If you aren’t listening to the Glowburn Podcast, you should. Any last episode had mention of doing a random Wasteland Weather table. I left things like duration and some of the specific effects up to the individual judges. I know you’re smart and you can deal with it. Oh and it uses one of those funky d30’s.
A little slow on getting this one posted but here’s what I gave the player characters for mounts. They had to earn them thought.
Psychic Riding Cockroaches These large beast scurry about the wastelands in small herds of 3d6 creatures. They are generally non-aggressive and tend to flee at the first sign of any danger. Legends say that the strong willed can tame the beasts and use them as mounts.
Init: +2; AC: 11; Atk: +1; DMG: 1d3 Action Die: 1d20; HP: 20; Saves: Fort: +4, Ref: +2, Will: +2
Special: For their action, a character may attempt to form a psychic bond with a cockroach and turn it into a loyal (as loyal as a cockroach can get) mount. The character must be within 3 feet of the roach and succeed on a DC: 14 Will Save. On a failure, the roach gets a free attack on the player. If the player rolls a Natural 1 then interesting things happen then a psychic resonance effect occurs. The cockroach squeals and it’s head explodes causing 1d6 damage to the character (DC 10 Reflex Save for Half Damage) Also, the character must make a DC 10 Fort Save. If the successful then the character has a splitting headache (-2 to all rolls) for the next 2d6 hours. If the Fort Save fails the following happens. If the character is a Mutant, Plantient, or Manimal then they immediately gain the Taller and Carapace mutations. If the character is a Pure Strain Human then the character is transformed into a Manimal, Subtype Cockroach.
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.
Init: +2; ATK: +2; AC: 12; HP: 16; Saves: Fort: +2, Ref: +0, Will:+2
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.
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.
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.