Friday, December 20, 2013

Obsolete Simulations Roundup: Getting Prepped


The Obsolete Simulations Roundup blog-hop is being hosted by The Savage Afterworld blog. It takes place on December 29th, 2013. You can find out more details at this post, or this one, or check out the two new scenarios for Ghostbusters RPG to get prepped and inspired to participate, or just to see a sample of what is to come. We'll be writing about Fringeworthy & SPI's Universe RPG.


ZPG6: Champion A---

Years spent in training. How to use every weapon. How to beat every type of defense. Strategy. Tactics. Endless drills. Endless waiting. Then the Call came. 
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Thursday, December 19, 2013

Bujilli: Episode 72

Previously...
Sprague pulled Bujilli into a dreamstate conference. He wanted to make a deal, he said, but Sprague seemed conflicted, deeply at odds with himself and his secret masters. A master of unconscious forces, Sprague appeared to be caught up within some inner turmoil, almost as if he were fighting himself or perhaps he was trying to get out from under his masters. There was something off about the whole thing. It reminded Bujilli of the business with Sharisse (Episodes 31, 32 & 33). He removed the Werms form her. The Werms. Bujilli kept thinking about the Werms...

Then the screaming started and blood oozed under the door to his room...



Bujilli lurched up off of his bed. Pulled up his britches. Got himself in order. Blood seeped under the door.

Gnosiomandus gestured and brought a gnarled old wand into his hand from somewhere else. The old man looked downright grim. There was a darkness behind his eyes that made Bujilli wonder what was going on with him.

He got his boot laced. Looked over at Leeja. She was watching over him. Gold-green eyes sparkling. Her hand on his shoulder. He would walk through another seven Hells for her...and she would do the same for him. It was a disturbing realization. Not entirely new. But shocking every time he got close to it. For both of them. Their rapport was deepening, strengthening. They smiled simultaneously. Nervously. Shyly.

Then the screaming raised in pitch. Inhuman. Wet. Blood-curdling. They couldn't just leave Gudrun and Sharisse out there much longer.

Bujilli consider what spells to get ready. He took quick stock of his weapons. The short-bow was un-slung and in it's sheath alongside the quiver. On his back. As it was in his dream. No. Sprague's dream. He had been pulled into Sprague's dream. But Sprague had been far less suave, much less persuasive than he was normally. The Master Oneirist was disturbed. Conflicted. Distracted.

Distracted.

Bujilli had let himself get distracted. He had allowed himself to go running about this place with one of his best resources shut down. His Counsel was operating on 'Oneiromorphic Interface.' Oneiromorphic. Dream-stuff. Someone had convinced him to switch his Counsel over to some sort of unconscious link, some sort of dream-based link. It didn't take a genius to figure out who would do that. Sprague. It fit. What a sneaky, conniving rotten--

"Machine." Bujilli whispered.

System Online

"What's out there? how many of them are there?"

Initiating Scan Extrapolating From Stated Parameters

Seven Active Aggressors Detected - Five Incapacitated Aggressors Indicated
Aggressors of Unknown Type

Query: Initiate Background Analysis of Aggressors of Unknown Type

Blood spread out from under the door. It was time to act. Bujilli gave the machine inscribed on his bones a silent affirmative. He looked to Leeja. At Gnosiomandus. Nodded.

As one unit they moved. Leeja opened the door and slipped past in a white blur. Bujilli followed. Gnosiomandus brought up the rear.

Tall, spindling not-people things, distorted mockeries of humanoid forms, all root-like and wrinkled, trailing tendrils and rootlets. Bujilli saw Gudrun sever the fore-limb on one. Sharisse snapped the legs of another. Blood--a sticky red sap really--covered the floor. The girls were lacerated from the plant-thing's lashing and flailing tendrils.

"Mandrakes!" Growled Gnosiomandus.

"Why would Sprague send these things at us?" Bujilli paused at the door.

"Sprague? No. These are Midwife servants. Not anything Sprague would use. Why would he be attacking you? What else have I missed while I was away?"

"Probably a lot. I don't know any Midwives--"

"You certainly know Hedrard."

"Are these--"

"No. These are not hers."

"They're plants, right?"

"Yes. Mostly. Sort of..."

"Good enough." Bujilli cast Confusion on the Mandrakes nearest him. When those two paused in their shrieking, slashing scampering about he waded in with his hand-axe. He'd faced an uppity tree-thing once. These were just bloated roots, really. Then he saw their teeth. He started hacking away.

"About time you all got out here." Taunted Gudrun.

"We were doing fine." Sharisse twisted out of the way of a tangled swiping mass of tendrils, spun back around, grabbed the mass and somersaulted back over the Mandrake. The tendrils snapped. She had fought in the Arena, before getting caught-up with the Corruption Trade. And the Werms. This was a chance for some pay-back. She was grinning broadly as she lunged right into the path of the next Mandrake.

"Show-off!" Gudrun chopped into another joint. Chopped again. Again. The limb fell free. She went to work on another limb. Methodical. Calm. She dismantled her opponents with the precision of a surgeon. Her scalpel was in her left hand, a bone-saw or something similar in her right.

The floor was littered with still-twitching bits and pieces of the Mandrakes. The whole place reeked of ginseng and radishes. The sap-blood was starting to congeal underfoot.

It was over.

"At least they're quiet now." Leeja joked.

"But why did they attack?" Bujilli pulled out the amulet he'd received from Hedrard. It was lukewarm. Covered with black vine-things that snaked around the disk like a tiny living cage. Bujilli Dispelled the blocking spell. The snaky-vines dribbled off of the amulet to stain the carpet at his feet.

"Someone blocked my connection to Hedrard." He looked at Gnosiomandus.

"These Mandrakes. They are out of season for feral ones. They're too spindly. Malnourished. Blood-starved. Too similar. One crop. Very unhealthy. These things were raised deliberately, wrongly, in some sort of secret plot or herbarium." Gnosiomandus slipped his wand back into somewhere else as he walked around the dismembered pieces of plant-things. Then he knelt down. Picked-up a pseudo-hand wreathed in the stumps of scores of severed tendrils. The pulpy fingers twitched and grabbed at him like starving grubs.

"Not one of these things has the Blue Mark on them. This was no legitimate Midwife's doing."

"Nothing from Hedrard." Bujilli let the amulet drop back down his collar.

"You only dispelled one end of the connection. If they're blocking your end, they're probably blocking hers as well." Gnosiomandus stood up. Rolled the severed plant-hand in a strip of gray fabric, then slipped it into his shoulder-bag. Always collecting samples.

"Why?" Leeja was carefully moving the various fragments away from each other. She'd seen, and faced, opponents that could re-connect themselves back into a working whole if the hacked-apart pieces were allowed to touch long enough.

"When Sprague pulled me into some sort of dream-contact, he was preoccupied. He botched the whole thing. He was supposed to make me some sort of offer, on behalf of his masters--"

"Sprague has no master save himself. The man's ego is his only master."

"You are wrong. He told me out-right that he served secret masters--"

"Rubbish and nonsense. I've known the man for decades. He'd never willingly..."

"Scheiss." They all said it at once.

"What the hell kind of mess have you made while I was gone, you young rascal?"

"What the hell sort of mess did you drag me into old man?"

"So who do we go after first? Sprague, Hedrard, or whomever sent these...things...after us?"


This looks like a good place to use a Poll...



What Should Bujilli & Company Do Next?










  
pollcode.com free polls 


Feel free to use the poll above, and/or to elaborate on your suggestions for what Bujilli should do next. We'll revisit the poll on Tuesday and see where things are then. Let us know what you think of this poll; it's free and seemed to work okay last time we used it, but there are other options available. We want the polls and such to work for you folks.

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

ZPG5: Field Officer L---

The battle raged. Violet streams of unlight visited destruction upon the enemy fortifications. Swarms of flickering drones fought rapid-fire duels across the skies overhung with a canopy of creeping poisons and black smoke. Casualties were atrocious. On both sides. But life is fleeting and of small consequence to the officers safely ensconced within the hardened Redoubts of Overcommand.

New orders were coming in. Then the Corps Telepath erupted into a shower of sparks and half-cooked meat. Then the Mortar-shells started falling on their position.
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Wednesday, December 18, 2013

Yellow Creepers (Red Bestiary/Wermspittle)

Yellow Creepers
No. Enc.: 1
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 7
Hit Dice: 2+2 (can advance)
Attacks: 1 (Touch, Gaze or Weapon)
Damage: 1d4+Memory Loss, Special or by Weapon
Save: MU3
Morale: 11

Special: Immune to Charm, Sleep or Emotion-Manipulating effects (includes Fear). Blood causes Confusion, even if scabbed over and dried-out. Those coming into contact with the yellow-ichor must roll a Save (at +1 bonus, as it is not very potent as is). Each successful Touch attack requires the victim to Save or lose 1d4 spells for one day. Their Gaze causes Fear in any who fail to Save at -1 penalty (it is exceptionally disturbing). Yellow Creepers ignore gravity so long as they have a surface upon which to cling. It is not uncommon for them to attack from the ceiling. They can Move Silently (80%) and Hide in Shadows (70%).

Victims of one or another form of Yellow Wallpaper, these shambling and scurrying travesties who were once human beings have been reduced to strange, aberrant wrecks of their former selves. They are emotionless, incredibly repellent (-6 Char Reaction Roll), resembling waddling fungal growths that retain a somewhat humanoid shape and appearance. They never sleep. Never dream. They also no longer speak coherently, but instead mutter and mumble in a disjointed and irrational patois that fills all who hear it with a deep sense of revulsion. Their touch has been known to ruin spell-books and grimoires, smearing the inscribed spells into dangerous gibberish and streaking the pages with a toxic yellow stain.

Former Clerics and some few others that have been reduced to this unwholesome state lose all spells, but sometimes they retain the ability to smear a vile sign or disgusting symbol with their filthy fingers. It is not a pretty sight to see, by any means.
  • Vile Sign: Save or incapacitated by nausea for 1d4 Turns.
  • Disgusting Symbol: Save or be incapacitated by dysentery for 1d4 Turns.
  • Revolting Smear: Save or experience intense and irresistible need to leave the area immediately. Effect persists for 1d4 Turns.
  • Yellow Splotch: Causes one spell (either memorized or in a book) to be reduced to gibberish, if the victim fails their Save. The mangled spell in memory can be relinquished and re-memorized another time. Those spells contained within a spell-book affected by this splotch are garbled and are now randomized in their effect(s), most of which will be negative.
There are rumored to be other signs and symbols available to certain of these beings.







Gravelands: Behind the Scenes

There is a generally different approach used when playing a game that has very abstract and open-ended rules from the approach taken when playing a game with a more comprehensive set of rules. In both cases, the task is to bring life to the imaginary situations that arise in the game, but the tools are different...
Matt Finch, Mini-Interview November 22nd, 2011

What are The Gravelands...
This is our non-official, non-canonical, open-source and open-ended setting-by-implication underlying a series of mix-and-match adventures we've been building for Swords & Wizardry (Complete). The six adventures in the series may or may not fit together as you decide. Each adventure is set within a single hex that can be plopped down into any Old School campaign map. The Series can be explored in any order, even at random; just roll a d6, and you're good to go.

What we're building is not setting agnostic, but rather deliberately setting-porous. We have designed The Gravelands Series to be easily combined or connected into any other OSR adventure or Megadungeon or campaign with a minimum of bother, but with plenty of unique opportunities and flavor.

Swords & Wizardry (Complete) clocks-in at around 140 pages and it delivers a lean, mean imagination machine for dungeon-delving and wreaking mayhem upon monsters firmly rooted in the best of the old school traditions. It does an excellent job of capturing and conveying the essence of the old game and makes it fun to tinker with things all over again. The Gravelands Series is built upon the Swords & Wizardry (Complete) rules as its foundation and springboard. Everything we provide in each of these adventures builds upon those rules and is completely compatible with that one rule book, but will take things farther, just like it was the good old days all over again.

We're wrapping-up work on a Player's Intro, Gravelands Character sheet, and a few other handy resources, as well as the selection of Pre-Generated Characters we'll be bringing along with us to Con of the North. You should be seeing more of this stuff appearing here at the blog in the next couple of weeks, barring any unforeseen disasters or whatnot.


What Can You Expect?
Take a look at the two free Mini-Adventures we did for Swords & Wizardry Appreciation Day; Taglar's Tomb and The Not-So Empty Tomb of Baljessor. Both of those have been revised and slightly expanded and ported into a pair of handy pay-what-you-want PDFs. The original, freebie versions will remain in-place at the blog indefinitely.

Two more adventures in The Gravelands series, Grave Robbing in Xanibet & Shifting Sands (and Black Cairns of Loshimur) will make their debut at Con of the North in February as we mentioned in a previous post.

The whole series of adventures will be made available as pay-what-you-want pdfs via DriveThruRPG fairly soon. Look for our announcement later this week or early next week. Fingers crossed.

There will also be a few posts here at the blog that offer some optional/supplemental stuff, new critters, and so on. If there's enough interest, and enough material generated, we'll see about making that into another pay-what-you-want pdf as well.

So, if you liked the free mini-adventures we did back in April, this series might interest you.

And yes, there will be a cross-over that involves stuff from Space Age Sorcery in one of the pending adventures...so consider yourself warned.



The Gravelands Series

GL1: Tagler's Tomb (Revised) - COMING SOON!
GL2: 
Grave-Robbing in Xanibet
GL3: Shifting Sands and Black Cairns of Loshimar

GL4: The Not-So-Empty Crypt of Baljessor (Revised)

GL5: The Low Mounds of Gorl Hazik

GL6: Flooded Graves of Old Pazwin


The Gravelands: Behind the Scenes
Player's Intro |  Player's Resources  |  DM's Resources
Swords & Wizardry (Complete) | S&W Free PDF | S&W SRD | S&W G+

ZPG4: Lady C---

Her people's eternal enemies were scattered. Their hold over the land was broken. She strode proudly through the falling snows of a late winter with the grace of a feline predator. It had been her blade that had lopped off the head of her people's greatest oppressor. It seemed only right that she ascend to the throne that she had won through much blood and more suffering and betrayal.

She paused to ponder the heavy, ancient throne set upon its blood-spattered dais. It would be good to be a Queen.

The final betrayal came without a sound. A spell set by the serpent-folk. She was carried off from her throne never to be seen again. Carried off to Zalchis.
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Tuesday, December 17, 2013

Blunderbore

Blunderbore
No. Enc.: 1 (1d4)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 4
Hit Dice: 8
Attacks: 1
Damage: 3d6 (Heavy Club) or 4d6+3 (Massive Sword or Heavy Hammer)
Save: F7
Morale: 11

Special: When Agitated, a Blunderbore gains a second attack every other turn, and they cause double damage on any successful roll of 19 or 20 to hit.


They don't throw stones; Blunderbore prefer to thrash their opponents with a stout piece of wood, say a section of an old elm tree. They carry weapons, once they've been able to acquire something suitable, but they prefer not to nick-up their blades on tiny ones. Unless provoked.

They are uncouth, loud and prone to bouts of incredibly noxious dyspepsia. They insist on eating things that do not always agree with them. They also have no qualms about devouring those who do agree with them. If they can catch them.

Slow-witted...they know that they are not as smart as others. What they lack in terms of intelligence, they try to make-up in terms of stubbornness and determination. They entertain dim, slightly distorted ambitions of sorts. They'll regale their prisoners with long, tedious, drawn-out accounts of such things as they'd really rather be doing once they've managed to stoutly secure their prisoners. More than one such prisoner has opted for suicide in order to escape the never-ending inane prattling of a Blunderbore. They rarely notice.

They do not give up. Not often, never easily. They'll lose interest and take a nap, but they're probably faking it. They'll sometimes strike a bargain to be done with some disagreeable business, but they won't always stick to the agreement.

They operate alone. Outcasts from the other Giants. Never inquire about such things; it aggravates them terribly and an agitated Blunderbore is a terrifying thing indeed.

Blunderbores have been a regular feature in numerous fairy tales ever since appearing in Jack the Giant Killer and going on to appear in several other stories, usually coming to a bad end...

ZPG3: Lord H---

Wounded unto death. His blood mingled in the dust with that of his foes and his allies and the horses. He hated the sounds the horses made when they had to be put down after such a calamitous battle. He mourned the loss of his loyal troops, of course, but it was the maimed and ruined horses that he really regretted. Such a waste.

Like his own life.

He tasted ashes in the wind. How fitting. His legacy would be those ashes now.

If only...

The hunchbacked monk cradled the fallen Lord's head. Whispered to him. Dark secrets. Bitter truths. A way to start over. To begin again.

Dying and desperate he seized upon the damned monk's twisted words. They had never liked one another. They were not friends. Barely even allies.

Even so. He muttered the vile words. Let his cooling blood purchase his passage. The monk laughed. Then it was over.
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