Thursday, September 4, 2014

Taking a little longer...

I recently injured my back and have not been online a whole lot since the injury, but I have been catching-up on my reading and working on some maps and such stuff. When I can. When my hand isn't shaking. I'm using a lot less of the meds now, and the pain has substantially subsided, as long as I don't do anything too stupid. So I'm still around, still going, but I'm slowed down considerably, at least for the moment. I am improving, so I expect to be back at the blog soon. If I am able, I will try to get an episode of Bujilli out today, otherwise it'll be delayed one more week. I apologize for that. It was not the plan. It sucks. But I'll do my best to get back up to speed as quickly as I can.


Monday, September 1, 2014

Bonus Maps for The Horrid Caves from The Manor Issue 7

Click to Download
Issue 7 of Tim Short's RPG-Zine The Manor is available via his online store Gothridge Manor Games or at RPGNow, where the pdf is currently discounted to $2.50. A print copy will set you back $4.00 ($4.50 in Canda, $5.00 elsewhere).

Tim managed to pack a lot into just 24 pages. There's a traveling potion-peddler, the Skinwalker as a playable class option, a set of gonzo Arduin-esque magic mirrors, a nifty mini-adventure involving a fire demon, a mind-bending Mind Flayer Haiku, and The Horrid Caves, which is one of our adventures, this time involving a series of caves where a powerful prehuman warlord held court long, long ago. If you haven't checked out The Manor yet, click over to Tim's Gothridge Manor blog and take a look at the various posts tagged The Manor, or better still, just pick an issue at random and download it from RPGNow while they're all discounted to $2.50. We both really enjoyed Issue 6 quite a bit.

We're offering a free set of bonus maps for The Horrid Caves. There is one numbered and one unnumbered map in each of three versions, so you can provide a player's version of the map or re-key the thing, or use the map for another site, as you like.

Thursday, August 21, 2014

Bujilli: Episode 103

Bujilli, Leeja and a rag-tag band of freed prisoners including Hedrard and Lemuel have taken refuge from a powerful thunderstorm within one of the upper passages connecting the myriad towers of the Gormenstille...

"There are no vampires in Wermspittle--"

"A common misconception. The electric pentacles mounted on the galvanic streetlamps drove off those that were not destroyed in the campaign of retaliation against the Eldest by the Sewer Militia, or at least that is what the papers printed and the Council let people believe." Hedrard slumped against the wall. Her skin had a swirling yellow-green Vinksome sheen to it from the barely contained toxins she was struggling to drive out of her body.

"Are we still in Wermspittle?" Bujilli recalled something he had read about the Eight Known Worlds...even though there were nine glyphs associated with them in his father Little Brown Journal.

"We're in an Adjacent World now, one of the Adjacent Cities, another version of where there are still vampires. Old vampires. Very, very old ones. The Sewer Milita has no jurisdiction in this place." Hedrard leaned heavily on Lenuel. She turned to keep an eye on the calotte-passage leading down toward the Secondary Tower. The hag had always struck Bujilli as formidable, since he met her on his first day at the Academy.* It made him uneasy to see how much she dreaded whatever lurked and lorded over the Secondary Tower at the end of this passage.

He looked out the window. The storm was assaulting the ramparts and buttresses of the Gormenstille with incredible fury and force. Driving rain, sleet and hail made it impossible to see anything through the dusty, grimy panes.

The window Leeja and the Eloi roof-runner had broken to get them all in from the rain was closing-up; the glass flowing back into place as each shard wriggled back into place like a swarm of glistening, transparent slugs.

Bujilli turned away from the windows and looked at the rest of the group. The Ignoble sat against the outer wall in shock. The removal of their mask had proven more traumatic than he thought was possible. The Roof-runner seemed ready to run off the moment they figured out which way might be the best chance for escape. The custodian lay there waiting for the inevitable with a fatalism even a Pruztian Nekrokommando might find disconcerting.

Fatalism. Bujilli nearly spat in disgust. He'd seen how that could get twisted and used to excuse some terrible things. People gave up and let everything go to hell. He considered it cowardly. Weak.

He looked more closely at the custodian. They were a creature of the dim spaces and walled-in places with pale, fungous-splotched skin with a rancid, cheesy quality to it. Their eyes glimmered with the piss-yellow gleam of a dog. Their aura...was equal parts gray and brown, with a few red sparks here and there...and it showed extensive, invasive meddling in their brain, their nerves, their entire being. He looked away just before he was wracked with nausea.

The custodian wasn't weak, not in the usual sense of the word. They were deeply manipulated, constrained, directed and shocked Bujilli that anyone could live like that. He'd rather be dead.

He wanted to do something. But he was tired. Maintaining the Zone of Normality so they could all walk more than two miles down the face of the Gormenstille's central tower had taken a toll on his strength. He needed to rest, to recover. They all did. But they had to find someplace relatively safe.

"Going farther down this passage," he waved towards the downward-sloping direction of the calotte-passage; "probably isn't a good idea. We're in no shape to deal with undead things, let alone vampires or whatever minions they have working for them. We're also not going to make it very much farther if we don't get a chance to rest-up a bit. I need to sleep, as do most of you, I would guess." Bujilli forced himself up onto his feet. Leeja pulled his arm over her shoulder and helped prop him up. He was too tired to argue or resist. His head-wound was bleeding again.

"You," He gestured to the Eloi; "Can you scout ahead a bit? Look for someplace--"

"Where will you go? I told you no one patrols these passages. Just Baron Bannerworth's hunters and scouts...and a few little spiders." The custodian cackled loudly until Leeja kicked them in the head to shut them up. Too hard; or rather too soft--the custodian's skull popped like a rotten egg, splashing grisly yellow-orange slop against the wall.

"Scheiss!" Bujilli pulled Leeja back from the gory mess. They tripped one another up. He went to his knees. She fell backwards.

"Wash off your boots! Do it now!" He recognized the noxious, odious fluids. The custodian was not just a simple minion, they were colonized by a Fungal Tyrant...or something very similar.

Leeja went over to the puddles below the window they had used to gain entry and scuffed her boots against the rough stone wall. Thankfully most of the nasty goo came off in the cold water quickly and easily.

"It isn't acid--"

"No. It usually isn't."

"What is this stuff? Why was the custodian full of all this reeking pus?"

"Another Tyrant. That's my guess." Bujilli shivered involuntarily at the memory of the last Fungal Tyrant they had encountered beneath Idvard's Keep.

"Oh great." She began to really scrub and scrape her boots in the rainwater.

"We have to get moving. This mess is only going to get worse, though we may have a little while before it gets dangerous. Maybe it will inconvenience or discourage the things prowling around from below."

"If we're lucky." Hedrard nodded.

Bujilli waved the Eloi on ahead of the group. Leeja, satisfied that her boots were as clean as she was going to get them, resumed her place beside Bujilli and they started walking up the sloping passage, towards the Central Tower. Lemuel helped Hedrard along. The morose Ignoble cradled their un-wearable iron mask in their arms as they shuffled along at the back of the group.

There were plenty of niches, crannies and structural supports to hide behind, but no real cover aside from that. They were considering one such spot when the Roof-runner came back in a hurry.

"I found a good place for us!"

"Where is it?"

"How far?"

"What is it like?"

"There is a corridor up ahead, one that curves along the outer wall of the main tower and connects to all the other passages like this one, at least those at this level. There are plenty of rooms and such all along the corridor."

"Any sign of recent use?"

"No. It's very dusty, with debris mounded-up in some places. I think the custodian was telling the truth about this section being abandoned or cordoned-off."

"That sounds better than trying to camp-out here in a passage that we know is now infested with nasty fungus..."

Bujilli nodded. The Eloi grinned, turned around and led the way forward. The group followed.

The third door they tried opened stiffly, but was still structurally sound. It was some sort of triage area. Stretchers were propped against the walls or set across makeshift supports like crates or barrels or boxes. Bloody gauze was tossed all about the place, usually in tatters. All the smaller boxes and packages they could find were opened, empty and often smeared with blood or other fluids.

The next room was stripped bare. The one beyond that was heavily scorched and seared by intense flames and blasting spells. They decided not to go past that point and instead barricaded the doors of the two rooms between them and that space as best as they could manage.

Five stretchers were cleared-off and dragged into place near the door by which they had entered the room. Leeja cast Pale Shelter and Bujilli fell asleep as a delicate white sea shell made of soft moonlight shimmered all around the group. The spell was gentle and kind and relaxing.

He awoke with a start a few hours later. The storm had run its course. He could feel it. The deep purple animosity of the storm was moving away. He wasn't sure if the thunderstorm had been some sort of a Purple Cloud or not, but even if it had been, it had not noticed him. This time.

Bujilli sat up on the stretcher. Swung his legs over the side and squinted at the darkness. He could hear the others breathing, snoring, sleeping fitfully. Leeja was like a pale white flame flickering through the dark.

But that wasn't Leeja...

What should Bujill do next?

You Decide!

*Hedrard first appeared in Episode 23, where she was asked to save Lemuel's life after his fight with Bujilli in Episodes 21 and 22..

What happens next?

Well, first we need to roll for Initiative: Roll 1d6 each for (1) Bujilli, (2) the Lurker. Everyone else is caught by surprise.

Five or six D20 rolls would be handy.

Then it's up to you to decide what Bujilli ought to do next, whether he should cast a spell (and which one?), grab a weapon, go see what that flickering stuff really is, call out to the group; whatever you think he should do, let us know in the comments below.

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, August 20, 2014

Six Shunned Houses in Wermspittle

What I heard in my youth about the shunned house was merely that people died there in alarmingly great numbers. That, I was told, was why the original owners had moved out some twenty years after building the place. It was plainly unhealthy, perhaps because of the dampness and fungous growths in the cellar, the general sickish smell, the drafts of the hallways, or the quality of the well and pump water. These things were bad enough, and these were all that gained belief among the persons whom I knew...
The Shunned House, by H. P. Lovecraft

Six Shunned Houses
  1. They say that anyone fool enough to spend a night in what remains of the old Franzikaner Grub Merchant's House on Black Street tends to get their head lopped off by whatever it is that haunts the place. The locals claim that there is a vengeful haint lurking in the place, possibly the ghost of the at old merchant's estranged niece who was a notoriously wicked girl with a violent temper. So far no one has survived to confirm any of the prevailing theories...
    No real mystery here. The attic of this house is crawling with a swarm of  Head Taker Beetles.

    (6d20) Head Taker Beetles [AL C, MV 120' (40'), AC 6[13], HD 3, #AT 2, DG 1d4/1d4, SV F2, ML 12 (mindless), Special: On a modified attack roll of 20 or better, a random appendage is severed, possibly even the victim's head. If the beetles successfully remove a victim's head, they will break off the attack and attempt to scuttle away with it. No one is completely sure what they do with such grisly trophies, and it might be prudent to simply just to ask.]

  2. Some folks say there is a vengeful phantom haunting the burned-out ruins of Mister Tiddles' Lollipop Shop. There are several Foragers and some Street Urchins who all swear to having seen the thing, and just barely escaping its clutches, when they tried to take refuge there during the rain or to escape pursuing Butcher Boys. Most of them seem to think that the horrid thing lairs in the fireplace...
    There is indeed an Ourang in this place, but it is not any sort of phantom, at least not yet. This creature was brought back to Wermspittle as a servant by the former proprietor of the candy shop on one of the last airships to visit the city decades ago...

    (1) Ourang [AL N, MV 120' (40'), AC 6[13], HD 4, #AT 3 (2 claws, 1 bite, can use weapons), DG 1d4+1, 1d4+1, 1d6 or by weapon, SV F4, ML 10, Special: Move Silently 70%, climb Walls 99%,Hide in Shadows 70%.] There is a cache of Trinkets and Trash in the fireplace. The beast actually lairs in a nest it has made in the rafters of the attic...

  3. Five stories above the street, the roof is broken open to the rain and elements like the shell of a rotten egg. No one goes beyond the second floor, only a few have ever attempted that, and never twice...
    The walls, floors and ceilings of this place are saturated with the coagulated filth of dozens of Loathsome Masses left behind by victims of the Vile Transformation were herded into the place by a group of masked vigilantes who rounded-up anyone they suspected of White Powder poisoning and left them here to die. Now there is a thriving colony of Scrum Pustules on every floor...

    (3d10) Scrum Pustules [AL N, MV (See Entry), AC 8[11], HD 1+, #AT 1, DG 1d4+, SV as zero-level human, ML 12 (Mindless), Special: Scrum Pustules gain 1 permanent hit point for every 30 points of damage they inflict. Every 6 hit points gained in this manner gives them another HD and allows them to increase in size, extending their area of effect by one more foot and improving their attack by an additional 1d4.]

  4. This foul-smelling tenement has definitely seen better days. Everyone avoids it. At night the walls radiate a flickering foxfire and dim shapes can be seen moving about doing incomprehensible things...
    Masses of reeking fungal-flesh cover the floors, clutter the stairwells and form something of an irregular obstacle-course or soft labyrinth all through the tenement. There are twelve apartments on each of the ten floors and a colony of Fruiting Bodies in every one of the rooms, with a Fungal Tyrant firmly rooted within the central courtyard.

    (3d4) Fruitng Bodies (per room) [AL N, MV 60' (20'), AC 8[11], HD 2 hit points each, #AT 1, DG 1 hit point (Poison), SV As zero-level human, ML 4, Special: When 'killed' each Fruiting Body erupts into a 10'x10' cloud of toxic spores that lingers for 3d20 minutes and causes all exposed to it to Save at -1 or suffer 1d4 damage every minute of exposure. All corpses left within the area affected by the spores becomes completely taken-over by the fungi and are non-recoverable.]

    (1) Fungal Tyrant [AL N, MV *static*, AC 6[13], HD 4, #AT 1d4, DG 1d4+1 per attack, SV MU 6, ML 11, Special: Use the following spells at-will; Clairvoyance, Detect Invisible, ESP, Locate Object, Ventriloquism (only within Area of Awareness), and may know an additional 1d4 random spells. See entry for more details.]

  5. All three floors above ground are burned, gutted and even the centipedes don't bother hunting there any more. It's the space below the place that people are particularly concerned about. If you are careful in picking your way through the rubble, fallen timbers and collapsed walls, you can still reach the heavy old door that opens onto the narrow, steep stairs leading down to the cellar. If you wait long enough, sometimes you would swear that there were voices down there...
    Falling debris and collapsing walls make this a dangerous, treacherous place to go exploring, but if someone does get past the various hazards and obstacles, the old door can be opened (requires a combined STR of 23), and the rickety stairs might wobble a bit, but they will serve to get you down into the dark, dank chamber of crumbling brown bricks set with narrow arches about the height and width of a typical human. The chamber is clearly much smaller than what one might expect for such an old, large building. Each archway is bricked-up a little bit differently, very likely having been done by different hands at different times. The bricks are old and break easily, so it is possible to break through them, if so desired. Twenty-three cells hold the skeletal remains of long deceased prisoners. The Twenty-fourth cell contains a Spectre.

    (1) Spectre [AL C, MV 150' (50'), AC 2[17], HD 6, #AT 1 (touch), DG (Special: Draining Attack), SV F6, ML 11, Special: When the Spectre successfully strikes a victim, they must Save to avoid losing 1 HD, making the Save means they only take 1d8 damage. When a HD is lost in this manner, the character must re-roll their hit points using the reduced number of HD. The reduction in HD persists for 6d4 hours. Anyone reduced to zero HD is killed and will themselves become a Spectre in 1d4 days. Spectres are immune to Charm, Hold and Sleep spells. They take only 1 hit point of damage from normal or silver weapons. They will seek to avoid looking into mirrors and can be driven off by anyone who calls them by their name.]

  6. The floor in this Abandoned Property sags terribly and appears to be about to collapse at any moment, however a pack of Feral Children have been running through here for more than six months without any mishaps, so perhaps the floor will hold up a little longer. There are the dried remains of Loathsome Masses in most of the ground floor rooms, with a particularly nasty Wet Spot in the kitchen that appears fairly recent. Everyone knows that there is some sort of Vicious Slime under the main stairwell, and there are some peculiar Stains in the upstairs hallway, though they rarely tell outsiders. The cellar is flooded; some idiot filled it with acid until the walls collapsed and now there's a fetid pool of noisome fluids down there that no one wants to deal with, especially since there's a Grobbly Bonk map charred into the main bedroom wall, and a stash of vintage Pruztian pronography rumored to be hidden behind one of the walls on the third floor, despite no Forager admitting to having ever found the stuff...
    There is an Oval Portrait in one of the upstairs rooms, as well as a well-preserved flock of undead gray penguins locked away in the attic...
    (6d6) Undead Penguins [AL C, MV 60' (20'), AC 6[11], HD 2, #AT 1, DG 1d4, SV F1, ML 6, Special: Turn as 1 HD Zombies. They take double damage rom fire, however once set ablaze, they will scamper about the place randomly, setting everything on fire. In all other respects they are zombified birds, and completely inedible.

Happy Birthday HPL

Today, August 20th is H. P. Lovecraft's birthday. Have some ice cream and say a few unspeakable words for the old dead white guy who left us a rich treasure trove of horror stories and opinions that have endured despite all his foibles, faults and failings...

Tuesday, August 19, 2014

Underworld Lore #4 Now Available

Click to go get your copy!
Issue 4 of Underworld Lore is now available. Greg has done a fantastic job assembling and compiling a lot of interesting material into an 84-page extravaganza that has to be seen to be believed. While you're there, be sure to get all three of the previous issues as well; Underworld Lore is a great resource and lot of fun to read. Be sure to leave a few encouraging words at Gorgonmilk's blog. He puts a ton of work into each issue and he probably wouldn't mind hearing from readers who enjoy and appreciate his efforts.

Monday, August 18, 2014

Wandering Monster Matrix: The Gormenstille (New Chillon)

"This is a place of bastards and illegitimate bloodlines, cast-offs and caitiffs, criminals and deposed heirs alike, all sent here in secret and left to rot, only they didn't all rot. They have their own lineages here, as well established and documented as any in the outer regions of the known worlds; only they are Ignobles in New Chillon, within the walls of the Gormenstille; all of them vying for power or prestige and squabbling among one another over obscure points of genealogy, precedence or their personal entry in the Red Book."
Hedrard's description of the Gormenstille in Bujilli: Episode 102

(1d20) Wandering Monsters in the Upper North East Calotte-Passage of the Gormenstille...
  1. Varn-spiders. (3d4) Dim, gray spiders that have associated with vampires for far too long...
  2. Skeletons. (2d4) They have been tasked to collect and carry all plague victims down to the coroners and plague doctors working in the lower levels. There's a 40% chance that any one of them is carrying a plague ravaged corpse. The rest carry spears. Each one bears the insignia of a red square on their prison-issue tabard.
  3. Ordrang. It is not interested in inedible, living things...however the Squirmy Gurgle that is hiding behind it is...
  4. Gobbling Grout:  1d4: 1Type I2) Type II, 3) Type III, 4) Type IV.
  5. Poppers. (4d6) Squiggly little leeches that explode from guzzling their victim's blood faster than they can process it.
  6. Drab Jelly.
  7. Ceiling Scorpions. (4d4) Huge mottled ochre and black-striped scorpions scuttle across the ceiling, seeking to attack from above by surprise. They never willingly leave the ceiling.
  8. Purple Wisp.
  9. Stranglemass. (1d4) of the things are floating free and on the hunt for fresh victims.
  10. Ourang. (3d6) Recently-escaped, they are headed towards the highest point in the main tower in the hopes of finding (and possibly hijacking) an airship.
  11. Gloomshadow. (30% chance it is trapped within a Binding Geometry).
  12. Yelg Froth.
  13. Screechers. (2d6) Bestial Winged Monkeys hunting for grubs, slugs or other easy-meat.
  14. Orbiculate. It's rolling along the wall, completely absorbed in hunting a pack of green-eyed wolf puppies, after having already consumed their parents. [This means that there are (2d4) wolf pups somewhere nearby.]
  15. Roll 1d20 to determine which random Vicious Slime has crossed your path.
  16. Shrieking White Moths. (3d4) Fluttering, flapping, clamorous winged-things with all too human faces shriek and scream in an effort to escape...only to attract something else in their stead.
  17. Flidder.
  18. Aethyric Eels. (2d4) are swarming around the recently deceased corpse of a Morlock Shaman that summoned them to aid her escape, but did so too late after being stung by a swarm of huge hornets.
  19. Escapees. [See Escapees Table]
  20. Bats. (3d100) of the filthy, diseased plague-bearing things--they were released into the passage by Baron Bannerworth's minions.

(1d20) Special Encounters in the Upper North East Calotte-Passage of the Gormenstille...
  1. (2d4) corpses. Each one has a 50% chance to be infested with Gore Worms.
  2.  A Zahj watches from its position upon the near wall. It may toy with those who pass it by, mostly out of boredom.
  3. Three adolescent Yellow Creepers have broken free of their cells and are desperately looking for the way back to Yellowholm. Their constant bickering alerts you to their presence long before they realize they are not alone.
  4. A Horla has begun to follow you...
  5. Weird whistling noises echo through the passage; there is a Saiitii Manifestation nearby...
  6. The passage is heavily covered and obstructed by a massive build-up of guano from either a huge flock of passenger pigeons or bats.
  7. Thaddeus, a Lesser Nosferatus, who claims that he was cast out of Baron Bannerworth's service over a minor impropriety. In truth, Thaddeus is a scout for Bannerworth's forces and hopes to lure gullible victims into a trap in order to gain a reward.
  8. They did not get very far before collapsing into a Loathsome Mass...
  9. Giant Blue-Speckled Hornets are building a massive hive in this section of the passage. They gained entry through a broken window and have been working away undisturbed until you showed up.
  10. A patch of Philosophic Mold has taken-up a cozy spot along the far wall where it contemplates intensely obscure matters of an esoteric nature. It is inclined to ignore anything that does not expose it to harm.
  11. A larval-stage Irradiant prowls this section of the passage, endlessly spiraling along the same twenty-two foot area again and again.
  12. Rubble. Someone has wrecked a section of the wall. Upon taking a closer look, the wall has buckled out from the constant over-tunneling of things working within it...a colony of Thumblings...
  13. Roll 1d20 to determine which sort of Unsightly Stain you've just discovered.
  14. You find a scabrous amulet on the floor. It bears the sigil of a powerful Sanguinovore. They will attempt to make a psychic connection with whomever picks up the amulet. They are trapped behind a walled-in section of the attic-maze of the Secondary Tower claimed by Baron Bannerworth, whom they consider their most dire personal nemesis.
  15. Suzraal is a Fantomist, recently arrived from the bombed-out ruins of her Nulgarian estates. She has a Black Pass from the Warden allowing her free passage through the Gormenstille for services rendered.
  16. Roof Whale. The massive thing is stuck in a hole it has bashed through the wall. The plaintive fog-horn-like groans of the thing make the walls and floor shudder.
  17. Gudivak is a one-legged Lurm who will gladly teach you a few handy variations on Gloomlight if you agree to help them escape from this place.
  18. A sad, broken and (thankfully) inert Biting Doll lies in a congealed puddle of blood. Somewhere nearby, possibly in a niche behind one of the wall-supports are a small band of Todtenhilzig who keep a vigilant watch over whomever passes this way. They are unsure how to get out of this place and might be inclined to attempt to parley with a suitably impressive-looking group. All others they will seek to avoid.
  19. A chunk of Purple Amber. It was dropped by an Oneirist whose plague-infected body lies only a few feet past the shiny bit. They were able to leave their body before it expired, but now they are trapped in a dreamlike state and only someone holding the piece of Purple Amber can see or communicate with them.
  20. A cat. Yes, it is mostly black. No, it is not interested in you...unless you offer it fresh meat, milk or cat-nip. If treated favorably, the cat has the ability to lead anyone it selects across the temporal threshold of this place to some other place by walking through a wall. Certain walls work better than others and the cat has a liking for the musically-gifted mousefolk that occupy certain choice interstices behind the walls of particular museums on the campus of the Academy at Wermspittle. The cat would be most pleased if you would break through the spell-warded walls protecting the singing mice so it can satisfy its current craving.

    Bujilli and Leeja are currently adventuring within the upper reaches of the Gormenstille upon New Chillon, having arrived there at the end of Episode 100 in an effort to rescue their friends Hedrard and Lemuel. Now they are in the process of making their escape from this place...
    New Chillon