Friday, January 10, 2014

Shollog (Zalchis)

Shollog
No. Enc.: 1
Alignment: Chaotic
Movement: 300' (Projection)
Armor Class: 9
Hit Dice: 12
Attacks: 1 (Bite)
Damage: 4d4*
Save: F12
Morale: 11

Special: Unaffected by Charm or Sleep spells. They can only attack with their bite once every other round. *Shollog are able to swallow prey whole on an attack roll of 19 or 20. Those swallowed whole suffer 2d4 damage and must Save or age 1d100 years, per Round. After 2d4 Turns, the victim has passed beyond the reach of the beasts fore-parts, and is effectively beyond rescue.




Shollog are ponderous, slow-moving creatures. The majority of their massive bulk is rooted deeply in the past and only the barest fraction of their fore-parts protrude into current-time. Those whom they swallow whole are slowly, excruciatingly pulled back in time, however few survive the experience as they also suffer accelerated aging simultaneously...

There are reports that the disrupted temporal energies surrounding Shollogs are somehow intensifying, as if the huge things were being dragged forward through time. some believe that these things are somehow 'burrowing' their way to the very point of collapse, perhaps as part of some weird migration...


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

Player Resources: Zalchis | GM Resources: Zalchis

Thursday, January 9, 2014

Bujilli: Episode 74

Previously...
Bujilli is facing the door outside Room 303 in the Oenirical Studies Section of the Academy at Wermspittle. This is one way to Sprague's chambers. It's the only way he knows, or that Gnosiomandus can lead them to at this time. He and his companions have come here with the express intent to confront Sprague and to get some answers...


Bujilli released the door handle. Heavy black wood. No rich, lustrous butter-colored...then it shifted again. The door was a mutable thing. The handle shifted too, only more slowly, as though the metal was resistant to the morphing effect. Perhaps it possessed a type of inertia?

"So let me guess. This door. It's not quite 'real' is it?"

Gnosiomandus smiled broadly. Nodded. "Correct. Sprague's an Oneirist. Nothing you see in this place is necessarily what you think it is. Everything here is subject to reinterpretation."

"Revisionist reality?"

"Very good. You've been reading."

"I grew up reading a lot of crappy books. Nice one of them proved useful, finally."

"Ah but that's the thing with books, isn't it? You never know which ones will be useful or relevant in some cases until years after reading them. They're all messages we set adrift in a current, never knowing who will pluck them out of the stream, who will actually read them, understand them, reinterpret them, or just chuck them back into the current...or burn the things."

"You've written a book?"

"Several."

"Should I read your books?"

"Only if you're having trouble sleeping."

"Ahem." Leeja gestured to the door. Pointedly.

"Of course. Yes. This door is dreaming, so it will open onto a different destination based upon how it is opened or passed. If we knew Sprague's password, we could go right to where he's at, no doubt. But alas, I do not have that...Bujilli? What's wrong?"

Bujilli shivered. Closed his eyes. Remembered. The snow. When he was drawn off to meet with Sprague in the dreamstate. His conversation with Sprague. The voucher. He laughed.

"There's a Voucher waiting for me here..."

"Well, yes, of course there is, but I thought you declined Sprague's offer?"

"Yes. I did. But the voucher might still be useful."

"Only if you sign it."

"Oh. Well, there goes one bright idea."

"Just kick in the door." hissed Sharisse.

"Or I can try to pick the lock..." Offered Leeja.

"Neither one is a good idea, really. The door shifts too much, as does the locking mechanism. We have no way to make it open up where we want to go. Hmmm. Or do we?" Bujilli considered the arcane geometry of the spell embedded in the wall, floor and ceiling before him. It was elegant, sinister in its symmetry, clean and precise, not all loopy and sloppy like most sorcerers tend to do things. It was intriguing to see how the spell's very structure was built up from layers of reflected and refracted variations, all very subtle in and of themselves, all nested and arranged like a musical score to produce something quite complex and harmonious through the interaction of all the various parts. This was a real spell. Magic as an Art.

"This is nothing like the spells I've gotten used to...it's incredible..."

"You've learned a lot of the common spells that get peddled about cheaply among hedge-witches and small-time sorcerers. Those sorts of things can be fairly effective, even powerful, but real magic is personal, the way great art is personal; copyists and plagiarists can't pour their soul into work that is not their own. The forms and schema can be reproduced, even reverse-engineered or hacked, but to truly create something new, not just cobble together fragments of other people's work, that's what distinguishes a master from an apprentice more than anything."

"Common spells?"

"Yes. Things like 'Light,' for example. there are hundreds of variations available, some produce differently tinted illumination, others simulate fire or glowing-eels, or whatever. Each one is a training tool, a practical exercise to hone and develop the user's inner discipline, visualization and capability, so that they can, eventually, move past rote memorization and static forms to directly, immediately, personally interacting with things. But one dismisses grammar at their peril. There are those who have raised this approach to things to a high art unto itself. But then you'll find poetry in every idiom, every form of communication and expression."

"Grammar?" Leeja tilted her head. Perhaps she heard something. Behind them.

"Poetry?" Gudrun scoffed. Drew out her scalpel.

"We have no time for lessons, old man--we need to get moving." Sharisse re-checked her gonne as she moved quietly back towards the stairwell.

"I knew we should have smashed those mirrors..." Muttered Gudrun as she took up a position across from Sharisse.

"You really don't think that would have helped, do you?" Leeja shook her head. She'd dealt with Mirror-born before. The Pallid, her Father's people, considered it a test of fitness to pit one's heirs against their own reflections. She had survived. But it had always nagged at her; which one was the 'real' her? She hated that sort of crap. That's why she had failed her first semester of combat semiotics.

"What will a Knock spell do?"

"Open the door. Of course."

"But will it be the right door, to the right destination?"

"Your guess is as good as mine."

"Meaning it's worthless. Fine. This door is probably trapped. It's too obvious and it feels like bait. Something shiny to catch our attention and lead us in the wrong direction."

"That would be Sprague's way." Nodded Gudrun.

"I could look for a window. Climb around outside?" Leeja offered.

"Waste of time;" harrumphed Gnosiomandus; "The windows on the outside do not necessarily correspond to the spaces on the inside. You'd probably get lost or ambushed, and we'd never be able to find you or reach you in time."

"We're wasting time now."

"It's a door. Either open it or move on."

"You led us here. So Sprague is here? Right?" Bujilli cracked his knuckles.

"Yes..."

"And this door leads to him."

"Yes."

Bujilli grinned. He examined the door again. The walls. The ceiling. The floor. Yes. It might work.

"Not every spell I know is necessarily 'common,' you know." He visualized his repertoire of spells. He engaged his Counsel to assist him. Glyphs danced in tiny circles or more oblong orbits around a tree-like central structure that represented his knowledge, his experience and ability. There. Green. Opalescent. Yes. He reached into the glyph, copied it, replaced the primary representation, then peeled back the outer layers of the copy. Purple. Not the spiral. The Lozenge. Yes. That one as well. The Amber Cube as well. He connected each of them, one after the other, with coiling filaments of inky light that swirled and tried to bleed away unless he maintained his focus on what he was doing. Portions of the spells flowed from one glyph to another. Strata built-up. Layers closed-up over one another. Bujilli opened his eyes. It had gone a lot more quickly this time, but his alterations were simpler, more direct, mostly some reversals of significant sub-sections and some minor adjustments to avoid scalding everyone to death within the area of effect.

He made the preliminary gesture. Held the Aklo verb in his throat. The blacklight shimmered across his lightly furred arms. Growling sinisterly, Bujilli cast his modified Zone of Normality as a shell that encapsulated his friends as well as a large section of the adjoining wall. When that spell gelled into place, he cast a slightly modified Oneiric Bubble within it, using the first spell as a guide for the second. Then he vibrated the Aklo verb, the only fragment he still retained from his once and only casting of the Tsannic spell Malign and Particular Suspension of Natural Law. He hated to crash Sprague's beautiful door. He wished he had some other option, rather than to destroy something so beautiful, but there was no time.

The Door stood locked and firm. The wall next to it collapsed screaming into a dire green void. A Vortex spun within the emptiness. It threatened to become a maelstrom. Bujilli barked three syllables, not Aklo, but something from the Naacal he had gleaned form reading moldy old books in his Uncle's yurt by the flickering, fuzzy yellow glow of a fat-lamp.

The spell terminated. The wall was now a passage-way, a ramp sloped inward, to the left and upwards.

It felt weird to not have a nose-bleed after using something Tsannic. But then his stomach lurched. Heaved.

"Are you serious?" Scolded Gudrun.

Bujilli spat. Wiped vomit from his facial fur. Steadied himself. The nausea passed.

"Someone's coming." Hissed Sharisse.

"I imagine so," Gnosiomandus shook his head. "You used Aklo. That will rile-up the Mirror-born..."

Sharisse fired her gonne. Began to reload.

"You best get moving. We'll deal with these things!" Gudrun grinned. Replaced her scalpel. pulled on her black gloves. Drew out a hammer. A nicked and rusted ball-peen hammer. Turned to face the stairs.

"We've got this." Sharisse fired again. There was a wet, shattering sound this time. She leaned forward to better judge the effect of her shot, then flipped her gonne to use it as a club.

The two women looked at one another. Nodded. Ran down the stairs.

"Shall we?" Gnosiomandus bowed slightly, gestured to the passageway created by Bujilli's modified spell.

"Yes. Let's. I haven't killed anything in a while." Leeja purred sweetly beside Bujilli.

They went to go see Sprague...


So, Bujilli, Leeja and Gnosiomandus are off to see the Oneirist Sprague. Sharisse and Gudrun are fighting Mirror-born on the floor below. We've split the party. We'll focus on Bujilli, as this is his serial, and come back to the two young women in sensible armor later.

So, the usual questions in this sort of situation: Who goes first? Are they moving along three-abreast, two in front/one in back, or two in back/one in front? In what order?

Should Bujilli have a weapon readied, or a spell? Which one(s)?

Did you just come up with a great idea for how to approach Sprague? Feel free to make a suggestion in the comments below.

Whatever happens next, we could use a few Initiative rolls for (1) Bujilli (2) Leeja, (3) Gnosiomandus, (4) Sharisse, (5) Gudrun, and if anyone cares to make one more for (6) Sprague, and (7) the Mirror-born down on the floor below. Anyone/anything readers don't roll for, I will. As per usual.



Bujilli receives a +1 bonus to his Initiative, Leeja gets a +2 bonus. Gnosiomandus gets a -1 penalty for being distracted. The girls both receive +1 bonuses due to their DEX. (as per P. 50, Labyrinth Lord.)


As usual, anything readers don't roll for, I will roll.
  • We could use 5-6 D20 rolls...
What happens next is up to you, the readers.

You Decide!

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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, January 8, 2014

Save Versus Purple (Three)

Venger Satanis wanted to see what people came up with for his 'Save Versus Purple' idea. This is one of the versions I came up with today, during my break.

Look to the East... (Wermspittle)

Contraband ectographic print used to promote resettlement in the Eastern Reaches, circa 268gh

This place was supposed to be a farmer's paradise. Instead it was just more of the same, only different unscrupulous bastards were raking in the hard-earned savings of families desperate to relocate from the increasingly barren fields of the North and West. Out past the Red Weed clotted river and through the dismal woods that served as a living wall between the Plateaus of the East, there were hundreds of small valleys and cul de sacs, box canyons and hollows that were wide open for the taking. Or so the hucksters and land speculators claimed, cajoled and promised. It was one of these duplicitous financial predators who coined the spurious phrase 'Ten Thousand Plateaus,' when initially describing the Eastern Reaches to a group of displaced farm families. The phrase stuck. It had an air of mystery and adventure to it, and a sense of expansiveness. People felt like there just might be room out there. Room, and a chance to start over. Away from the lingering traces of Black Smoke, the prowling things that struck in the middle of the night, the all-pervasive sterility that afflicted anyone and everyone who lingered overlong in the established Farm Enclaves.

People were sick of sending off their young ones to Wermspittle, or trading them off to the nomads in the hope that they might have a better life. That's why the children marched into Wermspittle every Spring to escape the barrenness, to avoid becoming one of the Afflicted; for there are worse things than simple sterility. Those who remained past the onset of puberty learned this the hard way. The Low Lands are not a place for children any more. They aren't much of a place for anyone really. But the old farmers persist. The Enclaves hold on through the bitter dark nights of Winter to watch their offspring leave them behind. It's a slow, bleeding sort of death, but it's the only life they know.

So when the hucksters, boosters and promoters rolled their gaudy wagons and fancy coaches down into the Low Lands to visit each of the surviving Enclaves, the old families listened. They resisted the blandishments and tomfoolery, the folderol and fiddle-dee-dee of the slick, fast-talking people from the city. In the end it wasn't the promises, nor the lies, not even the bribes or flimsy trinkets that got the farmers to consider pulling-up stakes. No. These were hard people. Survivors of terrors most couldn't imagine. They didn't fall for the cynical ploys, nor the crass nonsense. But they did allow themselves to hope.

It was hope for a better life for their children that got them to pay for passage, to register claims, to fill the surveyors and map-maker's pockets. They wanted a chance to raise their kids and not have to send them off to that damned city before they became twisted and distorted by the lingering, hateful things in the soil, the water, the air, themselves. No one could blame them, least of all those who opted to stay behind. Some folks were too enmeshed in the way things were to change now. Too caught up in the day-to-day to drop everything and start over. But there were those still young enough, restless enough, desperate enough to seize upon the opportunity.

The Eastern Reaches were rich in black soil, bordered by dense woods, criss-crossed by tiny streams and creeks. It appeared fertile, on the surface. But looks are often deceiving. This soil was not the same as they were used to; it still had a touch of sterility to it, especially in those parts closest to the older settlements. This region had been affected differently. It was more prone to outbreaks of Red Weeds. The trees grew too rapidly, only to fall over within a couple of seasons, rotted through and through. The hucksters were right on one point; this region was fertile. But it was a cancerous sort of fertility. They still send their children off to Wermspittle during the warmer months, or swap them off to the nomads, usually after the first harvests of massively hypertrophied fruits and vegetables. Too bad none of it lasts more than a day or so once it is picked. But they can what they are able, pickle some more, and make the most of what they are able to coax from their gardens and fields. Before it all rots. And the lean times start all over again.

But it is different. Every one of these families would agree on that. Those that lived through the migration are the first to say that things are different now. But then the more things change, the more they stay the same. They also say that.



Tuesday, January 7, 2014

The Inner Ramparts (Wermspittle)

The only non-bloodstained ectograph from our visit
to the North West Rampart last Winter.
The trees were singing right up until the Black Smoke alarm...
Between the Great Round Road and the Baffles lie the Inner Ramparts. Eight cardinal redoubts, each heavily fortified and dunged about with various and sundry war machinery, most of it rusted, rotten and defunct. Old timers claim there used to be more of these defensive positions, some say twelve, others as many as sixteen. Now there are eight marked on the maps, even if only six of them are currently listed as active. That's still more than enough to keep the seriously diminished ranks of the Wall Guard busy. There haven't been any of the promised replacements in years. The units originally stationed at these places have become erstwhile squatters, raising their families right there upon the battlements, along the trenches, and in the old Guard Houses. They train-up their children as their replacements now. Each of the five surviving units of the Wall Guard stationed at the still functioning Guard Houses has its own slightly modified insignia, what amounts to a sort of family crest now. It's a tradition among them. Some say that it has affected the children in strange ways. The Wall Guard tend to have more than their share of Prodigies and Oddlings, at least according to popular rumor. Perhaps that's just so much empty-headed gossip. Or it could be a troubling sign of bad times ahead. This is Wermspittle; things can always get worse.

The Eight Inner Ramparts enclose an area known as the Baffles that has been walled-up, cordoned-off and barricaded away. Officially, the Ramparts are supposed to be the only means of access to this area. Unofficially, practically anyone who has spent more than a single Winter in this place knows there are several discrete entrances into the Baffles and the Weak Points leading off to the Adjacent Worlds beyond. All of those worlds are dead. They've all been cataloged, documented and written-off by the majority of experts and scholars at the Academy. It's understandable. Practically every Adjacent World that has been discovered in this region tends to lead to a dead, barren place. The Academy was originally founded here in order to study all these dead and abandoned worlds. The Institute for Apocalyptic Studies used to be an academic institution, before it became a congress of cultists.

Steel-reinforced concrete bunkers flank each of the ponderous draw-bridges connecting the Ramparts with the outer perimeter of the Baffles. Pillbox-style mitrailleuse emplacements overlook the mined and wire-strung approaches. The barbed wire is rusted into uselessness where it isn't entangled with Red Weeds. The Third Army under Javret stripped most of the pill-boxes to use the guns in their disastrous assault on Nagrothea. There used to be heavy cannon as well, but most of those were removed. Some of the bigger guns were remounted along the North Face of the main bluff, ostensibly to defend Wermspittle from the hordes and mobs flooding out from the war-ravaged Three Empires. Most of these cannon were supposed to be melted-down and used to construct urgently needed barricades and spiked barriers for the Sewer Militia to use in their ongoing war in the Deep Below. There are rumors that at least three of the big guns were hidden somewhere in the city by resisters. There are also indications that a goodly amount of the steel from this effort was illegally diverted. No one is sure how or why, or even where the misdirected metal wound up. Some say it was just incompetence on the part of some logistics officer. The Sewer Militia did hang three quartermaster's orderlies in the course of their investigation into the matter. That was back when they still hung people. Back before the Alraunes made that a really bad idea.

Thanks to the Wall Guard, the Ramparts are still manned, more or less. If you're going to visit the Ramparts, go in the Winter. Things tend to be quieter then. You're less likely to get shot by accident. They still maintain the old Black Smoke alarms in the Northern Guard Houses, the alarms in the East are not as reliable and the alarms in the West are gone. Some enterprising scavengers took the alarm when the Western Guard House was abandoned to the Red Weeds.



The Eight Inner Ramparts
d8Cardinal DirectionStatusUnit StrengthUnit InsigniaBlack Smoke %
1NorthCommandant Zulmer has made this Guard House his Headquarters. After sixteen executions and summary courts martial, things are settling down again, as much as they ever do in this place. Zulmer has begun training-up a corps of non-coms with the help of some old sergeants mustered out of the Sewer Militia. This has caused some trouble for him with the units of the Wall Guard stationed on the Outer Ramparts. A schism appears imminent, even inevitable now.30 Light Infantry, 16 Heavy Infantry, 4 Light Cavalry, 67 Irregulars, 45 Specialists, 21 Support, 106 DependentsBlack Horned-Bear on Green Square3%
2North EastThe White Harts recently took in some Pallid Refugees to bolster their ranks. They are rumored to have worked-out some sort of arrangement with a group of scavenger-scholars to help fund their re-armament efforts. They recently recovered some field artillery and have requested a training cadre to help them build-up their own artillery-team.49 Light Infantry, 2 Heavy Infantry, 6 Irregulars, 15 Pallid Recruits, 6 Support, 45 DependentsWhite Hart on Black Thorn-Wreath10%
3EastThis Guard House is compromised, the lower levels are flooded. More than half the Hawks have fled to the North East Guard House. The rest are staying to fight what looks like a losing battle. No reliable reports have come out of this place since the trouble began. Lots of rumors are in circulation, of course.10 Light Infantry, 14 Heavy Infantry, 18 Irregulars, 2 support, (Rest of unit in transit to NE Guard House)Yellow Hawk on Blue Oval70%
4South EastSurrounded by shantytown, despite mold infestation. The Purple Lions occupy the Infirmary. The Guard House proper is completely taken-over by mold. Jelly Hunters are flocking to this place to investigate the infestation. There is a bit of tension between the factions, but so far the Jelly Hunters have been supportive of the Wall Guard. It saves them money and effort.16 Light Infantry, 3 Heavy Infantry, 23 Irregulars, 56 DependentsPurple Lion on Black Triangle15%
5SouthThe South Guard House was abandoned due to the Scarlet Plague. No one gets out of the Containment Zone, though every now and then a few cultists get permission to pass through the cordoned-off section. The majority of the unit assigned to this Guard House occupies a fall-back position that their Combat Engineers are converting into a sort of Keep. No one talks about the 'conscripted undead' digging trenches.6 Light Infantry on patrol duty, 4 Irregulars on-call. Reserves include mortar crews, mine-layers and combat engineers.[Red Griffin on Gold Triangle]30%
6South WestThis Guard House was abandoned after collapse of Main Bunker due to undermining. This area is mostly dangerous rubble, riddled with sinkholes and collapsing tunnels, sprinkled liberally with land-mines and lingering traces of Black Smoke. Foragers and Scavengers have begun to construct some make-shift fortifications off to the side of the main thoroughfare. Some of them have taken to using the old unit's insignia. This has caused some friction between them and the 'legitimate heirs' of the Purple Wyverns. So far the Commandant has not said anything. Officially.22 Light Infantry, 3 Heavy Infantry, 6 Irregulars stationed outside the primary firewall in make-shift bivouac.[Purple Wyvern]90%
7WestAnother abandoned Guard House, this one is now completely overgrown by Red Weeds. You can see the Purple Glow quite a ways off. There are a few survivors of the old unit originally assigned to this Guard House trying to maintain a patrol, but it is pretty ineffective at present. 6 Light Infantry, 22 Irregulars patrol the back quarter on sporadic basis.[Blue Fist on White Teardrop]30%
8North WestPartially rebuilt after fire, Black Smoke lingers about the draw-bridge supports. The Black Eyes have come to an agreement with some of the local gangs of Feral Children; they buy the older kids at a set rate. They are training the new kids to be their own 'combat foragers' and sending them across the Baffles to look for anything useful over there. The Commandant is very interested in their progress.42 combat Engineers, 23 Light Infantry, 6 Heavy Infantry, 37 Irregulars, 23 Support, 12 Specialists, 78 Dependents.Black Eye Over Blue Diamond75%

Black Smoke %: This is the base chance of someone spotting Black Smoke every hour. It might be a false alarm, someone's moronic idea of a joke, or it could be the real thing. It varies by circumstance and situation.


Note
Each of the Guard Houses will be more fully detailed in a follow-up post, including their own Encounter Tables. We'll link each of those entries back to this table so it can serve as a central hub for all things pertaining to the Inner Ramparts.


Monday, January 6, 2014

Beware The Scarlet Plague (Wermspittle)

The heart began to beat faster and the heat of the body to increase. Then came the scarlet rash, spreading like wildfire over the face and body. Most persons never noticed the increase in heat and heart-beat, and the first they knew was when the scarlet rash came out. Usually, they had convulsions at the time of the appearance of the rash. But these convulsions did not last long and were not very severe. If one lived through them, he became perfectly quiet, and only did he feel a numbness swiftly creeping up his body from the feet. The heels became numb first, then the legs, and hips, and when the numbness reached as high as his heart he died. They did not rave or sleep. Their minds always remained cool and calm up to the moment their heart numbed and stopped. And another strange thing was the rapidity of decomposition. No sooner was a person dead than the body seemed to fall to pieces, to fly apart, to melt away even as you looked at it. That was one of the reasons the plague spread so rapidly. All the billions of germs in a corpse were so immediately released...

The Scarlet Plague, by Jack London.

Calmly, Death Comes in Red
It arrived in the South Guard House of the Inner Ramparts in early summer. Some forager or scavenger returning from beyond the Weak Point fell into convulsions while their papers were being checked. He was dead inside of ten minutes. His body practically melted before it even reached the cobblestones. Then the members of the Wall Guard who had been near him started to show signs of a reddish rash-like discoloration. They went into convulsions. They died. Their bodies dissolved into bloody messes of corruption. Then those a little farther out were struck. The eerie thing about it all was how absolutely calm everyone was, up until they collapsed.

Outside the South Guard House panic ensued. The Wall Guard Commandant acted quickly. No one was allowed to leave the South Guard House. He ordered flame-throwers and mitrailleuses to be brought up from the other Guard Houses. He might not have bothered. No one survived long enough to get very far.

A cordon has been established. Three hundred feet out from the main entrance to the South Guard House is a Kill Zone. Nothing that goes in can ever leave. No one comes back from this place. Not under any circumstance. The area surrounding the South Guard House is extensively mined, strung with constriction-wire, and very well covered by every available weapon the Wall Guard has within their arsenal.

Every autumn a few small gatherings of religious misfits petition the Commandant for safe passage into the Southern Containment Zone. They rarely come back. Those that do, never leave the cordoned-off section. The galvanic weapons appropriated from the Sewer Militia have come in handy on more than one occasion.

Each year the Commandant of the Wall Guard must face repeated attempts to open-up the South Guard House. Surely the plague is no longer a threat, say those who stand to gain by rescinding the travel restrictions. It has been long enough. The plague is dormant. No new cases have been reported in decades, at least not officially. Of course that might be due to the revision to the standard medical texts that have re-labeled the Scarlet Plague as either a lethal red rash or some similar innocuous sounding bit of jargon, allowing the record to appear spotless, despite any inconvenient outbreaks. Besides, there's rarely any way to prove that it was the so-called Scarlet Plague and not some form of the Vile Transformation...




The plague takes 1d6x10 minutes to kill those who fail their Save. First there is a red rash, followed by fever and sometimes convulsions, then the victim slips into a coma-like state and dies. Victims' bodies decompose almost immediately, leaving behind a gory mess that remains infectious for 1d6 days. They remain perfectly calm through the entire process.

A successful Save indicates that the victim experiences the rash, fever and eerie calmness, but have the option of sacrificing 1 point of CON to gain an additional roll to Save. Each such attempt incurs a cumulative penalty of -1 on the Save. Whether they succeed or fail, the CON point is permanently lost. Those exposed can use as much of their CON as they like trying to get a successful Save. Those who have exceedingly bad luck and manage to hit zero become Bloody Bones Servitors. They should also consider getting new dice. Anyone surviving the Scarlet Plague remains marked by the red mottling, though the rash will recede. They are also noted for being very calm, almost emotionless, and have a +2 bonus on all Saves versus emotion-based spells and effects, such as Fear.

The spell Cure Disease will only be effective during the onset of the plague, once a victim falls into a coma, no spell will stop the disease. Those who succumb to this plague cannot be Raised, except as undead skeletons.



The Scarlet Plague by Jack London is a post-apocalyptic science fiction story that describes the collapse of civilization in the wake of a horrific epidemic that spreads far and wide before anyone can do anything about it. The survivors are reduced to barbarism, forced to eke out a nomadic existence in the rapidly returning wilderness. Grim, cruel and ignorant, the feral children who have become the masters of the Earth in the wake of the Scarlet Plague do not believe in the tales of their elders who still remember a time before it all went to hell. The lights have really gone out, everything has been lost, and this is a somewhat depressing story without any attempt at a happy ending. It's not at all what I was expecting from the author of The Call of the Wild. Maybe it's because I'm getting older now, but I found this far more engaging than I probably would have twenty years ago. It also provides an interesting alternative/parallel to Lord of the Flies...

The Scarlet Plague, as well as many of Jack London's other books are available at Project Gutenberg. You can also read it online. There's a nicely done synopsis of the novel at the Boston Globe, if you don't have the time or patience to read the novel itself.

You can also listen to The Scarlet Plague at Libri Vox.

Sunday, January 5, 2014

Sunday Summary: Week of 12/30 2013 to 1/4, 2014

Here's a quick summary of what we've posted to the blog for the week of  Monday 12/30, 2013 to Saturday 1/4, 2014.

Monday
We participated in Tim Snider's Obsolete Simulations Roundup blog-hop. Our second installment was a review and consideration of Tri-Tac's often-overlooked classic Fringeworthy.


Tuesday
We posted our third set of Scenario Seeds featuring Obelisks. We also revised the graphic for this series and did a little cleaning-up of the older entries in the series in preparation for assembling an index. We'll have a few more new Scenario Seeds in the months ahead.

We also posted a teaser-sample image of the main villain from one of our Adventures that will be coming out very soon.


Wednesday
We're very happy to be hosting the January RPG Blog Carnival here at the Hereticwerks blog. The topic this month is Transitions. The blog Carnival is open to anyone interested in participating. Everyone is welcome. Just click over to our Announcement Post for all the details. Or feel free to contact us if you have any questions not answered in the post or at the RPGBA site.

January 1st was also Public Domain Day. We almost missed it, and hope to do something special for next year!


Thursday
Bujilli: Episode 73 Featured some strange magic and even stranger interior decorating as Bujilli attempted to dispel whatever was blocking his amulet's connection to Hedrard. The episode ended with the group facing a locked door...should they pick the lock, kick it in, or use a Knock spell? You Decide!

We'll post a reminder on Tuesday. Hopefully...


Friday
Ten Recently Reported Types of Black Smoke, provides a handy reference for those about to encounter the nasty stuff...and yes, we will have more details on Black Smoke detectors, predictors, and forecasts. Thanks for the suggestion Trey!

The Aethyrim made their first appearance on the blog. These rotten things can be a nightmare to encounter in the basements and cellars of the Burned Over Districts. Good thing the Cellar Inspectors usually carry along a few bells, whistles and bright lights when they go poking around in these sorts of places...


Saturday
A Few Things from The Zones. Our contribution to the community project: From The Zones, being hosted by the FATEsf blog.


Next Week...
There's a lot of stuff on the old desk and lined-up in the hard-drive, including some fresh monsters, more Glyph-Gems, some Gravelands stuff, and more Wermspittle, especially as we get ready to run the Cellar Inspectors scenario at Con of the North...

Sunday Summary: Week of 12/23 to 12/29, 2013 (Delayed)

Things got a little jumbled over the holidays, plus I scalded my hand pretty badly, so the Sunday Summary for the last week of December got skipped. Until now.

Here's a quick summary of what we've posted to the blog for the week of  Monday 12/23 to Sunday 12/29, 2013.

Monday
We posted our first new entry for the revised and expanding Zalchis Bestiary. The Malevolent Vestiges are mindless echoes of forgotten things that do not want to remain forgotten. They are on the Wandering Monster matrix for the upcoming Zalchis: Cold Start scenario at Con of the North in February 2014. That time is fast approaching, so we'll have a few more things to share very soon.


Tuesday
Lorveer's Mask is a peculiar relic that could show up in any number of places, spaces and campaigns. It has its uses, but it will insist on using the wearer in its own schemes. This isn't just another unpretty face, this mask has an ego and a personality...too bad it's a real vain, petty sort of would-be tyrant...


Wednesday
Nadume of the Ashen Maze has made the transition over from the old Zalchis blog. Her Labyrinth Lord stats are provided, and we'll be detailing some of her favored retainers and providing more details on the Ashen Waste in the weeks ahead. Nadume's Glyph-Gems can teach you many things, if you strike a good bargain.


Thursday
Bujilli was delayed due to unnecessary roughness on the part of the coffee pot. I scalded my hand pretty badly and needed some time off to heal-up.


Friday
Oneiric Encounters. This is just the beginning. We've been working on Oneirical things for a while now, and as more details get revealed concerning Sprague in the ongoing serialized adventures of Bujilli in Wermspittle, we'll be rolling out more of this sort of stuff.


Saturday
A quick place-holder while my hand healed up; this Square is part of a work-in-progress. you'll see more of this stuff soon.


Sunday
We participated in Tim Snider's Obsolete Simulations Roundup blog-hop. Our first installment was a review and consideration of SPI's orphaned and seemingly abandoned Universe RPG.


Next we'll get caught up on what happened last week...
We did not do a Year-end Retrospective. Yet. We're just more excited about what we're working on for the weeks and months ahead. Now that my hand is healed-up fairly well, we may take a look back. There were some interesting things that happened in 2013...

Saturday, January 4, 2014

From the Zones...a few things

Here are six photos of phenomena recently encountered within Visitation Zone Three.



Slicks
Viscous pools of a mercury-like substance. Slicks are attracted by bright lights and loud noises. Coming into contact with a slick tends to be fatal--the fluidic metal rapidly spreads across every surface with which it comes into contact. Within seconds it will completely coat the interior surfaces of a Stalker's lungs, making it impossible to breathe. For some unknown reason Slicks only seem to act this way when they come into contact with a living creature, whether it is an insect, a cat or a person. It also has become notorious for somehow 'falling through' any container made of glass or ceramic. Scientists are very eager to acquire a sample of this stuff, they just don't know how to contain it. Yet.




Furrows
Possibly some version of gravity fluctuation. The ground suddenly rears up at a steep angle and remains that way for several days. Then it either subsides or collapses. Time-lapse photography has shown this effect to be similar to waves moving through the ground, but Stalkers prefer to call the phenomena 'Furrows,' based on the original report by the Stalker known as 'Spaz,' may they rest in peace.





Blue Light
This seems to be primarily a nocturnal phenomena. It also tends to only be spotted or encountered among trees, never within structures. It makes a distinctive warbling sort of hum. Some Stalkers report experiencing a thoroughly unpleasant buzzing sensation through out their soft tissues. Some batteries exposed to the Blue Light quickly grow hot enough to melt into slag. Others go inert and cannot be recharged under any circumstance. The Light is described most often as seeming to flow through the air like weightless oil. The sole Stalker who managed to actually touch the Blue Light was carbonized instantly. Their body has been sealed with a transparent polymer coating and positioned in the front reception area of the Institute as a warning.





Flash Floods
There's only been one photo taken of this phenomena, and this image was captured accidentally when a team's camera was dropped. At first you might hear a gentle, even pleasant tinkling sound, like a babbling brook. Then a spontaneous torrent of water slams through an area with a thunderous roar. And it's gone. Just like that. The water level rarely goes above the knees of most Stalkers who've gotten caught in one. Based on analysis of field reports, this phenomena tends to last for only a few seconds. There's never any mud or moisture left behind. Only one Stalker has drowned in one of these events, completely by accident, of course.










Crawleys
There were several reports by various Stalkers of grotty old drains that seemed to move of their own volition. No one took any of these claims seriously until this photo was taken. Soon afterwards the ambulatory drain clamped down on the photographer's left foot. They lost their leg to the drain. They were the lucky one. The rest of their group was chewed to bits by the thing before it finally had enough and slid away. No one knows just what can be done about these things. How do you deal with what is essentially a mobile hole that can bite? Scientists are clamoring for more observations, more data, as long as they don't have to deal with the things.




Black Wisps
That patch of cold incandescence on the left used to be a Stalker's hand. They died a few minutes later, completely frost-bitten from the inside out. Do not touch the Black Wisps.



From the Zones is a community project hosted by John Till over at the FATEsf blog. This community project is inspired by the novel Roadside Picnic by Arkady and Boris Strugatsky, which was the basis for the movie Stalker.

There is a handy index of the current Field Reports from the Zones that features posts from across the Blog-o-sphere, as well as a nifty guide explaining how you can participate in this ongoing Community Project.