Showing posts sorted by relevance for query joy of swarms. Sort by date Show all posts
Showing posts sorted by relevance for query joy of swarms. Sort by date Show all posts

Sunday, 29 August 2021

The Joy of Swarms!

Swarms are some of the most dangerous opponents you can encounter...not because of the individual prowess of the swarm members but because they are cumulative. Sword, bow, and axe do little to dispel a swarm of yellowjackets, and even firearms cannot stop a tide of army ants. The mightiest warrior in the kingdom is no match for several hundred rats. 

It is not surprising, therefore, that swarms made the cover of several pulp-era adventure magazines. But what if you want to use some of these covers as the basis for an encounter or two in your adventure? The core rulebook offers statstics for four types of swarm: mundane bats, vampiric bats, insects, and rats. It does not, sadly, offer a swarm-specific Critical Hit table. If the judge uses Table M (Monsters) for critical hit effects, the results are often absurd within the context of the encounter. We will rectify that here.

In general, DCC swarms are enough creatures to occupy a 20-foot by 20-foot space. They take half damage from normal weapons and non-area effect attacks. When they attack, they make a single d20 roll (plus modifiers) against all targets in their area. Although swarms usually have a low number of Hit Dice, taking reduced damage from most attacks really makes them hard to disperse.

Every swarm in the core rulebook also has a special effect if it hits, requiring a saving throw to avoid it. In the case of rats and bats, this is the potential for disease. In the case of insect swarms, this is a venomous sting that can deliver additional damage. For some reason, bats carry more interesting/diverse diseases than rats, but you can easily change that in your own adventures!


So far so good. Now, let's add a few swarm types from pulp-era magazine covers! If some of these seem silly to you, well, you are not alone.

Crab Swarm: Init +2; Atk swarming attack +1 melee (1d3 plus shred); AC 14; HD 6d8; MV 20’ or swim 20’; Act special; SP attack all targets within 20’ x 20’ space, shred (Reflex DC 10 or 1d3 extra damage), half damage from non-area attacks; SV Fort +5, Ref +2, Will -2; AL N.

Crab swarms are far more dangerous to slow characters or those who have been disabled due to injury. They attack with claws and bite, and shred flesh from opponents who do not dislodge them quickly enough. Some crabs also have a 20' climb speed.

Crab swarms occur in real life, although not usually as dramatically as they do in pulp fiction. There is some evidence that aviator Amelia Earhart, having sustained injuries in a crash landing, was eaten by giant coconut crabs. The most effective use of crab swarms I have encountered was in Allan Quatermain by H. Rider Haggard. I attempted to reproduce the effect in an encounter in Stars in the Darkness. Clark Ashton Smith's The Master of the Crabs is another inspirational source.

Flying Squirrel Swarm: Init +4; Atk swarming bite +1 melee (1d3); AC 11; HD 3d8; MV 30' or climb 30' or glide 40’; Act special; SP bite all targets within 20’ x 20’ space, half damage from non-area attacks; SV Fort +2, Ref +4, Will -2; AL N.

This is a bit of silliness, but it might make a good encounter in a forest of evil repute. Flying squirrel are not normally dangerous. Even the few reported "attacks" seem pretty tame. But for some reason the squirrels in the image are large, and out during the daylight, and apparently have a taste for meat. Do with it what you will.


Lizard Swarm: Init +2; Atk swarming bite +4 melee (1d2); AC 11; HD 3d8; MV 30’ or climb 20’ or swim 20'; Act special; SP bite all targets within 20’ x 20’ space, half damage from non-area attacks; SV Fort +3, Ref +3, Will -2; AL N.

10% of lizard swarms carry a venomous bite, requiring a DC 5 Fort save to avoid 1 point of temporary Stamina damage (heals normally).  

Lizard swarms are common enough in role-playing games, Individual lizards can and do bite humans, and some of them may have bites that are painful, or even dangerous, but you are extremely unlikely to ever encounter lizards attacking en masse in real life.

As a side note, I would prefer to have the images for each swarm alternate between the left side of the text and the right, but cover illustrators (or those who purchased these images in the pulp era) seem to prefer images that face right. They also preferred to tempt their presumed audience with a torn blouse or two.

Monkey Swarm: Init +4; Atk swarming bite +5 melee (1d5 plus disease); AC 13; HD 8d8; MV 40’ or climb 40’; Act special; SP bite all targets within 20’ x 20’ space, half damage from non-area attacks, fling feces and sticks, disease (see below); SV Fort +3, Ref +5, Will -2; AL N.

Monkey bites are unfortunately not at all uncommon. Monkeys can carry diseases such as tetanus and rabies. The judge is recommended to use the disease table for bats in the core rulebook. You could even pump up the risk, considering the virulence of some monkey bites, but if you do this you should make sure that the players have some way of knowing that monkey bites are dangerous.

An arboreal monkey swarm can also fling feces, sticks, overripe fruit, and the like at targets prior to melee attacks. These attacks allow the swarm to target all creatures in a 30' x 30' square, which must make Will saves (DC 5 +1 per additional round) to avoid fleeing the area. Of course, the monkeys can move faster than most targets, so fleeing is seldom effective. A monkey swarm can use this tactic to drive targets toward preferred attack sites, or away from their territory.

Piranha Swam: Init +0; Atk swarming bite +5 melee (1d3 plus frenzy); AC 15; HD 7d8; MV swim 40’; Act special; SP bite all targets within 20’ x 20’ space, half damage from non-area attacks, water protects from fire-based spells, frenzy; SV Fort +4, Ref +4, Will -2; AL N.

This doesn't have to be just piranha; this can be any relatively small but dangerous fish the judge desires. Are there swarms of freshwater eels? If the judge wants them, there are! Obviously, the easiest way to avoid these dangers is to not get into the water in the first place. Once you are attacked, the easiest way to survive is to get out of the water.

Water protects piranha swarms from fire-based magic and similar effects, granting a +2d shift on the dice chain to saving throws and reducing any damage suffered to one-quarter. The judge may rule that the medium allows electricity-based spells to affect all targets in range (including any potential PCs), and cold-based spells to affect all targets in half normal range, so long as they are at least partly in the water.

When characters are successfully attacked by the swarming bite of piranha, they must succeed in a Luck check, or the piranha attack in a frenzy that round, doing an additional 1d5 damage to all targets that failed their Luck check. For creatures without Luck scores, assume a base score of 10. Particularly cruel judges may have "exploding" frenzy damage. Each time a "5" is rolled, add an additional 1d5 damage. In this way, cattle - and adventurers! - may be stripped to the bone in seconds.

Serpent Swarm: Init +5; Atk swarming bite +2 melee (1d3 plus venom); AC 10; HD 6d8; MV 40’ or climb 20’ or swim 30'; Act special; SP bite all targets within 20’ x 20’ space, half damage from non-area attacks, venom; SV Fort +3, Ref +5, Will -2; AL N.

Crack open the core rulebook and pick your favorite snake venom from Appendix P. If the serpent you want isn't there, you will find a few additional options in 50 Fantastic Functions For The D50...less than half of them are serpent venoms, though, because the article details venoms from spiders, reptiles, insects, and even mammals.

If you have not had a chance to check out Primal, it comes highly recommended as a DCC-type adult animated series. And by "adult" I do not mean risqué, I mean that it deals with strong themes and violence. Anyway, the second episode is River of Snakes, and despite being drawn almost cartoonishly, the sense of horror is effective.

Spider Swarm: Init +2; Atk swarming bite +1 melee (1 plus venom); AC 9; HD 4d8; MV 20’ or climb 20'; Act special; SP bite all targets within 20’ x 20’ space, half damage from non-area attacks, venom; SV Fort +0, Ref +10, Will -2; AL N.

As with the previous swarm, you can find potential venom effects in Appendix P of the core rulebook or in 50 Fantastic Functions For The D50. Or you could simply choose to have a DC 5 Fort save to avoid an additional 1d4 damage. Spider swarms are not going to have webs strong enough to capture PCs, but they may impede vision or slow characters down. 

For other versions of the spider swarm, see Tales From the Magician's Skull #1 and Both Foul and Deep.

Turtle Swarm: Init -2; Atk swarming bite +3 melee (1d5); AC 20; HD 5d8; MV 5’ or swim 20’; Act special; SP bite all targets within 20’ x 20’ space, half damage from non-area attacks; SV Fort +7, Ref +2, Will -2; AL N.

These turtles can apparently leap up from the water, and I am tempted to give them an extra ability where a hit requires a DC 5 Will save to avoid fainting for 1d5 rounds. 

As with piranha swarms, the easiest way to deal with these is to get out of the water if you can. Easier said than done if you are trekking through a swamp. Needless to say, although turtles can bite - and snapping turtles can sever digits - being attacked by a swarm of turtles isn't something you need to worry about in real life. Well, all of these stats are a bit more gamist than realist. 

If your swarming turtles are not large, snapping-turtle types, consider reducing the damage to 1d3 or even lower. Turtles with softer shells might even have a lower AC.

Weasel Swarm: Init +3; Atk swarming bite +3 melee (1d4 plus blood drain); AC 12; HD 6d8; MV 40’; Act special; SP bite all targets within 20’ x 20’ space, half damage from non-area attacks, blood drain (any target wounded by the swarm takes an additional 1 damage per round until entire swarm is killed or dispersed); SV Fort +1, Ref +8, Will -2; AL N.

For some reason, swarms in these covers love attacking anyone who ventures into the water, even if the creatures attacking are not normally aquatic. Nonetheless, in a world where some might bond with Mulferret, Queen of Weasels, things like this just might happen. In fact, I think I included weasel swarms in her write-up, and as I do not have the book in front of me at the moment, they may be different.

Final Note - Swarm Criticals and Fumbles

When a swarm rolls a "20", that is a crit against everyone. That is, perhaps, a bit over the top and breaks suspension of disbelief just a little. I recommend that, if a swarm rolls a "20", each character is given a Luck check to avoid the critical effect. Each character who fails has a critical effect rolled, so that everyone is not always the recipient of the same effect.

When a swarm rolls a "1", that would be a fumble in all of its attacks. Rather than trying to figure out what that means, consider having the swarm just break of its attacks and/or disperse. A 5% chance per round of getting out of a swarm attack alive, just by luck, might not be realistic, but it is true to the nature of pulp fiction. 







Wednesday, 19 October 2022

Let’s Convert the Fiend Folio: Quaggoth, Quipper, and Qullan

There are only three creatures for the letter “Q”, so we will include them all in a single post.

The Quaggoth is a fairly basic creature, but its appearance and behavior is iconic for the genre, and its ability to berserk when reduced to 0 hp is good stuff. I put a little bit of randomness into the ability, and translated it into Dungeon Crawl Classics terms, but otherwise the monster is a very faithful conversion.

The Quipper is a bit different, because it was created for an edition of Dungeons & Dragons that didn’t have great mechanics for dealing with swarms. I rebuilt it off the piranha swarm stats I had created for The Joy of Swarms. In truth, the only difference is that the Fiend Folio includes a method to determine whether or not Quippers attack, so I built something along those lines using the Luck check mechanic. Knowing that a danger could exist, even if it doesn’t manifest, helps to build tension.

The Qullan, though, is where we get into a bit of trouble. Yes, the Fiend Folio was written – and illustrated! – in a different time. Yes, a lot of pulp literature has troubling depictions of racial and cultural stereotypes. Like the Xvart (upcoming), I have some serious issues with the illustration for the Qullan. I do have a (thus unpublished) adventure which makes use of some of the basic ideas of the Qullan – but in that they are completely human, the colors are not painted on, and they are shipwreck survivors who became devotees of the prehuman god Sliggeth (which some of you may remember from The Arwich Grinder). I am including the illustration as a historical artifact, but please realize that I do so with some trepidation.

The Qullan in the Fiend Folio uses a broad sword with two hands (which grants it no bonus). Mine uses a short sword, dropping the two-handed usage. A halfling could dual-wield Qullan short swords, but each would have a 25% chance of blunting each round, so that is fine with me. I lowered the damage die on blunted swords so that there would be some downside to using them (apart from the bonus being temporary). I used d5’s for their Hit Dice because (1) the d5 doesn’t get used enough, and (2) creatures which are so elementally chaotic should use a weird die.

 

Quaggoth

Quaggoth: Init +0; Atk Claw +1 melee (1d4) or weapon +2 melee (by weapon +1); AC 14; HD 2d8; MV 30’; Act 1d20; SP immunity to poison, damage resistance 5 to cold, berserking; SV Fort +4, Ref +1, Will +1; AL N.

Little is known of these great white shaggy humanoids, for they are extremely aggressive and attack any fleeing or threatening group they outnumber. Although primitive, and of low intelligence, there is a 30% chance of any group possessing primitive weapons – stone axes, heavy cudgels, spears, and the like. Quaggoths eat flesh, and particularly hate (and therefore relish the flesh of) surface-dwelling elves. There are tales of quaggoth tribes enslaving themselves to the drow just to satisfy this craving.

Quaggoths are immune to poisons and venoms of all types. They reduce the damage from any cold-based attack by 5 points. When they are reduced to 0 hp, quaggoths berserk, attacking with a +1d bonus on the dice chain to both attack rolls and damage, with an extended crit range of 20-24. After 1d4-1 rounds of berserking, a quaggoth drops dead. Any quaggoth struck for additional damage while berserking dies instantly.

For every 12 quaggoths encountered, there will be one leader with 3 Hit Dice and AC 16. Leaders are always armed, even when their tribe is not.

Quaggoths speak a halting, primitive form of the common tongue and can only grasp very simple concepts. Some sages believe they are a warlike, degenerate offshoot of the ith’n ya’roo.

 

 

Quipper

Quipper Swarm: Init +0; Atk Swarming bite +5 melee (1d3 plus frenzy); AC 15; HD 7d8; MV swim 40’; Act special; SP bite all targets within 20’ x 20’ space, half damage from non-area attacks, water protects from fire-based spells, frenzy; SV Fort +4, Ref +4, Will -2; AL N.

Quippers are small, vicious fish, dark green in color, which usually swim in large shoals in temperate and cold fresh-water lakes and streams. They do not always attack; creatures entering quipper-infested waters make a Luck check using 1d16 for each round spent in the water. The swarm only attacks once a Luck check has failed, and only attack those who failed their Luck check in the first round. So long as blood is not drawn, Luck checks may be made the next round (and subsequent rounds) to avoid attacks. If there is blood in the water – due to a successful swarming bite or some other reason – the quipper swarm attacks all potential targets in every subsequent round.

Water protects quipper swarms from fire-based magic and similar effects, granting a +2d shift on the dice chain to saving throws and reducing any damage suffered to one-quarter. The judge may rule that the medium allows electricity-based spells to affect all targets in range (including any potential PCs), and cold-based spells to affect all targets in half normal range, so long as they are at least partly in the water.

When characters are successfully attacked by the swarming bite of quippers, they must succeed in a Luck check, or the quippers attack in a frenzy that round, doing an additional 1d5 damage to all targets that failed their Luck check. For creatures without Luck scores, assume a base score of 10. Particularly cruel judges may have "exploding" frenzy damage. Each time a "5" is rolled, add an additional 1d5 damage. In this way, cattle - and adventurers! - may be stripped to the bone in seconds.

See also The Joy of Swarms.

 

Qullan

Qullan: Init +2; Atk Short sword +4 melee (1d6+4); AC 10; HD 2d5; MV 30’; Act 1d20; SP Radiate insanity (Will DC 13 negates), immune to fear, chaotic feedback; SV Fort +2, Ref +3, Will +0; AL C.

Qullans are large humanoid creatures – 8 feet tall or taller – which radiate insanity. They paint their bodies in a wild variety of clashing colors, often emphasizing their battle scars when doing so. Qullans never wear armor, either wandering naked or clad in tiger-skins, but they do use short swords which are honed to an incredible sharpness (see below). They attack all non-qullan they encounter, without exception, and never need to check morale. Qullan are utterly immune to fear.

Any creature within melee range of a qullan must succeed in a DC 13 Will save or roll 1d3 on its action: (1) stand still, taking no action; (2) attack the nearest qullan; or (3) attack the nearest ally. Creatures gain new saves each round, and the effect disappears if they moves outside of melee range. Saving one round offers no protection against these effects the next round. Qullan are immune.

These beings are so totally chaotic, that if a qullan fails a save against any form of charm or control spell, the chaotic feedback is instantly fatal to the creature. The same occurs if it is forced to do anything through other means (magical or otherwise): the qullan perishes immediately.

Qullan Swords

Qullan sword are honed to an incredible sharpness using an unknown technique, granting them a +3 bonus to attack rolls and damage (already included in the qullan statblock). However, these swords blunt easily (any natural attack roll of 1-4 will do so), removing the bonus to attack rolls and damage, and reducing the sword to 1d5 base damage. Qullan still gain a +1 bonus to attack rolls and damage due to strength.

Although no one has ever been able to learn the methods the qullan use to hone their swords, nor induce a qullan to restore the edge once for a non-qullan – anyone could potentially gain the benefits of such weapons while they last.