20 August 2019

RIVAL PARTY - CLERIC

Init +2
Melee Atk
 • touch +5 (1d8+1)
AC 21
HD 4d12+2
MV 60 teleport
Act 1d20
SP life stealing, mighty grab, lay on hands, spells, stupidity
Fort +1
Ref +4
Will +5
AL C

RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.

Ukix the Rival Cleric has been essentially turned inside out by some past encounter, existing as a pulsing sphere of "inner" flesh, with bones wrapping around it. Ukix hovers anywhere from 3 to 5 feet off the ground and teleports to new positions within 60 feet.

His touch steals life force from living beings and adds it to his own. Any hit points done in damage by his touch are added to his own hp total, up to his maximum of 50.

The spherical portion of the Rival Cleric's body can cling to anything, requiring damage equal to 1/4 of his current hp total to carve away enough of him to break the connection. If he chooses to grab an opponent in this way, it can be difficult to extricate the target, since he can drain their life to keep himself whole and maintain the grip, an excellent position from which to bargain for the target's life...

The Rival Cleric is stupid and makes mistakes which can cost him and his Party.

He has access to two 1st Level spells, one of which he can cast at a result of 15 and the other which he can cast at a result of 20, each once every three rounds. He has access to one 2nd Level spell, which he can cast at a result of 20 once every three rounds. He can Lay on Hands with a result of 15 once every 5 rounds.


The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG



06 August 2019

RIVAL PARTY - THIEF

Init +5
Melee Atk
 • scythe +5 (1d6+2)
AC 13
HD 7d6
MV fly 90
Act 1d20
SP giant-sized, regeneration, smothering
Fort +5
Ref +8
Will +3
AL C

RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.

Timok the Rival Thief appears like a gigantic, distorted human-shaped balloon that's been nearly completely deflated, yet remains afloat, his head bobbling and swaying in reply to his movements. His vast flappy body covers an area approximately 100' by 70' and so anything within that space "under" the Thief is considered adjacent. While his movements are jittery and palsied, his ultimate accuracy remains high.

He heals at a rate of 4 hp per round, from all kinds of attacks, and recovers from other sorts of damage comparably quickly.

He is adept in the usual thiefly skills, barring Backstab and Disguise Self. Others may be very dependent upon conditions, such as having a suitably large shadow in which to Hide In Shadows (when used literally). If you'd like to use the bonuses of such skills, consider them as +10 across the board.

The Rival Thief can wrap around one or more targets (if grouped together) and attempt to smother them. Each round enveloped after the first requires a Fort Save vs. DC 16 to remain conscious, and reduces the enveloped targets' Stamina by 1d4. Failing the Save means the character has fallen unconscious. Remaining enveloped, they will be reduced to 0 hp in a further 1d3 rounds. Most attacks made from within the Thief's envelopment are made at -2 and damage is two steps down the Dice Chain, dropping an additional step each time Stamina drops. For each target enveloped beyond the first, add 1 to the Save DC.

The Thief is, as with all his kind, driven by acquiring gold and jewels.

The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG


01 August 2019

RIVAL PARTY - HALFLING

Init -1
Ranged Atk
 • spiked tongue +8 (1d10+2, 60')
AC 8
HD 2d6
MV 75
Act 2d20
SP shrinkability, multi-headed
Fort +2
Ref +4
Will +5
AL N

RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.

A mobile, 5-foot column of crackling energy with her face constantly emerging from it and sinking back in to it is what Mirandi the Rival Halfling has become.... The tumult and confusion experienced by the Rival Halfling "inside" the column causes a constant cascade of emotions for her, meaning that as each iteration of her face appears it bears a different expression or emotion, from near-catatonia to hatred to agony.

The Rival Halfling can shrink down to 1-inch tall, holding this size for up to three Turns. At full size, the Halfling gives off light in a 50' radius like half-daylight; at her smallest, exactly like that of a candle.  For each halving of her size, add 2 to her AC, but cut the range of attacks by half as well, and drop the damage die down the Dice Chain.

By constantly exhibiting multiple faces the Halfling is very difficult to surprise or sneak past. From 2-4 faces are always visible and functional, so she can make her attacks in two very different directions, for example. She can act as the "spotter" for the Rival Party, keeping an eye on multiple opponents, reporting back to the the Party and spoiling surprises (as the Judge sees fit).

As a being of (predominantly) energy, the Halfling cannot be picked up or shoved around. She can't climb walls or other surfaces any better than any other Halfling could, remaining susceptible to falling damage. She must always move across a surface at least as wide as she is, but can move onto objects of suitable size, which could then be carried or moved through the air, such as shrinking then sliding onto a dagger's blade to be transported across a chasm by a flying ally.

She is driven by greed above all things, and will focus on the acquisition of wealth in order to find the means to return to a fully physical form.

The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG

30 July 2019

RIVAL PARTY - WIZARD

Init +2
Melee Atk
 • brawl +6 (1d3+1)
 • acid kiss +4 (1d14+1)
AC 14
HD 4d8
MV 60
Act 1d20
SP redirect magic, shape-changing, spells
Fort +4
Ref +3
Will +6
AL C

RIVAL PARTY: The rival party is a group you can throw up against your PC party, to add an additional layer to a dungeon exploration, or to introduce a recurring group working in competition to your PCs for jobs, treasure, Patronage, etc. They are all "heavily marked" by their past experiences.

With an athletic frame and the head of a giant slug, Beltram the Rival Wizard defends the group from magic. Any incoming spell, whether directed at the Wizard or at an ally within 10' can be 'caught' by the Wizard if he makes a Fort Save vs a DC of 10 + spell's level, modified by the caster's Luck. If this Save is failed, he can 'burn' a point of his Fort Save to deflect the spell harmlessly in a random direction.

The Rival Wizard can catch a 1st Level spell with one limb and re-direct it with another. His head counts as a limb for this purpose. To catch a 2nd Level spell, he must use two limbs to catch and a different two to release it again. A 3rd Level spell can be caught with three limbs and cast outward again with the remaining two limbs at a cost of losing a point of Reflex Save and AC. Catching and re-directing a 4th Level spell reduces the Reflex Save and AC by 2. These loses return at two points per 24 hours.

A spell that has been caught, can be cast outward on the Rival Wizard's action at a new target or targets, using the original Spellcheck result to determine all effects.

The Rival Wizard can assume alternate forms, assuming any form on the Chaotic Familiars chart from the Rulebook. To assume a new form takes 1-2 Turns for a slow transformation, looking like a weird, shrinking (or growing) hybrid until the transformation is complete. During the transformation, the Rival Wizard is limited to either a Move action or the use of an Action Die. Use the Familiar stats for the Wizard while in the assumed form, except for hit points and Saves.

Any victim who dies from the Rival Wizard's acid kiss is injected with 10-50 slug eggs, which incubate within the target's body (even if the victim is revived by the usual means). This is extremely nasty. A revived victim will succumb to fever and weakness, losing 1 from a random physical Attribute each day until on the 1d4+6th day the slugs painfully emerge, doing 2d4 damage.

Paranoid in the extreme, the Rival Wizard has many suspicions and crackpot theories. These generally exempt his fellow party members, while the strength of the combined party is to his advantage, at least. Clerics are Wizards in disguise so as to steal knowledge from other Wizards. Elves are an abomination not to be tolerated, causing the downfall of all mankind within this decade if not fought. Halflings should be destroyed as an inferior offshoot of mankind, polluting the culture. The Judge should freely add additional cases of paranoia as suits the campaign.

The Rival Party was created by using Monster Extractor V from Inner Ham: Monster Extractor V for DCC RPG on DriveThruRPG





16 July 2019

PANT-CAT

Init +5
Melee Atk
 • claw +6 (1d7)
 • bite +5 (1d8 + poison)
AC 17
HD 4d10
MV 50
Act 1d20 + 1d16
SP Stripes-only, Chaos poison, vortex slip, leap 30'
Fort +4
Ref +7
Will +3
AL C

Most often traveling in pairs, a Pant-Cat stalks the wilder lands of Faerie. Like a Cheshire Cat, they can turn nearly invisible — in the case of the Pant-Cat, nothing but their red stripes remain, which can 'lay' across whatever terrain they are in at the time, and "slide" over that terrain when they move. They emit no scent and make no sound when in this form.

The Pant-Cat's Chaotic poison causes paralysis when a DC 12 Fort Save is failed. The recovery from this is accompanied 15% of the time by Corruption (roll randomly for severity and type), and 5% of the time by visiting a random alternate plane of reality for 1d3 rounds.

For each Pant-Cat in a pack, the DC is raised by 2, and the percentage chances are increased by 5%. Thus, when confronted with a pair of Pant-Cats, the poison Save DC is 14, the Corruption is increased to 20% and the Dimensional Slip is raised to 10%; when there are 5 Pant-Cats together, the Save DC is 20, the Corruption to 35% and the Dimensional Slip to 25%.

Recovery from the paralysis takes a number of rounds equal to 20 minus the character's Stamina score.

Though native to Faerie, they can be found in other planes of existence and on other worlds, slipping through the time-space vortex by their nature, though rarely.


Garments made from the pelt of a Pant-Cat have 1d3 of the following properties:

Roll 1d8

1. Once fashioned, the garment will not rip, tear, wear thin, fade, nor fray.

2. The garment will attract the attention of Faerie beings and creatures and increase their caution or their respect by 50%.

3. The garment will distract foes, granting a +2 to AC on the first round of a fight.

4. The wearer can choose to exude the Pant-Cat poison from the surface of the garment at will, once per 1d6 days.

5. The coarse fur of the garment becomes more pronounced, granting an abrasion attack as a Dwarf's Shield Bash attack.

6.The garment protects the wearer from fire damage by 1d3 points per round.

7. Once per year, the wearer can cast Feather Fall with a spellcheck of 1d24 + their current Luck attribute.

8. The wearer may develop an affinity with one or more extra-planar realms, either gaining ease of access to those realms, or taking on one or more attributes of those realms over time. This property does not manifest itself until after months or years of wear and is at the discretion of the Judge as to it's nature and degree.


Pure Appendix N























02 July 2019

TARRASQUE

Init +4
Melee Atk
 • claw +5 (1d6)
 • bite +3 (1d10)
 • tail +2 (1d7, 10' reach)
 • gore +0 (1d16)
Ranged Atk
 • ordure spray (3d6 heat, 60' cone, Reflex DC 18 for half)
AC 23
HD 6d8
MV 30
Act 3d20
SP burning ordure, devout obeyanc, half effect from magic
Fort +9
Ref +6
Will +8
AL C

Weakening a region of several villages through abject fear, the tarrasque seems to pursue destruction for destruction's sake. The creature, the size of a very large ox, eats humans, up to three a day, if it can catch that many. It lays waste to swaths of viable land by spraying its ordure which causes a smoldering and tainting which leaves the soil as glass.

Its one known weakness is the susurration of the extremely devout, such as Clerics, priests, and (if the Judge allows) Paladins and the like. Their magics (f they have them) do not have extra affect upon the beast, but their utterances in devotion and their calling upon their deities works upon the creature's mind and softens the tarrasque's manner, dropping it's Action Dice (one at a time) down the Dice Chain, one step per round of such acts to a minimum of 1d12 Action Die, and lowering it's AC by 1 for every two such rounds.



01 April 2019

GROVER

With apologies to Michael Smollin and Sesame Workshop...
Init last
Melee Atk
 • hold back +6 (stops movement for one round)
AC 8
HD 2d4
MV 10-20
Act 2d16
SP zip, damage avoidance, resources
Fort +0
Ref +0
Will -2
AL L

Grover is convinced there is a MONSTER in this hallway, and he does not want to see it, and does not want you to see it either. He is AFRAID of the monster. He will do anything he can to stop you from revealing the DANGEROUS, BIG, SCARY monster in this hallway.

Even though his movement rate is low, he can zip out of sight and back into sight, covering unknown distances while out of sight — usually accompanied with the sound of madly shuffling dress shoes, though you NEVER SEE any dress shoes. He can thus produce resources that are improbable or impossible.

Anyone trying to HARM lovable, furry, old Grover should discover it is a very difficult thing to do... The Judge is encouraged to invent any excuse, even those that are only very slightly realistic, for why an attack on Grover misses it's mark. Grover is very flexible, so maybe he has bent out of the way just as an arrow flies past him. Sometimes he goes from being NEAR to being FAR, just to make a point, and thus melee strikes will miss. He might be nailing up a crude wooden barrier to prevent anyone from revealing the MONSTER at the end of the hallway, and the back swing of his hammer might foil an attack against him. Players should feel free to invent reasons they miss, too.

Anyone playing along with Grover and gently revealing to him that HE is the Monster in the hallway, and not making him feel bad by being embarrassed about the whole thing, should gain 2d3+1 Luck on the spot.