Friday, November 29, 2013

Another Monster

I present another monster conversion, The Reek.  Taken from GURPS third edition Fantasy Bestiary these piles of slime are often found in caverns.

I converted several different versions but my favorite is the Mana Enhancer. It increases the local Mana level by 2 to Very high, which makes all spell casting failures a critical failure.  And, it reduces IQ for spell casing by 10.

Reek, mundane
ST
-
HP
15
Speed
1 Class slime
DX:
-
Will:
-
Move:
1 Source Fantasy Bestiary p 58
IQ:
-
Per :
-
SM:
var

HT:
5
FP:
-
DR:
-

Dodge:
0
Parry:




Melee Level Damage
Contact - 1 point per turn in contact, DR protects for turns = to DR
Binding - Once in contact roll vs ST to break free.
Traits:
Homogeneous, diffuse, fragile (unnatural), chameleon 2,
Skill:
-
Notes:
Some reeks can climb and will fall onto victims from above.

Reek, confusion
ST
-
HP
15
Speed
1 Class slime
DX:
-
Will:
-
Move:
1 Source Fantasy Bestiary p 58
IQ:
-
Per :
-
SM:
var

HT:
5
FP:
-
DR:
-

Dodge:
0
Parry:




Melee Level Damage
Contact - 1 point per turn in contact, DR protects for turns = to DR
Binding - Once in contact roll vs ST to break free.
Confusion HT-2 Affliction, Hallucinating
Traits:
Homogeneous, diffuse, fragile (unnatural), chameleon 2,
Skill:
-
Notes:
Some reeks can climb and will fall onto victims from above.

Reek, Decay
ST
-
HP
15
Speed
1 Class slime
DX:
-
Will:
-
Move:
1 Source Fantasy Bestiary p 58
IQ:
-
Per :
10 (detect)
SM:
var

HT:
5
FP:
15
DR:
-

Dodge:
0
Parry:




Melee Level Damage
Contact - 1 point per turn in contact, DR protects for turns = to DR
Binding - Once in contact roll vs ST to break free.
Traits:
Homogeneous, diffuse, fragile (unnatural), chameleon 2, detect (food)
Skill:
Cast Decay food at 15 magic p 77
Notes:
Some reeks can climb and will fall onto victims from above.

Reek, Glue
ST
-
HP
15
Speed
1 Class slime
DX:
-
Will:
-
Move:
1 Source Fantasy Bestiary p 58
IQ:
-
Per :
-
SM:
var

HT:
5
FP:
-
DR:
-

Dodge:
0
Parry:




Melee Level Damage
Contact - 1 point per turn in contact, DR protects for turns = to DR
Binding - Once in contact roll vs ST to break free.
Glue - Emanation, area of effect, sticky, limited area (only a trail behind it. 12 hexes long)
Traits:
Homogeneous, diffuse, fragile (unnatural), chameleon 2, vibration sense ( only glued hexes)
Skill:
-
Notes:
Some reeks can climb and will fall onto victims from above.

Reek, Daze
ST
-
HP
15
Speed
1 Class slime
DX:
-
Will:
-
Move:
1 Source Fantasy Bestiary p 58
IQ:
-
Per :
-
SM:
var

HT:
5
FP:
-
DR:
-

Dodge:
0
Parry:




Melee Level Damage
Contact - 1 point per turn in contact, DR protects for turns = to DR
Binding - Once in contact roll vs ST to break free.
Daze ht-6 Affliction , contact agent
Traits:
Homogeneous, diffuse, fragile (unnatural), chameleon 2,
Skill:
-
Notes:
Some reeks can climb and will fall onto victims from above.

Reek, Pleasure
ST
-
HP
15
Speed
1 Class slime
DX:
-
Will:
-
Move:
1 Source Fantasy Bestiary p 58
IQ:
-
Per :
-
SM:
var

HT:
5
FP:


DR:
-

Dodge:
0
Parry:




Melee Level Damage
Contact - 1 point per turn in contact, DR protects for turns = to DR
Binding - Once in contact roll vs ST to break free.
Love ht-3 Affliction, delusion (I love this reek), irritant (euphoria)
Traits:
Homogeneous, diffuse, fragile (unnatural), chameleon 2,
Skill:
-
Notes:
Some reeks can climb and will fall onto victims from above.

Reek, Rust
ST
-
HP
15
Speed
1 Class slime
DX:
-
Will:
-
Move:
1 Source Fantasy Bestiary p 58
IQ:
-
Per :


SM:
var

HT:
5
FP:


DR:
-

Dodge:
0
Parry:




Melee Level Damage
Contact - 1 point per turn in contact, DR protects for turns = to DR
Binding - Once in contact roll vs ST to break free.
Rust - Contact agent, Metal only, 1d against the objects HP. Every 5 points reduces metal DR by 1
Traits:
Homogeneous, diffuse, fragile (unnatural), chameleon 2, detect metal
Skill:

Notes:
Some reeks can climb and will fall onto victims from above.


Reek, trip
ST
-
HP
15
Speed
1 Class slime
DX:
-
Will:
-
Move:
1 Source Fantasy Bestiary p 58
IQ:
-
Per :


SM:
var

HT:
5
FP:


DR:
-

Dodge:
0
Parry:




Melee Level Damage
Contact - 1 point per turn in contact, DR protects for turns = to DR
Binding - Once in contact roll vs ST to break free.
Slime

ht-3 Affliction DX-1, Area of effect 4 yards, disadvantage total Klutz, only when victim is touching ground, persistent
Traits:
Homogeneous, diffuse, fragile (unnatural), chameleon 2,
Skill:

Notes:
Some reeks can climb and will fall onto victims from above.


Reek, Manna damper
ST
-
HP
15
Speed
1 Class slime
DX:
-
Will:
-
Move:
1 Source Fantasy Bestiary p 58
IQ:
-
Per :


SM:
var

HT:
5
FP:


DR:
-

Dodge:
0
Parry:




Melee Level Damage
Contact - 1 point per turn in contact, DR protects for turns = to DR
Binding - Once in contact roll vs ST to break free.
Traits:
Homogeneous, diffuse, fragile (unnatural), chameleon 2, Mana damper 3, area of effect 4 hexes, emanation
Skill:

Notes:
Some reeks can climb and will fall onto victims from above.

Reek, Mana Enhancer
ST
-
HP
15
Speed
1 Class slime
DX:
-
Will:
-
Move:
1 Source Fantasy Bestiary p 58
IQ:
-
Per :


SM:
var

HT:
5
FP:


DR:
-

Dodge:
0
Parry:




Melee Level Damage
Contact - 1 point per turn in contact, DR protects for turns = to DR
Binding - Once in contact roll vs ST to break free.
Wild magic HT-6 Affliction, reduced IQ -10 only for spell casting.
Traits:
Homogeneous, diffuse, fragile (unnatural), chameleon 2, Mana enhancer 2 levels
Skill:

Notes:
Some reeks can climb and will fall onto victims from above

Monday, November 25, 2013

Rumor mill

One aspect of +Peter V. Dell'Orto's Dungeon Fantastic game that intrigued me was the rumors that characters could get in town before heading off to the dungeon.  I contacted Peter about how he built his rumor chart, and then took the idea and made it my own.

Characters wanting to check for rumors will have to make a skill check against Streetwise, or Savoir-Faire. For bonuses (or penalties) to this roll players my also first opt to roll vs Carousing, sex appeal, intimidation or other applicable social skills. The margin of success or failure will determine the penalty or bonus to the Streetwise or Savoir-Faire check.

My rumor chart has 36 entries.  Players will roll a d6,d6. Which in GURPS parlance will be to roll one d6 and use it for the first digit, then roll a second d6 and use it for the second digit.

Filling in the chart was a lot of fun. There were several things I knew I wanted to be on the chart. This filled up about a third of the grid. For a bit of help filling in the rest, I went to donjon. Using the random Inn generator, I was able to get some pretty neat ideas. Not all of the rumors on the chart are true. Many of them are false, some have a grain of truth in them, and others are mostly true.
.
Once a rumor has been shared, it will be crossed off the chart and a new entry made. I will restock the chart between sessions. Some of the rumors will be completely new, others will build off of things that the players latch on to in game play.

I am looking forward to the players hearing the rumors, and seeing how it will affect the dungeon once everything is in motion.

Prep up date: Not much got done over the weekend. I didn't have time to get anything down on paper, but was able to mull some things over in my head. Hopefully that will allow me to get more done over the next couple of days.



Thursday, November 21, 2013

Sharing a Monster and a Trap

Today I am sharing some of the fruits of my prep work labors.  First is a creature I converted from 3rd Edition GURPS Fantasy Bestiary.  Second is a trap I created using the generator published in Pyramid Magazine 3/60 Oct '13.

My version of the:
Cerastes (Horned Serpent)
ST
16
HP
16
Speed
7
Class
Animal
DX:
14
Will:
10
Move:
7
Source
Fantasy Bestiary p. 16
IQ:
4
Per :
14
SM:
1

HT:
14
FP:
14
DR:
2

Dodge:
12
Parry:
10

Melee
Level
Damage
Blunt Horns
14
1d+2 cr
Bite
14
1d-3 imp, Armor piercing (5)
Poison
HT-6
2d tox, irritant (Nauseated), Follow up to Bite
Traits:
360 vision, Double-jointed, Combat Reflexes, Legless(slithers), terrain adaptation (sand), Vibration sense,
Skill:
Stealth 14, Brawling 14
Notes:
Cerastes are skilled ambushers, hiding in loose soil, they attract prey with horns shaped like edible morsels to small animals (Familiars) that are displayed above the soil.



I rolled up this trap randomly, but it came out very useful.
Sleep Gas
Type: Alchemical
Detect: PER based Alchemy, HAZMAT (magical) -0
Disarm: Alchemy, HAZMAT (magical) -0
Circumvent: Avoid area, hold breath in area
Evade: Vision-2 to avoid area (modified by light levels)
Effects: Sleep, Causes living beings to roll HT-4 or sleep for 16-HR hours
Shots: 11 shots , fumes (2 yrd radius)
Rearm: No, the trap automatically resets
Steal: Fumes may be gathered in an air tight container, creating a Sleep grenade if the container is broken.

I already have a place for each of these in the dungeon. I will refrain from warning my players where each of them will be located.

I may make this into an ongoing series if it is well received.