Showing posts with label Creatures. Show all posts
Showing posts with label Creatures. Show all posts

Monday, December 7, 2015

Seven Animals of Agaran

Here are seven mundane beasts that will be featured in The Theocracy of the Wite Ziggurat, the first OSR Compatible setting in the Iron and Chaos line.

Aurochs


No. Enc.: 0 (3d10)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 14
Hit Dice: 7
Attacks: 1
Damage: 2d8
Save: F7
Morale: 9

This large, horned bull has a dirty black hide and an aggressive temper. Its horns are wide and sharp, causing an aurochs to be hunted by only the bravest and strongest of men. They are extremely dangerous when threatened, and even more so when injured. They are relentless in defending themselves from attack and will often attempt to trick pursuers through ambushes and surprise attacks. 

Emu


No. Enc.:(0) 3d8

Alignment: Neutral

Movement: 120' (40')
Armor Class: 13
Hit Dice: 2
Attacks: 2 kicks
Damage: 1d4 / 1d4
Save: F2
Morale:8

As tall as a human, this large, flightless bird seems to be composed mainly of a pair of legs that merge with a round, feathery body. Its long, skinny neck supports a rather small head that darts to and fro. 
 
Emus are most common in woodland areas, and least common in populated and very arid areas, except during wet periods. They predominately travel in pairs, and they can form enormous flocks if they are all traveling towards the same food sources. They have been known to travel long distances to reach abundant feeding areas. Emus are able to swim when necessary, although they rarely do so unless the area is flooded or they need to cross a river.

They are also known to be inquisitive animals, and are known to approach humans if they see movement of a limb or a piece of clothing. They may follow and observe humans in the wild. Sometimes they poke other animals and then run away after drawing a reaction, as though they are playing a game. An emu spends much of its time preening its plumage with its beak.
 

Hyena


No. Enc.: 2d6 (2d6)

Alignment: Neutral

Movement: 150' (50')
Armor Class: 14
Hit Dice: 3
Attacks: 1 (bite)
Damage: 2d4
Save: F3
Morale: 9

Hyenas are pack hunters infamous for their cunning and their unnerving, laughter-like vocalizations. They are covered in shaggy, tan-colored fur with black and brown stripes. They are largely scavengers, but aren't above supplementing their diet of carrion with fresh prey. They have fierce bites, and devour almost all of a carcass since they are capable of digesting most bone. Hyenas tend to hunt alone, but when hunting as a pack they typically send one or two members against a foe's front while the rest of the pack circles and attacks from behind.

Jackal


No. Enc.: 1d6 (2d4)

Alignment: Neutral
Movement: 150' (50')
Armor Class: 12
Hit Dice: 1d4 hp
Attacks: 1 (bite)
Damage: 1d2
Save: F1
Morale: 7

Jackals are crafty desert scavengers that thrive in many areas of Agaran. They cause trouble for rural folk by wreaking havoc on livestock populations, but generally do not bother men. They spend most of their time sleeping or scouting the desert in packs, looking for abandoned carcasses and fresh kills to steal from.
Jackals are usually encountered alone or as a mated pair, but sometimes they associate for a time with a small pack composed of two parents and their adult offspring, with the offspring serving a deferential support role to their parents. Although considered craven and foul by humans, jackals are relatively friendly and gentle with members of their own small packs.

Attracted to the edges of human settlements in their territory, jackals often make opportunistic raids on fruit crops and vulnerable domesticated animals. They're also attracted to large deposits of garbage that they can sift through for leftover food. Jackals are remarkably adaptable, and readily forage for insects or fruit, feed on found carcasses, or hunt small or vulnerable game as the opportunity presents itself. 

Llama


No. Enc.: 0 (2d8)

Alignment: Neutral
Armor Class: 11
Hit Dice: 1A
Attacks: 1 (bite)
Damage: 1d4
Save: F1
Morale: 9


This shaggy, hoofed quadruped sports an elongated neck and large, crooked teeth. Perhaps llamas' most distinctive feature is their long necks. Rival males violently bump their necks against one another during fights for dominance among the herd, but overall these social animals are remarkably tame.

Spit : Once per hour, a llama can regurgitate the contents of its stomach, spitting the foul material at a single target within 10 feet. The target must succeed at a save vs. poisonor be sickened for 1d4 rounds. A sickened character takes a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.

Rhinoceros


No. Enc.: 0 (1d12)
Alignment: Neutral
Movement: 120' (40')
Armor Class: 16
Hit Dice: 6
Attacks: 1 (butt or charge)
Damage: 2d4 or 2d8
Save: F3
Morale: 6

The rhinoceros is notoriously short-tempered and prone to attacking anything it perceives as approaching too closely, generally within a distance of 100 feet. A rhino can charge intruders if it has clear terrain and be able to run toward an opponent for 60 feet yards. The extra momentum of such an attack inflicts double the normal damage.

The rhinoceros feeds on leafy plants, branches, and even thorny shrubs. Its thick hide is a mottled gray color, and it can run surprisingly fast for a beast of its size. A herd of these beasts will stampede if threatened, in any direction to be determined randomly.

Vulture

No. Enc.: 0 (3d8) 
Alignment: Neutra
Movement: 50' (150')
Fly : 180' (60')
Armor Class: 14
Hit Dice: 2 + 2
Attacks: 1 (bite)
Damage: 1d6
Save: F1
Morale: 7 
 
These dark-feathered birds have bald necks and heads. Though related to raptors and other birds of prey, vultures mainly feed on carrion they spot or scent from on high. They have weak claws compared to predatory birds, but their sharp and wickedly hooked beaks tear living flesh as readily as the sharpest blade. 


Despite dining on carrion, vultures prefer their corpses newly dead rather than rotten. Some even hunt smaller prey when food is scarce.



 

 


Tuesday, November 3, 2015

OSR Familiars

I posted a while back about putting together an OSR Familiar book. The very rough beta I posted for free has been getting a surprising amount of downloads, which has led me to fix up the text and formatting and add a wide variety of new familiars.

Th e current list of Familiars that can now be summoned by Magic-Users totals 168 creatures. Please note that these are not yrt included in the publicly available Beta doc. I need to do a lot of conversion and editing over the weekend, so I will hopefully have most of them in decent working beta by then,, along with a new pdf.

There area few other OSR Familiar topics I would like to mention and some specific questions that I could use some help with, but I'll save those for a later post. Instead, I'll leave you with the list of the 168 familiars I apln on including in thid upcoming book of mine, Enjoy, and please let me know if I missed anything good or if you have any suggestions, 
  1. Abyssal  Larva
  2. Air Gust
  3. Al-mi'raj
  4. Ant, Giant
  5. Archon, Lantern
  6. Arrowhawk, Small
  7. Asrai
  8. Atomie
  9. Baboon
  10. Bat
  11. Bee, Giant
  12. Beetle, Carnivorous
  13. Beetle, Celestial Fire
  14. Beetle, Fire
  15. Beetle, Flash
  16. Beetle, Gelid
  17. Beetle, Mining
  18. Beetle, Spitting
  19. Blink Dog
  20. Botfly, Giant
  21. Bronze Cobra
  22. Brownie
  23. Cantrip Spirit
  24. Carrion Fly
  25. Carrion Moth
  26. Cat
  27. Cave Cricket
  28. Centipede, Giant
  29. Chimpanzee
  30. Crab, Giant
  31. Crawling Hand
  32. Demon, Dretch
  33. Demon, Quasit
  34. Devil, Imp
  35. Devil, Lemure
  36. Dog
  37. Dog, Celestial
  38. Eagle
  39. Ferret, Giant
  40. Flea, Giant
  41. Floating Eye
  42. Fly, Giant
  43. Fly, Giant Carnivorous
  44. Forgotten One
  45. Forlarren
  46. Fox
  47. Frog, Giant
  48. Frog, Giant Abyssal Dire
  49. Frog,Poison
  50. Fyr
  51. Glastig
  52. Glass Butterfly
  53. Glimmer
  54. Gloomwing
  55. Goat
  56. Goat, Dire
  57. Gorbel
  58. Graymalkins
  59. Green Brain
  60. Gremlin
  61. Grig
  62. Gutslug
  63. Hamster, Giant
  64. Harpy
  65. Hawk
  66. Hawktoad
  67. Hedgehog
  68. Hell Hound
  69. Homunculus
  70. Hornet, Giant
  71. Hound of Chronos
  72. Hyena
  73. Ifrit
  74. Inaed
  75. Inner Child
  76. Invisible Stalker
  77. Iron Cobra
  78. Jackal
  79. Keeper of the Well
  80. Killmoulis
  81. Ko'haii
  82. Lamprey, Land
  83. Lamprey, Lightning
  84. Leech, Giant
  85. Leech, Sorcery
  86. Leprechaun
  87. Lizard
  88. Lizard, Shocker
  89. Locust, Subterranean'
  90. Lynx
  91. Maggot, Giant
  92. Memory Child
  93. Mephit, Brimstone
  94. Mephit,  Fire
  95. Mephit,  Lightning
  96. Mimi
  97. Mist Man
  98. Monkey
  99. Monkey, Spire
  100. Mosquito, Giant
  101. Mothdog
  102. Niln
  103. Nixie
  104. Nymph
  105. Old Crawler
  106. Otter
  107. Owl
  108. Parrot
  109. Phantom Fungus
  110. Pixie
  111. Porcupine
  112. Porcupine. Dire
  113. Praying Mantis, Giant
  114. Pseudo Dragon
  115. Raccoon
  116. Raccoon, Dire
  117. Ram
  118. Rat, Giant
  119. Rat, Ordinary
  120. Rat, Vapor
  121. Rat, Wizard's Lab
  122. Ratling
  123. Raven
  124. Shadow
  125. Shadow Mastiff
  126. Shield Guardian
  127. Shrew, Giant
  128. Skull, Screaming
  129. Skull, Spider
  130. Skunk
  131. Slime, Walking
  132. Slitherat
  133. Slithering Tracker
  134. Snake, Constrictor
  135. Snake, Marble
  136. Snake,  Rattler
  137. Snake,  Spitting Cobra
  138. Snake, Viper
  139. Soulspinner
  140. Spider. Giant
  141. Spiderweed
  142. Squirrel, Flying
  143. Stirge
  144. Thrush
  145. Thylacine
  146. Tick, Giant
  147. Toad
  148. Toad, Giant
  149. Tsalakian
  150. Tunnel Prawn
  151. Turtle
  152. Turtle, Snapping
  153. Vargouille
  154. Vulture
  155. Wasp, Giant
  156. Weasel
  157. Weasel, Celestial
  158. Weasel, Dire
  159. Weasel, Fiendish
  160. Were-Mist
  161. Will-o,-Wisp
  162. Wisp, Electric
  163. Wisp, Fire
  164. Wolf
  165. Wolverine
  166. Yaruga
  167. Yienhool
  168. Yith Hound

Tuesday, October 20, 2015

Crawling Under a Broken Moon

My geektastic amigo +Kevin Searle wrote a piece for this Dungeon Crawl Classics post-apocalyptic fanzine.!Check it out, if you dare to crawl under the broken moon!My geektastic amigo +Kevin Searle wrote a piece for this Dungeon Crawl Classics post-apocalyptic fanzine.!Check it out, if you dare to crawl under the broken moon!My geektastic amigo +Kevin Searle wrote a piece for this Dungeon Crawl Classics post-apocalyptic fanzine.!Check it out, if you dare to crawl under the broken moon!

Friday, October 16, 2015

"Find Familiar" for OSR Games

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It all started simply enough. I was having a rough bout of insomnia, so I decided to see what was new on Google Plus. I was reading the Delving Deeper Google Plus page when I came across what I assumed at the time to be quick projects: Mike Hill wanted to know if anyone had a good Find Familiar spell from an old version of D&D.
I quickly grabbed my OSR books, mostly retro clones with the appropriate licenses allowing me to legally share and publish this little book you‘re now holding in your hands, and flipped through what I assumed would be pages upon pages of usable information that would undoubtedly give birth to a whirlwind of amazing ideas! I have discovered that, with a few rare exceptions such as OSRIC, most of the retro clones and OSR game out there don‘t have any rules or even guidelines for using familiars. I certainly have had an interesting time tracking down and compiling all the rules you will need for using familiars in your game. This book contains my take on familiars, made with the original source material from the 1970s in mind, updated and expanded for use with OSR and Classic Fantasy games.
This project went from “I can whip something up in a few minutes “to "Holy smokes! There are so many more ideas and possibilities I could include" These kind of books always end turning out to be the most fun, satisfying and useful supplements. 
With that in mind, I felt the need to put out a Beta version. This way, you can get the basic Familiar system and help me fine tune and expand upon this supplement through advice, critiques, and suggestions. 
This is Beta version 3.0.0... The final version will include additional types of familiars, magic items that aid in the summoning and retaining of familiars and new spells to strengthen the bond between you and your animal companion. 
If you have any ideas, suggestions, comments, constructive criticism, or anything else, please drop me a line on my blog.

Thursday, August 6, 2015

25 Deadly Plants

A System-Neutral Supplement For use with any Fantasy, Science Fiction, or Post Apocalyptic Roleplaying Game.

This 3 page .pdf lists 25 poisonous plants, plant monsters, carnivorous plants,and otherworldly plant creatures. They are presented with general descriptions and without stats, allowing the GM to insert them into his game with minimal effort.

Available in .pdf format for $1.00


Sunday, July 12, 2015

Domesticated Mutant Animals in the Wasteland

A set of guidelines for handling domesticated mutant animals in Mutant Future, including two new mutations and four new mutant animals.

Animals in Combat

Domesticated animals, unless specifically trained for fighting, will not generally assist in combat encounters. Even wild versions of these animals, with the exception of waste dogs, will not normally attack unless threatened or cornered. Training an animal to fight effectively and follow commands is a long and labor intensive task, and many breeds and species will never be suited to such work.

Panicked Animals

In stressful situations domesticated animals may be required to make morale checks. This may often occur in combat, or as a result of loud noises or other startling events. Animals failing a morale check will typically attempt to flee the area and may wander a great distance away, but more tame and loyal beasts may react more favorably to stress and confusion. It is up to the GM to decide when to make morale checks for domesticated animals, and what the exact results will be. Cautious characters will remember to keep their animals securely tethered and would be well advised to keep them away from combat situations.

Mutations

The various animals and beasts of burden that the players come across may vary widely from the species listed here. The listed statistics for each of these domesticated animals are based upon their original and unaltered form. It is ultimately up to the GM to decide what sorts of animals are commonly domesticated in the campaign, and various mutations can occur which present strange twists on the conventional breeds of these animals.
When assigning mutations to domesticated animals it is important to keep in mind that these animals are not the same thing as a Mutant Animal character, and even with mutations they will not be intelligent in the capacity that a Mutant Animal character would be. The GM is encouraged to assign mutations to domesticated animals carefully or else they may become too dangerous for their keepers.
Domesticated animals with visible or otherwise noticeable mutations may sell for a higher or lower price, depending on the circumstances, and unfit animals are often passed off as prime stock by unscrupulous traders in the wastelands. Some Pure Humans settlements may abstain from keeping mutated animals entirely, regardless of the nature of their mutations.
The table below lists some of the more common mutations which may exist within different species, breeds, and individual specimens of domesticated animals. The GM may roll randomly, choose from the list presented, or substitute any other mutations he feels are appropriate.

Domesticated Animal Mutations Table

Roll 1d20
  • 1-4 : Aberrant Form
  • 5 : Accumulated Resistance
  • 6 : Albinism
  • 7-9 : Bizarre Appearance
  • 10 : Chameleon Epidermis
  • 11 : Digestive Fortitude (New Mutation)
  • 12 : Dual Headed
  • 13 : Epidermal Photosynthesis
  • 14 : Frailty
  • 15 : Hemophilia
  • 16 : Increased Balance
  • 17 : Iridescent (New Mutation)
  • 18 : Natural Armor
  • 19 : Reduced Immune System
  • 20 : Sensory Deficiency

New Mutations 

Digestive Fortitude: The mutant is immune to the effects of most food borne illness, being able to derive nutritional value from spoiled foods. Common water contaminants such as bacteria or natural waste products are generally safe for the mutant to drink, and he receives a +4 to any saving throws versus ingested poisons.
Iridescent: The mutant can cause his skin to glow, giving off light in a radius up to 30'. The amount of light produced is controllable by the mutant, and there is no limit to the duration or number of uses as long as the mutant is conscious and capable of normal thought. The skin of an iridescent mutant will always give off a faint glow.

New Mutant Animals

Donker

  • No. Enc.: 0 (3d10)
  • Alignment: Neutral
  • Movement: 120' (40')
  • Armor Class: 8
  • Hit Dice: 1+1
  • Attacks: 1 bite or 1 kick
  • Damage: 1d2 or 1d2
  • Save: L0
  • Morale: 7
  • Hoard Class: None

Donkers are small domesticated pack animals capable of limited flight. A donker can carry up to 175 lbs. at normal speed, and up to 350 lbs. at half its movement rate. When a morale check is failed, the donker flees danger, or it falls from a dangerous height, the animal is able to leap using its near-atrophied wings. The leathery wings have a relatively small wingspan and end in tiny hooves. Although they are able to negotiate very rocky and hilly terrain, they are notably stubborn and occasionally hard to deal with.
Mutations: Complete wing development.

Krawler

  • No. Enc.: 1d6 (3d10)
  • Alignment: Neutral
  • Movement: 90’ (30’)
  • Armor Class: 5
  • Hit Dice: 3
  • Attacks: 1 (bite)
  • Damage: 1d8
  • Save: L2
  • Morale: 7
  • Hoard Class: None

Krawlers are large, herbivorous reptiles who are occasionally used as mounts and beasts of burden. They have large, muscular bodies with four stubby legs, and their skin comes in a variety of patterns and earth tones. Although easy to train, Krawlers have incredibly strong jaws and can inflict a serious bite if agitated or provoked. They are usually kept securely muzzled when possible. In the wild, they travel across plains and deserts in slow moving herds, with males competing for dominance. Rogue males and small family groups without a herd may establish lairs and nests in caves, ruins, and other such places. A krawler may carry up to 500 lbs., and up to 1000 lbs. at half its movement rate.
Mutations: None.

Pawkarat

  • No. Enc.: 2d10
  • Alignment: Neutral
  • Movement: 120’ (40’)
  • Swim: 60’ (20’)
  • Armor Class: 7
  • Hit Dice: 1
  • Attacks: 1 (bite)
  • Damage: 1d4
  • Save: L1
  • Morale: 5
  • Hoard Class: None

These mutated rodents are a larger, slightly more intelligent, and far more docile strain of giant rat, typically 5'-6' long, not counting its tail. They make sure footed pack animals, and are able to climb sheer surfaces and squeeze their way into small openings. They are sometimes kept for their meat and their milk, which tend to have abnormally high amounts of protein. A pawkarat can carry up to 100 lbs. at normal speed, and up to 200 lbs. at half its movement rate.
 Mutations: Digestive fortitude.

Waste Dog

  • No. Enc.: 2d6 (3d6)
  • Alignment: Neutral
  • Movement: 150’ (50’)
  • Armor Class: 8
  • Hit Dice: 2
  • Attacks: 1 (bite)
  • Damage: 1d + hold
  • Save: L2
  • Morale: 7
  • Hoard Class: None
Waste dogs are the descendants of various breeds of domestic canines. Their bloodlines have been mixed over time, and there are no pure strains left of the original domestic breeds. The average waste dog is usually about the size of a coyote, and their coloration and distinguishing features may vary from specimen to specimen. Feral packs of waste dogs can cause trouble for lone or injured travelers, but in many places they are still domesticated by humans and mutants. If properly trained, they can make effective lookouts and loyal companions. A waste dog can carry loads up to 20 lbs. at normal speed, and loads up to 40 lbs. at half its movement rate.
After biting an opponent, a waste dog can hold on, doing 1d4 damage automatically every round. It can keep holding on until it dies, unless the victim sacrifices an attack in an attempt to break free. This requires a successful saving throw versus Death, adjusted by the victim's Strength modifier.
Mutations: Accumulated resistance (disease), accumulated resistance (poison), night vision.