A Cat of Tindalos

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

Thursday, June 4, 2020

From the pages of Clark Ashton Smith...

Mordiggian AvatarSolitary, Huge, Magical, Divine, Planar, Terrifying, Amorphous
Life Drain (w[2d12+5] damage)29 HP5 armor
Reach, Ignores Armor, Near, Far
Special Qualities: Various Forms

Mordiggian, also known as The Charnel God, is a Great Old One associated with ghouls, necromancers and death created by Clark Ashton Smith for his Zothique stories, where he debuted in the story "The Charnel God" as the primary god of the city-state of Zul-Bha-Sair, attended to by a mortuary-cult of ghouls dressed in long, hooded robes of purple paired with silver skull masks. Although capable of ferocious acts of wrath when roused to anger, he is generally a peaceful, amiable god who genuinely respects his faithful worshippers and who merely asks to be fed with the bodies of the dead. This makes him a true minority amongst the deities of the Cthulhu Mythos. He has appeared in Chaosium's Call of Cthulhu Malleus Monstrorum. Creature, Gods, and Forbidden Knowledge, and in Pathfinder. This name is used in Zothique, Man's last continent, and it is entirely possible that this gigantic creature is the same as Shaurash-Ho, although the name might go back to medieval France, and be a corruption of the Latin "Mortician" (to do with the dead). May be identical to Cynothoglys. He would seem to be the main subject of The Ghoul's Manuscript and Culte des Goules. Described variously as swirling darkness, a gigantic shadow, a worm shaped column. 

Instinct: Render to Dust
  • Consumes Corpses
  • Cthulhu Mythos Great Old One
  • Patron of the city-state of Zul-Bha-Sair

Sunday, May 3, 2020

New Dungeon World Monster

Cleaning Cube (ZENOPUS CUBE) Solitary, Hoarder, Construct
Pseudopod (w[2d10] damage) 12 HP 0 armor
Close, Near
Special Qualities: Opens Doors, Cleans

A cleaning cube is a smaller, more visible (translucent) gelatinous cube first bred by Zenopus to clean his dungeon. A non-aggressive scavenger, it attacks only if threatened. Indigestible material such as rocks or metal is deposited in a selected rubbish room. Other dungeon monsters will avoid a cleaning cube. 

Instinct: Devours Waste

    This new monster is from Zach Howard's wonderful new 5e Conversion of The Tower of Zenopus or "Sample Dungeon".

    Aspis Drone Attacks!


    Dangers of Jetsam Beach

    Giant Sundew Solitary, Large, Hoarder
    Sticky tendrils (d4 damage 1 piercing) 16 HP 0 armor
    Far
    Special Qualities: Plant, Sticky, acidic globs of sap, Mssile and fire based attacks will only do 1/2 damage

    Unlike its smaller cousin, this plant is almost sentient, being slightly aware of its surroundings. Preferring shaded, cool places to grow, the giant sundew grows only roots to lightly anchor it in place. Furthermore, it may at will with- draw these roots and pull itself along the ground with its sticky tendrils. It primarily derives its sustenance from the prey it catches. Giant sundews appear as 3 to 4’ large mounds of gray-green tarry ropes or rags. Areas where they are found are often heavily insect infested. If found in a closed area, the air will often have a thick odor like sweet syrup. These tendrils may be broken on a DEFY DANGER+STR roll for each character. Failure to due so may cause a character to eventually be engulfed and suffocated. The sap is mildly acidic but will dissolve and become harmless if soaked with vinegar or alcohol (such as wine). Due to the plant’s sticky exterior, missile and fire based attacks will only do 1/2 damage.

    Instinct: Consume
    • Trap in sap
    • Engulf prey and suffocate
    • Collect shiny things

    Aspis Larvae Swarm Solitary, Tiny
    Bites (w[2d10-2] damage) 12 HP 0 armor
    Hand

    Considered unfathomable by humans, aspis are seldom encountered in populated lands unless raiding for food. They commonly live in small groups, tending to their own business and only occasionally dealing with outsiders. Few people can report of ever meeting one of these creatures, and the existence of larva and cows is only a subject of rumor. These do exist, however, as they are necessary for the survival of the race. Aspis lairs are found underground and consist of sloping tunnels bored through soft rock or dirt. A lair or nest will consist of 1-3 egg chambers, 2-4 rooms for food storage, 1-3 grub hatcheries, and a central chamber. The tunnels are commonly about 4’ high and will be well defended by traps and guards. The grub hatcheries will contain a larvae swarm each. Only one cow will be found in any nest. Aspis larvae are the offspring of the nest. Ranging anywhere from 1%’ to 3’ in length, they resemble fat, white grubs. They are blind and deaf but can locate and identify other creatures through vibrations and scent. They have voracious appetites and require an almost constant supply of food. They are most commonly found in hatcheries maintained by the drones - usually pits of rotting materials in which the larvae swim or burrow and feed. Occasionally the drones will select one larva and feed and treat it in such a way that it will not develop along normal lines, but will instead become an aspis cow.

     Instinct: Devour

      Aspis Cow Solitary, Large, Organized, Intelligent, Hoarder
      Bite (w[2d10] damage) 16 HP 0 armor
      Near

      Considered unfathomable by humans, aspis are seldom encountered in populated lands unless raiding for food. They commonly live in small groups, tending to their own business and only occasionally dealing with outsiders. Few people can report of ever meeting one of these creatures, and the existence of larva and cows is only a subject of rumor. These do exist, however, as they are necessary for the survival of the race. Unlike other larvae who harden their skins and metamorphose into drones, the cows retain their larval form, becoming huge and bloated females, 10’ to 15’ in length. Their sole purpose in life is to lay eggs for the nest. They are sluggish creatures, but their large size makes their bite dangerous. In addition, their skin exudes a milky acidic slime which causes 1d4d if touched. If killed the surviving drones will abandon the Hive and move to another location with any remaining larvae and create a new Apsis Cow and Hive.

      Instinct: Feeds
      • Creates the Hive
      • Summon drones
      • Command drones

      Aspis Drone Group, Organized, Cautious, Hoarder
      Multiple small weapons (d8 damage 1 piercing) 6 HP 4 armor
      Close, Near
      Special Qualities: Immune to electrical and cold, 1/2 damage from fire-based attacks

      Considered unfathomable by humans, aspis are seldom encountered in populated lands unless raiding for food. They commonly live in small groups, tending to their own business and only occasionally dealing with outsiders. Few people can report of ever meeting one of these creatures, and the existence of larva and cows is only a subject of rumor. These do exist, however, as they are necessary for the survival of the race. Drones are 6’ long and appear to be giant weevils. They have an extremely long proboscis and multi- faceted eyes. Their diet consists of vegetable matter and meat. Blood is a preferred drink amongst them. Aspis drone are the adult males of the nest and perform all functions dealing with the outside world. These creatures lack individual identity even to the point of not having personal names. Fierce warriors, they are capable of using all weapons but bows, and can fashion items they need with skill. Although they prefer to travel on all six legs, in combat they will stand on their hind legs, using the other four to wield two weapons and two shields. They are fanatically loyal to a single cow and will defend her to the death. They are immune to electrical and cold attacks and will only take 1/2 damage from fire-based attacks Aspis drones speak their own language and 5% will be able to speak common. They do not have a written language per se, but may communicate in a similar manner by using subtle scents and perfumes

      Instinct: Elminate intruders
      • Serve the Hive
      • Alert the Hive
      • Feed the Apsis Hive Cow

      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


      The Incursion Egg

      Check it out:


      http://trilemma.com/blog/adventures/53%20Incursion%20Egg.pdf



      Tuesday, December 17, 2019

      Awaroth Woods

      Into the Awaroth Woods… (1.2a)

      A Dungeon World Conversion by Mark Tygart

      Of Lorenzo Santini’s Classic Wilderness One Page Adventure

      Lured by a scroll where the long dead sorcerer Urgaan boasts about treasures hidden in his tower, the PCs arrive at the outpost near the Awaroth Woods…


      “Let fools seek it. They shall win it not. For although my treasure house be empty as air, no deadly creature in rocky lair, no sentinel outside anywhere, no pitfall, poison, trap, or snare, above and below the whole place bare, of demon or devil not a hair, no serpent lethal-fanged yet fair, no skull with mortal eye a-glare, yet have I left a guardian there. Let the wise read this riddle and forbear.”

       ---Urgaan the Builder, Warlock of Qarth



      General Notes and Custom Moves

      All currency (usually gp) is now Dungeon World coins.
      All traps should allow a Defy Danger +DEX to either avoid damage (success) or take half damage (partial success).
      GMs may roll on the wandering monster table as a hard move.

      Urgaan’s Tower

      When Urgaan’s tower is “activate” every player every player must make Defy Danger versus Dex for each “move” they make. I always play the Tower as allowing fleeing adventurers to escape (followed by bellowing laughter).
      @A 10+ allows three moves
      @7-9 allows a single move
      @A fail allows the tower to attack (d10 damage)
      The tower’s “mind” may also be opened with a successful Fighter’s “Bend Bars, Lift Gates” move, or a full success Defy Danger+STR roll. A partial success will allow the player two free moves without damage.
      1d6 of the gems may Ioun stones, at the GM’s discretion.

      Ioun Stones
      These crystalline stones always float in the air and must be within 3 feet of their owner to be of any use. When a character first acquires a stone, she must hold it and then release it, whereupon it takes up a circling orbit 1d3 feet from her head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time.

      Ioun stones have 1 hit point, and an Armor of 5. The powers of each stone vary depending on its color and shape.

      The following are examples:
      Crimson spindle: grants user Infravision
      Brown-green pyramid: allows the user to speak Treant
      Crystal disc: generates light as per the clerical rote
      Green-black star: immunity to all poisons
      Crimson rectangle: immunity to ordinary fire; ½ damage from magical fire                                                 Azure triangle: allows user to breathe underwater

      NPCs

      Baran the Ranger
      Solitary, Stealthy, Intelligent
      Crossbow (b[2d10] damage 1 piercing)
      16 HP
      3 armor
      Close, Near, Far
      Instinct: To hunt monstrous threats
      • Strike from a hidden location
      • Blend into the environment
      • Slay evildoers


      Bregor the Werebear
      Solitary, devious, intelligent
      huge paws (d8+2 damage)
      12 HP
      1 armor
      Forceful, reach
      Special Qualities: Immune to most weapons, vulnerable to silver, lycanthropic curse
      Werebears, as the name implies, are a species of people who can turn into bears. It's not exactly a hard concept to grasp, and not entirely without some mythological precedent; the Viking word "Baersark", a root word for "Berserk", literally means "Bear shirt", and Berserkers were often described as wearing bear-skin shirts (a symbol of how powerful they were), or even reputed to transformed into bears on the battlefield - as these same berserkers were also part of the heritage that gave us the more famous werewolf, tying werebears to them is not a major leap.
      Instinct: To revenge
      • Hug murders tight and don't let go
      • Befriend the adventurers
      • Change form

      Oanga
      Solitary, Organized, Intelligent, Hoarder
      Elite weapon (b[2d10+4] damage 2 piercing)
      16 HP
      1 armor
      Close, Forceful
      The former leader of a mostly deceased bandit gang; the “Awaroth Raiders”... 
      Instinct: To destroy and plunder
      • Crush enemies with strength and will

      Uskz
      Solitary, Tiny, Intelligent
      Melee Weapon (b[2d10] damage 3 piercing)
      16 HP
      2 armor
      Hand, Forceful
      At the pinnacle of rage, this barbarian's vicious blows allow them to tear armor apart with every blow, shredding their enemy’s guts and limbs.
      Instinct: To crush her enemies with rage
      • Get mad


      Encounters


      bear (Brown)
      Large
      Claws (d10+4 damage)
      6 HP
      1 armor
      Forceful
      Instinct: To survive



       boar (Giant)
      Group
      Tusks (d8+2 damage)
      6 HP
      1 armor
      Close
      Special Qualities: Sharp tusks
      Cantankerous and aggressive on good days 
      Instinct: Dominate perceived threats
      • Charge and gore


      Centaur
      Large, Stealthy, Organized, Intelligent, Cautious, Hoarder
      Javelin (b[2d6+1] damage)
      11 HP
      2 armor
      Close, Reach, Near
      Special Qualities: Speed of Horse
      Instinct: To take vengeance on evil forest wreckers and plunders
      • Circle; throw javelins at evildoers
      • Befriend Baran allies
      • Sound the horns when evil approaches


      Forester
      Group, Intelligent
      Bow (d8 damage)
      3 HP
      1 armor
      Close, Near, Far
      Foresters work in the wilds and have a sort of innate connection to it, though one not as powerful as that of druids.
      Instinct: To protect the wild
      • Work with beasts

      Giant Spider (Forest)
      Horde, Small, Stealthy, Devious
      Bite (d4 damage)
      3 HP
      3 armor
      Close
      These giant spiders live swarms of up to half a dozen; an advantage they use to take down larger prey relying upon their stealth and venom. 
      Instinct: Consume
      • Ambush prey
      • Trap in webs
      • Inject weakening venom with bite (Defy Danger +CON to avoid; partial counts as a success, full success means player now immune to this type of spider venom.)

      Hill Giant
      Solitary, Large, Intelligent
      Clobber (d10+2 damage)
      18 HP
      2 armor
      Forceful
      A solitary hill giant who brews beer and roasts whomever he can catch in the Awaroth Woods.
      Instinct: To be left alone
      • Grab and hurl
      • Collects Martha Stewart recipes
      • Be profoundly stupid



      Hunter
      Group, Intelligent
      Bow (d8 damage 2 piercing)
      6 HP
      1 armor
      Close, Near, Far
      The hunters are trained rangers, who have learned to turn their skills towards a more predatory focus. As a result, they shoot with the precision of an eagle.
      Instinct: To protect the wild
      • Work with beasts


      Owlbear
      Solitary, Large, Terrifying
      Teeth (d10+4 damage 1 piercing)
      16 HP
      1 armor
      Forceful
      Special Qualities: It has the calming face of an owl on a monstrous bear
      Made by an accident yet it still craves to live, this THING survives purely by bloodlust. In the shadows, people may believe it is just an owl, but once they turn around, they are tackled by the pure fury of the owlbear. The only viable strategy to attack it alone is to not attack it alone. Just RUN. 
      Instinct: to eat
      • Devour

      Shambling Mound
      Solitary, Large, Stealthy
      Crushing Growths (d10+2 damage)
      16 HP
      0 armor
      Special Qualities: Absorbs electricity, Camouflage
      Shambling mounds are large, mobile plants. They feast upon everything they can get their hands on, including living things which they ambush and smother in their grasp. They become especially active during thunderstorms. 
      Instinct: To grow
      • Hide in the undergrowth



      Stirge
      Horde, Tiny, Stealthy
      proboscis (d4-2 damage)
      3 HP
      0 armor
      Hand
      Special Qualities: Flight
      Stirges are vicious, blood-drinking swamp pests that prey on wild animals, livestock, and unwary travelers. While weak individually, swarms of the creatures are capable of draining a man dry in minutes, leaving only a desiccated husk in their wake. 
      Instinct: To swarm prey
      • Suck blood
      • Hide in the shadows


      Treant
      Group, Huge, Magical, Intelligent
      Smash (d10+5 damage 2 piercing)
      18 HP
      1 armor
      Reach, Forceful
      Treants are ancient beings, long-lives sapient plants. Capable of living for millennia, they take things slowly most of the time, moving at a pace befitting for a tree. But when their bellowed woodland is in danger, these peaceful, lumbering giants lurch into action with unmatched ferocity. 
      Instinct: To protect the woods
      • Talk with plants
      • Protect trees
      • Befriend friends of Bregor

      Troll
      Group, Large, Intelligent
      Brutish strike (d8+2 damage 1 piercing)
      14 HP
      1 armor
      Forceful
      Trolls are powerful humanoids mostly known for their regenerative powers. All non-fatal injuries seem to fade in due time, with only fire and acid seemingly giving the troll trouble. Furthermore, trolls slowly adapt to their environment, changing to better be able to survive.
      Instinct: To indulge itself
      • Regenerate
      • Turns to stone in sunlight
      • Extort bribes

      Wolf
      Horde, Organized
      Bite (d6 damage)
      3 HP
      1 armor
      Close
      Instinct: To hunt



      Worg
      Group, Hoarder, Terrifying
      Rusty Battleaxe (b[2d8+2] damage)
      6 HP
      1 armor
      Close
      Special Qualities: Fur and a wolf head
      The most aggressive of the evil beast-men, worgs gather in howling bands of hunters, scouring the forests where they live for fresh meat, preferably human.
      Instinct: To consume
      • Snap and snarl at a source of pain
      • Dominate a weaker ally
      • Feast

      Wraith (Forest)
      Horde, Devious, Amorphous
      Life-draining touch (d4 damage)
      12 HP
      1 armor
      Close, Ignores Armor
      Special Qualities:  Only harmed by magic and magic weapons
      Forest Wraiths, though undead, are not a single soul. Rather, they are several fragmented of different souls, often due to violent deaths, tragedy and negative feelings, that have coalescence into a new, dreadful being in a corpse of a dark magic user. The wraith has neither understanding nor empathy of mortal life. All it wants to do is add to its collective of fragments by harvesting the souls of living beings. Its touch severely weakens the living, causing the Sick condition. 
      Instinct: To steal life

      • Sense the living
      • Moan and rattle chains
      • Guard Tomb