Wednesday, 8 October 2014

Worlds Expanded; Islands

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"This World is Islands. The island are the top of drowned airtight skyscrapers.
You can play a Iguanoid, cocofolk, Sandhopper, or  Foamling
The classes are Beach Comber, Tamperer, Big Liar, and KingCrab. You seek  to grow your village with modern conveniences and monster flesh"

As fun as making quick allusions to possibilities is, I'm going to flesh this out, using the Roger Sg Sorolla's 52 page rule book as the mechanics

village mechanics:
By bringing back exotic foods you will grow in status and power. So various things have a Food value instead of a gold value. Divide by 10 and that's how many meals that things is worth, if you want that number to mean something.
Not everything that is edible is worth exp. Same way not everything sellable is worth exp. Your village is fussy okay?
Modern convinces like comfy chairs or cheese grater found in the underworld will also be worth meals, though no-one eats them. Just everyone is grateful for you bringing it back that they don't mind you not fishing or root digging like everyone else.

Your village provides one thing for the party at the start of each session (other than the first) : a thing is like "restore all your hit points" or "1d4 0 level losers accompany you to help drag the tree" or "start digging a really big pit". 
Any thing additionally requires rolling your Esteem on a d6. It starts at one and goes up by one everytime anyone in the party goes up a level. It can be reduced by bad things happening to the village or the party embracing themselves. It represents both the size, health and talent pool of the village and how much  they will do for you.  After  you roll your Esteem reduce it (temporally) by one. So if it is 6 you get 2 things automatically and the next thing has a 1 in 6 chance of failing (by rolling a 6, because it is now 5, you dig?)

At higher levels the d.m might decide to have the village be able to do fancier things for you or have some things cost more temporary esteem or have a esteem gambling mechanic or have the esteem tradable in for the creation of NPCs or many other ways of making this more complicated. Anyway this is a basic way to represent you are dragging shit back to make people happy. 

The Peoples:
They are different peoples thought they generally live together in ad hoc villages. Some villages go crazy and worship blood robots or feed people to fang pits but at least cocofolk and foamling can live side by side.

Brightly coloured iguana people. They can swim and hold their breath for ages have natural leather armour and claws and bites like having a dagger on them. They are made of meat and blood and thus are Delicious to Carnivores 

These are like coconuts evolved to look more and more like people and now they are people. When they get old they bury themselves and turn into a cocofolk tree, which if pestered enough might wake up enough to answer questions about the old days. Their skin is as hard as leather armour and they float so well they will need to hang on to something very heavy in order to sink. They breathe as a human would however. They are made from wood and plant stuff and coconut milk and flesh, therefore are Delicious to Herbivores

These are delicate sylph looking people formed from ocean foam and parts of them partially turn into water. Once a day they can turn into a puddle of water for a round per int point. Trying again after that requires a successful mind save or forever more remain a pool of water. They can never again enter the ocean, it is a solid mass to them. They need to breath and eat as a human. They dissolve into sea foam when they die , and are Palatable to Carnivores but Extremely Delicious to Ocean going predators (because the ocean hates them).

An upright walking sand flea. Narrow , and chitin is somewhat translucent and not as hard as it might seem. Can leap as far as a human could throw a cat. Made of bug parts so only Palatable to Carnivores but Delicious to Insectivores


Scavengers and opportunists, learning what is nessacery to survive and quick to experiment and explore new ways of thriving.
Their motivations are generally to find new and better ways of living and surviving and obtain status by being the first to discover new foods, lands and tricks.
Melee: +1
Saves: Choose one out of mind, body and speed: that gets +9 the other 2 get +5
Bonus to the following skills:

Can use any armour or weapon

level 1 : Player can spontaneously declare their character has just the right mundane item on them, once a session, if they reasonable would of had an opportunity to obtain before hand
level 3: Can reconstruction an idea of what has happen in a location
level 5: Standing in the right place. When characters position goes from vague to suddenly important you can choose the most favourable place to be (as long as it only mildy abuses plausibility) 

King Crab:
This class focuses on protecting themselves and constantly add and modify their own personal set of armour, using bits of shell, hide, old coins, wood and bark etc. tough, make armour from coral and exoskeletons and other hard things.  Their motivations are generally developing personal power, and obtaining status for their might and endurance.
Melee: +2
Missile: +0
Body:+9 Mind:+7 Speed:+3

Can use any armour or weapons

Bonus to the following skills:

level 1: Their personal armour counts as heavy and goes up by 1 every 2 levels.
level 3: Big arm: incorporate a monstrous limb , attack or similar as part of their armour, allow the ability to use that as a natural weapon , possibly with reduced damage from the original if the originals damage was more due to the beasts strength
level 5: incorporate a monstrous ability into your armour that is based on its skin , shell or hide, like fire resistance, camouflage , spell deflection etc.

Note all King Crab armour upgrades assume you have access to appropriate  monster parts

Tamperers can't leave anything alone, they provoke, investigate, fiddle, explore and experiment. While the beachcomber seeks to learn new things out of pragmatism , the tamperer just does stuff to see what happens.
They are generally motivated by (often slightly malicious) curiosity 
Choose one from Melee and Missile, that gets +1
Body: +7 Mind: +7 Body +7
Bonuses to the following skills:

Can use any armour or weapons

level 1: Can modify one thing about a complex device or magic device for one use with a successful tutu check
level 3: Can choose the target of a missed shot
level 5: Can steal a device ability or a magic ability from its point of origin and store it on them with a successful tutu check. The point of origin has to be distracted or not currently active to use this. Only one can used .

Big Liar:
Someone who makes up stories so convincing they become real. Seeks out new things to discover and new people to talk to.

Body:+3 Speed:+5 Mind: +11
Bonuses to the following skills:
Can use any weapons or armour

 Can cast spells as a wizard or a prophet (choose at character creation) as per normal 52 page rules.
level 1: you can speak to all animals
level 3: you can speak to all living things , and anyone giving their word to you must keep it or be forced to do something else that you will
level 5: Once a day if you tell someone something out of combat they must save or believe it


This skill is used when the play wants to get something from the local environment and its relatively simple only time consuming. The success of this skill often means a good number or quality of the thing is found , with failure meaning only a token amount is found. Sometimes the a failure means nothing is foraged.
Examples "I wish to gather a number of small trees for making stakes" is a forage check. Success means the wood is very good quality (possibly giving a bonus to damage etc) or found quickly or in great number.
"I will see if their is any fresh water nearby" that's a forage check. Failure means no fresh water nearby.

Anoint means smearing potent fluids or oils on a weapon or tool for task at hand. It can also involve the incorporation of objects to empower a weapon or tool. The anointment must involve something precious being sacrificed , or the anointment is significant or connected to the task. It can be done between sessions or in play , especially if the player gives a bombastic speech. Having a successfully anoint weapon or tool means a number of free rerolls are  gained (only one reroll can be used per roll) = to the amount you succeed the check by.
Examples of Anointing: the blood of one slain by a monster used to anoint a weapon used for it.

A child of the task attempted being slain and used to anoint a great fish hook to fish up a beast capable of feeding the village

A bone of ancestor of hated rival incorporated in a weapon against that rival

The hair of a grieving village used to make a rope to trap a child eating giant.

One anointment can be attempted per session on a item. If the things used in the anointing are particular potent or epic or cool maybe give the player one free reroll and the anoint roll giving them bonus rerolls if successful

as per 52 page book.

This means to craft , fuck around , modify , or tinker with something. It is used to discover subtle properties of an object or a device, or turn raw components into a useable form, e.g. turning a fishes spine into a spear etc. Failure generally means you can try again next session. IF the tutu-ing seems do-able by anyone success mean it's done faster or better than usual.


Beasts have a hunger value. This is a number that if rolled or under on a d6 means the beast will try and  kill eat someone (not always in that order). Small beasts will stalk and strike when the party is separated or weakened, bigger beasts will try and snatch and carry off the biggest, or drive off the rest of the party. Mindless will just attack and try and eat regardless of party strength or response.

HUnger: roll on a d6. If someone is delicious roll 2 dice and keep the worst opposite if playable
If something is Very Delicious as above but also move encounter table up or down one if that would bring an encounter to eat them

Encounter tables:
There always should be an encounter, with simple herbivores and environment conditions taking the place of a "no-result" encounter.
Encounters with beasts should range from the tricky to catch but worth food (fast moving herbivores, possibly lead a pursuing party into a environment hazard or creature lair) , big dangerous herbivores that only attack if provoked (and worth food) , big dangerous carnivores that are rarely hungry (pythons) and stuff that is from below (ghosts, glass elementals, business men). The environment can serve as a form of traps , tricks and treasure , with trees with valuable fruit that release hallucinating gas, bird eggs atop dangerous cliffs etc.

The Down Below serves as the traditional dungeon environment with weirdness and technology, old magics etc. There is less food here but more Modern Conveniences and items of potency etc.

Beasts on the island also should be valuable for powerful items that can be made from their blood , hide and teeth. Treat the concept of a monsters lair with treasure instead as the monsters body instead.  You can still have lairs and stuff as well.

The whole eco system and foraging as dungeoneering is inspired by Mike F's Terruzeng island stuff.

I will come back to the idea of using encounter systems to represent  an ecosystem at some point because it has been something on my mind for awhile 

Sunday, 5 October 2014


Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF This World is Islands. The island are the top of drowned airtight skyscrapers.
You can play a Iguanoid, cocofolk, Sandhopper, or  Foamling
The classes are Beach Comber, Tamperer, Big Liar, and KingCrab. You seek  to grow your village with modern conveniences and monster flesh

This World is a Very Big Space Ship. It's not entirely real and it travels through peoples dreams and some of them get in.
You can a play a Nemo, Pink Elephant, Shadow, Tooth Fairy
The Classes are Confronter, Sneak, Sniper, Skinthief. You seek safety , survival, and the ejection of Nightmare Castles

This World is Hollow. Cruel star people rule the surface and below is furious squabbles over liquid light and solid heat.
You can a play a Fungoid, Meat-Engine , Coal Elf, or Worms
The Classes are PowerLeech, Mercenary, Bonepicker , or Snuffer
You seek glory, food, secrets and domain

This World is Giant Trees. The world of the dead gnaws at the roots and clouds are predatory too.
You can play a Squibbon,  Cankerlad, Caterpillar, or Parasite-Ape
The Classes are Borer, Glider, Leaper and Chameleon
You seek the skulls of your ancestors, amber and the settling of grim feuds.

Sunday, 21 September 2014


Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF
I do various arts and mostly the vector is a fungus like urge to destroy my environment and convert it to something that is an extension of me. Or to create some other form of noise and then convert that into a coherency that somehow is me extending my psychic domain.

People talk about art and the expression of feelings, especially those weird nameless feelings that dislocate and wrench. Actually I don't know if they do , I think they talk about art and its dialogues and its ideas  and not feelings at all. Possibly because they are over-specialized cockroach people?

Anyway they should because I believe that sometimes people make art so they have this feeling that had no name and now it still does not have a name (as names are useless unless there is a close enough reference point for both communicators) but the artist can know that , somehow , the feeling has happened is represented outside their own head.
Which is somehow quite important for people.

I have pretty much never attempt this , once, here, with op-shop tapes and samples from past giants

ANyway, rpgs, and the perverse urge to use the creation of them to express some inchoate* mewling thing.

This is possible a terrible idea as intentions vs results go, as you are involving other people , which is always a terrible idea , and every session is its own beast.

People do do the hyper focused I-want-this-to-be-about-this game design and I like this in theory even though I don't think I have seen something that I would actually want to play and it seems the roll of mechanics vs expectation preloading is sometimes overstated in favour of mechanics and farce is always ready to take the wheel.

(I used the AW 2d6 system variant World of Dungeons a way back and the thing about anything you can roll for has  a pretty much 50% chance of working (though often with a draw back or cost) means mayhem and putting players putting each others  souls in bugs bodies and no one had a clear idea of how dangerous anything was and dunno skeletons and a guy fell in a hole and didn't run into the gas spores or spotlight dogs)

also this

*I just discover inchoate also means "(of an offence, such as incitement or conspiracy) anticipating or preparatory to a further criminal act." so I am even more hilarious than I thought

BUt what was my point? Oh yeah sometimes I have an itch to express something and its describe a setting or a game or something.\

That thing where the real world has a secret world sliding on beneath and behind, going back stage to reality and its all empty and discarded props. The secret world is tawdry and sniggering and our heroes chase things and become things themselves and they are looking just as much they are running and it's pick two run, hide or just might find. No-one wants to be left behind.

SO like any urban fantasy horror like X-files or Supernatural or Buffy but shittier. Way shitty*. There is no budget, no overarching mythology , and the characters are fucking losers who go into the dark secret places in order to get a taste of some sublimation and the real world is leaving them behind or they have already fallen off or they just never got along/on anyway.
Like Neverwhere but instead of a fantastic underground market happening right in front of the norms , it's a guy in a foreclosed shop smelling like sick dog going "oh you just missed them"

It's the cast from the goonies 10 years on breaking into places looking for tunnels and starting fires

*well not shittyier in the way that it has even more cliches, and obvious plot twists , and conventionally narrative arcs and plot protection and all that garbage that I hear makes a good story and I laugh and laugh and laugh.

And like , the shadow world has a budget of fucking zero , so they can't live there.

And things keep going back and forth from obviously fake and nonsensical (why do all these people wear wigs over their faces and eat people from their caravan and not get caught) to real and internal sensical (there is a very large bug and it ate a lot people) and evidence just vanishes and reality actively rewrites itself infront of your eyes to a default boring.

So a lot like scooby doo.

The players solve mysterys for loose change , get into fights with the worst dogs, try to keep their shit together enough to not lose it, not show up in real world enough to get arrested or get locked out of the shadow world and gradually get swallowed whole by their protective self mythology.



Real World

Shadow World: not actually a place , more the bits that happen when the real world is not paying attention. Anything brought in the real world will be converted into the real world.

Some kind of dynamic where the less you have your shit together the easier you can access the shadow world but the hard it is not go crazy. Being crazy can dump you back in the real world. Too much access to the real world means consequences are more likely to find you , like being arrested or locked out. You could get lost to the shadow world in which incase you have become a urban myth and a crude caricature of person.

Some vague ass system so you can get set fire to things and get shot reliably.  CoC, unknown armys ,etc. Monster of week is the opposite of this so it might work by going too far the other way.
A 2d6 partial success system could possibly be fun so people try anything and then it prob happens with crap consequences.  And if everything gets too fantastical well then wallpaper over it afterwards. "Wait I thought this was necromancer's lair, now it's a P-lab? What about that golem made from people? It was children standing on each other in costume?"
Any explanation that creates even more questions is a good one.

Characters: like depressed saleswoman, valium addicted househusband, talentless teenager, runaway.
They should have a reason they prefer trying to find grout gnomes than facing their real life

Maybe somekind of way of developing the characters explanation for all this as a personaly mythology that makes them slightly more powerful , everything slightly more deranged and there is still a chance they will realize that this baseball is not Excalibur and they can't deflect bullets

Friday, 29 August 2014


Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF I BEEN PUTTING ALL THE NAMES ON g+ for things and requesting fantasy races and then some people asked for Doppelganger, Grey Ooze , and Displacer Beast.
I can't think of it to be anyway interesting to have doppelganger having names. Like they are either (in my head) tormented echo monsters (like a meat mirror, like a spambot or a rogue Turning test trying to prove it and you are not real) that barely believe they are real or they are so far beyond identity that a name is like us pissing on our clothes so we know they are ours.

Grey Ooze...buh I'm still thinking about this. Okay their names are smells

1. <boiling bleach>
2. <Ironed dirty sock>
3. <rain on hot pavement>
4. <brake fluid>
5. <mouldy used firework>
6. <cheap fake lavender and pva>
7. <dry milk>
8. <raw egg>
9. <ozone>
10.<moth ball/camphor>
11.<rotten flour>

Displacer Beasts: feel like these would have a complete different understanding of space and inhabiting space and the concept of attaching a narrow band of energy to the points and vectors of an individual weirdly pointless to them. The equivalent for us would be throwing a pebble in a lake to represent someone. Displacer beast would fundamentally both know and know their not knowing of themselves and other displacer beasts. Yeah. ANyhow here is all the rest of the names on g+ so go there* and read all the other amazing contribitions people did. I would include them here but the formatting goes a bit shit and people keep adding to them so its like a displacer beast name man. You can describe where a thing was but it already is un-naming by trying to include a previous state as part of its identity.
Which is a complete necessity for us, but an absurdity for Displacer Beasts. Okay so maybe if they try and use a name for themselves they just choose a location that they were at because that what they think names are.

Displacer Beast Names

1. Behind You
2. Beside The Stairs
3. Under The Moon
5, Inside
8.The Roof
9.Along Gates
10.In Its Shadow
11.Not There

*tried to make a link to searching by hashtag #names but fuck I don't know


2.Boss Man
3.Stocious Wily
4. Big Jobs
5.Hacksaw Percy
6.Japes Planks
7.Peter O'peters
8.Violent Ted
9. Nanna Belligerency    
10. Frightening Tom
11.Doxie Sweets


1. Scaldy Mongo Drainer
2. Cat Fucker
7.Daint Skewer


3.Old Woman
6.Elder One Wards
7.Thuja Stonecrack
10. Athrotaxis

Toadborn Namesss

9.Spoilate Tugs
10.Dull  Vlume

Skaven names:

1.Sarcosis Spittle
2.Blight And Woe
3.Vex Cruels
5.Wrack Shivet 
6. Fits Twitcher
7. Slunks Carnifex 
8. Viscreling Bilechild
9.Sempervirens inVitro

Names of Kenku:

2. Master Wind
7. Friar Handsome
8.Dame Graves
9. 6 hearts

Names of Giants

1.5 Tigers Man
2. The Great Gut of the North
3.Old Grim
6.Tom Dredge 
7.Annis o the moor
8. Lonesome Hun
9.The Arm in The Dark
10.Vor the Sunderer
11.Ashen Dreg    

Githyanki Names :

1. Let It Burn
2. Scorning 
3.All Wars Just
4. Revelations Purposeless
5. Strangling Star
6. Disdainer
7.Hurtling Toward Pain
8. Among The Strong
9. Endlessly Falling Architect
10. Visitation Rites Anew
11. Never Failing Her

Githzerai Names:

4. your-thrones-parasites

Thri-kreen names:

1. Stop That
4.Gos Over
5.Hunt Best
6. Sticky
9.Wears A Man
10.Very Much
11.Hello There

Dwarf Names:

1.Brain CrimeHammer
2.Toom Dirtpuncher
3.Augnusicity Slurry
4. Judas Stone
5. Biggun Godhorn
6. Maulissa Tuggles
7. Frost Berlinwall
8. Grist Wronggrinder
9. Undle Shovvelingsmire
10. Leiss Goreblock
11. Boron Hugwraith

Elf Names:
2.Delsmaiden Drown'a'child
5. Glimmerbone
6. Gloam Takewant
7. Hiss Godsfruit
8. Beesong Carcass
9. Selenium Pouring Harm
10. Flitting Whipperskull
11. Dove Grievous 

Dragon Names:
(note young dragons name themselves after a specific point of pride, then add to that until it weighs on them that their deeds could be merely cataloged  and so give themselves sweeping titles suggestive of countless glories. There is numerous other fads and whimsys but the most notable after this is the tendency for the very oldest of dragons to have but a single word, with the implication being their name was the source of the word.

YOung dragon names:
1.Bruxatonn, Fouler of the Lake
2.Cavourous, The Cattle Scourge
3. Heinous Red, The Doom of Pigglewiddle
4. Brutus, Eater of a Million Babies
5.Xorable, Who Shat On The Moon
6. Black Virens, Usurper of Bogspoke Manor
7. Seething Disrustrix , Decimator of the Wayward Moor
8. GristleGore , Pig Despoiler

Older than that:
1.Assanine The Poison of The Sky
2. BroilGlare , The Wound of the World
3: Vux The Madderner 
4.Turmoilous the Goreful
5.Hateful Histonix , the Merciful 
6.Carst Whose Shadow is Loss
7.Umbral Craetagus, Scar of the Mountain
8.Ghastrosmous, The Stain on Gold

Ancient Dragon Names
1. Hunger
2. Wrath
4. Lamentation


1. Big Rats
2. Fucks To You
3. Braindigger
4. Skulk
5. Rabies
6. Candy
7. Pubesmoker
9. Tongues

but really go to g+ search for "scrap princess and maybe try searching the hashtag #names to find many more suggests which were so excellent that I just fucked around for an hour trying to include them here in some fashion but it was fucked

Tuesday, 19 August 2014

the monsters they climb into each other part 2

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF So I did that previous post and then I thought of more.

Okay so jellyfish have  a some what complicated life cycle with various stages appearing like completely different animals and some having a colony stage of life there as well.
So that's some food for thought there. Monsters that turn into other monsters or monsters that break bits off themselves which then have independent existence until/or than/they form a colony organism which is a different monster. Sooo lets say snakes are actually the motile sex organs of Medusa (a flowering stage) and search out new locations , have sex and make more snakes, but if conditions are very hostile to snakes they combine together to make a hydra , or if a snake finds a suitable place for forming a medusa , then it starts turning into a medusa.

our souls could be a colony organism and the talking and culture we do is the sex / infomation exchange (not be confused with the sex the partially hijacked monkey body does*) but on death the individual astral organisms that make up a soul fly off and some of them clump together (possibly with other soul cells from a complete different soul colony ) to take on other  forms of life. For the bits of the soul responsible for anger form a colony organism know as wraith. Ghosts are formed from the parts of the soul responsible for nostalgia and emotional connection to places.
Other astral , intangible or undead monsters can be crudely shoehorned or reskined however you want to make up this metaphysics (Chinese and  Egyptian concepts recommended for a read).
Also this blog post

*but really that monkey is driving, you are bad at hijacking soul colony organism, I guess they get ideas out of everything the monkey does, maybe the monkey is your soul colonys form of gene shuffling?

And  here is a  combiner monster(s):

Gulp are a huge (could eat a couple of camels beside each other) ray like thing but more stomach than ray. Like great leather bag with 2 piggy eyes on top most of the time they swoop along canyons and rocky mountain passes , flattened like a single bat wing then snapping opening to swallow whole a goat or blind pilgrim. They can't really fly with something in their stomach but can glide which they will do to a crack or cavelet unassailable by ground and proceed to quickly vacuum seal themselves around their food, suffocating and preventing all but tiny movements. Imagine being sealed between 2 thick layers of very tensile and  resilient rubber , with not a single gab. Even trying to move your arm near your head pulls against both layers like pulling against a 100 rubber ropes. They  rely on the thichness of their skin and the trapping of the prey to protect them against sharp objects. If they cannot fly they more or less helpless. They are mildy intelligent and have a language that is extremely good at describing geography surface area and wind currents and complicated 3 dimensional structures changing rapidly over time. They have a understanding of local languages as well. They not interested in anything other food and sleeping after food.

Skiz: a white ring with multitudal eyes  and with limbs like origami if origami used bone knives instead of paper. They cheat when they fold themselves , taking up way less or more space than they should.  They can fold round themselves forming something like a bladed worm drill. They use this to insert themselves in a desert trees core. Its limbs , when it wants or needs to jag out the top like a bone crown of scissors. They absorb nutrients from the tree and defend the tree and sometimes ambush life near the tree to fertilize the soil around the tree. They are rarely found outside the tree and are quite intelligent and with a language elegant and  sophisticated for the explaining of spatial properties  and subjective absolutes. Again like the Gulp they pick up local languages easily and will know a few, despite they lack of opptunitys to have done that. They pass their time in a dream like fugue feeding off the tree and will react with violence to anything disturbing this. Though offering anything to help the tree might calm them

Puund: The Punund are like an inch worm but without defined end. They accordion in from a few metres and then stretch out to 15 like a lumpy slinky dressed up like fake rock scenery from a b-grade movie.
They do not eat or sleep. They have not language but their minds overflow with a sense of great hopeful expectation, like an endless near arrival that not quite happens,  that is intoxicating and slightly painful to the contacters. IF they are prevented from travelling at least 10 kilometres  a day they will wither , form a dormant , pale looking thing and waste away within a year. Anyone contacting its mind during this stage will know despair but visions of unlimited possibility.

When  the Skiz or the Gulp are particularly  threatened or hunted or food is desperately scarce, or the Puuund particular is imperiled they will find one another (and they always know where each other are) and they will go together to unerring seek a Puund. When all 3 are together they flow and become one , the Gulp-Skiz-Puund. It looks like mutant terrestrial whale designed by Wayne barlowe and it is brutal , intelligent , and capable of minor alternations of space and time around itself so it can accelerate and turn and squeeze like something its size and mass should not be able to. It will single mindedly move to improve conditions to something tolerable for its parts and then separate.  The minds of the Gulp and Skiz too different to not be painful in union. Being close to the Puuund mind is worse for them however as its never-arriving-joy makes them feel like they could go home again.
For the reason these 3 creatures can form together is their origin is the same , a different aspect of reality where the rules were constantly changing and consciousness and unifying theorys and energy and matter surged in and out of each endless reinventing each other. Some how some of it got sheared off when it past to close to this world and these 3 creatures were the congealate of the exiled material. The Skiz and Gulp can dream an echo of home (which is why their lives are arranged to maximize the time unconscious and blissful) while the Puuund dealt with the shock by giving itself an constant loop of hope and amnesia , endlessly repeating the moment it thought it could leave this place.

 EDIT: Changed the text abit so its obvious there is only one of each, and the Skiz and the Gulp speak something other than their own languages , which they presumedly pick up from dreaming slightly outside reality and seeing the places where language lives as the move past them.

Monday, 18 August 2014

Together the Kobolds

Print Friendly Version of this pagePrint Get a PDF version of this webpagePDF Soooo this is a filler post inspired by list of stuff suggested to me to blog about a way back.

Their name is lost to time and vaguerys of google plus's archiving service.

Anyway they suggested write about monster that combine together to form a bigger monster

SO that sounds like slime molds

SLime molds:

Quick version : they are single celled organisms that when food is scare join together to make a motile colony organism and then when some other condition they form a "flowering body" that releases spores that float far far away and turn into new single celled organisms.

SO idea 1:
Taking this pretty much as it is have dungeon slimes that are classic anime rpg slimes (small and weak and numerous). If a new niche opens up , say a large alpha predator is removed , the slimes congeal into a giant slime monster (possibly using left over parts of the old one alpha predator; lets call this version The Re-animator Slime Mold) and start using that niche instead.

Making it so it is not obvious that it was all those mini slimes forming the new one would be interesting. Maybe the only clue would be the now complete absence of mini slimes
Other ecological niches in a dungeon the slimes could form is scavengers (presuming they were decomposers before and presuming the difference is scavengers eat things that are recognizable as food and decomposers eat whats left), grazer (you weaponized all the albino cave goat and now only slitted legged jellys graze on the lichens here) , predators of varying prey sizes and habit (chaser, ambusher, stalker).

Presumedly cleaning out the dungeon off all life results in the slimes forming a giant and strange flower stretching out above the dungeons , possible seen as a sign that the place has been blessed by the gods and is now free of the taint of evil. But really it's slime sexing in the wind and now spores are being spread on the wind to seed new dungeon slimes.

Or if the slime spores are just not stuck to the adventurers boots, so next time they explore a place , even if there is not monsters there, there will be after they have left.

Possibly by slime , I could be talking a "protean force of evil" and so all monsters are combinable to make bigger monsters and monster spore spreads on the wind and boot of tomb plunderer.

There was a lot of talk that I don't know where to find now about the dungeon as a living organism, so this would dovetail nicely in with this.

I can't help be thinking of the humanoid ladder of hit dice here (ie kobold-goblin-orc-hobgoblin-ogre) and kobolds quietly insinuating themselves together to make a ogre. Or you hack into a troll and its full of goblins, like all molded together seamlessly.

Can't think of anywhere to go further with that (also warhammer orks were fungus based so lets just make that explored)

Specific Combining Monsters:

Kobobobobold: Kobolds when pushed far and deep enough out of their lairs find a secret places to mold together forming a centipede like kobobobobold. Still thin enough to squeeze in and out of tinest spaces but now a concentrated threat. Like a long line of flesh ringed with mouths yapping away in awful cacophony running along on all the fingers and toes the limbs having formed ribs and structural supports. The great mouth is full of mouths.

Destalt: a unconvincing human simulacrum , it looks wrong , it talks wrong  , something is missing. If it is sufficiently shunned or mocked, it splits into 4 humour elementals;  Blood (air ), Black bile (earth), Phlegm (water ) and yellow bile (fire), which should be somewhat like that body part , somewhat like that elemental and excessive in that temperament  
Or you could do it the other way and have certain knowledge known only by a being that is formed when the 4 humour elementals are combined.

Ghoul Giant:  Something like a tongue and something like a flatworm. Itself 2 metres long, it makes  itself a  giant's  body out of fresh corpses ,molded together with webbings of red blood like gel (that will attempt to bond to any tissue in comes in contact with becoming part of both). This ectopic tissue it uses also hijacks the nervous systems allowing it to animate and control its constituents. It is not undead. It  start with one and then collect (violently subdue , generally smashing only as much of it as it needs to get the body. It is not precise but if renders someone unconscious they can be webbed into itself and controlled).
It will fine tune its body replacing parts with fitter parts and replacing the ones damaged. It is generally limited to about the size of an elephant before its ability to control all its parts and the parts ability to hold the weight cause a limit. Though a larger or abnormal ghoul giant could possible former larger bodies or if the parts were more potent.
It seeks to use this body to access great heights (sometimes carrying spare parts if it feels the journey will lack opportunity to procure more)  and form there it splits its body and reveals its red self and undulates causing a weirdness some say is a prayer to distant sleeping gods others say is a mere mating call.