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Post by khaboom on Oct 28, 2016 22:25:39 GMT -5
Thanks - just musing on a session tomorrow and I think I shall bring in a Lurker!
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Post by mormonyoyoman on Oct 29, 2016 1:26:30 GMT -5
Yow! Those Lurkers are NASTYMEAN! I think I'll stay away from Mark's game for awhile.
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tp
3rd Level Troll
Posts: 215
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Post by tp on Apr 27, 2017 7:20:58 GMT -5
A monster I just created for 'Heart of Darkness' a facebook pbm game:
Garaach
Garaachs can be found in forested, or sometimes mountainous areas. They usually live alone, usually only gathered as a group by an evil and nefarious being.
A garaach is like a giant boar, at least as big as a cart horse, with talons like an eagle and hind quarters covered in sharp quills.
Trivial: MR:50 (6d6+15). Serious: MR 100 (11d6+50). Deadly: MR: 200 (21d6+100)
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.
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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.
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unclecranky
5th Level Troll
(mutter...grumble)
Posts: 657
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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? Attachments:
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trolletgunnar
3rd Level Troll
I playing solos using the French version of Tunnels and Trolls, and deluxe. (x-mas present!)
Posts: 194
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Post by trolletgunnar on Dec 23, 2022 3:43:35 GMT -5
I remember reading i in Trolls Zone number 1, I think it was, that Ken wanted some more humor in the monster creation. I took that at hearth and came up with some encounters that are more light hearted , fun or wierd. Humor is, like like love, a many splintered thing as Sisters of mercy sang; what one person find funny can in the worst case be offending to another. That is way I left out some ideas, that i will keep for my camping, as to not hurt anyones feelings.
Here are some "monsters" I came up with that the gm, or you as a solo player, can use, or be inspired by
1.
The genderbender MR: 20-50
A Ghoul that with special powers. Instead of paralyzing thouch, it will change the sex of it's opponent if manages to inflict damage; and if the foe fails a L2 SR on CON, or if the GM prefers: if it's combined CON plus STR beats the MR of the genderbender.
2.
Omar tariff and Glen Gold MR 25 -45 each
Two charming ghosts that will attack your gold. Everytime they inflict damage, these point are taken not from CON, but from your gold. If your character is not carrying gold but other valubels, it will reduce its value by the inflicted damage. If your charater dosen't carry any treasures. The ghost will laugh at you, and disapper.
3.
Meiosis the short sighted Cyclops MR 80-150 Or more on lower levels.
A short sighted Cyclops that wears a monocle. If he loses it, his MR will be halved - but on the other hand he will be furius and goes into berserk.
4.
The out of tune banshee MR 50-150 or more Will ask anyone that she enouncters to help her fix her cry, that is out of tune and horrendous even for banshees. Otherwise she attacks, and has all the normal capabilitis tha a Banshee has.
5.
Lead dragon MR 100 and up.
A sad cousin to the Gold Dragon, who will bore out everyone she meets with her endless triads on how unfair life is for a dragon who wasn't born a black, red, green or Golden dragon. Everyone who listens, and makes a L1 SR on charisma will be rewarded with 10 roll on the random treasure tabel; all others - including those who didn't want to listen in the first place - will be attacked. The lead dragaon is kind of pacific though, and will only fight for three rounds, after that it will flee.
Happy holidays everyone! 
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