Sunday, 28 December 2014

All NPCs have Spirit Animals

Here's a tip for NPCs - give them a spirit animal.
When people talk to that NPC, just act like whatever comes into your head when you think of that animal.
Like if it's a Fox be all shifty and cunning or if it's a Finch be all twee an jumpy.

Luckily Wikipedia has a list of well-known animals, which I whittled down to a d400 through what your boss calls "sense checking", and thus here is a mighty table to work out what your NPCs act like and that.
To roll a d400, roll a d4 and a d100. But you could have worked that out yourself.

Oh, you wanted it automated? I slammed it into Logan's generator.
Roll that shit.



1
2
Afghan Hound
3
Albatross
4
Alligator
5
Alpaca
6
American robin
7
Anaconda
8
Angelfish
9
Anglerfish
10
Ant
11
Anteater
12
Antelope
13
Antlion
14
Ape
15
Aphid
16
Armadillo
17
Asp
18
Baboon
19
Badger
20
Bald eagle
21
Bandicoot
22
Barnacle
23
Barracuda
24
Basilisk
25
Bass
26
Basset Hound
27
Bat
28
Beaked whale
29
Bear
30
Beaver
31
Bedbug
32
Bee
33
Beetle
34
Bird
35
Bison
36
Black panther
37
Black widow spider
38
Blackbird
39
Blue bird
40
Blue jay
41
Blue whale
42
Boa Constrictor
43
Bobcat
44
Bonobo
45
Booby
46
Boston Terrier
47
Box jellyfish
48
Buffalo
49
Bug
50
Bull Terrier
51
Bulldog
52
Butterfly
53
Buzzard
54
Camel
55
Cape buffalo
56
Capybara
57
Caribou
58
Carp
59
Cat
60
Caterpillar
61
Catfish
62
Cattle
63
Centipede
64
Chameleon
65
Cheetah
66
Chickadee
67
Chicken
68
Chihuahua
69
Chimpanzee
70
Chinchilla
71
Chipmunk
72
Clam
73
Clownfish
74
Cobra
75
Cockroach
76
Cod
77
Collie
78
Condor
79
Coral
80
Cougar
81
Cow
82
Coyote
83
Crab
84
Crane
85
Crane fly
86
Crayfish
87
Cricket
88
Crocodile
89
Crow
90
Cuckoo
91
Damselfly
92
Deer
93
Dingo
94
Dinosaur
95
Dog
96
Dolphin
97
Donkey
98
Dormouse
99
Dove
100
Dragonfly
101
Duck
102
Dung beetle
103
Eagle
104
Earthworm
105
Earwig
106
Echidna
107
Eel
108
Egret
109
Elephant
110
Elephant seal
111
Elk
112
Emu
113
English pointer
114
English Setter
115
Ermine
116
Falcon
117
Ferret
118
Finch
119
Firefly
120
Fish
121
Flamingo
122
Flea
123
Fly
124
Flyingfish
125
Fox
126
Frog
127
Fruit bat
128
Gazelle
129
Gecko
130
Gerbil
131
German Shepherd
132
Giant panda
133
Giant squid
134
Gibbon
135
Gila monster
136
Giraffe
137
Goat
138
Golden Retriever
139
Goldfish
140
Goose
141
Gopher
142
Gorilla
143
Grasshopper
144
Great blue heron
145
Great Dane
146
Great white shark
147
Greyhound
148
Grizzly bear
149
Ground sloth
150
Grouse
151
Guinea pig
152
Guineafowl
153
Gull
154
Guppy
155
Haddock
156
Halibut
157
Hammerhead shark
158
Hamster
159
Hare
160
Harrier
161
Hawk
162
Hedgehog
163
Hermit crab
164
Heron
165
Herring
166
Hippopotamus
167
Hookworm
168
Hornet
169
Horse
170
Hound
171
Hoverfly
172
Human
173
Hummingbird
174
Humpback whale
175
Husky
176
Hyena
177
Iguana
178
Impala
179
Irish Setter
180
Irish Wolfhound
181
Jackal
182
Jaguar
183
Jay
184
Jellyfish
185
Kangaroo
186
Kangaroo mouse
187
Kangaroo rat
188
Kingfisher
189
Kite
190
Kiwi
191
Koala
192
Koi
193
Komodo dragon
194
Krill
195
Labrador Retriever
196
Ladybug
197
Lamprey
198
Lark
199
Leech
200
Lemming
201
Lemur
202
Leopard
203
Lion
204
Lizard
205
Llama
206
Lobster
207
Locust
208
Loon
209
Louse
210
Lungfish
211
Lynx
212
Macaw
213
Mackerel
214
Magpie
215
Manatee
216
Mandrill
217
Manta ray
218
Marlin
219
Marmoset
220
Marmot
221
Marsupial
222
Marten
223
Mastiff
224
Mastodon
225
Meerkat
226
Mink
227
Minnow
228
Mite
229
Mockingbird
230
Mole
231
Mollusk
232
Mongoose
233
Monitor lizard
234
Monkey
235
Moose
236
Mosquito
237
Moth
238
Mountain goat
239
Mouse
240
Mule
241
Muskox
242
Narwhal
243
Newt
244
Nightingale
245
Ocelot
246
Octopus
247
Old English Sheepdog
248
Opossum
249
Orangutan
250
Orca
251
Ostrich
252
Otter
253
Owl
254
Ox
255
Panda
256
Panther
257
Parakeet
258
Parrot
259
Parrotfish
260
Partridge
261
Peacock
262
Peafowl
263
Pekingese
264
Pelican
265
Penguin
266
Perch
267
Peregrine falcon
268
Persian cat
269
Pheasant
270
Pig
271
Pigeon
272
Pike
273
Pilot whale
274
Piranha
275
Platypus
276
Polar bear
277
Pony
278
Poodle
279
Porcupine
280
Porpoise
281
Possum
282
Prairie dog
283
Prawn
284
Praying mantis
285
Puffin
286
Puma
287
Python
288
Quail
289
Rabbit
290
Raccoon
291
Rainbow trout
292
Rat
293
Rattlesnake
294
Raven
295
Ray
296
Red panda
297
Reindeer
298
Rhinoceros
299
Roadrunner
300
Rodent
301
Rook
302
Rooster
303
Roundworm
304
Saber-toothed cat
305
Sailfish
306
Saint Bernard
307
Salamander
308
Salmon
309
Sawfish
310
Scallop
311
Scorpion
312
Sea lion
313
Sea slug
314
Seahorse
315
Setter
316
Shark
317
Sheep
318
Shrew
319
Shrimp
320
Siamese Cat
321
Silkworm
322
Silverfish
323
Skink
324
Skunk
325
Sloth
326
Slug
327
Snail
328
Snake
329
Snipe
330
Snow leopard
331
Sockeye salmon
332
Sole
333
Spaniel
334
Sparrow
335
Sperm whale
336
Spider
337
Spider monkey
338
Spoonbill
339
Squid
340
Squirrel
341
Starfish
342
Star-nosed mole
343
Steelhead trout
344
Stingray
345
Stoat
346
Stork
347
Sturgeon
348
Sugar glider
349
Swallow
350
Swan
351
Swift
352
Swordfish
353
Tabby cat
354
Tapir
355
Tarantula
356
Tasmanian devil
357
Termite
358
Tern
359
Terrier
360
Thrush
361
Tick
362
Tiger
363
Tiger shark
364
Toad
365
Tortoise
366
Toucan
367
Toy Poodle
368
Trapdoor spider
369
Tree frog
370
Triceratops
371
Trout
372
Tuna
373
Turkey
374
Turtle
375
Tyrannosaurus
376
Vampire bat
377
Vampire squid
378
Viper
379
Vole
380
Vulture
381
Wallaby
382
Walrus
383
Warbler
384
Wasp
385
Water buffalo
386
Weasel
387
Whale
388
Whippet
389
Wildcat
390
Wildebeest
391
Wildfowl
392
Wolf
393
Wolverine
394
Wombat
395
Woodpecker
396
Worm
397
Wren
398
Yak
399
Zebra
400
Zebra finch



Friday, 21 November 2014

The Gate and its Surrounds

This is the land surrounding the Gate. The Gate is the only (easy) way through the Wall. They are named generically because I like short names and also because I am always scared of doing a Forgotten Realms and naming everything like a five year old moving fantasy themed word magnets around on the fridge.


So you might notice that the area is quite small in the scheme of things. It's about the size of BTAM's map which I rate highly, an adventuring party could walk across it in a day.
Scale is something I've struggled with since reading stuff like this and going for drives and walks to get a sense of distance and going up a mountain in Scotland and seeing hundreds of miles to the horizon.

This map is, in fact, a small section straddling the edge of my main map, shown here. The hex numbering is messed up because it seemed like a good idea at the time when I first made this so many years ago. How young I was then.
The Wall is the long line on the left side, and the Gate itself is the little oblong in hex P0 in the map below with the only road going through it. It is a very big gate.


Now, I drew this map ages ago, before I'd gotten into LotFP and seen how useful it is to be able to use Google Earth as your campaign map. To get a sense of the scale (and work out how it fucked up the coastline), I did this in google maps to work out how it was placed in the south of England.
A remarkably good fit, considering. I've lost much of the southeast and closed off the Bristol Channel, but hey it'll do. There was probably a magical war or something.

god I should really scan this thing


Anyway, that's how big the Gate area it is. Quite small. The trick is to pack it with so much adventure that the players don't need to leave unless they really want to! It's basically split into two halves across the wall, on one side is the lands around the Gate and on the other side is the Forest of Moondine.
On the west is more safe and civilisationy and in the east it's more wild and dangerous and wandering monstery.

Here's the rundown:

Landmarks and Landscapes:

The Wall and the Gate
An ancient, giant, perfectly straight wall cleaves through the land. It was built by unknown builders some time between the Dwarfs cutting themselves off from the world and humanity being freed from the chains of their Halfling oppressors. Its purpose and origins are the subject of several conflicting legends, but none suggest the truth. This wall wasn't built to keep something out, it was built to keep something in.
This is the Barding Wall or, as all large walls are known in fiction, simply as The Wall. Imaginatively the only way through is called the Gate.
It generates an anti-magic field all the way along its length. Or at least, it did. Within the last few months something has happened. The Wall has been breached at a point several day's ride north of the Gate, deactivating the anti-magic shell and allowing magic back into this part of the world. Only the area a few miles around the Gate (represented by dotted lines on the map) still maintains an anti-magic zone running on the ancient equivalent of a backup generator.

The Barding:
The mountainous area west of the Wall is known as the Barding. It is named after the Wall, rather than the other way round. The rugged Mountain Men live in the mountains to the south, resisting all attempts to civilise them.

The Wall Villages:
A bunch of civilised villages in the area west of the Gate. Excel documentation is here. The populace are fairly generic fantasy folks who farm the land and worship the Nine like all good god-fearing Nonanists should.

The Lightning Tower:
This is the Tower of the Stargazer and has lain dormant for centuries while the wall's full anti-magic field was up. Now it's attracting lightning again and making people skittish.

Caspian's Delve:
The central megadungeon to this area and, confusingly, also the name of the nearby village. Story goes that miners made a hell of a living out of the rich gem deposits found within the mines here.
Since the wall's anti-magic field fell, gems have started growing back within the cave, strange noises have been heard within, and strange shapes can be seen dancing on the mountaintops in the dark of the new moon.
Their somewhat egotistical religious leader has recently gone into the Delve to find the source of these unnatural magical happenings. He has not returned.
Caspian's Delve is a fairly standard dungeon bash with Spiderclimb Elves, goblins, a mad cleric and his cult of stone, and a many-legged horror with veins of amber.




Factions:

The Demon Armies:
To the west, ever encroaching, are the demonic armies of Galfashnak of the Charnel Earth. A grotesquely large and fat devil of Sloth, he is glutted on the sin that precedes his apocalyptic army of darkness. His armies are currently sacking Karlstadt and its surrounds.
There is one catch - the devils in his army, rather than the semantically distinct demons, feed upon sin. If a population is completely virtuous the army cannot touch them, for its soldiers will quickly grow hungry and die from lack of sustenance. To this end, a vanguard of sin-causing minor devils is harassing the outlying villages and trying to discover a means with which to evade or destroy the demon-banishing anti-magic field surrounding the Gate.


Galfashnak basically looks like this guy, albeit carried on the backs of hundreds of slaves.
The Mountain Men:
Ever hairy, the Mountain Men live in the mountainous regions to the southwest. Usually content to live their pagan ways on the alpine slopes, the recent chaos has caused them to roam further afield in search of rape and pillage and revenge on the soft-bellied farmers in the foothills.
Their predations may be stopped for a time by invading their main living area, the Caves of the Mountain Men. It is a fairly standard dungeon bash involving hairy mountain men with greataxes, a wife from Footsden who eloped with their rugged leader, and various mostly-natural threats that live in caves.

The Mold Creatures:
From within the forest across the Wall, the dreaded mold creatures attack Pillartown. They seek only to spread their mold infection to more hosts. While the Gate is easily defensible for now, the creatures become more powerful and numerous by the day.
Whilst Shub-Niggurath is the progenitor of the mold, it follows its own unknowable machinations and has no agenda of its own for the Gate area. Moldus Vane, the Mad Cleric of Moondin, seeks to use the mold to defend his followers from the demon army to the west and the horde of undead to the east. An army of mindless Filled Men generates no sin for the demons to feast upon and serves as a strong defence against the countless Dead. After all, Filled Men burst into a cloud of spores when killed which makes them useless to Necromancers.
Moldus Vane justifies this maltreatment of his flock in many ways and truly believes he is a good man doing the right thing. Their souls are already destined for Heaven, what matter the harm that befalls their mortal form?

The Human Populace:
The local population is gripped by both willful ignorance and mounting fear. The Wall's anti-magic field has covered the area for so long that most of the people don't believe in magic or demons or any of the rest. They mostly assume that the term "demon army" is a figurative device used by war-ravaged refugees. They are slow to react, and the rising number of supernatural events is severely testing their faith.
As word of the mold beasts and Caspian's Delve spreads, and the army of demons begins to take over the villages outside of the anti-magic field, chaos will spread as they become very divided in what to do. Many will flee to the mountains or to Pillartown. Others, like the population of Layriding, will begin hoarding resources others sorely need.




Running this shit:
In my game, the players came down the river from Better Than Any Man and ended up in East Ardley where the events of A Single Small Cut occurred, then spread out from there.

Random encounters west of the Wall, unlike the forests to the east, are mostly mundane and human-scale with a bunch of results cribbed from BTAM. These should be gradually replaced with demons and/or mold beasts as the situation develops.

A sandbox game is, of course, built upon a rumour table. That's what mine looked like around four sessions in, unfortunately I never saved the original. Replace results between sessions as per usual.
It has rumours related to things east of the wall ooOOoOoooo how mysterious. You'll have to wait until I pull my finger out and do the rest at some other time.

Saturday, 15 November 2014

A Plague of Whores

This is not an equal opportunity plague.
This happens in the nearest frequently-visited city.

Unless action is taken to stop it, the stage of the infection increases every time the PCs visit the city. If the players visit frequently, minimum time between infection stages is one week.




Stage 1 - When someone carouses in the city they hear that uncommonly pretty women of the night have been appearing in areas of ill repute.

Stage 2 - These women have grown in number, they are unaffiliated with any brothel. Key brothels send out feelers requesting information on the source and/or affiliation of these whores. PCs may be contacted, especially if some in their number have caroused often in the city or have a history with the city's brothels.

Stage 3 - Low income brothels begin going out of business, wives question their husbands about their activities. The new prostitutes are seen exhibiting their wares in moneyed areas. There are more of them and they charge competitive rates, and they are seen only at night. Nobody knows where they live, they do not tell for their discretion is absolute.

Stage 4 - Word of the plague has spread across the land and immigration spikes. Questions about the whores subtly suffuse conversation, men dare or joke about their friend's experiences and couch their sensual dreams in bawdy language. Women are generally curious or jealous, questions about the new whores are bound to come up in conversation and some wonder why they wake in the night with their husbands gone.

Stage 5 - Only the highest grossing brothels cling to life. Whores reach critical mass. If questioned, the majority of the city's attached women have experienced their husband or lover disappearing most nights. A minority have used their services themselves. The men, when they leave, quickly shake anybody tailing them and grow violent if prevented. Every alley seems to have at least one lady beside it of an evening. Women of the city are unaffected but suspect something else is at play, where did they all come from?

Stage 6 - Men are all but enslaved. They leave every night and return with the dawn, spending all day fatigued. Some deny everything, others revel in it, and they remember only a night of passion with women of their fantasies. All their savings are spent on their addiction, leaving nothing for other vices. Places of ill-repute go out of business. Drug cartels collapse. Brothels are abandoned and their employees destitute. Pubs and bars are on the verge of being boarded up. Families are scraping by. Nobody knows where the money is going. Nobody knows where the men are going. The whores are there every night, ever beautiful, never menacing, always beckoning.

Stage 7 - Society teeters on the brink of collapse. Currency is scarce because it is all funneled towards the whores. The only thing keeping the economy alive is the continuing influx of visitors from far afield, although the city's housing is being stretched to capacity since all men who visit stay. The addicted cannot be trusted with money and will lie, beg, borrow and steal to get more. Women, unaffected by the plague, are beginning to take over dominant positions in society. Others leave, hoping to find a better life in another place. Infrastructure is unmaintained and commerce has slowed to a trickle. Those scant few men who have managed to resist thus far cannot leave home after dark lest they become tempted and overwhelmed by women seemingly drawn from their deepest fantasies.

Stage 8 - The nightly ebb and flow of men leaving their houses has become so routine as to almost be ritual. Women have broken their bonds and taken jobs once available only to men, but during the day it is chaos as the hordes of sleep-starved men strip the city of valuables. A pyrrhic victory for gender equality. The upswell of women's liberation means that a concerted effort to stop the plague of whores can finally be put into motion. Men, if quarantined, do nothing but beg and plead to be released. Squads of female soldiers march out at night to capture the whores and expel them from the city. All resist. If confronted they flee. If cornered they attack with cold-blooded murder in their eyes. And yet every night they return.

Stage 9 - The decision is made to kill the whores. This is divisive, but swiftly justified. The city will not survive if drastic action is not taken, and no other city in the world offers such opportunities for women. The streets run red as the death squads systematically clear an entire district block by block. The whores are unarmed and so casualties amongst the soldiers are minimal.
Vanishingly few of the district's men return to their homes the next morning. The nightly rhythm being broken has the feeling of a long-held background hum shutting off. As the sun rises it reveals hundreds and hundreds of dead men staining the streets with blood.

Stage 10 - The city collapses completely into chaos. Men, now knowing what drives their condition, collapse into a mass of angry confusion. The ad hoc rulership orders the whore-purge to continue, causing a schism within the fledgling government and dividing the army. Women continue to abandon the city as battles between pro- and anti-purge factions of soldiers rage on the streets amongst the rioting men. Control is lost as the city descends into anarchy.
And every night, on every street corner and every alley, from the windows of abandoned buildings and the darkened doorways of a dying city...
The sultry eyes of the werewhores linger forever more.



Werewhores.

By day, a man. By night, the woman of that man's dreams.
It spreads, of course, through sex.
It affects only men and takes three days to set in. During the three days the victim experiences erotic dreams and the infection can be stopped by a Cure Disease.
By day the infected obtain as much money as possible, believing that they need it to pay for their vice at night. At sunset they go into a sort of trance. They experience their every fantasy while their body is compelled to leave the home and sight of others, transforming physically into feminine form. Their only real power, whilst transformed, is an aura that prevents male viewers from imagining the consequences of their actions. If killed, at sunrise they revert to their original form.

They differ from 0-level humans in one other way, if cornered or threatened they attack with a claw/claw/bite attack routine for 1d4 damage per hit.


What's actually going on.

Two devils, a Devil of Lust and a Devil of Envy, created the first werewhore in this city from the temptation of a particularly lustful john. Now they are glutted on the sin pervading the city and have carved out a home for themselves in a large abandoned mansion.
They live in luxury, for the werewhores bring them their earnings and personal savings.  As the city continues to deteriorate and more homes are abandoned they move to larger and larger mansions containing more and more luxury.

Mechanically this means that their power and deadliness increase over time. If the PCs confront them in an early stage of infection they will find the comparatively weak devils in a large but tasteful detached house with quite a small hoard. If they confront them at a later stage of infection, or rest up and wait too long before coming back, they will discover enormous devils in a huge multi-level mansion crammed with opulence and terror.

Monday, 27 October 2014

Goblin Fripperies

Arnold K makes demands.
"I demand a post that contains 3 weird, fungus-based dinners/beverages that are actually pretty tasty, 2 types of goblin mutants, and 1 spell that is the absolute favorite among goblin wizards (an admittedly rare breed, but still. . .)"

 As he wills, so I shall obey.

This image brought to you by some weird ant cannon I found in the Amazon why did they build this

A variety of beverages


Beetle Sour
Shake an egg white, crushed ice and lime with fire beetle haemolymph to make this lip-puckering beverage. Glows softly in darkness making it a favourite in dingy goblin bars and for late-night alcoholics. The citrus sour combines with the gritty umami of the haemolymph to create a beverage with an interesting taste and texture that can take some getting used to.

Goblin Punch
A drink made by fermenting seasonal fruits within the stomach of a dead goblin. Sealed air-tight, the punch is ready when the stomach ruptures due to the gases of fermentation. Serve in a long glass garnished with an olive and rimmed with lye. Refreshing, if bitter.

Bloody Scary
More ritual than drink, a shallow bowl of ectoplasm (usually actually a thick mix of cornflour and milk) is topped with a thin layer of high-proof absinthe and set alight. Three cave weevil grubs are dropped into the flame, causing them to excrete thin ribbons of black tar which wriggle and writhe across the flames in auspicious patterns. A goblin soothsayer interprets the shapes, predicting the time and manner of your death. Then you drink the absinthe.


A couple of goblin varieties


Thumblidore
A goblin whose opposable thumbs, due to a rare mutation in the growing phase, can be extended and stretched as thin, dextrous tentacles. So named due to their affinity for picking locks and lifting latches, the thumbs are also horribly good at gouging out eyes. Fairly obvious as their thumbs are twice as long as their fingers.

Tummy Gobbler
It is well known that goblins are grown from the wart-seeds that grow on the noses of hobgoblins. A Tummy Gobbler is what happens when a goblin spore is consumed by a human. The spore nestles in the stomach and grows into a finger-sized parasitic goblinoid which feasts upon the food which drops in from above. The host experiences increased hunger at first, then later stomach cramps and aches as the goblin continues to grow.
At a suitable time, usually when the goblin is the size of two clenched fists, it attempts to leave the body via the colon. This leads to shock and humiliation of the host as they discover the green, giggling creature amongst their painfully large stool.
Unfortunately for the newborn tummy gobbler it is set for a short and unhappy life. While it might be small and acid-resistant, its kind is not respected amongst its goblinoid peers. Small swarms of tummy gobblers can often collect in the sewers and refuse dumps of larger cities, becoming what most humans first think of when they describe members of the goblin race.

Variety hour at the goblin magic show


Long Division
Splits a creature into a number of 1HD mini-creatures equal to creature's hit dice. Each mini-creature is half the size of the original and has an equal proportion of the original creature's intelligence, strength, HP, attack bonus, etc.
A 4HD ogre, for instance, would be split into four mini-ogres each with a quarter of the original ogre's powers and abilities.
If one of the mini-creatures is killed the surviving members gain a commensurate amount of strength and power and grow bigger. The last surviving mini-creature is thus, of course, exactly the same as the original.

Friday, 26 September 2014

Mold-choked monsters from the mutant forest

I've been trying to kick out the sandbox area I made for a couple of weeks now and there's just so much stuff in a bunch of folders on my PC and some of it half-complete.
And I'm going off to South America for a month from Sunday and I've got to get Santicore finished before then.
So much to do!

So rather than try to kick everything out into one blog post, here's just one part of it.

The Forest of Moondine:
Once one of the most magically active forests in the world, the Forest of Moondine has long been suppressed by the anti-magic field of the wall. Now it's waking back up, stirring with dark magic and dangerous creatures. All the old tales are coming true.

The forest is most of the area to the right of the big wall in the middle. High quality scan, this.
So the main deal with the forest is that there's this mold which infests man and beast, warping them into new forms and taking over their minds. A large variety of Cordyceps fungi all keyed to a different creature.
The other main deal is that the anti-magic field of the wall has dropped recently due to events catalysed by a previous group of players. There are elves and dryads and stuff awakening after their sleep that lasted centuries.

My d30 random encounter grid for the Moondine Forest area can be found here.
Descriptions of the villages of the Gate and its Surrounds can be found here. If you're wondering why the villages have stats it's because I rolled them up like this. Really gets the gears turning.
Moondin is the largest town in the area and so isn't in my village doc, short version is that it's a walled town and ruled by the mad priest Moldus Vane who thinks he can turn all this mold stuff to his advantage.

The mold men were detailed in my first ever post.
Lots of the things in the forest are 0 level men equivalents.
The elves are these elves.
The mold animals have not been detailed. UNTIL NOW.
In my notes I always label creatures things like "guzzling beast" and "horrible beast" because it means I have to describe them better, I never let slip their actual nature ("ok the vampire attacks you for.. oh fuck I said vampire") and the players have to make up their own names for them just like they are indeed people seeing a creature for the first time.

All stats, as ever, in the LotFP mode where AC12 is unarmoured.


Creatures of the Mold:

Guzzler Beast:
The mold-corrupted form of a deer, its feet have been warped into blades. It leaps huge distances and seeks to guzzle upon the brains of foes, slurping their brain matter out through their ears.
Can leap huge distances as a charge for -2 AC but double damage.
If both its leg attacks hit it latches on with brain-suckers, hitting automatically on subsequent rounds for 1d12 damage. Sucking brains drains 1 point from a random mental stat of the victim and heals the beast for 1d6 HP.
HD 2, MV 120', AC 13, ATK 2 DMG 1d6/1d6 damage each + special, ML 8



Pouncing Beast:
Fluffy bunnies overtaken with ugly facial horns and with distended legs that make them crawl around like men on all fours. Climb on walls and ceiling as easily as the ground.
Jump haphazardly and on hit secrete a subtle toxin that gives victims -1 on all attacks if they fail a save vs paralyze. This stacks, and victims find themselves slowly overwhelmed by a bunch of creepy crawling rabbits they can't hit.
HD 1/2, MV 80', AC 10, ATK 1, DMG 1d4+special, ML 6



Scything Beast:
Squirrels whose arms are sharp like scythes. Piercer rodents, they prefer to drop from above and shank people on the way down. If they hit they grab on and hit automatically every round until dislodged. If they miss they have to spend a round getting back in position on a tree branch or what have you. Best protection is to get under a cover they can't climb although they will swiftly cut through roofs of hide or canvas.
HD 1/2, MV 100', AC 8, ATK 1, DMG 1d6 + special, ML 7

Bug-Filled Beast:
Pigs or boars who have become living hives for a variety of insects and biting flies of all kinds. Flesh pocked with endlessly weeping sores and holes which form the birthing pits and homes and food of the constantly birthing bugs.
The beast itself does not attack but is surrounded by a cloud of bugs which automatically damage all nearby for 1d4 damage and give them -2 to hit. Slow but bulky, hitting one is like smashing a beehive with a stick. Those firing from range will be chased by angry insects.
HD 6, MV 40', AC 15, ATK 0, ML12



Burrowing Beast:
Moles whose mold infestation has granted them sharply lashing tongues and a predatory nature.
When attacking they burrow the ground out underneath their victim, causing the ground to become soft and mushy and their victim to sink. Their presence may be telegraphed by a dead man half-sunk into the ground as in quicksand, pulling him out of the collapsing soil will reveal his legs and lower body picked clean of flesh and organs leaving only clean white bone.
Every round the ground becomes softer and harder to run in. Your encumbrance increases by one tier per round until you are immobile, at which point the moles lash at you with their barbed tongues. When you are dead they begin to feast upon you.
HD 1, MV 80' (burrow), AC 10 (when above ground), ATK 1, DMG 1d6, ML 6


A Horrible Beast:
A unique creature that is a slow but motile mass of mold. A big flat amoeboid the colour of moss and lichen. An ambush predator, its surface is squishy and soft like a carpet of mold but exudes moist beads of rank yellow fluid around points of pressure.
Popping spore-cannons fire chunks of oozing lichen at foes with the range of a shortbow, a splash of growth which crawls across the victim's body seeking any wound or orifice to crawl inside. Any who die to its attacks deflate rapidly, spraying chunks of stringy ooze from every orifice over creatures within 30'. Targets must save vs breath or get hit by the rapidly-reproducing growth.
HD 4, MV 40', AC13, ATK 1 (240'), DMG 1d10, ML 12

A Terrifying Beast:
A unique creature that is an enormous amphibious thing. Huge, many-eyed. Three or four times taller than a man, skinny arms and legs around a plump lizard body. Sickly pale skin, coated with vivid green pond slime. Bipedal with webbed hands. Scrambles along the ground faster than should be possible for a beast of its size. Tail like a tree trunk, but blunt and rubbery.
Bites those in front, swings tail at those behind. Grabs and throws and grabs and bites and tears. Devours the dead, then hunts those who remain.
Speaks like a parrot who's heard someone being eaten every morning.
"What is that thing? WHAT IS THAT THINGGG -"
"help me! help me help meeaaaaauughgh"
"Don't leave me! DON'T LEAVE ME!"
“Daddy! No!”
"Run! Run! I love you!"
HD 5, MV 120', AC 13, ATK 4, 1d6/1d6/2d6/2d4, ML 12

Glob of Shub-Niggurath:
Shub-Niggurath was released for its millennial bondage by a previous group who failed to complete the grisly ritual that would keep it underground.
It was Shub-Niggurath which exuded the mold from its heaving mass and it was Shub-Niggurath which breached the Wall and took down its anti-magic field. The Wall detonated when it was breached, throwing chunks of Shub-Niggurath's protoplasmic bulk far across the landscape.
These Globs ooze around the area, spreading the mold and seeking to reform. They attack with drifting acidic strands which eat through all but flesh. Their touch on bare skin overloads the victim's pain receptors causing them to judder into unconsciousness. Once pacified the glob belches mold into their lungs.
On hit the acidic strand stays in contact dealing automatic damage and giving armour one notch/-1 AC per round until severed. If it destroys the armour and touches bare flesh the victim must Save vs Paralyze or lose consciousness. It can attack with other strands in the meantime, potentially subduing a number of enemies at once.
HD 4, MV 60', AC 14, ATK 1 (60'), DMG 1d6 + special, ML 12





Tuesday, 2 September 2014

The Animal Arena - Beasts tearing each other apart for YOUR entertainment!

My players are getting close to the Twin City-States of Edge and Dwarrow, whose strange mutually-ignorant relationship I will detail another time.
Most importantly, Edge has a badass collosseum where they hold Gladiator fights and, on feast days at the end of every month, battles between creatures from across the known world.

Basically Telecanter made this years ago and I've finally found cause to use it.
Horde of koalas vs a crocodile? Great white shark vs hammerhead? It's the fight of the century!

The real reason for this post is that I have crafted an ODDS CALCULATOR to make it easy for YOU to mandate the payout bookies are offering on fights between creatures foul and fair.
The calculations are based on the average value of the dice roll, so 1d20 vs 3d6 is 1:1 odds because the average of both rolls is 10.5. This is not exact but it's close enough for some silly animal arena thing!

As in the original document, players can bet when the first creature is brought out (without knowing the odds, naturally), at the end of the first round, and at the end of the second round. They get the payout if their chosen beast wins the final bout.

Yes you have to roll real dice. Randbetween just doesn't feel the same, you know?

Excel version.
Google Drive version.



HOW TO USE




With thanks to Nadav Ben Dov for helping me work out how to compare 3d6 to 1d20 in odds terms (it was his idea to use average values).