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Showing posts from July, 2022

Come to Life

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  Come to Life by Young Fathers!    The VaM-style spell today is Come to Life- the title coming from this song by the Young Fathers.  Their music is all good, and this song is so unbelievably powerful and wonderful - their performance of it makes all the difference.  I also love Sister, Rumbling, and Shame - Those are some of their best tracks!  Their music is ancient and primal and freshly minted and shockingly clear despite muddiness and bass and accents and strange words and movement and it just rocks so much. It is one of me and my mother's favorites, so I will always love it especially.  Here are some definitions of Come and Life! move or travel toward or into a place thought of as near or familiar to the speaker. arrive at a specified place. (of a thing) reach or extend to a specified point. approach. travel in order to be with a specified person, to do a specified thing, or to be present at an event. join someone in participating in a spe...

Room 168

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  168 - Renibus ligno Room This chamber has no door, just a trio of stone archway s – these are dripping with condensation , and the air in the room is sweet, and sickly – it smells like bad waiting rooms. There is a tree in the room, it’s bark is supple and soft. It has leaves, but these do not move in the wind. If a PC lingers in this room, the branches will slowly search them out, and gingerly pierce their skin. If it does, describe discomfort, but also that it feels like it is helping. The tree bleeds, and will use the blood it bleeds – it will cycle through the touched PCs blood, cleaning it like a dialysis machine would. In the process, it also gives blood transfusions. There is a 25% chance there will be animals or people here, getting their blood cleaned and replenished. The room is roughly 15X25 feet, each hallways/passage in and out is around 5 feet wide.  

Room 167

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  167 – Censer Chamber The door to the north is made of yew, and the silver – plated doorknob is unlocked, the door is ajar. The door to the south is made of yew, and the silver plated doorknob is locked – and the door closed. This room has a huge censer, pumpkin sized, hanging from a hook in the ceiling – hit emits a grey cloud of smoke as it burns – rendering the room cloudy and hard to see in. Strangely, the smoke does not sting eyes or choke lungs – it only does this for the undead, also damaging them in the process, and is a powerful ward for the undead. The paste it is burning will burn for an additional 16 hours – and this room should be tracked from the second the players enter the chapel area – so the smoke should stop at a point. My rationale for this is that there should be an NPC to the north, they set this up to have protection from undead so they could study the wall murals in the chamber beyond. Create an archaeological or art connoisseur or relig...

Room 166

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  166 – Visions in the Box The door to the north is made of yew, and the silver - plated doorknob is unlocked, the door is shut. The room contains a large metal chamber, like a closet, or a wardrobe. There is also a small cabinet on one of the walls, it contains a white powder, a small jug of water, and a small ceramic vessel/device. The vessel can be fueled and lit, and when this is done, and the powder is turned to paste and burned slowly – the smoke from it is highly hallucinogenic. The device fits snugly against the side of the chamber/wardrobe, so a person is intended to stand within it and get hit with clouds of hallucinogenic smoke. There is enough powder for three hours worth of smoke. The room is roughly 15X16 feet, each hallways/passage in and out is around 5 feet wide.  

Room 165

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  165 – Candle Storage The door to the south is made of yew, and the silver - plated doorknob is unlocked, the door is shut. The door to the north is made of yew, and the silver plated doorknob is triple-locked – and the door closed. This room has two large tables, several shelves, and lots of boxes and urns – all covered and filled with candles of all sizes. Hundreds and hundreds of candles. My suggestion is to have a ghost in this room, but I am too tired to come up with a good one – Maybe I will come back later! The room is roughly 1 5 X 28 feet, each hallways/passage in and out is around 5 feet wide.  

Outlier

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  Outlier by Bonobo!    The VaM-style spell today is Outlier - the title coming from this song by Bonobo. Migrations should be listened to with headphones, all in one go. I recommend darkness as well.        Here are some definitions of outlier! a person or thing situated away or detached from the main body or system. a person or thing differing from all other members of a particular group or set.   a younger rock formation isolated among older rocks.   a data point on a graph or in a set of results that is very much bigger or smaller than the next nearest data point. No lyrics! And here is the spell, it is a strange one!   Outlier Duration: 1 real world hour Range: Caster Once this spell is cast, the caster is split off reality – like a pane of glass breaking on a busy street they are simply off to the side, of interest but not actionable, and not forgotten, just not able to interacted with. Take the caste...

Room 164

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  164 – Mummy Trap The door to the west is made of yew, and the silver -plated doorknob is unlocked, the door is closed. The door to the east is made of yew, and the silver -plated doorknob is unlocked – and the open. In the middle of this room, There is a sarcophagus. If the players touch it – play some scary music, and have a mummy come out of it. Explosive Mummy HD 3 HP 15 Speed 120’ Armor 12 Morale 12 Attack: attempt to grapple STR 17 Special: Soaked with and filled with explosives—So, if ignited, explodes immediately for 1d20X1d20 damage, radius of 10’ for each 10 damage. This noise will trigger a random encounter. In the sarcophagus is 20 Gp. My suggestion is to have them encounter a mummy the second they enter the chapel – and make it obvious/encourage the use of fire as a instakill. Then when they encounter one of these, they will think twice. The room is roughly 15X15 feet, each hallways/passage in and out is around 5 feet...

Room 163

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  163 - M us E ffugium P od Chamber This chamber has no door, just a pair of stone archway s – these are slightly damp and cool to the touch. In the room are several strange looking plants, green stalks and very light orange bulbs at the termination of the stalk. Looking closely, the pods resemble embryo. In each pod is a mouse. The plant’s offspring are mice, which go and gather soil and nutrients and such for the plant by living nearby, and eating and defecating nearby. So there will be mice about the room, if players look for their signs. The room is roughly 15X25 feet, each hallways/passage in and out is around 5 feet wide.    

Waves of Energy

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  Waves of Energy by Zalza!    The VaM-style spell today is Waves of Energy- the title coming from this song by Zalza. I love chiptunes - and this Zalza track is among my favorites - it feels to me like it is going in one directions, like a skater doing a line, or a arrow flying towards a target - very motivating, thank you so much Alexander!  Here are some definitions of Waves and Energy!     move one's hand to and fro in greeting or as a signal.   move (one's hand or arm, or something held in one's hand) to and fro.   convey (a greeting or other message) by moving one's hand or something held in it to and fro. instruct (someone) to move in a particular direction by moving one's hand.   move to and fro with a swaying or undulating motion while remaining fixed to one point.   style (hair) so that it curls slightly.   (of hair) grow with a slight curl.   a long body of water curling into an arched form and breaking on the shore...