Sunday, October 20, 2024

Undead Handmines

 Undead Handmines

A seasonal trap/encounter for yuor RPG campaigns.


 Undead Handmines

A fields of earth, sand, or gravel concealing bound undead that will reach up from under the ground to hold victims in place. 

A casting of "Find Traps" will provide allies with a +2 hit bonus when attacking exposed handmines.

A 10 ' area will have 2-5 handmines placed within it. When one activates the entire field of handfields activiate and flail about grasping at any nearby.  Up to 2 attacks per victim are possible. When all handmines in a 10' area have grasped someone it is safe to pass.

The chance of activation is per character per 10' area of handmine stepped upon. Prodding with a 10' pole will only have a 1 in 6 chance of triggering Ghastly, Wight, or Mummified handmines due to those undead being more clever than lesser undead. 

A normal Turn or a T result will deactivate the undead handmines for 1-3 hours. A D result will permanently deactivate the land mines freeing them from their binds and allowing them to dig themselves free in 3-6 turns.

Handmines attack as normal members of the undead but ay -2 to hit. Each handmime gets 2 attacks against an individual but may only hold one victim. Any successful attack by a handmine will require the victim to make a saving throw or be held in place until they break free or expire.

Skeletal Handmines, activation 1-2 in 6, Grasp STR 9, initial damage: 1, Hand destroyed on 1 pt of damage

Zombie Handmines, activation 1-2 in 6, Grasp STR 12, initial damage: 1-2, , Hand destroyed on 2 pts of damage

Ghoulish Handmines, activation 1-3 in 6, Grasp STR 12, initial damage: 1-4, Hand destroyed on 2 pts of damage

Ghastly Handmines, activation 1-3 in 6, Grasp STR 13, initial damage: 1-4, Hand destroyed on 3 pts of damage

Wight Handmines, activation 1-4 in 6, Grasp STR 13, initial damage: energy drain!, Hand destroyed on 4 pts of damage if attacked with silver or magical weapons.

Mummified Handmines,activation 1-5 in 6, Grasp STR 14, initial damage: 1d12+disease, Hand destroyed on 4 pts of damage if attacked with magical weapon.

 Grasp STR is the strength the undead hand mine applies to hold a victim. This will impact the saving throw to pull free.  If victims strength is 2 points or lower than the handmines Grasp STR save at -2, if the victims strength is 2 point or more higher than the handmines Grasp STR the save is at +2.  Up to 3 attempts to pull free are allowed but the victim will be subject to attack each time after the first when struggling to break free. 

Attacking the hand grasping someone. Any blow that misses the hit roll has a 75% to harm the victim being held. On a successful hit any damage over the amount needed to destroy the hand is suffered by the vitim being grasped.

An undead handmine will hold a victim until the victim expires. Usually 3 days will result in death by dehydration if the victim has no access to water.

Success of attacks against un-exposed undead handmines are ill-advised as the ground will protect them in effect providing them +4 to AC and saving throws along with halving damage  of area attacks (before saving throws) with some still failing to cause harm if the ground may not be penetrated.

Saturday, October 5, 2024

Mutant Scavenger Equipment Generation Idea

 Possible Mutant Scavenger Equipment Generation.  Armors and weapons for the last post at least.


Mutant Scavenger Weaponry. (Roll 3d6+level)

4 Junk Kosh (Sock full of rocks), 1d4 damage.

5 Junk Shiv, 1d4 damage.

6 Junk Bludgeon (big hunk of old pip), 2d4 damage

7 Junk Spear (Pointy Stick), 1d6 damage.

8 Flimsy Junk Bow 40ft range, and 6 junky glass headed arrows 1d6 damage.

9 Junk Club (Old Broomstick), 1d6 damage.

10 Primitive Stone Dagger 20ft effective ragne is thrown, 2d4 damage.

11 Primitive Stone Club, 2d6 damage

12 Primitive Self Bow 60ft range, 2d6 damage.

13 Pipe Grenade , as grenade 3d6 damage.

14 Steel Bayonet, 2d6 damage

15 Primitive Scrap Axe, throw 20ft range, 2d8 damage

16 Primitive Bronze Sword 2d8 damage.

17 Primitive Crossbow 80ft range 2d8 damage (1 round to load), 8 bolts.

18 Junk Zip Gun 20ft range, 1d10 damage. 6 shots of ammo.

19 Primitive Pipe Musket 40ftrange, 2d10 damage. 6 shots of ammo.

20 Advanced Compound Bow 100ft range, 3d6 damage, 12 arrows.

21 Advanced Ceramax Bayonet, 3d6 damage

22 Advanced Poly-alloy Claymore Sword, 3d8

23 Electro-rapier 3d6, charge holds for 20 minutes.

24 Bolt Action Rifle, 200ft range, 3d10 damage, 10 rounds of ammo.

25 Advanced Gyorjet Pistol 80ft range, 3d8 damage. 10 rounds of ammo.

26 Laser Pistol, 100ft range, 5d6. 10 shot energy cell.

27 Chainsaw 4d6

28 Plasma Grenade, as grenade 5d8 damage

29 Advanced Combat Shotgun, 90ft range,10ft spread, 4d10 dmg., 2 shots per round, 12 shot magazine.

30 Advanced Battle Rifle, 300ft range 4d10 dmg, 4 shots per round, 40 shot magazine.

31 Implosion Grenade, as grenade 6d10 damage

32 Cryonic-Hammer 4d6 damage

33 Sonic-nunchaku 4d6 damage

34 Vibronic Katana 4d8 damage

35 Mono-filament Blade 4d10 damage

36 Void Ray Pistol 60' range, 6d8 damage. charge holds 8 shots.


*Ranges listed are effective range. If a grenade is rolled that's just 1 grenade so roll again for another weapon.


Armor

1st level has 65% chance of having armor, 2-5th level is 80% chance of armor, 6th level plus is 90% chance of armor.

1st level roll 1d8, 2-4th level roll 1d12, 5-10th level roll 3d6, 11th level+ roll 2d8+6


1  Furs and Skins, +1 Armor

2  Carboard and Duct Tape Cuirass, +1 Armor

3  Boiled Leather Cuirass +2 Armor

4  Reinforced Padded Armor +2 Armor, 1/2 Damage from Junk Weapons

5  Reflective Poncho +2 Armor, 1/2 damage from beam weapons

6  Turnout Coat, +2 Armor, +2 to save and 1/2 damage from thermal attacks

7  Chainmail Brynie +3 Armor

8  Ballistic Vest, +3 armor, 1/2 damage from ballistic weapons

9  Brigandine Armor +4 Armor

10 Void Shroud +4 armor, 90% chance to negate Void Rays weapons

11 Full Suit of Chainmail, +5 Armor

12 Grid Suit +5 Armor, 1/2 damage from electro and stun weapons

13 Medieval Plate Armor, +6 Armor

14 Riot Armor +6 Armor, 1/2 Damage from Primitive weapons and Ballistic Weapons

15 Kinetic Suit, +7 Armor , 1/2 damage from Blunt Weapons, Ballistic, and explosives

16 Plasteel Combat armor +8 Armor

17 Heavy NBC Armor +8 Armor, +4 bonus to saves vs Thermal, Radiation, Bacteria, or Chemical Weapons

18 Nano-fiber Ninja-stocking, +8 Armor, 1/2 Damage from Advanced melee weapons (or weaker)

19 Elite Forces Body Armor, +9 Armor

20 Mirrored Power Armor +9 Armor, blocks 50% of Beam Weapon Damage.

21 Ceramax Combat Armor +10 Armor

22 Poly-Alloy Symbiotic Armor +10 Armor, 50 HP Forcefield, field regenerates every 10 minutes.


Wednesday, October 2, 2024

Twelve Mutant Scavengers

 12 Mutant scavengers for the heck of it. The rules are skeletal but not hard to translate to many old schools set of rules.  Tasks are 3d6+Bonus vs difficulty unless the task is done with a mutant's prime ability score and it's 4d6+Bonus in that case. All bonuses are 1/3 the related ability score (no fractions). Target Class is how hard a target is to hit in combat, the score on the left is the normal score the one in parens is for attacks from behind or when the mutant is dazed or surprised; higher numbers are better.

These mutant scavengers are the result of a random generation and the mutations come from here for now: https://elfmaidsandoctopi.blogspot.com/2024/09/chagrinspire-mutations.html

Mutant Scavenger # 1

=========================

Cunning  : 16/+5    Target Class :  10 (6)

Interface: 5/+1     Hit Points    :  35

Psi      : 7/+2

Fitness  : 7/+2     Level  :  4

Prowess  : 7/+2     Notice : +5

Influence: 13/+4    Sneak  : +5

Prime Ability is Cunning

=== Mutations ===

Nose is a beak usable for d4 unarmed peck attack.

Cyclopean Deformity, has a single eye.

Terrible breath like rotten meat.

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 Mutant Scavenger # 2

=========================

Cunning  : 15/+5    Target Class :  10 (6)

Interface: 12/+4    Hit Points    :  49

Psi      : 10/+3

Fitness  : 14/+4    Level  :  4

Prowess  : 7/+2     Notice : +5

Influence: 10/+3    Sneak  : +5

Prime Ability is Cunning

=== Mutations ===

Huge dripping nose, sensitive to pollen and spores which trigger sneezing.

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 Mutant Scavenger # 3

=========================

Cunning  : 20/+6    Target Class :  11 (6)

Interface: 11/+3    Hit Points    :  69

Psi      : 11/+3

Fitness  : 17/+5    Level  :  6

Prowess  : 10/+3    Notice : +6

Influence: 9/+3     Sneak  : +6

Prime Ability is Cunning

=== Mutations ===

Terrible breath like rotten meat.

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 Mutant Scavenger # 4

=========================

Cunning  : 6/+2     Target Class :  13 (8)

Interface: 8/+2     Hit Points    :  29

Psi      : 15/+5

Fitness  : 9/+3     Level  :  2

Prowess  : 15/+5    Notice : +2

Influence: 16/+5    Sneak  : +2

Prime Ability is Influence

=== Mutations ===

Second jaws fold from the mouth and can bite foes within 10ft range for a d6 bonus unarmed attack.

Exhale acid fog cloud forming a 30'wide circle up to 60' range, one use per level per day. 1 HP damage per level per round. Will damage cured leather and fibres.

----------


 Mutant Scavenger # 5

=========================

Cunning  : 8/+2     Target Class :  12 (6)

Interface: 15/+5    Hit Points    :  30

Psi      : 9/+3

Fitness  : 11/+3    Level  :  2

Prowess  : 12/+4    Notice : +2

Influence: 12/+4    Sneak  : +2

Prime Ability is Interface

=== Mutations ===

Prehensile tongue a yard long.

Detachable head, mind linked to the body and know each other's location. If either is destroyed will grow a replacement over a year.

----------



 Mutant Scavenger # 6

=========================

Cunning  : 7/+2     Target Class :  13 (6)

Interface: 12/+4    Hit Points    :  26

Psi      : 11/+3

Fitness  : 13/+4    Level  :  1

Prowess  : 15/+5    Notice : +2

Influence: 8/+2     Sneak  : +2

Prime Ability is Prowess

=== Mutations ===

Improved Fitness +2 to score and recover extra d4HP per day.

Detect synthetic beings within 60ft.

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 Mutant Scavenger # 7

=========================

Cunning  : 12/+4    Target Class :  13 (6)

Interface: 13/+4    Hit Points    :  21

Psi      : 7/+2

Fitness  : 6/+2     Level  :  1

Prowess  : 15/+5    Notice : +6

Influence: 14/+4    Sneak  : +4

Prime Ability is Prowess

=== Mutations ===

Can reproduce with plants. Produce a level one clone at end of growing season.

Head can rotate 360 degrees or detach to fly up to 240 feet away from body. But may otherwise act as normal.

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 Mutant Scavenger # 8

=========================

Cunning  : 11/+3    Target Class :  10 (7)

Interface: 5/+1     Hit Points    :  47

Psi      : 12/+4

Fitness  : 10/+3    Level  :  6

Prowess  : 7/+2     Notice : +3

Influence: 10/+3    Sneak  : +3

Prime Ability is Influence

=== Mutations ===

Extra toes.

Skeletal emaciated face. Foes under level are uneasy and -2 to hit in melee combat if they aren't rallied.

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 Mutant Scavenger # 9

=========================

Cunning  : 9/+3     Target Class :  10 (6)

Interface: 14/+4    Hit Points    :  36

Psi      : 15/+5

Fitness  : 12/+4    Level  :  4

Prowess  : 7/+2     Notice : +3

Influence: 6/+2     Sneak  : +3

Prime Ability is Fitness

=== Mutations ===

Stone feet, half damage from hazards or traps that damage feet.

Breathe fire 3d6 damage 30ft range 30 degree cone, Fitness bonus times pear day, targets saves halve damage.

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 Mutant Scavenger # 10

=========================

Cunning  : 9/+3     Target Class :  13 (6)

Interface: 6/+2     Hit Points    :  24

Psi      : 7/+2

Fitness  : 8/+2     Level  :  1

Prowess  : 16/+5    Notice : +3

Influence: 10/+3    Sneak  : +3

Prime Ability is Prowess

=== Mutations ===

Extra Face on chest yells abuse and gibbers crazily in fights.

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 Mutant Scavenger # 11

=========================

Cunning  : 13/+4    Target Class :  11 (6)

Interface: 14/+4    Hit Points    :  23

Psi      : 9/+3

Fitness  : 9/+3     Level  :  1

Prowess  : 11/+3    Notice : +4

Influence: 11/+3    Sneak  : +4

Prime Ability is Interface

=== Mutations ===

Magnetic sense. Can detect metals within 20' when concentrating.

Extra Crab claw, d6 unarmed attack.

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 Mutant Scavenger # 12

=========================

Cunning  : 10/+3    Target Class :  11 (6)

Interface: 16/+5    Hit Points    :  34

Psi      : 9/+3

Fitness  : 8/+2     Level  :  4

Prowess  : 9/+3     Notice : +3

Influence: 14/+4    Sneak  : +3

Prime Ability is Interface

=== Mutations ===

Head is a biological gasmask protecting eyes and filtering out smoke, poison gas, stench or miasmas.

Sunday, June 2, 2024

Monsters don't have to stay in their rooms.

 An enduring and old complaint about D&D and similar RPGs is "what are the monsters doing in those rooms?". Well, they don't have to stay there.

Many published dungeons seem to treat the monsters in any given room and the entire room itself as if it is frozen in amber waiting for the PCs to turn up. The used of pre-written description text sure doesn't help dispel this notion (I recall one adventure with 6 or 7 paragraphs describing a room and in the last sentence it mentions the 1st thing PCs would notice... a Beholder). Many critics, DMs and publishers seem to forget that while the published dungeon may be fixed and as is on the page the monsters don't have to stay in their rooms.

 For reasons of record keeping and to keep the pressure on the random encounter with wandering monsters is an old tool to make the dungeon feel more menacing and alive.  You know what also does this even better... the monsters don't have to stay in their rooms.

A dungeon comes alive if the residents react to the presence of PCs storming through the dungeon. The setting gains verisimilitude and the excitement cranks up form 7 to 11 if the monsters react to the presence of the PCs by not staying in their rooms.

Are there different factions in the dungeon? You know what explains that better to the players than anything else: seeing a member of one faction double-cross or take advantage of another faction while the PCS are interacting with them. 

Do monsters have their own motivations? Show it by having the kobolds in room 12 sneaking in and carrying away the loot in room 11 while PCS are fighting the gnoll guards that came running from room 10.

Are the PCS making a LOT of noise... you know by kicking in a door and killing everything on the other side while maybe blasting off a spell or three? They should hear all the nearby monsters threatening them, nailing the door to their room shut, raising the alarm, or rushing to attack the PCs.

Verisimilitude is more important than trope. Monsters don't have to stay in their rooms.

I've had players freak out and get into the game even more when the actions of their PCs triggered 4 or 5 (or more) rooms worth of monsters to show up during a fight. 

If you want more than simple murder-hobo dungeon crawling you have to give the players a reason to consider stealth, scouting, research, and diplomacy. Monsters reacting to changes in their environment before the PCS otherwise get to the monsters as things happen goes a long way toward this. If the players do want a big massive multi-room battle sprawling down hundreds of feet of hallways that's' great...monsters don't have to stay in their rooms.

This happened in a session I dm'd maybe 18 years ago:   

The party of 10 adventurers was strung out down a corridor. One player wanted to open a certain door at one end of the group... another wanted to pen a different door. There was three or four other doors and passages in view. One door was opened... oh no a group of orcs! The fight begins... the gnolls behind the other door at the other end open the door to see what is going on. A pcs panic that a third door near them has something dangerous behind it too and starts to spike it shut. The orcs are dispatched and the fight with the gnolls is going poorly for the gnolls, one of the party members at the end of the encounter near the orc room is swallowed by a giant snake attracted to the commotion... oh no ... more gnolls turn up forcing the party to react, they deiced to force the door one of them spiked shut open... oh no ... a wraith is in there. The party choosing to escape the wraith maneuvers away from it and the giant snake.... the wraith slays the snake and the PC that was swallowed and not yet dead. The ghouls down the way lay and ambush hearing all of this going down... all of that happening in maybe a dozen or so rounds of game time and a wild hour or so at the table. All much more exciting and dangerous than having the monsters stay put and wait for the PCs to march from room to room. A few of the gnoll wander back to their lair and run away with some of the tribes loot. Monsters don't have to stay in their rooms.

Have the monsters react to changes and noise as it happens and as they are capable. Remeber the monsters motivations and habits the scenario may show their location and maybe even spell out their motivations but that can change as the environment around them changes. The monsters have movement rates... get them moving. Monsters don't have to stay in their rooms.

Monday, April 29, 2024

Deep Spores (Monster, BFRPG)

 Deep Spore

Armor Class 11

Hit Dice 1/2

No. of Attacks special

Damage special

Movement 20'

No Appearing 1-4(2-8)

Save As Normal Man

Morale fearless

Treasure Type NIL

XP Varies... yeah I'm being a stinker here. 


Deep spores are knobby leathery globes 2-5 feet in diameter sporting at least one large eye spot that float about the dark deep underground realms and caves. They appear to hover as would a balloon but some are too heavy for this so sages speculate they poses a levitational ability. Different populations of Deep Spores react to different stimulus and when harmed of over stimulated will burst often hampering or harming those nearby. They are immune to all illusions except those of their specific stimulus which they will save vs at -4.


Stimulus- These Deep Spores are drawn to... (pick one or roll 1d8)

1-2 Noise, these deep spores will be drawn to any noise greater than the ambient environment

3-4 Light, these deep spores will be drawn to the brightest light source within 300'.

5-6 Heat, drawn to anything warmer than the natural surroundings. Body heat will be enough in many dungeons. 

7 Movement, these deep spores will be drawn to anything moving 10' a round or quicker.

8 Magic, these deep spores will be draw to spell cast at a distance up to the spell level x 100', permanent magical items will only draw their attention if brought within 60'.


An attack on a Deep Spore that reduces it to 0 HP will cause it to explode.

Explosion will cause...(pick or roll 1d20)

1 Yammering, these deep spores talk confusing anyone they come within 20' of. If they explode anyone within that distance will be frightened if they fial a save and be compeled to run away for the next 2-5 rounds.

2 Sneezing Dust, a 20' diameter cloud of sneezing dust will fill the air, those exposed and fail a saving-throw vs poison will be overcome with sneezing, unable to move more than 1/2 speed and incapable of spell-casting, hiding, or moving silently due to constant sneezing for 2-20 minutes. The dust will linger for 1-10 minutes (a save is only required on initial exposure per explosion).

3 Itching Powder, a 20' diameter burst is coated in a dust that forces those present to save or be distracted by constant annoying itching (-4 to all actions while suffering for 2-20 minutes). The dust remains bothersome to the area if covers fort the next hour (but saves are +2 after the initial explosion)

4 Sleep Dust, a 20' diameter burst of spores fills the air causing anyone that breathes them in to save vs poison or fall asleep for 2-5 hours. Only the initial explosion is risky. 

5-6 Paralytic Mist, a fine mist spray out filling a 20' area that will cause paralysis to those exposed and fail a saving throw for the next 1-4 hours.

7-8 Petrifying Dust, a chalky dust billows forth that will cause flesh exposed to turn to stone for the next 2-12 hours if a saving throw fails.

9-10 Thunderburst, a loud an sudden boom will cause those within 60' to be bowled over and deafened for 1-4 hours (small beings in the area will be thrown away up to 20'). The boom can be heard up to 2000' feet away but isn't hazardous outside of 60'.

11-14 Poison Gas, a 20' diameter cloud of poison gas is released. The cloud will be hazardous for 2-12 rounds. Each round of inhalation will cause 1-6 points of damage if a save is failed.

15 Blinding Flash, in a 60; radius any facing the exploding deep spore must save vs rays or be blinded for 3-30 minutes

16 Acid Spray, a 10' diameter burst of acid coats all that fail a save in a foul acid that will cause 2-4 points of damage per round for the following 2-5 rounds unless it is washed off.

17 Explosive Shrapnel, an attack as if from a 4HD monster is made against all within 40' causing 2-16 points of damage on a hit.

18 Rust Mist, a spary of caustic liquid will cause those that fail their save and don't get the goo washed off within 2 rounds to see their armor and weapons in hand to rust away, sheathed weapons will be at risk in 4 rounds, an items in regular baggage have a 33% chance of rusting after 6 rounds. A quart of vinegar will neutralize the goo on one person. Full immersion in water will also wash it away.

19 Fireball, explodes in 10' radius causing 3d6 damage , save for 1/2 damage.

20 Lightning Burst, explodes in a burst causing 2d8 to any within 10' radius(save for 1/2 damage).... BUT if related spores are within 40' a lighting arc will be thrown to them causing them to explode in turn exposing all close by and between the location of both deep spores. -2 to save if holding a conductive weapon, -4 to save if wearing metal armor. Each arc and each burst causes 2d8 damage.


Anyone slain within the radius of a Deep Spore has a 33% chance of being infected and if their remains aren't properly treated they will sprout 1-4 mature spores (of the same variety) in 2-7 days (the infection is noticeable within half that time as the deep spores grow)

------

These are a variation of the classic Gas Spore. They came up on a Facebook post and I realized I've never posted this. Note: their having more than 1 HP keeps players on their toes.

Thursday, March 21, 2024

Survey

Shadow Survey about D&D and WOTC:


 https://youtu.be/zSmslPWzzxs?si=T6mxxDl7BvHRCUSn

Sunday, February 18, 2024

Starting Hit Points?

 So Yeah starting HP for 1st level PC's are garbage in old-school games. It's a perk... it's a feature...it's a darned annoyance even when the longest part of character generation is buying equipment. Yup I said it.  After years and years of play anemic one swat and your dead HP aren't a whole lot of fun anymore. Do I want later era style HP.... NO not really. 

What are Hit Points anyway? I have an old post that highlights how they are really "plot significance".. how cool a character is to the campaign. I still think this is it. While Hit Points are generally referenced as physical endurance in practice they are really defined that way in the throughout old school rules they are also skill,luck, will-power, and divine favor even when this makes the healing spells make no sense at all.

So how to make 1st level characters a tiny bit tougher without smashing the game apart:  1st level characters (not 0 level) have their Prime Requisite as Hit Points until their HD roll is higher. This will allow 1st level character to feel like they have a little skill, luck and will-power at 1st level. If a character has multiple prime requisites use the lowest one the character has.  So if the Prime Requisite is 14 the character has 14 HP at 1st level and they'll have 14 at 2nd level unless they roll higher with the HP roll (re-roll all the dice until the original score is broken).

So Whammo the Magic-User with an Intelligence of 14 will have 14 HP at 1st level., and 2nd level, and and at 3rd level and probably at 4th level... a class with large HD will gain HD earlier in the life of the character but under this scheme the overall weight and total of HP are not bloating throughout the life of the character.

Bodkin Bob a 1st level AD&D Fighter with a STR of 17 will have 17 HP at 1st level.  when he reaches 2nd level Bodkin Bob's player will roll 2d10+con adjustment per level... if this roll is higher than 17 Bodkin Bob now has more HP.

Under this method 1st level characters will be a more durable than 1HD monsters and NPC most of the time but by 2nd level or 3rd level there will be no significant difference. The 1st blow the character suffers isn't likely to slay them (but it could) but the 2nd or 3rd is still a serious risk. HP will not be skewed upwards throughout the life of the campaign PCs will look identical by 4th or 5th level across the board to characters with traditional old-school starting HP.