Showing posts with label collaboration. Show all posts
Showing posts with label collaboration. Show all posts

Sunday, January 5, 2020

Kobold Lair Stuff


I asked on twitter stuff to place in a kobolds lair, here is the compiled result. 
Thanks to everyone who contributed. 
  1. Hatchery / Egg warming chamber
  2. Shaman hut where they dry herb and prepare paints
  3. Genealogy stand
  4. Pseudo-scientific fortune-teller equivalent: "Your scales are heart-shaped, your breath smell like egg etc... So you are 30% red dragon, 50% gold dragon, 20% black dragon. Avoid adventurers on sunday. Now give me 2 rats"
  5. Tunnels than only a rolled-up pangobold would fit through
  6. Workshop where armor is made from cast-off scales for non-kobold allies
  7. Tools (mining, or for crafting traps)
  8. Piles of Stuff (Hoards but probably trash)
  9. Bones piles (collected after eating the meat, probably left around to be used as crafting material)
  10. Unlucky previous adventurers caught by traps
  11. Giant rat farm
  12. Giant rat dairy
  13. Trash heaps
  14. Trash forge
  15. Giant rat powered industrial treadmills/wheels.
  16. Metal scrapyard
  17. Thermal vents/hot springs
  18. Herbarium
  19. Mushroom farm
  20. Kobold ossuary
  21. Wishing egg: carve something on a stone egg and it will happen when it hatch.
  22. Pens for moles and other burrowing animals
  23. Clockmaker's workshop
  24. Weird convoluted traps to protect their lair.
  25. Mounts and their stables.
  26. Workshop with weird stuff that don't really work.
  27. Nursery for baby kobolds to be raised (and trained to make raids).
  28. Training ground
  29. Underground river
  30. Small lake with fishing gear it boats
  31. Flooded cave (some hidden treasure in it? Only the leader who can swim can get it!)
  32. Warming materials and goods, like a big collection of rugs
  33. Traps workshop
  34. Random junk/trinkets that have been sorted in piles...
  35. Blanket fort
  36. Weapon stores
  37. Poison making station
  38. Alchemy lab (often explode)
  39. Dragon mourning shrine with relics
  40. Shrine dedicated to attracting a dragon. Full of offering and representations of the dragon. 

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. 

Monday, September 10, 2018

Old School Roleplaying Guide: Principia Apocrypha

+David Perry recently published a Old School Roleplaying Guide that I illustrated. 


I am really happy with how David used my illustrations. People often have a hardtime to put them in valor in the layout but there the result is super nice. I was also careful to add a lot of contrast (I am learning from my commissioned work).

Also I think that the introduction about participating in online communities is important even if some people will take it personally and get defensive about it (as usual on the internet). 

Thanks to the little DIY/OSR communities I am interacting with, your creativity and support is always inspiring. <3


Tuesday, August 21, 2018

More about the doodles maps

Thinking back about how this little community project went.

Starting with a fun and inspiring artwork map really helped to trigger enthusiasm, 32 people contributed and we keyed the 41 areas in 24h. (I notice that we were only 3 women, this is only 9% of the of the contributors, a percentage common to OSR discussions threads).

The tone was overall whimsical but imaginative. I only edited out one element that was too pop culture reference gonzo. But thinking back about it, I could have turned this element into a silly rumor.

Some people contributed different descriptions for the same area, this was not a problem and I even encouraged it. I fused the multiple interpretations together or I turned them into rumors. Rumors are a good tool to keep descriptions that may contradict each others.

Once I compiled everything, I wrote a d6 encounters and a d6 treasures tables for each area. To write the tables I based myself on the description of the areas, sometime incorporating stuff from other areas, I also had to extrapolate and invent some stuff for some of the areas that had a very short description.
I really like this d6 encounters and d6 treasures tables formula. I think it help a lot to bring the areas to life and to make the map more gameable. Having more time I would maybe have added a d6 rumors table to each area. I think these three elements work well together: dangers, rewards and opportunities. The d6 tables are also a good tool to glue together the content of the contributions as you may create link between them.

Having one or two persons who add a other layer of content (the d6 tables) over the collective material make the content stick more together. Doing it alone was a lot of work (I wrote 82 tables) but it was also super fun to jam with what the community contributed.

I enjoy these community creations projects a lot, I especially love the cross pollinisation of ideas (including illustrations and text), it feel a bit like playing a game of How to Host a Dungeon or of Microscope.

...

Eventually I would like to draw more maps to have a full 3x3 grid. But that would be a lot of work as it would give us a total of 360 areas to key (and a lot of d6 tables to write!).

If we ever complete the grid, I would like that someone better than me work on the layout for the compilation to have a nice book. Maybe we can also print the maps on PoD cardboards.

Here are the North-South axis and the West-East axis b&w unkeyed maps:



Monday, August 20, 2018

Doodles Map collaboration

I doodled a small map in my note book and we collectively filled the areas' descriptions on G+

Feel free to reshare the PDF and to use it content as you wish.

The Doodles Map PDF file


Tuesday, May 29, 2018

Fog-bound province background generator for Evey L.

Evey Lockhart created a bleak and weird setting while answering the classic set of 20 questions from Jeff Rients. There is something that I like in how raw her setting is and I created a background generator for it, just in case that someone want to use it to flailsnail. 
Evey's original post: 

Background generator for the Fog-bound province


Your character come from (d20):
  1. a small village near the Desart Strange.  
  2. a tribe of Desart nomads 
  3. a tribe of amazons 
  4. a small village near the acid caves
  5. Lawn Town
  6. West town 
  7. Furthest Farthing Town
  8. Hog-Scratch Town
  9. Laugh Town
  10. a small village in the Dreaming mountains
  11. a small village near the Canals 
  12. a small village near the Mushroom forest 
  13. a small village near the Smiling God Forest 
  14. a small village near the Ruinous Wood  
  15. a small river village
  16. a coastal village 
  17. inner Xephir
  18. outer Xephir
  19. the Xephir stretches 
  20. beyond the Fog
What ruined your family (and made you a adventurer)?
A important family member…
(d100)
  1. moved to... (roll on the previous table) 
  2. made a bad marriage with someone from… (roll on the previous table)
  3. made a serious crime against someone from…(roll on the previous table)
  4. made a very bad investment or deal with someone from… (roll on the previous table)
  5. wronged the Church of the God-most-Censorious
  6. was forced to reach a state of divine censorship
  7. became a (1.member, 2.speakers, 3.Seekers, 4.Sister, 5.Monk, 6.Inquisitors) of the Church of the God-most-Censorious
  8. joined the cult of the God that Laughs
  9. wronged the cult of the God that Laughs
  10. vanished in the scarcely visible spirit world
  11. dealled with the scarcely visible spirit world
  12. became a Cultist of Isog
  13. wronged the Cult of Isog  
  14. dreamed of Isog
  15. became a ostentatious merchant
  16. was murdered by countryside scavengers
  17. left to become a countryside scavenger
  18. left to become a accomplished blacksmith
  19. became a craftswomen of Isog
  20. left to seek the Coleopteric Brother
  21. became obsessed by the founding and the pre diaspora era
  22. was murdered by zealots of the Coleopteric Brother
  23. left to seek the Beetle of Truth 
  24. wronged the Supreme Inquisitor's nephew, Jogg George the Mighty.
  25. left to serve the Supreme Inquisitor's nephew, Jogg George the Mighty.
  26. left to work for the merchants of the Eastern Coast  
  27. wronged the merchants of the Eastern Coast  
  28. left to work for merchant lord the Callister
  29. wronged the merchant lord Callister  
  30. became obsessed by the Sky Port
  31. left with the Sky-Folk 
  32. wronged the Sky-Folk
  33. Left in vain to search for magical healing
  34. Needed magical healing but none existed 
  35. became a Witch
  36. wronged a Witch 
  37. wronged the Aelfs
  38. left to find the Aelfs 
  39. was infected with Lycanthropy
  40. became a lycanthrope hunter 
  41. was polymorphed into a object, animal or monster. 
  42. left to become a hunter who hunt polymorphed people  
  43. was killed by a undead serving a elementalist
  44. became a elementalist 
  45. was raised as a undead by a elementalist  
  46. lost against Dead in paramortal combat.
  47. started to bet on paramortal combats...
  48. joined a secret cabal
  49. wronged a secret cabal
  50. left to become a expert in Xephir
  51. consulted a expert from Xephir 
  52. became a Church mercenary
  53. was murdered by Church mercenaries 
  54. became a low-life cheap mercenary 
  55. was murdered by low-life cheap mercenaries
  56. was accused of stabbing 
  57. was stabbed by a stranger (AKA a adventurer)
  58. left to become a adventurer  
  59. was rightly accused of magic
  60. was wrongly accused of magic
  61. left to learn magic 
  62. became a applejack drunkard 
  63. became a applejack smuggler 
  64. opened a public house
  65. was murdered in a public house
  66. opened a private tavern
  67. was murdered in a private tavern
  68. left to find the black-glass scales dragon
  69. joined the cult of the black-glass scales dragon
  70. left to serve one of these powerful men who lose dividends because of the dragon. 
  71. left to become a shepherd 
  72. was drafted in the holy war beyond the Ocean Fog.
  73. was murdered by crusader from the holy war beyond the Ocean Fog
  74. became a pit fighter
  75. was drafted to become a pit fighter
  76. was murdered by a pit fighter 
  77. joined a cult led by goblin-spirits
  78. was the victim of a cult let by goblin-spirits 
  79. was polymorphed by goblin-spirit (with a animal head) 
  80. left to become a egg merchant
  81. choked on a bad stew of salted pork
  82. was murdered with a wooden trencher
  83. left to try to find the Naiad Treasury
  84. was murdered after acquiring a piece of the Naid Treasury
  85. was murdered by the amazons
  86. left to join the amazons 
  87. left to explore the acid caves
  88. vanished in the Dreaming mountains
  89. vanished in the the Canals 
  90. vanished in the Mushroom forest 
  91. vanished in the Smiling God Forest 
  92. became obsessed with the Smiling God
  93. vanished in the Ruinous Wood  
  94. left to explore the ruins in the Desart Strange
  95. became obsessed with the Desart Strange
  96. was captured by a tribe from the Desart Strange 
  97. Was murdered or taken by a creature from beyond the Fog
  98. became a hunter who hunt creatures from beyond the Fog
  99. became obsessed with the Fog
  100. Ventured past the Fog…
Random important family member (d20)
  1. grandfather
  2. grandmother
  3. father
  4. mother
  5. aunt or uncle
  6. cousin
  7. little brother
  8. little sister
  9. big brother
  10. big sister
  11. spouse or lover
  12. daughter
  13. son
  14. step father
  15. step mother
  16. step brother
  17. step sister
  18. ancestor 
  19. best friend
  20. twin
PRE-GEN characters or hirelings
  1. Verone Helton from Laugh Town, her mother became a applejack drunkard [cleric]
  2. Misty Clifton from Furthest Farthing Town, her father vanished in the Mushroom forest [fighter]
  3. Emmy Hornsby from beyond the Fog, her big brother started to bet on paramortal combats… [magic-user]
  4. Leone Smithers from the Smiling God Forest village, her father was drafted in the holy war beyond the Ocean Fog [fighter]
  5. Mathilda Stanford from West Town, her little brother wronged the Supreme Inquisitor's nephew, Jogg George the Mighty [thief]
  6. Eppo Barney from inner Xephir, his mother became a Witch [fighter]
  7. Noell Ramsey from a small river village, his uncle wronged a Witch [fighter]
  8. Hurl of the Desart tribes, his daughter left with the Sky-Folk [magic-user]
  9. Medwin the amazone, their big sister wronged the merchant lord Callister [thief]
  10. Jessie Rudges from a small river village, his wife left to find the black-glass scales dragon [fighter]  

Thursday, October 19, 2017

Beware of the Void Beaver!

I did a series of illustrations for Jennifer E. who is working on a PDF compiling a one page dungeon collectively created on G+


Monday, October 16, 2017

Chromatic Soup 02

Chromatic Soup 02 edited & assembled by Brian Richmond:
http://www.lulu.com/shop/evlyn-moreau/chromatic-soup-02/paperback/product-23369880.html

I have a minor role in this one because at the time I was too busy with a big commission so Brian took the helm and piloted this issue. He made a very good soup and I contributed a dozen illustration to the potage.

"A second helping of Chromatic Soup, this time with an Applachian Autumnal Americana vibe. Designed for use with OSR rulings, specifically Labyrinth Lord, but easily converted to any system of note you might be using. Within: The Hobo, a character class of wandering wastrels. An alternative Halfling culture built around rousing the hue-and-cry. Tragic cicada-men who will succumb to bestial instincts in time. Crystalline serpents, a town of wandering miscreants, and devils who fell their way to earth and are looking to make a deal. Additionally; a gaggle of random generator charts for food, soups (pocket and otherwise), mementos of a previous life lived, strange deals, and a good many random encounters fleshed out to give a sense of place while wandering this western autumnal wilderlands."

You can also check out the free pdf version: drive.google.com - Chromatic Soup 02 PDF - With Cover.pdf

Many thanks to everybody who contributed, especially Brian who saved this issue. :)

I will be back at the helm for issue 03 but I dont know yet when I will re-open the kitchen.

Brian made some links between issue 02 and the first one, so maybe we will assume this and continue to explore the setting that is emerging to flesh out the lands of the north in Soup 03.


Oh and also Soup 02 is a super good setting to run the Spinetooth Oasis.

EDIT: also check this out if you play with hobos: http://throneofsalt.blogspot.ca/search/label/dungeon%20hobo



Wednesday, September 27, 2017

Nomadic Tortoisefolk and Finchfolk

Some time ago in a Google+ post I asked for a nomadic race of creature that travel long distances on foot. I would like someday to draw a large banner of a caravan of them walking in the desert.


Here is our discussion, this is how I liked to use G+. <3

Benjamin F
The tortoisefolk are huge and heavy, strong as mountains, about as quick. They wander the midlands, all their possessions lashed to their shelled backs in towering heaps of chests and barrels bags sacks crates and bundles. They sway along, singing slow low songs, almost too deep for human ears to hear, felt like a rumble in the chest. When the stars are right, they unship their possessions, raise their yurts into the shape of the prevailing moon and stomp down a dancing circle in the middle, where they perform their stamp-dances to raise good fortune for the next leg of their endless migration.

Evlyn M
Ok there is a second species that follows them around. They are dependent of the tortoises. The tortoises tolerates them and may see some minor benefits in their presence.

Benjamin F
In nature, there are several small breeds of finch which follow large tortoises around and eat the bugs and other small parasites that live in and around their folds and shells. Could be something like that maybe?

Benjamin B
I really need Finchfolk in my life. I'm imagining a bright little fatbird in a hooded jerkin.

Evlyn M
Did they lose their ability to fly?

Benjamin B
flightless, but they build kites from reeds and precious waxed paper, and the tortoises will tow the lead-lines, letting the finchins soar like their ancestors.

Benjamin F
Given that they have followed the tortoise folk for generations, perhaps they simply forgot how. Perhaps it is part of their cultural history to revere the wind and sky and their ancestors who were so much closer to it.

Benjamin F
Which, with the addition of kites, I now see the long lines of tortoises having colorful banners on thin poles whipping in the wind as they travel. Sometimes it's all you can see above the dust.

Evlyn M
I am trying to draw a bunch of characters walking together. I am having a bit of difficulty finding how to draw their back shell so that it don't unbalance their walk. I am tempted now to let them walk on four legs when they do long distances. I wonder if a back shell would be of any use to a upright bipedal humanoid.

Benjamin F
In my head they were walking on all fours. Even monkeys who theoretically can walk on two legs and use their hands for everything usually travel on all fours.

Evlyn M
yeah I think this make more sense.

Benjamin B
I imagined them curved over in a hunch, short back legs, longer arms that could double as legs. Their load would sway gently, a counter motion to their stride not unlike the subtle sway of people carrying loads on their head.

Benjamin B


Evlyn M
I will try to draw them walking on four legs using their knuckles like a gorilla.

Benjamin B
Perhaps more than one can cooperate, each carrying the corner of a large palanquin or pallet. Maybe they carry their Holly of Hollies with them, a temple of driftwood timbers preserved from their ancient island home, before they crossed to the mainland.

Evlyn M
Short legs and big gorilla like forearms, I like this visually.

Benjamin B
Had an idea - you know how some bit tortoises have big spike-like forms on their shells and limbs? The tortoisfolk would carve and round these into tie-down points to lash their loads to.

Benjamin F
Pretty sure the finch-folk also hang little baskets for the young and elderly off these.
Benjamin B
this is magnificent. Nest Baskets. Kites with bright ribbon tails. Its such a great mix of dour and steadfast and bright and flighty.

Benjamin B
Finchfolk are a short-lived people. They hatch from eggs, grow to maturity in a couple of years, and are venerable in their 30's. They are incredibly verbose, chattering constantly - they maintain their oral culture not by using the elderly as a repository, but by getting everyone up to speed incredibly quickly.

By contrast, the tortoisfolk are incredibly long-lived, reproduce only rarely (and indifferently), and are tough enough that this survival strategy works for them. So they're routinely a thousand plus years old, and would have seen generation after generation of finchfolk. Perhaps each finch family considers one of the tortoises to be 'theirs' - like a senior family member. "Grandad" or "Nanna". Each finch family anchors to one tortoise. And despite being dower and grumpy, the tortoises are very protective of their finches, and endure having their shells painted gaudy colors, and their belaying horns hung with shiny found objects and ribbon and the artwork of a hundred generation of fenchlings.

Benjamin F
I bet some of the tortoises are like the Ents in Lord of the Rings; super talkative about sleep inducing subjects of utmost interest to elderly tortoise folk.


Saturday, September 23, 2017

Get Packworld in PDF

"Pack World! A free, collaborative campaign about a pack of riders and their amazing animal friends. (It says it's for Dungeon World, but you could use it with anything.) Get it now!"




Monday, May 2, 2016

The Undercroft #9

I made the cover of The Undercroft #9 and I also illustrated the Skinned Moon Daughter, a new character class written by Benjamin B, inspired from my Great North illustrations!

You can get the zine on the Undercroft shop or on RPGNOW.


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, January 19, 2016

Moon Elf of Niru

The new zine YNGARR is available in PDF as pay what you want on DriveThruRPG.
Source: http://spacewizards.blogspot.ca/2016/01/yngarr-pdf.html
Here is one of my illustrations for the zine: a strange moon elf.


Monday, October 12, 2015

A gang of bandits for Gangs & Bullshit!

I drew this randomly generated gang of bandits for the Gangs & Bullshit work in progress project.

(Drawing random characters is quite fun)

Sunday, October 11, 2015

Fighter-Mage and Cataboon companion

Cataboon

a companion character class for B/X and similar D&Dalikes
text by Benjamin Baugh

The world is full of strange creatures, but few stranger than humanity and their comrade peoples of Dwarfish, Elvish, and Halflish extraction.  These peoples all seem as one to you, and from your perspective, the differences they claim to one another are far less significant than the differences between each individual.  They’re such a varied lot of fascinating strangers!  Among your own kind, minds are shared easily, thoughts sliding from one head to another, identities drifting, personalities changed with the fashion of the season.  Who are you?  It’s hard to say, or at least it was until you met your companion, and joined with them.  

You are sometimes called a cat-baboon, a treecat, or a ghost howler.  The human peoples tell stories about your kind, and some think you are spirits, others demons.  But you’re just another kind of thinking animal, only perhaps a bit better at the thinking.  Fascinatingly individual though they are, human people exchange their thoughts imperfectly, and only through the crudest methods - modulated sounds, gestures, and arcane marks made on surfaces.  It sounds bizarre, but rather than trade thoughts directly, a human will take the thoughts out of their mind, turn them into specially coded symbols, mark those symbols on an object, and then leave the object for another human to find, interpret, and - possibly, if the magic was made with skill - take the thoughts into their own head.  It really is terribly terribly inefficient.  

But who are you to judge strangeness?  Are you not yourself one of the oddities of your own people?  Fascinated with the mind-islands of humanity, so fascinated that you’d journey there and live almost alone with them, sharing thoughts almost exclusively with one other being, and not one of your own kind at that.  Rare among the tribe-minds of the skirted plain, you seek out the relative privacy of a human companion, and follow them on their endlessly amusing adventures.  

In appearance, you understand that you resemble something between a panther and a baboon, a long-limbed body, able to slink, climb, and pounce with ease.  Strong and quick, keen of sense.  You have clever paws, but they are not hands.  But what need you of hands, when your companion is so well endowed with manual manipulatory apparatus?  When your speed fails, you can fight with fang and claw, but most often resort to the howl that your kind is famous for - the crooning rolling scream that crawls down the ear canal into the spine, and claws at nerve and wit.  Many threats can be induced to simply run run away.  

The prime requisite for a cataboon is Charisma.  A Cataboon with a Charisma of 13 or greater gets a 10% bonus on earned experience and grants their companion a 5% bonus on earned experience.  

RESTRICTIONS.  Cataboons use 6-sided dice (d6) to determine hit points.  They may advance to a level equal to that of their companion.  Cataboons can not speak humanoid languages, and must rely on their companion to speak for them. They make saving throws and attack as their companion does.  They may not use any weapons and armor, and have poor manual dexterity making most tasks involving tools difficult.  Cataboons can never have ordinary retainers or followers.  Cataboons use the same XP progression table as their companion.  

SPECIAL ABILITIES.   Each cataboon character must be bonded to another player character, with whom it may freely share thoughts and feelings over shouting distances, and each may sense the location of the other over any distance.  Cataboons do not speak, but they do understand the intent of spoken language and so are able to translate any spoken language they can hear for their companion by listening to the thoughts of the speaker.  

Cataboons can make 2 claw attacks for d3 damage each, and if both hit may make a raking attack for d4 additional damage, or they may bite for a d6 damage.  

They have strong senses, and have infravision of 60 feet, and are only surprised on 1 in 6.  

Cataboons can hunt and forage easily, locating enough food for d6 individuals with a turn of hunting in areas with wildlife.  Foraging in more barren regions may require more time.  

Their skin and fur is quite tough, granting them -2 to AC.

Cataboons are quick, and have a movement rating of 40, and can Climb effortlessly at a speed of 10.  

When threatened, once per encounter, a cataboon can unleash a terrible howl that induces terror in most living things.  Enemies and a party’s retainers both must make Morale checks on hearing it.  The howl is so loud, however, that it can he heard for miles - alerting anyone in hearing distance.          

Cataboons gain a further special ability based on the class of their companion.  

  • Clerics have Serene cataboons.  They are immune to all forms of fear, and their howl works on the undead which grants their cleric companion a +2 bonus on their turning.  Serene cataboons may also use their life to heal their companion, freely giving them hit points if they are injured, at the expense of the cataboon’s own life.  
  • Fighters have Fierce cataboons.  They gain a further -2 to AC and their attacks do +2 damage, and when fighting beside their companion, choosing round to round to grant them -1 to their AC or +1 to hit with coordinated action.  
  • Magic Users have Curious cataboons.  They can smell magic, recognizing the presence of magic and magical things freely, and can identify specific things about the magic on 3 in 6.  They help their companion learn magic, and allow an additional spell to be learned each level, though no additional spells may be cast in a day.  
  • Thieves have Sneaky cataboons.  They can move silently, and hide in shadows as their companion does, and climb at their normal ground movement rate.  They can make their terrifying howl into a hiss, which has the same effect without alerting everyone in hearing distance.  When one provides a distraction, the other may immediately try and hide - even if in combat.  
  • Dwarfs have Burrowing cataboons.  They lose the ability to perform a rake attack, but their claws each do d6 damage and are long and sharp, and able to easily excavate tunnels at the rate of 1 foot of earth per round, 1 foot of rubble or soft stone per turn, and 1 foot of harder materials (though not iron or most metals) per hour.  The howl of a burrowing cataboon grants their companion +1 to hit for the duration of an encounter.  
  • Elves have Fabulous cataboons.  These fine creatures are elegant and quick, gaining +10 to speed, and imposing a -1 penalty to the Morale checks of enemies afflicted by their especially ululating howl.  Fabulous cataboons aid in finding hidden passages and secrets, granting a +2 bonus on this, and allow their elvish companion to locate hidden magic, like inactive portals, magical gates, and quiescent magic traps.  
  • Halfings have Stout cataboons.  They’re stocky and well-fed, gaining +1 per hit die when hit points are rolled.  They may hide as well as their companion in natural and other surroundings, and their companion can ride upon their back if unencumbered, taking advantage of the cataboon’s greater speed.  

If a cataboon’s companion should die, the cataboon absorbs the essence of their thoughts, their soul perhaps, and keeps this within themselves, still alive and aware.  An opportunity may present itself to re-home this essence, or the companion may decide to slip away into whatever comes next, freeing their cataboon to find another companion.  If a new companion is found, and is of a different class than the first, then this changes the Cataboon’s special ability, saves, and attack bonuses and the cataboon won’t advance in level until their companion has caught up, so they can advance in step.