Category Archives: Monsters

The Keeper of Souls

While some undead consume the souls of the fallen, the Keeper of Souls collects and tortures them. The Keeper of Souls appears as a dark robed figure with with ebony bones and fiendish glowing eyes. They are dangerous and deadly enemies and vanquishing one can be just the beginning of the fight.

Hit Dice: 7
Armor Class: 3[16]
Attacks: 2x Claws (1d8) on a successful hit the target must make a Saving Throw or be drained of 1d4 points of Constitution.
Saving Throw: 9
Special: Undead Traits; Any character killed by a Keeper of Souls cannot be raised by any means; Requires magic weapon to hit; Release The Souls! (See below).
Move: 12
Alignment: Chaos
Challenge Level/XP: 10/1,400

Release The Souls: When a Keeper of Souls is “killed”, its hold on its collection of souls is broken and a hoard of mad undead are released. Roll 1d6 and consult below to see what arises:

1- 4d6 Skeletons
2- 1d6 Shadow
3- 1d4 Wraiths
4 1 Specter
5- Roll 1d4 twice on this chart.
6- Roll 1d4 thrice on this chart.

Good adventurers. You’re going to need it.

The Blink Tiger

Because I just got a new tiger miniature and wanted something special to do with it. And bonus stats for two systems.

Description: Blink Tigers appear as large normal tigers except some sages insist that they are really black with orange stripes.

Swords & Wizardry Stats:
AC: 7[12]; HD: 3; Attacks: 3-2x Claws 1d6 Each, Bite (1d8); Save: 14; Special: Teleport 30 feet, Blink (when struck with a melee or ranged attack the Blink Tiger can attempt a Saving Throw and avoid the damage); Move: 12; HDE/XP: 5/240.

Dungeon Crawl Classics Stats:
Init: +2; Attacks: Claw 2x +3, (d16 Action Die), 1d5 Damage + Bite 1x +3, (d20 Action Die), 1d8 Damage; AC: 12; HD: 3d8; MV: 30; Action Die: d20+d16+d16; Special: Teleport 30 feet; Blink: The Blink Tiger attempts a Reflex Save DC equal to the attack roll. If successful, the tiger avoids the damage; Saves: Fort: +3, Will: +0, Ref: +4

Ok so normally I would do separate stats blocks but hey, they are different enough to justify and make this little beastie fit better with its target game system.

Have fun with it.

Into the Tower of the Mad Mage

Well, time to catch up on our weary band of travelers in DCC campaign. When we last left our heroes, they had just rescued a young girl with the Gift of Second Sight and were teleported to an unknown location (The Tower of the Mad Mage). Now this idea is sort of backwards adventure. Usually, the characters would break into a place like this but in this case they are breaking out. Each level/room of this dungeon is the same a 50 in diameter circle. Most of it was pretty common type monsters with nothing really super special about them so I won’t bore you with that. So here’s only the good parts.

This place warps magic.
Every time a character casts an arcane spell while inside the tower, roll a d8.
1. Make a Will Save with a DC of the Spell Check. On a fail (of the Save), the spell goes off normally but also roll as if the spell misfired.
2. Make a Fort Save with a DC of the Spell Check. On a fail (of the Save), the spell goes off normally but also roll on the Minor Corruption Table.
3. The character must take 1d3 Spell Burn in order to cast the spell.
4. Add a random (no Luck modification) Mercurial Magic Effect for this casting.
5 to 8. Nothing special. Just cast as normal.

Giant Lamprey Slugs These things gave the party a run for their money.
Init: +0; Atk: +1; Damage: 1d3+Attach; Action Die: d20; AC: 11; HP: 5; Move: 25; Saves; Fort +4, Reflex: -1; Will: +0; Special: Attach: When a Giant Lamprey Slug successfully attacks a target it attaches itself to the target and does 1 HP damage each round after that as it drains the blood from its victim. Yeah sort of stirge like but three-foot long slugs with nasty mouths.
While this may not seem like it would have been a memorable encounter, there is a character with a magic sword that has a chance of turning something he kills into a zombie. This happened multiple times with the slugs. Chop the head off. It stays attached but still sucks blood and the character turned into a blood fountain.

After all the other encounters, Stone Golems, the Wizard’s Ghost, and a trapped apprentice followed by a little looting. The party heads back to town and some down time. Sometimes you have to think of playing DCC is like being in a horror movie. Don’t ever go into the woods by yourself. Even if it’s just to hunt rabbits. ‘Cause like the rabbits could kill you. Yeah, a quick random off-the-top-of-my-head encounter just because.
The characters turn over the girl and spend some time in town. There was Patron Bonding and Carousing with lead to PC’s getting robbed, burning down an inn, getting jailed, and quickly leaving town and heading to their next quest at Demon Crown Hill….

Alchemical Scorpion

Oh, how long has it been since wrote about Swords & Wizardry? Way too long. I guess thank Old School Gamer Radio for getting me back into the swing of it. So here you go a fun new little monster for you.
The Alchemical Scorpion
HD: 1 HP
AC:8(11)
Attacks: 1 HP Damage+Potion Effect
Special: Can reload it with a potion.
Wizards are a bit lazy and strange will come up with any thing they find interesting. Getting tired of running up and pouring a healing potion down the the throat of the fighter or cleric, a wily wizard created Alchemical Scorpions as a safer and easier means to deliver potions. Just throw at your downed companion and hope it stings them.
Alchemical scorpions do not (normally) have poison instead they are magically altered deliver a dosage of a specific potion then die. This potion or even poison (one more toxic than a normal scorpion) is determined when the creature is created. It is nearly impossible to determine what potion the scorpion has so many wizard inscribe runes on the creatures’ exoskeletons.
If found in a wizard’s lab/lair, they will most likely contain normal potions. Determine how you will. If the creatures escape into the wild, them the GM should let their imagination go just as wild using odd and bizarre effects.

The Lair of Lennok The Wanderer Part II

This last week the party of adventurers finished up The Lair of Lennok. Here’s what went down.
The Alchemy Lab: No monsters here but the PC’s got to play around with some potions. For loot, there was 500 GP worth of alchemical materials (See Make Potion in your DCC rule book) plus a spell book containing Make Potion. Additionally, there was a”portable” alchemy lab. By portable, I mean a large trunk that required two character to carry. Additionally, there were some curve ball potions that they messed with. Here are the fun ones:
The Little Blue Potion: Yep basically Viagra.
One Shot: One shot and you’re drunk.
Up All Night: The character stays awake and alert all night but gains no benefit from “rest”.
Sort of Invisibility: Drink it and you’re invisible but you’re also blind at the same time.
Stunt Flying: Like a potion a Flying but the drinker flies in a random direction each round.
Invisible Potion: What is says. The potion is invisible. That’s it.
Meteor Shit: Ever see Creep Show? Yep. Make DC: 14 Fort Save on a fail make DC:12 Fort Save each day or lose a point of Stamina and Agility.
Corruption: Make a Stamina Check: On a 20+ gain Minor Corruption. 11 to 19: Major Corruption. 10 or less: Greater Corruption.
Chaos Blender: Make a Fort Save until successful. The DC’s in order: 16/14/12/10/8/6. For each failure re-roll a random ability score and take the new number.
I also threw in some common things just to see what the PC’s would do. They included water, oil, vinegar, soy sauce, soap, and pee.

The Summoning Chamber: A large room with a summoning circle in the middle, a book stand with a large magical tome, and a woman chained to the opposite wall.
The Tome: Contains Demon Summoning spell.
The Circle: Contains the Chitinous Toad Demon with a Snake Tongue. The toad demon is invisible and any character breaking the circle causes it to appear and attack.
The Toad Demon: Init +0; ATK: +6; Damage: Snake Tongue (Reach 10′) 1d3+make DC: 10 Fort Save or be paralyzed for 1d4 rounds. Bite: 1d6; AC: 12; HP: 36; Saves: +3 for all; Move: 35; Special: Invisible, Snake Tongue, Swallow Whole on a crit, Demon Traits.
The Woman: She’s really a succubus. She’ll maintain her disguise and play a victim to get the PC’s sympathies. She’ll maintain this disguise until the PC’s don’t fall for it or she comes face to face with Lennok. Then her rage and hatred of the mortal wizard who bound her causes her disguise to drop. She cannot attack Lennok directly as a side effect of her summoning/binding but she can help or encourage the characters in other ways.
Lizza the Succubus: Init: +3, Atk: +5 Damage: by weapon or Claws -: 1d6+1; AC: 14, HP: 28, Saves: All at +4; Move 30/40 (flying); Special: Disguise Self, Charm, Demon Traits.

The Inner Sanctum:
Lennok’s Chamber: Richly furnished apartment. No monsters here but loot. Some spell scrolls (which were randomly generated thanks to the Purple Sorcerer site), miscellaneous swag worth 750 GP, and some really good food and wine.
Lennok’s Wizardly Chamber: And here’s the Boss Fight. We have the girl who was the subject of the quest tied to an operating table. I just generated a 0-Level character which I at the end of the fight I handed the questing player. “Here you go. You found the girl. You just need to keep her alive.”
Lennok: Once again thanks to Purple Sorcerer. Just generated a 6th Level Magic-User.
The Demon Golem Guardian: A Stitched together flesh golem with many demon parts. Init: +0; ATK: +7; Damage: 2d5; AC: 13; HP: 48; Saves: Fort: +6′ Ref: +0, Will: +2;Move: 30; Special: Demon Traits, Golem Traits.
Loot from the fight: Lennok’s spell book.
Also in the room is a magical portal. Press various crystals round its edge and portal opens to somewhere. As soon as Lennok dies, Lizza the Succubus goes to the portal, activates, and goes through. If the PC’s don’t pause to think, “What would be the first place a freed demon would go?” and follow her through the portal. Then congrats. The party just walked into Hell. Nope, my players didn’t fall for that one. The portal now becomes pretty much a plot device. Let the PC’s play with and make some sort decision to go thru and leads to the next adventure/dungeon. Remember, they have a 0-Level kid they have to keep alive.
As a final rant about this adventure, the final fight was more dramatic and exciting both for me and the players than I thought it would be. Between Choking Cloud and Ray of Enfeeblement, Lennok managed to take out everyone in the party except for the Elf and the Thief. The Thief used the Choking Cloud as cover, downed a potion of Invisibility and moved into position for a Sneak Attack. The Elf charged Lennok and used the nasty power of the magic sword they had found previously. As a refresher, the wielder may turn a normal hit into a critical hit but it costs one point of Personality and 1d3 HP (both permanent losses). This simulates the sword consuming the soul and life force of the wielder. The one-two punch of those two characters took out the Wizard quickly. There were many cheers around the table.

Next up. I need to write up some notes for their next adventure.

The Lair of Lennok the Wanderer Part I

So I’m running my Dungeon Crawl Classics thru a little home brew dungeon. I figured the fun way to post about is in a simple serialized form. So as the party gets thru various parts, I’ll rant about it. It’s part session summary, part adventure write up. And sure I’m running with DCC but I know you’re smart and easily changed it over to whatever system happens to be your flavor of the day. And when this is all done, I’ll scan the map including my hand scribbled notes.
The Quest/Hook: One of the PC’s decided they wanted to get Patron Bond for a specific patron (Hecate from Angels, Demons & Beings in Between) Well. Sounds like a quest to me. The character goes on a week long vision quest and learns that they need to go to The Big City and find the person to teach the character the spell (which they do). The NPC agrees but there’s a catch. A child with the gift of Second Sight was born in remote village and someone has kidnapped the child. The party’s quest. Find the child and return her to the mentor (not the child’s parents). They agree and it’s off to the village and a little detective work. They finally track down where they need to go. A mysterious ring of stones deep in the swamp.
Getting into the Damned Place: Never said this was going to be easy. The only things within the ring of stones are two statues which animate into living beings as soon as the characters enter the ring. One is a dark robed figure. And the other a lithe elfin maid. The robed figure is the Guardian of Fate. The maid, the Guardian of Free Will. This turns in a roleplaying puzzle.
First, the guardians do not acknowledge the other’s existence. Such as Free Will saying, “Fate doesn’t exist.” Or Fate saying, “Free Will is an illusion.” Let the banter begin. Finally, the player characters will ask a question that will put them on the path to the solution. More than likely, “How do we find the girl?” or “How do we get into the dungeon?” or something like that. Free Will will answer with something like “You have to choose to find the gir.” Fate would say, “You have to accept your Fate.” Get it? To open the portal to the dungeon, each character must choose Fate or Free Will. For DCC here’s the side effects for making the choice. For Fate, the character’s Luck is increased by one and one random ability score is reduced by one. For Free Will, the character permanently loses one point of Luck but gains a point in any other ability score of their choosing.
Into the Hallway of Death: For most old school players, this shouldn’t be too much. But some of my players aren’t used to it so things got pretty tough for them.
Trap 1: Your standard pressure plate triggered flame jets. (DC: 12 REF Save or take 1d6 and be on fire!)
Trap 2: Pit Trap with illusionary floor: This was immediately after the Flame Jets. (Falling in causes 1d6 spikes to pierce that character each doing 1d4 damage) Plus any fools who are fire who happen to run forward….
Trap 3: At the end of the hall, standard poisoned arrow trap. (+3 To hit, Damage: 1d6+ DC: 10 Fort Save or be at -1 to all rolls for 2d6 hours.
The First Room: Or I should say guard room. Guardian Golem: Init: +1; Attack: +3 for d8 Damage; AC: 15; HP: 24; +2 All Saves; Special: Immune to Charm, 1/2 damage from non-magical attacks. Laser Idols (guarding the only other exit): +0 To Hit and does 2d3 damage when any one approaches within 5 feet of them. The only way to disarm them, it take out their ruby eyes (each worth 50 GP).
The Necromancy Lab: Wander further into the dungeon and they what is obviously a Necromancy Lab. Important Safety Tip: When you find three sealed coffins. Open no more than one at a time. Opening more could cause a TPK which nearly happened.
Coffin 1: The Elf Wight: Init +2, Attack: +3 doing d8+1 Damage; AC: 15; HP 18; Saves: R +4, F+3, W +4; Special: Undead Traits. Loot: Shield, Suit of Elvin Chainmail, The Necro Blade: When the wielder kills a living being with the sword roll 2d6 and heal that much unless doubles are rolled then the aforementioned living being is turned into zombie (not under anybody’s control). When the wielder successfully attacks an opponent, he may opt to turn a normal hit into a Critical Hit. The only cost is to permanently lose 1d3 HP and one point of Personality as the sword consumes the life force and soul of the wielder.
Coffin 2: Banshee: Init +3, Atk: +2 1d3 Stamina Drain; AC: 12, HP: 14, Saves: W +6, F +3, R +4, Special: Fly at 40′, Undead Traits, Cause Fear: DC: 12 Will Save or flee in terror for 1d6 rounds and make another DC: 10 Will save to keep from dropping whatever the character has in hand. On a roll of a Natural 1 on the first save make a DC: 10 Fort Save or die from fear. If successful then character still has some sort physical effect. Yes, this did happen and we know have an elf with white hair. Loot: Necklace (150 GP), Cursed Ring (I haven’t quite decided on the curse yet..)
Coffin 3: Bag of Skulls: 12 Skulls each with the following stats: Init: +2, Attack: +1 for 1d3 damage, AC 11, HP: 3, Saves: R +2, F +1, W +1; Special: Undead Traits, Fly at 30′. Sorry no loot here unless you count a large sack.
Note: The PC’s opened coffins 1 and 2 at the same time after having an easy time dealing with the Bag of Skulls.
And that’s as far as they got.
Till Next Time. Kill Monsters, Take their stuff, and HAVE FUN!

Murderous Mutant Tomatoes

This is part adventure and part session notes from my Mutant Crawl Classics game. I ran this a while ago while we (Kickstarter backers) were waiting on the PDF’s of the adventures to be released.  So take it as you will.

Background:

King Roma is crazed plantient set on revenge against the murderous meatbags of the world.   He had discovered a data cube of the Ancients and learned (misinterpreted) the dark secrets of the Ancients.  They had kept plantients as food; raising them in things called farms or gardens. There were some Ancients who were so vile that they ate only plantients.  These atrocities must be avenged.

The Set Up:

I ran this after the PC’s were returning to their village after going through their 0-level funnel.  They found the village had been attacked and ransacked and that all of the villagers were missing. It was pretty easy for them to find the trail and start tracking the raiders.

The Monsters: Here’s the stat’s for the main monsters for this whole thing.

  • King Roma: Init: +1; AC: 16; Atk: +2; DMG: 1d6+1 Action Die: 2d20; HP: 35; Saves: Fort: +4, Ref: +4, Will: +2; Special: None
  • Cherry Tomato Concubines: Init: +1; AC: 11; Atk: None (See Special); DMG: None Action Die: 1d20; HP: 6; Saves: Fort: +1, Ref: +2, Will: +1; Special: Aura of Misfortune: When a character attacks or uses a Mutant Power against a Concubine or King Roma, the character must roll under their current Luck score on a d20.  If successful then the action proceeds as normal. If the character fails the Luck check then it is assumed that the character rolled a Natural 1 on their attack/Mutation Check. Run with it.
  • Garden Variety Goons: Init: +1; AC: 12; Atk: +1; DMG: 1d4 Action Die: 1d20; HP: 6; Saves: Fort: +0, Ref: +0, Will: +0; Special: Pack Tactics like Manimal Class.
  • Beef Steak Brutes: Init: +1; AC: 12; Atk: +3; DMG: 1d8 Action Die: 1d20 or 2d16; HP: 18; Saves: Fort: +2, Ref: +2, Will: +1; Special: None
  • Heirloom Shaman: Init: +1; AC: 14; Atk: +0; DMG: 1d4 Action Die: 1d20; HP: 6; Saves: Fort: +0, Ref: +2, Will: +2; Special: “Spells”: Poison Dart, 2d4 damage, DC:14 Fort Save for half damage; Ketchup Slick: DC:12 Ref Save or fall prone and needed to move; Tangle Vines: DC: 10 Ref Save to avoid, DC: 12 STR check to break free.

The Village: I just drew the map as I needed during play. There are four building in the village. I also kind of just made up the numbers of opponents based on the party.

  1. The Green House:  Divided into two sections. One is the common room.  Here are Goons, Brutes and at least one Shaman. The Nursery section contains a Nursery Bot: Init: +2; AC: 14; Atk: +0; DMG: 1d5 Action Die: 1d20; HP: 36; Saves: Fort: +4, Ref: +0, Will: +2; Special: AI Recog: 19. and a Control Panel. If the PC’s mess with the Control Panel, they release the super fertilizer toxic goo. The goo has the following effects:  Any Plantients roll as if they had suffered Radburn. All others must make a DC: 14 Fort Save or suffer 1d5 damage.  The toxic goo acts as Cortexin (See Museum at the End of Time) but only on plants. This animates the Baby Tomato Swarms: Each Swarm has:  AC: 11; HP: 8; Saves: Fort: +0, Ref: +0, Will: +0; Special: Non Area Effect Weapons do 1 HP of damage. When a character is “attacked” by a swarm, attempt DC: 11 Ref save or take 1d3 damage.
  2. The Garden Shed: Here be artifacts. Vibro-Plasma Chainsaw: does 2d8 damage; uses 1d16 for initiative;  increase wielder’s Fumble Die by one die step. Wonder-Gro Fertilizer: Heals Plantients of 2d4 damage; all others DC:14 Fort Save or take 2d5 damage. Golpher Grenades (crude plastic figurines of a common burrowing rodent): 3d6 damage in 20 foot radius; DC: 12 Ref Save for half damage. 3 C-Cells.
  3. The Smoke House: Filled with hanging smoked meat. Player A: Nope the villagers aren’t here. Player B:  Uh, I think we just found the villagers. Player C:  Oooh BACON! Rest of the Party: Ewww.  Manimals…
  4. King Roma’s Hot House: This is the boss fight. King Roma, Concubines, Shaman and some Brute Bodyguards.

Enjoy!