Showing posts with label Critters and creatures. Show all posts
Showing posts with label Critters and creatures. Show all posts

Saturday, December 31, 2011

Quick and dirty and eminently useful

As a harassed dungeon master/game master, I am always on the lookout for very useful shortcuts to make my job easier and more effective. Real life takes a horrific toll on my refereeing efforts - and I feel that I am not remiss in claiming that many of my brethren of similar persuasion are in the same situation as I am.

Jeff Rients has a most effective article on coming up with an instant dungeon in Fight On! magazine issue number 6 most appropriately entitled HOLY CRAP! I NEED A DUNGEON RIGHT NOW. I find myself so much in such a situation the day before I committed to run a dungeon and just emerged from a very toxic work week. I do heartily recommend this article if you find yourself searching for some solid tips on how to deal with these last minute crunches.

One such piece of advice deals with quickly but effectively stocking your shake and bake dungeon with monsters which are hopefully going to offer something for your players' characters to sink their fangs into. I am a fan of customizing my big baddies before I throw them at the players as I always believe in tossing them something they've never encountered before as opposed to just recycling something straight from the monster manual.

Jeff suggests rolling once on the appropriate encounter table for your dungeon's level for the basic monster and then rolling again on the encounter table. After this, simply amalgamate the two monsters who have rolled up.

I decided to take this for a spin during my last Traveller-themed dungeon crawl. The results were pleasantly intriguing (and surprisingly fun too for my players). First roll on the wandering monster table under Labyrinth Lord rules produced the Owlbear- my usual favorite. Second roll was the Gorgon: mean and deadly considering its petrification attack. Amalgamating the two together produced a monstrous and deadly hybrid- the Owl Gorgon. It looked, smelled, attacked and died like an Owlbear but packed the hideous surprise of breathing out a cloud of greenish gas when it had you in a bear hug which, if you failed your saving throw, turned you to stone.

As it is, my players wisely ganged up on it and applied massive dollops of shock action (ie. cut it to pieces before it really got to turn someone to stone). The fighter narrowly missed his save but never really found out what was going to happen to him if he failed. Too bad he later got careless and failed his save against a corrosive poison gas trap later on as he fixated on looting a magical sword. But that's an altogether different story.

As to generating the Owl Gorgon, I got it down pat in 2 minutes flat. Not bad for a harassed dungeon master.

Jeff's advise shows you that thinking slightly out of a box and using the tools provided in existing old school clone rulesets will really yield great dividends. A great savings in both time and effort.

Tuesday, February 9, 2010

Now THAT is a Beholder

I just could not pass up this picture of a Beholder mini from Playing D&D With Porn Stars.



None of those slick but flawed attempts to make a bad-ass, game-balanced, encounter-level impaired two dimensional monster I've frankly grown so sick of in a new version of a game I always played. No.

This is a mini. Something tangible you can reach out and touch.

I love how the eyes pop out at you, and how critter's tongue sticks out from between its incisors - perhaps the last thing you'll see before it bites your head off.

And the eye stalks! No puny stalks here. No sir. They're thickly disgusting - like worms or maggots. Just like how they should really be!

Tuesday, December 1, 2009

Critters: Homo Wampyricus (or Vampires in the Mutant Future?)



This is my first attempt at a Mutant Future critter post so please bear with me if it turns out a bit too weird. By way of background, I got this idea after I accompanied by wife to watch Twilight- New Moon at the theater the other day. I kind of enjoyed the special effects and fight scenes between the vampires and lycanthropes in the movie.

HOMO WAMPYRICUS

No. Enc.: 1 (1d6)
Alignment: Chaotic
Movement: 120' (40')
Fly: 180' (60')
Armor Class: 3
Hit Dice: 9
Attacks: 1
Damage: 1d10 or as mutation
Save: L9
Morale: 10
Hoard Class: XVI

Commonly known as 'Vampires' these mutant humans are amongst the more insidious threats to sapient life (and pure humans in particular), in the wastelands of the Mutant Future.


It is believed that these creatures are the descendants of pure strain humans who were infected by an unusually malignant strain of virus in the distant past. The virus seems to have affected only pure strain humans giving rise to speculation amongst the learned that this is a leftover from the time of the Ancients. Whatever the truth really is, these mutants have, with the passage of time, evolved into a distinct and separate race of their own. The virus which gave rise to their existence has either become tame or mutated itself further into dormancy.

A Vampire always outwardly appears as a tall, unusually charismatic pure strain human endowned with unusually strong animal magnetism and an unsettlingly pale pallor. The mutant's irises are a disturbing shade of red, much like that of an albino.

Vampires have all highly intelligent and posses prodigous strength and constitution compared to their pure strain human ancestors. They are known to have succefully understood and gained access to all forms of Relic Technology which they hoard jealously and use with great efficacy. Unfortunately, a genetic imperative compels all of them to harbor a great hunger for blood. Although the blood of Mutant Animals and Mutant Humans are acceptable to Vampires, it is the fresh warm blood of Pure Strain Humans which they crave with a vengeance. This, coupled with their clearly superior personal traits has generally fostered a most unwelcome outlook in this race as they tend to percieve other intelligent humanoids as "cattle".

Vampires are often found in well-stocked, well-defended lairs guarded by various co-opted minions. Regardless of location, a Vampire's lair will contain a "stable" of intelligent humanoids as slaves who provide the Vampire with sport and ultimately, with food. Vampires tend to suck the blood from their slaves, savouring the substance as people do when they milk cows. Eventually, the more careless vampires tend to kill off their "cattle" after a few months.

These mutants have a dependency on blood which is hardwired into their system. They have to have a constant supply of fresh blood in their diet or they suffer a long term -1 to constitution for every week such blood is denied them.

Mutations: Flight, psionic (which makes them appear to perform prodigous gravity-defying leaps), Fragrance Development (pheromones), at least two increased physical attributes, (modified) albinism.





Mutant Lord's note: this monster for Mutant Future was largely derived from the post-apocalypse vampires of James Kahn's World Enough and Time. Dr. Kahn's novel makes for good inspirational reading for post-apocalyptic gaming in general and Mutant Future in particular. It has the right elements treated in an innovative and interesting manner: intelligent animals, geneered sentients (centaurs!) and vampires. His treatment of androids or cyborgs [?] is also highly interesting. A good read if you'd care to give this a try!