lowering their CHAR by 1 point. There is a base 30% chance of the spell becoming permanent.


Encrusted Filthiness
Level: 1
Duration: 6 turns
Range: Touch
Caster becomes covered with filth, gaining +2 to Armor Class and all hand-to-hand attacks now have a 30% chance to inflict some minor disease upon those failing a Save. Each time the user of this spell is wounded, they must Save or contract disease.

Idiot Gibbering
Level: 1
Duration: 6 turns
Range: 30'
Caster begins to titter and giggle in a disturbing manner that echoes through underground passages in a weird, unsettling manner. Anyone confronted by this spell must make a Morale check or find themselves so revolted as to be driven away for the next 1d6 minutes.

Ratification
Level: 3
Duration: Instant
Range: Self
The caster cascades to the floor as a swarm of small rats that then scurries away in every direction. The rats need to gather back together, or else the caster is permanently lost. If more than half the rats are killed or destroyed, the caster cannot reform until a suitable number of rats are brought into the swarm...which can take a very long time indeed.

There are more such spells available, but these are the spells most commonly traded by the Lesser Nosferatus. Each time one of these spells is used, the caster must make a Save or experience increasingly morbid and vile dreams during which they lose 1 hit point. Anyone losing a cumulative total of 10 hit points over the course of a year is forced to make an additional Save or lose 1 point of WIS. Persistent use of the spells taught by the Lesser Nosferatus can lead to a steady degradation of one's self esteem, willpower and vitality. But it is a slow, gradual process. Most go insane before experiencing any of the truly deleterious physical after-effects...

Saturday, October 20, 2012

Lipophage

Lipophage
No. Enc.: 1d4 (3d4)
Alignment: Chaotic
Movement: 120' (levitation)
Armor Class: 8
Hit Dice: 1+
Attacks: 1 (Sting or Extraction)
Damage: 1d4+2/see below
Save: F1+any additional HD
Morale: 3

Special: When a victim appears to be immobilized or incapacitated, a Lipophage will attach itself to them, causing 1d4 damage. Once attached, the Lipophage will then begin to extract all fatty tissues from their victim. This extraction process causes an escalating amount of damage the longer it goes on, increasing by an additional 1d4 each turn until either the bloated things floats off in a dazed state of contentedness, or the victim dies, which ever comes first. Every 40 hit points consumed in this manner grant the Lipophage one additional HD. There is no known limit to the size these things can attain, so long as they acquire enough fat to feed upon.

Sulking, skulking, smooth and slippery, Lipophages are disgusting nuisances few ever take seriously until after they're seriously injured or incapacitated. Cowardly scavengers, the amorphous things pulse and throb as they squish and squiggle through the stale air of the sewers, tunnels and caverns where they proliferate.

Old wives' tales hold that the Lipophages develop as blobby lumps of pulsing pink flesh arranged along a thick vertical stalk, much like Brussels sprouts that grow deep underground in areas of contaminated soil where hateful slimes or Spectral Brine has been allowed to accumulate and fester.

There is a wrinkly, blue-gray variant or sub-species of the more common Lipophage that specializes in extracting brains from their still-living prey. These creatures, tentatively named 'cerebrophages,' are both more aggressive and a good deal more cunning than their more placid cousins.



Friday, October 19, 2012

Maelstrom (Monster/Effect/Portal-Type)

Image by Harry Clarke from the 1919 edition of E. A. Poe's 'Tales of Mystery and Imagination.'
You can also download a copy of this image to use via Wikimedia Commons, as it is in the Public Domain.

Halloween is fast approaching and this is my favorite time of the year to revisit and re-read a bit of Mr. Poe's gruesome, decadent tales and poetry. Or listen to that album by Alan Parsons...while re-reading some of Mr. Poe's lurid prose. And a piece of fresh-baked pumpkin pie or a really good pumpkin stout...yeah.

ahem.

"The ways of God in Nature, as in Providence, are not as our ways; nor are the models that we frame any way commensurate to the vastness, profundity, and unsearchableness of His works, which have a depth in them greater than the well of Democritus."
Joseph Glanville (Note: Poe substantially revised the original quote...)

In Poe's tale 'A Descent Into the Maelstrom,' he presents a survivor's account of having nearly been swallowed-up by a massive whirlpool. The old sailor recounts his terrifying experience in the course of a mountain-climbing trip in Norway. He tells his companions of his shipwreck during a hurricane, getting caught in the swirling, churning grasp of the watery vortex and his eventual rescue, after witnessing the horrific descent of his brother into madness and oblivion while he survived because he made good use of his powers of observation and reasoning. The sad, lone survivor of this encounter with the Maelstrom was wizened, weakened and aged terribly by his ordeal.

Much feared as hazards to navigation, even as monsters unto themselves, whirlpools such as those off the coast of Norway such as Mokstraumen, one of the most notorious such vortexes known since even before medieval times, have featured prominently in old sailor's tales and in folklore as rivals to sea serpents, leviathans, and krakens. Whirlpools were regarded with awe and a healthy respect, as they could break-up or sink a good ship, and there was little that could be done about it, save to avoid the things in the first place.

But are they best represented as Monsters or Environmental Effects/Events?

Here's a Monster write-up for Labyrinth Lord to consider:
Maelstrom
No. Enc.: 1
Alignment: Chaotic (Evil)
Movement: n/a
Armor Class: n/a
Hit Dice: 8
Attacks: 1
Damage: see below
Save: n/a
Morale: n/a
Hoard Class: Detritus & Debris

Special: On the outer periphery the Maelstrom inflicts 1d6 damage to anyone/anything coming within reach of its swirling, churning turbulence. A Save must be made or the victim (be it ship, sailor or shark) becomes trapped in the vortex. Those so captured either suffer a progressive 1d6 in damage (either roll to Hit or use a Save), or they are drained of 1 point of CON or WIS (player's choice). This process repeats itself for 1d6 turns, after which the victim either is sucked down to the bottom of the sea, or they are rescued by someone operating outside the perimeter of the vortex. Those lost to the vortex are non-recoverable and never seen again. Anyone surviving such an encounter is aged severely (becoming Elderly or Venerable, using the Ability Adjustments Due to Age Table on p.23 of Advanced Edition Companion, or something similar.)
As a Monster, such a vortex might be some sort of Elemental Being. Or it could be the effect produced by a gargantuan fishy-thing deep below the surface of the water, such as Charybdis, some folk's re-interpretation of the Welsh Afanc or the afore-mentioned Leviathan, but that tends to get Biblical, enviously demonic or Moby-Dickish...even Hobbesian. But all that could just be so many odd-ball tangents to waste spend a few hours following the links down the rabbit-hole. If a Maelstrom is some sort of specialized Elemental, the special attack of a demented demonically-possessed albino whale, or some dreadful crowned prince of the Infernal Regions who somehow got lost at sea (possibly there is some evil artifact down there, beneath the waves, stirring up all this turmoil and terror? Could be. (We really need to write-up a Charybdaiad now though...)

...

But what if the Maelstrom were a more natural sort of thing, a large, and dangerous Environmental Effect, and not just another monster in some scribe's exaggerated bestiary? (or it could be both, really...)

That sounds like a job for a Random Table...

Maelstrom as Hazard to Navigation Table

  1. The turgid, foamy waters subside within the next fifteen minutes; you just missed it. Ship or swimmers take 2d4 damage and make a Save at +2 to avoid getting dragged under by the last dregs of the whirlpool. It will be back in another 1d6 hours.
  2. Everything seemed peaceful, serene and reasonably calm...then the waters became agitated, choppy, increasingly chaotic as a huge roaring, spiraling cataract formed in seconds, smashing everything caught within it for 4d6 damage and threatening to capsize or split asunder any vessel unlucky enough to get snared in the treacherous currents.
  3. It started slowly, at first. A weak swirliness in the waters just off the point. So many tiny ripples. Easy to overlook or ignore as just some minor churning brought on by the weather, the passage of some whale, or whatever. Then it got worse. More intense. Every minute the waters grew more and more agitated. Then it was too late. A whirlpool churned and turned, making the channel a death trap for any ship caught within its watery grasp. (Save or Sink. Extends for a substantial circumference, perhaps up to half a mile...)
  4. "All of a sudden, it's got you..." Everything went blue. Deep, vivid blue. You've gotten snared by the vortex produced by a hitherto unknown Blue Hole. It strikes by surprise, from below, forcing a Save at -2 to avoid getting swept away in the powerful currents.
  5. The tides shift even as the winds pick up from the south. Menacing clouds boil across the darkening sky as heavy weather moves in fast. There's a hurricane blowing in and this stretch of water is now riddled with 2d6 whirlpools of random size and strength. Good luck.
  6. The whirlpool was clearly marked in the Carta Marina and other such charts. But your captain insisted on risking the passage. Now whatever demons might have been haunting him, driving him on so recklessly have done for you all--the Maelstrom is raging and roaring and spinning at full force and the ship is crumbling to pieces beneath you...

Whether or not there's anyone out there to rescue those who run afoul of such a whirlpool...well...that's best left up to the DM.

...

But what if such vortexes and whirlpools were not just monstrous things or environmental quirks? What if they also somehow provided a highly dangerous means of crossing-over to some Adjacent World, Parallel Realm, or some other plane of existence? Could such a whirlpool connect to some alien ocean or weird elemental realm of some sort?

Why not? Maybe that whirlpool you've just discovered is some sort of fluctuating gateway to some other place, some distant region of existence where things aren't quite the same as here. Maybe it is some sort of Weak Point, or the ongoing effect of some malfunctioning Transition Mechanism trapped deep beneath the waves. It could be a gateway to all kinds of adventures. Maybe such a thing might make for another entry in Porky's ongoing Community Project 'The Ends,' which you can find here.


Thursday, October 18, 2012

Bujilli: Quick Index to Series One (Episodes 1-19)


“...a weird dungeon crawl meets 'choose your own adventure'-style play-by-blog.”


A Quick Introduction to Series One
Bujilli's Sojourn originally began as an experiment at our Zalchis blog. We had no idea of what we were getting ourselves into and just built it all as we went along. At least we did until there were some unfortunate 'technical difficulties,' and we took some time off to re-build and re-start from scratch. It was Porky who convinced us to resurrect Bujilli here at Hereticwerks, and we're very glad that we did. Series One ended with Bujilli entering Wermspittle and Series Two has continued every Thursday since then, with Bujilli getting into all kinds of trouble and adventures along the way. Who knows where Bujilli will wind up next...


Bujilli Series One: Beneath Zormur's Palace
Quick Index (Episodes 1-19)


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

Bujilli: Episode 47

Previously...
Bujilli fished Leeja out of the stagnant water of the cove, before whatever lurked beneath the scummy-moldy crust extending out from all the defunct boats was able to latch onto her. They moved down the crumbling pier and intervened in time to extract Bortho from the clutches of pallid, humanoid assailants...just as his mate gave birth right there on a listing derelict hulk of an old boat. All the blood and noise attracted those things Bujilli had noticed moving about under the foul water. Whatever it was finished off the last attacker. Then it dragged the other bodies underneath the scum. They left. Quickly. Before whatever it was realized that there was more meat available. They headed back to the fortified depot, got some rest, then headed back to Idvard's Keep. They met a group of drones wielding a random selection of pointy-pokey-type weapons as they re-entered the Keep. A pale-skinned man in a strange get-up, not quite a robe nor armor exactly, something of both, greeted them. He knew they were coming. They were expected. Now he was accompanying them to go somewhere...

"If you would be so good as to come along quietly we can all get some much desired answers."

Bujilli glanced at Leeja. She was scowling, shaking with barely suppressed anger or hatred. Her claws were extended. But she was quiet. For now.

He got the distinct impression that she knew something of the nature of the tall, pallid man who had been waiting for them to return.

Waiting. Fore-warned. Bujilli looked around the space they were in, right there at the head of the spiral ramp way leading down to the level below. Those drones with their spears were the same worker-drones Idvard was ordering about when they left. They could stand there, maybe even try to fight somewhat, but it was clear that they were not trained as spear fighters. Which was odd...

Idvard had clearly said that he would be receiving a consignment of combat-oriented drones to help secure the Keep. Those drones were supposed to arrive well before this...

Bujilli Considered the options. He looked at Bortho, who was quickly healing from all his recent wounds. Bortho's mate--they still did not know her name. And his newborn daughter.

This was not the time nor the place to fight. Too many unanswered questions and a dozen guards who did appear competent with their strange fork-glaive-hybrid weapons. They moved with military precision. Soldiers. Infantry used to fighting in close-quarters, like restricted passages or tunnels...

"Answers would be welcome." Bujilli nodded to the pallid man and gestured that he should lead on. for a moment Bujilli considered trying some sort of ruse to grab hold of the amulet the pallid sub-leader was wearing. It was the amulet that Idvard wore. The one that allowed him to command and control the drones.

But he held back.

He could feel the pressure of the pallid's extra-sensory perceptions impinging upon his consciousness. This was not just some officer. He was also psychic. Bujilli stretched his neck, his back, letting the pain wash through him, letting it radiate outwards, discouraging casual contact. He began to recall all the abusive things he had experienced growing up with his Uncle. If the pain didn't rebuff their empathy, the memories he shared like a recited litany would give him some distance. It had worked fairly well before. Most mind-readers were prone to making mistakes like thinking that they really knew whom they were dealing with once they pried away some secret or other, as if they could analyze such things out of context and come up with an accurate idea of who or what their targets were or were capable of doing. In Bujilli's experience it quite the opposite, usually. Lacking context, one was more likely to make faulty assumptions. He grinned. Let them rush to judgement. He preferred to be under-estimated by possible opponents.

A quick touch on Leeja's shivering arm quieted her down. She looked into his eyes. Something wordless passed between them. They really were developing a rapport. It scared them both equally. And that made it the worse, yet neither one would abandon it for anything.

The pallid gestured to his troops and the drones took up position at the entrance. They would be staying in-place. Perhaps whomever had taken over the place in their absence didn't really appreciate just what was going on own there. That might give them some leverage. Something to barter with perhaps.

They might need it.

They were led through the Main Hall, past where Bortho's people ought to have been busily working on their defenses. the place was empty, deserted. Up the spiral ramp they went. Retracing their original path. Back to the Observatory Chamber where Idvard had set-up his personal command center. Where the Weak Point leading back to Wermspittle was located.

But three was no Weak Point. Only a section of dingy Yellow Wallpaper flanked by some rickety, worm-riddled bookshelves could be seen where the Weak Point should have been. Pulsing green stones and a set of peculiar effigies or scrimshaw idols were haphazardly jumbled on the shelves completely at random. It looked bizarre. Out of character. Not the sort of thing he would expect from Idvard.

They were escorted to the big, heavy table. It was cleared and covered in a clean cloth of finest gossamer. four thick blue candles set in holders cast to look like squatting frog-things occupied the center of the table.

Seated at the head of the table was another pallid. A woman. Her hair was thicker, longer, more lustrous and somehow even more unruly and wild than Leeja's own snow-white tresses. The resemblance was striking.

He glanced at Leeja. She was livid. But silent.

The troops arrayed themselves around the table. Every other one collapsed the shaft and then slung their fighting glaive-fork weapon across their backs in order to draw out a slender black poniard-like wand as they assumed an observant stance. There was twenty of the troops in all. Plus the Sub-Leader...and the woman.

The Sub-Leader stood next to Bujilli, as if to personally present him to his mistress. It made Bujilli think of a cat dropping off a half-eaten rat in front of it's so-called owner.

"What a wonderful surprise Ajjmae..." She purred from her very comfortable looking, heavily over-stuffed and expertly upholstered chair. It reminded Bujilli of the chair in Gnosiomandus' personal study.

"You recognize these mercenaries Milady?" The Pallid Sub-Leader looked troubled. Disturbed. As if a carefully conceived plan had just fallen apart before his very eyes. But he was a professional. He soldiered on.

"MILADY?!?" shrieked Leeja.

The woman laughed. Cackled really. Then she stood up. Elegantly attired in expensive-looking sculpted armor. Richly jeweled. Inlaid. A black-metal gladius hung at her hip in a yellow metal frame or cage that served as a scabbard. She moved with cat-like grace and stood before Leeja before Bujilli was sure that she was moving.

"Yes." She glared into Leeja's eyes, smoldering green-gold facing smoldering green-gold.

"Since when?" Leeja snarled.

"After I killed father, of course."

"You bitch!" Leeja hissed.

"No dear. You take after our mother far more than I do." she looked at Bujilli disapprovingly; "Is it bestiality or are you simply playing with your food? I wonder..."

Leeja slashed the air where her sister had been standing. Claws came out. Yowling. Hissing. Spitting hatred. Blood spattered across the table cloth. The floor. Bujilli's face.

Almost as quickly as it exploded into violence, the fight came to a stand-still, a stand-off. They were too evenly matched. They knew one another too well.

They stood there glaring at one another. Breathing heavily. Thwarted. Frustrated. Bloody but unbowed.

A precarious moment.

Bujilli saw his chance. He grabbed the amulet and twisted the chain into an impromptu garrote.

The troops hesitated. Caught between conflicting orders and a secret betrayal gone completely awry. They quickly took up a neutral position, keeping everyone in the room at arm's length and waiting to see how it would all sort out. These were veterans of a score or more such internal disputes. They knew the drill.

Ajjmae slumped into unconsciousness. Bujilli could feel it happen. Another reason not to be so persistently prying with psychism. He removed the amulet and pulled it over his own head. He could feel the connection to the drones reset. Recalibrate. There were three dozen worker-drones in the Keep. Twelve guarded the ramp way entrance. The rest were...

"So your pet has some talents besides keeping you amused in the bed. Well done little Almas mongrel." The usurper clapped her slender hands in mock salute.

"Shut up Niobe."

"Ah but these are my troops surrounding you--"

"And I command these drones..." Bujilli drawled as two dozen randomly armed worker-drones came into the Observatory Chamber, each one carrying a hammer, mace, axe or club--weapons that any competent carpenter could wield effectively.

And the worker-drones were very good carpenters.

Niobe laughed cruelly.

"I'm not impressed--"

"I didn't think you would be. Not by these worker-drones. However these are not the only drones you need to consider."

The Yellow Wallpaper ripped apart into shreds as Idvard ordered his combat-drones into the room...



What was Niobe doing here in the first place?
Why was Ajjmae scheming to assassinate her?
Can Idvard and his allies secure the Keep once and for all?
Or is there even more going on here than any of them suspect...

Will it be a stand-off or a full-on battle?
Should Bujilli play the diplomat?
Or
Should he act decisively and eliminate a clear and present threat?

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, October 17, 2012

Guignol Petite Mal

Guignol Petite Mal
No. Enc.: 1 (0)
Alignment: Chaotic (Evil)
Movement: 60'
Armor Class: 6
Hit Dice: 2+ (Regenerate 1pt/hour)
Attacks: 1*
Damage: 1d4
Save: F4
Morale: 4

Special Attack: Guignol Petite Mal will usually attempt to attack by surprise, either from behind or by way of their Sucker Punch attack (+4 to hit, 2d4 damage, Save or suffer -4 to Initiative and all Reflex Saves for 1d4 minutes). Instead of attacking, they can instead lunge, tumble and cavort about frantically as they dodge the attacks of others. They also can cast the following spells once a day: Confusion, Fear, Feeblemind, Ventriloquism.

Twisted and filthy little children's puppets who've gone very, very bad. Terrible things, barely the height of a small child and composed mostly of sticks and scraps of cast-off fabric, once these puppets performed for appreciative audiences, their antics bringing laughter and joy wherever they went. Now they sow fear, discord and mayhem wherever they go.

Most experts agree that the only really effective way to destroy these perverse little terrors is to burn them. However, even if they are burned to a fine gray ash, those ashes remain capable of tainting, corrupting and animating any other puppets it comes into contact with, converting them into another Guignol Petite Mal within 2d4 hours. The only sure way to finish one of these things off for good is to properly exorcise the ashes. And maybe it would be a good idea to mix the ashes into cement, just to be safe, according to some of the Midwives who tend to have dealings with Refugees from Nagrothea.


Mucoid T-Shirt at Zazzle

Mucoid T-shirt
Mucoid T-shirt by hereticwerks
See other Scifi T-Shirts

We thought that our Mucoid fighter would look good on a dark T-shirt...

Tuesday, October 16, 2012

Lithus Sector: Hex 01.03 (Xokav Incursion)









Hex 01.03

The Xokav are an enigmatic, ancient civilization dominated by a deeply entrenched hierarchical bureaucracy of psychic bivalves. For the most part the Xokav Swarms remain outside the Lithus Sector. For the most part. In Hex 01.03 there is a small CystClave of Xokav in the process of seeding the trailing end of the Dalax Nebula with nanorganic ovomasses with the intent to harvest dozens of bioformed habitats uniquely suited to the Xokav.

Xokav Swarm-sprite
What Is Currently Known
Three thousand years ago the Xokav abandoned all of their Cyst-Creches and CystClaves within the Lithus Sector. This withdrawal was extremely sudden and left behind only massive, empty bio-structures that drifted along dreaming in their lonely orbits. Most of these Bio-Structures have drifted along for thousands of years in peace, their dreams echoing across Lithus Sector on a deep wavelength few other species ever reach except in cases of trauma or highly exotic training.

The dreaming Xokav CystClaves within Hex 01.03 can be sensed as far away as Panj (04.05), Ashlek (01.05) and Allaro (00.06).

Abandoned Xokav CystCreches and other structures have been registered within the solar-system boundaries of Kazix (02.01), Lithus (03.05), and Kallisir (06.05). Unconfirmed reports have been posted for some sort of unexplored Xokav-style free-floating Bio-Structures at Mov (05.00), Pangazzi (03.08), and on the very peripheries of both TRADA (05.08) and Tregio (00.03).

There have also been unconfirmed sightings of ruined, damaged or dead Xokav Cystic Bio-Structures in several of the unclaimed regions along the edge of Lithus Sector abutting the Xokav Swarm Sector. No Xokav bio-Structures have ever been reported or spotted within 2 hexes of The Canopy nor The Eridanus Reach Sectors...though this last claim is now under dispute.

ExoSolar Nomads claim to have witnessed the crash of a Xokav Bio-Structure on an unregistered Dark Body in hex (07.07), but they have not released their evidence at this time, pending the acceptance of a lucrative deal with one of the hyper-competitive media outlets operating out of Lithus (03.05) or Tregio (00.03).

Immediate Repercussions and Subsequent Events
Dreamers, artists, poets and psychics from as far out as Panj (04.05) have been reporting a series of recurring dreams that have grown in intensity and duration over the last few weeks. At first the various disparate local authorities opted to do nothing. Officially. Elected pundits and sanctioned interpreters were nearly completely uniform in their collective efforts to down-play any significance this chain of events might have. the loudest voices calling for investigation into the matter either suddenly shut up, de-listed or dropped out of sight. some of them were undoubtedly 'disappeared.' Unofficially every major government, corporation and faction within the Sector that has any sort of connection or interest to psychic phenomena is in an uproar. Covertly, secretly, behind closed doors and beneath heavy shields they are all engaged in crash programs of various sorts to ascertain just what is going on, and what to do about it. Several cloaked missions have been launched in the hopes that doing something, anything is better than to wait until it is too late.

The Xokav maintain no embassy, no delegation, no representation among any of the Powers or Principalities within the Lithus Sector. They do not recognize any existing species or government currently expressing any sort of territorial or other claim within this region. The Security, Tactical, Military-Industrial complexes of several major solar-states see this as a potential threat to their sovereignty, interests and ambitions. While the Politicos, SpokesAI and Aristos hotly debate things, many would-be Warlords have begun to secretly gear-up for what they believe to be a fierce interstellar war for survival. Special Forces and various high-end operatives, including numerous sleeper cells and frozen assets have been activated and/or recalled, creating even more chaos, distrust and troubles as everything shifts into new configurations and old allies begin to question the existing treaties and opportunities for mischief pop up everywhere.

At first only two or three individuals claimed to speak on behalf of the 'Dreamers.' No two of them share the same messages, nor the same aims, methods or approach to how they receive let alone interpret these 'messages.' The most troubling thing, known only to those who have had the wits and wherewithal to investigate the matter sufficiently and discretely, is that each of these individuals does demonstrate heightened psychic sensitivity, awareness and ability. It is as if they were all being boosted or augmented in some way. Various covert agencies inside and outside of official channels have begun intensive monitoring and observation protocols. At least two 'Speakers' have disappeared, they are presumed to have been taken into custody by one of the more aggressive, less scrupulous agencies. So far the messages distributed by these individuals have been suppressed, scrambled, jammed or re-routed to keep them from reaching the majority of viewers, but this sort of massive multi-system black-out is the largest and most rigorous such effort ever mounted and it is failing. In less than a week, the messages will flood out across the StellarNet. Unless some way is found to effectively silence the Speakers, erase the datasets, or crash the system--an unthinkable, virtually impossible thing to accomplish...or is it? In the rapidly escalating atmosphere of panic behind the scenes, perhaps someone, somewhere is contemplating just such extreme measures...

The recent discovery of a pseudo-organic Bioship of unknown provenance on Xudriss II has stirred-up a great deal of angst among the secret masters of every covert operations services within the entire sector and beyond. Someone managed to re-route an Auto-Brig and hijack a group of deportees or detainees that have since penetrated the Bioship and either destroyed it, made off with it, or carried away extremely sensitive materials or otherwise vital information that simply Cannot Be Allowed to Fall Into The Wrong Hands.

A grad-student in the Xeno-Cryptography Department at the University of Kaaldu (03.04) recently disappeared. So has a  a Teaching Assistant at the University of Kaaldu's Deep Time Photoarcheology Station currently in operation in an Unclaimed Region (Coord.: 02.03). The TA is missing and presumed dead due to circumstantial evidence reported prior to the news blackout initiated by representatives of the University of Kaaldu. This incident may or may not indicate some sort of connection between the Xokav Situation and whatever is happening at Kazix (02.01). The Grad Student set-up a timed-release data-packet through his personal social media hub, a fact that was discovered by freelance Snoopers and made a matter of Public Record prior to the campaign to stifle and silence the so-called Speakers On Behalf Of The Dreamers. No one is clear on just what the Grad Student might have squirreled away prior to their disappearance, but speculation and tensions are running high, if not completely amok. Whatever secret(s) might be contained in that packet, when it drops into the Mass Stream, things are sure to get even more interesting.

In the last two days a strange viral infection has broken out across all those cities and habitats where a Speaker is currently active. After a modest three hour fever the victim's body extrudes a thin membranous flap of translucent living material that functions as a biological data-tablet. Every single one of these data-tablets appear to be synchronized and coordinated into a massively parallel closed network. They are appear to be in the process of accepting a serial download from some unspecified/unverifiable source. Some of those affected have torn the things out by their roots, suffering serious personal injuries. Others have taken it as some sort of a sign either of a religious nature or of alien superiority. Rough estimates calculate that the download will be completed within the next three days. Every Faction, Power, and Interested Party is investigating their options and some rather drastic things have been ordered into effect before getting full approval or backing...

Monday, October 15, 2012

Bagnar (Mutated Mondays)

Bagnar is old. He remembers the way it all was before. At least he thinks he recalls something of the way it used to be, way back when. But he's old. His memory isn't what is used to be. Neither is the world, but that's another matter.

He distrusts day-light and only moves around at night. His eyes work better without all that loud glare and hot noise from the sun. Years of nocturnal scavenging have given his scaly skin a pale, washed-out appearance. Like petroleum jelly or canning wax left too close to the wood stove.

Armed with his venerable jabby-stick and a well-earned reputation for being incredibly ornery when he's treated uncharitably, Bagnar wanders about the Old Places, rotting about in the ruins and salvaging all sorts of rubbish and junk, mot of which he tinkers with and eventually crafts into various tools, contraptions or weapons.

Those who get on his good side can barter, trade or even buy some of the things Bagnar has cobbled together. He also has forgotten more about the local region than most others will ever know, unfortunately, he really has forgotten it all. But every now and again, when he's in a particularly good mood or someone gets him talking about his younger days, sometimes Bagnar remembers things no one else ever knew...things that could make the right person or persons rich...maybe...

Some of Bagnar's Trade Appropriate Thingmabobs
  1. A bicycle built for three, with three swiveling weapons-mounts.
  2. A self-inflating raft that has been modified to extract hydrogen from available water and use it to float like a blimp. A very explosive blimp.
  3. Twin mortars, welded onto a frame meant to be strapped onto a very large rodent. The rat died a few years back. It was a good rat in a fight.
  4. Voice-activated wrench-set. Metric.
  5. Lamp on tripod. It strobes black light. He doesn't remember why he did that.
  6. Folding sheet-metal bins that collapse into flat panels that can then be rolled into cylinders for storing them until needed. Somehow the things get smaller and lighter as they roll-up. If rolled the wrong way, they get larger and heavier.
  7. Modified air-pump now shoots dart the better part of half a mile. Not terribly accurate, but it can put a hole in something that gets close-up.
  8. Grappling hook that actually grapples on command. It doesn't release right away, sometimes it takes three tries to get it to let go. But that's a minor glitch.
  9. Six boxes of parts for a still he was building for Gomphrey, only the scurrilous punk never did come back with whatever it was he had promised me to build the darned thing. (This took place many years ago, back when Gomphrey was still a young adventurer. See Ten Short Adventures Set 1 for more about Gomphrey.)
  10. A heavy set of pipes, tubes and cannisters welded and duct-taped onto a two-wheel hand-truck. This is a combination flame-thrower, scent diffuser, humidifier and chemical sprayer. It's fully loaded. The guy who commissioned it never picked it up. You can have it if you'll just get it out of the way.


A Few of Bagnar's Tall Tales and Recollections
  1. Bagnar recalls 3 random things about one particular hex on a map he has laying around his workspace. You can have the map. (Determine hex randomly)
  2. One of his old journals details the annual migration paths of several species of migratory creatures, including certain nomadic humanoids and mutants, all of it logged over the course of 5d20 years in cramped, tiny hand-written notes. There are pictures. He's open to making a trade for this journal.
  3. The old tinker takes down a massive thigh-bone converted into a map-case. Inside is a map picked-out on a sheet of expertly tanned and still supple Pigmen hide. The map details a major Pigmen enclave and denotes handy things such as weapons caches, larders, prisoner-pits, fuel dumps, and so on. The only catch is that Bagnar doesn't recall off-hand where exactly this particular Pigmen encampment is any more.
  4. Did I ever tell you about the time I single-handedly caught a Radiation Whale (MF p. 91) using only a piece of candy and three feet of dental floss?
  5. Suddenly Bagnar recites the recipe for compounding a powerful defoliant that is deadly to Pumpkin Men (MF p.90), and other such plant menaces. He repeats the recipe three times in a sing-song voice then promptly forgets it.
  6. There is a blue-speckled herb that grows up in the high country West of here. If you boil it down and mix the liquid with some good, fatty oils, like rendered Sand Whale blubber say, this stuff makes a salve that repels Mansquitoes (MF p.82)  better than just about anything, short of a flame-thrower. He'll draw you a picture if you like, but he has a few photographs stuck in his cookbook, if he remembers.
  7. Kudzu-Curare works wonders in terms of paralyzing Fishmen (MF p.72)  if you cut it into one-foot sections and toss it into the water over their nesting sites. Course the stuff is juicy and messy and will paralyze you just as good if you don't pay attention to what you're doing. If you mix it with candle wax and well-chewed gum or maybe some lard in a pinch, it can be slathered onto your edged weapons. It'll keep for a few days, long as you keep out of the rain.
  8. He has recipes for boiling-down a Black Pudding (MF p.62) and for pickling the heart-stalks of Brain Plants (MF p. 64) that he swears by. He used to win cooking contests back in the day. Which is a good way to infiltrate some of the local settlements hereabouts. They might shoot you most days, but if you let them know you're there to challenge their cooks to a cook-off, well, you had best be darn sure of your culinary capabilities. If you can at least make a respectable showing, like say second place, you might have a whole bunch of newfound friends. Just stay out of the walled-towns down along the Green River. They aren't so picky about what meat they put in their pots, if you know what I mean.
  9. Heard tell a few years back, a young girl from the Deep Woods, figured out how to tame herself a family of Casteroids (MF p. 65). Those mischievous beasts got her into all sorts of places. She keeps to herself these days. Built a bunker of sorts out past the big lake. What was her name again...
  10. There's a way to get rid of the Burrow Tuber (MF p. 64)...but it involves raw eggs, pumpkinseed oil and something else. Tastes like paint thinner mixed with sheep spit, but it does the trick. (He'll eventually remember if not badgered).
  11. Saw a crazy light in the sky a few weeks back. Several of them in fact. But this one. Well, it crashed back in the hills maybe two-three miles away. I haven't had time to go check it out yet. Maybe you'd like to go take a look?
  12. Mants (MF p. 82) can't handle their liquor, and smoke puts them to sleep just like bees. Just make darn sure you aren't anywhere near when they do wake up. they are fiercely bad waker-uppers. A little kerosene mixed with sheep manure will foul-up their sense of smell better than a dozen cannisters of tear gas. Funny thing is that when you mess up their sense of smell, they can't talk to one another hardly at all. A lot of their language is chemical-based. Or so it seems to my recollection.

Bagnar
No. Enc.: Unique
Alignment: Neutral
Movement: 120' (40')
Armor Class: 4 (Custom armor)
Hit Dice: 12
Attacks: 1 (Jabby-Stick or mutation)
Damage: 3d6 or See Below
Save: L12
Morale: 12

Mutations: Extra Parts (new organs), Increased Vision (night sight), Increased Touch, Natural Armor (scaly-skin), Quick Mind, Regenerative Capability (10 hp/day). Drawbacks: Bizarre Appearance (scales, colorless-ness), Light sensitivity, Memory Loss, Nocturnal.

Bagnar's new organs coupled with his regeneration capability have rendered him semi-immortal. Unfortunately his memory is spotty and inconsistent.