Aug 132017

A gang of monsters inspired by Museum at the End of Time and a few other things. First, I grabbed up a pack of cheap dinosaur skeletons on Amazon. Because you can always use dinosaur skeletons. Looking ahead to Tomb of Annihilation. But any way, here’s some of them with regular mini’s for scale.

Now here’s the stats.
Common Stats:
Init: +2; ATK: +2; AC: 12; HP: 16; Saves: Fort: +2, Ref: +0, Will:+2
Specific Stats:
Laser Rex:
Bite: 1d20; DMG: 2d5; SP: Severs Limb on a Crit.
Laser Eyes: 1d20; DMG: 2d6; Range: 100 feet

Bite: 1d16; DMG: 1d6; and Tail Sweep: 1d16; DMG: 1d8 plus make a DC: 12 REF Save or be knocked 2d6 feet in a random direction and knocked prone.
Bone Spikes: 1d20; DMG: 1d6; Range: 60 feet

Tundrotops (Bonus points if you get where I was inspired for this one.):
Gore: 1d20; Damage: 2d8
Stone Bullets: 1d20; Damage 1d8; Range: 60 feet

Stiletto Wings (2x): 1d16 (each); DMG: 1d6
Sonic Screech: DMG: 1d6 in a 30 foot line. Make DC 10 Fort Save for Half Damage.

So yeah. I’m really having a great time with Mutant Crawl Classics. The party is almost done with Museum at the End of Time. That means it’s time to start brainstorming at what to throw at them after that. Oh, I have some ideas. Stay Tuned for those.

Jul 302017

I decided to make this little sheet for players in order to speed things up a bit when it comes to Glowburning and Spellburning. I went ahead and added a Luck row for those classes that can recover Luck. If I was really industrious I’d make a Character sheet with this on it. But feeling a bit lazy on that front. I know I could have fit more on the sheet but I wanted it big enough to use tokens to mark the character’s current score in an affected ability score.
So here you go: Spellburn Cheat Sheet
Have a happy Sunday and keep those heads and dice a rolling.

Jul 292017

A couple more monsters from my Mutant Crawl Classics game. I had intended for these to be random encounters after the party had finished Museum at the End of Time but they decided to rest and forage after glowburning a bunch of points. So it was scribble down the notes in my head and run with it.

Fire Ants (because I’m in Texas): Init +1; Atk Mandibles +2 melee; Dmg 1d6; SP DC 12 Ref Save to avoid 1d3 fire damage each round until save is made; HP 6; MV 30; Act 1d20; SV Fort +2, Ref +2, Will +2
Huge, aggressive, and territorial. Plus they tend to carry off any fallen characters to their mound for later consumption. So if you want roll over your buddy’s body, you may just have to fight the ant(s) again.

Giant Radioactive Meat Maggots: Init +1; Atk +2 bite; Dmg 1d6 + 1d6 Radiation damage (DC 12 Fort Save to avoid radiation); HP 12 (1/2 Damage from blunt/bludgeoning weapons); MV 25, SV Fort +4, Ref +0, Will +2
Gigantic mutated maggots that are usually found inhabiting the corpses of megafauna found in the wastelands. While they survive on carrion, they love fresh meat (like player characters).

Player characters being player characters asked after dispatching the maggots, “Can we eat those?” And so Radioactive Maggot Jerky was born out of the judge coming up with something interesting off the top of this head.

Radioactive Maggot Jerky
Eating a single day’s ration causes no ill effects but a character may gorge themselves and eat two days worth Maggot Jerky rations and have some special effects.
Pure Strain Humans: It’s bad. Take 1 HP of damage and gain no benefit from rest for 1d3 days.
Mutants, Manimals, and Plantients: Take 1 HP of damage. Roll an unmodified d20. On a 1 or 2, the character gains a defect. On a 19 or 20, the character rolls on the appropriate Radburn table for the character’s class.
There you go. Maggot Jerky. Only in the crazy world of MCC.

Jul 282017

So Wizards of the Coast has their adventure coming out and along with it a new collection of minis. So I gave myself a little treat. I grabbed the Tomb & Traps set for Tomb of Annihilation. Heck, I’ve got plenty of minis for monsters and player characters. However, when it comes to cool dungeon dressing, count me in. Let’s say that I’m happy, meh, and WTF? about this set.
First the good. I mean this why anybody is picking it up. THE GREEN DEVIL FACE! You know the one. Plus a nifty magical portal. A sarcophagus. And the “fire traps” are hand for torches of that party camp fire.

Well that was the really good bits. And there’s meh bits as well. The trap tiles and treasure. Handy but really nothing that would fall into the OMG that’s cool.

And finally, we have the WTF were they thinking. Hey let’s put some potion bottles and scrolls in there too. Good thought. But really. That’s the stuff piled on a dime. That’s right a dime. I had to use tweezers just to pick up the stuff to put it there. It’s tiny. Too tiny to actually use at a game table unless glue them onto something bigger.

That was special gaming treat to myself. And back soon for some crazy rants on Mutant Crawl Classics. Been running that game and it’s blast so far. Heck one of the characters is a two-headed wizard. But more an that later.

Jul 232017

A few weeks ago, I had some guys out to cut down a tree in the front yard. They worked fast like a gang of chainsaw locusts. I made a comment about this on the G+ Mutant Crawl Classics Community and folks said it should be a monster. So I did and threw them into my 0 Level funnel. They proved quite interesting against a mob of mutated meatbags.
Chainsaw Locusts are “small” (about 8 inches long) mutated flying insects. Their most outstanding feature are their mandibles which appear and work like a pair of tiny chainsaws ripping through flora and fauna with little effort.
Chainsaw Locust: Init +1; Atk bite +1; Dmg 1d3; AC 12; HP 9; MV 15′ (30′ Flying); SV +1 Fort, Ref +2, Will +0; AL N; Special: On a Crit, the Chainsaw Locust burrows into the flesh of the target automatically causing damage each round. Additionally,they use 1d7 for their Crit Die.
Yep, pretty nasty against 0 Levels. I rolled poorly so there weren’t any crits but there were a couple of deaths. I’ve more crazy ideas for monsters but I’ll post those after I throw them at the player characters and see how they work out.
As a side note, I’m becoming the “DCC guy at the FLGS”. I suppose that’s a good thing. I should start getting my schedule together and seriously think about the World Tour.