Showing posts with label Creatures. Show all posts
Showing posts with label Creatures. Show all posts

Wednesday, March 6, 2024

The Time Bandits

Six boisterous dwarves, who, until recently, were employed by the Supreme Being to fix holes in the space-time continuum. Then they had a brainstorm: Why mend the holes when they could slip through them to any destination where loot might be found, with the Supreme Being’s Map of Creation,

 

Randall, the leader

Cha 14 +1  Con 12 +1  Dex 13 +1   Int 17 +2   Str 11 +0    Wis 11 +0

Para 10         Poison 9        Breath 12      Device 10      Magic 11

Armor 15 (leather), Move 120’, 5th Level Dwarf Specialist, 27hp, revolver 1d8, dagger 1d4

Architecture 4, Languages 3, Search 2, Sleight of Hand 2, Stealth 3, Sneak Attack 3

Leather, aviator hat & goggles, bandolier, monocle, pistol, bullets (80), dagger, Map of Creation

 

 

Og, the dumb one

Cha 12 +0   Con 16 +3   Dex 11 +0   Int 11 +0     Str 14 +1    Wis 11 +0

Para 10         Poison 8        Breath 13,     Device 9        Magic 12

Armor 15 (leather and helmet), Move 120’, 2nd Level Dwarf, 22hp, cutlass 1d8

Architecture 3, Open Doors 2

Leather, horned helm, sword

 

Fidgit, the silly one

Cha 14 +1   Con 13 +2   Dex 13 +1   Int 10 +0    Str 10 +0    Wis 10 +0

Para 10         Poison 8        Breath 13      Device 9        Magic 12

Armor 16 (leather and helm), Move 120’, 2nd Level Dwarf, 20hp, dagger 1d4, handaxe 1d6

Architecture 3

Leather, strainer helm, dagger, handaxe

 

 

Strutter, the serious one

Cha 12 +0   Con 18 +4    Dex 13 +1   Int 14 +1   Str 11 +0    Wis 14 +1

Para 10         Poison 9        Breath 12      Device 10      Magic 11

Armor 15 (leather), Move 120’, 3rd Level Dwarf, 28hp, club 1d4, cutlass 1d8

Architecture 3, Languages 2

Leather, bowler hat, spectacles, club, short sword

 

Wally, the grumpy one

Cha 7 -1     Con 10 +1   Dex 10 +0   Int 13 +1     Str 13 +1    Wis 11 +0

Para 8           Poison 6        Breath 10      Device 7        Magic 10

Armor 14, Move 120’, 4th Level Dwarf, 23hp, arquebus 1d8, dagger 1d4

Architecture 3, Languages 2, Open Doors 2

Leather, pirate hat, arquebus, bandolier, dagger, powder & shot

 

Vermin, the quiet one

Cha 9 +0   Con 14 +2   Dex 13 +1   Int 11 +0    Str 8 -1     Wis 14 +1

Para 10         Poison 8        Breath 13      Device 9        Magic 12

Armor 15 (leather), Move 120’, 2nd Level Dwarf, 17hp, dagger 1d4, club 1d4

Architecture 3

Leather, confederate hat, club, dagger


Tuesday, October 19, 2021

The Doom That Came to Chapman Farm - Available Now!


Available Now!

What happens when a ritual summoning goes wrong? A small town in Colonial Maryland is about to find out. Can your characters survive the coming doom? This short adventure is designed for characters to be dropped right into the action. There is little time to plan and lives hang in the balance, but a hasty attack could mean death. Or worse.

 

Get your PRINT copy here.

or PDF here.

Sunday, October 17, 2021

Rise of the Lagomorphs Available Now!

 


Available Now!!
Something has caused the local rabbit population to explode. Unusual birth rates lead to strange mutations. As time goes by the rabbits become gigantic, intelligent, and full of bloodthirsty ambitions! Can your characters stop the Rise of the Lagomorphs?

Print: here

PDF here
 
 

Monday, July 5, 2021

Psi-Snakes from Outer Space, an encounter


Here is an encounter I wrote but ended up not using, so figured I'd throw it out there maybe someone can use it. Enjoy!

On a cold and lonely night, a bright light is seen streaking across the sky over a small village.

What the villages saw as a shooting star is, in actuality, an alien spacecraft. A group of alien hunters have come looking for slaves. The aliens are reptilians with psionic abilities and advanced tech. They have come for human slaves and will march toward the closest village and begin rounding up peasants.

 The PCs just happen to be in the village on this fateful night, either locals or just spending the night during their travels.

 Hss’Tak, the Leader: Armor 17 (dex +1, scales & chitin), Move 110 slither, 140 swim, 3 HD, 13hp, claws 1d8+1, Radio Pulse Pistol 1d10, 300’, 100 charges, Morale 9. Can breathe underwater, six-armed, wall crawling, rubber-boned (1/2 damage from blunt weapons). Psionics: Mind Control 2/day, Enlarge, Darkness, Ray of Enfeeblement 1/day each. Pistol, Datapad (spellbook), battle armor (see below)

Pythonis, the Big One: Armor 16 (scales & chitin), Move 110 slither, 140 swim, 3 HD, 22hp, +6 to hit, claws 1d8+1, Laser Bazooka 3d8, 3000’ range, 25 charges, Morale 9. Can breathe underwater, six-armed, wall crawling, rubber-boned (1/2 damage from blunt weapons). Psionics: Mind Blast 2/day. Bazooka, battle armor (see below)

Sslure, the Sneaky One: Armor 16 (scales & chitin), Move 110 slither, 140 swim, 3 HD, 14hp, claws 1d8+1, Radium Ray Gun 1d10, 300’ range, 100 charges, Morale 9. Can breathe underwater, six-armed, wall crawling, rubber-boned (1/2 damage from blunt weapons). Psionics: Telekinesis 2/day. Skills: Languages 5, Sneak Attack 2, Stealth 3, Tinkering 3. Pistol, battle armor (see below), sonic screwdriver (specialist’s tools)

 Battle Armor 

All of the Psi-Snakes are wearing Battle Armor. It is designed for their large snaky bodies and cannot be worn by anyone else.

 Battle Armor: AC 19, anti-gravity 240’, +5 to hit/+11 to damage in melee, Force Field 30pts, can carry 900 lbs.

Mini-Missile 1d12, 1 mile 40’ radius. Web Launcher, 1 mile range, 40’ radius, save versus Paralyzation or be ensnared

Last Resort 

If things start going badly for the Psi-Snakes, they will unleash their last resort, the Earwig. The Earwig is a giant mutated creature which the Psi-Snakes keep in an agitated state. It will be hungry, pissed, and out of control attacking anyone in the area, including its masters.

 The Earwig: Armor 18 (scales & chitin), Move 130 slither, 130 swim, 5 HD, 23hp, bite 1d12, Morale 12. Huge, six-legged, wall crawler, ½ damage from cutting weapons.

Tuesday, January 5, 2021

Colony of Death Extras


For anyone who got my Colony of Death module here are a few free extras to go with it. If you haven't got yourself a copy of Colony of Death get the PDF here and print copy here.

The Buffalo Head Shaman a creature encounter.


 Full color map of the Province of Maryland 1650.



Sunday, August 30, 2020

The Witch Shack

 I made another product for LotFP/OSR over at drivethrurpg. This time with a little help from some friends. 

 
Grab yourself a copy over at drivethrurpg. It's PWYW and while you're there check out my other stuff.

Thursday, January 16, 2020

Alien, Fairy, or Demon

Since I started playing LotFP I see Alien Greys popping up in several books. I got really into the idea of aliens in the 17th century. They've now popped up in several of our games over the last year.

I used this guy in a fantasy campaign, he arrived in a ziggurat-shaped ship and mind-controlled some native tribes, who thought he was a god. You could also drop him right into the middle of the 17th century as well, what could go wrong.

Alien, Fairy, Demon
Armor 19, Move 120’, 6th Level Alien Grey
17hp, +3 melee 1d4+2, +3 uranium pistol 1d6+2, gamma cannon 6d6 save versus poison or roll mutation (Carcosa p.265), Morale 10.
Weird Spellcasting: 7 slots: Chaos, Wizard Eye, Duo-Dimension, Prismatic Wall, Gust of Wind, Shadow Monsters, False Alignment, Continual Light, Stone Shape.
Skills: Search 3.
Psionics: Mind Control, Telepathy 3/day.
Electronic Spellbook, 2 power cells, Battle Armor: AC 19, uranium pistol (300’, 100 charges), gamma radiation emitter (20 miles, 15 charges), +2 to hit and damage, can carry 900 pounds, force field 50hp.

Enjoy!

Tuesday, November 19, 2019

Alien Horses


On the planet M’theria horses have six legs and horns curling back from their heads, similar to ram’s horns. One of the most common domesticated animals on the planet, horses have been used throughout history for transportation, combat, and labor. 
I made these for my fantasy home brew, but they would fit nicely in Carcosa or other stranger worlds.

Horned Horse
Armor 12, Move 240
2 Hit Dice, 10hp
2 hooves 1d4, ram 1d6, Morale 8
Trample: If the horned horse hits with both hooves, the target must Save versus Paralyzation or be knocked prone. If the target is prone, the horned horse can make an extra attack with its hooves.

Horned Warhorse
Armor 16 (chain barding), Move 180
3 Hit Dice, 15hp
2 hooves 1d6, ram 1d8, Morale 10
Charge: If the horned horse moves at least 20 feet straight toward a target and hits with a ram attack, the target takes +1d6 extra damage and must Save versus Paralyzation or be knocked prone.
Trample: If the horned horse hits with both hooves, the target must Save versus Paralyzation or be knocked prone. If the target is prone, the horned horse can make an extra attack with its hooves.

Horned Horses come in a variety of natural colors as well as stranger hues. Choose one or roll on the charts below.

Coat Colors 1d10
1
Appaloosa
2
Bay
3
Black
4
Chestnut
5
Gray
6
Palamino
7
Pinto
8
Roan
9
White
10
Roll for stranger hue

Stranger Hue 1d6
1
Blue
2
Green
3
Orange
4
Purple
5
Red
6
Yellow

For Carcosa 1d8
1
Blue
2
Green
3
Jale
4
Orange
5
Purple
6
Red
7
Ulfire
8
Yellow