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Showing posts with label jungle. Show all posts
Showing posts with label jungle. Show all posts

Wednesday, November 1, 2023

Painting my first miniature (after a 16-year hiatus)

And it feels good to be back! Ah, the familiar smells...

I decided to pick up miniature painting again. It's something I'd enjoyed a lot in the past. Converting, painting, kitbashing. Playing I enjoyed too, especially skirmish stuff like Mordheim.

For now, I just plan to concentrate on returning to the artistic/creative side. I need a hobby that isn't connected to a computer screen :)

I picked up some supplies and a an assortment of figurines. I went with Wargames Atlantic, because some of the models spoke to me --- especially the Classic Fantasy Lizardmen! You know it's the good kind of classic fantasy when the lizardmen come with assault rifles and gas masks...

For my first effort, I chose a lizard dude with an open pose and a blade. I dropped it once and broke the index finger... Here's the result! There are still some rough patches, but overall, it was a fun process, and I'm satisfied with the result! Beware the Newt-men of Carcosa!



Sunday, October 15, 2023

[Dungeon] Delver's Delight - "lost world" level complete!

Another update to my dungeon, Delver's Delight! This time I added a large "lost world" style level, called Land of Dusk. It has a stronger overarching theme than the previous dungeony dungeon levels. Weird dino jungle & lake in a hollow earth cavity!

This is Level 3A.

Level 3B is also in the works, it's a dungeon/fortress area that connects up with the Land of Dusk.

Grab it here!



Tuesday, October 3, 2023

7 more carousing mishaps/events in the jungle

A follow-up to the first 1d6! Our Isle of Dread campaign is about to end soon, but we cannot end without a big reckless carousing session, so we need MOAR weird stuff. So I put on some tacky exotica music (courtesy of Soma FM), got some inspiration from TVTropes, and came up with seven more entries. Yeah, that's a d13... But we play online, so that doesn't really matter...

  1. A handsome young fellow/lass clad in a leopard-skin loincloth/bikini teaches you how to swing effectively on vines. You get a +2 on rolls of this type from now on. But deep down you are also hopelessly in love with the mysterious jungle boy/girl.
  2. You are bitten by something slithering and nasty. Save against Poison or suffer an effect until the end of the next session. Roll d4 – 1: double vision, -2 on ranged attacks, 2: muscle cramps, -2 on all attacks, 3: fatigue, encumbrance counts as one level worse, 4: you become immune to all poisons for the duration!
  3. A highly intelligent but hapless explorer/scientist falls into quicksand! If you rescue them, they follow you around for a session, providing helpful insight, according to their field of expertise. Which is a 5-in-6 in a random skill, roll d4 – 1: Architecture, 2: Bushcraft, 3: Languages, 4: Explosives.
  4. You step into a clever little snare. Take d6 damage, save against Paralysis for half. If you succeed on your save with a roll of 16 or more, you learn how to craft such snares! It takes 10 minutes, some rope and some sticks to set up one.
  5. Drums! Drums in the night! Check Languages to see if you can decipher and learn the rhythmic code.
  6. That cactus juice really packs a punch! Once during the session, you can question the very nature of reality and, like, walk through a solid wall or something. Afterwards, save against Poison or fall unconscious for an hour.
  7. You find a large gold nugget, reach for it, only to realize that it’s inside a giant Venus flytrap! Save against Paralyze: on success, you retrieve the nugget (worth d6 x 100 sp), on failure, you lose your arm.
To be continued?..



Monday, August 21, 2023

1d6 carousing mishaps/random happenings in the jungle

Wrote these for our Isle of Dread game.
  1. Stumbling through the jungle, you fall into a spike pit. Seriously, who digs all these? Some people are just mean. Take d8 damage, save against Paralysis for half.
  2. You are finally invited to the cool kids’ party. Turns out, the cool kids are necromancer cannibals. They are about to do a sick ritual. Peer pressure is strong. If you agree to cut off one of your fingers and eat somebody else’s, you gain the ability to cast a random spell (of levels 1, 2 or 3) once per day.
  3. You find a cannibal recipe book. Don’t ask what the parchment is made of. A day of studying the book teaches how to extract the double amount of rations from a human body.
  4. You find a valuable golden idol. However, a handsome fellow in a hat holds you at gunpoint and takes away the idol, saying that it “belongs in a museum”. At least you steal his whip from him.
  5. A giant ape takes fancy to you. The next time when an attack would kill you or knock you out, the ape swoops in and takes the damage instead. After this, it loses interest in you.
  6. A giant flying creature picks you up and takes you to its nest. After some struggles, you escape, with (d6): 1-3 a lot of scratches, d3 damage, 4 an unhatched egg, 5 a bunch of shiny colorful feathers, 6 a gem worth 100 sp.



Friday, September 23, 2022

Six Jungle Lairs/Encounters

Six jungle locations created using my quick lair generator and random encounters on the OSE SRD site.

  1. A small burnt-out settlement. The natural steam vent (goes off every hour) attracted 4 Flame Salamanders. Valuable sulfur deposits crust the nearby ground and ruins, giving the place an eerie black-yellow look.
  2. 20 Brigands camp out here in tents. Their situation couldn’t be worse: they were recently defeated by a party of highly-skilled adventurers and lost their leader. Oh, and the adventurers took the treasure map the Brigands were following.
  3. 4 Spitting Cobras nest in a rock crevice, right next to a spring of fresh, potable (and untainted!) water. A cart with a broken axis stands abandoned.
  4. Two towers connected by a bridge at mid-level. For some reason, the place is always surrounded by mist. 6 Dracos, starving and weakened, cling the vines and masonry, ready to drop onto any unsuspecting victim. At the top floor of the second tower, there is a stash of six Potions of Flying.
  5. Well-built manorhouse, recently taken over by a swarm of 17 Killer Bees and their Queen (she even has a name, Elizzzzabuzzz III). The previous inhabitants are dead. Their treasured collection of expensive tapestries is intact on the walls of the main building.
  6. Herd of 13 Antelopes graze peacefully in an abandoned caravanserai (the trade route moved decades ago). The nearby pond holds tasty fish. It’s truly a paradise on earth! …or is it?



Friday, August 17, 2018

[Monster] Amazonian River Creeps (using the Random Esoteric Creature Generator)


I wanted to have some fun with James E. Raggi IV’s Random Esoteric Creature Generator (the old edition, not the new fancy one, unfortunately…). I started rolling, and this is what I came up with.

Basic Body Shape: Combination = Quadruped + Quadruped
                [I rolled quadruped twice, so… Octoped?]
Basic Characteristic: Avian, +3 AC (Oriole)
                [Orioles are not very creepy, but they can be very colorful, so I’m taking that feature]
Size: Small, -1 HD, 1d8 appearing
                [A swarm of small avian/insectoid eight-legged creatures, with tropical colors?]
Movement: Swimming
                [Nice twist! They slither in the water, then, like flying fish, jump out and attack]
Attack: Tail (extra attack, 1 die type less damage)
[Their basic attack is beak-based, and they do an extra tail attack. Sounds logical, because they already have an elongated body to accommodate eight legs]
Features:
1.       Wings
[Reinforcing that avian type… I don’t want to make them fully airborne, so maybe they use these wings to perform leap attacks and jump down waterfalls. Or maybe I’ll treat this not as wings, but as a single crest. More rolls are in order! And of course I roll “multiple features”…]
2.       Rubbery Body
[This is a crazy strong feature, each damage die is halved, missile attacks bounce off in a random direction]
3.       Multiple Legs
[Ahahahahahaha this is great! Even more legs! Up to 16! Rubbery colorful fishbird creepy-crawlies]
Strategy: Attack least armored
Motivation: Hunger

Straight away, a creepy and actually usable monster! And it even sort of makes sense, how all these features come together.

Amazonian River Creep
No. appearing: 1d8
HD 1 (4 Hit points), AC 15, Move 120’ (when swimming; 60’ on land)
Bite +1, 1d4 damage; Tail +1, 1d3 damage (next round after using its tail attack, the Creep is AC 13)

Nimble fast-moving river predator: Elongated, segmented creature, with eight pairs of legs. A bony crest protrudes from its spine (for better navigation in strong river flows). The whole body is covered in yellow-to-orange-to-black scales. A flock of scaly river worms hellbent on taking a bite out of your flesh.

Rubbery Body: The scales are extremely strong, and attacks easily bounce off it:
“If an attack is successful, but the rolled damage is less than half the weapon’s natural maximum (for example, a roll of 1–3 for a weapon that does d6 damage, before any modifiers), then the weapon bounces off and does no harm to the creature. Missile weapons that bounce off have a 10% chance of bouncing directly at another randomly chosen combatant, and if this happens, the original attacker should make new to-hit and damage rolls against the new target.”

Combat: The Creep attacks either with its beak (full of small, vicious teeth). May deliver an extra attack with its long tail, however this option leaves its soft underbelly exposed to damage.

Tactics: Lives in packs (1d8) in jungle rivers. The pack’s hunting tactic is simple: they sneak up on their victim underwater, then leap out, try to make hit-and-run attacks.