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Showing posts with label creature feature. Show all posts
Showing posts with label creature feature. Show all posts

Wednesday, July 24, 2024

Kickstarter - Creature Feature Quarterly Vol. 13 -for use with- OSE+LotFP

16 monsters for use with Old School Essentials. Lots of lore+Adventure seeds. Paper minis. VTT tokens. #LotFP #OSE #OSR #B/XDnD

I'm a fan of zines in general and have always enjoyed JH Illos various works and illustrations. At some point, I failed to realize that Creature Feature Quarterly had reached Volume 13.

You can grab the Creature Feature Quarterly Volume 13 Kickstarter in PDF for 5 bucks, which is likely a steal, especially if you play or GM via one of the various VTTs. 30 bucks gives you all 13 volumes in PDF. I'll need to see which ones I'm missing, and if its cheaper to grab all 13 or grab single issues on DTRPG.


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Saturday, April 3, 2021

New Creature: Champignon Ubermensch (Mushroom Supermen for Swords & Wizardry)

 


Champignon Ubermensch (Mushroom Supermen)

Hit Dice: 4/7

Armor Class: 6/17

Attacks: Bite (1d6) plus Special

Saving Throw: 13/9

Special: Spores

Move: 6

Alignment: Neutral

Challenge Level/XP: 4 HD (5/240, 7 HD 8/800)

Campignon Ubermensch are the result of magical manipulation of a fungal species by a high-level wizard. Barely sentient fungi were imbued with intelligence, which being incompatible with the very nature of fungi, drove the newly aware fungi insane. Campignon Ubermensch seek decomposing bodies to feed, grow and reproduce, and are happy to help living creatures move on to such a state.

Their special attack is a Spore Attack, 5' radius (10' radius for 7 HD UM). Usable once per hour, all within the radius must save or be blinded for 1d6 turns.

Bodies of the victims of Campignon Ubermensch have a 5% chance of becoming one themselves in 1d6 days if the body is not burned.

https://www.tenkarstavern.com/p/ogl.html

 The Tavern is supported by readers like you. The easiest way to support The Tavern is to shop via our affiliate links. DTRPGAmazon, and Humble Bundle are affiliate programs that support The Tavern.  You can catch the daily Tavern Chat podcast on AnchorYouTube or wherever you listen to your podcast collection.  



Sunday, March 29, 2015

The Coot (Far Away Land and Tunnel & Trolls)



When I asked +Jim Magnusson to create a monster inspired by the Classic RuneQuest "Duck", I didn't know what to expect. Amazingly enough, he gave us the Coot.

I've already stated the Coot up for Swords & Wizardry, so here are the Far Away Land and Tunnels & Trolls versions.

Enjoy :)

So, what's a Coot anyway?

Coots have their roots in a the magical experiments of a long since lost cabal of magic users. As such, they have little history of their own and no great civilizations to speak of.

Most Coots live in small, nomadic tribes. They are hunters and gatherers, and rarely stay at one location for longer than a few weeks. They make enclosed nests of branches and leaves, which are often found abandoned and are occasionally used by other travellers for shelter and night or as protection from storms.

Some Coots do live a more civilized life and settle down in an urban environment. The are regarded as outcasts and quite possibly insane by their more traditional brethren. Perhaps this is why those Coots that are drawn to adventuring invariably come from towns and cities.

Tunnels & Trolls

Monster Rating: 15

Combat Dice: 2d6 + 8

Special Damage: None

Note: Can fly short distances (up to 20' forward or 10' up) in lieu of attacking.



Far Away Land

HP: 12, AC: 0, ACT: 6
BRT: 2, DEX: 3, WIT: 1
Boons: Melee and Crafty

I need to right up the Coon as a PC class for all three systems, as I think it fits well in such a roll.

Is this a good time to mention that +Jim Magnusson is working on a banner for The Tavern? Soon we will have a proper rotation in place. I wonder if Jim will let me sneak a peek to the readers of his work in progress...


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