A Cat of Tindalos

A Cat of Tindalos
Showing posts with label Dungeon Planet. Show all posts
Showing posts with label Dungeon Planet. Show all posts

Friday, January 10, 2020

From the White Dwarf

SvartGroup, Small, Intelligent
Daggers or Nets (d6 damage)3 HP0 armor
Close, Near
Special Qualities: Slavers

These small creatures (3' tall) have bright blue skin with orange eyes. They are mediary between Goblins and Kobolds and generally attack the latter, though they will unite against their common foe - Hobbits. Svarts will seek attack halflings on sight, blindly and later cook and devour them if possible. Otherwise they are crafty thieves and slavers always seeking a deal they will honor in letter if not in spirit. 

Instinct: Sell Slaves
  • Capture Prey with Nets
  • Slavers
  • Steal


Tuesday, October 2, 2018

Gray Goblin Warrens Revised

Not much love for this conversion so far, but I think it would make a great "Caves of Chaos" dungeon crawl, perfect for newbie Dungeon World players. This revision cleans my notes up a bit and shows how I would adapt it for my group a little better I think...

Classic One-Page Dungeon by C. Brackett: https://drive.google.com/open?id=1e0ha-GmZPGOch4CtxEtAdwx7ks8jX1un

My Conversion Notes: https://drive.google.com/open?id=1I-MgLuFWfGSgeP2r3SDZgBKRxCkYu4of

Goblin Character Class: https://drive.google.com/open?id=1WKYKxah9tP8l_zvThENb3cRKj7eAbzyW


Thursday, July 26, 2018

Dirty Fate? Dirty Monster Hunting?

John Wick's Dirty Dungeon

Each player adds elements to the dungeon by describing how they learned about this element - dungeon survivors, old maps, books, whatever. Each time they add something to the dungeon, a d4 is added to the pot. In the dungeon, players may take out a d4 whenever and add it to a die roll.

While the players are adding to the dungeon, the DM gets a bead every 10 minutes (or whatever time period you like).

Everything the players state is true.

The DM may spend a bead during play to make any player statement false.

So, basically, the players build the dungeon from the ground up, and then adventure through it. However, because the DM can change elements at any point in time, their plans are not foolproof.

Any ideas how to apply this to Fate or FAE? Maybe as a "Heist" game?

Or maybe Monster-of-the Week?






Monday, March 5, 2018

Inuit Monsters of the Frozen North for Dungeon World (In Honor of AMC's The Terror)

ADLET
Group, Intelligent
Talons (d8 damage) 6 HP 0 armor
Close
Adlet are a race of people in Inuit legends usually said to have the lower body of dogs and the upper body of humans. Typically, they're believed to be the offspring of an Inuit woman and a dog, brought about through an unnatural mating. The Adlet are typically portrayed as aggressive savages who will attack men when they cross paths.
Instinct: Devours
• Hunts Humans



INUIT 
Group, Intelligent
Spear (d8 damage) 6 HP 0 armor
Close
Special Qualities: Tribal Hunter-Gathers
Inuit are a group of culturally similar indigenous peoples inhabiting the Arctic regions. The Inuit have traditionally been fishers and hunters. For the Inuit there was a set way of doing things: Maligait refers to what has to be followed, Piqujait refers to what has to be done, and the Tirigusuusiit refers to what has to be avoided. If an individual's actions went against the Tirigusuusiit, Maligait or Piqujait, the shaman might have to intervene, lest the consequences be dire to the individual or the community. Instinct: Hunt
• Survive
• Guard Community
• Welcome peaceful strangers

QALUPALIK
Group, Stealthy
Claws (d8 damage) 6 HP 0 armor
Close
Special Qualities: Aquatic, Immune to cold
Qalupalik is an Inuit mythological creature. It is a human-sized marine goblin-demon that lives at the bottom of the sea, with long hair, green skin, and long fingernails. The myth is that qalupaliks wear an amautiit (a form of pouch that Inuit parents wear to carry their children) so they can take babies and children away who disobey their parents to become qalupaliks. The story was used to prevent children from wandering off alone, lest the qalupalik take those children in her amautik underwater and keep them forever. Qalupaliks are said to make a distinctive humming sound; therefore, they can be heard before they appear. Instinct: Steal Children
• Lives in the Inuit marine Underworld
• Charms children
• Make a distinctive humming sound




MAHAHA 
Solitary, Planar
Nails (d10 damage 1 piercing) 16 HP 0 armor
Close
Special Qualities: Immune to Cold, Immune to non-magical weapons
Mahaha is a maniacal Inuit demon that terrorized parts of the arctic. This creature is described as a thin sinewy being, ice blue in colour and cold to the touch. Mahaha’s eyes are white and they peer through the long stringy hair that hangs in its face. This demon is always smiling and giggling. It is strong, very strong and it is always barefoot. Mahaha is usually seen with almost no clothing on yet it never seems to be bothered by the cold. This cold demon takes pleasure in tickling its victims to death with sharp vicious nails attached to its long bony fingers. Many elders have remarked on the expression of the dead victims Mahaha leaves behind. It seems all of the victim have a similar expression on their dead faces – a twisted frozen smile. Although this demon is twisted and evil, Mahaha is easily fooled. Most of the stories told about Mahaha end with it being fooled. Usually Mahaha is tricked into leaning over a water hole to take a drink and is pushed into the open water and swept away by the currents.
Instinct: Tortures
• Haunts
• Beguiles
• Murders



SAUMEN KARS (TORNITS)
Solitary, Large
Claws (d10 damage) 16 HP 0 armor
Special Qualities: Immune to cold
The Inuit Yeti or Bigfoot; these solitary creatures are nomadic, roaming the wastes to settle temporarily where they are lucky enough to find food, shelter, or both. They are omnivorous, but the climate dictates that the lion's share of their diet is meat, and Saumen Kars consumes the flesh of any creature but their own kind.
Instinct: Devour
• Hunts Humans



SEDNA AVATAR
Solitary, Divine, Magical, Planar
Skeleton talons (d10+2 damage 1 piercing) 25 HP 0 armor
Close
Special Qualities: Divine, Primary Inuit goddess, Does not suffer fools, Aquatic, Immune to magic, Immune to non-magical weapons, Commands dead spirits
Sedna is the Inuit Goddess of the Underworld and the Ocean. The Inuit believe the afterlife to be located at the bottom of the sea; which Sedna rules. Sedna started existence as a simple Inuit girl. Sedna was killed by her father. Varying legends each give different rationales for Sedna's murder. Yet, in each version, her father takes her to sea in his kayak, chopping off her fingers and throwing her into the sea. In each version she sinks to the bottom of the sea; to be worshiped by hunters who depend on her goodwill to supply marine sea creatures to hunt. She is generally considered a vengeful goddess, and hunters must placate and pray to her to release the sea animals from the ocean depths for their hunt. She is often depicted with a fish tail, like a mermaid. Inuit souls are sent to her for a year after death before they are reincarnated back into their tribe.
Instinct: Punishes
• Rules Inuit underworld and oceans
• Commands sea creatures and the dead
• Inuit Goddess; appears as an arctic mermaid with skeleton talons



SIXAM IEUA
Solitary, Divine
Arctic curse (w[2d10+2] damage) 12 HP 0 armor
Close, Far
Special Qualities: Heal travellers, Bless weapons to hit demons, Mute
A rare type of Inunit guardian shaman found in Dan Simmons’ novel “The Terror”. The shaman of a community of Inuit was not the leader, but rather a sort of healer and psychotherapist, who tended wounds and offered advice, as well as invoking the spirits to assist people in their lives. His or her role was to see, interpret and exhort the subtle and unseen. The Tuunbaq can be pacified by the throat singing of an otherwise mute Sixam ieua (special Inuit shaman), rendering it as close to docile as it can be made. This entire shaman group has had their tongues removed to gain their special powers and usually refrain from all forms of physical violence against human beings.(Inspired by Dan Simmons' novel "The Terror"')
Instinct: Protect
• Guide
• Heal
• Bless




TIZHERUK
Horde, Large
Bite (d6 damage 1 piercing) 7 HP 0 armor
Near
Special Qualities: Aquatic
In Inuit mythology, the Tizheruk are large, snake-like sea creatures that are believed to roam Alaska's waters. They are described as having a head 7 feet long with a tail ending in a flipper, for a total of 12 to 15 feet long. Tizheruk were said to snatch people from docks and piers.
Instinct: Snatch prey
• Consume
• Ambush
• Return to the deep



TUUNBAQ
Solitary, Large, Planar
Bite (b[2d12] damage) 20 HP 1 armor
Near
Special Qualities: Impervious to non-magical weapons, Demon, Immune to cold
The Tuunbaq is an Inuit Demon, a devourer of souls and eater of flesh. The Tuunbaq is encountered as a large polar bear with an extended if not elongated neck, and is impervious to non-magical weapons. The Tuunbaq can be pacified by the throat singing of a Sixam Ieua (special Inuit shamans), rendering it as close to docile as it can be made. The Tuunbaq was created by the Inuit Goddess Sedna to murder the other Inuit pagan gods, when it failed she exiled it to the far north and taught special shamans how to confine it there. Instinct: Consumes souls (Inspired by Dan Simmons novel)
• Haunts
• Ancient Demon of Frozen Wastes
• Players killed by Tuunbaq may not be restored unless it is destroyed




Friday, February 16, 2018

Chupacabra

ChupacabraGroup, Organized
Drains Blood (d8 damage 1 piercing)6 HP0 armor
Close

The chupacabra or chupacabras (Spanish pronunciation: [tʃupaˈkaβɾas], literally "goat-sucker"; from chupar, "to suck", and cabra, "goat") is a legendary creature in the folklore of parts of the Americas.The name comes from the animal's reported habit of attacking and drinking the blood of livestock, especially goats.The most common description of the chupacabra is that of a reptile-like creature, said to have leathery or scaly greenish-gray skin and sharp spines or quills running down its back. It is said to be approximately 3 to 4 feet (0.9 to 1.2 m) high, and stands and hops in a fashion similar to that of a kangaroo. 

Instinct: Drains blood
  • Hunt
  • Call the pack
  • Ambush prey

Altrusian

AltrusianSolitary, Small
Crystal dagger (d10 damage)3 HP2 armor
Close
Special Qualities: Ancestor of Sleestak

The ancestors of Modern Sleestak were the Altrusians. Their civilization fell approximately 1,000 years earlier. The Sleestak sometimes use the term "Altrusian" to refer to themselves and sometimes to refer only to the true Altrusians. Physically, the Altrusians were similar to Sleestak, with the former marked by a shorter stature, an extra finger on each hand, and a golden yellow skin tone. Intellectually they were very different, however. The Altrusians possessed advanced psionic technologies based on light crystals and understood a great deal about the operation of the Land of the Lost. They strove for calm emotionlessness and as a result could be both cooperative and quite callous. Altrusians have a very strict code of honor: they cannot allow others to show more self-control or make greater personal sacrifices than themselves. Occasionally, a Sleestak will be hatched that is a "throwback" to their Altrusian ancestors, being born with greater intelligence and with an innate knowledge of Altrusian history and technology—though not, for some reason, knowledge of the pylons or matrix operation. The other Sleestak regard these throwbacks as a threat, and so they are also sacrificed to the Sleestak god when detected. 

Instinct: Investigate ancient technology


Monday, February 12, 2018

"Are you One, Herbert?"

Space HippiesGroup, Intelligent, Planar
Alien Dagger (d8 damage)6 HP0 armor
Close
Special Qualities: Annoying

Several scholars have discussed the "space hippies". Like the acolytes of Leary, Charles Manson, and other negative counter-culture leaders, these bizarre and stereotypical alien flower children are "under the spell of an unknown "charismatic but dangerously unhinged leader"(chosen by the GM) and "stand for a sixties generation in the thrall of misled idealism." The group shows a disrespect for authority and demands to be taken to a planet they call "Eden" (a dangerous Dungeon World location sure to kill them all). If the party refuses they will label them "Herberts" and begin to loudly mock them.Paladins and other formally good character may be forced to care for them or suffer the displeasure of their deity. 

Instinct: Guide innocents to destruction
  • Chant
  • Seek "Eden"
  • Make an oval "symbol of peace" greeting hand gesture
  • Announce "We are one."
  • Replay Woodstock



Sunday, February 11, 2018

Denevan Neural Parasite Swarm

Denevan Neural Parasite Swarm Horde, Tiny, Devious, Planar
Infecting Bite (d4-2 damage)3 HP0 armor
Hand
Special Qualities: Pain Enslavement

A Denevan neural parasite was roughly disc-shaped, about thirty centimeters in diameter and two to four centimeters in height. The edges were thin and yellowish; towards the center, the creature was thicker and redder. Occasionally, they pulsated. Parasites had no detectable external or internal organs. Spock described a parasite as "resembling, more than anything, a gigantic brain cell." Looking -- and moving -- like a half-digested Frisbee, these creatures are part of a large organism that takes over humans' nervous systems and forces them to infect other planets, kind of like Borg without the fashion sense. (This is also the episode where we learn that Spock has nictitating membranes. That doesn't have much to do with the monster. It's just creepy.)Denevan neural parasites were capable of clumsy flight. They attacked by making physical contact with a target and stinging it as does a bee. The stinger injected a strand of tissue that infiltrated the victim's nervous system very rapidly, entwining about the nerves. Leonard McCoy described this entwining as "far, far too involved for conventional surgery to remove." Once the parasite infiltrated a host, it pressured the host to obey its commands by inflicting enormous pain. There seemed to be some level of pain even when the host obeyed, but the creature could increase the pain it inflicted to bring an uncooperative host to heel. Exactly how the creature communicated its desires is unclear, but that it could do so is evident: Spock, while infected, attempted to land the Enterprise on Deneva, despite the fact that (as he knew) this was impossible. Later, he was able to end the pain through mental discipline and convince the crew to let him collect one of the parasites to run tests on. Eventually, this continuous painful stimulation could lead to insanity and death. Infected victims cooperated in working towards the parasites's objectives. This, and their enormous resistance to harm, led Spock to theorize that all of the parasites were parts of a single organism. How the parts communicated without a physical connection was not made clear. The parasites were so alien that Spock also theorized their origin was a place where different physical laws applied, outside of the Milky Way Galaxy. 

Instinct: Destroy
  • Infects
  • Enslaves
  • Sunlight or magical healing kills



Monday, November 20, 2017

New Dungeon World/Dungeon Planet Adventure Conversion: In the Moon Bog

"Some time ago, the Screeching Comet shattered the night skies and crashed into the Moon Bog. Since then, a creeping doom has slowly warped the flora and fauna of the area. Those spending too much time in the bog are overcome by an alien sickness. Recently, mutant man-frogs have been encountered and villagers have gone missing. What horror resides in the Moon Bog?"


Once again trapped in a hospital waiting room, when I should be writing something else I end up with writer's block that results into my converting this one page dungeon gem homage to Dave Arneson's classic The Temple of the Frog. If your idea of Thanksgiving fun isn't battling mutant frogs and giant hairy space aliens how do you spend your holidays??

As always feedback of any type,comments, general observations, lavish undeserved praise, war stories, etc. are most welcome!





Wednesday, August 9, 2017

My 15 seconds of fame last year...




                  What Should I Be On the Lookout For? Mark Tygart’s Dungeon Starters (04:37)

                  My Dungeon Starters: https://drive.google.com/drive/folders/0B7cav44145d9OXZFNjNpWFdBRFU

                                                      A Great Dungeon World podcast!






Friday, February 17, 2017

Primate Planet

Ray Otus' wonderful new Dungeon World zine Plundergrounds issue #1 Ape City (http://www.patreon.com/rayotus) inspired me to think how easy it would be to run classic Planet of the Apes adventures with Red Box Vancouver's Adventures on Dungeon Planet Dungeon World expansion.

This is the result: https://drive.google.com/open?id=0B7cav44145d9NnAzb01vQzVvRXM
Enjoy!


Monday, December 12, 2016

Dagoth Lives!

Dagoth (Lizard demon)Solitary, Large, Planar
Talons (d12+4 damage)16 HP1 armor
Forceful
Special Qualities: Reverts to statue if horn removed, Only damaged by magic or magical weapons, immune from harm as a statute or horn

Dagoth, also referred to as the Dreaming God, was a demon worshipped by the people of Shadizar, particularly Queen Taramis. He participated in a large battle with other evil beings, during which his source of power, a jeweled horn, was broken off. Dagoth fell to Earth in a weakened state and his body turned into stone, becoming a statue. As written in the ancient Scrolls of Skelos, if the horn were found placed in the forehead of the statue, it would bring about the evil god's resurrection, and as long as a virgin girl was sacrificed at the hour of the god's rebirth (in this case, Taramis' niece Jehnna), everything would be fine. Legend holds that Dagoth will grant any wish his restorer desires, but great care should be used in the exact words used for the wish. Unfortunately, the ritual was interrupted by Conan and his companions and Taramis' vizier speared by Zula before he could sacrifice Jehnna, and the end result of this is that Dagoth became angered and transformed into a monstrous, lizard-like beast. The wizard Akiro deduced that Dagoth's horn was his life, and in tearing the horn from the ex-god's forehead, returned Dagoth to his statute form. Later both horn and statue vanished from Shalizar in different eras. Scholars speculate that Dagoth may be related to the ancient evil Zargon in some fashion. 

Instinct: Destroy
  • Rage monster
  • Demon of the Ancient World
  • Likes Conan the Barbarian movie better than sequel