|
|
Some creep, some crawl, some fly, some dig. But
they all squirm on the end of your blade.
Of course, some squirm because Dungeonauts give
them indigestion....
|
| D51:
Monster Teams |
Monster Teams are a handy
shorthand just like Grunt-Squads (Risus p.3). The only option
you may want to exercise is using Funky Dice (Risus p.6) for
larger or tougher monsters. Me, I just make one bad-ass monster with
lots of unique Clichés. To each his own, though.
|
| D52: Monster
Clichés |
Saying that a monster is
a Lonely Orc Shaman [4], Desperate Sweepstakes Player [3], Scantily-clad
Temptress (orc-style) [2], Orc Historian [1] is darn funny, but can
be exhausting if you expect the Dungeonauts to wade through dozens
of encounters. I propose a little sleight of hand. Monsters have a
best Cliché (in the case of our Orc, it's 4). Using a spread
of x, x-1, x-2, assign numbers to the elements in this list until
you run out. The order is up to you.
- Fighting
- Moving
- Thinking /Special Effects
- Searching
- Charming
Don't worry about assigning
clever names to the numbers that correspond to these abilities unless
you feel funny, feel inspired, feel guilty, or your players force
you to.
|
| D53: Monster
List: Acid Lasher to Zoom! Zoom! |
Watch for ongoing additions
to this section.
|
|
Acid Lasher
This 100 pound sewer dwelling
monstrosity is basically a giant rat with a tongue coated in highly
acidic saliva. Every time someone loses a Cliché die, the rat
has licked some of their gear. A random item is destroyed. Yes, if
the random item "your coins," then all of your coins are
destroyed. Sometimes their lairs contain an acid-proof item or two.
|
|
Assilisk
The little known cousin of
the somewhat better known Basilisk and the all too familiar Medusa.
An Assilisk is able to appear in a variety of forms, humanoid and
otherwise, but all have the same petrifying attack. The Assilisk drops
its drawers to reveal its spectacularly ugly posterior. If at any
time during an encounter with the Assilisk the DM rolls a '1' on any
die, the Assilisk reveals its "true colours." This provokes
a Saving Throw using the most appropriate
Clichés for any Dungeonaut whose player can't convince the
DM that she would have been looking the other way. Note that this
is one of the times when ostensibly negative Cliché descriptors
like inattentive, near-sighted, or distracted can really come in handy.
Any Dungeonaut who fails
the Saving Throw suffers the condition
Petrified. Petrified characters are turned to stone and cannot move.
This is a pretty severe condition, but it has some counterbalancing
perks; the character is able to pose for family photos with almost
endless patience, and becomes an expert at holding up hats and holding
down papers. If your Dungeonaut has purely mental special powers,
charitable DMs may allow her to use them. The only cure for Petrification
is Fleshification, and the only thing we know for sure about Fleshification
is that it doesn't involve Assilisk rumps.
|
|
Zoom! Zoom!
Zoom! Zoom!s are ultra-fast
imps that tear about dungeons making life miserable for the "velocitally
disadvantaged." They look and sound like dust-devils. They can
do very little on their own, but form teams of 1 Zoom! Zoom! per die.
Their attacks fling Dungeonauts about like rag dolls, bouncing them
off of walls, ceiling, and floor.
|
|
|