I wanted to be able to generate a country in under 5 minutes so I made this. The method is very simple and (if I were ever so desperate) lets me have everything I would need to use the map at the table; geographic features, plot hooks, interesting locations and culture. The map generation can be scaled to your need, it is good for small regions to entire countries and can be made more detailed by rolling more dice. I have successfully used the method on a big piece of paper to make an entire landmass of bordering countries, big and small.
Thursday, 25 July 2019
Wednesday, 8 May 2019
The Midnight Crawler
My second submission to Cavegirl's Harry Clarke Bestiary
While writing this monster I was reminded of this scene from David Lynch's Mulholland Drive.
It's difficult to pull off a monster 'that's so scary you die' at the table. I make reference to the creature's distinct sounds, if you can bear to attempt guttural disjointed chortling you'll definitely succeed in making your players (if not yourself) uneasy.
The
Midnight Crawler
Armour
class:
As unarmoured
Hit dice: 2
Move: As human
Attacks: Terror (see special
abilities), Laughter (see below) and scratch (1d4)
No.
Appearing:
1 or gang 2d6
Morale: 8
Treasure: None
Alignment: Chaotic
Description: Midnight Crawlers were once long-forgotten lunatics and ragged
half-men. Having undergone a demonical change, becoming an entity of death-dealing
fear they now aspire to use their horrifying influence for their own ghastly
amusements. Their only delight is their simpering malice which they can inflict
on the unbeknownst innocent.
Many a household have been torn down in raving fits
of wild screaming-death by the Midnight Crawlers. When a manor’s inhabitants
have died of fright, simply from a glance through the window at soulless leer
of a Midnight Crawler, it will squirm it’s way inside. There it will cavort
lopsidedly - moaning in gibbering reverie; a wildly wheeling dance of brassy
chortling and stuttering, gurgling giggles.
When the sun sets bar your door. Ignore the
rasping breath and the sly tapping at your window pane for only the heartiest, bravest
souls may endure the wracking pain of a Crawler’s terror.
Abilities: Anything that sees the
creature will take d10 points of fear-damage directly to it’s HP. This fear-damage
decreases by a die size each subsequent round an individual is exposed to the Crawlers,
a victim becomes immune to this effect when the effect is reduced below d4 fear-damage.
So terrifying are the Midnight Crawlers that if it does more damage than it’s victim’s
HD, the victim can only inflict a maximum of 1 hp’s worth of damage to the Crawler
regardless of the type of attack. Multiple Midnight Crawlers do no inflict
multiple fear attacks, each Midnight Crawler adds +1 damage to that rounds fear-damage
dice.
When everyone has succumbed to the Midnight
Crawler it will enter the space and begin it’s ungainly, impish dance until interrupted.
It’s laughter, when heard, deals 1d4 points of fear damage.
Wednesday, 10 April 2019
The Embonpoint Prince
My submission to Cavegirl's Harry Clarke Bestiary
Armour class: As unarmoured
Hit dice: 9
Move: Immobile (functionally)
Attacks: 1 chew (1d4), dissolve (see below)
No. Appearing: 1 (accompanied by 2d20 level 0 attendants)
Morale: 5
Treasure: Feast of rich exotic foods and fine fortified wines all misted by a layer of
black spittle, immense hidden wealth.
Alignment: Chaotic
Description: When ignoble men of immense wealth succumb to impermissible
hedonism and occult greed they degenerate into a blackened mass of cloying
gunge - Embonpoint Princes. They greasily lounge in their oozing excess as their
domains decay and their cruelty grows, whiling away their unnatural lives supping
on fine wines, sickly-sweet meats and the frightfully thrilling taboo of human
flesh. Embonpoint Princes are pawed on by a host of wickedly obsequious and
emaciated attendants, deluded and desirous of their own transformation into an
Embonpoint Prince.
Special Abilities: When smelled Save vs Paralysis or become intoxicated by the
heavy hazy sweetness that sweats and beads from the Embonpoint Prince. When
enthralled by the excessive smell begin to stumble towards the Embonpoint
Prince rerolling the save only if someone attempts to wake you. When you come
into contact with the Prince become stuck into it’s black lardy slime as an ant
might be stuck in honey. As soon as you become trapped you wake from your
stupor. Each round Save vs Poison to avoid taking 1d6 points of damage until you
are freed or dissolved. The Prince may freely chew upon any victims it has
trapped dealing 1d4 damage. This effect lingers on after the death of the Prince.
An Embonpoint Prince’s attendants are acclimated to it’s stench and are not
subject to its effect.
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