Monstober Day 4: Swarm

Whatever started them, they have never stopped. They travel in a mostly straight line depending on wind, rain, and civilizations encountered. At the end of their season, they find or dig shelter and go back into hibernation. Woe is the unsuspecting traveler who takes shelter in the entrance of one of their hives.

“Never say, ‘It could get worse.’ There could be… thousands of carnivorous locusts headed our way.”

“You’re kidding, right? (Looks up. Sees a large, buzzing black cloud over the road.) Yup. And now we run.”

When last we left our heroes they were in danger of having the flesh stripped from their bones by this swarm for Dungeon Crawl Classics.

Carnivore Locusts only emerge from their caves and deep underground nests to rampage in a bloody four month feeding season approximately every 77 years. Village elders and ancient texts describe them as demonic in origin. Others describe them as a magic experiment gone horribly wrong. Still others describe them as nature’s revenge on the various races of men, dwarves and elves.

Whatever started them, they have never stopped. They travel in a mostly straight line depending on wind, rain, and civilizations encountered. At the end of their season, they find or dig shelter and go back into hibernation. Woe is the unsuspecting traveler who takes shelter in the entrance of one of their hives.

Perhaps the most frightening aspect is the mating cycle of these wee beasties. From survivors accounts, two of the locusts burrow into a corpse and emerge a few minutes later well fed. Within 36 hours the body will bloat and eventually explode, giving birth to 100+ more carnivorous locusts. A few cattle or a small village is usually sufficient to repopulate most of a swarm if needed.

Carnivorous Locust Swarm: Init +5; Atk swarming bite +3 melee (1d4); AC 11; HD 4d8; MV fly 40’; Act special; SP bite all targets within 20’ x 20’ space, half damage from non-area attacks, gnaw (DC 8 Fort save or additional 1d4 damage); SV Fort +3, Ref +10, Will -2; AL N.

The swarm occupies a 30’x 30’ space and inflicts its bite damage on everyone within that space. Any creature bitten must make a Fort save or also suffer additional damage from being chewed upon. Swarms take half damage from any attack that is not an area effect (i.e., swinging a sword is not nearly as effective as launching a fireball into the swarm).

1 swarm in 10 leaves a nasty surprise behind in carcasses they’ve ravaged, raising it as a flesh eating zombie after 36 hours in addition to giving birth to a swarm of more zombie-causing locusts. Burning corpses affected by the carnivorous locusts prevents the new spawn from hatching and thus prevents the corpse from rising as a zombie.

Monstober Day 3: Twin

Satellite: All points- Be on the lookout for my twin.
Ronin: Boss? You don’t have a twin.
Satellite: Yeah. That’s kinda the problem. Guess I should call my mom, huh?

What to do when your evil twin becomes your evil clone.

These rough clay dummies have the ability to take on the exact appearance of anyone they observe. Built by an occult researcher to seek revenge on a superhero who wronged his family. This golem will duplicate the hero in question and attempt to ruin their reputation by committing various crimes and otherwise besmirching the character’s reputation.

Basic Stats for ICONS

Satellite: All points- Be on the lookout for my twin.
Ronin: Boss? You don’t have a twin.
Satellite: Yeah. That’s kinda the problem. Guess I should call my mom, huh?

Promptober Day 4: Magic Spells

5 new spells for enhancing Martial Classes in any D20 game. Use at DM/GM discretion. Not all spells may be available in your game.

<Chuckles> I feel like I caught a break on this one.

5 new spells for enhancing Martial Classes in any D20 game. The spell levels listed are not necessarily the level at which the spell is granted. For example, Shifting Image 3 might be a 7th Level spell for an Arcane caster.

  • Arcane Aegis: Provides a near-invisible layer of magic armor per spell level-
    1. +2 AC, Damage Resist 1 vs non-magic weapons
    2. +3 AC, Damage Resist 3 vs non-magic weapons
    3, +5 AC, Damage Resist 5 vs non-magic weapons
    4.+6 AC, +1 Save vs spells, Damage Resist 5 vs non-magic, Fire, Ice, Acid.
    5. +7 AC, +3 Save vs spells, Damage Resist 5 vs non-magic, Magic, Fire, Ice, Acid.
  • Buff Up: Character gains temporary Hp and Stat Bonuses per spell level-
    1. +5 Hp, + 1 Strength.
    2. +10 Hp, +1 Strength, +1 Constitution.
    3. +15 Hp, +2 Strength, +1 Dexterity, +1 Constitution.
    4. +20 Hp, +3 Strength, +2 Dexterity, +2 Constitution.
    5. +25 Hp, +4 Strength, +3 Dexterity, +3 Constitution.
    These effects last 3 rounds per spell level. Character’s body grows in proportion to the spell’s level.
  • Shifting Image: This illusion obscures the caster’s form and location relative to attacker(s.) Each spell level causes the caster to become increasingly more difficult to find. Opponents may make a Will save to dispel this effect.
    In order for this spell to work properly, the caster may not move more than 5′ per turn after it is cast. Moving more than 5′ per turn automatically cancels the effect. Lasts 2 turns per spell level.
    1. +1 AC, 30% chance to miss entirely. Treats as 1/4 cover vs missile fire.
    2. +2 AC, 50% chance to miss entirely. Treats as 1/2 cover vs missile fire
    3. +3 AC, 65% chance to miss entirely. Treats as 3/4 cover vs missile fire.
    *Please note: the AC bonuses provided by this spell DO NOT STACK with ANY other spell bonuses to AC.
  • Inner Stillness: Infuses the caster with the Warrior Spirit for a number of rounds equal to the spell level. DOES NOT STACK with any other spell bonuses.
    1. +1 to hit with melee or missile weapon
    2. +3 to hit, +1 damage with melee or missile weapon.
    3. +5 to hit, +3 damage with melee or missile weapon.
    4. +5 to hit, +3 damage with melee or missile weapon AND one additional weapon damage die on the first successful hit in the round in addition to other damage.
    5. +5 to hit, +3 damage with melee or missile weapon AND treats the first attack that successfully hits each round as a Critical Hit x 3 Damage!
  • Acceleration: This incredibly powerful spell is rarely taught. It lasts the number of rounds listed with each level. The caster should be treated as Exhausted per spell level (i.e. Acceleration 2 grants 2 levels of exhaustion) after using this spell. Only the highest level of exhaustion counts. Exhaustion from this spell does not stack with other effects. Exhaustion may be recovered normally.
    1. 1 Bonus Action, +10′ Movement, Lasts 3 Rounds.
    2. 2 Bonus Actions, +15′ Movement, Lasts 3 Rounds.
    3. 3 Bonus Actions, +20′ Movement, +1 AC, Lasts 2 Rounds.
    4. 3 Bonus Actions, Double Movement, +3 AC, Lasts 2 Rounds
    5. 4 Bonus Actions, Triple Movement, +5 AC, Lasts only 1 Round!
    Note: AC bonus granted by this spell DOES NOT STACK with any other spell bonuses to AC.
    Please note: Level 5 of this spell is very rare to find and almost never used because it will incapacitate the user afterward unless magical healing/recovery is used.

Promptober Day 3: Hide-N-Seek.

On a player’s turn, Kings may move 1 space (per King’s movement.) OR place 1 Pawn anywhere on the board. *Note: Pawns never move in this game, and only function as obstacles no matter where they are placed.

Variant Chess game.

This may have been done already?

Board starts out with just the Kings.

On a player’s turn, Kings may move 1 space (per King’s movement.) OR place 1 Pawn anywhere on the board. *Note: Pawns never move in this game, and only function as obstacles no matter where they are placed.

On subsequent turns, non-Pawns are placed only AFTER all of the Pawns are on the board starting with the Rooks. Then Knights, Bishops, and finally the Queen in that order. Note that non-Pawns may only be placed in the player’s home row.

Pieces on the board are eligible to be taken per normal Chess rules. Once removed, the piece can not be placed again. I.E. if one of White’s Rooks were to be removed before the second Rook is placed, White can only place one more Rook not both. Sequence of Rook/Knight/Bishop placement continues regardless of pieces being captured.

Please note: this has not been playtested yet. Dice rules for combat may be added at a later date. Have fun. Thanks for stopping by. Lots of love.

Monstober Day 2: Stone

These stone statues were once adventurers and other humanoids caught in the lair of a powerful Medusa. Through the horrific machinations of evil chicanery, her victims have been brought back to life under her control as animated stone statues.

Seasoned adventurers know to be wary of large collections of stone statues because a Medusa or Gorgon could be lurking nearby.

Written for Dungeon Crawl Classics. Adaptable to most Old School Renaissance or similar D20 games.

These stone statues were once adventurers and other humanoids caught in the lair of a powerful Medusa. Through the horrific machinations of evil chicanery, her victims have been brought back to life under her control as animated stone statues.

Animated Medusan Prey: Init +1 (Surprise +6); Atk Claw or Fist +3 melee (dmg 1d6+1) or Slam +1 melee (dmg 1d8+3); AC 18; HD 3d8; MV 20’; Act 1d20; SP Damage Resistance 5 vs Non-Magical attacks, Fire, Cold, Lightning, immune to mind-altering spells and poison; SV Fort +5, Ref -2, Will +6; AL N.

These formerly alive statues are very stiff and sluggish in their movements. They are normally commanded to lie in wait until their unsuspecting quarry is in the midst of a crowd before revealing their animated nature.

1 in 10 Medusan Prey will be a champion that moves faster and attacks with speed and precision using the weapon they wielded in life. Init +3; Atk +5 melee (dmg 1d8+3); AC 20; HD 5d8; MV 30′; Act 2d20; SP (As Medusan Prey) SV Fort +7, Ref +1, Will +6

Promptober Day 2: Parallel Worlds.

The group is forced to cope with drastic changes as timelines and reality shifts around them. Getting home to their Earth will require cunning, willpower, sacrifice, and perseverance.

Power Rangers Lightning Force Special: Passing the Lightning.

Synopsis: The group is forced to cope with drastic changes as timelines and reality shifts around them. Getting home to their Earth will require cunning, willpower, sacrifice, and perseverance.

  • Billy finishes helping with the Zord repairs and departs for Earth 11, taking his own Zord and Morpher with him.
  • Rose takes over in the command center from her wheelchair with assistance from Alphour at the end of Episode 4.
  • She begins attuning herself to the Morphing Grid, trying to learn where Zordon went and why he disappeared so suddenly.
  • A monster attacks Bennet’s Cove under the command of the Dark Phoenix Ranger. They appear to be searching for something or someone.
    Rose proves an excellent replacement for the missing Zordon.
  • At the end of the battle, the Dark Phoenix Ranger teleports back to the moon. The newest monster disappears in a giant puff of blue smoke that is strikingly similar to the aura around the D-Portals used by the military during the Tankzor incidents.
  • Before the team has a chance to catch their breath, a portal opens and the White Tiger Ranger from Earth 11 steps through. He says his name is Tommy Oliver and he needs the team’s help to fend off a villain that threatens to destroy their Earth if not stopped. The consequences could ripple through multiple Ranger reality timelines.
  • Assuming the Rangers agree to follow, after Rose confirms what Tommy is saying, they will be transported through the rift and onto a very dark, almost apocalyptic Earth, Angel Grove, circa 2020. Tommy is immediately confused.
  • The group is confronted by a patrol of robotic warriors under the command of something called “Venjix.” Three more Rangers appear. One is Chase, a member of the Turbo Rangers native to the current Earth. One is Zach, the Black Ranger from an Earth where the Machine Empire took control, and the final one is Jackie- Pink Ranger from an Earth that successfully fought off a Venjix variant called “Evox.”
  • One of Venjix’s hench monsters, Calculix, is planning to launch Heaven’s arrow into space and channel Morph-X into a portal that will tear open time/space and allow Venjix to spread to multiple worlds and contact multiple villains.
  • The group has several avenues of approach to get to Calculix. They can also cut off the Morph-X supply to the arrow chamber. The Earth 129 Crew also has the ability to summon their Zords through a portal to form the Mega Lightning Zord if called upon.
  • Calculix has built a formidable defense around his fortress, including some Morph-X powered Heavy Drones and Tank drones. If threatened by a large frontal assault, Calculix will call down a Giga Drone, which requires a Zord to properly battle.
  • Zach will try to approach from a military perspective. Tommy will listen to everyone’s input before making a decision. Chase is still suffering from the loss of his team. Jackie rapidly comes to the realization that her Earth is unique in that they had a Pink Ranger at all.
  • It’s up to the group to approach Venjix/Calculixs’ very carefully planned defenses and stop the launch before the planets align.
    Calculix will go Mega mode if destroyed or to launch the arrow.
  • Assuming the group is successful, Jackie offers to come to Earth 129 as their Pink Ranger. Tommy offers the group their own portal device to maintain communications, Zach returns to his world to fight crime and resist the machines. Chase goes off to rebuild his own team.

What is #Promptober?

Our mission, which is already underway, is to come up with a a game pitch, a module, a map, a magic item, an adventure or anything else TTRPG-related for each daily prompt.

I’m working with TWO prompt challenges this month to get warmed up for NaNoWriMo next month.

Our mission, which is already underway, is to come up with a a game pitch, a module, a map, a magic item, an adventure or anything else TTRPG-related for each daily prompt. While each idea will take form of an elevator pitch, sketch or brief outline, all of these ideas could be developed fully at at later date.

Systems will likely include, but are not limited to:

  • Basic Fantasy RPG.
  • Dungeon Crawl Classics
  • EZD6
  • ICONS
  • ICRPG
  • Monster of the Week
  • Mutant Crawl Classics
  • Old School Essentials Advanced Fantasy
  • Operation White Box.
  • Power Rangers RPG

Please stay tuned as there may even be some short fiction and some of my hand-drawn creature art. This will also run in conjunction with #Monstober whenever possible.

What is Monstober?

Answering the question: What is Monstober?

Here are the prompts for each day.

Our mission, which is already underway, is to come up with a creature design for each daily prompt. Mine are going to be somewhat light on artwork, but fun for any TTRPG Game Master to use.

Systems will likely include, but are not limited to:

  • Basic Fantasy RPG.
  • Dungeon Crawl Classics
  • EZD6
  • ICONS
  • ICRPG
  • Monster of the Week
  • Mutant Crawl Classics
  • Old School Essentials Advanced Fantasy
  • Operation White Box.
  • Power Rangers RPG

Each blog article will tag #Monstober #Monstober2022 @TrueFeyQueen888 @truefeygaming and @Mrs_MothMan_Art on Twitter.

Please stay tuned as there may even be some short fiction and some of my hand-drawn creature art. This will also run in conjunction with #Promptober whenever possible.

Shellius Maximus for Dungeon Crawl Classics/Mutant Crawl Classics.

This garden variety snail has been warped and mutated by demonic and arcane magic into a foul, gigantic, carnivorous killing machine. It moves at an almost unearthly speed given its size and nature. It reeks of chaos and death as it plows through the countryside. Its armored shell protects it from almost every direction.

Part of #Monstober.

This garden variety snail has been warped and mutated by demonic and arcane magic into a foul, gigantic, carnivorous killing machine. It moves at an almost unearthly speed given its size and nature. It reeks of chaos and death as it plows through the countryside. Its armored shell protects it from almost every direction.

Shellius Maximus: Init +4; Atk: bite +4 melee
(3d6) or “roll over victim for crushing damage” +8 melee
(6d6); AC 20; HD 10d10; MV 40’; Act 1d20; SP (See below.) SV Fort
+8, Ref +5, Will +2.
Special Abilities:
Immune to Charm & Mind Control spells.
Lays down a 20′ wide slime trail wherever it goes. It is considered slippery terrain.
Damage Resistance 5 vs Non-Magical weapons, acid, fire, lightning, and poison.

Vulnerabilities:
Can be Turned as Unholy- 10 Hit Dice. Also affected by Holy Water.
Regular Salt does Double damage as if it were Holy Water- (2d4 damage.) Salt in a line acts as a wall.
Blessed Salt does Triple damage (3d4) and stops the creature in its tracks.
Shatter spell affects the creature’s shell.
Double damage from Ice attacks and slows the creature’s speed to 20′ per turn for 1d4 turns.

Promptober Number One: Mystery

The Des Moines Remote Viewing Society has caught onto a string of mysterious disappearances around town.

Day 1: Mystery for Monster of the Week.

The adventure in short:
The Des Moines Remote Viewing Society has caught onto a string of mysterious disappearances around town. Soon signs will all begin to lead back to a mysterious Freemasons lodge built in the 1800’s. Their task is to prevent more kidnappings/murders before the ritual can be completed on the blood moon.

Disclaimer: People and events depicted herein are fictitious and intended for entertainment use only. Any similarity to persons living or deceased is unintentional. There is no Des Moines Remote Viewing Society. This is a work of fiction. No one was harmed in the making of this blog.

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