Showing posts with label Monster. Show all posts
Showing posts with label Monster. Show all posts

Wednesday, November 10, 2021

swarms of slimy bugs!



Too late for halloween, too late for GLOGtober, but these squirmy bugs must be let loose! Thanks to Spwack for the generator generator.




Monday, August 2, 2021

The Smoldering Grove

Anto Finnstark

Let's build put our sword to the grindstone and build a dungeon! As discussed in the previous post, we want to communicate the story of the setting via the boss, factions, enemies, items, and NPCs. To do so, I selected a dungeon plan from the chart at the end and an interesting faction then wrote a new complimentary faction, npcs, and enemies. To present the info I think it's easiest to start with the map and keyed encounters:



REGION LORE:
The Smouldering Grove lies deep in the marshland in the heart of the rotten Mother Tree.

The druids once worshipped the Terrible Serpent and kept the balance between the dangers of the wild and the tyranny of civilization.

The darkness of the marshfog is due to foul smoke from the Changling Flame.

Rot claims all. The sustaining Living Fruit is no longer here.

Fire consumes and transforms, but here mostly transforms.

The Changling Flame is a tool of the Father, used to craft civilization. It must be extinguished for the cycle to continue.

FACTIONS:
Tenders of the Grove (Druids):
I've heard they were once a priestly lot, tending the changing flame and bring a touch of life and vibrancy to the outer places. But see their grotesque form now. One should never play with fire.
Wants: Replace Tyranny with Freedom. Freedom of form. Transform Ordered reality into each man's will.
By: Changing Fire and the fruit of the tree of knowledge.
But: The grove rots without the Living Fruit stolen from Unyali. 

Knowers of the Oak Tree (Druids):
The woods creak and moan. The wind howls. The world itself cries out against the tyranny of the Timeless One. Let his embers be put to rest.
Wants: Extinguish the Changing Flame and reclaim the Living Fruit.
By: Reclaiming it from ???.
But: Capture the Spark that starts the Cycle anew.

0 - The bonfire illuminates the inside of a cavernous rotting tree. The moon is barely visible overhead. The rotting tree bark encloses the massive hollow space within. Two narrow paths along the edge of the tree are visible (toward 1 and toward 6). Toward the center of the tree there is a steep drop to murky black sludge. It is impossible to see its depth. In the distance is a faint golden glow (Unyali).

The path toward 6 is clogged with brush and branches. It is possible to traverse with effort, noise, fire, and or time. Doing so likely causes a ruckus and husks from the direction of 1 or a random encounter will arrive.

In the muck are Ooze Leeches, crocodile-like slime animals. 

Ooze Leech
Black and thirsty, biting, hungry. Beware the black, forgo the muck. Live to walk again.
3 (12hp)/1 stam/0 focus/0 humanity
Attack: 1 envelope. Those hit are stuck where they are. Enveloped targets take 1 additional damage each turn from attacks and slowly sink into the muck. 
Defense: shriek in pain.
Armor: 3 - slime
Stalk any in the muck and look for opportunities to sneak up on land. Fears fire.

1 - A small group of shamblers acts out animal behaviors. If threatened, they will attack. The murky slime off the path is incredibly hard to get out of and large crocodile-like slime animals make quick work of any who are trapped.

Shambler
Vines, bark, wood, antlers, flesh. The druids seek to become one with Nature.
1 (10hp)/2 stam/0 focus/0 humanity
Attack: 2 stam Horns. Places antlers on the ground and charges straight ahead. (+2 to dodge rolls to avoid this attack). Hits all enemies standing close together.
Defense: Dodge
Armor: 1 bark

2 - A clearing with dry ground is visible toward the center of the great cavity. Within is a golden tree, slowly rotting and turning black. This is Unyali. Unyali is accompanied by a handful of Knowers of the Oak Tree, druids with a shred of humanity left. They are in various states of sanity but are hostile toward all flame. Use this opportinity to give the players a sense of what is going on. Give them some lore about the world and this area if possible.

There is a short, but dangerous path through shallow muck toward the ziggurat and pyre (6). If the PCs wish to go this way, Unyali asks if they go to extinguish the flame. If so they go in peace and may be offered the Olive Mantle, if not, Unyali and the Knowers will be hostile in the future.

Unyali - Tree of Knowledge
Mnnh... new tenders of the grove? Haven't I suffered enough? O, have you a shred of humanity left?
Knows: about the druids and the watcher.
When asked about the Watcher of the Forest. Poor beast. Her fur once decorated my bark. When they fed her my fruit... you can see it in her eyes. The weight of reality was never meant to be carried by pristine beasts such as her. I suppose the tragedy of it all has driven her mad.
When asked about the tenders of the grove. My Dancing Children. Once they were content in the forms the Order gave them. Now with knowledge and fire they change. My children ought not to play with fire.
Does: Grows Golden Apple, able to restore a lost or warped memory. Requires a Mighty Soul.
Needs: Soil fertilized with the blood of the chief druid to die and grow anew in a new home, thus escaping the rot.
Has: The Olive Mantle. Combusts to negate a spell effect and regrows each evening. Also, a Golden Apple.

3 - Chantress dance around Shamblers making a mockery of love. Or they are torturing some forest animal. A Black Ooze lurks nearby, waiting for easy prey.

Chantress
Dark robes and darker eyes. Open mouths saying hidden words. Don't let them chant for long. Things change when they get going.
1 (3hp)/1 stam/2 focus/0 humanity
Spell: An Elk's tongue with ignite (target burns for sum once, then dice each round until chanting stops)
Attack: 1 stam dagger
Defense: shriek in pain
Armor: -
Begins to chant and ignite the one who looks most flammable, then rushes in with dagger.

4 -  The narrow path of mushy ground gives way to the muck. A rope bridge extends upward into a network of passages connected above the swamp and suspended from the trees. If careful, the PCs may avoid confrontation. If they dally, the druid husks will find them. There are net pouches suspended from the trees. If searched there is a body of a dead Smoldering Sect wizard. On her is a note: (insert some lore from this location or the setting at large or a setting you want to run later). Also, an Iron Halo which acts as a helm and contains the spell Grease (spew forth dice * 5 gallons of slippery, flammable grease).

5 - Hanging from a tangle of rope is Cathbad the archdruid of the grove. His form is disfigured and obviously mutated. He has tremendous girth. A dull orange glow emanates from his mouth and eyes.

Cathbad, Archdruid
Restrain'd captives! Free them from the tyranny of appendages. Take on the form of your choosing!
Knows: about the fire and the downfall of the druids.
When asked about the Changling Fire: There's nothing to be afraid of. It's just a spark of the Creator himself. Just a touch. A short scream later, you've created something new!
When asked about the rot or what the hell happened: O, perhaps snakes ought not to be trusted! Pah! Never take fruit from a snake, this I know. But no one said never give them fruit either. The snake took the Living Fruit and now we rot! But flame purifies! Now we rot, now we rot, burn burn burn!!
Does: Yells to his followers, the Tenders of the Grove. They are deformed husks and cannot hear him anymore.
Needs: Atonement for leading his people to a horrible end. He asks the PCs to receive the power of the flame and reclaim the fruit, thus restoring the grove.
Has: A Pearlescent Scale, your jaw unhinges and stretches. When you eat a person, gain their humanity in max hp. Non-husks always have a few humanity.

6 - Atop a rough-hewn ziggurat stands a massive Elk. Surrounding him are a half dozen chantresses, who stoke its flaming head with their intonations. Illuminating the area stands a massive pyre, filled with the bodies of druids.

Those who wish to be consumed by the Changling Flame are welcome if they pay homage to the Watcher of the Forest.

Watcher of the Forest
Black stag, Mighty Defender! Black stag, Rack of Eyes! Black stag, Forest Incarnate!
1 (25hp)/5 stam/3 focus/0 humanity
Defense: Always blocks with 1 stam. Always counts as having 1 stam to block with.
Armor: -
Attacks:
Enemies Close: Hooves. Kick an enemy dice*10ft away. Otherwise a normal attack.
Enemies at a Distance/Grouped: Horns. Places antlers on the ground and charges straight ahead. (+2 to dodge rolls to avoid this attack). Hits all enemies standing close together.
End of Round: casts 1d ignite for free on one target
When at half hp: The Jealous Flame, the watcher's body ignites as flame envelopes its fur. The flame assaults the minds of all onlookers. Save v Focus or rush toward the Watcher. The flame lashes out and all those who start their turn near the Watcher take 2 damage.
When at low hp: The Watcher lifts the pyre in its horns and from now on attempts to drop it on its enemies. Damage received is as a normal attack plus the flame effect below.

The Changling Flame
The Pyre is illuminated with an orange greasy flame that belches black smoke. This is the Changling Flame. Bodies within grow mutations and are consumed continually. The flame greedily lurches toward those who get close and will attempt to leap onto them.

Any who touch it add the flame to their inventory. When wielding the flame, you may turn your bonfire into a pyre such as this. Those who reach in the bonfire/pyre may receive the flame themselves. The Flame grants a spell: Consume, extinguish a number of nearby fires to gain that many dice to recover your stamina or focus.

If enveloped by the flame (from a kick?) take 2 damage and roll a random mutation. This takes up a slot in the inventory and may have a positive or negative effect. 
  1. leathery wings - fly briefly
  2. flaming eyes - see humanity through obstructions
  3. slime legs - move slowly, but across walls if you like
  4. inner eye - increased perception, never surprised
  5. changeling mind - gain d3 madnesses and bits of lore
  6. claw - lose a hand and gain a claw (as a sword)
GM NOTES:
Balance of this game is something I'm working out still. Allow your players to be creative. This is a souls-like, so combat is implied several places, but let them think outside the box and attempt to parley if at all reasonable. Husks are mindless, but some will pantomime and can be fooled. OSR skills are still relevant and thinking your way out of trouble and into an advantageous position is aces.

The text prompts are just that. Prompts. You can read them aloud for a bit of flavor text, or take them as inspiration for role-playing a particular NPC.

Also, I've implied a lot or spread the story around (as is the soulsy-way). I don't know how practical that is, but I'm trying it out. the gist is that there was once some druid that kept the Changeling Flame and lived in nature in balance. The evil snake tricked the archdruid Cathbad and took the fruit, resulting in rot overtaking the grove. The druids are now split. Those who are with Unyali, the Tree of Knowledge and have kept some humanity, and those with Cathbad who use the Changling Flame to keep themselves from rotting. The watcher was once the guardian of the grove, but has gone mad after the serpent fed him the fruit of knowledge. He is still the guardian of the Flame, but desires to see it consume and transform without limit. If that didn't come through in the reading above, let me know. Its a fine line I'm trying to walk.

NOTE:
So while writing this I saw this post about designing dungeons in a circle. Doing so solves a ton of problems for the specific type of game this is! Take one of the following structures from this graphic copied from the linked post and put the bonfire at the start and boss at the goal. Add rooms and branches for the other encounters and you're done.

Monday, July 26, 2021

Learnable Enemies for Through the Veil


The suffering inherent in death is enough pressure to purify a soul like diamond or to crush a man. Even those souls of such caliber to pass through the Veil and retain some of their humanity cannot bear the weight of it forever. Their hearts twist and souls diminish. Their body is left. Acting out pain and violence.

This fate is not merely for the Undead which populate the Veil'd World, but all beings who walk in these shadows. Everything is consumed in the end when the flames goes out. 

Mindless, semi-predictable enemies are a cornerstone of the Souls experience. They reward careful attention and reading the telegraphing wind-ups of enemies is a skill a player can develop. This is why I have learnable enemies as a design goal. We'll use husks. You can tell a husk by empty eyes, slack jaws, and murderous intent. Constructs and other barely soul'd entities will behave similarly.

In our system, we can differentiate attacks by the number of stamina dice used and defensive moves are already nicely divided into Dodge, Block, and Parry. These are plenty. We will just choose the number of stam the husk likes to use to attack and its preferred defensive maneuver. 

Something like this:

Stowaway
Lurkers near the shore of souls, trapped or perhaps drawn to the rushing current of souls passing through into the Veil'd World. Some of them may have had hope that they could make it back across on the ferryman's barge. You can see how that worked out for them.
2 (9hp)/2 stam/2 focus/0 humanity
Attack: 1 stam claws/unarmed
Defense: Dodge
Armor: -
Stalks travelers in the shadows hoping to hide amongst them and be taken to wherever they are going. It must be better than here.

Combat, then is simple for a GM, but can still be dangerous and interesting for a player. Consider an encounter with a few of these Stowaways. 

"You notice a humanoid shadow stalking you from just beyond your torchlight."

!!!

"Uh, I pause, draw my sword, and approach."

"Two hands lunge forward from the dark toward your throat! 1d6 damage to you."

I block! 3 plus my armor of 1, 4.

"the hands grasp at your shield. No damage."

"I stab! 1d6, 4 damage."

"As the emaciated husk leaps backward you finally get a good look at them, rags cover a mummified body and empty eyes. Dodge roll of 3. You deal 4 damage."

So after the first round, you have performed both of this husk's typical actions. But the player doesn't know that necessarily. Does the husk attack with 1 dice all the time? Does it have another attack? Does it change strategy after its initial ambush attempt? Does it change behavior when there are more of them? All good questions yet unanswered. After an encounter or two, they will know what to look for and be ready. 

More complex husks are possible. Not much needs to be added to make it much harder to figure out just what a husk will do.

Robed Supplicant
Pilgrims once walked a path between the Standing Stones, providing maintenance at the holy sites and collecting alms from the sympathetic. I'm sure some of them are still wondering about.
1 (5hp)/1 stam/2 focus/0 humanity
Spell: prayer beads with light, hymnal with bless (+1 to rolls ongoing).
Attack: 1 stam claws if out of spells
Defense: Dodge
Armor: -
Walks the path, collecting alms. Will enrage if refused.

So now a monster which will spend a few turns casting spells before switching behavior. Let's push the concept a bit to something more dangerous.

Black Riders
Those Stones are important. There's something about them. Can't remember why. They are guarded though. Black riders want something to do with them. Maybe they could tell you.
2 (9hp)/4 stam/1 focus/0 humanity
Charge: curved glaive (3 stam) while mounted, rides at distance until stam returns.
Attack: glaive (2 stam) if dismounted
Defense: Parry with all current stam
Armor: 2 black robes and chain
Landing hooves are the only warning. Will keep all others away from the Stones.

The enemy's behavior for two phases (mounted, ground) summed up in a few lines. Also, quite dangerous as I bet a few cautious PCs will be tempted to attack without risking much stamina initially to test the waters, only to be parried into oblivion. Fun!!

Before we get to bosses, there is one more category. Those with a shred of humanity left. For those, no standard actions or patterns are necessary. They operate the same as a typical monster you may run in your game. Chose actions that with the narrative of the monster in your game. 

Tutor Duenweg
The tutor has always been here, as far as I can tell. Something about this place wants to teach and for you to know. To know that you don't have what it takes. Look at all the students there, they've learned their lesson.
stats as PCs/3 humanity
The tutor lectures all day. His class is open to anyone. He teaches through example and will mirror the equipment and stats of a single PC and challenge them to a 1:1 duel. Then he will kick their ass.

A few example monsters for our undead knights to battle. Since the best monsters are tied closely to the locale they are in, most of the monsters will be written along with a location. This post is to propose a simple notation and some design info for them.

Thursday, April 18, 2019

The Figurante: for Harry Clarke Bestiary Project

A humble contribution to the Harry Clarke Bestiary Project:


The Figurante


Armour class: as chainmail. Hit dice: 8. Move: as a racehorse. Attacks: 2x Pirouette (d10) and Mesmerizing Performance*. No. Appearing: one Figurante plus 3 admirers**. Morale: 10 Treasure: twin lockets, each with the heart of the other. Two individuals holding the lockets are irreversibly in love and their hearts may be found in the other's locket. Alignment: chaos.


Elegant gods burned into existence by The Lady Candlemaker as a case study in duality. The opposite halves of the Figurante are Passion and Poise, united in unquenchable love. Art critics muse that with love so apprehensible, so tangible, the Figurante should be considered a trinity.


*Mesmerizing Performance: Passion and Poise entwine in a breathtaking display of skill, love, and dance. All who see must save or be stunned each round. If two saves are failed in a row, then the observer must grab the nearest partner and begin to mimic the dance.


**Admirers
1 - two former enemies locked in mesmerized dance, unable to escape
2 - a corps de ballet (group of dancers) on a field trip
3 - an angry mob of crop farmers with mushed crops
4 - a priest delivering passionate sermon against the sensuality of dance to a large crowd
5 - a heartbroken giant who can't look away
6 - a panel of critics
7 - an achemist who wants to capture the essence of true love

INVISIBILITY rules, spells, scenario

Merry GLOGmas to you @inconspicuousal Invisible creatures push the limit of what most rule sets can handle and get handwaved wit...