Special: Poisoned quills. Activated by 2 spite for trivial, 4 for Serious or 8 for Deadly. A quill sticks in the hero and burns like begorra. It slowly releases a poison, if removed within the few minutes then the poison can be avoided on a L2 LUCK roll. Otherwise the affected body part whithers. Only magical healing can cure it.
Post by mormonyoyoman on Apr 27, 2017 15:49:52 GMT -5
Big Sticky Beast
When Elsie the Cow finally had enough, she murdered her husband by sacrificing him to Uralda. Since Uralda is not a goddess in T&T, this confused the entire process and pureed Elmer.
Now as an undead bull he stalks the night for no udder reason than to annoy you personally. His pureed skin (Naga-hide leather) acts as a Glue You spell towards PCs and most NPCs. His MR varies according to the cycles of the dairy farmer, and he fears only the Justice League hero "the Beefeater."
Only enchanted weapons and branding irons can wound the Big Sticky Beast of T&T, doing the normal damage of their unenchanted counterparts. Curling irons do half damage if they are plugged in to a 120V socket; none if not plugged in. If not plugged in, the Big Sticky Beast can and will use the cord to strangle the attacker, as referenced in the folk warning "Unenchanted evening, you may beat a strangler."
Holy symbols are of no use against this gooey undead, though prizes from Happy Meals have been known to repel 1d6.5 of these Beasts. This is no help against Prime Elmer, but works well against any of his minions, known as hamburglers.
*jeep! and God Bless! (Thank you, Red!)
"Honesky is the best policy an' spinach is the best veggible!" --Gus Segar 1938
Post by unclecranky on Dec 6, 2018 13:36:36 GMT -5
Portable Puddle: This "monster" is a small (to start with), semi-sapient blue goo puddle - okay, OKAY... Make it orange or whatever color YOUR acid mutants, Gelatinous Octagons, or slimes happen to be. When encountered, it hangs out with other suchlike critters, but ALWAYS in the center of the crowd or the back - it never attacks. The party may WELL miss it for worry about the OTHER slime-beasts who ARE attacking. Then, the party leaves. And the blue goo, having picked ONE member for a new "friend" and protector, follows, at a distance of no more than ten feet. Blue goos eat dust, dirt, stray pebbles, lichen, moss, algae, fungi, etc. Tiny things, really. LOTS of tiny things, but no live animals, no metal whatsoever. Other slimes and the like leave them alone. As goo, they're affected by heat, which will dehydrate them over time, and salt, which gives them indigestion and very smelly gas. They have a species-wide allergy to wood treatments of all sorts, which means they won't eat weapon handles, bows, arrows, etc. They are, essentially, harmless. Even their MRs are smallish. The BIGGEST Blue Goo in history came in at a 15 MR, and they LIKE people. So, what's the harm? They divide when they reach a weight of about twenty pounds (two imperial gallons), at which point the party member has TWO puddles of blue goo following him or her around. Then four. Then eight. ALL eating every scrap of dead vegetation, dust, and small rocks they encounter, leaving a clear path to the delver in question. As to getting them off one's back-trail? Try picking up a puddle of goo. Go on, I'll wait. They speak NO language known, and are not intelligent enough to learn other languages or "tricks". They CAN be lured into containers, but then, if no egress is provided, they shrivel up and make pained whimpers at a startlingly LOUD level when the dust runs out. If left in one place, they also make these noises when they realize their "friend" has left them. Then they wait. Surely SOMEONE else will come along, and if not, well, there ARE always other slimes, oozes, and Gelatinous Octagons about, right?