Archive for the ‘ RPG ’ Category

Drooling Eyebeast & Salt Ooze

Cleaning up old files on my computer, I found a folder full of stock art gathering virtual dust, and so I moved the folder to a more visible part of my desktop to remind me not to pay for things that get lost. The illustrations for the two monsters below come from Creeper Classics 1. The art in this post (and copyrights for the art) belong to J.M. Woiak and Heather Shinn of the STINKYGOBLIN.

Enjoy two more monsters for Shadowdark.

Eyebeast, Drooling

The drooling eyebeast (the least eyebeast) is an undulating sphere the size of a human head. Wart-like growths cover its moist flesh. From its top grow four flexible stalks, each ending in an eye. It has a large central eye above a wide, drooling maw. Numerous fangs grow from the upper jaw.

AC 12, HP 9, ATK 1 bite +2 (1d4 + attach) and 1 eyebeam (far) +4 (1d8), MV near (fly), S +0, D +2, C +0, I -1, W +2, Ch -1, AL C, LV 2

Alert. Cannot be surprised by visible creatures.

Attach. Attach to target; bite auto-hits next round. DC 14 STR on turn to tear off.

Eyebeam. Roll 1d4 to determine type of energy: 1 = heat, 2 = cold, 3 = electricity, 4 = necrotic.

Ooze, Salt

A mound of light grey slurry, wet and gritty. Malicious and among the weakest of creatures from the Quasi-Elemental Plane of Salt.

AC 13, HP 16, ATK 2 slams (1d6), MV near (swim), S +2, D +1, C +1, I -3, W +1, Ch -3, AL C, LV 3

Dessicating Aura. Flesh-and-blood creatures within close suffer 1 point of damage at the start of turn.

Impervious. Only damaged by magical sources. Immune to cold.

September 14th, 2024  in RPG No Comments »

Greater Cockatrice

The wonderful illustration above is by Fernando Salvaterra, and it is used with permission. If you’re looking for a great artist to support via Patreon, check him out here.

Cockatrice, Greater

A molting, lizard-chicken hybrid with a crimson, razorlike crest and a tail that is the body and head of a venomous serpent.

AC 12, HP 18, ATK 1 bite +4 (1d4 + petrify) and 1 bite +4 (1 + poison), MV near (fly), S -2, D +2, C +1, I -3, W +1, Ch -3, AL N, LV 4

Petrify. DC 12 CON or petrified.

Poison. DC 18 CON or go to 0 HP with a death timer of 1.

September 12th, 2024  in RPG No Comments »

Clio, Muse of History

Years ago, I briefly ran a version of Clio, Muse of History, in a superhero game. Here’s a redo of her for TSR’s classic Marvel Super Heroes. I took as my starting point the Olympians from the Judge’s Book and then modified as mythologically appropriate.

Background

Real Name: Clio
Occupation: Historian
Legal Status: Citizen of Olympus
Identity: Publicly known, but she is not widely believed to be the Muse Clio
Place of Birth: Olympus
Marital Status: Single
Known Relatives: Zeus (father); Mnemosyne (mother); Calliope, Polyhymnia, Euterpe, Terpsichore, Erato, Melpomene, Thalia, and Urania (sisters); Hyacinth (son, deceased); Hymenaeus (son); Rhesus (son, deceased)
Base of Operations: Mobile
Past Group Affiliations: Gods of Olympus
Present Group Affiliation: None

Statistics

Fighting Good (10)
Agility Excellent (20)
Strength Incredible (40)
Endurance Amazing (50)
Reason Good (10)
Intuition Excellent (20)
Psyche Incredible (40)

Health 120
Karma 70
Resources Excellent (20)
Popularity 20

Known Powers

Body Armor: Clio’s Olympian physique grants her Good (10) protection against physical attacks.

Deific Transformations: Like most Olympians, Clio can change her appearance, form, and size. This ability permits Animal Transformation – Self, Growth, Imitation, Invisibility, and Shape-Shifting at Incredible (40) ranks.

Dimension Travel: Clio can travel between Olympus and Earth with Incredible (40) ability.

Goddess: Clio is an Olympian goddess. She has the Immortality power. Clio also has Class 1000 resistance to aging and disease.

Postcognition: Clio has Monstrous (75) precognition.

Ultimate Skill – History: Clio has Unearthly (100) knowledge of history.

Other Information

Equipment: Clio often carries a lyre.

Talents: Clio has the Performer talent. She is fluent and literate in all ancient and contemporary Mediterranean languages as well as English.

Contacts: Clio has contacts among the Olympians.

July 31st, 2024  in RPG No Comments »

Bullywugs for DCC/MCC

More than two centuries ago, stars fell from the night sky, bringing with them the Ancient Ones, conquerors who commanded terrible technologies. Wars raged for decades. Cities fell. Alien energies burned forests and reduced grasslands to dust. Little by little, Oerth’s defenders turned back the blood-dimmed tide. The stellar invader’s defenses failed, and they either retreated back to the stars or vanished into the Nether Gloom.

A few weeks ago, I started running a sporadic DCC/MCC mashup set in a post-apocalyptic World of Greyhawk. The funnel adventure took place in the Hommlet on a dark, stormy night during which a mob of bullywugs attacked the village. Below are the stats for the bullywugs and two mutant forms of bullywug. Enjoy!

Bullywug

Bullywugs, vicious humanoid frog-men, primitive and violent, live in wetlands and rainforests, venturing forth to raid and kill. These creatures are given to religious mania, and charismatic leaders find bullywugs useful servants. This is especially true among followers of Wastri the Hopping Prophet.

Bullywugs speak their own language. Leaders often speak one or two other languages as well. It is rumored that perverse matings of bullywugs and humans produce degenerate humans afflicted by froggish features and behaviors.

#APP 10d8 (20% in lair); Init +1; Atk as weapon +1 melee or tongue spike +2 ranged (1d4 plus poison); AC 11 + armor; HD 1d8+1; MV 20 ft., 20 ft. climb, 30 ft. jump, 20 ft. swim; Act 1d20; SP camouflage, jump, tongue spike; SV Fort +2, Ref +2; Will -1; AL C.

Camouflage: Skin coloration varies from light to dark shades of gray, green, or brown. If motionless, a bullywug is 75% like to be unseen.

Jump: A bullywug’s jump clears a vertical distance equal to half the horizontal distance. With a standing jump, a bullywug can leap 15 feet straight up.

Tongue Spike: Range 20 ft. with no range modifers. Fort SV DC 10 or paralyzed for 1d5 melee rounds.

Armor & Weapons: Bullywugs seldom wear armor heavier than leather or use shields. They prefer spears.

For every 10 bullywugs: 1 bullywug with 9 hit points.
For every 10 bullywugs: A cumulative 10% chance of a tribal shaman with 3+3 hit dice who has the abilities of a 3rd-level Cleric.
For every 20 bullywugs: 1d5-1 tad-things and 1d3-1 bull bullywug.
For every 30 bullwugs: 1 leader with 2+2 HD and at least 10 hit points.
If 60 or more bullywugs: 1 great chief with 4+4 HD and at least 16 hit points. A great chief has an effective STR bonus of +2.

Bullywug, Bull

A bull bullywug (sometimes called bullywug ogres) grows to greater size and strength than normal for even the healthiest bullywugs. Normal bullywugs fear these mutant bullywugs, and bullywug chiefs reward bulls with special privileges. Bulls have all the abilities of normal bullywugs.

#APP 1d3-1 per 20 bullywugs; Init +0; Atk as weapon +5 melee (+3 damage) or tongue spike +3 ranged (1d6 plus poison); AC 12 + armor; HD 4d10+8; MV 30 ft., 20 ft. climb, 30 ft. jump, 20 ft. swim; Act 1d20; SP camouflage, jump, tongue spike; SV Fort +4, Ref +2; Will +2; AL C.

Bullywug, Tad-Thing

Tad-things are not immature bullywugs as many assume. They are a strange bullywug mutation. A tad-thing has a ball-like body roughly the size of a grapefruit. A half dozen or so sinuous tentacles grow from the body, which is split by a sphincter-like mouth full of sharp teeth. Bullywug raiders often carry buckets holding water and 1d3 tad-things. Bullywugs throw the tad-things as a ranged weapon with range increments of 10/20/30.

#APP 1d5-1 per 20 bullywugs; Init +2; Atk tentacles +1 melee (1d4 plus blood drain); AC 12; HD 2d6; MV 10 ft., 10 ft. climb, 30 ft. swim; Act 1d20; SP blood drain (automatic 1d4 damage after bite), tentacles (10-ft. reach), zombification; SV Fort +0, Ref +2; Will +0; AL C.

Zombification: A humanoid creature killed by a tad-thing rises as a 1-HD zombie in 1d5 rounds (DCC 431).

July 30th, 2024  in RPG No Comments »

Caveat Emptor!

Today I revisit Old-School Essentials via a portrait from Jeshields – RPG Stock Art.

Through the open flaps of the ragged, colorful tent, you see an unpleasant creature. Stunted and wizened, large pointed ears below his stained turban, the stench of urine thick in the air around him, the aged goblin grins, showing scab-black gums almost devoid of teeth. Rats wriggle in the folds of his baggy clothes. One fat rodent sprawls atop his turban, its shiny eyes studying you.

“Welcome!” the goblin says, “I am Yad Al-shaytan. Enter my shop freely and in peace.”

Yad Al-shaytan appears as an aged goblin, itself an unlikely encounter given how nasty, brutish, and short goblin lives tend to be. In truth, Yad has more than goblin blood coursing through his veins. He has lived several decades beyond the normal lifespan for goblins. Despite his apparent age, he remains healthy and vigorous. Some of Yad’s abilities have birthed rumors that Yad is some sort of half-vampire, but he is not undead.

Yad’s colorful, ragged tent looks to have a diameter of about 20 feet with a 20-foot tall center pole. Its inner dimensions are considerably larger, and tables, chests, barrels, freestanding shelves, taxidermied creatures, et cetera crowd the interior, turning the inside into a veritable maze of twisting aisles. Visitors often catch glimpses of strange shadows moving about, but direct observation fails to reveal the true nature of these fleeting impressions.

Yad Al-Shaytan: AC 4 [15], HD 3+3 (16 hp), Att 1 × weapon (1d6+1 or by weapon +1), THAC0 16 [+3], MV 90’ (30’), SV D10 W11 P12 B13 S14 (5), ML 8, AL Chaotic, XP 35, NA 1, TT S x4, T x2
Hates the Sun: -1 to-hit in full daylight.

  • Infravision: 90’.
  • Regeneration: Yad gains 3 hp at the start of each round, as long as he is alive.
  • Summon Beasts: Creatures from the surrounding area: 1d8 x 8 rats, 4d4 giant rats, 1d8 x 8 bats, 3d4 giant bats, 2d4 wolves, or 1d4 dire wolves. Yad uses speak with animals to communicate with these types of beasts.
  • Teleport Shop: Within his shop, Yad can cast teleport once per day, causing him, his shop, and all of his property to vanish.
July 25th, 2024  in RPG No Comments »