Thursday, February 25, 2010

[Thundarr Thursday] Ancient Armory: Sarott's Gauntlet

Weapon: Sarott's Gauntlet
Damage: Electrical-4d6; Laser-4d6; Crushing-STR x 2; Stun
Attacks: 1
Range: N/A
Weight: 2 lbs.
Battery: Beltpack or Backpack
Charges: 25/50

The wizard Sarott stole an Ancient Gauntlet of Power from a village at the beginning of the episode "City of Evil." Thundarr and his companions were able to retrieve it before Sarott could do any real damage with it. However, while he wore it, he managed to trigger several interesting effects. This entry encompasses everything this gauntlet was shown to do.

Sarott's Gauntlet is capable of four different kinds of attacks. The wielder is able to trigger any one of the four attacks per round. (The user chooses which attack method will be used each round.) The four abilities of the Gauntlet are:
  • Electrical Shock - The Gauntlet can fire out a bolt of electrical power that will do 4d6 hit points of damage unless a save vs. energy attacks is made. This attack will fry electronics and possibly short out a robotic/android PC.
  • Laser Beam - The Gauntlet can discharge a series of four laser beams, one from each fingertip. This beam will also do 4d6 hit points of damage unless a save vs. energy attacks is made. However, the lasers will also set flammable materials on fire as well as burning a hole through softer materials.
  • Crushing Grasp - The Gauntlet effectively doubles the strength of the wielder, bestowing all STR benefits associated with it. (If a PC has STR of 15, they have a STR of 30 when using the Gauntlet as an attack weapon.) Also, if the Gauntlet's wearer chooses to do so, they will do their STR times 2 hit points of damage just by holding and crushing the item. (A PC with STR of 15 will do 30 HP damage with the Crushing Grasp.)
  • Stun - Upon contact, the Gauntlet can emit a Stun attack. If a save vs. stun attacks is failed, the victim will be stunned for 2d4 turns.
Due to the variety of attacks available, the Gauntlet should be viewed as a very powerful weapon. However, the Gauntlet also has a huge power drain on it, using two charges per attack rather than the usual one charge. Owners of the Gauntlet have come to find that their power usage is more trouble than the variety of attacks is worth.

NOTE: This weapon is inspired by the episode “City of Evil” from the classic Ruby Spears post-apocalyptic cartoon “Thundarr the Barbarian". Stay tuned each week for “Thundarr Thursday”!

Tuesday, February 23, 2010

Savage Menagerie: Blood Hound

No. Enc.: 2d4 (2d6)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 6
Hit Dice: 6
Attacks: 1 (bite, special)
Damage: 2d6
Save: L4
Morale: 12
Hoard Class: None

At a distance, Blood Hounds look very similar to Rot Dogs (see MF rulebook, pg. 92). However, they are much larger in size and do not seem to have the rotting stench of their smaller "cousins."

Blood Hounds have a bite that causes the victim to acquire the mutation hemophilia if a saving throw versus poison fails. This mutation is similar to the mutation bestowed by the bite of a Hemofowl (see MF rulebook, pg. 75) and is permanent. Blood Hounds also have increased smell, enabling them to pick up scents at 180 feet as well as track a victim unerringly.

Blood Hounds aren't particularly violent, but they will attack a PC if threatened, scared, or trained to do so. Blood Hounds are often kept as pets by traders and wasteland travellers due to their loyalty and fearlessness when set upon a bandit or marauder.

Mutations: toxic weapon, increased smell

Friday, February 19, 2010

Dangerous Encounter: Mummy Issues

This quick encounter can take place while the PCs are in their village resting up between adventures. It would work best if an NPC the characters know very well is involved. The NPC should be spied in the village market buying some items for his/her homestead on the outskirts of the village. If the PCs approach the NPC and attempt to say hello or otherwise interact with them, they will appear distracted and distant, maybe even rude and dismissive. Subtly point out to the PCs that the NPC seems to be fairly well bundled up from neck to feet (depending on the season, this could be typical for the winter, but very unusual for the summer).

The NPC has been taken over by a Mummy Vine (MF rulebook, pg. 85). The NPC is wrapped in long, prickly vines from head to neck (explaining why they've bundled up - to try to hide the vines). The parasitic plant has been controlling the NPC for a few weeks now, only now sending them into the village for supplies. The Mummy Vine is afraid of being discovered and is trying to get the NPC away from the PCs. Depending on how the encounter pans out, the Mummy Vine may cause the NPC to attack the PCs.

Mummy Vine Victim (1) (AL N, MV 120' (40'), AC 5, HD 12, #AT 1, DG 1d6 or as weapon type, SV L1, ML 8, mutations: none)

At the base of the NPC's back is the Mummy Vine's root bulb which resembles a human brain. If combat occurs, the PC will hit the brain on a natural 20 or via a called shot. If the "brain" is hit, the plant will lose control of the NPC, who will then do whatever it takes to remove the parasite.

Once released from the Mummy Vine's control, the NPC will explain to the party that their homestead has been completely overtaken by the Vines and the rest of his family is under Mummy Vine control. The PCs are asked to help his save his family - a wife, brother, uncle, and child. When they reach the homestead, they'll see that the Mummy Vines not only have control of the people, they have also completely encased the small dwelling there. The NPC will make it clear that saving the family comes first, but no harm must come to them. The PCs are welcome to try any method they think will work.

Mummy Vine Victims (4) (AL N, MV 120’ (40’), AC 5, HD 12, #AT 1, DG 1d6 or as weapon type, SV L1, ML 8, mutations: none)

The Mummy Vines are still a viable threat if anyone gets too near the house, as they will lash out and try to grab a new victim. If by some chance a PC is caught and brought into the control of the Mummy Vines, they will defend the vine cluster with their lives. There are 12 Mummy Vines surrounding the house to contend with.

Mummy Vines (12) (AL C, MV 45’ (15’), AC 5, HD 3, #AT 1 (thorns or leeching), DG 1d4 or 1d4 per week, SV L4, ML 12, mutations: vegetal parasite)

When the battle has ended, the NPC will thank the PCs for their assistance and will reward them with whatever coins and/or artifacts the Mutant Lord deems appropriate. The NPC could offer the PCs info about a nearby unexplored ruin no one has yet discovered. However, the Mummy Vines' bulb system may have infested the area and another invasion could occur at any time...

Thursday, February 18, 2010

Newest Updates To The World Of Thundarr Sourcebook

Made a few new entry additions to The World of Thundarr the Barbarian Sourcebook available for download over there in the right-hand column:
  • The Guardian
  • Queen Stryia
  • Wolf-Ape
  • Shock Lance
  • Leatherwing
  • The Moondial
My plans are to update the sourcebook once a month with any new material added so this will always be up-to-date. Announcements (like this one) will be made whenever an updated file is posted.

(And take a look at some future Thundarr Thursday subjects: Wizard Who's Who; Atlas to the World of Thundarr; and two new PC races!)