Thursday, June 19, 2014

Bujilli: Episode 94

Previously...
Bujilli has become aware that Lemuel needs his help urgently...just as he received a strange thimble from a mysterious Seamstress in the middle of the Spring Farm Market. Several goblins are attempting to persuade him to trade the trinket away to them...

Leeja and Mishka meet a Middle Sized Bear wearing a monocle and are surrounded by a larger band of Voormis than they at first realized might be in this place...

Bujilli closed his fingers over the thimble. He didn't have the thing for even a minute before the offers started rolling in...he wondered why...what made this thimble so special?

The reek of radishes and the unwholesome halitosis of the goblins jabbeirng at him with increasingly ridiculous and grandiose sounding offers was getting to him. He stepped out from under the tarp and let the cool Spring rain wash over him. The goblins kept to their master's selling stall, which was a relief. He looked back at the goblins. They were capering and cavorting about their master's stall, noisily trying to connive and convince any and all passersby to come look at their wares, to trade with them while their master slept. He re-visualized the steps involved in forming an Oneiric Bubble again.*

The goblins scurried and hopped, skipped and jumped to get as far away from Bujilli and the hateful spell as they could, but not one of them crossed the line marked out by their master's tarpaulin. None of them were willing, or able, to cross the threshold into the rain. Then he saw the tell-tale glimmer. These goblins were still hollow, mere nightmare-shells summoned to serve the Oneirist. None of them had managed to devour enough flesh to make themselves more real than their master had already allowed. At least not yet. But goblins were mischievous, nasty little things; they'd find a way to subvert the restrictions placed on them, one way or another. Time was on their side. Time and human gullibility, greed and just plain ignorance.

Bujilli considered using the Oneiric Bubble to expunge the goblins from the Market. He knew he could do it, but he wasn't keen on using such a spell in the middle of such a crowded place. He wasn't sure how others might react, what sort of attention he might attract. Suddenly he disliked the very notion of making any sort of impression or being noted or spotted at all. Old reflexes asserted themselves; he felt the hairs on the back of his neck raise like hackles. Someone was watching him. Stalking him.

He left the goblins alone. He had other matters to attend to, like figuring out why the goblins had wanted his thimble so very badly...and why some old Seamstress would hand it to him in the first place.**

The thimble was silver-plated, formed from the yellow metal of the Morlocks and beaten into shape by a hammer that left overlapping spiral impressions in the metal. It was engraved.

Three lines.

One in Aklo that he read as 'There is no one coming.'
Another in Franzik that he guessed meant something like 'No one can save anyone.'
The third was in Etrurian and was even more opaque; 'A stitch in time saves nine.'

Cryptic gibberish. He was half-tempted to spit.

The thimble had cut into the palm of his hand when the weird crone passed it on to him. He had seen his own blood seep into the creepy thing. It was more than just some peculiar bauble. This thimble felt heavy. Dense. Very real. Not like the goblins at all.

But it didn't make any sense to him. He had come to the Market in search of some answers. He knew he was close to something, some deep realization or sudden insight that would help him make sense of it all. He was so close it hurt.

But the cool Spring rain felt good on his face.

He remembered the weather rolling into the mountain passes and hidden valleys he had prowled as a child. Clouds swarming past giant black trees and warped old rocks. Wild sheep and feral goats that were the offspring of runaway that had escaped their tenders and were too much trouble to re-catch. He had watched the rams leap from ridge to ridge and wondered what it might be like to run away like they had...

He closed his fist around the thimble, not wanting to take a chance by slipping it into his belt pouch. No sense letting some thief snatch it away before he could figure out what it was first. He put some distance between himself and the goblins. And his recollections.

Man-height Tripods reeking of green smoke pulled along small wagons and carts laden with produce, preserves and other products that were not available in the Winter. Bujilli watched as farm kids haggled with their customers over smoked hams, loops and string of real sausages, rashers of bacon. A feral girl wearing densely-rolled burlap over a light leather smock nearly ran into him--she was too caught up in directing a clumsy-looking and much overladen mollusc towards a group of cheering yet discretely hooded women from Urdiz. The mollusc looked sickly, the girl skinny; something was not quite right--then he caught the scent of Hard Candy from the girl's breath before she excused herself and continued on through the light rain.

He watched the women tend to the creature, unload the brightly wrapped packages and bales that had been heaped upon its load-bearing flanges. They all wore the ankle-cuffs of factory-workers. Conscripts not much better than slaves who had been sentenced to one of the three remaining mills. They rewarded the girl with a rag doll that she clutched tightly as she ran off, back to wherever her gang had staked-out a place to call their own. The doll snapped its teeth at everyone that got in her way.

The rain slackened, almost by not quite stopped. Bujilli shook the water out of his hair. The Market amazed him. It was colorful, noisy, busy, filled with rich scents, exotic flavors and abundant food; everything that Winter in Wermspittle was not.

A tremor of desperation ran through Bujilli. Lemuel*** was struggling to reach him. The boy was in trouble.

Bujilli could feel Lemuel's fear bleeding through the psychic link they shared. The boy was in trouble. Scared badly. Alone. In a dark place.

The thimble throbbed once. Sharply. Just enough that it was unmistakable. He felt a slight trickle of blood in the palm of his hand. The blood was quickly absorbed by the thimble.

He went around to the back of a wagon piled with deep red bamboo. It was as quiet, as private a spot as he was likely to find in the immediate vicinity. It wasn't ideal, but then what ever is? Bujilli closed his eyes and examined the psychic link to Lemuel. When he was certain it was authentic he acknowledged the boy's attempt to communicate. Allowed the link to open minutely, at first.

Torrents of impressions, raw emotions, garbled images, distorted sounds all cascaded through the link. Bujilli forced the link shut, then extended his own message through the wild and unfocused cavalcade of disconnected information. It took perseverance and determination, but finally he got past the echoing cacophony emanating from the boy's psyche.

"Lemuel; calm yourself. I'm here. What is happening? why have you reached out to me?"

"Bujilli! I'm in big trouble!" The boy practically shouted through the link..

"Where are you?"

"Through the East Gate. Hedrard had to meet with someone beyond the Inner Ramparts. It was a trap. They overwhelmed the others. Took the two of us through the ruined city. Weak Points. Look for a broken griffin. Third Greenhell on the right--"

Shocking pain spattered across Bujilli's head, heart and hands. He nearly dropped the thimble.

Sheering and muttering obscenities under its breath, a purple-eyed stranger stood over him wielding a galvanic prod.

The mud. Bujilli rose back to his feet. He was coated in mud where he had spasmed and rolled about under the ungentle caress of the sizzling, snapping prod. The link with Lemuel was shut down. Sudden, unexpected pain can do that.

Bujilli laughed. This boy in gaudy, baggy clothes with the galvanic prod reminded him of Ilzinna+ and her brother Ahven. It was the eyes that did it. Oily, swirling purple irises that resembled troubling clouds wrapped around a bottomless pit of a pupil; it was not a look one would easily forget.

"I don't have time for this..."



* See Episode 92.
** Bujilli received a silver thimble from a strange crone in Episode 93.
*** Lemuel first appeared in Episode 21, fought with Bujilli in Episode 22, collapsed in the throes of a hideous transformation brought on by abuse of Hard Candy in Episode 23, was lent a helping hand by Bujilli in Episode 24, became something of a 'blood-brother' to Bujilli in Episode 25. We've seen Lemuel off and on since then. He seems to have made some significant progress in becoming more human and less a shapeless, loathsome mass of corruption. We last saw Lemuel in Episode 81.
+ Ilzinna's body was discovered in Episode 82. Her brother Ahven showed up in Episode 83, and killed himself in the course of spewing forth a Purple Wisp that had been ritually bound into his body in Episode 86, preventing Bujilli from learning anything important and nearly killing Leeja in the process. Both of them were Half-Umbri and had ties to the Purple Horde, and were sent after Bujilli by someone they claimed to be their 'Grandfather.' Ilzinna was possessed by the spirit residing in an ivory mask; the mask was destroyed, but the spirit fled. 


Meanwhile...


"I am so glad that you missed." The bear squinted at Leeja and Mishka through its dusty monocle.

Mishka snapped-open her heirloom pepperbox pistol and quickly re-loaded. Her eyes never once left the bear. Her hands shook slightly, but she didn't let that stop her. Fear only ever worked if you let it stop you from doing something. Her mother had taught her that. One sharp lesson after another until she'd learned it in her bones.

Leeja looked at the Voormi warrior standing less than three feet from her. It, too, was staring at the bear.

"Ingglak vasha naatu ber jut..." The Voormi snarled and whined at the bear.

The Middle Sized Bear listened intently, nodded sagely; considered the Voormis words very carefully.

Click. Mishka readied herself for the worst. Her gutting knife gleamed in the dim light. She intended to sell her life dearly.

"Trespassing is a curious thing to be accused of by those with no better claim on a place such as this than what the Voormis have. After all, I was here before either of you, even before the unpleasant couple who used to dwell upstairs or the terrible old man down in the basement." The bear snuffled and lowered its head to examine Leeja more closely, more directly; "I am of the opinion that the recent bit of unpleasantness between yourself and the Voormis was merely a spontaneous incident born from both parties' fear and uncertainty and sparked into violence based on a mutual appreciation for self defense. I don't think either of you ought to be holding any grudges. Do you agree?"

Leeja nodded. "Yes. I do." She almost reached out to restrain Mishka but quickly thought better of it.

"Excellent. The Voormis in this particular band are not such bad sports as the tumor-mongers I had to drive out a few months ago, and they do keep the pigeons honest." The bear nodded its huge head enthusiastically then began to respond to the Voormis in kind. The Voormis was reluctant to give ground, at first, but the bear's sheer erudition and impressive volume overcame the warrior's wounded ego and distrust of strangers.

The snouted warrior glared at Mishka. His pronounced canines protruded over his black bottom lip. He was clearly agitated.

"Ah, the brave young warrior here has a point we few, we happy few, need to resolve before we can all go forth in blissful equilibrium, each to follow their own star to its inevitable end."

"What point?" Mishka glared back at the Voormi. Their mutual antipathy flared out from them like a fluctuating magnetic field between two poles. They eyed each other with bad intent and both looked ready to go after the other with everything they could muster.

"The Voormis claim this building as their clannish dominion. You have intruded upon them, as they see it, and injured several of their warriors--"

"We acted as necessary, in self-defense."

"Most assuredly. However, you have seriously injured several of their warriors and disgraced the other members of this fine fellow's little hunting group..."

"They should know better than to waylay strangers. It's a dangerous business. Not something well-suited to the inept...or the weak." Mishka put as much contempt into her words as possible. The Voormi might not understand the language she spoke, but he did get the gist of the insult. They were highly sensitive to tonality, the Voormis; their own language tended to carry as much information buried in the overtones and harmonics as in the word-sounds.

"Sound advice. No doubt. However--"

"Excuse me," Leeja stepped closer to the Middle Sized Bear; "We are passing through this place. If the Voormis allow us to leave peacefully, we'll not trouble them again." She smiled sweetly.

"And if they insist on--"

"If they do not have the courage, the confidence, the good sense to let us pass...then we will have no choice but to make them regret their decision for several generations to come."

The bear balked. Growled under its breath. Looked deep into Leeja's gold-green eyes and began to rattle off a series of harsh barks and commands to the Voormi.

The Voormi warrior faced Leeja. Nodded once, solemnly. He drew forth a heavily-carved bone flute and set it before her. Then he turned and left without another word.

"Congratulations young lady. You've not only managed to disgrace the chief's only living son, and severely injure his two major rivals, you've now given him the ultimate prestige a Voormi could ask for--he has successfully negotiated the withdrawal of a terrifying demoness and her slave who was on the verge of wiping out the entire tribe. He'll be made chief within a week or less, I imagine."

"And this thing?" Leeja gestured to the bone flute.

"All such dealings must have a token."

"I see." Leeja reached down into her utility belt. Her fingers bumped against a couple of smooth, oblong things. She opened the pouch and looked inside. The little Slasher spawnling she had adopted back at Idvard's old attic-library had deposited four eggs before it died. She drew out one of the eggs and placed it next on the dusty floor as she picked-up the bone flute.

"This might prove useful to the little chieftain. It is a Slasher's egg. It seems inert right now..."

"But it will become very active once it is soaked in fresh blood. An excellent gift. I will see to it that he receives it. Might I also confer your blessing upon his impending chieftain-hood?"

"Yes. Please do."

"Good. So you'll be leaving now?"

"Yes."

"That is good too. I do not wish to be rude, however, if you were to leave from the West entrance, through the old freight elevator, you will be able to avoid a great deal of unnecessary bloodshed and violence."

"Thank you. We'll do as you suggest."

The Middle-Sized Bear nodded wisely, bowed slightly, scooped up the little egg oh so delicately in its claws and waddled off towards the Voormis' barricaded section of the old building.

Leeja got back on the elevator. Mishka hesitated.

"You meant it, didn't you?"

"Of course."

"You would have massacred their entire tribe?"

"Only those that didn't immediately surrender."

"You scare me."

"Good."

Leeja started to close the gate. Mishka got onboard and pushed the button for the basement. She barely suppressed a shiver.

They descended together through the dimly lit atrium. Down past balustrades and arches. Behind walls and windows. Finally the elevator stopped in the basement. It was well lit. The walls were spottily white-washed and a gritty coating of borax or something similar covered the floor to a depth well past their ankles.

Leeja stepped off the elevator and started walking. She quickly found a wide corridor running the length of the basement. Huge arches were set every couple hundred feet. Behind each were pallets, crates, racks of boxes; storage and supplies from the old days. Beady little red, green and yellow eyes scampered or hopped about in the darkness beyond the arches. Rats and other things. This was now their domain, for the most part.

The elevators were marked in Franzik, with small plaques of some cheap substance screwed into place underneath repeating the designation in Pruztian. They quickly found the West elevator and set it into motion. The heavily reinforced doors overhead parted and they emerged into a light rain. Leeja pushed the 'down' button and sent the elevator back. The freight-doors closed. She didn't want to leave them open for just anyone. The Bear had been very civil, after all.

"This way." Mishka started off through the rain.

Leeja followed her guide. The girl was a study in contradictions. No doubt she mystified her nearly as much, or more.

They entered some sort of festival. No. It was a market of some kind.

Mishka veered and wound her way through the crowds, avoiding the large moving objects and dodging the smaller, more insistent shapes. They passed a stall where a gaggle of goblins yelled, hooted and tried to get her attention but Mishka did not stop nor slow down, so she kept going.

"There!" Mishka pointed to some silly bastard rolling around in the mud next to a cart-load of red bamboo.

"I've done what Mama Rudta asked. I'm going back to camp now."

"Thank you." Leeja offered the girl her hand.

She shook her head; "We're Wanderers; we never say good-bye. We're far more likely to run into people you bid farewell than those you don't, or so our elders like to tell us. Either way, I don't wish to cross paths with you again Leeja...not without good reason." Mishka turned and quickly was gone, seemingly swallowed up bu the riotous throngs and moving masses of produce and people in the Market.

Leeja went to Bujilli. He was facing some boy in baggy clothes, all decked-out with fancy chains, ear-rings, a terribly looking cape edged with a tasteless orange fringe. He reminded her of Ahven. He also has a galvanic prod and was obviously moving to strike Bujilli with it.

Leeja...

[You Decide!]



++ Leeja first found the spawnling in Episode 38.

Bujilli and Leeja are now reunited.  

Initiative: Roll 1d6 each for (1) Leeja, (2) Bujilli, (3) The Boy, (4) Some Random Passerby.

Reaction: Now we could use a Reaction roll for the boy with the galvanic prod. Roll 2d6, apply a penalty of -2, and check the result against the Monster Reaction Table on p. 52 of Labyrinth Lord.

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

What happens next is up to you, the readers.

You Decide!

Previous                                Next

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


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

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

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

Labyrinth Lord   |   Advanced Edition Companion

Wednesday, June 18, 2014

ANGSOC Revisionists

Brother O [confirm spelling]: There were, of course, others who preceded us, some of whom came very close to us in their methods, but they never had the courage to recognize their own motives. They pretended, perhaps they even believed, that they had seized power unwillingly and for a limited time, and that just round the corner there lay a paradise where human beings would be free and equal. We are not like that. 

Ambassadorial Interviewer One: And what are you like then?

Brother O: Much like yourselves, I believe. We both know that no one ever seizes power with the intention of relinquishing it.

Ambassadorial Interviewer Two: An excellent observation. Go on...

Brother O: Power is not a means, it is an end. One does not establish a dictatorship in order to safeguard a revolution; one makes the revolution in order to establish the dictatorship. The object of persecution is persecution. The object of torture is torture. The object of power is power...

His Excellency: On behalf of His Imperial Majesty and as the Head of His forces stationed in this festering hinterland, I wish to welcome you and your people to Wermspittle. I can see that you and I have much to discuss...


Secret Transcript of ANGSOC Interview (Series Two, Room 101)
Originally transcribed by blind-typists working for the Pruztian Ambassadorial Korps at Wermspittle.
These records were confiscated, deciphered and released to the papers after the end of the First Occupation by undisclosed members of the Resistance.

Who controls the past controls the future; who controls the present controls the past

They arrived on the last airship from some obscure island republic that had fallen to revolutionaries. Everyone thought they were another radical fraternal order fleeing persecution in their distant homeland because they always referred to one another as 'brother,' or 'sister.' Most people thought they were a peculiar cult, since they all tended to dress alike and had the same unflattering hair-cuts. A few considered them harmless cranks who squandered their chance to go someplace worth going.

They seemed to be interested in history. Actually, they were fairly obsessed with it. Everyone of their party seemed to possess an inordinately well-developed sense of bureaucracy and a flair for administrative busy-work. Those who lacked such qualifications were left behind. This only served to endear them to the Pruztian Ambassadorial Mission, while it was still called by that particular euphemism.

During the Occupation, the ANGSOC refugees really came into their own. Many took on Pruztian commissions and a special 'Administrative Division' composed entirely of ANGSOC personnel was formed with the mandate to 'Reform the Libraries, Book Depositories and Archives of Wermspittle,' and to 'Update these institutions in the name of efficiency and the cause of truth.'

The book burnings began almost immediately. More than half the Puritans in the city entered into service to the ANGSOC forces as provisional 'Outer Party Members.' The Puritans were used as stormtroopers until casualties escalated too far and Morlock janissaries were hired-on to replenish their numbers. The Ex-Puritans would not serve next to Morlocks, so this proved more of a tactical disaster than any kind of a solution, but eventually the Party Leadership was able to get things adjusted by the liberal application of rat-cages, mezmerism and ruthless executions for cowardice and betrayal of the Party. The Ex-Puritans quickly towed the line, though friction between them and the Morlocks continue to the present and any commander worth their salt knows to always maintain a strict separation of these two forces. To do otherwise is just asking for desertions, murders and worse trouble.

The ANGSOC Administrative Division also served as the exclusive recruiting ground for the Secret Police.

When the Occupation ended, the ANGSOC unit was abandoned by the Ambassadorial Korps in their withdrawal from the city. The ANGSOC forces took extremely heavy losses.

The hared-pressed ANGSOC survivors, branded 'war criminals' by the provisional government, went underground. Their numbers severely depleted, they negotiated a merger with another group of fanatics obsessed with cultural hygiene and censorship--the so-called Scarlet Letter Society--and formed a revised and hybridized composite group that took the name EINSOC.

EINSOC was more than just a way for the two hated and reviled groups to combine forces in order to survive, it was a rebirth of sorts for their respective members who shifted their focus away from the transgressions and over-zealous, but well-intentioned actions of their predecessors to devote themselves to educating the young, caring for the sick and rebuilding some of the worst parts of the Burned Over districts...or so they claim.

The area claimed by EINSOC is well-patrolled by Ex-Puritan mercenaries who are more than a little disgruntled that their previous service to ANGSOC is being counted against them and that their 'probationary period' has been indefinitely extended. Since they were anathematized upon their initial defection, they have nowhere else to go. So they patrol the area and take out their frustrations on anyone that gives them trouble.

Not all the old guard accepted the proposed merger with the SLS, whom many considered crude and prudish and not worthy to join their ranks. These old guard ANGSOC members withdrew from the fellows and chose to set up offices within a bombed and abandoned Print Shop that they have since rebuilt, fortified and turned into a thriving and lively beer hall where all manner of speeches, political discussions, rallies and committee meetings take place at all hours of the day or night. Each and every word is meticulously recorded, printed and stored in the rapidly growing archives. In fact, things are getting so cramped there that the group is looking into seizing acquiring a nearby, larger property and converting it into a much-needed annex to their archives. Unfortunately the location they have chosen seems to be claimed by Voormis...


War is Peace; Freedom is Slavery; Ignorance is Strength.

Inspiration: 1984 by George Orwell, as adulterated with the mixing-in of  Mr. Hawthorne's infamous Scarlet Letter for the heck of it. The ANGSOC logo above was based on the ubiquitous Ingsoc graphic used throughout the movie with Sir Richard Burton that had the soundtrack by Eurythmics that was actually released in 1984. You can watch the movie online at YouTube...for a small fee. 


Tuesday, June 17, 2014

Breathless


There are sacraments of evil as well as of good about us, and we live and move to my belief in an unknown world, a place where there are caves and shadows and dwellers in twilight...

Arthur Machen


Breathless
No. Enc.: 1d4
Alignment: Chaotic
Movement: 60' (20') [12' (40') when within Purple Smog, Haze or Cloud area of effect]
Armor Class: 6
Hit Dice: 3
Attacks: 1
Damage: 2d4 (Strangulation)
Save: F3
Morale: 6 [12 when within Purple Smog, Haze or Cloud area of effect]

Lost souls who have been claimed by the Deep Purple Smog, the Breathless are undead beings who serve the Purple Clouds as minions. Horribly altered, with their humanity stripped from them, they have been driven insane by their ordeal. They caper and prance within the toxic vapors of the Deep Purple Smog and attempt to strangle all who still breathe--for they shall never draw breath again. The Breathless Move Silently (80%) and are Turned as 6HD creatures while within the area of effect of a Purple Smog, Haze or Cloud.

Purple Amber repels the breathless much in the way that garlic, holy water or religious icons drive off some forms of vampires and other revenants. Any edged weapon treated with oil or some other substance derived from Purple Amber inflicts double damage on these things.


Valdeer Salittan, a former member of the Wall Guard, he declines to be termed a deserter since his unit has all but been destroyed, has published a set of daugherrotypes and complimentary ectographs depicting a trio of abdead revenants that he claims to have encountered along the Number Seven Road, while on patrol from the Western Guard House of the Inner Ramparts. According to Salittan, these particular revenants were '...notable for their distinctive purplish stains and the peculiar miasma-like haze surrounding them'. Some critics have written this off as a desperate attempt to attract attention, others think it a stupid hoax, but a few scholars are deeply troubled by what they fear may be some sort of harbinger of things to come. Perhaps there is some sort of a connection between these things and the sudden, marked increase in reports of miasmas and the like of late...

Jarpha


"Heaven take it away! Hippopotami should not have human hands and carry torches..."
Under the Pyramids
by H.P. Lovecraft and Harry Houdini


Jarpha (Grunt)
No. Enc.: 3d4 (6d4)
Alignment: Neutral
Movement: 60' (20')
Armor Class: 5
Hit Dice: 4+1
Attacks: 1 (weapon)
Damage: 1d6+1 or by weapon
Save: F5
Morale: 4 (Improves by +1 per each pay upgrade)

The Jarpha have spread outwards across myriad worlds and realms. Mercenaries without a world of their own, the Jarpha have a fearsome reputation based on the glories and atrocities of a distant age that their leaders attempt to milk for all its worth. They serve many masters for payment, but only one cause stirs their hearts and gets them to stop complaining or grumbling for a brief moment and that is their devotion to someday claiming a place of their own and settling down to quiet, rustic villages to raise crops, bear real children (not vat-clones), and to pursue various quaint hobbies...none of which any of them have the slightest idea of how to do. No one really knows if it's all some sort of vestigial imprinting left in their systems from their progenitors or something else...


The Jarpha first appeared in Riskail and most recently have been pursuing Zeelia. There are a few knocking about beneath Wermspittle ever since their unit got separated and wandered through a Weak Point. They have been sighted in other settings and campaigns as well...

Monday, June 16, 2014

Todtenhilzig (Nasty Little People)


Twilight had fallen by the time they came to the trees, beneath which were the black, circular objects they had marked from a distance. Dozens of them were scattered around and Dorothy bent near to one, which was about as tall as she was, to examine it more closely. As she did so the top flew open and out popped a dusky creature, rising its length into the air and then plumping down upon the ground just beside the little girl. Another and another popped out of the circular, pot-like dwelling, while from all the other black objects came popping more creatures—very like jumping-jacks when their boxes are unhooked—until fully a hundred stood gathered around our little group of travelers...
by L. Frank Baum


Todtenhilzig
No. Enc.: 5d20
Alignment: Chaotic
Movement: 30' (10')
Armor Class: 6
Hit Dice: 1d4 hit points
Attacks: 1 (bite or by weapon)
Damage: 1d6 or by weapon [most often 1d4 Biting Dolls]
Save: F2
Morale: 6

Special: Todtenhilzig are very strong for their size, being able to lift approximately three times their own body weight with ease. Their bite is the equivalent of a +1 weapon for both 'to hit' and damage purposes. Anyone devoured by these things is rendered physically unrecoverable, as if that needed to be said...


Nocturnal, tiny and curiously formed little people with wrinkly, leathery skin that appears like some sort of husk or loose wrapping, the Todtenhilzig appear mischievous and playful...even comical...until they have their intended victim surrounded. Then they strike in a mad, hooting and hollering wave of snapping teeth and slashing blades. They prefer to attack only when they have the means to overwhelm a victim, but being hot-blooded and impatient folk, they can sometimes be a bit premature in their all-out assaults.

Merciless, murderous abhuman creatures, the Todtenhilzig crave human flesh above all other meat except perhaps Grimflesh and of course Thumblings, whose flesh they desire over all else. They wear the tanned and painted hides of their former victims and are very skilled in the crafting of bone implements, weapons and adornments, including various talismans and charms cunningly contrived from shards of human bone that they will offer to sell to an unwary traveler whom they are not prepared to ambush quite yet. They are incredibly gifted as doll-makers and are notorious for the 'Biting Dolls' that they make to serve them as guards and weapons.

Todtenhilzig spell-casters construct vicious iron-toothed 'biting dolls' that they send after their enemies among the Thumblings, Lillipts or others, such as those larger folk who manage to escape one of their ambushes. These are a vicious, vengeful people, who exchange torture tips with Bogles and have been known to swap prisoners with certain of the Comprachicos, or one of their agents, on the basis of an equal amount of meat by body-weight basis, of course.

All their spells tend to involve skinning their prey and molding bones into useful shapes, regardless of whether the bones have been removed from their target's body or not. In fact, they have a few spells for the removal of bones that can help with that as well, but they are loathe to teach their spells to outsiders, though they can be bribed with sufficient quantities of fresh meat and strong drink.

Of all the amorphous horrors to be found within Wermspittle, the bone-dissolving Gelbores are of especial interest to the Todtenhilzig. They have allowed trespassers to leave unmolested upon giving the nasty little people very detailed directions to the location of a Gelbore--once the directions were proven to be accurate, of course. No one knows just what the Todtenhilzig do with the Gelbores they capture. It's probably better not to ask...

They dwell in cast iron domes converted from old cauldrons. Presenting a group of Todtenhilzig with a cauldron will earn their friendship and prevent them from attempting to ambush and/or devour such a generous person for at least a few hours. The only thing that would gain a stranger even more acclaim and renown, not to mention good favor among the Todtenhilzig would be to deliver unto them a few Thumbling prisoners. They delight in tormenting, dismembering and ultimately devouring Thumblings more than any other creature. Their hatred for the Thumblings stems from the days Achuin Occupation when roving bands of Thumblings took up the yellow banner and hunted down and killed as many of the Todtenhilzig as they could. Then the Thumblings took over their jobs in the local toy-makers and doll factories. When the Pruztians drove out the Achuin forces, the Thumblings switched sides and served the Pruztians, which allowed them to continue to harass and persecute the Todtenhilzig. Now there is no one to protect their one-time tormentors and the Todtenhilzig are out for revenge...




1d6 Lesser Biting Dolls
  1. The severed head and one arm of a celluloid-based doll are mounted on an old broom-stick. The doll's jaws have been extended with wired-together sections of bone and wood. Instead of teeth, this doll's gaping maw is filled with dozens upon dozens of rusty nails. The arm flaps around but cannot grip anything now that all its fingers have been hacked off.

    Doll-Head Stick [AL C, MV n/a, AC 7, HD 2 (16hp), #AT 1, DG 1d4+2 (Strikes as +2 weapon), SV F1, ML 3+Wielder's CHAR Mod. Special: Takes double damage from fire.]

    Control Mechanism: Wielder must invest 1 hit point to wield this weaponized-doll each time they pick it up, failure or refusal to do so results in the thing attacking them at +2 to hit for three consecutive attempts. at the end of the third attempt, if the thing has not drawn blood by way of its attacks, it goes inert until someone, anyone, invests one hit point of their own blood into the thing. Also, each time this thing achieves a natural 20 on the To Hit dice in combat it will require one additional hit point of damage invested to keep it working for the current wielder.

  2. A rag doll soaked in Spectral Brine, it's insides are a viscous black jelly and the thing spews corrosive tar-like gunk in-between biting attacks. The gunk clings to most surfaces and is highly flammable in addition to causing 1d4 damage per turn for the next 4 turns.

    Control Mechanism: A square button carved from walrus ivory. The button must be stitched into the clothing of the would-be master. They then must squeeze the button between two fingers while giving the doll simple commands of three words or less in Urzine or some related dialect.

    Pukey Doll [AL C, MV 30' (10'), AC 7, HD 2 (11hp), #AT 1 (Bite or Spewage), DG 1d4/1d6 (+1d4 per Turn for next 4 Turns), SV F1, ML 3+Master's CHAR Mod., Special: On a successful bite attack the doll will attempt to latch onto its victim, gaining a +2 bonus to hit on its next attack, which if successful inflicts double damage. However, once it accomplishes this special attack, the doll slips free and must try again.]

    Control Mechanism: A ring of laminated bone. Wearer gains a +6 bonus to dominate the doll psychically. The doll has an Ego/Psyche of 12. Each time the doll takes damage, the ring-wearer takes 1 hit point of damage as well.

  3. Garishly re-painted porcelain-headed doll in a miniature hoop-skirt. The fabric body is packed with a mixture of gunpowder and Achromic Powder. Someone has thoughtfully wired a torch into the thing's tiny little hands and it appears very happy to see you. [Explodes as a Fireball spell.]
    Dolly-BoomBoom [AL C, MV 60' (20'), AC 7, HD 1 (4hp), #AT 1, DG 4d6 damage in 30' radius blast, SV F1, ML 3+Master's CHAR Mod. If doll fails Morale check, it has a 30% chance to run crying back to Master.]

    Control Mechanism: A tear-drop shaped 'gem' formed from a lacquered blob of gray jelly containing a substantial quantity of gunpowder and attached to a slender Horla-hide cord. The wearer can command the doll up to a distance of 20', even though the blast radius is 30'.

  4. Papier mache coated with lacquer, this doll has the bulging eyes of a grizzled veteran from the fighting pits lovingly glued into its too-small sockets. The thing's nose is the pick-end of a broken warhammer (does 1d6, but breaks loose in wound) and it's teeth are ice-picks and bodkins stolen from failed revolutionaries.

    Pick-Nose Doll [AL C, MV n/a (Legs are actually the handle of a warhammer), AC 7, HD 2 (14hp), #AT 1 (Bite), DG 1d4+1, SV F1, ML 3+Wielder's CHAR Mod. Takes triple damage from fire.]

    Control Mechanism: Whomever wishes to control this doll must carefully insert an appropriate bodkin or ice-pick into its over-sized jaws. Doing so grants you complete control of the thing for the next 36 hours, after which time it rebels and either runs away (60%) or attacks (40%). It can be destroyed by driving another ice-pick through its head, or held at bay by reciting revolutionary doctrine and press releases in a suitably sonorous and monotonous voice for so long as the recitation continues uninterrupted.

  5. Headless Cutie Doll. It's body is hollow, but filled with 3d6 green-speckled centipedes that swarm out of the gaping hole where its head ought to be.

    Headless Cutie-Doll [AL C, MV 30' (10'), AC 7, HD 2 (9hp), #AT 1, DG Special, SV F1, ML 3+Master's CHAR Mod. Special: Contains 3d6 venomous vermin that will attack if disturbed.]

    Green-Speckled Centipedes [AL C, MV 90' (30'), AC 6, HD 1+1, #AT 1, DG 1d4+Poison, SV F1, ML 5. Special: Save +1 versus Poison or suffer -4 penalty to Initiative, half movement, -2 penalty to hit and lose any DEX bonus to AC for next 1d4 Turns. effects Are cumulative.]

    Control Mechanism: A bent stick carved with lazy spirals is given to the would-be owner or controller. Wherever you point the stick, the doll will move towards that direction. This effect is continual and cannot be paused or stopped. Letting go of the stick causes the doll to come after whoever held it last.

  6. Grotesquely carved from wood and bone, this warrior-doll has an over-sized nutcracker-like mouth fitted with many, many triangular iron teeth. It also has multiple bloody scalps affixed to its head; each one chewed off of the head of a past victim.

    Biting Doll (Scalper) [AL C, MV 60' (20'), AC 6, HD 2, #AT 1, DG 1d4+3 (Strikes as +1 weapon), SV F4, ML 10, Special: Limited to a 120' radius around master. Every scalp taken has a 20% chance to grant the doll 1 additional point of Ego (as magical/sapient sword).]

    Control Mechanism: A small leather bag that contains several wadded-up and bloody scalps. The exterior is picked-out with crude bead-work, with the beads being human teeth. holding the bag allows you to direct the doll, but your influence wanes the longer it goes without committing an act of violence. There is no set formula or measure to how this functions, only a never-ending need by the doll to be biting, tearing, hurting things that the 'master' must accommodate, or else the doll will turn on them.


Inspiration: The Todtenhitzig were inspired by a desire to replace Mr. Baum's 'tiny and curiously formed' little people, the Tottenhots of Oz with something that wasn't quite so stupidly racist, so I re-imagined them as a truly nasty type of 'lower form of humanity,' with ancestral ties back to the wicked Voorish Domes in Deep Dendo as rivals and competitors (and hunters) of the Thumblings. Thus we manage to mash-up The Patchwork Girl of Oz by L. Frank Baum with The White People of Arthur Machen...and find out who really makes those evil little fetish dolls with the oh so sharp iron teeth...

Sunday, June 15, 2014

An Abandoned Map (Now Found)

An Abandoned Map
Gus L from over at Dungeon of Signs has abandoned this map, so I thought it would be interesting--and fun--to see what happened if it showed up somewhere else, so here it is. I opted to keep things minimally-statted and aimed at a party of low-level adventurers. This dungeon can be quickly and painlessly used or adapted for use with whatever system you prefer, whether Swords & Wizardry (Complete), OD&D, DCC RPG, Heroes & Other Worlds, T&T, AD&D, Labyrinth Lord, or whatever, maybe even some version of FATE, FUDGE or one of those other newfangled games.

This is pretty much a bare-bones sort of thing, wide open to re-interpretation, adaptation and on-the-fly improvisation. If you don't like a particular monster, feel free to swap it out for one you do like. If there needs to be more monsters, more traps, more whatever, then feel free to add whatever you need to make it work for you. Take it and make it your own. Go for it. Knock yourself out. Have fun!

The Weird Mound

Prologue
A weird tumorous mound of semi-petrified flesh was recently discovered in the middle of a previously unexplored box canyon that a family of goat-herds thought might hold some decent pasturage for their goats. The pasture is lush and very tempting. They just don't trust the mound-heap and have offered a modest reward to anyone brave enough to go examine the thing.

Getting There
The surrounding area is steep, rocky and heavily wooded everywhere there's a spot for trees to take root. Several small streams cut through the rocky soil and there is a lot of sage, thyme and rosemary growing in abundance wherever the trees haven't quite taken over yet.

It takes one or two days to get to the weird mound, following the tracks and trails used by the herders. They have sent along a guide to lead you to the place, but upon arrival the kid runs off figuring that you can find your own way back.

First Look at the Weird Mound
Maybe, once long ago, this thing might have been a big jiggly mass of stuff like aspic or pudding. In places it still looks kind of soft or squishy. Distorted and tangled weeds of unhealthy aspect jut out of cracks and crevices all over the mound. It gets progressively and more obviously drier, darker and more brittle the higher up it goes. The upper layers are a tumbled mess of fractured splinters and shapeless, broken debris. Nothing grows on top of any of this stuff.

You are not the first ones to discover this Mound. There are a number of entrances, crevices, niches, carved-out cavities and ledges built into the place by diverse hands in various styles, apparently at several different historical periods.



The Outer Areas (A-G)
Roll 1d4 and consult the options in the green box however often or as many times as you like while the characters are poking about or loitering in these areas.

Area A
Marble columns flank an ornate door, three to a side. Rancid-smelling blue-veined vines clutch the columns to about half-way from the top where they fall away in a fine gray powder. The ornate doors crumble to dust and half-petrified fragments if you attempt to open them. The space beyond the outer columns is cool, dry and has an indefinable mustiness to it. None of the vines intrude on this dimly lit area.
Roll 1d4 as often as desired...
1) The vines attack as (1d4) constrictor snakes. 2) A column crumbles as you pass. 3) Nasty green mold covers the overhanging ceiling. It drips a mild acidic fluid on everyone who passes. 4) The disintegration of the door startles a flock of hairless three-eyed bat-things that squawk loudly as they flutter off in a swarm to escape from the disturbance.

Area B
A sandy slope leads into a sharp-edged crack in the Mound. There are bones jutting out of the sand. Mostly small animals. The sand gets deeper and more slippery the farther back you try to go, making this route challenging and potentially difficult.
1) A partial (legless) Skeleton crawls out of the sand and attacks wielding a beautiful jade cutlass. 2) The sand begins to pour forth from the opening in a massive surge. Everyone attempting to make their way through this stuff must Save or make a DEX Check to avoid getting buried. The sand-flow subsides in about an hour.  3) Nasty yellow mold covers the overhanging ceiling. It drips a foul-smelling milky fluid on everyone who passes. Those exposed must make a Save or their leather and fabric clothes/armor/gear will begin to fall apart. 4) Someone finds a rough-edged disk of translucent gray stone carved with the likeness of an octopus that has the face of a mandrill on top wielding some sort of jagged-toothed chopping weapons in each of its eight limbs.

Area C
Crudely carved stone steps lead back into a roughly-hewn hole hacked and hammered through the very stuff of the Mound. There are chunks and pieces of brittle mound-stuff scattered across the steps. The debris is as brittle as charcoal and appears harmless. The walls of this entrance are covered with angular spirals with sharply-exaggerated corners almost like hooks.
1) A section of the ceiling overhead collapses. Everyone within 10' of the opening must make a Save or DEX check to avoid getting struck by falling debris for 1d4 damage. 2) The spiral-carvings in the walls seem to swirl and change colors as you pass. 3) Nasty red-spotted mold covers the overhanging ceiling. It sprays a fine mist of sweet-smelling nectar on everyone who passes. This stuff remains pungent for the next 2d4 hours and turns exposed portions of skin a sickly pink. 4) There are (1d4) Giant Centipedes coiled-up within some of those carved-out spirals and they will attack with surprise if no one notices them in time.

Area D
A small stairway leads up to a flat, clear corridor. The walls are whitewashed. The floor is spotless.
1) The 'whitewash' is actually caustic lime and anyone stirring up the stuff by walking through here must Save or be blinded for the next 1d20 hours. 2) An stunted, albino Black Pudding lairs in a niche in the ceiling. 3) Nasty bone-white mold covers the overhanging ceiling. It does nothing, but it is extremely flammable. 4) A Skeleton wielding a broken spear (The head is missing) attacks. Inside its skull is a small green stone cut with three indecipherable rune-marks.

Area E
A ledge where someone once set up a modest shrine from mounded-up bones, candles and other bits and pieces. It hasn't been used in decades, if not centuries. There might be a sort of altar-stone set-up towards the back.
1) There's a small white conical stone lying amid the bones, stones and debris. It is cool to the touch and radiates a faint magic (Radiates a faint aura of Protection From Faeries in a 12' radius). 2) The debris shifts as you sift through it, or as you pass it by. In either case there's nothing to see here. 3) Nasty black mold covers the overhanging ceiling. It crumbles into a toxic cloud of smoke-like spores if disturbed. Those exposed must Save or suffer intense diarrhea for the next 1d4 hours. 4) A Skeleton of some sort of prehuman creature digs, claws and pulls its way out from under the debris. It will mindlessly serve any one-word command given to it by the first person it encounters.

Area F
Another ledge, only this one was stripped bare and blasted by intense heat. There are harpy bones burned into the Mound-stuff from whatever destroyed the shrine that once occupied this niche.
1) A section of wall collapses as you pass, revealing even more blackened bones embedded in the side of the Mound. 2) A hazy black flame erupts from the center of the floor inside the niche. It lasts for less than a second, but fills everyone who sees it with a lingering sens of dread. All retainers, hirelings and the like must roll their Morale Checks with a -2 penalty. 3) Nasty orange mold covers the overhanging ceiling. It scrutinizes your group with a single lambent green eye but disdains to converse with lower life-forms. 4) A blackened harpy-skeleton tries to free itself from the wall only to tear itself to pieces in the process, scattering burnt old bones across the floor.

Area G
Four very angular, very precise openings have been sliced through the Mound-stuff. Each of these openings extend upwards for over 30'. The walls are clean, smooth and exactly perpendicular to the extremely smooth and flat floor. Everything gets rougher and less finished and cruder the farther back one goes.
1) The upper portions of this passage are unsteady and will collapse in a heap of debris after anyone goes farther than ten feet into this space. Unless they stand there gawking, there is no danger of getting hit, hurt or buried as the collapse proceeds in slow motion and makes little to no noise. 2) The other openings close-up as you enter this one. 3) Nasty blue-striped mold covers the overhanging ceiling. It drips a meaty-scented liquor that is absorbed by the walls before it can reach you. 4) The floor cracks and peels as you pass and grows progressively more brittle the farther back you move until finally a section gives way, leaving a yawning pit that blocks the way forward. The pit forms in slow motion, so is easy to avoid. It extends to a depth of at least 300' deep, and is 1d4x10' across and goes from wall to wall.



The Inner Regions
Wherever there appears to be a door marked on the map roll 1d6: 1-4) The door collapses into fragments and dust without harming anyone or making much noise; 5) Whomever touches or is within 5' of the door must roll a DEX Check or Save to avoid taking 1d4 damage from the petrified fragments of the door cascading down around them with a terrible clatter. Make a Wandering Monster Check; 6) The door screams loudly, tears itself loose, and charges past the group in an attempt to escape its centuries-long imprisonment only to splinter, shred and fall to pieces with each step. It will get about 30' before it finally collapses into a pile of debris. A Wandering Monster is pretty much going to happen now, no need to roll.

Room 1
The door leading inwards from here is partly petrified, partly rotted. It breaks into shards and pieces on contact. The noise echoes quite a bit. [Roll bonus Wandering Monster check.]

There are two rows of four columns. Each column is featureless, smooth and seemingly all of one piece of peculiarly mottled marble. Closer examination will reveal that these 'columns' are in fact semi-petrified mottled puddings that are slowly awakening due to your lingering presence. Leaving the room allows the Puddings to return to their suspended animation state, sticking around will have a 3HD Mottled Pudding (treat as Black Pudding)  become active every other round until all six have been awakened. If the Puddings are destroyed, examining the much smaller-diameter columns they were mounted upon will reveal several intricately carved panels of fragile fossilized ivory, each one weighing over 200 pounds and approximately 10' tall, 1/2' wide and 3" thick. The panels can be removed from the columns simply by prying them loose with a dagger or whatnot. Transporting the panels will be tricky; they break if handled roughly and will be ruined unless carefully handled. They are priceless archaeological finds dating back thousands of years, but will probably net about 1,000 GP each from the usual suspects...if you can get them back intact. The fragments will be all but worthless, except to very peculiar crafters of exotic materials.

Room 2
Small Temple. The columns in this area are stark black stone and quite inert. A large black basalt block has been set-up in the middle of the floor and appears to have been used as the base for an altar and other fixtures that have all been rudely and vigorously removed be some previous despoiler of sacred precincts. If anyone cares, the walls are painted with frescoes depicting strangely interconnected clusters of organic swirls and loops that take on an ominous aspect the longer you look at them. All NPCs allowed to stare at these frescoes must make a Morale Check with a -4 penalty.

Room 3
A half-dome ceiling completely covered with an ancient mosaic fashioned from human finger-bones. There is a dull gray fuzz extending down from the top obscuring the most interesting parts of the mosaic. What you can see is disturbing, disgusting and causes all NPCs to make another Morale Check with a -6 penalty.

There are a couple of small, dark storage-spaces behind grated-doors. Both of these little rooms were in fact cells where dozens of fingerless skeletons have been piled like so much cord-wood.

Room 4
The walls are smeared with long-dried blood and show the clear signs of a mighty struggle. Massive vertebrae from some sort of exotic giant serpent lie scattered across the dusty and filthy floor. There is no sign of the things head. What remains of the furniture is smashed and burned. Someone has chopped some sort of vulgar insult into one of the walls at about thigh-level with a chisel or axe.

Room 5
A badly mauled skeleton missing one arm is suspended by chains head-down over a brazier that has fallen off of its tripod. There is a large ruby ring still attached to the skeleton's sole remaining index finger.The ruby glitters and glimmers seductively in the dimness of this room. It contains the essence and soul of the old High Priest who used to be master of this shrine, before his insatiable hunger for human sacrifices brought him into conflict with a band of adventurers...but that was long ago and of no interest or lasting consequence.

Room 6
A ledge littered with broken idols, all of which have bat-like features. A closer examination will reveal that each one is in fact the petrified remains of something that once lived.

The bat-thing idols are fragile, but can be carried if wrapped carefully. They might fetch a few coins from those interested in extinct monsters and the like.

Room 7
A fractured pedestal stands between two opposing stairs. A heavy metal foot broken off just above the ankle is all that remains of an ancient iron golem that used to guard this space.

Room 8
The old castellan's desk is a mouldering mass of rotted wood and loose-bits of trash. A heavily tarnished silver-chased ceremonial shield has crumpled to the floor. It might be worth a few coppers, but moving it will upset the (1d4) Giant Centipedes hiding behind it.

Both sets of bunks in the two sleeping areas have fallen into ruin and rot. There are a few random bits of off-hand junk left behind, including a letter-opener (dagger-1), and a carved bone chit once used in a brothel long since gone.

Room 9
Bats have taken over this room. Hundreds of the wee beasts sleep suspended from the ceiling and a few projecting pieces of the walls during the daylight hours. Each night they fly forth to feed on insects. The floor is almost waist-deep with accumulated guano. They've been here a long time. Digging in the guano will only attract a wandering monster. This room was cleared-out well before the bats moved in.

Room 10
A cultic shrine. The pillars in this place are twisted and slick with an oily residue. The floors are covered with enameled tiles arranged in intricate geometric patterns that resemble angular, hook-like spirals of green and yellow flaring across black and purple abstract cloud formations. A brazier of white metal suspended in the air by a lingering enchantment flares into life as anyone enters this room. Three more of the things lie dead and inert on the floor. The brazier can be moved slowly, but will go inert if taken out of the room.

All NPCs entering this room must make a Morale Check with a -4 penalty. Those rolling a result of '1' become suddenly and violently ill, vomiting uncontrollably and suffering 1d4 damage per Turn that they remain inside the Mound. Those that die from this disorder rise as zombies within 1d4 Turns.

Stairs lead down and away from this room to a landing. There are two black onyx statues set in rounded niches on the left-hand side of the landing. These figures are grim, menacing and monstrous but inert. Each has a large, crudely cut ruby mounted in each of their three eye-sockets. Tampering with the statues will result in the floor of the landing falling away, leaving only a 3" rim around the pit trap so revealed. This pit is 60' deep and the walls are dry and crumbly, making climbing difficult as portions will cascade down upon anyone struggling about down there. A gong will sound as the floor falls away. It might attract a wandering monster, but the guards it was intended to call are long gone.

Room 11
The door to this small room was spiked shut from the inside. The door breaks easily now, due to rot and age. There are two small humanoid skeletons in here, one clutching a short sword, the other with a clearly damaged skull. A small sack in the corner will fall to dust if disturbed. Underneath are 400gp, 20sp, and a small gem worth maybe 100gp. The coins are crudely stamped from chunks of raw metal and might be of some interest to a numismatist or historian.

Room 12
The old font, nave and statuary in this room have all been thoroughly smashed and defecated upon.

Room 13
The frescoes on this room's walls have all been defaced, often in crudely humorous ways. There is a stack of 27 slightly fractured skulls stacked along the wall. All of them have turquoise and jade bits implanted in their teeth.

Room 14
The walls are covered with strange, angular hook-like spirals. All NPCs must roll Morale checks with a -2 penalty. There are (1d4) skeletal rats lurking within one or more of the spirals.

Room 15
The door used to be reinforced with heavy panels of bronze that have spilled out onto the floor as the wood rotted away underneath it. Inside are several ornately-carved wooden clubs set with obsidian and animal teeth, as well as dozens of egg-shaped throwing stones and hand-axes. Some of it might be useful still, but most of it is too old, too brittle to trust.

There is a section of the back wall that sags oddly. Disturbing it, as in examining it more closely, causes the gypsum and paint to finally give-out and collapse into the little armory with a groaning crash. A choking cloud of white dust will fill the space for the next hour or so before it finally settles. A passage is revealed. A corridor that leads to a still functional pit trap that will trigger on a roll of 1-3 on a d6 once someone passes over it. This pit is lined with jagged bits of jade and obsidian taken from broken weapons and anyone falling down into this pit takes 2d4 damage. Any rope lowered into the pit will be severed on a roll of 1-2 on a d6, if it is used to help pull someone out of the pit.

Room 16
The floor swirls with the faintly luminous coils of an ancient Silence 15' Radius spell that remains in effect for 1d6 Turns. It used to be permanent, but age has worn it down somewhat. The walls are all glossy black and featureless and they end abruptly two-thirds of the way into the room where the floor extends as a bridge over a dark body of water. There is a fetid and disgusting breeze wafting off of the water below. Any organic materials left in this room for longer than an hour begin to rot.

Room 17
The front third of this room is wall-less just as Room 16. Once past the part where the bridge enters it, the room takes on a nacreous, greenish cast. All the surfaces are covered with a mold-like encrustation that fills-in the gaps and corners to cover-up any right angles or sharp edges. The mold extends like a carpet across the floor and seeps a blood-like fluid as anyone walks across it. The fluid is sticky, foul-smelling and causes leather and similar things to slowly take on the consistency of raw liver and eventually to slither off into the darkness.

Room 18
A sandy-floored cavern that surrounds a dark body of still, stagnant water. Anything organic left in this chamber for longer than ten minutes will begin to rot. Touching the water will force a Save against Disease with a -2 penalty, those failing this Save suffer the effects of Mummy Rot. There might be little fishies, or something pale and scaly swimming about down there. Out towards the middle of the non-lake, right below the bridge connecting Rooms 16 and 17 overhead, is a mound of bones, metal and gems. These were the sacrifices who didn't make it over the bridge, back when an absurd-looking tentacled extraplanar monstrosity lurked within the non-lake. It has since returned to its plane of origin. However...if someone is carrying the strange gray stone disk from Area B (option 4)...then that stone disk begins to glow, emits a high-pitched keening whine, levitates out to the middle of the non-lake and re-summons the mandrill-headed octopoidal beast...

Room 19
The viewing chamber. There are three gaps cut into the spell-infused stone of this round chamber, each one littered with crudely stained glass, amber, horn and what might be some other kind of resin. The floor is a smooth glassy surface that reveals a shifting and swirling pattern of angular, hook-like spirals slithering through a black and purple abyss. All NPCs must make a Morale Check with a -6 penalty. Anyone else looking at the floor must make a WIS Check or else stand their gaping for 1d4 Turns.

Originally, you weren't intended to see anything--this room was built to allow the sleeping god below to gaze upon those brought before it.

Now...you can look through one of those gaps and behold the still sleeping, perfect golden form of some forgotten Godlike Being surrounded by a unspeakable hell-broth of mold and corruption.

You are not worthy of its notice.

Room 20
Everything is whitewashed and clean. Even the bones of interlopers that have been piled along the walls.

There is a section of bars set into the outer wall. A heavy membrane has been stretched from bar to bar. Standing in this room, one can look out upon the pasture surrounding the Mound, but no one can see into this space. The membrane weeps yellowish ichor if cut.

Room 21
Much like room 20, only there are four Skeletons covered with a heavy coating of what at first appears to be accumulated whitewash, but is in fact the dried remains of slain albino Black Puddings. These skeletons are faceless, with disks of intricately carved black jade set into their foreheads. They attack as Black Puddings--their claw-like hands excrete sizzling acid. If destroyed, the jade disks can be pried loose form their heads. They might be worth a few coins to anyone who doesn't recognize them or know their source of origin.

Room 22
An old (12 HD) albino Black Pudding covers most of this ledge. It is the ancient slave of the cult who use its flesh to achieve a form of immortality as they keep vigil over the Sleeping God-Thing below. This old Pudding is sluggish and takes 2d4 rounds to rouse itself from its torpor once someone steps upon it. If intruders leave, it will go back to sleep. It dislikes leaving the ledge for any reason.

Room 23
Secret Inner-Shrine. Six pillars of rare violet onyx mined from some extradimensional quarry are arrayed before a statue of chunky, pitted lead. Taking a closer look will reveal that the lead figure is an intentionally crude replica that was lowered into place to facilitate the theft of the original, presumably golden statue that used to occupy this space. The pillars are scratched and chipped where chains were wrapped around them for the use of a block and tackle. The substitute statue weighs several hundred pounds and will most likely never be worth the effort required to retrieve it.

Room 24
Octagonal room set aside for meditation and using Commune spells by the third cult to occupy this Mound. A basin of marble has been set-up in the center of this room. It contains crystal clear water that will Cure Disease unless the drinker has passed through Room 19, in which case the water turns into a black oily substance that causes Mummy Rot on contact.

There is a secret passage to Room 3 that might come in handy. Anyone using Commune or Contact Other Plane in this room gains the immediate attention of the God-thing sleeping amid the horrid muck below...

Room 25
 Similar to Room 24, only the basin is here a brazier that holds an apparently eternal green flame. Anyone lingering more than ten minutes in this space that has not received Bless from a priest of the Third Cult will suffer 1d4 fire damage per round until they leave. A Save is required to avoid incurring any lingering angular spirally-hook shaped scars of livid green seared deep into their flesh.

Room 26
Six violet onyx pillars are all that stands between you and the sleeping, golden God-Thing surrounded by cosmic filth and primordial matter. The God-Thing dreams of far more interesting things that you.

Room 27
Safe behind a secret door, this is what remains of the treasury of the Third Cult. The Last Priestess of the Third Cult sits upon a modest throne at the back of the room keeping eternal watch over the raw gold, rough gems, ivory and other ancient treasures that have slowly crumbled into dust and rubbish. She intends for her undead vigil to continue until her deity arises from the muck and slime that surround it to do whatever it is going to do--this is the deepest mystery of her cult. The air of this chamber is saturated with dark green poison gas from multiple Cloudkill spells. If anyone finds this room, and if they survive the toxic fumes, and if they manage to destroy the 10 HD Mummy of a 5th level Cleric holding a wand of Cloudkill (2 remaining charges) sitting on the throne, then they will be able to scrounge-up a pretty good haul of raw gold, silver nuggets, ritually-inscribed ivory mammoth tusks, obscure clay tablets, chunks of amber, copper beads, turquoise and jade ornaments and so on. There will be too much stuff to carry it all out, so the group will have to deal with encumbrance and all the fun logistical issues of carting off heavy loads of bulky loot.



Wrapping It Up
The real challenge will come after the party has returned from the Weird Mound and have to deal with the ambitious, greedy and woefully unprepared goat-herds who descend upon the Mound with visions of easy pickings and an end to their poverty.

If the party heads back into whatever town or village is close-by, the goat-herds will be watching and once they see all the loot these guys got, they will run off to go plunder the place themselves. The goat-herds will also insist on getting a 50% cut of the recovered loot, at a minimum...so expect some friction and escalating tensions and potential conflict over the disposition of the loot that will not only continue to be a source of disputes and arguments, but the goat-herds will blame all their casualties and injuries on the group as well, so things could get pretty heated fairly fast.

Who knows, maybe one of those goat-herds will take it upon themselves to revive one of the old cults...especially if they are upset with the player characters and want to get some revenge upon them...



Wandering Monsters: Outside
  1. (1d6) Lost Goats.
  2. (1d4) Wolves, hunting the above-mentioned goats.
  3. (1d4) Deer or other game animals.
  4. A flock of birds that seem to be acting oddly. If one is brought down with a sling or an arrow, you'll find that they're infected with a peculiar green mold that might be what turned them undead.
  5. An immature Giant Serpent that slithers away from your group as fast as it can go.
  6. A very suspicious goat-herd keeping an eye on the group.

Wandering Monsters: Within the Mound
  1. (1d4) Giant Centipedes.
  2. (1d4) Mold-infected bats.
  3. (1d8) Green Slugs. [3hp each, DG 1hp+ Save or lose 1 point from daily healing for 1d6 days.]
  4. A really lost goat.
  5. (1d4) Skeletons. These ones are carrying heavy stone clubs and wearing lots of copper bangles.
  6. A single, solitary Skeleton mostly covered in flaky white stuff. It melts into a pile of white slop after taking 3 or more hit points of damage.

Wandering Monsters: What's That? (Bonus Wandering Monsters Just In Case)
  1. (1d6) Giant Centipedes hiding in niches set into the walls. Attack at +4 to hit on their first attack.
  2. (1) Patch of Yellow Mold all over the ceiling and extending down the walls. not a good place for torches.
  3. (1d8) Yellow-Striped Slugs. [6hp each, DG 2hp+Save or suffer -1 penalty to all Saves versus Poison for 1d4 days.]
  4. The carcass of what once was another really lost goat. There are rot grubs tucked away underneath the haunches.
  5. (1d4) Skeletons. These ones wield stout spears with obsidian heads carved like screaming monkeys and wear wicker-work armor that used to have lots of feathers attached.
  6. A wounded and panicking goat-herd. Returning this kid safely back to his people will alleviate a lot of potential unpleasantness and could lead to an alliance of sorts between the greedy goat-herds and the characters--there should also be a reward, possibly an offer of marriage into the clan, etc. Returning their body will divide the other goat-herds, with only half of them turned against the party and the rest willing to give them the benefit of the doubt. Abandoning the kid might come back to haunt them if anyone else finds them. Killing them outright will cause them to become a vengeful ghost or other form of undead with a distinct grudge against the characters. In any case the kid has 1d4 hit points and moves at 1/2 normal speed and needs some healing, or at least bind their wounds or something. Feel free to let things get worse as things progress, and to make the kid a real drain on resources, needy, clingy, and continually whining about going home...this should be a challenge.


If you run this dungeon for your group sometime, let us know.
Thanks to Gus L. for the cool map!