Monstober Day 29: Wing.

The Turkey Demon: A jet black fire-breathing turkey with six tentacles and it can fly, too.

The Turkey Demon: A jet black fire-breathing turkey with six tentacles and it can fly, too.

Turkey Demon (Type 3): Init +2; Atk tentacle +9 melee (1d4) and beak +10 melee (1d8); AC 16; HD 6d8; MV walk 20’ or fly 40’; Act 7d20; SP Infravision, darkness (+12 check) grasp 1d4, Breathe Fire SV Fort +5, Ref +2, Will +5; AL C.

Immune to weapons of less than +2 enchantment or natural attacks from creatures of 5 HD or less; half-damage from fire, acid, cold, electricity, gas.

Tentacle attack: For each tentacle that strikes the same character, the demon receives 1d4 on an opposed Strength check to hold the character down. For example, if 6 tentacles hit a character in a single round, the character takes 6 points of damage, and the demon rolls 6d4 on a Strength check against the character. If the demon wins the Strength check, the character is grappled and cannot attack unless he spends the next round struggling and succeeds on an opposed Strength check. The demon may not use its breath weapon while a character is grappled.

Breath Weapon: The Turkey Demon breathes a cone of shadowy fire, width 1d4x10’, length 1d6 x 10’ 6d8 damage, Ref save for half. Characters hit with the breath weapon continue to burn with corrupt flame for 1d6 damage per turn for 1d3 turns.

5 Magical Crossbows and Their Effects

The owner may see 60′ in the dark as a Dwarf while holding the weapon.
Once per day, the firer may invoke The Skull. This causes a regular quarrel to turn into a fiery skull-shaped missile that screams all the way to the target. It always hits the intended target and does the weapon’s normal damage and an additional 2d6 damage, plus lose 1d6 Con temporarily and be stunned for 1d3 rounds. (A single DC 15 Fort Save for half the effect, half/no Con and no stun.)
The shooter suffers effects regardless of the weapon’s damage. Roll 1d12:

For Dungeon Crawl Classics or other OSR style games.

Regular Crossbow:* Damage: 1d6 Range: 80/160/240 Cost:30SP

1. Crossbow of the Venomous Asp

This crossbow +1 to hit/+1 damage fires a blazing bolt of green energy toward the target of the firer’s choosing. If the bolt hits, the target takes 2d6 poison damage (DC 12 Fort Save for half poison damage) in addition to the damage caused by the bolt. This effect lasts 1d3 rounds or until a second Fort save is made, healing magic or the target expires.

This effect may be used up to 3 times per day. A command word must be spoken each time the power is used.

2. Repeating Crossbow of Shards

This +1 to hit/ +1 damage crossbow comes equipped with a hopper on top and a crank that allows it to hold up to 9 quarrels. This weapon comes equipped with a curious selector switch on the side:
Single Shot, as a regular +1 Crossbow
Automatic: The Crossbow is hand cranked and shoots a single attack roll. The target is hit with 1d3 quarrels per shot with 3 quarrels always being expended.
Shard: This causes the crossbow to magically split the quarrel into a 5′ x 30′ Cone of splinters. Those caught in the cone must make a DC 12 Ref save or take 1d10 points of damage. This effect only expends one quarrel and may be used as often as the character firing it desires.

3. Screaming Skull Thrower of Death.

This crossbow has what appears to be a skull at the end of it. There are glowing red gems set in the eye sockets. The stock appears to have been carved from solid black wood of unearthly origin and the arms are engraved with demonic runes. The entire weapon has an ominous glow.
It is considered extremely dangerous, cursed, and will bond with a character that has suitable skills as a crossbow archer.

This weapon retains a +3 to hit/+3 damage bonus.
The owner may see 60′ in the dark as a Dwarf while holding the weapon.
Once per day, the firer may invoke The Skull. This causes a regular quarrel to turn into a fiery skull-shaped missile that screams all the way to the target. It always hits the intended target and does the weapon’s normal damage and an additional 2d6 damage, plus lose 1d6 Con temporarily and be stunned for 1d3 rounds. (A single DC 15 Fort Save for half the effect, half/no Con and no stun.)
The shooter suffers effects regardless of the weapon’s damage. Roll 1d12:
1. The shooter is instantly reduced to 1 hp. Must make a Fort save or be rendered unconscious.
2. (DCC Characters) Roll once on the Greater Corruption Table and apply the effects.
3. The character is haunted for one day by an antagonistic spirit. -2 to any roll involving concentration.
4. (DCC Characters) Roll once on the Major Corruption Table and apply the effects.
5. The character is deafened for 24 hours.
6. (DCC Characters) Roll once on the Minor Corruption Table and apply the effects.
7. The firer gains the amount of temporary hp equal to the total amount lost by the target from this attack.
8. The character summons an imp. It will harass and antagonize the owner of the crossbow until banished, killed, or 24 hours expire.
9. The character is struck blind when not holding the weapon. This effect lasts 1d3 days.
10. The weapon emits a Banshee scream. The ghost attacks with a bone-chilling
scream. Every living creature within 100’ automatically takes 1d4 sonic damage and is potentially deafened for 1d4 hours (DC 12 Fort save to resist). The ghost can issue this scream up to 3 times per hour. Dogs, horses, and other domesticated animals are automatically spooked by the scream.
11. The target temporarily loses an additional 1d6 Con regardless of the save as does the weapon’s firer. The firer’s hair automatically turns white permanently and the character is wracked with chills for 24 hours. -3 on all activities.
12. The firer has attracted the attention of a deity or other divine being. The final effect is left for the Judge to decide.

4. Blood Drinking Crossbow.

This cursed +1 to hit/+3 Damage crossbow drains 1d6+3 hp from a living target upon a successful hit (Fort Save DC 12 for half.) On a critical hit, the target must make a Fort Save DC14 or lose 3d6 hit points. (Half on a successful save.) However, the owner of this crossbow is a lighthouse beacon to attract any creature that feeds on blood (Vampires, Succubi, etc.) These creatures will be attracted to the crossbow and it’s owner if they are within 100 yards.

If this crossbow is abandoned or destroyed, the former owner takes 1 point of permanent Con drain until they recover the item or expire. If the weapon is stolen or misplaced and recovered by someone else, they take the same Con drain until it is returned.

5. Firecracker.

This crossbow is +1 to hit/+1 Damage, +3 Damage vs creatures vulnerable to fire. On command, the crossbow emits lights equal to a standard torch. 3/day for 6 rounds, any ammunition loaded into this weapon bursts into flame when launched. Inflicts additional 1d6 damage and ignites targets on fire (Ref save to avoid; DC 13.) On a critical miss, the firer must roll on the Major Corruption Table and be affected by the results. Also, every time a quarrel is fired and ignited, there is a 1 in 30 chance the gods themselves might take notice of this incredible weapon.

Monstober Day 14: Knight

They are 6′-8′ tall humanoids clad in pitch black metal armor covered in spikes. Their skin is never visible when wearing one. Their natural horns sometimes protrude from their helmets and their barbed mottled red and black tails stick out from the back of the armor. Their very presence strikes fear into the hearts of those who first behold one.

Demon Knight

For use with Dungeon Crawl Classics, D20 or compatible #OSR games.

These creatures are brought forth by the most foul beings, always for nefarious purposes. They serve as bounty hunters, body guards, assassins, generals, and knights for the most terrifying of evil lords.

They are 6′-8′ tall humanoids clad in pitch black metal armor covered in spikes. Their skin is never visible when wearing one. Their natural horns sometimes protrude from their helmets and their barbed mottled red and black tails stick out from the back of the armor. Their very presence strikes fear into the hearts of those who first behold one.

Demon Knight (type III demon,): Init +4; Atk +2 Flail of Doom +10 melee (1d6+6 plus 1d4 against lawful creatures) and Hellish Longsword +10 melee (1d8+3 plus 1d6 fire) or Tail +12 melee (1d16); AC 20; HD 8d12; MV 40’; Act 3d20; SP Aura of Fear, detect good (+8 spell check), demon traits; Fire Resist 5; Summon Demonic Steed, Summon Demonic Hounds; SV Fort +8, Ref +10, Will +8; AL C.

Fear Aura: All creatures must make a DC 12 Willpower save the first time they encounter a Demon Knight or flee in fear for 1d6 rounds. This check must only be made once per day for any number of Demon Knights encountered.

Summon Demonic Steed: A demon Knight has the ability to call forth their own personal Type 2 Demonic Steed, a charcoal black bat-winged warhorse with barding, fiery eyes, and flaming hooves. Its jaws more closely resemble that of a skeletal hound with long, vicious fangs. The summoning ability is at will with an unlimited number of uses.

Summon Demonic Hounds 3x/day: The Demon Knight has the ability to summon forth a Type 1 Demonic Hound once per round as one of their actions.

There is a 10% chance each the knight’s +2 Flail, Hellish Longsword, and Demonic Full Plate Armor will not vanish when the Demon Knight is destroyed. However possessing/using these items will draw a lot of attention, including that of the gods themselves. All luck penalties associated with using these items are doubled. These items almost always are detectable as evil. The Judge may wish to add additional curses or penalties as they see fit, including possibly becoming possessed by the Demon Knight.

Monstober Day 11: Hunter

Many of the guards avoid the walls late at night. It’s not safe to stray too far from the well-lit perimeter after dark. The night watch regularly report disappearances and deaths at the hands of a savage, meat eating predator. No one has seen it and lived to describe it.

It’s best to stay away from the jungle at night.

For Dungeon Crawl Classics or similar #OSR and D20 games.

(Revised art TBD.)

Many of the guards avoid the walls late at night. It’s not safe to stray too far from the well-lit perimeter after dark. The night watch regularly report disappearances and deaths at the hands of a savage, meat eating predator. No one has seen it and lived to describe it.

Mataguaro: Init +5; Atk bite +6 melee (1d8) or claw +4 melee
(1d6+1); AC 16; HD 6d8; MV 30’, fly 50’; Act 3d20; SP Darkvision 60′, Keen sense of smell, Stealth, Sneak Attack, Carry Off; SV Fort +5, Ref +4, Will +6; AL C.

This beast is covered in black fur, approximately 7′-8′ tall with the wings of a bat and the face and tail of a panther or jaguar. They walk upright as a humanoid and have feet like those of a falcon. Their hands end in wicked-sharp claws, perfect for rending prey.

They are almost completely invisible in darkness. They use Hide/Sneak at 75% in darkness no brighter than moonlight. IF they successfully surprise an opponent, they deal 1d10 damage on their first claw attack in the surprise round. If the creature manages to hit with both claws during any round and can do so, it will attempt to Carry Off its opponent. The character or creature struck must make a DC 12 Ref Save or be lifted into the air. the Mataguaro then has the option of flying away at 30’/turn. The Ref save can be repeated once per turn, but falling damage does apply if dropped.

These beasts are normally found in small packs of 1-3 Mataguaros. They are almost never seen during the day and suffer a -2 penalty to attack, damage, and Ref saves when fighting in bright light such as daylight.

They are very stealthy and capable hunters. They will most often only attack an animal or creature that is alone or with one other individual. They will almost never attack anything larger than a deer or cow unless they are certain not to be caught.

Two Headed Otterkin Enigma

MiaPiper are one of the oldest and wisest of all Otterkin. Their wisdom has been hard earned by the magical accident that fused their bodies and granted them near-immortality. Over the centuries, they have learned a great many things and could prove a valuable ally or gruesome foe depending on how one treats them.

For Dungeon Crawl Classics RPG.

Based on another cool otter meme.

Two heads are cuter than one.

MiaPiper are one of the oldest and wisest of all Otterkin. Their wisdom has been hard earned by the magical accident that fused their bodies and granted them near-immortality. Over the centuries, they have learned a great many things and could prove a valuable ally or gruesome foe depending on how one treats them.

MiaPiper, Otterkin Enigma

Init +2; MV 15/20
Atk Weapon +4 Staff melee (dmg 1d6+2);
AC 14; HD 4d8 (28 hp); MV 30’;
Act 1d20, 1d14; SV (Fort +3, Ref +1, Will +4); AL N
Spell Check Bonus: +5
SA: Mia (Right head) breathes fire Ref 18, 28 damage or half with save. Line, width 10’, length 3d6 x 10’ Piper (Left head) Hypnotic Gaze. Will 15, On a failed save, target must act as a friend to MiaPiper for one day. Actions that contradict the target’s safety and well-being will break the effect.

Cast spells at a Level 3 Wizard.

Instruments: the Otterkin duo are capable of playing the fiddle (Mia) or Bagpipes (Piper.)

Raclings for Dungeon Crawl Classics

Small in size. Their fur ranges in color from grey to brown. They stand on two legs most of the time. They are adept swimmers and climbers. Their language is a series of clicks, growls, hisses, chitters, and the occasional laugh. Despite their reputation and mask-like markings they are not all thieves.

These adorable humanoid raccoons are fun to be around.

Small in size. Their fur ranges in color from grey to brown. They stand on two legs most of the time. They are adept swimmers and climbers. Their language is a series of clicks, growls, hisses, chitters, and the occasional laugh. Despite their reputation and mask-like markings they are not all thieves.

They are innately curious and highly intelligent. Their keen minds and animal senses are matched only by their dexterity. They do not cope well with captivity!

Raclings: SZ Small, Init +2; Atk dagger +3 melee (1d4+2 or 1d10+2); AC 15; HD1d8+2; MV 20’, Climb 25′, Swim 25′ ; Act 1d20; SV Fort +1, Ref +3, Will +1; AL C.
Abilities-
Infravision: Raclings are primarily nocturnal and can see in the dark up to 30’.
Small size: Raclings range from 2 to 4 feet tall. This small size allows them to crawl into narrow passages and through tiny holes.
Scamper A halfling has a base movement speed of 20’, as opposed to 30’ for humans while on two legs. However, a Racling with nothing in its hands can drop down to all fours and scamper at 30′.
Stealth: Raclings are naturally adept at sneaking around. They gain a +7 bonus to hiding in shadows and sneaking.

And other OSR compatible games.

More to come on these furry little guys. Possibly a full on class. Thanks for stopping by. I appreciate you. Game on!

Photo by anne sch on Pexels.com

Wolf Lord Shaman for Dungeon Crawl Classics Version 1.0

Call upon the forces from the spirit world to destroy your enemies and summon new allies.

Call upon the forces from the spirit world to destroy your enemies and summon new allies.

Alignment: N

Weapons: Dagger, Mace, Sling, Staff, Longsword, Shortsword.

Unholy Creatures: Lycanthropes, un-dead, demons, and devils.
(As a Demigod, the Wolf Lord may have less influence over more powerful creatures.)
Bonus: Clerics of the Wolf Lord may use their turning ability on any Mundane Animal to gain a neutral or favorable reaction. Such an ability can only be used on an individual creature once per day.

Example: A large bear has wandered into the group’s camp. Volkor, the cleric attempts to invoke the name of the Wolf Lord to calm the bear and discourage it from eating the group’s provisions or attacking the group. If successful, the bear will wander away. If unsuccessful, bears have to eat sometime, right? In this case, starting with Volkor.

Bonus Ability: Clerics of the Wolf Lord may pass unhindered through thick brush and other outdoor woodland terrain.

Casts spells as a normal Cleric.
New spells to follow at a later date.

DCC Catacomb of the Wolf Lord Room 1-4

This room may seem a little lackluster compared to the others once unearthed.

This room may seem a little lackluster compared to the others once unearthed.

Room 1-4: Much like the door to Room 1-3, this door is caked in mud and earth, taking considerable effort to find. However, once discovered, the door swings into Room 1-2 with considerable ease. It opens to a narrow hole in the packed mud about 3′ in diameter, about enough for one adventurer at a time.

Once a light is shone into the room, the walls and ceiling are caked with thick mud and packed earth. At least half of the room is completely filled in. The glint of gold can be seen a little over 10′ across from the opening on what remains of the stone floor. There is about 5′ of operable space from floor to ceiling within the dimensions indicated on the map. What is possibly a hilt of a weapon or the end of a staff covered in dirt can also be seen. There is also a mud covered goblet and a bowl of a brazier sticking out of the dirt farther into the room.

And then there was trouble!
Once an adventurer enters the room, they can see the corner of a chest buried in the mud next to the coins. If they try to extract the chest, the handle, the goblet or the brazier, or do anything that disturbs the room in any way (Yell, tap the walls floor or ceiling, swing a weapon, etc) a full collapse is triggered. DC 15 Ref Save to get clear in time. The room is filled with earth! Anyone in the room takes 1d8 damage and is buried in the dirt. Suffocation Fort DC 10+1 per round buried, 1d6 Sta damage per failed save. The characters not trapped in the dirt can be excavated from the wreckage. The GM can determine how difficult it will be to dig any given player out depending on how far into the room they are buried.

IF the group managed to befriend or play nice with the elementals, they can excavate trapped PCs with ease and will gladly do so. They won’t help with the treasure, but they will save the adventurers, who clearly don’t belong in their element.

Thanks for stopping in. Room 1-5 is on the horizon. I love old fashioned dungeon crawls.

Birth of a Dungeon Crawl?

DCC/MCC project is intended to be a work in progress. I’ll be posting one or two dungeon rooms at a time here on my blog, useable in OSR games. I’m also looking at popping out some items, spells, classes and races for both DCC and MCC.

I’m contemplating a new series of articles.

I recently got turned onto Dungeon Crawl Classics (DCC) and Mutant Crawl Classics (MCC) by Goodman Games. DCC has been around in its current form since 2012, but its roots extend back to the good old 3rd Ed D&D days. (*Editor’s Note: I still have many of the old modules and treasure them dearly.) DCC in its current printing is very much in the vein of Old School Revival (OSR) as it looks a LOT like old B/X D&D. (*Editor’s Note: I’ve written more about it here.)

MCC is a little newer (2017?) and is a throwback to Metamorphosis Alpha/Gamma World in so many ways. It also reminds me a little bit of Palladium’s Rifts with its mix of magic and technology. DCC and MCC are fully compatible with one another, which is awesomesauce when designing creatures. While I’m not huge on post apocalyptic genre games in general, I like MCC because of its old school charm and simplicity. It also uses the same character funnel 0 Level play as DCC only AD Terra style.

One thing that really jumps out at me about both DCC and MCC is the incredible amount of third party support that exists for both games. Goodman even goes so far as to list many of them in their books. I have not begun to dig through the various websites to look for what am looking at creating. I have ideas for several character classes/races. Much like other OGL endeavors, I’m certain anything I come up with is going to resemble material that already exists somewhere.

It will be a work in progress.

Similar to my Power Rangers RPG campaign, my DCC/MCC project is intended to be a work in progress. I’ll be posting one or two dungeon rooms at a time here on my blog, useable in OSR games. I’m also looking at popping out some items, spells, classes and races for both DCC and MCC. Anything I put on the blog is always free to use anywhere. I might eventually cobble together an entire book for pdf publication on DriveThruRPG or my Ko-Fi Page.

My plans from there in regards to OGL endeavours is to either do more on DriveThruRPG or possibly consider starting up something on Patreon. There are a staggering number of RPG startups out there. Honestly, I’m not sure what’s going to set my work apart just yet, but I’m going to do it anyway. Because DCC/MCC are an OGL venture, I may eventually veer off into other systems such as D&D or ICRPG.

What can I say? I love RPGs. I love monkeying with different systems.

Thank you for being here. I appreciate you. More to come. Take care. Have a great week. Game on!

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