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Showing posts with label Creature Feature. Show all posts
Showing posts with label Creature Feature. Show all posts

Sunday, April 29, 2012

T&T 7.5 Creature Feature # 27


A new kindred by your humble host here at TROLL HAMMER...

Kindred: Boglyn

Attribute Modifiers:
STR      .50
CON      .50
DEX      2
INT       2
LK        1.5
CHR      .50
WIZ      1.5
HT        .40
WT       .40

Type: Boglyns are their own Type and Kindred
Level Attributes: Dex, Int, Wiz, Lk

Special Damage: Normal Spite Damage; Extra Attack: Tail Whip (4 dice).
Special Abilities: Magic use (see below); may have Talents; tough, thick skin absorbs 5 hits.

History and Description:
Boglyn history is a complete mystery, and they are loathe to speak of their past. Some say they come from another world, others say another dimension. Only solitary males have ever been encountered, and of those, virtually all are hermits living in caves, towers, or woodland cabins. They often dwell in bogs, swamps, woodlands, or broken lands to facilitate their love of privacy. Despite their seemingly xenophobic nature, they do like to establish their dwelling within a few days journey of some sort of settlement where they may trade for or purchase supplies and equipment. Boglyns do not get along with one another, and will always act with hostility when encountering their own kind. They will occasionally leave their solitude to search for and acquire magic and treasure, most often solo, but very rarely they will join a party of delvers. Boglyns are usually NPCs, but player characters are possible, with a strict limit of one per delving party.

Boglyns are slightly less than half the size and weight of a human. They appear as short, old human men, but twisted and gnarled. They have thick, tough leathery skin (absorbs 5 hits as armor) that ranges from a creamy tan to a deep chocolate brown in color. They never wear armor, but rather dress in normal or magical clothing. They have stiff, wiry grey, white, or black hair. Eye color ranges from a pale yellow to a piercing, fiery golden. They have tiny, jagged teeth, bony fingers, and large, long noses. They also have thin tails that are as long as they are tall, which they can use as a whip (4 dice). This whip attack acts as an extra attack each combat round during melee and is in addition to any other missile or melee attack. Boglyns favor daggers or staves for melee and hand crossbows, blowpipes, chakram, and especially gunnes/pistols (when they can get them) for missile weapons.

Due to their lives of solitude, intense magical study and practice, and deep attunement with kremm, Boglyns automatically learn 1 level of spells per level they have attained, cumulative. For example, a 3rd level Boglyn would receive 1 level of spells for 1st level, 2 for 2nd, and 3 for 3rd, for a total of 6 levels of spells. So, he may choose six 1st level spells, or four 1st and a 2nd, or three 2nd, or a 3rd and a 2nd and a 1st (they may not choose spells at levels higher than their Type Level), etc. This applies even for a starting character. Selections may not be changed, when a spell is selected, it is forever. Boglyns may not use foci.

Boglyns have a deep love of all things magical, and of mechanical gadgets of all types. They are obsessed with acquiring such items, and will go to great lengths to do so. Their choice of Talents often reflects this: Alchemy, Magic Lore, History, Tinkering, Engineering, and Scribe, to name a few. They are also very fond of missile weapons, and many have a Talent for Marksmanship. As any other character, a starting Boglyn receives one Talent, and they may gain additional Talents when gaining levels. Higher level Boglyns may create magic items as wizards.

As mentioned, Boglyns are generally solitary hermits, and most have a fairly gruff and rude personality. While they will sometimes ally themselves with others, there must be some clear cut benefit to the Boglyn, and when the usefulness of the alliance has expired, the Boglyn will quickly move on. Developing a true friendship with a Boglyn is an extremely rare event, but, conversely, Boglyns are known for some level of loyalty to former allies they parted with peacefully.


Sample Boglyn

Name: Morug Invan Dulin
2nd Level Boglyn

Str: 5
Con: 8
Dex: 18
Spd: 12
Int: 24
Wiz: 20
Luck: 18
Cha: 4
Ht: 2’6”
Wt: 60 lbs.

Adds: +8

Talent: Magic Lore (Int + 5)
Spells (3 levels total): Detect Magic, Omnipotent Eye

Weapons: Staff, Dagger, Blowpipe (darts laced with Hellfire juice), Fire stick pistol

Notes: Morug has recently ‘acquired’ a small cabin in a thick stretch of forest less than 10 days walk to a large town. He has been studying magical items and their history and usage for a long time, and is now ready to begin accumulating his own collection. He recently began studying Alchemy as well, and is on the lookout for further texts and manuscripts to aid in his studies. His tiny cabin is relatively neat, but is crammed full of books, scrolls, and ancient manuscripts, as well as a small set of Alchemical equipment he is using in his self-education. Morug also wishes for a familiar, some sort of beastie that can act as a companion and guardian, so he is always on the lookout for an opportunity to get one.

Copyright © 2012, Paul Ingrassia
Artwork is free for use 
clip art

T&T 7.5 Creature Feature # 26

The recently hyper-prolific Tom 'Kopfy' Loney treats us to a sample character based on his recent Strange Kin series of interesting kindreds over at his The Many-Headed Troll blog.



Ogerilla
MR 380 (39d plus 190)
9th level Rilla (Ape) Paragon
Crucial Stats
IN: 62
ST: 94
DX: 47
LK: 45
CH: 49
WZ: 31
Knows up to 4th level spells.


Description: Originally named Cicero Flame-Start, Ogerilla was born very smart and to a good rilla family, so no one knows why he has turned out so bad. He attended Wizard's School, as well as Advanced Warrior Training, in Appo-On-The-Mirky, in the country of Djung of Athebes. He then disappeared for a decade, and returned wearing strange armor and evil as all get out. There are tales of him eating ape flesh, as well as that of other Speaking Peoples.


Notes: Ogerilla was abducted by Nazi scientists from our world of Earth who were experimenting with trans-dimensional travel. After months in their laboratories, he was allowed to wear a Nazi uniform and take part in suicide missions. He not only survived, he became the Commander of the laboratory. All of his captors ended their days in experimental studies that rivaled his own tortures. As the Red Army encroached on the laboratory, Ogerilla rigged the base to self-destruct and returned to his homeworld of Elder. Back on that world he wasn't much more than another rilla running around in funny clothes and a spiffy helmet. He traveled to the Witching Lands of the North and became a servant of the Bat-Winged Fiend who continued his wizardly training for a horrible price, paid with the blood of others. He is currently trying to fill the power void left in the latest Evil Horde at the death of the Over-Ogre, who he liked as a person and respected as a friend. His troops do wear Nazi-styled helmets, but only he is allowed the great and expensive uniforms.

Text and art copyright © 2012, Tom K. Loney


~~~


Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Do you have a favorite player or non-player character you want to show off? Send submissions to the_mystic_fool@yahoo.com and include the words 'Creature Feature' in the subject line.

Friday, March 30, 2012

T&T 7.5 Creature Feature # 25

For the 25th edition of TROLL HAMMER's Creature Feature, The Mighty Trollgod, Ken St. Andre, provides us with a bruiser of a Troll armed with, you guessed it, a mighty, magical trollhammer. His work is accompanied once again by an incredible rendering by Christa St. Jean.

T & T Characters You Don’t Want to Meet



Name: Blood-Eyezz
Level: 18
Kindred: Rock Troll
Class: Does Not Apply

STR: 182
Luck: 38
DEX: 13
SPD: 30
INT: 15
WIZ: 9
CON: 123
CHR: 34

ADDS: 215
HT: 15’ 2”
WT: 2380 lbs.
AGE: 1432

Weapon: A massive enchanted Trollish warhammer (245 D6 + 49 adds) (This weapons constantly emits flashes of energy that takes the form of crackling green lightning around the head of the hammer.)

Description: Blood-Eyezz gained his name because his eyes appear to be two pools of blood set into his craggy head. The lava-like blood that animates his body sometimes burns through the thin layer of stone on his face and gives him the appearance of weeping blood.

Background: Blood-Eyezz the Rock Troll was one of Lerotra’hh’s corps of Trolls who fought for her during the War of Liberation. When the war ended, he went back to wandering around Trollworld. He sometimes goes underground for years at a time, but he is a wanderer, and may be found almost anywhere if his aimless travels have led him back to the surface. Lerotra’hh had Chthonian smiths make the trollhammer, only one of many magical weapons created for her fighters during the great war of Monster Kindreds versus Good Kindreds.

Copyright © 2012, Ken St. Andre
Art Copyright © 2012, Christa St. Jean

~~~

Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Do you have a favorite player or non-player character you want to show off? Send submissions to the_mystic_fool@yahoo.com and include the words 'Creature Feature' in the subject line.

Saturday, March 3, 2012

T&T 7.5 Creature Feature # 24

CLOSE ENCOUNTERS OF THE WEIRD KIND

A Special T&T NEW KHAZAN Creature Feature
by the one and only 'Mad' Roy Cram (Channeling Professor Whenn)


SPACE HAUNTS

On almost every known inhabited planet it seems there are bizarre and unusual happenings referred to as ‘hauntings’. It should surprise no one, then, that there are similar kinds of events in space, on spacecraft and in space bases. What is unusual, is the relatively higher incidence of these occurrences compared to the low population level.

The great majority of space hauntings seem to involve one susceptible individual who becomes the center, or focal point, of the event. People who have a history of using or abusing mind altering drugs, medications or alcohol, and those who have been exposed to serious or extensive traumatic experiences are the most frequently afflicted.

What happens can vary from mild and relatively harmless up to, and including, very severe and extremely serious life threatening crises. The average ‘haunting’ starts off slowly at a low level, and then builds quickly to a peak. Once the peak of activity is reached they tend to taper abruptly and rapidly, but, in some cases, may continue until the focus person is driven to suicide or forced to retire from the space service. The 'haunting’ does not seem to follow these people once they leave the ship or base where it occurred.



Some of the ‘haunting’ manifestations that occur are detailed below.

1. ‘Cold Spots’: These are areas of a ship or base where a person feels suddenly chilled. This happens despite the fact that instruments detect normal temperatures at that site. This is one of the ‘haunting’ events that persons other than the focal point can feel. It is often accompanied by a feeling of intense dread or apprehension.

2. Visual Manifestations: the victim may see things, ranging from annoying peripheral vision flashes or eerie ghost-like creatures scuttling down distant hallways, to faces in mirrors, or even full-blown apparitions, usually of persons the victim knew or knows. These visions are generally accompanied by intense feelings of awe or fear. The victim is the only one who can see these things, and usually only when they are alone.

3. Auditory Manifestations: Victims may hear a variety of unpleasant noises, hissing, indistinct muttering, footsteps, knocking, distant wailing or weeping sounds, voices that speak to them or threaten them, or any combination of these events. Often the voices urge them to do terrible things. Only the victim can hear these manifestations, and this case often resembles a mild to severe case of schizophrenia. The cessation of these events, when the victim leaves the ship or base, tends to rule against the diagnosis of mental illness as a cause.

4. Full Manifestations: Sometimes a full blown ‘ghost’ will appear to the victim and actually converse or talk to them. Fortunately this is quite rare, as it is a very severe form of manifestation, often with dire results.

5. Tactile Phenomena: Some victims may experience the sensations of being touched, stroked, scratched, struck, or bitten. These events may leave wounds or bruises. Severe cases can result in significant injuries. Stigmata may occur in rare instances. Again, these events resolve once the person affected leaves the haunted environment.

6. Poltergeist Phenomena: This is a very dramatic and frightening kind of event. Objects around or near the focal person may be moved, levitated, broken, thrown, or otherwise manipulated. This generally happens while the victim is alone. Auditory manifestations usually accompany severe incidents.

Severe cases of extreme hauntings can endanger a ship or base, and must be dealt with before they get out of control. Often the only recourse is to restrain or lock up the victim and keep him under watch at all times. Sometimes chemical sedation is necessary. Hauntings almost never kill their focal person, but they do drive many insane. Crazy crew members can do serious harm to their ship mates or to their ship. Ship doctors find these cases very frustrating as standard medical interventions do not seem to be helpful. It is hard to tell if the patient is possessed, haunted, or just simply off his rocker.

Priests, shamans, wizards, and exorcists are often consulted in these cases, and have proved useful in some events. In rare cases, however, they have only aggravated the manifestation and made it worse. In very rare instances, the practitioner becomes the new focal point of the haunt which then assaults him with a vengeance.

Something other than simple mental aberration or illness must be involved, because of the higher rates of these kinds of incidents in space, and because there are ships and bases where the problem is very severe and persistent in a manner and at a rate that defies the rules and laws of probability. One can only hope that some day scientists will solve the mystery of these haunting phenomena and find effective ways of treating or preventing them.

G.M. notes: These events are usually limited to vessels where crew members work alone in creepy environments. Loners are more likely to be affected. A roll of 2D6 can be used by G.M.’s to determine the severity of the problem; the higher the number rolled the longer and more severe the haunting. Boxcars (double sixes) are a disaster while snake eyes (double ones) are merely annoying. It is probably best for G.M.’s to tailor the events in such a way as to make the story interesting and exciting for the players. I like to pass little notes to the players, telling the victims what they are experiencing and let them respond and interact with the other players accordingly. Some really fun and interesting role playing can result in such cases, a nice change from battling mutated bugs or other awful creatures.

SPACE MADNESS

This mental malady could be written off as simple psychiatric illness except for the unusually high rates at which it occurs in spacers and on space ships. Some authorities are convinced it is related to space haunting phenomena though it lacks the characteristic events that usually accompany the latter condition.

The most common problem that arises is paranoia in a susceptible individual. The victim becomes progressively more convinced that something terrible is about to happen and/or his shipmates are all out to harm or kill him. Often the patient complains in therapy of the little voices that whisper in his head and reinforce his delusions. Paranoids are very dangerous because they are usually able to act and appear rational and harmless until the late stages of their problem drive them to desperate measures or acts which they commit in an effort to ‘protect’ themselves or the ship. Note: The computer HAL in the 2001 Space Odyssey was the perfect paranoid.



Depression is a less dangerous malady, as far as the rest of the crew is concerned. The chief problem here is the loss of the victim as an effective crew member. The risk of suicide is very high in these persons, but only in the rarest of instances will one of them decide to take the rest of the crew and the ship with them.

The last and, fortunately, rarest of the mental problems that afflict spacers is the simple nervous collapse or mental breakdown which leaves the victim in a state of helplessness, and even, in severe cases, catatonia. Such a crewperson must be restrained and sedated in the former case, and, in the latter, watched for the rare abrupt and violent manic state that sometimes comes over the catatonic patient. This can be a problem in a short-handed crew, especially if the victim has personal skills needed to operate the ship and cannot be spared.

Standard medical intervention and treatment of these individuals is the rule here, but it is only helpful in a few cases. Getting them off the ship and into a planet based hospital is almost always very helpful.

G.M. notes: I like to use the mental collapse state if someone in the crew drops out of the game. The role of paranoid can be used to liven up some of the dull hours when a ship is cruising between stars or planets and we don’t want everyone to get bored. I pass notes to my best role players and let them know if they are crazy, and let the interaction begin! It can get interesting!

SPACE 'VERMIN'

Some things exist in space that can defy logical and reasonable explanation. Three major kinds of entities (?) have been encountered by space ships in deep space, but still virtually nothing is known about any of them.

Nannites or Miconauts
These creatures, or ships, or whatever they are, simply appear as tiny gray specks about the size of a terrestrial midge. There may be several hundred of these at once. They just suddenly show up on a ship and then swarm busily about, as if inspecting the crew members and other objects on board, and then, buzz off and disappear. They have so far successfully avoided all efforts to communicate with them or capture them. Scientists have offered large rewards to anyone who can provide them with a specimen.

Void Faeries
This is another ‘visitor’ entity that sometimes appears mysteriously on board a ship. They are made of colored strands of bright colored light, and have gorgeous wings. Again they show not the least interest in communicating, and no one has been able to capture one. They sometimes will take some small object with them when they fly away to wherever they hide or disappear to. Many people who have seen them say that the experience makes one feel really good, a virtual high. They are considered harbingers of good fortune. Again, scientists would love to have a specimen to study.

Tiger Eyes
These odd things are dark spheres about the size of a bowling ball. Large swarms of them will appear outside spaceships and follow them for millions of miles. They do not enter ships, but may sit on the hull as if hitching a ride. While they are doing this they often assume the appearance of the mineral called Tiger Eye, and they are quite beautiful to behold. They have never been reported to do harm to any ship or any of its crew. In fact, if a crewman emerges from the ships airlock, they all fly away at once in a mad rush and swiftly vanish. They are just one more of the many mysteries of space that drive exobiologists crazy.

I Hope you have found my brief essay interesting and entertaining!
Professor Whenn


Copyright © 2012, Roy Cram
Artwork free for use from http://openclipart.org/about
New Khazan Copyright © Peryton Publishing



~~~

Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Do you have a favorite player or non-player character you want to show off? Send submissions to the_mystic_fool@yahoo.com and include the words 'Creature Feature' in the subject line.

Monday, February 20, 2012

T&T 7.5 Creature Feature # 23

GOO YOU!

Another subterranean beastie from the Ork Pits Journal of Yorrdamma Vrash (as channeled by 'Mad' Roy Cram).


Goo

Goo is a large colony of amoeboid protists which is always found in or around standing water. If it dries out, it dies. In appearance it looks like skim milk. When any creature or person approaches it, the Goo will creep out and flow onto the victims and begin immediately to dissolve their tissues with powerful, acidic digestive enzymes.

Goo colonies are usually small, but can grow to enormous size if food is plentiful. If not immediately noticed they can quickly engulf even large persons or creatures and suffocate them. They especially are drawn to and infiltrate the moist parts of the body.

This creeping horror is really only hurt by fire or extreme cold. The Monster Rating may vary from as little as 10 to several hundred. Fortunately, really large Goos are rare.

They get no adds for their MR, but rather, in the 1st combat round, they do one die of damage to the victim. In the second round, they do two dice, and four dice in the third round, and double again each round up to the maximum dice allowed by their MR.

Goo can digest leather and clothing, but not metal or stone. Experienced delvers know to beware if they find empty armor suits and metal weapons lying about in watery environs. Even so, Goo is hard to see, and very dangerous if you are wading in any body of stagnant water it lives in.

Goblins and Orks know where the Goo lives and avoid such places. Most delvers get a level two saving roll on Intelligence to notice the stuff flowing toward them (Dwarves and other subterranean species get a level one SR). If you have someplace to run away to, Goo is easy to avoid; it is not very fast or smart. But, once it gets on you, you have a real problem.

Sometimes pits in the Ork Pits may contain large Goos in the bottom. If you fall into one of these, you are Goo-screwed.

Yorrdamma Vrash


Copyright © 2012, Roy Cram
Artwork Copyright © 2012, Jeff Freels, used with permission

~~~

Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Do you have a favorite player or non-player character you want to show off? Send submissions to the_mystic_fool@yahoo.com and include the words 'Creature Feature' in the subject line.

Friday, February 10, 2012

T&T 7.5 Creature Feature # 22

I give you another bare bones NPC you can toss into your adventure or campaign for a little spice.

Name: Cronos Punkidus
Aliases: Cro the Tinker; CronoPunk
Kindred: Human (male)
Ht: 5'6" Wt: 170 lbs.
Type: Specialist Tinker
Level: 3

Str: 16
Con: 9
Dex: 12
Spd: 21
Int: 31
Wiz: 14
Lck: 16
Cha: 15

Adds: +17

Talents
Tinker: Int+5=36
Tinker Devices: Goggles, Tinker's Vest, 2 'Sploders, Pepperbox Pistol

Weapons
Warhammer (5+1)
Katar {Punch dagger} (2+4)
Pepperbox Pistol {5 barrels} (5+15 per barrel)
2 'Sploders {10 yd range, 3 yd radius} (2)

Armor/Shield
Tinker's Vest, 1 Bracer, Leather Pants with greaves sewn in (6 hits)
Buckler (3 hits)
Steel Cap (1 hit)

Misc. Possessions
7 SP, 18 CP
10 shots for Pepperbox

The son of Cron, a village tinker, Cronos learned his father's trade, and learned it well. But Cronos was restless, and grew bored of helping his father create, maintain, and repair the various devices to make life easier for the people of their tiny village. Cronos decided it was time to leave. He discussed his plan with his father, who reluctantly consented, then he departed for no place in particular.

Copyright © 2012, Paul Ingrassia
Tinker Specialist class by Postmortem Studios


~~~

Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Do you have a favorite player or non-player character you want to show off? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.

Saturday, January 21, 2012

T&T 7.5 Creature Feature # 21

THERE'S A FUNGUS AMONG US!



Further reports of Yorrdamma Vrash’s explorations of the infamous Ork Pits, as channeled by the one and only ‘Mad’ Roy Cram.

Yorrdamma has again put on his camouflage cloak and stealth boots and descended into the Ork Pits to investigate and describe the many kinds of mold and fungi found there for the edification of delvers who may encounter them.

Fungi are critical decomposers in nature, and play a major role in breaking down dead organic matter (and also, in many cases, living organic matter). There are many different kinds of mold and fungi, both harmful and beneficial. In the kremm rich environment of the Ork Pits, where it is dark, damp, and rich in organic substrates for the fungi to use as food, the many species flourish, and it behooves the delver to have some knowledge of them to enhance their chances of survival.

Fungi as Food

Mushrooms of all kinds abound in the pits, and are a major source of food for the Orks, Gobbs (goblins), and the many other creatures that live there. The natural inhabitants of the pits know which ‘shrooms’ are good to eat, and which are not. Dwarves are also wise in these matters. But the average surface dweller, with little experience in telling a poisonous ‘shroom’ from a non-toxic variety, is at a disadvantage here. Delvers whom lack any kind of training are wise not to eat any fungi, but lost parties who have run out of food supplies may have to hazard nibbling on some.

GM Notes: When characters eat a ‘shroom’ for any reason I have them make a level two saving roll on intelligence to see if they picked a healthy variety. If they miss the roll (and I don’t let them know if they made it) I roll a D6. A “1” means they have picked a toxic mushroom. The eater must then make a saving roll on luck at a level of D6+1 (2nd to 7th level) to see how much Con damage the bad ‘shroom’ has done. This damage will be equal to the margin by which they miss the saving roll. The reason for the wide range of possible injury is that not all mushrooms are as poisonous as others. Toxic ‘shrooms’ also make the affected character feel quite ill, and they may suffer penalties as the GM sees fit.

If I roll a “2” on the D6, it means that the mushroom, while not toxic, is not good to eat, and has other deleterious effects. For a not-good-to-eat ‘shroom’, use the following table:
Roll a D6
1: Hallucinogenic – character will see and hear a variety of scary or amazing things for 1-3 hours. They may become paranoid or psychotic for the duration.
2: Nausea, vomiting ranging from mild and short to severe and of long duration. A saving roll on Con can help judge the length and severity of this.
3: Severe irritation of the mucous membranes of the mouth throat and tongue, along with the effects of #2 above.
4: Powerful laxative effect within 30 minutes of ingestion.
5: Weakness; Strength reduced by half for D6 hours
6: Speed and Dexterity halved for D6 hours

There are also beneficial mushrooms and fungi in the pits, but it requires special knowledge and training to identify and properly gather them. There are Physickers and Wizards who will buy these ‘shrooms’, thus, there are delvers who specialize in finding them for those worthies. Untrained persons who are looking for these species must make a level 2 or level 3 saving roll on Intelligence or Luck to find them. The gatherers will often hire delvers to protect them and their harvest which can make for an interesting adventure at times. If they miss the SR, use the Toxic or Not Good To Eat tables above to determine if the chosen ‘shroom’ is a bad one. If they make the SR, use the following table to see what they have found:

D6:
1-2: Will heal 1-6 points of Con damage when eaten
3-4: Will act as an Antidote or Too Bad Toxin spell when eaten.
5: Will act as a Cure Disease spell when eaten.
6: Kremm ‘Shrooms” have 2-12 wiz points = dura spell battery. Wizards can use them to cast spells. They do not need to be eaten.

Parties who have taken a beating and are in need of some luck can be benefited by finding a patch of the above. I use them, on occasion, as a deus ex machina when I feel like the dice are not helping these poor delvers much and I let my tender heart give them a break.



Dangerous Fungi

Giant Puffballs

Puffballs flourish in damp areas of the pits and can grow to huge sizes (7-12 feet in diameter have been encountered). Most are harmless, but there are dangerous ones as well. When stimulated by sound, vibration, or light, ‘Puffers’ will eject their contents at the source of the annoyance. Roll a D6 to see what kind.
1: The common Giant Puffball emits a 12x12 cloud of spores. If these encounter an open flame they burn or explode (like dust in a grain elevator). They will do 7-12 points of burn and/or blast damage to anyone caught in the area. Armor can absorb up to half the damage. If the spores are not ignited, they do cause serious irritation to eyes and to lungs. A level 2 saving roll on Luck or Con can determine the amount of damage i.e. = to the margin by which the SR is missed.
2: Flamers shoot a jet of burning gas at the stimulus. It does 3D6 points of burn damage to the persons it hits. Targets up to 12 feet away can be hit. Armor again takes half damage. Combustible substances however may be ignited causing more problems for those affected.
3: Howlers simply emit gas under pressure making a wide range of extremely loud noises. The main damage here is to raise the delver’s laundry bill. But, there is also a 50% chance that the racket will attract other nearby denizens of the Pits to come and see who or what is messing about in their territory. Ork and Gobb patrols who are near will come at a run. Howlers are encouraged to grow near the Ork and Gobb camps as a kind of device to warn them of intruders.
4: Stinkers simply emit a vile stinking cloud of gas which will cause any delver caught in it to be nauseated for 1-6 rounds if they miss a level one SR on Constitution. There is also a Puffer with both Stinker and Howler properties combined. These are known as “fotters”, but Yorrdamma has not been able to figure out yet where this odd name comes from.
5: Skunk Balls are puffers which spray delvers with an oily sticky musk that is very hard to remove. The character will be nauseated for 7-12 rounds till his sense of smell is ruined, but they will continue to stink until they can get a good bath. The stink is really hard to get out of hair, leather, or clothing. Charisma is reduced to 3 until the smell is dealt with, and no one will want this person near them for the duration. Even monsters may refuse to get close to them.
6: Rust Balls spray delvers with a cloud of reddish spores that stick like super glue to any metal. The metal objects must be heated red hot to kill the mold or it will turn the iron or steel to rust. It takes 2-7 hours to reduce armor or metal weapons to uselessness. Warriors HATE this one!


Catcher Molds

These awful things are also known as Grabbers, Tanglemolds, Droppers, and Wrappers. They usually grow in the form of a large carpet or mat on the floor, walls or ceiling of a tunnel, and when a delver walks on or under or near the thick tough mycelial mass, it rolls up or drops on the victim, and moves in such a way as to enshroud or envelop them. Many species are sticky like flypaper. Characters should be given a level one Saving Roll on Speed or Dexterity to avoid the attack. Those who miss it will have to extricate themselves quickly or be rolled up and quickly suffocated and digested. Their companions can sometimes cut them out of the mat with some good sharp blades, but there is no little risk to the victim inside if this is done. Blunt weapons do no harm to catchers. In cutting them, all weapon dice apply, but combat adds for strength only. Wrappers have monster ratings from 80 for a small one to 180 for a large one (6+2D6 times 10 to determine MR). They get no adds in attacking, but the dice totals rolled for their MR is deducted evenly from all the victim’s attributes.
When all Attributes are reduced to zero the delver is history. Armor protects only in the first two combat rounds at face value (no warrior bonus).

Whipmold and Lashers

There will usually be only 1-3 of these present and they will be at least 8 feet from each other. Each will have 1 to 3 long tough hyphae, each 6-8 feet in length. These will lash out like a bull whip at any creature or delver who approaches it. There is a 50% chance it will hit the target and do 7-12 points damage (armor protects at face value only). The mold will keep whipping the offending stimulator as long as it remains in range of the lashers. The best defense is to get away. Each lasher takes 20 points of damage from bladed weapons to be rendered ineffective.

Porcupine Balls

These puffers are covered with spines similar to those found on a Porcupine. These ‘quills’ will be vigorously ejected towards any creature or delver that comes within 10 feet of the mold. Targets must make a level two saving roll on luck, and will take Con damage equal to the margin by which they miss the roll. Armor protects at face value only. These deadly quills, even if removed, infect the victim with a systemic fungal infection which must be cured quickly by a Cure Disease spell. If not, the victim will suffer additional Con damage each day equal to the original injury until dead.

Slippery Slime

This mold, a slime mold, is nature’s WD-40. It grows on any wet surface, effectively reducing the surface friction of the area to zero. This can be very bad as one can find oneself in a shallow depression and not be able to get out without help. It is also dangerous if found on slopes or stairs where slipping and sliding can be really awkward situations. If it gets on one’s skin, a rash will develop, which will do one cumulative Con point of damage per day until the victim can get a Cure Disease spell, or is killed.

Battling Fungi

There are spells that do harm to molds, as follows:
Call Flame, Blasting Power, Freeze Please, and Call Ice will do full damage to molds, but the victim will also take ¼ damage.
Cure Disease spells do double damage to Molds
A torch or burning oil will do 7-12 points damage to a mold per turn, but the victim also takes ½ damage.
A Too Bad Toxin spell is effective versus all Mold toxins, but does not heal damage already inflicted.

Fungoids

While seldom encountered, the fungus zombie, or fungoid, is a dreadful thing. They are not a true 'zombie' but a thing created when something or someone dies in the Ork Pits and is not eaten by vermin or the other creatures there. A special kind of fungus grows on the corpse and replaces all the soft tissues with a fungal equivalent. This horrid thing then gets up and wanders around the pit using the skeleton of the donor as a chassis. They will attack any other living creature they encounter. They can bite, claw, kick and punch opponents, and if they inflict damage, they infect their target with the mold that made them. This requires special healing by specialists to cure, or it will turn the victim into a fungoid in just a few days time. These creatures are slow, but very strong. Weapons and cold do them only half damage. Fire does full damage. I give them a monster rating equal to the original donor creature, or an MR equal to twice the strength plus con of the humanoid creature that produced it. They are fearless and unintelligent, but relentless, and will pursue their prey until it is out of sight. Once the monster is reduced to a twitching pile of mold and broken bones, it is customary to burn it, lest it sporulate and spread the fungus that makes these horrors.

Yorrdamma Vrash



Copyright 2012 Roy Cram
All artwork free for use from openclipart.org


~~~

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Thursday, January 12, 2012

T&T 7.5 Creature Feature # 20

The Mighty Trollgod, Ken St. Andre, accompanied by the awesome artwork of Christa St. Jean, returns to TROLL HAMMER with
T & T Characters You Don’t Want to Meet



Bel-Zaratak
Level: 2
Kindred: Demon
Class: Does Not Apply
STR 54
Luck 4
DEX 17
SPD 18
INT 28
WIZ 28
CON 67
CHR 50
C.A. 43
HT 9’6”
WT 380 lbs.
AGE 1300 (that’s how long Bel-Zaratak has been in Trollworld)

Bel-Zaratak is a relatively minor demon summoned by a Naga mage to serve as a household servant. Unfortunately, an earthquake occurred during the summoning ceremony before the demon could be bound—the summoning decagon was broken, and Bel-Zaratak escaped. The demon fled so quickly that the mage was unable to capture and subdue him. For centuries he haunted the northwestern corner of the Naga jungles, far from the sites of Naga power. Eventually he moved further west and found a nameless dungeon to inhabit. Encounters with adventurers taught him much about Trollworld. From that dungeon he began to make excursions into the northeastern part of the Empire of Khazan before it even was the Empire of Khazan. He was recruited to serve as one of Lerotra’hh’s minions during the War of Liberation, and became a personal favorite of the Death Goddess. After the Fall of Khazan in 666 A.K. Bel-Zaratak, disguised as an Uruk shaman, (shapeshifting is a demonic power) entered the city and took residence in the pits below the palace of the Goddess. Bel has become the Master of Exquisite Torment for the Goddess, and is seldom seen by anyone but doomed prisoners and a few of the Palace staff. He likes to emerge sometimes and roam the nighted steets of Khazan in his natural form—tall, thin, fiery-red in color with horns, a tail, and vestigial bat-like wings, eyes two pits of dancing flame, teeth like daggers, terrifying all who meet it, and picking arguments with mages. Over the centuries it has learned a number of human spells—a magic distinct from natural demonic abilities. Bel could be considered a second level wizard, but it is much more than that. Bel doesn’t normally wear clothing, and as it has no obvious sexual organs, no one really cares. It does like to wear wizardly robes and prefers the colors of orange and black.

Abilities: Shapeshifting, Illusions, Flame Touch, Seduction, Discourse, Invisibility.

Weaknesses: Magic, Music, and Arguments. Bel would rather have a prolonged discussion (argument) than even its preferred employment of torturing mortals. He doesn’t like silver much either—the touch of that metal is poison to him.

During the alien conquest of Khazan in 1313 A.K., Bel-Zaratak left the city in company with Lerotra’hh and other refugees as one of Her bodyguards.


Copyright 2012 Ken St. Andre
Art Copyright 2012 Christa St. Jean

~~~

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Sunday, January 1, 2012

T&T 7.5 Creature Feature # 19

Another exciting NPC you can add to your campaign to challenge your PCs, brought to you by the amazing 'Mad' Roy Cram.

Bartimius Buggins
30 year old hobbit
Rogue Assassin
3 feet 6 inches tall
100 pounds

Str 9
Con 32
Dex 29
Spd 21
Int 27
Lck 31
Wiz 23
Chr 22

combat adds 45

Talents
Roguery Lck +5
Knives + Darts Dex +4

Weapons
carries 4 throwing knives and 4-6 poisoned darts
has a chain link garotte
cane sword
Misericorde (weapon of choice for assassinations)
Carries a bag of red pepper to throw in opponent's eyes
Bottle of Curare, bottle of spider venom

Armor
has a suit of woven silk. absorbs 6 hits from piercing or cutting weapons but only 3 hits from blunt weapons.

Spells
Detect magic
TTYF
Hold That Pose
Vorpal blade
Knock Knock
Hidey Hole
Oh Go Away
Glue You
Oh there it is
Little Feets


Bartimius grew up fast in the hard streets of New Mora's slums. He was recruited at an early age into the thieve's Guild, and then, as a teen, into the Brotherhood of Assassins.

He became one of their best. As a Rogue he acquired a significant number of spells working for an evil wizard who needed an amoral assistant. As a Master in the Thieve's Guild and an excellent 'hit' hobbit, Bartie was prosperous and doing well, when the Brotherhood of Death was ratted out by one of their disgruntled members, and he was forced to go into hiding. The stool pigeon was later murdered, it is believed by Bartimius himself.

Bartie is a blademaster, and throws knives and darts with deadly accuracy. If he can sneak up behind a victim, he can use his misericorde to kill the target. He is also a master of disguises. usually as a human child or a dwarf. He has a lot of lairs to hide in and there may be significant amounts of money (well hidden and trapped) in them.

He is vicious, amoral, and vindictive. Several people seeking to collect the rewards offered on him have disappeared or been found murdered.

The city and the Hobbit community have offered a 6000 gold piece reward for him, dead or alive. He will be hard to track down though. Most people who know anything are scared to tell anyone.

Copyright 2012 'Mad' Roy Cram

~~~

Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Do you have a favorite player or non-player character you want to show off? Send submissions to the_mystic_fool@yahoo.com and include the words 'Creature Feature' in the subject line.

Saturday, December 17, 2011

T&T 7.5 Creature Feature # 18

Rodentia of the Ork Pits
As reported by Yorrdamma Vrash via ‘Mad’ Roy Cram

Yorrdamma is most pleased to have been able to descend into the Ork Pits and investigate the Rodentia that dwell there. In addition to rats, Brats, H'rats, and Grats, he has reported on the Ratlings and the Rat People.


Rats

Every underground complex large enough to support its own ecosystem will be inhabited by rats. On a kremm-rich world like Trollworld, there will be many different kinds of rats. These hardy little creatures thrive in such environments, despite predation, because they are clever at hiding, they reproduce at amazing rates, and they will eat almost anything.

Rats, generally speaking, are not very aggressive, but they are opportunists if something edible shows any sign of weakness. They will seldom bother a party of well armed, healthy delvers unless they are present in huge numbers, or they are very hungry. But if the party is weakened and many of its members are wounded and bleeding, and especially if there are only a few battered survivors left trying to escape to safety, the rats can become quite dangerous. It is an unnerving sight for someone to hear the sounds of lots of tiny animals behind them, and turning, behold the light of their torch reflected in hundreds of tiny red eyes.

The rats will follow such a wounded group quite closely waiting for one to fall or to stop to rest. They will then swarm in to check the prey out. Persons still able to put up a fight will probably suffer only a few bites before the rodents retreat. Those unable to resist will be overwhelmed and suffer a gruesome demise.

There are tales of parties that left an unconscious or badly hurt member behind, knowing that the rats seldom follow the others in such cases.

Some parties can get experience point bonuses by leaving all their rations and food behind. This will greatly reduce the number of rats that continue to pursue.

In higher levels of a complex, and for low level parties, I use 2-7 (d6+1) rats per party member when an encounter is called for. For stronger parties and deeper levels 8-18 (6+2d6) rats per party member can be used. If the larger species of rats are used, I reduce the numbers and always try to give the players a fighting chance.

Rat Stats

Ordinary Rats: MR 1, one die per rat, armor does protect, they do get spite damage

Brats (Big Rats): MR 6, one die + 3 adds, these are about the size of a cat

H’rats (Huge Rats): MR 12, 2 dice + 6 adds, these are about the size of a dog

Grats (Giant Rats): MR 24, 3 dice + 12 adds, size of large dog and very aggressive

If more than half the rats are killed in an encounter, the rest will run away (d6: 1-5 chance). They will return after the party leaves to eat their dead.

The screeching of Grats can cause fear in party members who fail a level one SR on Intelligence. This makes the affected person lose half his combat adds.

Game masters may wish to add the risk of bubonic plague to persons bitten by rats. If the victim misses a level one SR on Luck, within 24 hours he will become desperately ill, and will die if he misses a level two SR on his Con. If he makes the roll he will survive, but will take 7-10 days to fully recover. He will be immune to the plague after this harrowing experience. A Cure Disease type spell will cure or prevent the disease.

Ratlings and Rat People

Ratlings are small Hobbit-sized creatures that appear to be a hybrid creation of Goblin and Rat. They are quicker and more cunning than some other observers have indicated. They have the power to communicate with and to command all other types of non-sapient rat kind. They are immune to the plague, and can spread this bad disease by their bite, or from licking their weapons before battle. They can see in the dark, and compete fiercely with the Orks and Gobs here for territory. I saw several of them use magic skillfully during my sojourn in the Pits. They are dangerous with a sling or thrown weapons. They are also able to construct cunning traps and infernal devices. I observed some of them riding Grats as mounts. It took all my skill to avoid being detected or caught. These are not creatures to take lightly here in the labyrinth! Their stats are laid out in the studies by the great scholar Khenn Arrth in the 7.5 edition of his great work. (But I believe he underestimated the Speed and Intelligence of the Ratlings).

The 'Rat People' are a very interesting species. They are shape changers, but are not true Weres. They can appear completely human (though they often look a little ratty) and their tail is always present and gives them away if they do not take pains to hide that appendage. In their human form they are like any other person. But, in their rat form, which they can assume at will, they have claws, fur, and a Rat's head which is, of course, human sized. In the rat form they are very quick and very strong. Ordinary weapons do them only half normal damage from which they recover at the rate of one point per hour. However, silver or magical weapons cause them normal damage and the recovery rate is twice as slow i.e. 1 point every 2 days. Rat People can communicate with rats and command them. They retain their intelligence even in the rat form, and can fight with weapons and wear armor. Their quickness makes them dangerous adversaries.

Those found outside the Ork Pits are usually thieves or burglars, and they are very good at these trades. Like Ratlings, they are hated and persecuted by nearly all other species, and they tend to stay with their own kind in groups. They often form the leadership of a group of Ratlings and other rodents. Rare individuals might learn to use magic, though I did not see any examples of this in my limited journey through the Pits.

The Rat People, in their human form, have the same stats as NPC humans. In their Rat form, they should get Str 1.5 x normal and Spd 2x normal, plus their Rat senses, regenerative ability, and resistance to normal weapons damage. They also keep their hands in Rat form, and can fight with weapons, unlike true weres.

Copyright 2011 'Mad' Roy Cram

~~~

Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Do you have a favorite player or non-player character you want to show off? Send submissions to the_mystic_fool@yahoo.com and include the words 'Creature Feature' in the subject line.

Monday, December 12, 2011

T&T 7.5 Creature Feature # 17

A tough, low-level NPC you can insert into any campaign as a random or preset encounter. Brought to you by the one-and-only 'Mad' Roy Cram!

Name: Snagmar
Player: NPC
Kindred: Human (?) (May have Uruk in family tree somewhere)
Ht: 5' 10" Wt: 210 lbs
Type: Warrior Bully Scumbag
Level: 1

Str: 16
Con: 18
Dex: 15
Spd: 12
Int: 10
Wiz: 5
Lck: 13
Chr: 11

Adds: +8

Talent
Throwing knives Dex + 4 double spite damage

Weapons
African throwing knife (4 dice)
4 poniards (2 dice)
Scimitar (4 dice)

Armor
Dbl for warrior
Leather (12)
Helm (2)
Greaves (4)
Buckler (6)

Equipment
Pack, wineskin, purse with 7-18 gold pieces; 1-6 gems

History
There is a 1500 gold piece reward for 'Snaggy's' head. He killed the captain of his military company who caught him cheating at cards. He fled into the woods and lives there now with a group of low level bandits and brigands (MR 6+2D6 each). He is very risk averse and will not be easy to surprise. He will run if able and leave his band to delay pursuers. It is thought that he, on one occasion, met delvers in an encounter, pretended to join them, and left after killing a couple members of the party and stealing all he could carry. This guy is a monster. He will say and do anything to save his life or put a few coppers in his purse. The authorities want his head bad!

Copyright 2011 'Mad' Roy Cram

~~~

Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Do you have a favorite player or non-player character you want to show off? Send submissions to the_mystic_fool@yahoo.com and include the words 'Creature Feature' in the subject line.

Friday, November 25, 2011

T&T 7.5 Creature Feature # 16

Welcome to the relaunch of TROLL HAMMER's T&T Creature Feature!

Something a little different this time around, one of my more unusual (and favorite) solo characters. This guy survived the 10 combat trip through the Arena of Khazan, and is still technically active, as he hasn't yet been killed. His name was inspired by a Heavy Metal band that I was good friends with years ago.

Name: Warrax
Player: Paul Ingrassia
Kindred: Minotaur (male)
Ht: 7'4" Wt: 225 lbs.
Type: Specialist Ranger
Level: 3
AP/Total: 11,167
AP/Unspent: 367

Str: 83
Con: 36
Dex: 22
Spd: 14
Int: 11
Wiz: 8
Lck: 17
Cha: 26

Adds: +88

Talents
Stealth (Dex) 30
Tracking (Int) 12
Common Language (Int) 15
Minotaur Language (freebie, automatic success)

Weapons
Magic Pickaxe (12 dice) - strikes through armor, deflects missile on roll of 4+ on 2d6
2 Highwayman's Pistols (5 dice +15)
Sax (2 dice +5)

Armor/Shield
Bracers (2 hits)
Cuirass (5 hits)
Tower Shield (6 hits)

Misc. Possessions
953 GP, 9 SP, 8 CP
1 Turquoise (50 GP)
Tiger Fur Loincloth
2 Powder Horns (20 charges)
ramrod, swabbing, 20 lead balls
2 belts (1 for pistols, 1 for pouches)
4 belt pouches (for coin, shot, etc)

Description/notes
Warrax is covered in ivory white fur and has black horns and red eyes. He has the head, legs, hooves, and hindquarters of a bull with the arms and torso of a human man.

As a Specialist Ranger, for ranged attacks, Warrax only has to make a Level One Saving Roll against any target withing range, and he always rolls on Dex for ranged attacks. His attack will only miss if he fails the SR.

He has been granted a boon from the Death Goddess: 1x only, if killed (and not dismembered) he will come back to life 1 hour later with a Con of 10.

Copyright 2011 Paul Ingrassia

~~~

Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Do you have a favorite player or non-player character you want to show off? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.

Wednesday, March 23, 2011

T&T 7.5 Creature Feature # 15

A New Kindred for Tunnels & trolls 7.5
By Paul Ingrassia


Creature Name: Dwarf-Ogre
Monster Rating: -
Combat Dice: -
Special Damage: Warrior Bonus; Normal Spite Damage
Special Abilities: Warrior Armor Bonus; Gains WIZ points by eating standard Dwarves at the rate of One Wz/Cn point of the consumed victim; Also see below for other racial abilities.
Attribute Modifiers:
STR 2 CON 2 DEX 1 INT 1 LK 0.71 CHR 1.25 WIZ 2 HT (0.67)x2 WT 2

History and Description:
When Gristlegrim carved his first Dwarves in an effort to create his own subject race, prior to bringing the Dwarves of Midgard to Trollworld, he considered them a failure. (See Ken St. Andre's essay Dwarves, found in his A Fragmentary History of Trollworld). Upon the arrival of the Midgard Dwarves, Gristlegrim went about carving a new race of Dwarves with the help of their stonemasons. His first experimental Dwarves, much more crudely fashioned, were all but forgotten and left to fend for themselves. Though largely brutish and stupid due to their lack of training, the original Dwarves managed to sneak out of Gristlegrim's caverns and survive on their own on the surface of Trollworld. They had, however, developed enough intelligence to harbor a deep jealousy and hatred for both the Midgard Dwarves and Gristlegrim's new Dwarves.

The tribe began calling themselves the First Dwarves, and settled in a hidden cavern complex deep within a dark forest. After several decades of living in seclusion, the First Dwarves had learned much in the way of stealth, ambush, and battle. They were ready for their revenge. They began a raiding campaign of bloody surprise attacks against small groups of both Midgard and Trollworld Dwarves, giving no quarter, and devouring the corpses of their dead enemies. These guerilla tactics served the First Dwarves well, for a time, but as their numbers dwindled the volume of attacks declined. Unable to reproduce on their own, they came to realize their numbers were finite. They had also started changing. Due to their cannabalistic ways, the First Dwarves were morphing into Ogres. (See Tom 'Kopf' Loney's article about T&T Ogres and Giants here) They also came to realize that their safety was at risk, as they could never survive a major assault against them with so few left. The First Dwarves decided to disband their tribe and each set out on a solitary path, an event which they refer to as The Leaving. Every ten years, the remaining First Dwarves all meet at what they call The Gathering, held in a different, secret location each decade. They have come to be called Dwarf-Ogres by the rest of Trollworld, and are considered somewhat legendary, as most folks think they are all long dead. To the Dwarves of Gristlegrim, the Dwarf-Ogres are a very rare and hated enemy to be destroyed on sight.

Some few have grown weary of their long, solitary existences and have recently struck out into the world in search of adventure. Dwarf-Ogres are always expressed in terms of Attributes instead of Monster Ratings, as each one is a unique individual from a near-dead race. They appear as huge, twisted versions of Gristlegrim's Dwarves with Ogre-like features, such as tusks, horns or claws. All Dwarf-Ogres have increased in height (use the Dwarf HT modifier of 0.67, then multiply the result by 2) as a result of becoming Ogrish. They will without question kill and devour any Gristlegrim or Midgard Dwarf on sight (increasing their Wiz by the number of the victim's Con rating, as per Tom's Ogres), and keep the skull as a trophy. If severely outmatched, the Dwarf-Ogre will try desperately to come up with a plan to destroy the Dwarves. Dwarf-Ogres are generally NPCs, but PCs are possible for solos, or extremely rarely in parties of delvers which do not include standard Dwarves. A PC Dwarf-Ogre must make a Lvl 4 SR on INT if they wish to resist this powerful racial hatred when in the presence of a standard Dwarf. They may only be Warriors. All Dwarf-Ogres automatically have an Ambush Talent based on the highest of their Dex, Int, or Luck, which includes stealthy movement, hiding, backstabbing, and other surprise tactics. They also receive the standard Talent choice granted at character creation. Most favor large crushing weapons as their main armament, such as maces, warhammers, and mauls. Many also like to carry 4' - 6' or larger swords as secondary weapons. As a rule of thumb, if a Dwarf-Ogre has twice the required STR, he may wield two-handed weapons with a single hand. Their armor is generally made up of mixed pieces and bits, they prefer to not use full suits or use shields, but most love helmets.

Author's Note: The Dwarf-Ogre kindred was inspired by the Death in the Dark Dwarven Ogre miniature I recently purchased, released by RAFM Company (pictured below), as well as Ken St. Andre's Dwarves essay and Tom Kopf Loney's Ogres and Giants Creature Feature.




Copyright 2011 Paul Ingrassia

~~~

Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.

Thursday, March 10, 2011

T&T 7.5 Creature Feature # 14

SPECIAL EDITION:

Kopfy's Clarifications for the Working Delver: The difference between Ogres and Giants.

By Tom 'Kopf' Loney


It's not the height. Both are giant humanoids but giants are more magically attuned to the elements and nature, while ogres are tainted by evil/chaos or whatever is the source of foulness in the universe. When you encounter a giant-sized humanoid, while you probably shouldn't be overly worried about semantics, certain characteristics can determine whether you're dealing with a giant or an ogre.

Creature Name: Ogre
Monster Rating: 120 and up
Combat Dice: 13d+60
Special Damage: varies per ogre.
Special Abilities: Gains Wz points from eating PCs. One Wz point is gained per Cn point of the consumed foe.

Description: One time regular individuals of any bipedal kindred that for some reason thought that the flesh of their own kindred was tasty, and gained some magical perks in the process. It's a win-win situation overall in their minds. Ogres aren't even always giant-sized at all. What one needs to look for is some sort of unnatural trait or deformity. The most common trait is height, and spiked teeth would probably be the second. But there is more...

When one speaks of a two-headed ettin or a single-eyed cyclops, what he is really referring to is a racial variation of ogre.

Creature Name: Ettin
Monster Rating: 130 and up
Combat Dice: 14d+65
Special Damage: d6 Acid Spit (utilized in Projectile phase of Combat turn). Spit eats away armor, and does d3 permanent damage to Ch of stricken targets if any Hits are taken.
Special Abilities: One head can cast spells or spit while another braces itself for hand-to-hand combat.

Description: A giant, or just taller than average humanoid, with multiple heads. Each head has a different personality, but any of them may control the body that they share. One dominant head usually handles the body, but often another or the other (if there are only two) will take control of an arm or the legs to entertain itself, while the other is dealing with people and delvers around it.

Creature Name: Cyclops
Monster Rating: 120 plus
Combat Dice: 13d+60
Special Damage: n/a, unless otherwise noted by GM
Special Abilities: Natural TTYF casting ability @ 1/10 MR for damage, but creatures Wz is assumed to be as high as its MR.

Description: Wizards do well never to assume that they have the advantage with their spell-mastery just because the creature may act like an cloddish idiot, its brutish strength actually is its Wz manifested in the creatures physical form. Cyclopes are highly magical creatures, despite their brutishness and usually low IQ. These creatures' overall MR can be shifted from attribute to attribute, only having to leave 1 point in the others, to fit the situation around them. And the creatures’ MR will reconstitute as fast as the GM allows Wz points to be regained during the game session.

Creature Name: Sand Ogre
Monster Rating: 140 plus
Combat Dice: 15d+70
Special Damage: Sand in the eyes and flying debris.
Special Abilities: Sneeze Up A Storm- the ability of this type of ogre for 10 Wz points, counted against the creature's effective MR, to blow hurricane force winds in one direction. The area of the effect is as wide as its arm-span and as many strides in length as its MR.
Sand Foundations- the ability to burrow through and shape sand to the Sand Ogre's will, allowing for 10 strides to be one day's work.

Description: Sand ogres do not have to live in deserts, but they like to dwell where their talents suit them best. And they really dislike rainy and cold weather to begin with. They are known to fashion entire palaces, even city-sized abodes in the wastelands of desert dunes. This artisanship is only a pastime until they can get down to the business of sucking the bone marrow of folks that they have just killed.


Now giants are a bit different. They are just as mean and ornery as any ogre, but they aren't out to use your femur as a soup bone. Well, not primarily at least. Giants are the embodiment of primal forces mixed with esoteric astral forces. They are a part of the natural world, and they do have human-like bodies and all the wants and needs of that body– just on one hell of a lot bigger scale than the rest of us.

Creature Name: Hill Giant, also called Wood Giant
Monster Rating: 200 plus
Combat Dice: 21d+100
Special Damage: n/a unless the GM says otherwise.
Special Abilities: Acute smell.
Natural camouflage to the landscape that they dwell in. Hill giants usually have hair that resemble leaves and skin tones that resemble the dominant trees of the area around them.

Description: These giants are the most "ogre-like" of giant-kin. They are hunters, and often tend to be sadistic. They like intelligent prey the best. Some of these giants claim to be seraphim and use the term to impress the locals around them. How true the claims are has yet to be determined.

Creature Name: Frost Giant, also called Snow Giant
Monster Rating: 225 plus
Combat Dice: 23d+113
Special Damage: d3 frost damage for anyone within three bowshots of it who fail a 1st level Cn SR.
Special Abilities: Frostiness in general, included Blizzard Breath- a blow attack that all in its range, as many strides as the creature's MR, must make a 3rd level SR on CN to avoid taking 3d damage. Even those that make it must take d3 Hits.

Description: Frost giants, while usually solitary, make take a smaller form to interact with other humanoids. They may even adventure with them, or just be looking for sex. Mind you the cold always follows them.

Creature Name: Storm Giant, also called Cloud Giant
Monster Rating: 250 plus
Combat Dice: 26d+125
Special Damage: See the bit about lightning
Special Abilities: Lightning Strike, acts as a TTYF for everyone within a bow shot of its impact. The In rating of the casting Storm Giant is considered to be 1/4 of the creature's MR.

Description: These guys are serious trouble. They are often wizards as well as having the ability to call lightning.

Copyright 2011 Tom Loney

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Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.

Monday, January 24, 2011

T&T 7.5 Creature Feature # 13

Creature Name: Loper
Monster Rating: 20
Combat Dice: 3d6+10
Special Damage: 1/1 - normal spite damage.
Special Abilities: Can move at same rate in mountainous areas as normal.

Description: Lopers are popular beasts of burden in mountianous regions that look like large kangaroos with the head, hair and mindset of mountain goats. Their splayed, clawed digits also mean they can climb almost as well as a humanoid, even when being ridden! Sometimes called Kangalopes for their resemblance to those animals, the Lopers sweet milk and ease of domestication make them especially popular. Some few specimens can be trained as Warlopers (MR of 40).

Written by Matthew Urquhart, Copyright 2011, themattjon@gmail.com

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Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.

Monday, January 3, 2011

T&T 7.5 Creature Feature # 12

Creature Name: Fencats
MR: Lesser 40 – 100, Greater 75 - 180
Racial talent: Cleanliness

Lesser Fencats

Attribute modifiers:
ST: x ½
IQ: x ½
LK: x 1
CON: x 1
DX: x 2 (1)
CHR: x 3/2
SPD: x1
WIZ: x1

Description:
Fencats are, as their name implies, inhabitants of fens. They range in adult size from around 3’ to nearly 5’ in length (excluding their tails). Due to their short brown fur, they blend in well with their habitat, becoming nearly invisible when they want to, and they can detect the presence of most other creatures due to their sharp eyesight and hearing. Their eyes are generally green or gold, and their ears are tufted. They have sharp, retractile claws, strong jaws, and fangs that can rend flesh from bone in mere moments. When they move, they are swift and almost totally silent. Like most felines, they are very curious, and unlike their relatives, their hands are capable of manipulating objects as dexterously as a human can. They will collect items that attract their interest, including weapons and armour, but they do not use them in combat.

In most situations, fencats will be found in small family groups, usually numbering 2 adults and no more than 4 fenkittens. Occasionally several families will band together for protection or to hunt, but this is rare and short-lived. They are peaceful by nature, and will generally hide from hostile creatures rather than attack them. Adults will speak a pidgin form of the Common Tongue, if they can be coaxed into interaction. They will not speak their racial tongue in the presence of any other creatures

Despite their habitat, fencats are very clean creatures; unnaturally so, some would say. It is almost unheard of for a fencat to be seen even slightly dirty or disheveled, and they spend much of their kittenhood practicing grooming themselves, and learning how to braid the long fur that grows from their skulls into intricate patterns. While they appear to heal normally from injuries, they do not scar and their wounds somehow seem to enhance rather than detract from their appearance.

Greater Fencats

Attribute modifiers:
ST: x 3/2
IQ: x 1
LK: x 1
CON: x 1
DX: x 5/2 (1)
CHR: x 1
SPD: x 3/2
WIZ: x 1

Description:
Very rarely, a much larger fencat (anything up to 7’ long) will be seen. They are invariably alone, and are usually adventuring or searching for something. They speak the Common Tongue fluently, and as with the lesser fencats will not speak their racial language to outsiders. They will generally not wear armour heavier than greaves and vambraces, nor shields heavier than bucklers, and if they carry weapons they will also be light - daggers, chakrams, shuriken and bolas are most likely. It is rumoured that Greater Fencats may be capable of spell-casting; if so, they must do so as Rogues, as the Wizards’ Guild will not teach them. Beyond that, they are the same as Lesser Fencats.

Game effects

In fens or similar terrain, which is the only place they are likely to be encountered, a 5th level SR on IQ is required to notice a fencat for creatures that rely on sight or hearing, and a 4th level SR on IQ if scent is used. They will always make SRs to notice other creatures at 2 levels lower than normal. If a fencat attacks, it gets a free round of attack unless one of the SRs noted previously is made.

Fencats always get a DX SR to avoid becoming dirty, no matter how unlikely it may be (2). If you dropped a fencat into a swimming pool full of ink, it has a chance of emerging unstained. If it is possible to make the SR without using DARO (i.e. a roll of 12 or less is required), the fencat automatically succeeds; if DARO is necessary for the roll to succeed, any double rolled will also count as a success. If a fencat is unlucky enough to become dirty, it will find a quiet place if possible, and begin grooming. The dirt will be removed in D6 - 1 combat rounds, with a minimum of 1. CHR is halved until the fencat is clean again.

(1) The multiplier given is for combat and saving rolls, and for braiding their hair. For other manual tasks, the multiplier is x 1.
(2) If you lived in a swamp and had to clean yourself with your tongue, you’d get pretty good at staying clean too!


Written by Mahrundl of Trollhalla, Copyright 2011, www.trollhalla.com

Next: Get set for a wild ride!

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Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.

Saturday, December 11, 2010

T&T 7.5 Creature Feature # 11

Creature Name: Sickening Hornets
MR: 10
Combat Dice: 2d6+5
Combat Damage: none
Special abiliites: Sickening sting. If a player get stung they must make a Con SR lvl 2 or start hurling untill their next turn. After that they will make a Con SR lvl1 if they fail that they will hurl untill their next round. After that the sickening feeling leaves them.
Description: Sickening Hornets look just like a normal hornet, only larger, and are the size of a normal man's fist. They are mostly black with a black and yellow butt end like a bee. They usually occur in groups of 3-5.

Written by Arrdhann Trrelish, Copyright © 2010, glen4642000@yahoo.com

Next: A purr-fect new kindred!

Would you like to see your nasty beastie included in Creature Feature? Have you got a new kindred or creature you want to share with the world? Send submissions to troll_hammer_press@yahoo.com and include the words 'Creature Feature' in the subject line.

Sunday, December 5, 2010

T&T 7.5 Creature Feature # 10

Creature Name: Vampire Rat
Monster Rating: 9
Ability Modifiers: n/a
Combat Dice: 1d6+5
Special Damage: 1/1 Normal Spite Damage
Special Abilities: Blood Drain - Whenever a Vampire Rat attacks successfully, it attempts to lock its jaws into its prey. Defender must make a L1SR vs. Luck or the rat has locked on and will do an automatic three points blood drain damage per round until it or its victim is killed. The rat does this automatic damage instead of rolling for combat each round.
Description: Vampire rats are the result of a magical experiment gone wrong. They are the size of a small dog, black or brown in color, with the body of a rat and the head of a monkey. They have large human-like ears, and long, curved fangs. They are very rare, and prefer to live in forests or swamps, but can adapt to almost any temperate environment. They generally appear in groups of 2 - 6.


Concept by Paulie Ingrassia (9 years old), written by Paul Ingrassia (42 years old)

Next: This one will get you buzzed!


Copyright © 2010, Paul Ingrassia and Paul Ingrassia Jr.

Thursday, November 11, 2010

T&T 7.5 Creature Feature # 9

Creature Name: Tumbleweed
Monster Rating: 20 to 95
Ability Modifiers: n/a
Combat Dice: 3+10 to 10+47
Special Damage: Ennui - Anyone run down by a tumbleweed must make a CHR saving roll of a level equal to the weed's MR. Failure means the victim is stricken with spiritual desolation and must make another SR to summon up the will to take any action at all. The effect lasts a number of combat rounds equal to the weed's dice without adds (in other words between 3 and 10).
Special Abilities:Rapid regrowth - Every 12 damage a tumbleweed contributes to its side's total in a fight restores 1 point to the weed's MR.
Description: Tumbleweeds are rootless, leafless plants that grow outward from a central node in a sphere of light brown twigs and shoots. New-grown weeds are about the size of a man's head, but with time and enough food they can grow to the size of a wagon wheel or even larger. They proliferate in dry, flat desert areas where they can use the wind to move across unobstructed plains in search of victims. Born out of the very despair and bleakness of the landscape, their food is the vital energy of any independently mobile creature unlucky enough to wander into their territory. The damage they do in combat leaves no visible outward sign; victims killed by tumbleweeds look like they have simply lost the will to go on, lay down and died.


Concept by Deborah Rice, written by Mark Krawec, Copyright © 2010, mkrawec@hotmail.com

Next: This one just sucks!