Showing posts with label Korgoth. Show all posts
Showing posts with label Korgoth. Show all posts

Wednesday, March 25, 2015

[Korgothursday] Ancient Armory: Boom-Drupe

 Boom-Drupe

A Boom-Drupe is a fruit-bearing tree that grows wild all across the lands. The fruit that grows abundantly looks like an apple -- red in color and about the size of a man's fist. The Boom-Drupe has a sweet, delightful aroma and smells and looks delicious. And it *is* delicious...for the 5 seconds you enjoy it. For you see, the Boom-Drupe's fruity flesh is actually dangerously explosive. Upon consumption, the fruit will violently explode 5 seconds later. The explosion will deal 8d6 hit points of damage to the consumer (usually killing them instantly) and 4d6 hit points of damage to any within 10 feet.

Interestingly, the Boom-Drupe is only explosive when consumed, as saliva apparently triggers the explosive effect. Cutting it, crushing it, slicing it, throwing it, etc. will not trigger the fruit's explosive effects. Only by taking it into the mouth will the fruit's nature be revealed...violently. Assassins and killers have been known to crush the fruit's flesh and let it dry into a flaky dust that can be sprinkled into food and beverage. This dust will remain inert until consumed at which point it will explode with lethal force.

NOTE: This deadly fruit was inspired by the post-apocalyptic, sword-and-sorcery cartoon "Korgoth of Barbaria." Let's see how much material a 22-minute pilot can provide us! Stay tuned for future installments of Korgothursday!

Thursday, March 19, 2015

[Korgothursday] Notorious NPC: Hargon, The Brigand Leader


Hargon
5th Level Pure Human
STR: 11 --- INT: 8
DEX: 10 --- WIL: 12
CON: 14 --- CHA: 12
HPs: 88 --- AC: 6
Mutations: none

Hargon is a mercenary-for-hire, currently in the employ of Gog-Magog. He is a tall, thin, wiry man, with a snaggletooth that juts from his bottom jaw. He often wears a toilet plunger cup as a helm, and his right hand has been replaced with a rusty hook. Hargon usually has 1d6+6 2nd-level Pure Human underling followers under his command.

Hargon is a bombastic, volatile bully who uses threats and intimidation in place of leadership skills. Oddly, his minions fear him (although they are usually larger and stronger than Hargon), and they follow his orders to the letter. However, Hargon himself is a coward, often sending his men into dangerous situations while he watches from afar. Only when he feels his bravery is in question, or if he thinks he has his target wildly outmatched, will Hargon engage an opponent.

Hargon’s weapon of choice is his rusty hand-hook, which does 1d8 hit points in combat. Hargon is a dirty fighter, using the hook to gouge out an opponent’s eyes or slash at their throat. On a natural 20 during combat, Hargon has managed to deal a deadly blow to his opponent that will kill them outright. (If a save versus death is made, the vicitim is instead horribly mangled and they will permanently lose 1d6 points off a random attribute.)

Hargon and his men accompanied Korgoth to the floating fortress of Specules, where they proceeded to ransack and loot the wizard’s home. When Specules returned, his used his mind control powers to cause many of the men to kill themselves, although he forced Hargon and one of his minions to make out with each other. When Specules left to confront Korgoth, it can be assumed the spell wore off and Hargon managed to escape the fortress and Specules’ further wrath.

NOTE: This ruffian NPC was inspired by the post-apocalyptic, sword-and-sorcery cartoon "Korgoth of Barbaria." Let's see how much material a 22-minute pilot can provide us! Stay tuned for future installments of Korgothursday!

Wednesday, March 11, 2015

[Korgothursday] Ancient Armory: The Golden Goblin


The Golden Goblin

Coveted by the evil, wicked, and powerful, the Golden Goblin is a Bygone artifact from "The Fourth Age of Man." Gog-Magog described the statuette as a "rare and curious trinket" possessed by the powerful wizard Specules. Its exact abilities were left undescribed by the Baron of Thieves though he wished to possess its power. When taken from the wizard, Korgoth was informed by Specules that "It has powers beyond your reckoning." With a bored look, Korgoth pressed the Goblin's belly button, activating it. The Golden Goblin began playing a tinny music box tune as the figure danced a little jig. It appears to be a cheap novelty item from the Ancient Days that has no true magical or intrinsic value.

Or does it?

When activated, Specules was shown trying to dance along with the Golden Goblin, revealing that the item has the power to hypnotize all who see and hear it, compelling them to dance along with the Goblin. When the button is pressed and the Goblin begins its dance, all within earshot must make a save versus Willpower. Those who fail will be entranced by the Golden Goblin's gyrations. They will be unable to do anything other than dance along with the grotesque icon for 30 seconds while the device plays its tune. Those who make the save will not be entranced and can act normally. The Golden Goblin can play once before needing to be rewound, a process that takes another 30 seconds of time. Also, those who have fallen victim to the Golden Goblin's entrancement are immune to further trances for 24 hours, as they have apparently become quickly bored by the tiresome music.

NOTE: This "magical" device was inspired by the post-apocalyptic, sword-and-sorcery cartoon "Korgoth of Barbaria." Let's see how much material a 22-minute pilot can provide us! Stay tuned for future installments of Korgothursday!

Wednesday, March 4, 2015

[Korgothursday] Savage Menagerie: Arborghast

NOTE: Two years ago, I posted a few creatures and NPCs for Mutant Future based on that most-metal of cartoon barbarians: Korgoth of Barbaria! But unlike that one-off cartoon pilot, we're not through yet! Let's get "Korgothursday" rolling again with today's new entry...

No. Enc.: 0 (1d4)
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 5
Hit Dice: 10
Attacks: 3 (claw/claw/bite)
Damage: 2d6/2d6/2d8
Save: L5
Morale: 9
Hoard Class: X

One of the most vicious forms of plantlife in the world of Korgoth the Barbarian is the deadly Arborghast. When first encountered in a swampy or marshy area, the creature appears to be a typical leafless tree standing within the shallow brackish water; its root system appears exposed due to erosion. When approached, numerous leering yellow eyes suddenly open on its branches while a large gaping mouth opens vertically upon its trunk. The Arborghast then uses its clawed hand-like limbs to grab a victim to draw him toward its mouth in order to feed.

The Arborghast's claws can rake at its prey for 2d6 hit points of damage. If it manages to bite a victim, its crushing jaws will do 2d8 hit points of damage. If a natural 20 is rolled on a bite attack, the victim is swallowed whole by the creature. The Arborghast can rise up on its roots and scamper after its prey, using the roots as a form of tendril-movement. Scattered around in the water around the creature will be bits of treasure and valuables dropped by its former victims.

After feeding, the Arborghast drops into a 72-hour trance-like stupor while it digests its prey. The creature will be inactive and immobile during this time. Nefarious bandits and brigands will sometimes use the Arborghast as a trap, "baiting" the monster by hanging a valuable item from its branches or tying a "helpless victim" to its trunk (away from the hidden mouth). When the unwary approach the tree to investigate, the Arborghast will lash out and attack.

Mutations: free movement, full senses, prehensile tendrils, carnivore

NOTE: This creature was inspired by the post-apocalyptic, sword-and-sorcery cartoon "Korgoth of Barbaria." Let's see how much material a 22-minute pilot can provide us! Stay tuned for future installments of Korgothursday!

Thursday, February 28, 2013

[Korgothursday] Savage Menagerie: Tyrannosaurus Max

NOTE: Sorry for the delay in getting this posted. I was without Internet service until late Thursday evening. So, how about a dinosaur that creates the very primitive lands it resides in?

No. Enc.: 1
Alignment: Neutral
Movement: 120' (40')
Armor Class: 3
Hit Dice: 20
Attacks: 1 (bite)
Damage: 6d6
Save: L10
Morale: 11
Hoard Class: None

In the world of Korgoth of Barbaria, there is a forgotten primitive land where dinosaurs once again roam and savage Neanderthals attack the weak and feeble. Towering above all other creatures in this prehistoric wilderness is the monstrous Tyrannosaurus Max (or T-Max for short). The T-Max is a gigantic creature that initially looks like the Tyrannosaurus Rex of prehistoric legend. The prehistoric monster is nearly 30 feet tall and walks upright on its powerful hind legs. Its powerful bite does 8d8 hit points of damage and is able to cleave a victim in half.

Where the T-Max differs from its predecessor in that it's the CAUSE of the savage lands in which it resides. The T-Max has the mutation of ancestral form, which it subconsciously uses to devolve the various creatures and plantlife it encounters. On a successful mental attack, the T-Max will permanently remove one mutation from a victim. It has a 10% chance of regressing a creature down the evolutionary chain to a previous stage of its development, for example, humans and humanoids become one of the brainless Neanderthals residing there, etc. Encountering a T-Max could very well lead a character becoming yet another primitive in the savage lands...

Mutations: gigantism, ancestral form

NOTE: This creature was inspired by the post-apocalyptic, sword-and-sorcery cartoon "Korgoth of Barbaria." Let's see how much material a 22-minute pilot can provide us! Stay tuned for future installments of Korgothursday! 

Wednesday, February 20, 2013

[Korgothursday] Savage Menagerie: Hookleech

No. Enc.: 0 (2d4)
Alignment: Neutral
Movement: 10' (3')
Armor Class: 9
Hit Dice: 1 hit point
Attacks: Special
Damage: Special
Save: L1
Morale: None
Hoard Class: None

The Hookleech is a parasitic worm found in large bodies of stagnant, filthy water. They feed by latching onto a victim with their powerful jaws which are lined with barbed hooks (giving the creature its name). Their mouths secret a powerful anesthetic saliva, which numbs the skin during this initial attack, so a victim may not even notice when one has bitten them. Once attached, the Hookleech will slowly drink the victim's blood, doing 1d6 hit points of damage during the initial attack and draining them for 1d6 additional points every 4 hours thereafter. If a PC does not notice the initial "latching on," this hit point drain should be recorded in secret by the Mutant Lord. A Hookleech will detach itself once it's consumed 15 hit points worth of blood.

Removing a Hookleech is a challenge as fire, acid, and other attacks may kill the creature, but it will still stay firmly attached even upon death. If a Hookleech is "torn off," the tearing will do 1d6 points of damage to the victim as the hooks tear their flesh. Plus, if the creature is torn from the face, neck, bare arms, or other exposed part of the body, the horrible, unhealing scar that results will also cause the victim's Charisma score to permanently drop by 1 point. Other than letting it fall off naturally, the only other way to remove the Hookleech is through an arcane salve know to only a handful of healers across the lands.

Mutations: none

NOTE: This creature was inspired by the post-apocalyptic, sword-and-sorcery cartoon "Korgoth of Barbaria." Let's see how much material a 22-minute pilot can provide us! Stay tuned for future installments of Korgothursday!


Thursday, February 14, 2013

[Korgothursday] Savage Menagerie: Repulsive Shugorthur


No. Enc.: 1 (1d3)
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 5
Hit Dice: 10
Attacks: 4 or 1 (2 bites, 2 claws or gore)
Damage: 2d8/2d8/2d6/2d6 or 3d10
Save: L5
Morale: 9
Hoard Class: None

Assumed to be a horribly mutated offshoot of the Hideous Boar (ML Rulebook, page 63), the Repulsive Shugorthur is a monstrous pig-like beast. It stands 7 feet tall at the shoulder and has three eyes in the center of its face, right under its second mouth set in the center of its forehead. The Shugorthur has a pair of sharp black horns on top of its head and two rows of horns that run down its back. It has an additional eye set in the tip of its tail, and its bottom mouth constantly seeps with a foul-smelling acidic saliva.

The Shugorthur attacks by biting with its two mouths for 2d8 hit points each. It can also rear up and slash with its sharp front claws for 2d6 hit points each. If it wishes, it can instead attack by charging a target and goring it with its horns for 3d10 hit points of damage. With its three eyes on its face and the additional one on its tail, the Shugorthur has 360-degree vision, allowing it to see in all directions at once. When awake, it is impossible to surprise or sneak up on the beast. And, like a Hideous Boar, the Repulsive Shugorthur's saliva does 2d10 acidic damage to anything it comes into contact with.

Mutations: 360-degree vision, toxic weapon

NOTE: This creature was inspired by the post-apocalyptic, sword-and-sorcery cartoon "Korgoth of Barbaria." Let's see how much material a 22-minute pilot can provide us! Stay tuned for future installments of Korgothursday! 

Wednesday, February 6, 2013

[Korgothursday] Notorious NPC: Gog-Magog, Baron of Thieves


Gog-Magog
6th Level Pure Human
STR: 9 --- INT: 19
DEX: 13 --- WIL: 17
CON: 14 --- CHA: 7
HPs: 60 --- AC: 7
Mutations: none

The self-proclaimed "Baron of Thieves," Gog-Magog is a hedonistic collector of Bygone artifacts from "The Fourth Age." Gog-Magog is around 4 feet tall, overweight, and bald (with the exception of a small soul-patch beard and stringy ponytail). He wears a small loincloth and sheer golden robes that leave little to the imagination. As a collector of rare jewelry and trinkets, he usually sports several necklaces and rings, as well as a pair of golden earrings. Gog-Magog is not afraid to flaunt his ill-acquired wealth.

Although he is not very strong or agile, he has a near-encyclopedic knowledge of the human body, which allows him to deliver more damage when fighting in combat. Gog-Magog gets a +2 damage bonus when fighting hand-to-hand. His genius-level intelligence and study of Bygone artifacts gives him a +20% Technology Roll modifier when inspecting trinkets from the past.

From his hidden cavern lair, Gog-Magog commands a small army of mercenaries, bandits, and lackies to carry out his nefarious schemes. Gog-Magog is involved in all manner of immoral and illegal activities: theft, human trafficking, smuggling, extortion, etc. If there's a profit to be made, the Baron of Thieves has his hand in it -- unless he's running it outright. Gog-Magog delights in collecting Bygone artifacts, however. If he discovers someone has an item he covets, he will use guile and deception to acquire it. In the pilot, Gog-Magog wanted to possess the Golden Goblin held by the wizard Specules. Knowing it was a suicide quest, he poisoned Korgoth with a deadly parasite, offering him the antidote only if he returned with the Goblin.

Gog-Magog is ruthless, evil, and cunning. He holds no value for human life, as it's just another commodity for him to buy and sell. But he will pay handsomely for rare antiques and items from the times before the world ended. But do not think to double-cross him for he is diabolical when it comes to revenge. Gog-Magog could be an adventure hook for the PCs if he "hires" them to retrieve an artifact for him. He could also be a recurring villain if the deal they've made with him goes sour.


Wednesday, January 30, 2013

[Korgothursday] Savage Menagerie: Bog Ghoul


No. Enc.: 1d6 (2d8)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 6
Hit Dice: 2
Attacks: 3 (2 claws, bite)
Damage: 1d4/1d4/1d6 + special
Save: L2
Morale: 9
Hoard Class: XII

Bog Ghouls are cannibalistic humanoids who lurk in the steaming, radioactive swamps dotting the blasted lands. These poisonous swamps were formed when fallout-laden rainwater filled the craters formed by the falling bombs that ended the world. Once human, Bog Ghouls have been twisted and malformed due to exposure to the fetid waters of these toxic wetlands. Bog Ghouls have a pale green tint to their skin, pointed ears, misshapened teeth, and yellowish eyes that seem to leer in different directions.

Bog Ghoul lairs are always found in radioactive hot zones where the background radiation ebbs at a Class 3 or better. Long-term exposure to this will do 3d6 hit points of radiation damage unless a save is made. Even a successful save will cause half damage. Exposure victims only need to check for this once per day.  Bog Ghouls are immune to the blistering energies due to their reflective epidermis. Bog Ghouls will never be encountered anywhere in a radioactively "clean" area.

Bog Ghouls have a hunger for flesh -- human or mutant -- and will fly into a ravenous frenzy whenever fresh prey enters its lair. They attack with a pair of grotesque claws for 1d4 hit points each. They also bite for 1d6 hit points of damage. And, just like their namesake, the bite of a Bog Ghoul drips with a Class 11 paralytic poison. Failure to save versus stun attacks means that the victim is paralyzed for 2d6 rounds; a successful save still causes the victim's movement rate to be halved for 1d6 rounds. The frightening thing about the poison is that, even though the victim cannot move, they can feel everything as the Ghoul begins to rend, and tear, and feed.

Mutations: reflective epidermis (radiation), poison bite

NOTE: This creature was inspired by the post-apocalyptic, sword-and-sorcery cartoon "Korgoth of Barbaria." Let's see how much material a 22-minute pilot can provide us! Stay tuned for future installments of Korgothursday! 

Thursday, January 24, 2013

[Korgothursday] Savage Menagerie: Trivyxxx


No. Enc.: 3 (6 or 9 in lair)
Alignment: Chaotic
Movement: 60' (20')
Armor Class: 5
Hit Dice: 8
Attacks: 1 (weapon)
Damage: as weapon type
Save: L5
Morale: 9
Hoard Class: XIV

The Trivyxxx is an odd creature; one that isn't man nor monster, but something in-between. The most obvious mutation possessed by a Trivyxxx is its three insect-like heads. Each head has a set of bulbous yellow eyes set above an insect-like set of mandibles. This triple headed mutation makes it nearly impossible to sneak up and/or surprise the creature. (Those who try have only a 1 in 6 chance.) Although the Trivexxx does not have any kind of enhanced senses, it gets an extra chance to see/hear if a check is needed. (The Mutant Lord should roll twice rather than once if checking to see if the mutant sees or hears something unusual.) Also, the Trivyxx's gray-green, rubbery flesh takes only half-damage from blunt weapons which harmlessly "bounce" off the surface.

The Trivyxxx "walks" by using a set of 9 tentacles around the base of its ponderous bulk. Due to its size, this mode of locomotion is fairly slow. It has two arms which it uses to attack, usually with some kind of large, blunt weapon. However, the Trivyxxx's tentacles also give it the mutation of parasitic control. If a Trivyxxx is able to hold a victim long enough for one of its tentacles to reach the spine, several small barbs will latch on to the victim's spinal column, giving the creature absolute control. The Trivyxxx will use its new "puppet" to help in any attacks, or will be used as a defensive shield as long as contact is maintained.

Trivyxxx society is based on the number three. There will always be three of the beings when they are encountered, or some multiple of three if discovered in their lair. It is theorized that there are actually three sexes amongst the Trivyxxxx species, which may explain the triad. 

Mutations: triple headed, parasitic control

NOTE: This creature was inspired by the post-apocalyptic, sword-and-sorcery cartoon "Korgoth of Barbaria." Let's see how much material a 22-minute pilot can provide us! Stay tuned for future installments of Korgothursday! 

Thursday, January 17, 2013

[Korgothursday] Savage Menagerie: Whorebeast

No. Enc.: 1d4 (2d4)
Alignment: Chaotic
Movement: 90' (30')
Armor Class: 6
Hit Dice: 4
Attacks: 1 (bite or weapon)
Damage: 2d12 or weapon
Save: L3
Morale: 8
Hoard Class: XVII

In the world of Korgoth of Barbaria, sex with the wrong person can not only be dangerous, it can be deadly. The Whorebeast is one such carnal assassin. When in a calm state, a Whorebeast appears to be any other wasteland denizen, albeit an attractive specimen. (Whorebeasts can be both male and female, although the female of the species is more common.) The creature will approach a victim, disguising its true intent by pretending to feign interest in them sexually, or perhaps claiming to be a prostitute (in seedier villages). Once the Whorebeast and victim have begun their tryst, the Whorebeast's true nature will be exposed.

A Whorebeast feeds on the hormones and pheromones released by a human who has reached a state of overwhelming carnal desire. Once this heightened state of arousal is reached, the Whorebeast's human-appearing head will split open, revealing its true face. A green-scaled visage with six eyes will leer at its victim while a cavernous set of jaws will open. The Whorebeast will attempt to bite off the head of its partner, its jaws rending for 2d12 hit points of damage. If the victim is somehow able to break off the initial attack, the Whorebeast will grab a nearby weapon (a dagger is always close at hand) in an attempt to wound its prey. If the victim is subdued, the Whorebeast's mouth will close in again, ready to feed.

There are rumors that larger nests of Whorebeasts set up in brothels in larger cities. The populace never notices when some of the johns who live in the town disappear. And those who stop by the brothel to ask questions are never heard from again either.

Mutations: aberrant form (giant mouth)

NOTE: This creature was inspired by the post-apocalyptic, sword-and-sorcery cartoon "Korgoth of Barbaria." Let's see how much material a 22-minute pilot can provide us! Stay tuned for future installments of Korgothursday! 

Tuesday, January 15, 2013

KORGOTHURSDAY Begins Jan. 17!

After teasing it more than 2 years ago, a new barbarian takes the stage every Thursday beginning January 17...

The Great Cities have risen and fallen. Civilization's grip on mankind has grown weak and arthritic. Dark forces seek to renew forgotten covenants, and primordial beasts reclaim the wilderness. Out of the frozen north, a man emerges - a man of a barbaric age, whose merciless savagery may be the only key to his survival. They call him Korgoth! 


"I didn't know there'd be this much talking..."


Beginning this week: "KORGOTHURSDAY"!

Sunday, May 23, 2010

"The Great Cities Have Risen And Fallen..."

If you've enjoyed "Thundar Thursday," you'll enjoy this teaser for an upcoming Mutant Future-related series of blog posts: