Monday, 5 May 2025

More Fun at the Seaside


Once more, thanks to the generous art contributions of Noble Hardesty, your PCs can fear the waves even more than they already do!

Giant ARMnemone: Init +0; Atk weapon +4 melee (1d6+2) or weapon +2 ranged (1d4) or bite +1 melee (2d6); AC 14; HD 6d8; MV 20’; Act 6d20; SV Fort +6; Ref -2; Will +4; AL C.

Related to the common anemones of tidal pools and coral reefs, these monstrous creatures have replaced the normal anemones’ tendrils with a multitude of arms which can wield a plethora of weapons. Most of an ARMnemone’s weapons are simple melee ones scavenged from shipwrecks and victims, but sometimes an ARMnemone uses single-handed ranged weapons as well. Rather than the simple maw of their lesser kin, giant ARMnemones have huge mouths filled with gigantic teeth.

Giant ARMnemomes possess an evil intelligence that grows throughout their long lives. After several centuries, a giant ARMnemone can spontaneously grow into an ARMageddon (see below).


ARMageddon:
Init +0; Atk claw +8 melee (2d6+6) or tail fist +10 melee (3d6+6) or bite +6 melee (3d6) or spell; AC 24; HD 8d20+16; MV 20’; Act 8d20; SP channel phlogiston, death throes, spellcasting; SV Fort +16; Ref -10; Will +20; AL C.

Its mouth sprouting into an enormous head, as two of its arms thicken to become monstrous, an ARMageddon sprouts bat-like wings too small for flight. Where once it fastened to the sea bed, rocks, or coral, it grows another colossal fist. Over a matter of pain-filled hours, the creature takes in raw energy from the phlogiston itself, growing to a towering size in the process. Its malevolent intelligence entirely bent to hatred of land-dwellers, the ARMageddon goes on a rampage until the coast is decimated or it is slain itself.

The smaller arms of an ARMageddon no longer wield weapons. Instead, they channel raw phlogistonic energy into spellcasting. An ARMageddon gains the ability to cast 1d7 random 1st level, 1d5 2nd level, and 1d3 3rd level wizard spells. They cannot spellburn, but they are absolutely able to enter into spellduels. Because of variables in the phlogistonic flow, when it casts a spell an ARMageddon rolls 2d6 to determine its bonus to the spell check.

When reduced to 0 hp, the ARMageddon explodes in a blast of raw phlogiston, doing 3d10 damage to everything within 200 feet. Living creatures within 60 feet must roll 1d20, modified by their current Luck modifier, and consult the following: (5 or less) Creature suffers greater corruption, (6-10) Creature suffers major corruption, (11-19) Creature suffers minor corruption, or (20+) Creature suffers no additional effect. At the judge’s discretion, a creature rolling 25 or higher may gain a random mutation from the Mutant Crawl Classics tome.

There is a 20% chance that a unique organ within the ARMageddon’s brain survives the explosion. A wizard or elf can use this is a power component to fuel a single spell, granting a +2d6 bonus to the spell check but requiring a Will save (DC equal to the bonus) or suffer major corruption as the spell is released. Using the organ in this way consumes it utterly.



Friday, 2 May 2025

Another Seaside Encounter

Thanks to the generous art contributions of Noble Hardesty, your PCs now have a few more reasons to avoid the oceans! Port cities provide opportunities for those on land, but they also provide opportunities for bold raiders riding the waves….

Captain John “Ironsides” Jellico: Init +2; Atk canon slam +5 melee (1d8+6) or fist +5 melee (1d6+6) or iron canon +4 ranged (60’range increment, 3d10); AC 16; HD 5d8+5 (35 hp); MV 20’or swim 20’; Act 1d20; SV Fort +4; Ref +2; Will +3; AL C.

Ogres are stupid, crass creatures overall, but Captain John Jellico, called “Cap’n Ironsides” by his crew, is a cut above his kin. Crass and cunning, Captain Jellico is far from the brightest on his crew, but none is so eager for command that they will fight the Captain one-on-one per the Pirate’s Code. And it is true that the ogre buccaneer has led them to some serious booty on daring raids along the sea lanes.

Captain John Jellico uses a canon that he is strong enough to carry and fire himself. He carries a pouch of a dozen three-pound iron balls for ammunition. Although it takes him a full minute to reload between shots, he is more than happy to use the canon as a melee weapon or strike opponents with a massive fist.

Since coming aboard, and more so since killing the previous Captain Spiner in a pirate’s duel, John Jellico has made the Catspaw feared and hated wherever it goes.




Saturday, 29 March 2025

Cheater’s Ring

This cursed ring is made of gold and silver. With pleasing decorations making the whole seem to be worth 80 gp. However, when acquired in any manner other than as a gift, the bearer must make a DC 20 Will save or immediately become convinced that it is a perfect gift for a loved one, or, barring that, some worthy they wish to influence, such as a powerful noble or wealthy merchant.

However, the ring never fits the person it is given to.

If received as a gift, the recipient must make a DC 20 Will save or feel slighted by the gift, and seek to get rid of it by whatever means seem feasible (such as selling the ring). While the gifter may be able to salvage the relationship, the magic of this pernicious band is long-lasting, and some special quest (or series of quests) might be required to prove the gifter’s fidelity.

 

Based off this Facebook post.

Monday, 17 March 2025

Evil Alien Jellyfish

Quivering Jelly: Init +0; Atk psionic vibrations; AC 7; HD 1d7; MV swim 20’; Act 1d20; SP psionic vibrations (60’ range, 1d6, Fort DC 15 for half), liquefy victims, teleportation, telepathy; SV Fort -4; Ref +0; Will +6; AL L.

Alien, intelligent jellyfish native to the planet Madkeen, those beings now known as “quivering jellies” migrated en masse to another world when their planet’s oceans began to die. Peaceful and indolent on their own world when the salt waters carried the nutrients needed to sustain them, these creatures were forced to adapt or die upon relocation. Unfortunately, they relocated to the campaign world and have had centuries to adapt.

Unlike most terrestrial jellyfish, quivering jellies cannot sting. Instead, their tendrils are used for swimming, manipulating objects, and filter feeding nutrients from the water. On Madkeen, they defended themselves by psionically setting up vibrations in living tissue. Lightly “buzzing” predators was usually enough to warn them from approaching further.

Now, this same power is used to supply much-needed nutrients. A quivering jelly can target a single living creature within 60 feet, who takes 1d6 points of vibrational damage as the jelly’s psionic power begins to shake it apart (Fort DC 15 for half). When reduced to 0 hp, a target can take further damage until it reaches -20 hp, at which point the body is liquefied and can be neither healed nor recovered. Attempts to heal a fallen creature must also heal any negative hit point damage, as it is real damage happening to the body. Once a creature is liquefied, it can be slowly consumed if the jellies involved do not feel threatened.

Note that this is an exception to the rule that normally hit points in DCC do not go lower than 0, but then again, monsters do not need to play by the rules.

Quivering jellies can use an action die to psychically teleport up to 10 feet, which they can use to leave combat without provoking free attacks. Very large groups of quivering jellies can use this ability to teleport even farther – even interstellar distances – but this is time consuming and leaves the quivering jellies exhausted and helpless for 2d6 hours. This is, indeed, how they came to the campaign world.

Although quivering jellies are telepathic and can communicate with other intelligent creatures to a range of 200 feet, having to use their formerly defensive power to obtain food has changed them. From being wise, philosophical beings revered for their wisdom, they have become thoroughly twisted until they see empathy for other beings as a weakness.

Quivering jellies are found in warm saline waters, in tropical or sub-tropical areas. Although lawful, their communities only number 4d6 individuals as larger groups have difficulty finding enough prey. These communities maintain contact with each other, though, and individuals work together with frightening intelligence to ensure a constant supply of nutrients.

Based on this Facebook post.

Sunday, 16 March 2025

Brain Spiders

Brain Spider: Init +2; Atk bite (venom); AC 8; HD 1 hp; MV 10’ or climb 10’; Act 1d14; SP venom (Fort DC 12, 1 Personality on a success, 1d3 Personality on a failure), daze (30’ range, DC 5 Will to act); SV Fort -10; Ref +2; Will +2; AL C.

Brain Spider Swarm: Init +2; Atk swarming bite +1 melee (1 plus venom); AC 9; HD 4d8; MV 10’ or climb 10'; Act special; SP bite all targets within 20’ x 20’ space, half damage from non-area attacks, venom (Fort DC 15, 1d3 Personality on a success, 1d6 Personality on a failure); daze (30’ range, DC 10 Will to act); SV Fort +0, Ref +10, Will -2; AL N.

Monstrous Brain Spider: Init +2; Atk bite +0 melee (1d3 plus venom); AC 12; HD 1d3; MV 20’ or climb 20’; Act 1d20; SP venom (Fort DC 12, 1d3 Personality on a success, 1d6 Personality on a failure), attraction (50’ range, DC 10 Will or move toward spider and lose all actions); SV Fort -4; Ref +3; Will +2; AL C.

Giant Brain Spider: Init +3; Atk +4 melee (1d6 plus venom); AC 14; HD 2d8; MV 30’ or climb 30’; Act 1d20; SP venom (Fort DC 20, 1d4 Personality on a success, 3d4 Personality on a failure), attraction (100’ range, DC 15 Will or move toward spider and lose all actions); SV Fort +3; Ref +3; Will +6; AL C.

Brain spiders are intelligent creatures which are capable of working together in swarms. A normal-sized brain spider is only about the size of a human hand. Singularly or in swarms, they emanate a psychic field that dazes other (non-brain spider) creatures in their vicinity, and makes it difficult for those creatures to act. Brain spiders can choose not to daze creatures, but need not use an action die to turn this power on or off. Their venom affects the victim’s Personality, eventually rendering them catatonic and helpless.

Monstrous and giant brain spiders are even larger. Monstrous brain spiders are cat-sized, while giant brain spiders are slightly smaller than a human. These brain spiders do not simply daze creatures in their vicinity, but their emanations can make creatures take no other action but move toward the brain spider at their normal Move.

Brain spider venom heals normally. A thief may extract 1d4 doses of venom from a giant brain spider with a successful Handle Poison check, but other versions of this spider are too small to yield adequate doses. If a PC speaks the language of spiders, they may be able to convince the creature to supply venom willingly, granting a +1d bonus to the Handle Poison check.

Based on this Facebook post.

Wednesday, 19 February 2025

Gary Con 2025

 


This has been tough the last couple of years, due to health and finances. I hope to do this for many more years to come, but I am not sure how that will go. I hope to see you there! Silver badge event registration is this Saturday.