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)

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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. 



Friday, January 26, 2024

D&D is turning 50!

Haven't posted a lot lately but there's no way I'm passing this up. 

D&D is 50 as of 1/27/24!

50 years of a style of game that would move throughout media and entertainment. Too bad the current publishers and trademark owners don't' understand what they are selling, that doesn't keep me from celebrating the 50 years we've had and the decades to come.