Thursday, 4 March 2021

Down to the Final 8 Hours

The Inn in the Forest is down to its final 8 hours. The outpouring has been phenomenal, and I cannot thank you enough!




Saturday, 27 February 2021

Thirsty?

It seems to be normal enough booze, but do you drink what McBones, the Skeletal Bartender, is offering you?

Roll 1d7, modified by Luck!

1 or Less: Rot Gut literally rots your gut. Take 1d3 damage immediately, plus 1d3 damage each turn that you fail a DC 15 Fort save. Once you have saved once, the danger has passed.

2: Crypt Tequila forces a DC 15 Fort save. Failure means you drop like a stone, helpless and apparently dead for 1d6 hours. Your comrades probably loot your body.

3: Ghost Rum is tasty stuff! Succeed in a DC 15 Will save or take another drink - and roll 1d7 + Luck modifier again!

4: Manna Gin! Good for a +1d10 bonus on your next spell check, if you make it during the next 1d3 hours. After that, the buzz fades. Yes, multiple drinks can stack (if you are lucky enough). Yes, any class can make a spell check, so this might even help a warrior. Yes, McBones sometimes tends bar in dungeons!

5: Bone Brandy puts a stiffener in your skeleton. Your bones cannot be broken (for example, as the result of a fall or a critical hit) for the next 1d5 days.

6: Burial Bourbon heals 1d5 damage. Better, no matter how badly you are injured over the next 24 hours, you always survive (recover the body checks are always successful without a roll...of either type; if no one rolls the body, you awaken groggy with 1 hp after 1 hour). Even if swallowed whole, you are not slain, but receive a "free pass"!

7 or Better: Super-Whisky not only brings on a warm feeling in your gut, but heals 2d12 damage and all diseases! 50% chance of it being a double-malt that also neutralizes poisons!

McBones, Skeletal Bartender: Init +0; Atk claw +0 ranged (1d4); AC 9; HD 4d6; hp 13; MV 30’; Act 1d20; SP death throes; SV Fort +4, Ref +2, Will +6; AL N.

Death Throes: It is uncertain that McBones can be truly slain. Yes, if he reaches 0 hp, his bones are shattered, but as soon as that happens the house goes dry. Even water skins within 500' are mysteriously emptied. At the same time, somewhere else, a skeleton calling itself McBones opens the bar somewhere in the multiverse. Is it the same McBones? A successor? No one knows. McBones doesn't care to discuss the matter, and he never holds a grudge.

How the West was...Weird!

Agamas Ringo, the Saturn Kid (alien gunslinger): Init +3; Atk claw +2 melee (1d4) or ray gun +4 ranged (1d12); AC 15; HD 3d10+6; hp 30; MV 30’; Act 1d20; SV Fort +3, Ref +3, Will +2; AL POD +3. Crit Die d8; Fumble Die d12.

Be glad the frame only shows Ringo's hand. The Kid is about as pretty as a skunk with the mange dressed up like a saloon girl, and smells near as good to boot!

That Ray Run gets 100 shots before it runs out of juice, and the judge should roll 1d100 to determine how many shots are left when the Saturn Kid is encountered.

Yes -- It's Bitner, Your Dead Partner

Brain-Bat: Init +4; Atk claw +0 melee or bite +2 melee (1d3) or psychic blast +3 ranged (1d6); AC 10; HD 1d7+1; MV fly 40’; Act 1d20; SP control corpse, psychic death throes; SV Fort +0, Ref +2, Will +15; AL C.

A Brain-Bat can slip onto a corpse and wear it like a zombie. Treat the corspe as a Zombie (DCC core rulebook, page 431), except that it attacks with a claw (1d4) or a weapon (by weapon type).

When a Brain-Bat is slain, its wail of psychic distress affects all living creatures within 100'. These must succeed in a DC 15 Will save or take 1d3 points of temporary damage to both Intelligence and Personality. On a natural "1", one of these points is permanent (player may choose which).

Brain-Bats are extremely intelligent. They can use corpses to speak when riding on one, and use both the living and the dead to further their schemes. 

You Look Perfectly Normal to Us!

Lobsterfication: A victim of this foul magical disease has their body slowly turn into that of a crustacean over the course of several days.

When a character first encounters a vector, they must succeed in a DC 15 Fort save to avoid infection. While victims of lobsterficiation carry the disease, other vectors might include curses, magical creatures, or even tainted food and drink (such as water consumed after a rain of tiny dead monsters).

If a character is infected, each day after the first they must roll a DC 15 Fort save. Failure indicates a bodily change, which occurs in the order below:

1. Body grows shell-like carapace. +4 to AC, armor cannot be worn.

2. Left hand becomes pincer-like claw. 1d8 damage. Can transmit lobsterfication.

3. Body becomes hunched. Permanent loss of 1d4 Agility and 10' of speed.

4. Right hand becomes pincer-like claw. 1d8 damage. Most spellcasting is now impossible. Can transmit lobsterfication.

5. Body grows extra pair of legs and victim can no longer stand upright. Head is unchanged. Lobsterfication is complete. 

The process of lobsterfication can be halted with a Lay on Hands check sufficient to do 3 HD or more of healing, but more powerful magic is needed to undo effects that have already taken place.

Average Lobsterman: Init -1; Atk claw +0 melee (1d8 + lobsterfication); AC 13; HD 1d4; MV 20’; Act 1d20; SP lobsetrfication (Fort DC 15 avoids); SV Fort +0, Ref -1, Will +0; AL N.

Friday, 26 February 2021

Good Heavens! It's Raining Tiny Dead Monsters!

It doesn't often happen, but every once in a while - maybe only once in a million years - there is a tiny dead monster in ever raindrop. These are larger-than-normal raindrops - each being a good 2 feel long - but the number of dead monsters dropping from the sky is beyond count.

Anyone caught in such a rain must succeed in a DC 10 Fort save each round or take 1d3 damage from the pummelling of tiny, water-shrouded corpses. The rain lasts 1d6 turns, so anyone not able to find shelter will surely perish. 

But the worst is yet to come!

Tiny dead monsters seep into the water supply over a 1d30 mile radius. Anyone (and anything) consuming water in this area over the next 1d7 days begins to change....

Roll 1d20, modified by Luck:

0 or Less:  The body shrivels, permanently losing 1d8 points of Strength, Agility, and Stamina.

1: The brain swells painfully, but unfortunately not helpfully. Take a permanent loss of 1d3 Intelligence and Personality.

2-3: Pull out your Mutant Crawl Classics book and roll up a Defect.

4-5: Pull out your Dungeon Crawl Classics book and roll up a Greater Corruption.

6-8: Pull out your Dungeon Crawl Classics book and roll up a Major Corruption.

9-12: Pull out your Dungeon Crawl Classics book and roll up a Minor Corruption.

13-16: You are miraculously unscathed!

17-18: Gain 1d3 points to a random attribute.

19: Pull out your Mutant Crawl Classics book and roll up a Physical Mutation.

20: Pull out your Mutant Crawl Classics book and roll up a Mental Mutation.

21: Pull out your Mutant Crawl Classics book and roll up a Physical Mutation.

22: Pull out your Mutant Crawl Classics book and roll up a Mega Mutation (equal chance of it being Physical or Mental).

23 or More: A paragon! All of your attributes are raised to 18, you gain a permanent 1d12 hit points, and you gain a permanent +2 bonus to all saves!

Minor creatures (insects, birds, etc.) undergo only minor cosmetic changes unless the judge rules otherwise. This is a great opportunity to introduce new (and sometimes tragic) monsters to a previously-explored area! Or bring some DCC monsters into MCC! Or MCC monsters into DCC! Go wild!

When creatures who have been changed by consuming the tiny dead monsters die, their bodies evaporate after one hour, eventually forming together into clouds that allow the next rain of tiny monsters to fall, millenia hence!


Aieeeeee! The Teeth!

Swarm of Teeth: Init +5; Atk swarming bite +0 melee (1d5); AC 14; HD 4d8; MV fly 30’; Act special; SP swarm (attacks all in a 20' x 20' area with 1d20, half damage from non-area attacks); SV Fort +0, Ref +5, Will +0; AL C.
 

The Flaming Head Again!!

Flaming Head: Init +2; Atk ray of flame +3 ranged (1d6 + fire); AC 18; HD 1d6; MV fly 60’; Act 1d20; SP flame (Ref DC 10 or catch fire, 1d6/round until save succeeds), immune to fire, mundane weapons that strike it are destroyed; SV Fort -2, Ref +8, Will +5; AL C.

Who can say what the flaming head wants? All that we know for sure is that Robert keeps missing it...perhaps Robert's head goes wandering at night?

Thursday, 25 February 2021

Then a Huge Croco-Tiger Charges Up....

Huge Croco-Tiger: Init +4; Atk claw +2 melee (1d4+3) or bite +5 melee (1d8+3); AC 15; HD 5d8+10; MV 40’ or swim 50'; Act 2d20; SP can use an Action Die to charge up to 80' (+4 bonus to bite attack and damage, -4 penalty to AC until next action); SV Fort +4, Ref +2, Will +1; AL N.