General Gnarl’s main henchbeasts are on tap today.
Today we’re diving into some of my Lightning Force Rangers campaign bad guys. I’m starting off with the freakiest of the bunch, General Gnarl. His lieutenants are designed around a horror/ooze theme. Not all of the lieutenants listed will be used this season, hence the random table.
A little bookkeeping first. Unless we are specifically referring to a Monster of the Week, all creatures working on behalf of the bad guys are now called, “Threats.” This comes following Renegade Con and the appearance of the “Fan Preview Guide.” Dunno why we’re calling it that, but hey- we’re cool.
They also did us another solid with this little tidbit in their FAQ:
That having been said, here is a list of General Gnarl’s monsters presented here in name only. Stats to follow at a later date if/when we ever figure out how the OGL works with this game or if there even is one…
Please roll 1d12 and consult the table below:
Necrolord Abominus: Raises zombies (Putties, but mud and bone.)
Oozemaster: Slimy abomination determined to spread goo everywhere. Yuck.
Bonehead: Dude is literally a giant skeleton. Shoots cool eyebeams. Hard to hit.
Boiler Belly: Metal monstrosity with a belly full of green fire and a door to blast it with. Superheated when angry, which is quite often.
Zitius Maximus: Rubbery monster covered in small holes capable of spewing nasty slime. Slime turns people into gelatinous masses. Mega mode is volcanic.
Wrecking Ball: Ball of solid metal with arms and legs. Uses the chain on his head as a weapon. Super tough, not necessarily super smart. Arm chain tentacles?
Achoo Chu: Somewhat comical train with a huge nose. (Think Thomas the Tank Engine costume.) Spreads an incapacitating disease called the “Sneezles” causing uncontrolled sneezing in its victims. Disease is cured when monster is defeated.
Double Fist: (Picture Hitmonchan from Pokemon made of solid metal and a smooth head.) Has four arms. Boxing beastie that doubles itself when damaged.
Tri-Cycler: Three headed Centaur with two small wheels in the back and one huge wheel up front. Cannon on the back.
Spawn Camp: A walking, talking miniature log cabin that releases small, bipedal humanoid minions. Has a mortar on its back.
Gas bag: A hot air balloon shaped humanoid biped that sprays sleeping gas everywhere. Its noxious odor is also capable of stunning people.
Gunnarl: Gnarl’s shorter, pudgier version of himself. Carries a gun almost bigger that he is. Acts and talks like Gnarl only in a smaller, cuter voice.
Bonus Table: Serious Damage. Please roll 1d12 and see what any give threat might be able to shoot:
Please note that the element does not have to be literal. For example, “Wind” might take the form of giant fans on an octopus body. Feel free to mix and match this table with other tables. Alternately, the beast can be a living statue embodiment of the element.
Continuing my series of random monsters of the week. This time: Elemental baddies.
Roll 1d12 and consult the table below: Please note that the element does not have to be literal. For example, “Wind” might take the form of giant fans on an octopus body. Feel free to mix and match this table with other tables. Alternately, the beast can be a living statue embodiment of the element.
Fusion. Roll twice on this table and ignore further 1’s.
Radiation. (Probably non-nuclear. Can be a variety of effects.)
Bonus Table: Sea Life
Roll 1d12 and consult the table below. Beware, Team. These beasties can walk, talk and breathe on dry land.
Just a fun d12 rumor table to use/re-use. No system attached.
Roll 1d12 when your group enters any small fantasy town and consult the chart below:
1. The town was built on top of a necropolis of ancient crypts, but the entrance has never been found by anyone who lived to tell about it. 2. The old, drunken derelict on the street is actually the richest man in town before he learned a dark secret and turned to drinking. 3. It’s not safe to wander out of town at night. There are frightening wild beasts roaming around after dark. 4. The mayor hasn’t aged in thirty years since she took power. 5. Every residence in town has one or more spirits living in/around it. 6. The old abandoned well outside of town is said to have magical wishing powers. 7. The hired help at the inn steal from guests while they’re sleeping. Plus the innkeeper waters down all the drinks to save on expenses. 8. On a clear night mysterious lights can be seen moving around in the sky above the town. 9. The town’s undertaker is actually a ghoul. 10. The local apothecary dabbles in this weird magic he calls, “science.” He has all sorts of “experiments.” Some of them are extremely dangerous. 11. A local cleric has been known to give gold to anyone who visits him. No one knows where all of his gold comes from. 12. The area is infected with wild magic from an accident. There used to be a wizard’s tower in the center of town before it vanished under frightening circumstances.
For added fun: Roll another 1d12. 1.- Not only is the rumor true, but powerful evil beings/dark magic is behind it. 2-5. Rumor is true. The group may wish to investigate for further details. 6-9 The rumor is convincing, but false. The group may believe it if they wish. 10-11. It’s false. No doubt about it. 12.The rumor is true with a twist. The person or phenomenon in question actually has beneficent (good) cause.
I have more d12s in my bag than d20s. Yes, I rolled a Nat 12!
I could make a 1d12 table of 1d12 tables I want to make. That’s how much fun they are. I won’t bore you with that one here, but it could be done.
I make 1d12 tables for a lot of odd random things as a DM, though. They add all kinds of spicy goodness to bland encounters. They work for weather, travel, global events, some NPC attitudes, and of course, random monster encounters. I know I’m old school, but I still believe in the old wandering monster table. Because maybe the troll down the hall decides to go for a stroll about the time the party thinks they’re going to rest. Bwah ha ha! Rolled an 11. Meet the troll.
I think the d12 is the most underrated dice in any game, except ICRPG. Yay! I suppose they’re good in SWADE and EGS, too if I remember right. But D&D and Pathfinder are very reserved in their use of the d12. My solution is to use them for any and every thing I can think of. I carry the things for fun every day. Really.
My players have called me out on it in the past. I have a pattern for most of my tables. You can probably guess the pattern. 1’s are, of course going to be catastrophically bad or unwanted news. 12’s are, naturally, something favorable or at least more favorable. 2-3 are usually something unwanted but not scary bad. 10-11 are usually the pretty good end of whatever the table is. Everything else is likely meaningful but random. I’ve done more random variants, but that’s the gist.
Let me throw down a sample:
Roll 1d12. Average Night at the Stable:
The stable catches fire! If the group has mounts there, the animals are in danger! One of the stable hands running into the inn a major panic to get help and save the animals.
Horse thieves! Choose a random party member who had a mount in the stables. Their mount is now missing.
Oops. The stable boy accidentally left the stall door open when he was cleaning. Choose a random party member. Their mount is now out wandering around somewhere.
Asleep on the job. Stable keeper accidentally loaned one of the characters’ mounts out to a local merchant. The animal is treated well, but won’t be in the stable until the next night.
Where did they find this kid? The stable boy decided to ignore his chores. The animals are not fed or watered, and stalls are not cleaned out. This will lead to somewhat moody, fatigued, smelly mounts the next day.
All is well. The stable keeper feeds the all of the animals a treat! Unfortunately, it doesn’t agree with one of the mount’s tummies the next day. (Choose a random mount.)
All of the mounts are well fed, well treated, and are ready for action the next day.
The stable keeper notices an issue with a horse shoe and takes care of it, free of charge. He lets the group know the next morning.
The stable keeper chases off a predator outside the stable. He lets the group know about it in the morning. One of the characters’ mounts is still skittish. The stable keeper will offer to loan out his personal thoroughbred for free if desired.
The mounts are well-loved. They receive a +1 discretionary bonus to any one given roll during the day.
What’s in that feed? Whatever the stable keeper fed the mounts, is working very well. The group receives an Advantage on any ONE given roll related to travel or the mounts.
Holy buckets! The mounts are well fed, loved and ready to go! ALL mounts gain a +1 discretionary bonus and Advantage on one travel/mount related roll. They will also automatically pass the first morale roll within 24 hours automatically! The mounts are happy.