Showing posts with label Demonbonesacrophagus. Show all posts
Showing posts with label Demonbonesacrophagus. Show all posts

Friday, 10 September 2021

Friday Reveal - THE FRONT COVER

 I seems hard to believe that, when I first started relentlessly posting marketing copy, five, maybe even seven days ago, that we would one-day reach this point, the point of me no longer having to advertise and whore myself out with every word I speak.

Yet here we are, only a day or so away from the end of the Kickstarter for Demon-Bone Sarcophagus and already I can feel parts of my soul re-entering my body.

But, sadly, not quickly enough to save you from 24 MORE HOURS OF BLARING NONSENSE BABAY!!!!!!!!!

The marketing beast writhes in my stomach. It churns and bubbles, flicks its tentacles and whispers...



"Show them the cover Patrick..." it burbles.
"Show them the front cover.... The WHOLE BIG THING."

Very well ye foul tumesence, I shall bow to thy will this one last time.

Behold, the mummification, of a QUEEN




Sad deeds done darkly as foul forms gather. 

The Fire Queens Sem Priest begins her mummification, but what disturbing spirits gather as she does? Simply the ghosts of Rohtzukgambehs questionable past? The echoes of slain foes of One Who Strode The World? Or something still worse?

There are monsters so awful that even to destroy them sets them free. They must be bound, secret and safe in a place shrouded in shadow that no-one will ever locate.

Until the moment YOU arrive.


DEMON-BONE SARCOPHAGUS!


You have a day left. Will we hit the big map tomb-plan version - probably not, but if we do end up making the Heist Plans in real life I will **TRY** [THIS IS NOT A LEGAL PROMISE JUST A STATEMENT OF DESIRE] to make sure people who backed for that level get a copy, even if the KS doesn't hit that level. [IF WE CAN AFFORD IT WE ARE ON MINIMUM WAGE OVER HERE].

Maps by Rachel Tew/Cartographybird






Design Polish by Mariah Ku




24+ hours to go!


Thursday, 9 September 2021

Thursday Image - Seven Silver Statues

 "Persistent and irritating. The move like sleepwalkers or drugged actors playing nobles and feed off attention, following and gesturing at anyone who pays attention to them."

Who are these strange figures...

 and what do they portend? 




"1. A daring and beautiful, though imperious young woman, armed with a macahuitl, crowned, clearly not entirely human.
2. A near middle-aged man, cracks run though his flesh like the wood of fire-blackened trees. He feels calm, centred and commanding, uses a slender war hammer as a walking stick.
3. A slightly pompous, serious-looking young man, a half-face mask set around one eye, a circular sun etched in the centre of his chest, attired in what looks like jagged feathers.
4. A figure with no mask, impudent face. A light step and open manner. bald, halo like a candleflame. Indiscernible gender.
5. A teenage girl, half-face mask, hair worked into tight ropes. Slight vulnerability.
6. A teenage girl, lower body a crazed constellation of shifting elements, as if she were billowing int and out of existence from the waist down.
7. A teenage girl, no mask, armed with a sword, confident princely stride and high head. Statues Tipping Over: Filled with liquid metal, the statues are unsteady and must move slowly. If interfered with or impacted with, they may fall and if they fall they will smash open, releasing the mercury within."

To Find Out...

All you need to do is back out Kickstarter, then wait a year or two and back the second Kickstarter; 'Frictionless Blue Glass', and then assuming we haven't gone mad or bankrupt, come in again a year or so after that and back the third Kickstarter; 'Palaces of Fire'!

There you will visit the titular Palaces of Fire and meet all the individuals depicted here (except for one....)

Pretty simple really. 

Though actually we do include a big lore dump at the start of this book which sets up and refers to the whole series and which is itself introduced by your old friend....

SOCIALLY CONSCIOUS TRILOBITE!


.


And who calls in a new friend, one freshly arrived at False Machine Towers, (we needed someone with a 'sonorous tone' for the Lore bits). Who are they....

Back the Kickstarter to find out!


Ending SATURDAY SATURDAY SATURDAY!!!




Wednesday, 8 September 2021

Meet the Salt Dryad

Only three days (of marketing posts), till the Demon-Bone Sarcophagus Kickstarter is done.




"In the darkness, a ring of burning phosphorous orbs reveals a glittering chrysalis of violet crystal wrapped around an empty space, in the shape of a woman.

Her eyes sparkle like broken geodes. She wears a depleted uranium robe that curls around her like smooth silk, and carries a Tomb Key around her neck."

Handmaiden to the Queen of Fire, the timeless dryad has been chilling in her Helictite Boudoir, quietly watching the tendrils of her salt-ivy infiltrate and consume the local area.

"Glistering and glimmering, reflecting every ray of lamplight, the Ivy is a wonderland, shining like ice over steel, rising in piles from the floor and hanging like vines from above. Plantlike tendrils form a semi-enclosed globular bed, like a huge empty lantern, in the middle of the room."

Those of you familiar with Salt Dryads will know that they key to speaking with them is to be polite. (If your PCs played through Deep Carbon Observatory and met the Salt Dryads there then Navidorines responses will take that into account.)


The Keys to the Tomb

As for the Tomb Key - yes, this is a dungeon crawl and there are Keys. In particular the Tomb Keys which open (or aid in opening if you are an exceptionally good thief) several important doors. 

The Tomb Keys are cursed (or enchanted), should you receive one willingly, it acts as a normal item. If you receive one without the consent of its holder then each key weighs 75 Kilos (about 160 pounds). Though of course for the true OSR player having a super-dense item only opens up new and disturbing possibilities for trickery and problem solving.


New Interview

A new interview! On a little-seen blog, Dan Sumptons Peakrill!

 


Watch me be interviewed from a car! In respect for the theme of the book, one item in Dans car chooses to go on fire during the interview, can you guess what it will be, and when?


Add-On Products?

Can we 'add on' other False Machine products with Demon-Bone Sarcophagus?

Effectively - yes.

As soon as the book is printed it goes up on our store here; https://falseparcels.bigcartel.com/

The backers are then sent a code which reduces the cost of the book to zero.

They then go to the store, order the book using the code, paying nothing for the book itself, and pay postage to wherever they are.

At the same time you can order any other False Machine book available at the store and have it sent to you as part of the same order with combined postage

Tuesday, 7 September 2021

Tuesday Image Reveal - Boreala!

 


From the book;

"A living storm of brass, bronze and Verdigris-stained copper leaves . They roil in the darkness,, momentarily shaping the form of a hooded woman before decaying into storm."

what could this mean?

Nothing good as you are about to be sliced to bits by a witch made of metallic leaves and then carried booming through the tomb to an iron tree;

"Black Iron, nearly as tall as the room. Forged in perfect simulation of a crabbed, knotted, ancient stand of wood. Low, thick-trunked, with spiderous branches splintering from its crown and recurving like biting jaws. All jagged and studded with vile black iron thorns, each curved upwards to make certain nothing slips from their spike."

Where you will be jammed like the catch of a Shrike! Bleeding and (largely) helpless unless your friends can find you and get you down.

Why is this happening? Why and how would a spirit of wind be bound to guard a hidden tomb? Where does she rest and what does it all have to do with the strange time-locked statue of a Bird-Headed Man;

"Austere. Cross-legged on the plinth. A cloak of falling feathers frozen in time, each layered in bright colours like a laminated slide. In his lap, a whirl of glass, like a small tornado held like a monarchs orb. Very-tiny leaves are visible inside."

Is there anything you can do to persuade or avoid this Autumn Witch? Or must you find a way to battle the wind itself?

The only way to find out is to join the..

KICKSTARTER!


ONLY FOUR DAYS TO GO!!!!


Monday, 6 September 2021

Monday Image Reveal - The Back Cover!

 


I will be posting an image every day till the Kickstarter ends and that starts today with our rear cover.

And why is an image this good just the REAR COVER?

It’s because the cover image (coming soon) is EVEN BETTER!

We are looking at 'Reductor', (not her given name). From the book;

"A woman like a twist of bone, all stooped and steepled like an abandoned church. A beautiful black and silver mask. Her hands and feet replaced by bronze hooks. Her long hair hangs down and around her neck she wears the medallion of a flensed face cut from red pearl."

Reductor was originally Rohtzukgambeh, (Roh-Tzuk-Gam-Beh), a somewhat-evil expert in mummufication and various other necromatic studies. So evil in fact that if she (or even her ghost) were to ever touch the floor, her soul would fall through the surface, tumbling whelling all the way to hell where her righeous punishment awaits.

She exchanged her eternal service to the Fire Queen for a tomb in which neither he ghost nor body would ever have to touch the floor. (You can see her sarcophagus there in the iamge suspended by chains).

In return she mummified the Queen of Fire and her ghost guards her tomb still (something also of benefit to her as she really does not want anyone disturbing that sarcophagus).

And for those who played through Deep Carbon Observatory, good(ish) news;

"She speaks in the Language of Fire and the Language of the Dam-Builders (vertical integration again!). Her intonation sounds like that of a reasonable Doctor, like someone making calming sounds for a nervous animal or someone about to perform an operation on a child; “Now-now, it will all be over soon.”

If any party member can speak the Language of Fire, or the Language of the Dam-Builders, or has any artefacts of the Dam-Builders from DCO then Reductor will be much more interested in them and may even try to converse with them. (Though she still plans to prevent any soul from leaving the tomb).

Find out more about the project at the

KICKSTARTER...


-

Friday, 3 September 2021

Room #1 -The Canticles of Time

 This is an exquisite corpse ping-pong dungeon between Scrap and I in order to publicise our KICKSTARTER (only SEVEN DAYS LEFT, WILL WE GET TO MAKE THE HEIST PLANS???)

Click the Gammon of Fate to find out;



And here is, 

The Hexahedron of the Monks of Flame





And now, room #1 The Canticles of Time

South – standard door, unlocked.
East – small door, not specifically hidden but hard to see until you get close.
 
 
Here the Monks of Combustion sang the canticles of Time, yet they sand too loudly and too long, and summoned the time-leviathan in room #5, which shattered causality in the Hexahedron and looped the singing monks and their choirmaster into an unending song.
 
 
 
 

The Time-Storm

 
Ranks of singing monks on each side standing in choirs. But but time is frozen in the room, the monks are splintered into moments like cubist paintings, all messed up, some fragments seem horribly aged, others as if no time has passed, some half aware of what is happening like the turning eye of a man frozen in ice which tracks you across the room.
 
All the music paper in the room has been torn as if be a great wind or flock of birds and hurled about the place, it hangs in space like frozen snowfall, each inscribed with fragments of the canticles of Time.
 
At the far north stands the Choir Master of the monks, flickering like a brain spasm between selves burning and ash.
 
Around his neck – a great KEY, set with bezoars and garnets, flashing silver. The AUTUMN KEY. (See room #4).
 
He is at the centre of the time-storm. Getting to him is like pushing through a heavy head wind, or climbing through glue. The air sticks and presses at you, the edges of your clothes unravel and decay
tips of your hair turn grey, the leather souls of boots rot and blades gain a patina of rust.
 
 
 

Fire and Ash States

 
The room begins in a random state and changes once per minute. As PCs get closer to the Choir Master it increases to once every 30 second and then once every 15 seconds.
 
 

Fire State

 
The place throbs red, beads of sweat stand out and blaze like gold, its like labouring indoors on a hot summer day.
 

The Song of Time

 
The song itself has (though infinite time looping, which doesn't wipe out its selfhood as information cannot be transported through time, evolved into a self-aware meta-organism composed entirely of continually-present magical sound.
 
It writes in the air like a serpent or a spiralling drake of blue-grey corposant.
 
Its life is infinite yet utterly bounded. Immortal, it fears death and dissolution yet rages in frustration at its inherently bounded existence. Though wrathful and frustrated it can be engaged in conversation, at least initially.
 
If a PC can covert it to any faith or philosophy that would teach it not to fear death, convince it that its existence is harming those who created it without due cause, or do both, then the song will voluntarily extinguish itself.
 
It can also be fought in more prosaic fashion. (Stats as a big flying snake).
 
If it dies and the Ash state of the room is still active then that will take over continually
 
 

Ash State

 
In the ash state the room has the shadowy cool of autumn where frost edges every paving slab and the shadows turn to blocks of night, breath plumes in the air, freezes and is then disrupted and scattered by the shadowy and formless movements of the echoes.
 

The Echoes

 
The unconscious time-trapped souls of the singing monks. The soul exists without time yet there is no time in which the monks may think or die and so the souls have gone mad.
 
The room is full of echoes, human shadows flocking like birds, whirling and wheeling. They grab and pinch at the PCs, trying to stop any movement in the room, especially towards the north.
 
The Echoes pinching can only do 1hp damage on each attack but there are 3d6 of them (changes each round) as the PCs crawl deeper into the north of the room the Echoes get first two actions to the PCs one, then three to one, (the time dilation doesn't accept them the same way).
 
Other than pinching, all the Echoes can do is repeat actions the PCs use against them.
 
Any specific action the PCs take to deal with the Ash room can be repeated against them 3d6 times (spread between PCs), so if the PC attack then the echo of that attack might kill them.
 
To get past the echoes of the monks doomed souls the PCs must either suffer through their attentions, elude or distract them somehow, or perform some specific action which nullifies them (all they can do is echo).
 
...........................................
 
If the PCs get the Autumn Key, the time-loop stops (at least in this room) the bodies of the monk collapse to the ground as old ash along with the choir leader. The Song of Time dies if it hasn’t already.


Monday, 30 August 2021

Room #4 - The Big Boss Monk!

Scrap and I's Ping-Pong Exquisite Corpse Dungeon continues.






Room #4 



Here are the strange treasures and meditations of the hierophant of the monks of flame stored. In some ways a peaceful place, the spirit of the ruling monk still hangs out here.

BUT

Do you want to steal a bunch of cool stuff?

Or do you truly desire WISDOM??

Well it depends which key you use to enter the room; The AUTUMN KEY or the SUMMER KEY [presumably located somewhere in this dungeon yet to be decided].


THE DOOR


A vast ebony portal set into iron and adamantium. Two complex and magical mechanisms meet across the doors like linked forged octopus arms.

On the left, a silver device set with strange bezoars. At its centre the leaf-shaped hole for the Autumn Key.

On the right, a gleaming gilded apparatus set with bloodstones and polished red glass. At its centre a hole for the sun-shaped Summer Key.

You can only open the door with a key, you can only open it with ONE KEY (if you try both it won't work) and you can only open it ONCE. Whatever state you find the room in becomes its 'real' state for you.




THE AUTUMN KEY


The calm wood-panelled room of a wise ascetic. Harmless orbs of pale blue fire bob about in a soothing dark. It has the feeling of a warm room in an autumn storm. Strangely it feels as if rain is falling somewhere 'outside' and wind blowing distantly, but here all is calm and silent.

At the far end, the silvery spirit of a bearded man in simple robes sits floating in lotus position above the dusty time-eaten cushions of a decayed pavilion.

As you enter, his eyes open and he burns with blue fire.

"Ah. You have shown great wisdom to reach this place, (or else the fates have favoured you for their own strange reasons)" he chuckles a bit. "What boon may I give thee? Time? Transmutation? Vision, Memory or Resurrection? Ask what you will of each.."

The Guru of Siver Fire will describe exactly what each boon does, he has no intention to trick the PCs.


TIME


"I may transport you to any point in any previous time. With these limitations; firstly I can take you only to cities which are about to be consumed by fire, secondly I shall provide no way back, and thirdly, as with many of my boons, details of this place, its contents and how to reach it will be wiped from your mind."


TRANSMUTATION


"YOUTH! You will be refreshed and re-made, corruption and pain burnt away. Lost parts re-grown, madness, disease and scars removed and all curses lifted from you. But beware, you shall have a new name and your old life will seem much like a dream. Old friends and foes may not recognise you and even loved ones may not see you as the same person."



VISION


"I shall take thee on a balls-out vision quest into the deepest reaches of the multiverse! Though only moments pass in this world as your body is frozen in a kind of uninterruptable stasis. Your spirit is plunged into the very fires of creation and destruction, see all sides and shapes of time and knowledge and though your memory of this will fade, much shall remain - EXCEPT; detailed knowledge of this place and its contents, which shall be wiped from your mind. I warn thee! The wisdom I shall grant thee can change one more than any wound or curse!"

You get 2d4 points of WIS immediately. (The Guru will caution you that wisdom changes a person more than any other quality), also there is a 1 in 4 chance you will become a devotee of the Fire Monk religion. Also you recognise most major planar and outsider entities on sight. (Though you can't exactly remember why).


MEMORY


"Ah the subtlest of boons. You shall receive nothing, except you shall be one of the very few who knows the contents and location of the Hexahedron of the Monks of Flame, and you shall remember all that you have learnt and experienced within. What you do with this knowledge is entirely up to you...."



RESSURECTION


"Life from lifelessness! By the Eternal Flame I shall reach deep into the Cosmos and return one passed to this mortal coil. But I warn thee all, this shall come at a cost which shall be borne equally by all of you, and if but one of you should break the covenant then the flame shall die, and the one you seek shall still be returned to you, but perhaps not as you knew them...."

Like a reverse auto-de-fe the desired individual unburns themselves before the PCs. To restore them to their XP level when they died, XP are gradually drained from the PCs equally. [They can feel this happening]. 

Any PC can stop this process and if they do the process stops for everyone. The desired individual is still returned but only with the XP already drained from the PCs.



NOTHING

If a PC makes no response, or explicitly asks for nothing, the Guru gives them a cheeky look and says;
"Aah you pass like the wind across the valley, and that is true wisdom."

That PC can now meditate themselves into a state of True Neutrality with a moments preparation (unless they were already True Neutral, in which case they can meditate themselves into a state of ANY ALIGNMENT).

This effect requires concentration to maintain.

They will read magically and spiritually as this alignment, will interact with curses and items as this alignment and may also exhibit some behaviours and attitudes of it. They can stop any time but the longer they maintain a meditation the easier it is and the 'extreme' alignments are addictive if maintained over time.

The Guru also removes key details and elements from their memories of the Hexahedron.


..........................


This encounter being ended, the PCs come to their senses in the desert, with confused or absent memories of what happened and any evidence which could lead someone to the Hexahedron burnt to a crisp. (Unless they chose 'Memory' in which case they can find their way back, and lead others.)









THE SUMMER KEY!


Its a room of amber walls full of golden furniture sculpted into waves like fire glittering with rubies and the parts that aren't gold or amber are bloodwood, ceder and maple (all reddish hues).

Though the room is barely lit, every glimmer catches and blazes on a thousand pinpoints. Huge orbs hanging from the ceiling incandesce - they are full of the same flamey cloud as in room #3. with Glass-Body Butterflies in it flpping about their wings reflecting and intensifying the light like a bunch of flappy kaleidoscopes.

A rectangular pool of shimmering mercury nearly cuts the room in half. (Can be navigated to either side.

Brass pole stands along the walls holding pennants like tongues of descending flame embroidered with holy wisdom.

Two huge rug embroidered with golden thread on either side of the mercury pool.

In the centre of the second rug in the shimmering half-lit darkness on the far side of the room, his high monkship sits like a decayed corpse lounging on a maple and gold throne, but still alive, his silken pope-hat tips grotesquely over his sunken face and his eyes glimmer like the bottom of whiskey bottles.

A rasping voice...

"My treasures... my wisdom... YOU SHALL HAVE NONE!!!"

Burning phoenix wings erupt and a fight is on!



DUNGEONEERING MECHANICS


The two carpets are asbestos or flameproof and can be rolled up.

The pool of mercury is only an inch deep but but can be skated across, fallen into and slows action in it.

The big glass balls can fall, roll and slam into things, if they break open the flaming cloud gets out along with the butterflies.

The brass pole stands  holding pennants like tongues of descending flame embroidered with holy wisdom, could maybe be used as a pole or whip. The Fire Monk will be unwilling to burn these words; "Nooo, the holy texts!" so they can be used as a temporary sheild.



THE FIRE POWERS OF THE FIRE MONK WHEN HE FUCKS YOU UP


(He can do three of these a round, but no other actions. On 2/3 hit points he can do two, and one normal action. On 1/3 Hit Points he can do one, and one normal action.)

> Firesnakes! A gesture and they spew from your clothes, hissing and burning!

> Fire whip! Lashes out and flings you about! balrog style.

> He speaks a command a 2d6 burning skeletons emerge from any fire in the room holding blades of liquid silver which cut like razors (they turn into liquid mercury if the Fire Monk dies).

> Smoke Breath! He breathes out a great gout of smoke and ash which blinds and chokes.

> Heat ray! A ray springs from the tip of his ruby staff and torches you like a war of the worlds Martian.

> Whirlwind Form! He transforms into a whirling tornado of fire and races across the room sending everything in his path flying and scorched.

> Furnace Hands! Super-glowy furnace hands melt swords and turn armour to trickles of molten liquid!



WHAT DO YOU GET?


If you defeat the Burning Monk you get... all the treasure! The Amber Walls, the fancy furniture, the cool ruby-topped staff, the banners of holy wisdom, all the gold bits on the furniture, his cool hat and robes.

A lot of it is pretty heavy but the whole thing should be worth a significant shitload.


ALSO

DID YOU KNOW WE HAVE A KICKSTARTER ON??
TWO WEEKS LEFT!!!




Thursday, 26 August 2021

OUR TWISTED GAME CONTINUES

 tldr; Scrap and I are doing a 'Ping-Pong' Exquisite Corpse fire-themed dungeon to bring attention to our Kickstarter.

"What Kickstarter?" you simply and perhaps foolishly ask.


Oh

my


god


just click the links!


Ok, now on with the post AND..

THE HEXAHEDRON OF THE MONKS OF FLAME


What is this? - HERE is the start of the whole thing and a description.

HERE is Scraps first response.

HERE is  a map


And here is my response; 

Room 8

 

Doors

Three doors on the main level, all are wood inlayed and edged with brass. 

West to Room #7 – door slightly open. 

South-West Corner to room #11- brass bar across it on this side attached to a strange mechanism attached to a pipe coming from the room beyond. Rack nearby with small sticks of fragrant wood. 

East to Room #9 – Door locked. 

Secret Door, South East  to Room #9 - right at the bottom of the shaft, hidden in darkness is a door which could be revealed by bringing light to this level and carefully looking around.

 

 

General Description

A multi-layered well of light. This place glows with life. A deep well in the centre of the room. In the centre of that, like the trunk of a tree which has grown up from some lower level, is a stack of prayer wheels. This huge column of amber and basalt, the wheels of gold rotating between wheels of black stone, like thick mill-wheels stacked up. The deep well is surrounded by wooden platforms going down down down, like scaffolding, (only three floors or so but it still looks pretty dramatic). 

Above head height in the main room are brazen branches of shining metal, sculpted as of they were the branches of the tree at the centre, from the branches hang strange iridescent orbs, like ripe fruit 

On the main floor, and down on the several levels of the wooden platforms in the centre which surround the pilar of wheels like scaffolding or the steps of a well-pit, are the carbonised corpses of monks wearing pure robes of orange fire sitting in lotus position. 

 

Context

A room for worship contemplation and joy. The monks would come here to meditate on the great tree of flame bringing both death and  life to all things, the opener of the gates of renewal, redemption and rebirth. 

In autumn they would grieve for the tree of fire, and give respectful sorrows to its grim nature. 

Though dead, the monks are still spiritually present in this room, still meditating on the tree of wheels and adding their power to its unending movement. If you mess with the monks bodies or the wheels you will get a firey ghost attack! 


The Light

The light comes down from above through a light well cunningly disguised in the roof - it looks like stone from above AND ITS A HUGE BLOCK OF AMBER. This is not necessarily obvious to PCs as it just seems like translucent yellowy light. Getting it out safely and transporting it would be a nightmare - plus removing it would likely doom the temple. Plus monk attacks and whatever other guardians we dream up. 


The Big Tree

The Turning Wheels of stone 

Like giant thick mill wheels, turning very very slowly though with no apparent friction. The amber-seeming chunks have strange ritual glyphs cut into them which glimmer and flash vaguely as the wheels turn in the amber light. Likewise the dark onyx wheels have glyphs and signs cut into them – hard to see, black against black, but slowly the wheels turn in strange spears and arrows of shifting light it feels as if for moments in places on the tree words or phrases in some unknown language are spelled out before passing away. 


The Brazen Branches 

Not gold but gilded they wave and writhe along the ceiling like very dangerous low-hanging chandeliers. There are about 8 branches with d4 orb-fruit on them. You could maybe climb on the branches but even touching one slightly sends it swaying and rocking with a 1 in 3 chance of disturbing each branch to each side and so on.

If a branch stars rocking its fruit will drop and either split immediately or roll randomly and then split.

 

The Orb Fruit 

Fruit splits and (roll a d10) 

1 to 4 – A spaff of fire which quickly goes out, d2 damage if its near you.
5 or 6 – Small puddle of Napalm, sets ablaze & will stick to anything that tries to go through it.
7 or 8 – White Phosphorous cloud. Adheres to and eats at all flesh.
9 – Cracks open to reveal a spiky red hedgehog creature. A FireHog. Friendly, like to snuffle around, can be tamed easily, like to roll up in pockets, need to sleep in a fire now and again, snorts and sneezes fire when tickled so can essentially be used as a firelighter though its not useful in combat.
10 – A Firechild who stands like a candleflame and sings out;

 

“Fire is natures gift to time
Oriflamme of new-born things
Time darkens life
Fire brightens time
And so, all flame must live.” 

Any reasonable combination of these concepts will serve as an answer to the question ‘”Why do I live?” in room #12 

The FlameChild then disappears and a single monk sighs, collapses and decays to ash in a moment. 

 

The Combusted Monks

The monks are stil wrapped in clean silk robes which are almost like liquid fire. Their bodies carbonised as if by spontaneous combustion, but they remained totally still during this and are still psychically, spiritually active. the hideously burned bodies look like victims of some natural disaster, if not for their expressions of peace and the uncorrupted nature of their robes. 

Stitched into the monks robes and written upon the torcs of amber bronze and red gold wrapped around their necks are combinations of this phrasing; 

“Fire is natures gift to time
Oriflamme of new-born things
Time darkens life
Fire brightens time
And so, all flame must live.” 

But, again, if you fuck with the monks PSYCHICH BURNING GHOST ATTACK!



Here is the next room.

Sunday, 22 August 2021

The Hexahedron of the Monks of Flame!

WE NEED ATTENTION GOD DAMMIT!!!





Has Victory truly defeated us? Perhaps poor planning, house moves, health problems and general malaise have muted our powers...

That includes multiple ribbons, 150gms paper and a spot highlight cover!

And £5,000 after that, Bukako Shall Feast Again! 

Yes more levelels spells for the ever-growing Feast of Bukako PDF which shall hopefully one day swell to become a true, free open tome of leveless spells for all.

But to be honest, no-one really seemed THAT interested in Bukako to begin with.... (not that I care, I intend to do it anyway).






So, with 20 (19 by the time you read this probably) days to go, Scrap and I fall back on an OLD CLASSIC.

Yes, the blog ping-pong content creation contest. 

One of us does a post and poses a challenge for the other, to be answered by them on their blog. At the end of that post they in turn propose their own challenge and so on.

(If you would like to see the first ping-pong contest we did for DCO then you can start HERE.)



BUT!


In this case we will not be proposing any random image-based challenge, but instead the creation of an ENTIRE (& relatively small) DUNGEON!

I present.. 

THIS





(Ok so this dungeon is not 'canon' and it doesn't involve content from Broken Fire REgime or Demon-Bone Sarcophagus, bt we will try to throw in some general fire-themeing, plus there may or may not be nods or links in deniable ways, so hopefully it will prove useful or at least interesting in some way or another.)





WHAT IS THIS PLACE ANYWAY??

A mountainside like a tumbled river of stone, layers of forgotten epochs tipped like laden plates, 
lost and compresed, eroded and chiselled by wind. An escarpment, the image from a film still, the banded red rock broken like an eternally collapsing wave, labouring redly beneath a red sun.
And in this maze of fractal shadows and broken stone; the strange sides and regular angles of a perfect Cube poking from the shattered scree, a temple carved directly from the stone of the mountain. 

After many days of travel on the Phyrrous Plain, sweating horses, parched riverbeds, sleepless nights, hissing snakes and constant fear, this is the first unnatural shape or texture you have seen. It feels unreal, like childs toy abandoned in the wild....

It is no illusion! For here at last is the end of your quest, the mysterious and long-forgotten...

HEXAHEDRON OF THE MONKS OF FLAME......


a dark stair beckons in the shadowed stone. the stars glimmer overhead and from beneath, a wisp of scent. a long corridor, two passages. You take the leftward path...



ROOM 12


APPROACHING THE DOOR


The flames from any lamps or torches carried reach towards the door even before it is opened. They seem to form small hands and fingers which trace against its surface but leave no mark.

WITHIN


The room has two aspects, one if it is lit by flame, one if it is not.


THE ROOM LIT BY FLAME


A bright room, painted with mandalas, wheels and chariots of fire. Across its ceiling the image of a god of frozen flame made from the conflagrations of destroyed cities.

An the southern wall, an arch of iron shows the way to the surface.

In the western wall, an arch of ivory marks the exit.

If any member of the party is carrying a naked flame, it speaks! Crying out as a child in pain and asks...

"WHY DO I LIVE? WHY MUST I DIE?"

Of course the answers to these two questions, as well as the correct propitiation and sacrifices, will only be known to those who have already reached the deepest rooms of the Hexahedron.

Once the correct answers, propitiations and sacrifices are made, the flames fall silent.

If they are not answered or made, any flame held by the characters grows and swells like a vile cancer forming a hideous spawn of toxic fire and attacking them!

This flame spawn can be killed by extinguishing the initial fuel and flame, to which it remains connected as if by a shining cord of fire.

Of course if this is done they must face the room in its second state;



THE ROOM LIT BY NO FLAME


If there is no fire within the room the mandalas fade revealing the natural strata of the rock behind, which glows as if beneath pal moonlight, before expanding into a seemingly infinite distance!
The far door seems many leagues away, across a desert of ash!

Tis a cold desert, beset with (2d6) wolves - cold and brutal, as is the life of man without fire to bless it.
Not only this but your weapons shall be made bone and your meat made raw, ye leather shall be un-cured and all that is metal or born of flame shall be remade into stone, bone and wood and ye shall suffer in darkness!

The desert in an illusion which you can roll to disbelieve or dispel in the usual way but if you can't do that then you must travel across it for 1d3 days before you reach the door on the other side.

Should you reach the exit (an arch or iron or ivory standing in the desert of Ash), the transmutation of your treasure and equipment persists! 



Keep your eyes peeled!

Look for the next room in the dungeon over at Monster Manual Sewn from Pants!





Saturday, 14 August 2021

Tuesday, 10 August 2021

I AM PIMPING MYSELF OUT

 


The MARKETING BEAST HAS WHISPERED TO ME



I HAVE BEEN GIVEN THIS SACRED GLYPH

WHAT DOES IT MEAN? NONE WHO LIVE YET KNOW OR DARE TO DREAM

BUT WE WILL FIND OUT TOGETHER 

I AM NOW AVAILBLE FOR

 INTERVIEWS, 

PODCASTS, 


WHATEVER...

So long as it comes out before the Kickstarter ends in early September.

Contact me on the socials..




another one

or at pjamesstuart aahhht gmail dot com


I NEED ATTENTION GOD HELP ME





Monday, 9 August 2021

GOALS AND STUFF

 I can't even begin to explain the day I have had. So many tasks that I had to get up, do them, go back to bed for 1o minutes to calm down and then got up to find more tasks.

It has been brutal.

Our Kickstarter passed its initial goals though so here is an image to commemorate that.




More coherence tomorrow hopefully.


Wednesday, 4 August 2021