Showing posts with label horror. Show all posts
Showing posts with label horror. Show all posts

Saturday, 30 November 2019

Send in the clowns

The face of a killer?
A clown bestiary with B/X stats.

People have been talking for years about scary clowns. I always thought it was mostly in fun, but my little nephew is serious about it. I had to change my in-game skin so we could play Minecraft together, because I was dressed as a clown and he hated it.

Players wouldn't be scared though, would they? Not big tough players. I bet they could take on a whole gang of clowns and come out smiling...

Hobo


Dressed in rags or ill-fitting clothes, Hobos are tasked with gathering victims to feed the nest's Foolmother and her Clowngrubs. They're especially attracted to young children, who can be taken in by a painted smile and a bladder on a stick. Many villages have known the pain of hearing their children cry in fear and seeing a Hobo sprinting away on oversized shoes with a handful of kids stuffed into his hula-hoop trousers.

AC 7 [12], HD 4 (14hp), Att 1 × rubber chicken (1d4), squeaky hammer (1d6), claws (1d6), THAC0 16, MV 80’ (40’), SV D10 W11 P12 B13 S14 (F4), ML 8, AL Chaotic, XP 125, NA 1d4 (2d4), TT S

Specials: Hobos can regurgitate swallowed human intestines to twist into balloon animals, swollen with noxious gas. They burst after 1d4 rounds or if interacted with. The gas irritates the membranes, causing coughing and watering eyes. Save vs poison or -2 to attack rolls until the fight's end.

Pierot


The white-faced Pierot wears motley, a conical hat and a mournful expression.  Don't be fooled, this clown has no mercy. Its skin is coated with slimy white mucus.  The Pierot's chief tactic is pretending to be busy with some task and paying no attention to anyone who might be nearby - then sneaking up and smearing them with its slime as soon as they're distracted.

AC 8 [11], HD 3 (11hp), Att 1 × bucket of whitewash (1d4), claws (1d6), THAC0 17, MV 80’ (40’), SV D12 W13 P14 B15 S16 (F3), ML 8, AL Chaotic, XP 75, NA 1d2 (1d6), TT R

Specials: Pierot slime absorbs into demihuman skin and paralyses the will, leaving the victim a dazed but willing slave to the Pierot's gestured commands. Save vs poison to resist.

Little dog


Pierots are often accompanied by little dogs, which function as their protectors. They're not actually canines, they have a vestigial third pair of insectoid limbs that fold flat against the body.  Agile, and vicious, the dog can dislocate its jaw at will to open its mouth wider than its head. It has multiple rows of jagged, broken teeth. It goes for the soft parts, and then for the throat.

AC 7 [12], HD 2 (7hp), Att 1 × bite (1d6), THAC0 18, MV 120’ (40’), SV D12 W13 P14 B15 S16 (F1), ML 8, AL Chaotic, XP 20, NA 1d3 (2d4), TT None

Rodeo


The clown nest's soldier caste, Rodeo clowns have nothing subtle or sneaky about them. They operate on instinct, which tells them to attack anyone not part of the nest. They have sticky sweat that binds a protective layer of bullpen dust to their skin. They're also armoured with oversized hats and bandanas. Rodeo clowns can be found defending approaches to the main nest.

AC 6 [13], HD 5 (18hp), Att 1 × headbutt (1d6), claws (1d6), THAC0 15, MV 80’ (40’), SV D10 W11 P12 B13 S14 (F5), ML 10, AL Chaotic, XP 300, NA 1d4 (1d2), TT Q

Specials: Spits caustic chaw (2d4). 2 x daily, 15' range, save vs breath for half damage.

Foolmother


Source of the filthy clown breed, the Foolmother is a towering blob of flesh in the centre of the nest. She appears bloated and immobile, but most of that quivering mass is actually an egg sac she's embedded in. Give her reason and she'll tear free and leap at you, all sleek black biomechanical limbs topped with a bulbous head and painted smile.

AC 1 [18], HD 8 (36hp), Att 1 × bite (3d8) or claws (2d6), THAC0 12, MV 180’ (60’), SV D8 W9 P10 B10 S12 (F8), ML 9, AL Chaotic, XP 650, NA 0 (1), TT

Clowngrubs


The clown's immature stage. Writhing slimy grubs the length of your forearm, with sharp mandibles. They hunt by smell and when one tastes flesh it emits a pheromone that calls its fellows to join the feast.

AC 7 [12], HD 1 (4hp), Att 1 × bite (1d3), THAC0 19, MV 90’ (30’), SV D12 W13 P14 B15 S16 (F1), ML 6, AL Chaotic, XP 10, NA 0 (0d6), TT None
 

Mime


Every predator has a predator of its own. The clown's predator is the mime. These beasts exist partly in this world and partly in another. They're often hindered by obstacles that exist only on the other side of the divide and are invisible to creatures native to our plane. That weakness is a strength as well, though. The mime can step sideways past barriers that exist only on our side, appearing inside city walls and locked rooms.

Clowns are their natural prey, but they're hostile to any living thing they encounter. The unlucky or unwary die in the grip of claws that can't even be seen.

AC 8 [11], HD 6 (21hp), Att 1 × invisible sword (1d6), THAC0 14, MV 80’ (40’), SV D10 W11 P12 B13 S14 (F6), ML 10, AL Chaotic, XP 500, NA 1d3, TT R

Specials: Immune to non-magical weapons.

Saturday, 28 September 2019

B/X monster: Intruder undead

Art by OpenClipart-Vectors on pixabay
A B/X-compatible monster.

Ghosts are always unsettling and the stronger ones can be dangerous, but there's an even better reason you don't want them hanging around. Ghosts are an open channel between the living world and the afterlife, and sometimes that channel provides a way into the world for things that don't belong to either.

Intruder undead come from a third place which wizards have named the Plane of Restless Flesh. It's a place without structure, where boundaries constantly shift and there's no clear separation between the world and the creatures that live there. Apprentices less mindful of their dignity like to call it the Plane of Screaming Meat.

Some of the beings there have the power to possess ghosts and wear them like environmental suits that let them function in our world. They're not hostile in the way we understand it, but they have a destructive curiosity. They'll smash, rend or tear things (or people) just to see what the pieces look like.

From a combat point of view, once the characters have defeated and dismissed the intruder, they still have the ghost to deal with.

Minor intruder undead


AC 7, [12] HD 1-3* (4/9/13hp), Att x 1 (see specials), THACO 17, MV 90' (30'), SV F3, ML 12, AL Chaotic, XP 13/25/50, NA 1, TT none
  • Undead: Soundless until attacking, immune to effects that require a living target (eg poison, disease), immune to mind-effecting and mind-reading spells.
  • Mundane weapon immunity: Only harmed by silver or magic.
  • Poltergeist: Can lift or throw items up to the size of a backpack. Items moved this way transform partially to flesh.

 

Regular intruder undead


AC 5, [14] HD 5-6** (23/26hp), Att x 1 (see specials), THACO 15, MV 90' (30'), SV F5, ML 12, AL Chaotic, XP 425/725, NA 1, TT none
  • As minor intruder
  • Fear: Instead of attacking, the intruder can project a fear aura that causes up to its HD in opponents to develop a sudden hysterical fear of their own bodies. Save vs magic negates.

 

Major intruder undead 


AC 3, [16] HD 7-8*** (32/36hp), Att x 1 (see specials), THACO 12, MV 90' (30'), SV F8, ML 12, AL Chaotic, XP 1650/2200, NA 1, TT none
  • As regular intruder
  • Possession: Instead of attacking, the intruder can attempt to possess a living being. Save vs magic prevents. They gain complete control and can make use of the following powers instead of an attack:
    Blood spray - can spray scalding hot blood from an eye socket. (2 x only, eye is destroyed in the process. Vision unaffected.)
    Crackbones - can break host's bones and extrude them through flesh to make an attack on anyone in 5" range. 1d6 damage.
    Tentacles - can extrude host's intestines through a slit in the stomach and control them like tentacles to grapple anyone in 5" range.
Body-based powers do 1d6 damage to the host each time, but the hp loss is only inflicted when the intruder leaves the body.

Saturday, 31 August 2019

This ecological biome matches 7 of the 9 preconditions for stimulating terror in humans

I've been thinking about Subnautica again, because I think the game has a couple more lessons to teach me. For one thing, it handles tension very well. It scared the willies out of me more than once, and not just because someone tapped me on the shoulder while I was exploring the deepest trench. The creators managed the environments, the creatures and the transitions very cleverly.

A lot of that effort was through visuals that wouldn't easily transfer over to a mostly-descriptive tabletop game, but I think I've distilled down a list of things Subnautica does that I could use in my GMing.

I'm going to avoid spoilers as much as possible, but there's a chance I'll reveal something I shouldn't.  Maybe you should play the game before reading this?

Put the pressure on


You always have to keep an eye on your oxygen gauge. If it ticks down to zero before you reach the surface or your vehicle, you're in trouble. In the early game, you also have to frequently go inside wrecks to salvage technology. Wrecks are mazes of similar-looking rooms sometimes connected by ducts that destroy your sense of up and down. There's technology that can help with that, but you have to unlock it. And you're often tempted to push your luck to grab that one extra piece of gear that can give you access to a new blueprint now instead of in a few hours time.

Put the shiny at the edge of the players' resources, to tempt them to take a risk.

Foreshadow danger


You often know about oncoming trouble before you reach it. And then you head into it anyway, because there are no other options. Subnautica's iconic monster is the reaper, a giant facehugger-eel that loves to chew on mini-subs.  You usually hear it before you see it and then it's undulating through the water in the distance, just visible in the murk. If  you're lucky, it's headed away from you.  It's the same with the sea dragon. You hear it roar before you ever see it and the noise shakes the walls.  Visual indicators are used the same way. Ampeels first make their presence known with their bioluminescent spots in the darkness, then with arcing electricity and then you get to see it.  You also manage to tap into alien communications as the game progresses. The messages you overhear are never encouraging.

The Angry GM has an article about this.  To sum up: if you want to trap your players in a maze with a monster, start by letting them watch from a safe distance while it slaughters a much tougher adventuring party than they are.

Your safety isn't safe


You can retreat to a safe place at almost any time.  You're generally protected inside a base, if only because metal walls will hide you from the creatures outside. But the creatures aren't the only threat, there's also the invisible but constant presence of kharaa. Which gets more serious the longer you're on the unnamed planet.  You could stay inside where nothing's going to poison, explode, crush, drain, shock, eat or drown you but the thought is always present that if you do that... in the end you die anyway.

Give the players a place of comfort and safety, then make it clear that in the fullness of time it won't help them.

You have the power until you don't


On your first visit to the Aurora crash site, you're threatened by crawlers. They're too fast and move too erratically to easily avoid them. Eventually you retreat or they kill you. On your second visit you have the repulsion cannon and you can simply kick them into the surf. You feel like a conqueror! — then you dive into a pool filled with bleeders where you have to put the cannon away and fill your hands with a repair tool. You can see them swimming out of the corner of your eye and just hope you spot them approaching in time to get your knife out.

Power the players up, then challenge them to put the power down.

Pile it on


There's a point in the game where you're trying to bypass a threat much larger than you could possibly handle.  Stealth is the only realistic option.  But while you're trying to sneak, there's a swarm of smaller threats ganging up on you.  You have to occasionally pause to take care of them before they can bring you down, but without alerting the larger threat.

Small close threats seem much more significant when they can trigger a large distant threat.

Don't look back


You can arm your mini-sub in the midgame, but until then if you're attacked while using it your only option is to run.  The creature may or may not chase you.  Checking behind means slowing down.  You have to run without looking back until you feel like you're probably safe, and even then you may be wrong.

Spring a danger, then withhold accurate information until someone's willing to take a risk for it.

No escape


Dying is the thing you spend all your effort to avoid in a game.  But when it happens, the threat is immediately past and you have a moment to settle yourself, check how much progress you've lost and what needs re-doing, then dive back in.

Most of the threats in Subnautica don't kill you outright.  Instead they take a chunk off your health, circle around and maybe come in for another bite.  You have a chance to escape if you make an immediate effort, and you're lucky.  Instead of one instant of "Sucks.  Oh well." you're suspended in the moment of "Aaaaargh no no no run away run away—".

Half-killing the characters and making a credible threat to finish the job can be more frightening than simply ending them.