15 May 2018

CONFUSION CRAWLER

Init +3
Melee Atk
 • bite +3 (1d6 plus poison)
AC 13
HD 8d5+3
MV 40
Act 1d20
SP hallucination aura 20'
Fort +8
Ref +2
Will +0
AL C

Exceedingly deadly, the Confusion Crawler emanates a gas that causes humanoids to hallucinate. Anyone within 20' of the Crawler must roll a Fort Save vs a DC 13 or suffer the hallucination effect. Anyone who makes the Save must continue to roll the Save each round they are in the scope of the effect. Sooner or later, they will succumb....

The hallucinations include distortions in temporal and spatial acuity and false visions (things that aren't there or not seeing things that are there). Roll for each affected character each round:

1. Does "nothing" -- lost in the previous moment as if it were still occurring.
2. Act as "normal" but move up the Dice Chain one step -- hyper-lucid perception
3. Act as "normal" but move two steps down the Dice Chain -- distorted perception
4. Act as "normal" but actions are redirected by the Judge (randomly or otherwise) to affect something or someone other than intended.
(Dice Chain shifts affect all dice, Action Die, damage dice, Saves, etc.)

The hallucination effect continues while in range, or lasts for 1d5+3 rounds if removed from the radius.

The Crawler's bite includes a poison which causes targets to simply lay down and not move, unless they can succeed at a Will Save vs. DC 10. Those affected will lay down peacefully, limp and listless, for 2d12 rounds.

The Confusion Crawler is semi-intelligent and can manipulate objects with it's tiny "hands". It is 20 feet long.


The Confusion Crawler is easily part of Hangmoor Prison, an entry in the One Page Dungeon Contest for 2018. 


BONUS!
BASIC STATS

Move:160 feet/turn
Hit Dice: 5 + 1
Armor Class: 6
Alignment: chaotic Evil
Attacks: 1
Damage: 1-6
Treasure Type: O x3, Q

The hallucination requires a save vs. poison, as does the poison from the bite. Hallucination effects are the same as above, but any reference to the Dice Chain is simply a +1 or -2 adjustment to die rolls, as appropriate.


01 May 2018

FOLGOSS

Init +5
Melee Atk
 • decay aura +3 (1d6, 5' radius)
 • wrestling -1 (1d3)
AC 17
HD 2d8
MV 35, fly 35, swim 15
Act 1d20 + 1d14
SP only hit by magic, tireless
Fort +1
Ref +3
Will +1
AL C

The folgoss originate in one of the weirder corners of Faerie (and that's saying something). They've been brought to the mortal realm by the smengites, who have enslaved them.

Folgoss have a tireless capacity to do work and physical exertion. They stand about 2 feet high.

Their aura of decay is a necrotic energy that they can emit in a web-like or net-like aura around themselves.



SMENGITES

Init +6
Melee Atk
 • headbutt +0 (1d4)
AC 18
HD 1d8
MV 20
Act 1d20
SP move through
Fort +1
Ref +2
Will +1
AL C

A smengite stands barely above one-foot tall and has the surface appearance of polished, petrified wood. Between their diminuative size, agility, and carapace they are difficult to harm.

They can move through solid materials up to 5' thick by using their Action Die with their normal move. They can't perceive what's inside that solid material, so this ability is of limited use to them when exploring.

They have long enslaved folgoss to act as both general servants and as a fighting force. They find no distress in this situation, since it favors themselves in every way, despite the oppression of the folgoss.

Their main endeavor is the recovery of gold from ancient civilizations. Long ago, the smengites were driven off from rich veins of gold by mankind. Now they seek to re-discover this gold and horde it for themselves out of nothing but cultural pride.




17 April 2018

CUKAHPI

Init +1d10+4
Melee Atk
 • crush +3 (1d3)
 • bite +2 (1d4)
Ranged Atk
 • spark +3 (1d6, 30')
AC 15
HD 8d4+4
MV 10, hover 30
Act 1d20 + 3d16
SP spore aura 10', extra-long limbs
Fort +2
Ref +3
Will +1
AL C

Growing mushrooms from it's back, the Cukahpi is a vile little creature of malice and spite, liking nothing better than to crush and choke living things with its many extendable, tendril-like limbs.

Anyone whose Stamina is below 9 that finds themselves exposed to the Cukahpi is subject to it's spore aura. Any such subject failing a DC 15 Fortitude Save finds their ability to naturally heal hp and ability damage blocked for 1d7 days.

The Cukahpi can use it's d20 Action Die for any sort of action, but can only use it's d16 Action Dice for crush attacks or spark attacks.

Its spark attack must 'rest' for as many rounds as the result of it's damage die, before it can be used again.


Cukahpi is an additional potential monster for the Monster Trainer class to track down and capture. You'll find more such creatures, such as the Nauseapuff, in the Working Class Alphabet zine.



01 April 2018

CHARLES FLATADZ

Init +0
Social Atk
 • flex (awe 1d16)
Melee Atk
 • punch +0 (1d4-2 [0,0,1,2])
AC 15
HD 3d6
MV 30
Act 1d20
SP -
Fort +4
Ref +2
Will +2
AL C

Charles Flatadz wanders the land, putting on displays of his physical prowess in towns and villages, and selling his wares: books (some all-pictures, some text) on better health and fitness, and ointments and concoctions meant to support that end.

He can awe the crowd by running through his routine of poses and catch-phrases. With each pass, he can awe 1d16 zero level individuals. Others are awed at the Judge's discretion, except for PCs, which should be left to their own devices. Those awed are inclined to spend money on Flatadz's products.

Flatadz's products set the stage for a further situation, left to the devices and invention of the Judge, but a few suggestions follow:

1) Flatadz's books and brews prepare the populace for something that is soon to come... Another, more malevolent visitor who will now feast on a selection of those who have 'bought in'...

2) Flatadz returns two to four weeks after his first visit. Those who partook of his products are susceptible to his control. He may simply want those under his power to spread word of him and increase his appeal and ability to sell his wares. This effect could be combined with the above, so the "enthusiasts' spread the word, and some small portion of them feeds the evil visitor — or feeds Flatadz himself!

3) The "Charles Flatadz" identity is completely false, a cover for: a powerful wizard... a reviled sovereign on the run... a scam artist who's escaping the results of one scam by running another...

4) The ointments and such cause users to sleep extra-heavily — Flatadz then burgles their homes.



Charles Flatadz can be found shilling within the pages of Inner Ham products.