Showing posts with label Game Design. Show all posts
Showing posts with label Game Design. Show all posts

Thursday, September 22, 2022

Wicked Weaponry: Chain Whip

Weapon: Chain Whip

Damage: 1d6 (melee)

Range: up to 20'

Cost: 10 gp

Description: The chain whip is a long length of metal chain attached to a handle used as a weapon. Often used in martial arts, a chain whip can also be used as a standard melee weapon. It comes in many configurations; sometimes ending in a pointed dagger for additional slashing damage, or perhaps covered in blades, razors, and barbs.

Regardless of these adornments, the chain whip is treated as a hand-to-hand melee weapon, but it has a range of up to 20 feet, allowing a user to make a melee attack versus a ranged opponent. A chain whip does 1d6 damage to a target, which may be adjusted by the judge depending on any additional adornments added by the PC. However, due to the unwieldy nature of the chain whip, if a user misses their target, they must make a DC 7 Ref save or they will injure themselves instead. 

A chain whip can also be used to entangle a target instead of damaging them. The user must declare they are attempting to entangle their opponent prior to rolling. (Treat as an opposed grapple check using Agility modifiers.) If successful, the target is entangled (grappled) and cannot take any significant action until freed. 


Sunday, September 18, 2022

[Samson Sunday] Savage Menagerie: Mole Monster

Mole Monster: Init +3; Atk bite +4 melee (5d6); AC 14; HD 4d10; MV 40' burrowing; Act 1d20; SP searchlight eyes; SV Fort +6, Ref +0, Will +4; Crit M/d10.

Searchlight eyes: The mole monster's eyes emit a nigh-intensity beam of light that blinds its victims for 1d6 rounds unless they make a DC 12 Ref save to cover their eyes in time.  

Mole monsters are giant (20' long) subterranean burrowers descended from ancient digging mammals. The mole monster is a social beast, rarely found alone. If a seeker encounters one mole monster, it's safe to assume there is a nest of 2d6 within the area. Due to its size, a mole monster is a destructive creature as its tunneling will cause large sections aboveground to sink into the earth. Entire villages have been swallowed up as they vanished into the depths below the earth.

A mole monster's muzzle has several claw-like fangs that it uses for digging. However, tese dagger-like teeth can also be used to bite and rend a victim for 5d6 hp of damage. The mole monster has also developed a pair of eyes that illuminate the darkness, enabling it to see. However, this emitted light is so bright, it can overwhelm the eyesight of those who see it. Unless the target covers their eyes in time (DC 12 Ref save), they will be blinded for 1d6 rounds as their eyes readjust to the darkness.

NOTE: This creature was inspired by the tale from Issue 7 of "Mighty Samson." Stay tuned each week for Samson Sunday!




Saturday, August 20, 2022

Country Meat-Grinder Classics 1 & 2 At DTRPG In Both PDF And Print

The newest offering for my "Country Meat-Grinder Classics" series is now available at Drive Through RPG in both PDF and print!

Country Meat-Grinder Classics is inspired by the grindhouse horror “hicksploitation” films of the 1970s and 1980s! With a few tweaks to genre details, these horrific backwoods adventures can be used in any number of ways in your own DCC RPG games: these townsfolk could easily be found nestled in DCC’s Shudder Mountains or possibly along one of the trails of Weird Frontiers. The denizens within wouldn’t even be out of place in the post-apocalyptic future of MCC’s Terra AD!

“In the past, the Hellsons were good charitable folk, feedin' the hungry and shelterin' the poor at their homestead. They say a witch done hexed 'em for it, and now nobody goes there anymores. They even say weird critters done been seen lurkin' in the woods near their farm. And now, folks're startin' to turn up missin'. It jest may be time to pay the Hellsons a visit..."

This is a 2nd-level adventure for 4-6 players and is $1.99 for PDF, $5.00 for print.

"Well, I swan...this season’s been a rough ‘un, what with alluva crops gone sour with that corn blight what’s been runnin’ wild through the county. But enough of our miseries! I cain’t wait to git to the Addersbrook fair and relax fer a spell! Get me some good eatin’ and listen to a tune or two. And if’n we’re lucky, maybe Junebug’ll be there with some of his pa’s hootch!"

This is a 1st-level adventure for 4-6 players and is $1.99 for PDF, $5.00 for print.

Saturday, August 13, 2022

A Glimpse Into My 1982 Villains And Vigilantes Campaign

My folks are cleaning out their house after 40+ years, getting getting to put in on the market. Apparently, my mom discovered an old folder tucked away in some forgotten closet. This folder contained notes, pictures, and sheets for several Villains and Vigilantes bad guys I cobbled together while running The Great Supervillian Contest, which I discussed on this blog. I'll likely put these up individually in the weeks to come, but for now I wanted to share this glimpse from Days of Roleplaying Past...

Let's see, from left to right: Mystic, V-H1cLe, Delver, The Apparition, and Rook.

And as an extra special bonus, the first-ever sketch made of Puzzler by my teenaged hands. I may have mentioned him once or twice here on this blog...

Thursday, August 11, 2022

[MCC RPG] Savage Menagerie: Cranium Crab (AKA Deathcrab)

Cranium crab: Init +0; Atk claws +2 melee (1d6); AC 14; HD 1d8; MV 30'; Act 1d20; SP mutation check +3 death field generation, disintegration; SV Fort +3, Ref +0, Will +0; AL N; Crit M/d4. 

Cranium crabs are large hermit crabs who, due to their size, use empty human skulls as their shells. A cranium crab is a dull, speckled grey and tan in color, although the bleached white skulls they carry with them stand out in stark contrast. Cranium crabs are found near large bodies of fresh water, though they can also be located near rivers, lakes, and even ponds. Cranium crabs are also found in regions where many deaths have occurred, such as battlegrounds, graveyards, ruins of large cities, etc. The creatures have determined that, at such places, there is an ample supply of skulls with which to make their homes. In combat, cranium crabs attack with their claws for 1d6 hit points of damage.

If a cranium crab is in need of a new skull yet cannot locate one laying about, it will make one. A cranium crab will lie in wait for a humanoid to pass by. If it sees a victim with an appropriately sized head, the cranium crab will trigger its death field generation mutation. If the target falls, the cranium crab will wander over to inspect its prey. If the target is still living, the crab will attempt to hurriedly finish off its victim while they lie unconscious. Once assured the victim is dead, the cranium crab will then activate its disintegration ability, causing the victim's flesh to flake away and turn to dust, leaving behind the victim's skeleton. (The effect is much like a fazer pistol attack, pg. 172, MCC RPG rules; however, the crab will NOT use its disintegration ability offensively!) The cranium crab will then shed its old skull and move into the new one immediately.

If a band of mutants come across several headless skeletons with empty skulls laying nearby, it's a safe bet they've entered an area craniumcrabs are frequenting. They'd better hope none of the cranium crabs are in need of a new home and lurking nearby...

(The Cranium Crab originally appeared on this blog as a Mutant Future creature!) 

Sunday, July 31, 2022

[Samson Sunday] Ancient Armory: Terra's Electroprod

 (Seriously, there is a LOT of good MCC stuff in Issue #6!)

Weapon: Electroprod
Tech Level: 3
Complexity Modifier: 3

Range: Melee
Damage: 2d8 plus stun (DC 18 Fort save or stunned for 1d8 rounds)
Power: C-Cell (20), F-Cell (40), Q-Cell (U) 

The electroprod used by Terra of Jerz is a device of her own creation. As a master technician with an abundance of Ancient tech at her disposal, Terra created her electroprod as a way to keep her minions under control without doing any serious harm to them.

The electroprod has the same effect as a force baton, in that it has an end result of stunning the target. However, the electroprod does this by first delivering a wicked electrical shock that does 2d8 hit point of damage, which also overloads the target's neural system. The target must then make a DC 18 Fort save or they will be stunned for 1d8 rounds.

Terra was unable to miniaturize the power source enough to fit into the electroprod itself, so she wears a power pack on her belt with wires leading to the electroprod. If these wires are ever broken or severed, the electroprod will be powerless until she has time to repair the device.

NOTE: This weapon was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!



Saturday, July 23, 2022

RPG Overview Reviews My Deviant Database and DD 2.0 For Mutant Future

Long before Mutant Crawl Classics came around, I was playing Goblinoid Game's Mutant Future. This post-apocalyptic RPG is based on the Labyrinth Lord system, which is itself based on B/X OSR-type gaming. (You know, "The Original Fantasy Game".) Mutant Future is a great game and was the original inspiration for this blog, in fact.

I created several supplements for it back in the day, and Brandon Goeringer of RPG Overviews was kind enough to recently review my Deviant Databases. The two books in the series are collections of monsters, mutants, creatures, and NPCs that appeared on this blog over the years with artwork contributed by many artists in the OSR RPG community. I appreciated that Brandon liked these supplements enough to review them, and I have linked to his review below.

(Oh, and they can be easily converted to MCC RPG if you wish to use them in your own home games.)

Friday, July 22, 2022

Wicked Weaponry: Mambele

Weapon: Mambele

Damage: 1d6 (melee) or 1d4 (ranged)

Range: 20'/40'/80' (Strength modifier applies to damage at close range only) 

Cost: 10 gp

Description: The mambele is a combination handaxe/thrown weapon that consists of a handle attached to a curved blade about 18' to 22' in length. The blade, however, typically has four separate cutting points - three on the leading edge, and one on the backside - so that the weapon makes contact with a pointed blade regardless of how it strikes. The first blade (toward the top) is usually curved or "hooked", allowing the user to pull a target closer during melee. And, due to the multiple edges, it will likely successfully injure a target if thrown. The mambele is known by several different names (kpinga, hunga munga, goleyo) and varies in design and blade number, size, and length.

Thursday, July 21, 2022

[Samson Sunday] Savage Menagerie: Vacuum Leviathan

(I'm playing a bit of catch-up with Samson Sunday entries! Fortunately, Issue 6 has a bunch of bizarre creatures for MCC RPG.)

Vacuum Leviathan: Init +5/+7/+9; Atk suction maw +5/+7/+9 melee (swallow whole); AC 15/17/20; HD 8d20/13d20/18d20; MV 80'/90'/100'; Act 1d20; SP swallow whole, bigger and bigger; SV Fort +10, Ref +5, Will +10; Crit M/d20.

Swallow whole: The Vacuum Leviathan doesn't chew or bite a victim; rather a target who is successfully hit is "swallow whole" as they are caught in the powerful suction of its gaping maw. Once swallowed, the victim is lost forever. The judge should allow a player to perform one last-minute action to save themselves on a DC 20 (a Strength check to hang onto something; a Reflex save to leap to safety before being pulled in, etc.)

Bigger and bigger: Any material the Vacuum Leviathan takes in is absorbed and added to its bulk. For every 24 hours it lives, it increases in size, moving up one step in initiative, melee bonus, AC, HD, and movement rate. (Refer to the creature's stat box above.) Once it reaches its maximum size, it will remain there until defeated.

The Vacuum Leviathan is a creature from space that crashed to Earth on a fallen satellite as a collection of microscopic molecules. Once it reassembled, it began its destructive cycle by "vacuuming" and consuming everything in its path. (Just read the comic and it'll make a bit more sense.) A Vacuum Leviathan looks like a bizarre combination of snail and centipede with a monstrous "bag" making up the bulk of its body. It has a pair of antenna that it uses as sensory organs, and a wide gaping mouth that it uses to take in sustenance. It does this through a powerful vacuum effect that draws anything and everything into its mouth where it is instantly consumed. It is thought that perhaps a microscopic black hole is within the Vacuum Leviathan's "body", which would explain the monstrous forces of pull the creature is capable of.

The Vacuum Leviathan starts off life about the size of a large house, approximately 30' high and 200' long. As it takes in raw materials, this mysterious space creature breaks down the molecules and adds it to its own bulk, exponentially increasing in size during the process. After 24 hours, the Vacuum Leviathan will have more than doubled in size, and 24 hours after that, the creature will have grown to the size of the tallest Ancient skyscrapers. (The judge should use the first figures in the stat box above, then move up another level as the Vacuum Leviathan grows, and ending with the highest-most stats once it reaches its maximum size.)

The Vacuum Leviathan should not be tossed into an MCC campaign as a random wandering monster. Instead this titanic beast should be a campaign all its own. The players may be able to defeat the creature at its smallest stage through sheer brute force, but once its reaches its biggest size, mere melee and missile fire combat will do little to stop it. The judge should reward clever players who come up with a plan to defeat this giant monster with a reasonable chance of success. In the comic issue, Samson attempted to drop a bomb within the Vacuum Leviathan's mouth, only to have it go off without effect. Only by clogging the Vacuum Leviathan's mouth with a giant Colloso-whale, causing it to suffocate, was Samson able to stop this beast. Once defeated, the Vacuum Leviathan will disintegrate back into its dusty molecular structure where it will float back into space from whence it came...

NOTE: This creature was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!

[Samson Sunday] Savage Menagerie: Jet-bird

(I'm playing a bit of catch-up with Samson Sunday entries! Fortunately, Issue 6 has a bunch of bizarre creatures for MCC RPG.)

Jet-bird: Init +9; Atk bite +7 melee (2d12); AC 16; HD 5d12; MV 30', fly 200'; Act 1d20; SP hasty retreat; SV Fort +5, Ref +10, Will +4; Crit M/d10.

Hasty retreat: Opponents engaged with the jet-bird in melee combat do not gain a free attack when it retreats by flying out of the enemy’s reach.  

The Jet-bird is one of the fastest predators found in the world of Mighty Samson. This large pterodactyl-like bird is built for speed, having a long, slender, featherless body. Its wings and fins are shaped much like the jet aircraft of the Ancient days, although no one knows if it evolved these features or if the bird is some type of lab-bred mutant. Rather than flapping its wings for flight, the Jet-bird generates and releases powerful twin streams of  flaming gas that propels it through the air. A Jet-bird can fly for up to 1 hour in this manner before it must land to regenerate this gas, a process that can take several hours. The Jet-bird's top speed can reach upwards of 300 MPH and it can climb to a height of 10 miles up.

The Jet-bird bites for its primary attack for 2d12 hp of damage. (Its claws are vestigial at best and are useless for melee combat.) A Jet-bird makes its home in the highest of ruined Ancient skyscrapers, where a nest can be found with 1d3 eggs and/or Jet-bird chicks within. If a Jet-bird is found and domesticated by a clever seeker, they may find themselves with a jet-fast mount as the Jet-bird ages.

NOTE: This creature was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!


Sunday, July 3, 2022

[Samson Sunday] Savage Menagerie: Spidersaurus

Spidersaurus: Init +7; Atk bite +7 melee (2d12 plus poison); AC 18; HD 7d10; MV 60', in web 90'; Act 2d20; SP poison bite, web movement; SV Fort +8, Ref +8, Will +6; Crit M/d12.

The Spidersaurus is a monstrously sized arachnid with the body of a tarantula and the head of a T-rex. The Spidersaurus is 20' to 30' in length and is typically found in the giant webs it spins between ruined Ancient buildings. Although it typically hunts for large prey, it will attack smaller Sekker-sized prey if they are foolish enough to become entrapped in its web.

The Spidersaurus bites for its primary attack. if it successfully bites a victim, the target must make a DC18 Fort save. If successful, the target takes an additional 1d4 from poisoning. If the target fails, they are immediately paralyzed from the Spidersaurus' poisonous bite. They will be unable to move for 1d12 hours. During this time, the Spidersaurus will cocoon its prey and carry them up to the tallest point in their web for later consumption. The Spidersaurus can move very quickly in its webbing, but anyone else who comes into contact with these sticky strands will be stuck fast unless they succeed a DC 10 Strength check. A player can climb a Spidersaurus web, but they must make a new Strength check for every 20' in the web they traverse. A coating of water or oil on their hands will negate the web's stickiness for 10 minutes, allowing them to climb unimpeded.

NOTE: This creature was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!


Wednesday, June 29, 2022

Wicked Weaponry: Bolas

Weapon: Bolas   

Damage: 1d4 plus DC 14 Ref save or be entangled  

Range: 40'/80'/160' (Strength modifier applies to damage at close range only) 

Cost: 2 gp

Description: Bolas is a primitive throwing weapon consisting of two or three heavy stones attached to interconnected cords. The weapon is swung in a circle over the head then released, which then strikes and potentially entangles the target.

If a victim is successfully struck by a bolas, they should make a DC 14 Ref save. If successful, they take 1d4 from the strike of the stones. If the save is unsuccessful, they take damage and then find themselves entangled by the rapidly swirling cords. The target will fall to the ground (AC reduced by -2 while prone) and must spend one action untangling themselves before they can stand and act again.

However, if a crit is rolled by the bolas thrower, the weapon will entangle the victim's neck (as well as taking any crit damage rolled on the appropriate table). The target will choke for 1d4 hit points of additional damage each round until the bolas is removed.

Tuesday, June 28, 2022

[MCC RPG] Savage Menagerie: Corpse Owl

Corpse Owl: Init +0; Atk claws +2 melee (1d6) or bite +2 melee (1d4); AC 12; HD 3d6; MV 20', fly 70’; Act 1d20; SP necro-animation virus; SV Fort +2, Ref +3, Will +3; AL N; Crit M/d4.

In the Terran wastes, there is no creature more feared and loathed as the Corpse Owl. The Corpse Owl is a virulent disease carrier—one that has been whispered to carry the same virus responsible for the fall of The Ancients.

The Corpse Owl is a large bird (about 1 or 2 feet tall) that, by most outward appearances, should be dead. It’s often covered with wounds and injuries that would be fatal to most creatures. Its body is twisted and torn. Patches of skin and feathers slough off. A sickly fetid odor can be detected long before the Corpse Owl is seen. Corpse Owls are usually found nesting in the highest tree or tallest ruins in the area. Corpse Owls are usually found singularly; groups of two or three are extremely rare. The Owl’s nest and surrounding area is coated in a yellow-green fluid that reeks of rotting flesh and foulness, and this liquid is extremely dangerous...

A Corpse Owl attacks with either its beak or claws for minimal damage. But the real danger of a Corpse Owl is from the disease it carries. The fluids leaking from a Corpse Owl host an aggressive necro-animation virus, which can kill and reanimate a victim within minutes. Even a small droplet of this ichor can infect a healthy victim. If a character is successfully attacked by a Corpse Owl, or if they make contact with this foul substance, they should make a DC 18 Fort save. A successful save will cause the victim to crash to the ground, writhing in agony as the virus courses through their system. Every muscle will lock up for 12 hours and a raging fever will cause delirium and delusions. They’ll also suffer 2d6 hit points of damage as a result. If the save is failed, however, the victim will succumb to the disease within moments, dying within 2d6 rounds. The victim will rise as a Screamer within 1d4 turns (MCC Rulebook, pg. 196). The safest way to deal with a Corpse Owl is with long-range weaponry. Hand-to-hand or close-up combat is suicide.

If a sudden outbreak of Screamers erupts in an area, it could be the work of a Corpse Owl that has nested nearby. It is theorized that an Ancient “bird flu” virus mutated during The Great Disaster, and that the Corpse Owl was the eventual evolutionary vector.

(The Corpse Owl originally appeared on this blog as a Mutant Future creature!) 

Sunday, June 19, 2022

[Samson Sunday] Notorious NPC: Terra Of Jerz

Terra of Jerz: Init +3; Atk electroprod (2d8 plus stun [DC 18 Fort save or stunned for 1d8 rounds]); AC 12; HD 8d6; hp 36; MV 30'; Act 2d20; SP rover skills, +8 on artifact checks; SV Fort +3, Ref +8, Will +4; Crit II/1d30+2.

Terra of Jerz is one of Samson's oldest and deadliest enemies. Terra's ancestors took cover during the Atomic Wars in a deep underground bunker, where she was born and raised. When she became of age and surfaced, she saw that the surface people had regressed to a primitive period of knowledge and technology. With her advanced scientific knowledge and the Ancient devices from her bunker, Terra's ultimate goal is to become Queen of N'yark by subverting and conquering the savages aboveground. And, of course, Samson (whom she secretly would like to have ruling by her side) has stopped her conquest at every turn.

Terra is always armed with her elecroprod, a weapon that produces a vicious electric shock (2d8 damage) plus stunning its target (DC 18 Fort save, or stunned for 1d8 rounds). Terra also flies around (and makes frequent escapes) in a flying saucer-like Bubble Car. And Terra is always accompanied by 2d10 primitive humans who fear her and do what she says as their "queen".

Terra's knowledge of Ancient technology far surpasses anyone else's in Samson's world. The judge should treat her as having the skills of an 8th-level Rover as well as a +8 to any Artifact Check, with automatic successes for any device of TL 3 and less. Terra also has a horde of Ancient weapons and devices back in her bunker, the location of which is a closely-kept secret. Terra has waged war single-handedly against the tribes of N'yark with only the push of a button, so they fear what other weapons she has. But she has also used advanced technology to house and feed her "minions", so they will follow her blindly for the comforts she provides.

NOTE: This NPC was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!



Sunday, June 12, 2022

[Samson Sunday] Savage Menagerie: Kangorilla

Kangorilla: Init +5; Atk claw +4 melee (1d12 plus grapple) or kick +3 melee (1d16) or hurled stone + 3 missile fire (2d10; range 200'); AC 13; HD 4d10; MV 100', jump 50'; Act 1d20; SP grapple; SV Fort +5, Ref +5, Will +1; Crit M/d10.

The Kangorilla is a land-based beast with the upper torso, limbs, and head of one of the great apes with the powerful legs and pouch of the kangaroos from "down under". The Kangorilla is typically encountered in open plains or wide-open spaces where it has plenty of room to leap incredible distances. The giant beast stands nearly 15 feet tall, with some reaching a height of 20 feet.

The Kangorilla is a carnivorous creature that will not hesitate to attack weaker prey. If it spies a target from a distance, it will first hurl a few boulders in their direction to "soften them up". It will then launch itself into the air on its powerful hind legs, landing next to its prey to attack. The Kangorilla can lean back on its tail and kick out with its legs, pummeling the target for 1d16 damage. Once it feels its prey is weakened, it will attack with its claw and, if successful, will try to grapple its prey. If successful, the Kangorilla will stuff its prey into its pouch, then leap away it its lair. Anyone within the creature's pouch can try to attack from "within" with a -1d penalty due to the jostling. The target will also take an additional 1d4 damage each time the beast lands and launches again during its trip back to its lair where it will feed. (The prey rarely survives the trip back.) 

NOTE: This creature was inspired by the tale from Issue 6 of "Mighty Samson." Stay tuned each week for Samson Sunday!

Tuesday, June 7, 2022

[DCC RPG] Savage Menagerie: Cobweb Golem

Yesterday's Cobweb entry reminded me of this Labyrinth Lord golem I created. Here it is converted for DCC RPG...
 
Cobweb golem: Init -1; Atk fist +5 melee (1d5+2); AC 12; HD 5d8; MV 30'; Act 1d20; SP spider web (3/day), insect swarm (spiders), immune to mind- and shape-altering spells and poison, vulnerable to fire (double damage); SV Fort +8, Ref +3, Will +6; AL N; Crit M/d10.
 
Spider web (3/day): As an action, a Cobweb Golem can cast this spell as per the level 2 wizard spell (+3 spell check).
 
Insert swarm (spiders): When first struck in combat, a swarm of spiders scuttles out of the Cobweb Golem filling 10' x 10' area around it, biting anyone who are in that space. Any creature bitten takes 1 hp damage and must make a DC 5 Fort save or take an additional 1d4 sting damage.
 
Insect swarm: Init +5; Atk swarming bite +1 melee (1 plus sting); AC 11; HD 2d8; MV 40’; Act special; SP bite all targets within 10’ x 10’ space, half damage from non-area attacks, sting (DC 5 Fort save or additional 1d4 damage); SV Fort +0, Ref +10, Will -2; AL N; Crit M/d4.

The Cobweb Golem is a magically created automaton given the semblance of life through the breathe life spell. The Cobweb Golem appears to be spun from spiderwebs, cocoon casings, and other web-like threads. Twigs, brambles, and other flotsam cling to its sticky surface, and small spiders can be seen scurrying about on the creature. Cobweb Golems are usually encountered in long-abandoned wizard's laboratories or lairs where giant spiders lurk.

The Cobweb Golem can launch of glob of webbing three times a day (treat as the level 2 wizard spell spider web) that it uses to subdue any attacker. When first struck in combat, hundreds of spiders that infest the Cobweb Golem will spray out, covering the attacker and a 10 x 10 area around the Golem. The biting arachnids will do 1 hp requiring a DC 5 Fort save or suffer an addition 1d4 stinging (poison) damage).

Like other kinds of golems, the Cobweb Golem has no true intelligence, and are thus unaffected by mind- or shape-altering spells as well as poisons. However, they are very susceptible to fire and flame-based attacks, taking double damage from any such attack.

(The Cobweb Golem originally appeared on this blog as a Labyrinth Lord creature!)

Monday, June 6, 2022

[MCC RPG] Dangerous Encounter: Cobweb

Cobwebs are mutated cornstalks that trap unsuspecting victims in sticky strands of webbing as a form of passive carnivorous plantlife. After the entangled victim eventually dies of exposure and/or starvation, their decomposing body nourishes the Cobweb.

Cobwebs are typically found growing wild in an open patch of previously tilled farmland -- usually covering an acre or two of area. When touched or brushed against, the husks surrounding the Cobweb's ears will slowly peel back on its own, exposing pale white corncobs along each stalk. Once exposed, the kernels on each cob will burst much like popcorn kernels with a pop-pop-pop, spraying thin sticky webs of filament over a 20 ' radius. Any within range who say they're diving out of the way will escape entrapment if they make DC 15 Ref save. However, they must make a follow-up DC 10 Ref save to keep from bumping against another Cobweb stalk, thus starting the process over again. An ensnared victim can break free on a DC 20 Strength check, otherwise they are trapped until freed by someone else. Cobweb webbing can be dissolved with oil or acid or burned away with fire (the ensnared victim will take any appropriate acid/fire damage as determined by the judge). Blades and cutting tools are unable to cut through the webbing and will just become gummed up and ensnared as well.)

A Cobweb's webbing crumbles and turns to dust after 2 weeks, at which point the ensnared victim has most likely died of exposure and thirst. Because it takes a Cobweb stalk a month to regrow its cobs, scavengers use this period to loot the corpses of any victims, free from the danger of becoming ensnared themselves. Some villages and marauder camps grow fields of Cobwebs around their borders to protect themselves from invaders, with a well-marked path through the field known only by residents.

(The Cobweb originally appeared on this blog as a Mutant Future creature, now updated as an encounter for a judge to use.) 

Sunday, May 29, 2022

[Samson Sunday] Notorious NPC: Oggar the Beastman

Oggar the Beastman: Init +6; Atk claw +6 melee (1d10) or bite +4 melee (1d8); AC 15; HD 4d8; hp 22; MV 40'; Act 1d20, 1d16; SP human form, domination; SV Fort +8, Ref +6, Will +3.

Oggar the Beastman was one of the strongest foes Samson ever faced. The powerful mutant was nearly Samson's equal in strength and reflexes, but its animalistic rage was the cause of its downfall.

The human scientist Vaxar was exposed to mists from a radioactive glow-geyser, causing his metamorphosis into a hulking beastman form. As Oggar, he possessed a lion's head and a body covered in reptilian scales with a crocodile's tail. His sharpened claws make for powerful weapons, as well as giving him an advantage when climbing. Oggar can also summon and control the wasteland beasts with the use of his powerful domination mutation. Several times, he summoned mutants to do his bidding and kill his foes for him.

Vaxar is aware of his beastlike mutant form, and he attempts to keep his dual nature hidden and his animalistic urges at bay. But Oggar is constantly struggling to get out to destroy humanity. Anytime Vaxar is exposed to radiation, Oggar will surface within 1d6 rounds -- and the beastman will slaughter any pure humans it encounters

NOTE: This NPC was inspired by the tale from Issue 5 of "Mighty Samson." Stay tuned each week for Samson Sunday!




Sunday, May 22, 2022

[Samson Sunday] Savage Menagerie: Gulping Blob

Gulping Blob: Init +4; Atk bite +4 melee (1d20 plus swallowed whole); AC 15; HD 8d8; MV 20' swim; Act 1d20; SP camouflage, swallow whole; SV Fort +4, Ref +0, Will +4.

The Gulping Blob is an aquatic creature that -- at first glance -- appears to be nothing more than a floating pile of flotsam drifting downstream. However, upon approaching the monster, its true nature is revealed.

The Gulping Blob is a limbless fur-covered beast that propels itself across the surface of rivers, lakes, and ponds using a series of tendrils that hang under the creature and in the water. Due to its slow movement and the accumulation of mud, twigs, and other debris on its surface, it is difficult to determine the dangerous nature of the beast (DC 17 Intelligence check to detect). When it nears its target, it suddenly opens its huge mouth, and the sudden rush of water will sweep its prey toward it. If the Gulping Blob makes a successful attack, it will swallow its prey whole if the bite damage exceeds the victim's hit points.

NOTE: This creature was inspired by the tale from Issue 5 of "Mighty Samson." Stay tuned each week for Samson Sunday!

Thursday, May 19, 2022

[MCC RPG] Savage Menagerie: Crocotinae

Crocotinae: Init +3; Atk bite +2 melee (1d6); AC 12; HD 2d4; MV 20', fly 40’; Act 1d20; SP mental link amongst flock; SV Fort +0, Ref +2, Will +0; AL N; Crit M/d4.

The crocotinae (krow-KOT-in-ay) is a small duck-like creature with the head of an alligator or crocodile. Crocotinae (also called "snapping waddlers") make their nests in swampy or marshy areas, though they have been occasionally encountered in fresh water ponds and lakes. Brutally vicious and territorial, the crocotinay will attack anything it views as a threat to its nest or territory. It is also carnivorous, so a hungry crocotinae is a dangerous one. Crocotinae have developed a mental link amongst the flock. Whatever one snapping waddler sees, the entire flock sees and will react accordingly. One particular danger: As winter approaches, crocotinae will abandon their current nests and begin a southly migration. These V-shaped migratory flocks contain 2d10 crocotinae. During migration, the birds eat whatever they can find on route. Herd animals and wandering travelers spied by an overhead flock of crocotinae are often later discovered stripped to the bone. If a party spies a flock overhead, they had best find cover and hide while the crocotinae pass over. There is a 40% chance the party will be seen by the flock if they're out in the open or caught by surprise. And if they've been seen by one crocotinae, they've been seen by all of them, and the flock will swoop down to feed.  

(The Crocotinae originally appeared on this blog as a Mutant Future creature!)