Showing posts with label monsters. Show all posts
Showing posts with label monsters. Show all posts

Sunday, November 1, 2020

Spookyfication

I spookyfied the OSE (Old School Essentials) Level 1 random table using some Halloween keywords. 
I rolled an Halloween flavor for each entries and I mixed the results to create Halloween themed variants of these level 1 encounters.  

Halloween flavors table (d12) 
  1. bat|vampire
  2. crow|scarecrow
  3. witch|cat
  4. ghost
  5. skeleton|zombie
  6. pumpkin|turnip|lantern
  7. owl|alien
  8. demon
  9. monstrosity
  10. candy|masked
  11. twisted tree|dead leafs 
  12. patchwork bodyparts 
LEVEL 1
  1. Acolytes of the Black Cat (cultists who use a living black cat as a holy symbol)  
  2. Scracrow Bandits (remain still until the ambush) 
  3. Balefire Beetles (greenish flames) 
  4. Bat Dwarfs (molerat like dwarfs who eat metal and use echolocation) 
  5. Vampire's Gnomes (thralls of a subterrean vampire)
  6. Skeleton headed Goblins (cackle a lot) 
  7. Shambling pile of rotting leaves (Green Slime but as a mass of decomposing leaves)
  8. Halfling's monstrosity (an hairy giant foot with eyes, who smell tobacco) 
  9. Murdered hornets (Ghosts of giant hornets ) 
  10. Twisted Roots Gecko (unded gecko with roots that grow inside them) 
  11. Dead leaves orcs (orcs who use dead leaves as camouflage cloaks)  
  12. Pumpkin Shrews (glowing shreews who live in giant pumpkins) 
  13. Kobolds disguised as (roll a d12 on this table) 
  14. Bone caged demon (tiny demon caged in a skeleton's ribcage)  
  15. Witch Snake (human headed snake, witch's familiar)  
  16. Cotton Candy Spider (colorful "tim burtonesque" spider who weave suggary webs) 
  17. Crows Sprites (sprites riding crows) 
  18. Alien Stirges (stirge faced grey humanoids who drink blood)    
  19. Bodyparts Traders (buy, sell and stiches used body parts) 
  20. Masked Wolves (wolves being controlled by weird masks) 
 

Sunday, May 10, 2020

Goblins Collector


Goblins collectors are remnants of the great myconid war. They were created to assimilate goblins and convert them into fungal drones. But these walking fungal mounds developed a symbiosis relation with the goblins they assimilated and started to lovingly collect them. They became protective of their assimilated goblins and refused to put them at risk. Their myconid handlers tried to get rid of these montrosity by poisoning them but the mutant goblins they assimilated helped them to develop a immunity to the tailored poison spores.

Only a few Goblins Collector survived the war and the myconid purge, these colossal fungus live a nomadic live, travelling between caverns that are large enough to accommodate their size.

The symbiotic goblins work well together and are good fungus collectors. They live in the birthing chambers situated in the hunchback of the Goblins Collector, some goblin build crude structures on their collector.

The birthing chambers are interconnected by a network of passages and secondary chambers that ressemble a small caverns network that can be explored like a dungeon. The connecting tunnels being goblin sized, most adventurers would have to walk on their knees to crawl through them. The symbiotic goblins take good cares of these chambers and will hunt any parasites that tries to settle in.

Other goblins tribes respect the goblins collectors because they usually travel in the periphery of their tribal territories and serve as a border patrol. They are tolerated since they are too big to venture into the tribe's tunnels, a few goblins get assimilated by the collector, but this is ok, in a sense these goblins are only joining a new tribe.



Goblins collectors have between 6 to 9 HD. They slowly regen HP by eating fungus or by assimilating goblins (and other beings). 
  • AC: as leather
  • Attacks: trampling for 2d8 dmg. 
  • or d6 pseudopods attacks that do a d6 damages.  
  • ML: 8 
  • On a failed ML test, the Collector release a cloud of confusion spores and retreat. 
  • Confusions spores make people wander in random directions for 2d6 rounds (saves half the duration). (Characters can remain still to avoid wandering around)

Collectors are accompanied by a d6 of goblins for each of their HD. The collector lose a HP when one of their goblin die.  

Creatures killed by their pseudopods are ingested, then digested or assimilated.
Goblins will always be assimilated and heal the Collector by their amount of HP.
If a adventurer get ingested and make a constitution save, they are reborn 2d6 turns later into one of the birthing chambers of the hunchback.

Roll a d12 on the goblin rebirth table (goblins roll a d8):
  1. You are reborn as 2d3 goblins. 
  2. You are reborn as  2 goblins.
  3. You are reborn as  a goblin.
  4. You are reborn as  a goblin.
  5. You are reborn as  a goblin.
  6. You are reborn as a goblin that will grow into a hobgoblin.
  7. You are reborn as a goblin that will grow into a bugbear.
  8. You are reborn as a goblin collector hybrid. 
  9. You are reborn as a random level 1 character of the same class and specie. 
  10. You are reborn as two level 1 copies of yourself (play both)
  11. You are reborn as two copies of yourself, one is a NPC who think they are e a goblin.
  12. You are reborn as a copy of yourself. 
  • A character reborn as a goblin can be played as a goblin character class (HD: d6). 
  • If a character is reborn as multiple goblins, the player play all of them. 
  • Characters that grow into other goblinoids grow in size as they level up. 
  • Reborn characters have a hard time remembering who they are (ask for WIS tests to remember stuff). 
  • A reborn character get 2 points of reaction bonus when dealing with goblins of their collector's tribe. 
  • Characters reborn as humans have infravision and the goblin's weakness to sunlight.
  • A character reborn as a goblin collector hybrid are reborn as a female goblin that can devour dead goblins to assimilate them into the tribe. A devoured goblin will heal the hybrid by their amount of HP, left over HP heal the Collector. When eating a goblin, the hybrid must make a saving throw, on a fail the assimilated goblin will be reborn in her womb (instead of a birthing chamber). This pregnancy last 2d6 days. This baby goblin mature in a number of days equal to their total HP. These goblins share traits with their "mother" and will follow her as a hireling. Hybrids grow in size as they level up, up to ogre size at level 8. Note: if the pregnancy stuff cross a player's line, all the devoured goblins are reborn in the birthing chambers.  

Tuesday, March 17, 2020

Cursed Unicorn


Cursed Unicorn (1) [AL L and C, MV 240’ (80’), AC 2, HD 5, #AT 3 (2 hooves, horn) or Special (see below), DM 1d6/1d6/1d8, THAC0: 16, SV F8, ML 7

A unicorn who was cursed for using her healing powers to raise her maiden friend from the grave. 

(01) Dreadful Equine Head
Devouring a human or equine corpse bring back the Cursed Unicorn to it full hit points total +1hp. The more it eat corpses the more HP it gain. Instead of doing it usual horn attack, it can bite for d6 dmg and inflict a disease on a failed saving throw.  

(02) Bright Toxic Fumes
Instead of using it routine of 3 attacks the Cursed Unicorn can breath a cone shaped bright toxic fume. Save vs Poison or take d6 poison damage for 1d6 rounds.  

(03) Halo of Lies
Flies buzz around the Cursed Unicorn head, if one enter into your ear it plant a lie in your heart. Save vs spell to resist the effect. 

(04) Dark Hooves
They usually inflict d6 damages and leave a dark mark. But if the Cursed Unicorn recently fed on the corpse of a equine creature they do d8 damages instead (for one fight). 

(05) Dark Womb
The reborn body of the deceased maiden rest in the womb of the unicorn. Striking it womb inflict double damages but will kill the maiden if the maximum damage is rolled. When the Cursed Unicorn is brought to 0 hp, the womb can be cut open to free the maiden. Once released the maiden is unable to breath and will suffocate in 2d6 rounds if no one kiss her. The person who do this will feel a eternal connection with the maiden and with unicorns (advantage to reaction rolls, feeling their pain and sadness).

(06) Maiden Head
The maiden is stricken with grief but friendly, she will try to warn people away from the Cursed Unicorn. She have no control over her movements and the unicorn use her to do horn attacks (d8 damage). If adventurers hit the unicorn, the maiden feel the pain and plead them to cease their attacks. She will also plead them to release the unicorn from her curse instead of killing it even if breaking the curse will destroy her chances of being reborn.   

(07) Enchanted Horn
The maiden can use the horn ability 1 time per day to teleport someone away up to 360 yards. She will usually do this to prevent someone from being kill by the Cursed Unicorn's attacks. If the horn is cut from the maiden's head it can cure poison once a day. If someone is able to grab the maiden's head for a full round, she can use the healing power of the horn on them. 

(08) Halo of Fireflies
Fireflies blink around the maiden's head. These hold her memories, if one touch your skin you get a penalty of 1 point to your next initiative as you receive a bright flashback of this memory. Killing a firefly destroy the memory it hold. Eating one make the memory yours. If all the fireflies dies the maiden will have lost all of her memories and her sense of self.

Breaking the curse require (Roll two d10):

  1. The blood of a maiden
  2. A ray of moonlight 
  3. Holy ground consecrated by a community of women
  4. A faery circle
  5. A unicorn tear
  6. The bones of the maiden 
  7. A ivory tower
  8. Someone cured from poison by a unicorn 
  9. A blessed spear
  10. Menstrual blood transmuted into silver 

Wednesday, January 1, 2020

Alternate vampire broods

Some alternate vampires broods I wanted to use for the garlic weavers zine.

Vampire Grubs
  • Grip attack
  • Eat corpses to regenerate
  • Burrow underground
  • Need blood to start their metamorphosis into a beetle vampire lord.


Vampire Mandragore
  • Created when a mandragore is nourished with human blood.
  • Charm spells
  • Scream make blood vessels erupts
  • Dring blood with her roots


Vampire Leeches
  • Mutate as they drink human blood.
  • Infected corpses spawn multiple vampire leeches
  • Hunt other vampires for their blood

Monday, December 9, 2019

The wyrd tongue that walk on three legs

Contributions by: Tore N, Draugmith, Greg S, Nomad Galactic, Usedforscreaming. 
The creature is the divine child of a satyr like deity and a shadow that nested in the shimmering realm. One legend say that the creature was conceived when the satyr god seduced one of his priestess while she was possessed by the shadow. A other story say that the satyr goddess and the shadow felt in love but that their union and their offspring was cursed. Satyres try to ward off the creatures, some want to hunt it, other respect it divine heritage and secretly seek it blessing. 

(1) Wyrd skull 
The divine offspring is blind and can only perceive beings who memorized spells, it often use it shadowy hands (6) to feel it surrounding. The wyrd skull can cast spells stored in the skulls of wizards, see (4) and (5).

(2) Torso-tongue. 
These organs detect changes in kanna or magical energy. In this way the creature hopes to be lead back to its distant home where color has its origin, and where even the least creature lives on kanna.

(3) Veil tearing horns
These horns can tear through shadows, illusions or beings made of pure light or colors. 

(4) Head receptacle - Decayed skull 
The divine creature eats wizards, absorbs their heads into it's body. The head is still alive in a semi-comatose state, conscious of what happens but without free will. The goat can cast any spells the wizard had prepared at the time of digestion. Once expended, the head decays into a skull.

(5) Head receptacle - Empty
When empty a head receptacle can absorb a first or second spell and hold it to digest or release it later. Piercing the creature through one of it empty receptacles do a extra die of damage.    

(6) Shadowy hands
The divine child have long shadowy limbs that can stretch to grasp preys, within 15ft, no save is possible against their grasp. Their grip cannot be broken and the limbs cannot be cut. The limbs may be severed by tying a red ribbon around them. A severed limbs act autonomously and will meld itself to the nearest living thing, they favour ankles, wrists or necks to attach themselves.

(7) Triplicate goat-legs
They allow the creature to mimic the footprints of pair-bonded satyrs to avoid being tailed by hunters (or the satyrs themselves).

(8) Tail slicer
In addition to doing a small bit of automatic damage to anyone who flanks or backstabs, it has a small chance of severing the silver cord of anyone spying on it from the ethereal plane. The creature itself is not conscious of other planes, but the slicer knows. 

(9) Shimmering fleece 
The fleece shimmer near kanna leylines. Legends say that if woven into a garment the fleece can protect it wearer against magical attacks. 

Sunday, February 24, 2019

Basic boring monsters as building blocks

I am playing on my computer Heroes of a Broken Land, a procedural grid based dungeon crawler and I noted that the monsters were all variations of basic boring creatures like bats, snakes, rats, slimes, zombies, etc… I wondered if it could be interesting to create a monster manual using a limited palettes of creatures as building blocks.

Why? I like low-fi basic stuff and I am intrigued by the thematic settings that may emerge out of these limited palettes. This is just a “lonely fun” experiment but it could be useful to generate local biomes. Well, I guess this link to my love of biomes too.

So for our basic palette I thought of six basic boring monsters types:
  1. Flying harrowers: bats, birds, flying bugs 
  2. Slow and slimy ambushers: frogs, slugs, snails, leeches 
  3. Poisonous predators: snakes, centipedes, spiders, scorpions 
  4. Smart scavengers: rats, crows, monkeys (ants?) 
  5. Stubborn turtlers: crabs, beetles, turtles 
  6. Formless dissolver: slime, ooze, jelly, moss (plants could be fun too)  
We could start with something very generic like:
  1. Bats 
  2. Frogs 
  3. Snakes 
  4. Rats 
  5. Crabs 
  6. Slimes 
Or we could go with something more whimsical like:
  1. Fireflies 
  2. Anemone 
  3. Centipede 
  4. Hyena (a bit too big for a basic monster but let's try it) 
  5. Trilobites 
  6. Jellies 
So then I created 10 types of flavors or types of creatures we find in the monster manual.
(I put exemples in broad order of HD in parenthesis)
  1. Humanoids (goblins, orcs, burbears, ogres, giants, titan) 
  2. Domesticated beasts (pets, messenger, hunting, burden, war, mount, cattle) 
  3. Ferocious packs, lone predators or territorial grazers (wild beasts, from small to gigantic) 
  4. Strange chimera (satyrs, harpies, centaurs, pegasus, griffons, manticores) 
  5. Artificial construx (animated statues, clockwork beings, golems) 
  6. Nature spirits (sprites, faes, blinking, nymph, unicorn, elemental, swampthing) 
  7. Watchful guardians (skeletons, gargoyles, medusa, minotaur, sphynx, naga, mummies, beholder) 
  8. Creatures of the night (zombies, ghouls, shadows, werebeasts, ghosts, vampires, demons) 
  9. Monstrous hoarders (hydra, abomination, dragon) 
  10. Mimics (doppelgangers, carnivorous traps, parasites, shapeshifters) 

Now the idea is to mix our palettes of monsters with these special flavors. I think that I would generate 6 creatures for each step of HD.

Generic palette

1HD
  1. Hunting Bats (trained to hunt giant bugs) 
  2. Tiny Faes riding on Frogs 
  3. Cameleon Snakes 
  4. Ratfolk Carpenters 
  5. Collector Crabs 
  6. Slimes Hounds 
2HD
  1. Clockwork Bats 
  2. Clawed Frogs 
  3. War Snakes (warbeasts) 
  4. Wolf-Rats 
  5. Mule-Crabs (beasts of burden) 
  6. Coins slimes 
3HD
  1. Bat maidens 
  2. Work Toads (beasts of burden) 
  3. Snakemen shapeshifters 
  4. Ghoul Rats 
  5. Mace Crabs 
  6. Ectoplasmic Slimes 
…9HD
  1. Blind giants with batlikes features, live deep underground. 
  2. Titan Toads (grumpy but gentle giants) 
  3. The Watcher of the Ivory Tower (100 eyes giant snake) 
  4. The Eater of the Deads (gigantic many headed humanoid rat queen) 
  5. Old Molten (gigantic steam breathing Crab) 
  6. War shamblers (gigantic slimes mind controlled for war) 


Whimsical palette

1HD
  1. Blood Fireflies (drain blood with their light) 
  2. Shoulder Anemone (pets) 
  3. Temple’s Centipede (ivory carapaces) 
  4. Laughing sticks (hyena made of tied sticks by witches) 
  5. Trilobites Tribe (humanoids) 
  6. Jellies Gloves (jellies that wrap around hands) 

2HD
  1. Fireflies-Mentis (dog sized nasty hybrid) 
  2. Guarding Anemone (dog sized crawling anemone) 
  3. Rollers (centipede who roll on itselves and hunt in packs) 
  4. Thirsty Watchers (hyena with eyes on their fur, must be summoned) 
  5. Mermaid’s Masks (trilobite that sing like mermaids, their shell look like a woman face) 
  6. Butterflies-Jellies (shimmering flying faery jellies, dissolve hopes) 
3HD
  1. Ghost Fireflies (their ghostly light lure people like will-o-the-wisps) 
  2. Shadow-Anemone 
  3. Centipede-Gargoyles (take a lot of patience to sculpts the legs) 
  4. Trap Jaws (clockwork big jawed hyena who eat metal bits) 
  5. Crawling Masons (big land trilobites colonies who form stone structures) 
  6. Jellies Ruffs (graft around neck to control host) 
...9HD
  1. Balefirefly (demonic firefly that eat souls with it light) 
  2. Anemone-Naga (guardian giant anemone-headed snake with multiple women heads hidden inside the anemone) 
  3. The Horde (fire breathing giant centipede, named for it thousand legs) 
  4. The Laughing Mother (giant centaur hyena woman) 
  5. The Elder (Gigantic fossilized undead Trilobite) 
  6. Carmina Jellies (vampire jelly that can take a humanoid form) 

Maybe I could use this to generate the biome of the Potoo Island.

Monday, May 14, 2018

Unidentified creature

I asked people on G+ what are these creatures and I compiled their answers.
  • The march of the tuba tulips. Resist their dance if you can.
  • Skyns- waiting to slip onto a host humanoid.
  • They are Komaedians (I had a director who used to say that comedians are tubes : in those tubes you can put emotions to play true characters...) So, the komaedians are creatures who are feeding of emotions (fear, sadness, anger...). When they devore all the emotions of someone, they can take the shape of the victim and the victim falls totally apathetic. 
  • Bugles(tm) golems.
  • These gentile creatures are a vital part of the pond ecology in the desert of a thousand oases.
  • Through their long, tubelike arms they draw water up from a pool, two or three draining one in under an hour. They consume befouling creatures and any dung that may have tainted the pool, and seed it with sand-fairies and fast-growing fern spores over the next day’s travels, and then deposit the purified and enlivened water in a different pond basin by burrowing into the bed and letting that waters rise out of their funnel-shaped “heads.” It’s estimated that nearly a third of the water in the desert is in transit at any given time. Harming them is taboo in the local culture, and and that are killed release a sudden flood and riotous growth. More than one adventuring party has been caught in the sudden deluge, nearly drowned, choked by fern-vines, and left bound to dry up in the desert as the water disappears into the sand. Rumors: sometimes they will burry themselves without releasing their full water load, and then turn an area suddenly to quicksand. We’re not sure what they do with those who can’t escape, but caerns of carefully (but not...accurately) arranges bones are sometimes found. Rumors: it is said that if the proper gift is given, and the proper song sung, one can be convinced to give out a small portion of healing water before completing its journey. How does it pour out this largeness? Rumors: it is said the Red Bandit made a sport of harassing the creatures, and once killed three in a week. For the next month, every watering hole they visited dried up as they were approaching, and many of his followers died of desert madness. 
  • Man-eating plants or plant-eating humans.
  • They are the Fallopians. They're mischievous sprites that use their charms to encourage romantic attraction, unplanned sex, and the failure of birth control mechanisms.
  • Artery abhumans grown from cloned artery tissue long ago and gone wild
  • Audiovores
  • In the TNG episode where everyone gets addicted to the video games, those are the creatures in the video game. They are a form of non-biological life that subsists on eating the energy from those discs in the game.
  • They are the Cacophonist's Stormtubas. After sound was created, the Cacophonist (who went by a different name then) could not leave well enough alone. The universe could emit more sounds! better sounds! Continuous sounds! And so it started to transform a resisting world. These days the Cacophonist is waging loud war, and the stormtubas are  its vanguard. They come blaring and bleating over the hills, their attack-polka striking fear in anyone but the tone deaf and the angels of Quiet, the Cacophonist's surest foes. 
  • Before a Beholder fully matures, they gambol about in these meat-suit onesies 
  • Parsnip Spirits :)
  • Spiral walkers (Uzumaki!)  
  • They are Lurth-opus, creatures from other dimensions that seek rational humanoids to wear as theis bodies. They will, after taking control of a body, feed from their nutrients and brain activity until they die, after that they will dispose of that flesh and seek another. If dealt with and correctly put on a stupor, but not killed, the creatures may become a powerful armor, that grants a brain damaging wave of power and some dimensional travel capabilities.
  • Friends

Sunday, May 13, 2018

Why these orcs are "evil"?

Recently there was some interesting discussions about evil monsters and I thought of writing some random tables that tell why a group of humanoids monsters are considered "evil" or more interestingly "enemies".

My goal is with these tables is to help make that tribe or orcs or bugbears you just rolled more interesting then just being "evil" or "chaotic". That said, a other solution can be to simply avoid using humanoids monsters and to use human factions instead.

Other interesting readings:
http://zedecksiew.tumblr.com/post/172688967221/of-palm-wine-women-and-war
https://coinsandscrolls.blogspot.ca/2018/05/osr-invading-orcs-part-1.html

What happened?
These tables assume that these monsters were simply "neutral" in the past and that something happened to constantly put them in harsh situations that lead to them becoming harsh and being considered evil by humans.

You can roll multiple times on each tables if you want to generate a harsher and more complex history.

The mystical past (d10) (These events happened a very long time ago, maybe 1d6 x 1000 years ago. Their stories focus on how their heroes have free their people from these hardships. There is also the possibility that the supernatural elements of these legends are interpretation of more mundane historical events)
  1. Their greatest guide or champion was corrupted by a powerful magical item.
  2. Their leaders were under the control of a supernatural influence (mind parasites, demons, etc).  
  3.  A evil deity or demon took over their old religion and corrupted their priests.   
  4.  A giant monster (dragon, giant, kraken, etc) ruled over them for many generations. 
  5. A dark lord befriended or subjugated them for his or her own dark goals. 
  6. A petty and vengeful deity cursed them for the "sin" of a important hero. 
  7. A greedy or misguided leader made a dark pact with a dark deity and regretted it.  
  8. They pursued a dangerous art or science that unleashed a disaster or a curse. 
  9. They exploited a corrupted resource that slowly corrupted their bodies and their civilization. 
  10. They were hunted or enslaved by a magic using civilization (elves, dwarfs, titans, immortals, etc) 
The distant past (d10) (These events happened at least a 1d6 x 100 years ago) (different factions may have different interpretations of these events) 
  1. They were exiled and forced to settle in a harsh or hostile environment.  
  2. They were allied with a human faction that lost a major war. 
  3. Their land was colonized by a human faction that was considered a enemy. 
  4. The great war happened over their territory and devastated their lands. 
  5. A positive leader or champion was assassinated and this created a moral vacuum. 
  6. A corrupt dynasty supported by a outside faction ruled over them for generation. 
  7. A natural disaster or calamity destroyed the new city they were building. 
  8. Scarcity of a key resource destroyed their new way of living and pushed them toward harsher work. 
  9. A booming and ruthless economy followed by a crash destroyed or ruined the new society they were building. 
  10. A long and disastrous civil war violently teared them apart. The original conflict may be about allying themselves or not with a human faction.  
What recently happened to stir the anger? (d20) (The first event happened 1d6 years ago, the second one 1d6 months ago and the third one 1d6 days ago) 
  1. Trespassing: a human faction is establishing a route through their territory.
  2. Murder or hateful crime: a murder was committed on the tribe territory and accusations go both ways. (it could be a accident).  
  3. Border dispute & skirmishes: local factions fight over the their territory.  
  4. Land appropriation: a human faction claim ownership over their land and want to sell or exploit it. 
  5. Population movement: the arrival of human refugees or settlers into their territory. 
  6. Criminals: local criminals are hiding in the tribe territory. Humans accuse them of protecting them.  
  7. Mercenaries: a mercenary band arrived in their territory to recruit new blood. Humans (and some of their own kind) fear their militarization. 
  8. Rise of a biter leader: a biter and vengeful leader is rising in their ranks (or in a human faction targeting them). 
  9. Scapegoating: someone have been wrongly accused of a crime or blamed for a accident. 
  10. Rise of a populist leader: a populist leader target the other side and blame everything on them to gain political momentum. 
  11. Corruption: a criminal or outside faction influence one of their clan or leader. 
  12. Calamity: a natural disaster or plague devastate the land, blames go on both sides. 
  13. Scarcity: a local resource is becoming rarer and force them to venture outside of their territory or human to venture into their territory.  
  14. Succession war: a important clan leader died and the power vacuum risk to trigger a succession war. 
  15. Bad trade: a trade with a human faction went very badly or was very exploitative. 
  16. New predator: the arrival of a new monster push some of them toward human territories.
  17. Harsh competition: the tribe and the human compete over a trade or the use of a resource or a location.  
  18. Attacks: orcs or human travelers were attacked by unknown assaillants. 
  19. Rumors: new rumors about the tribe or the humans circulate and generate fear. 
  20. Break of treaty or pact: a pact or a treaty was not respected or broken (by necessity, accident or malice).
How they are not always seen as evil? (d20) (You can roll multiple times)  
  1. They respect the quality of one of the six attributes (STR, DEX, CON, INT, WIS, CHA) (You may use this stat for reaction adjustments).
  2. They master a craft and respect who master or respect it.  
  3. They respect a common historical figure meaningful to a faction allied with the PCs. 
  4. They respect the teachings of a old and still respected philosophy, religion, school, guild, army or faction.   
  5. Some tribe members are know to work for humans (or to hire humans) and are appreciated for their competence. 
  6. They like to trade goods and enjoy a good trade. 
  7. The tribe have a mutual relationship with a faction allied with the humans. 
  8. They always help strangers in a bad situation.   
  9. Outcasts from their tribe live with humans and adopted human culture. 
  10. They oppose a common enemy (for a relatable reason). 
  11. They create and trade a unique resource.  
  12. They have a good mentor of one of the PC class and respect members of the same class. 
  13. They always show great hospitality and like to share food, drinks and laughters. 
  14. They have beast companions that they respect and they show the same respect for other beast companions. 
  15. They are very curious about the world and like to trade knowledge. 
  16. They respect a old historical location set on their territory and respect history and who also respect it.  
  17. They take great care of their sick and wounded.  
  18. They show respect for their dead and to the land. 
  19. They always honor a special greeting or sign that reference a historical alliance. 
  20. They do everything as a family unit, children or elders are always present.  
How dealing with them can be complicated? (d20) (again you can roll multiple times)  
  1. Their language is complex and hard to master and require skill rolls to avoid errors. 
  2. They eat something strange and hard to digest (but delicious). 
  3. They dislike a type of gear and look down on it use, they may use a alternate solution.  
  4. Some members of their society have specific greeting or introduction habits that can be complicated to honor. 
  5. They dislike a type of teachings or religion from the PC's culture.  
  6. They dislike a historical figure or hero from the PC's culture. 
  7. They dislike a type of creature allied or beneficial for the PC's.  
  8. They dislike a type of spells or magic.  
  9. They dislike a allied faction.  
  10. They respect a enemy faction for their own reasons. 
  11. They have beast companions that seem repulsive or dangerous. 
  12. They have a special character class that do something that seem repulsive. Like fire bugs eaters who vomit fire. They can eventually offer to teach that class.  
  13. They have a dangerous combat tradition that buy social currency. 
  14. They dont eat or drink a type of food. 
  15. They frown on the use of certain material for a specific function. Like gold can be good for sacred jewelry but they frown on it use for coins. 
  16. They have a different version of a specific historical event.  
  17. They don't trust a character class and it methods (but they could be actually good at it) 
  18. They ritualise a specific activity and it take a longer time to do it. 
  19. They do a specific activity only at a specific time, location or with a specific person. 
  20. They respect and refuse to kill a specific monster (or type of monsters) that the PCs have to deal with. 



Thursday, November 23, 2017

Food Kingdom

A bunch of silly drawings I made about a cursed kingdom full of food people. 
Children with monsters who have big appetites fight in the resistance. 
(Also a small hommage to my friend Zviane)






Saturday, July 1, 2017

Brain Snails

We did some collaborative creatures creation on G+:

Benjamin B
Mind-control snails that perch on the craniums of different host species and control them.

Cedric P
they suck the brain into their shell?

Benjamin B
A harpoon-like tooth full of venom paralyzes their 'host' and allows the snail to get comfortably anchored. It bores a hole in the skull with radula and acid and extends its proboscis into the skull and hook into spinal nerves for controlling the body. I imagine them being cheerful and cute, with little eyestalks and everything.

Vincent Q
I'm picturing a snail with a skull in place of shell.

Cedric P
Maybe a nasty variant specie that consume the brain.

Benjamin B
I like how they could almost be mistaken for jaunty hats.

Ray O
That's awesome. What if these are children. The snails can only drill through skulls that haven't hardened into full adulthood.

Cedric P
And you are stuck with a snail kid. Since they don't erase their personality, they just fuse with it. Farmers won't kill their kids just because they have merged with a snail. I mean if they can still work on the farm, there still good. Times are hard, you need all the hands you can get.

Benjamin B
Maybe different sub-species of snails are especially good at different things, making them attractive options for 'partnership' in some communities. A snail that grants a superior sense of smell, letting snail children to scent valuable truffles, for example. A snail mage can concentrate on two spells at once. The heavy spiked shells of the war-snail serves admirably as a great helm.

Ray O
Oooh. I could see a weird detail of a village where it's generally abhorrent to imagine having a snail child ... it's a 'tragedy' in other words ... but one farmer has done it one purpose to 'make' a truffle hunter kid. So everyone kind of looks down on that farmer, maybe even you, but you need info from him.

Cedric P
Yeah it need to remain a tragedy. But you have to compose with it when it happen. That farmer who voluntary contamine his child is a greedy bastard.

Thursday, March 31, 2016

Moose Ogre

Moose Ogres happen when you bury the remains of a moose with those of a ogre. They are angry spirits, they hate mooses and ogres and eat human flesh. Don't do this. Mooses don't like this and even ogres will tell you to be careful with this. Only a vengeful and desperate ogre will deliberately create a Moose Ogre. The only way to appease the cursed moose spirit that animate the Moose Ogre is to kill it to separate the mooses bones from the ogres ones and to bury them separately. Ogres are even willing to team up with humans to hunt down Moose Ogres (but they wont care about appeasing the moose spirit). 

Tuesday, March 22, 2016

Hollow Hermit

A man who was once able to walk between worlds have lost everything. After a long voyage, back in his homeland, he tried to meditate to feel again the touch of the other worlds. But he only felt emptiness... Lost in his meditation he became a portal to the hollow world. Now he generate hollow matter and hollow goblins who play with hollow yoyos and who cause a lot of problems by absorbing stuff.  
Adventurers must stop the hermit meditation before he generate too much hollow matter and create more hollow creatures. 

If someone gently touch his skin with their bare skin: roll a reaction test. 
On a very bad result he implode and everyone in a radius of 2d6x5 units must save vs breath weapon to avoid being suck into the hollow world.
On a very good result he cry and close all the holes created by the hollow matter. The hollow creatures become normal creatures eager to learn and to have new experiences. 
On a bad or good reaction the hollow creatures hesitate for d6 rounds (they only defend themselves). Other results have no effects.

Killing the hollow man stop the flow hollow matter and the hollow creatures will loose 1hp by hour until they die, leaving empty husks.

Hollow man: as a cleric two level above the group level. 
He can't cast any spells but he can empty himself to summon more hollow matter.
While connected to the hollow world he regenerate 1d3 hp by round by slowly draining matter and emotions around him. 
Magic resistance: 2% by hit points (the spell is suck in a hole)

Hollow matter creation: by taking 1d6 dmg he can create a 1HD hollow creature.
For each additional d6 dmg he take, he can summon creature with a additional HD up to his own level. 
Or he can take 1 point of dmg to make a hollow matter attack (he can do up to 3 hollow attacks by round). Hollow matter creatures have a magic resistance of 2% by current hit points.

Hollow matter: being hit by hollow matter cause d6 dmg and destroy one point of AC. 
Plus the target must save VS death to avoid feeling the emptiness of the hollow world. 
On a failed save the target feel empty and is infected by a hole connected to the hollow world that drain 1 of his hit point each day (natural healing still occur).
This hole work like a bag of holding. But you have 1 chance on 6 of pulling back a 1/2 HD hollow creature instead of the wanted object. (make a reaction test to see the hollow creature behavior). 
Someone who die by hollow matter drain vanish and only leave a hole behind.

Hollow goblins:
Number encountered: start with 1d4+1 but augment the die after each goblin encounter or after each day.
HD: 1
Armor: none
To hit: -2 to hit during the first round since their senses suck outside of the hollow world.
Attacks:

  • Hollow yoyo: d4 hollow matter dmg. Range: as a throwing axe.
  • Hollow touch: d6 hollow matter dmg.

Magic resistance: 2% by hit points (the spell is suck in a hole)

Treasures: you can risk putting your hand in their holes to find stuff that was absorbed in the hollow world...

If doing so Roll a d12:

  1. Something suck you in: save VS death to avoid being suck into the hollow world. 
  2. Something alive: you pullout a 1/2 HD hollow creature, for 1d6 rounds 1d4 of it siblings follow it out. (test reaction)
  3. Someone or something is touching you: roll a reaction test to see how it is touching you... 
  4. d6 useless objects 
  5. Something big that you can't pull out
  6. Something useful like a tool or a weapon 
  7. Coins worth 3d6 GP   
  8. Something precious: a crafted item worth d20x10 GP 
  9. Gem: a single gem worth d100 x 10 GP, on a 01 or 00 results something want it back... 
  10. Minor magic item stuck in something gooey (open door or other tricks to pull it out) 
  11. Sculpted hollow sphere that can contain something abstract 
  12. Something totally alien that is not harmful right now, but can be dangerous later.

Thursday, March 17, 2016

Teapot golems


Benjamin B contribution on G+:
Nanna Earwart's kitchen guardian.  It has many powers, depending on the blend of tea she places in its head.  Camomile lets it expel a sleep-induing steam. Smoked tea with ginger and juniper allows it to blast foes with a blinding mist that leaves them unable to see.  
"Be a dear, and sit with old Nanna.  We'll have a nice cup, and chat.  I've a lovely white tea brewing, light and clear.  A little slice of lemon is all it needs.  Clean taste, clear conscience.  So easy to talk, so easy to share.   Lovely isn't it?  Now, tell Nanna all about what brought you here." 

Tuesday, February 16, 2016

Trimorphic nomadic lizard tribe

Females: walk upright, craft tools, use weapons and armors. They are warriors & nurses. They like to smoke marshes herbs in pipes. Some of them leave the tribe to become lonely ronins.

Males: hound like, wear cloth, talk a lot, can smell the ancestral trails to guide the tribe during their migrations. They are good at tracking & charging. Some of them become lonely rangers if they loose their favorite mate.

Great Mothers: when females or males grow old they keep growing up and become bi-gendered great or grand mothers that remember the tribe's ancestors. They mate together and lay rare eggs that are reincarnations of their ancestors.

Re-hatched Ancestors: males or females born from the grand mothers, they remember their past lives and become shamans. They like to wear feathers.

Empty ones: when re-hatched ancestors grow old they forget everything and become mindless giant monster that the tribe must appease or kill. Re-hatched ancestors often leave the tribe or commit ritual suicide when they grow old and start to forget everything.
  • Female breed with males to lay eggs.
  • Grand Mothers breed with other tribes's grand mothers to lay ancestors eggs. 
  • All of them are cannibals, they eat their fallen to eat and preserve their memories. 
  • The tribe don't craft their swords, they value trading for them a lot. They have a lot of respect for swords holders and crafters. 

Friday, February 12, 2016

Labradorite werewolf


Labradorite wolf are created by forcing a ordinary wolf to eat a labradorite stone sculpted by a sorcerer or by dark or very sad emotions. Eating the stone yourself will get you infected by the lycanthropic labradorescence.
  • Shimmering bite: infect you with iridescent lycanthropic labradorescence.  
  • Totemic homonculi: can spend 1d8 hp to spawn a 1HD+1 animal homonculi that look like small totem sculptures (hare, fox, bear cubs, raven, etc). 
  • Dazzle: dazzle effect when exposed to sunlight or a bright light. (save or get -2 to hit)
  • Tectosilicate body: the wolf and it homunculi can only be hurt by magic or magical weapons. But non magical maces, picks and hammer still do minimal damages. Regen 1d6 hit point by turn when exposed to aurora borealis light. 
  • Vibration howl: if it HP are reduced under 10, the wolf can emit a metal shattering howl. All weapon and humonculi must save vs paralysis or they will shatter. Living creature are shaken for d6 rounds and attack at -2. 
Iridescent lycanthropic labradorescence: your wound start to shimmer (save vs paralysis)  
Other symptoms: 
  • Iridescent aura at night
  • Aurora borealis obsession (heal 1 hp by hour when exposed to auroras) 
  • Infravision replace your normal vision.
  • Spontanenous labradorite homonculi spawning (you take 1d8 dmg) 
  • Labradorite lycanthropy triggered by powerful aurora borealis
  • Or body fragmenting into 1d4+1 labradorite homunculi (after 3 failed saves during transformation) 
Totemic homonculi: each animal homonculi represent a negative emotions locked inside the cursed labradorite stone. The homonculi try to follow and to satisfy the desires of the labradorite wolf, but they are very curious and emotive. They only become agressive after a bad reaction test. Showing positive emotions toward the homonculi grant 1 or 2 point bonus to the reaction tests (making them laugh or caring about them, etc...) On a very good reaction test result, the homonculi shatter and inflict d8+ it own HP in damages to the labradorite wolf. Homonculi spawned by infected wolfs are more primal and wild thant the ones spawned by infected humans. 

Each encountered labradorite wolf already spawned d4-1 homonculi.

Some nuns have been infected by the lycanthropic labradorescence in the Glass Dungeon