Showing posts with label Fire In The Jungle Adaptations. Show all posts
Showing posts with label Fire In The Jungle Adaptations. Show all posts

Friday, July 26, 2013

"S" is for "Shameless Self-Promotion"

With a wonky work schedule (which is humble, coy code for "100-hour weeks that zombify me") and honeymooning and con season and assorted nonsense, I tend to forget all the cool stuff that goes on in my little plot of the irradiated wastelands.

Such as this thing:


That, my merry mutants, is the cover to Jungle Castle Rock Apocalypse, by Formal Friend Of The Field Guide, Dustin Brandt (of Fire In The Jungle fame).

It's a "a post-apocalypse fantasy role-playing setting and adventure supplement...more like Ralph Bakshi's Wizards than Mad Max."

And my favorite thing about it?  It's chock full o' monsters from this very blog!  Mr. Brandt handpicked his favorite, "most jungle-y" specimens, and set them loose in his product!


And Our Friendly Neighborhood Sniderman kindly reminded me that I completely spaced on mentioning this little gem.

Remember my "Ruins Of Woebrook" adventure I posted, then yanked, a few months back?  Well, here's why I pulled it...


It's been published!  Yep, I'm a fancy big-city author now, thanks to those dandy dudes at Skirmisher Publishing (who do the snazzy Wisdom From The Wastelands series).

Here's a link, if you are so inclined to splurge on a scenario summed up thusly by one of my players:

"What the hell is wrong with you?"

I can't think of a better review.

Wednesday, August 8, 2012

Welcome To The Jungle. Meet... The Mumkey.


Fire In The Jungle, that is!





Mumkey

No. Enc.:  1d4 + 12 (1d8 + 12)
Alignment:  Chaotic
Movement:  120' (40')
Armor Class:  6
Hit Dice:  4
Attacks:  3 (2 claws, 1 bite)
Damage:  1d4 / 1d4 / 1d6
Save:  L3
Morale:  12
Hoard Class:  VII
XP: 355

For aeons they slept, with shattered display cases their sarcophagi and crumbling museums their tombs...but, lo, the mumkeys arose from the wreckage to prey upon their humanoid descendants in the far-flung Mutant Future!

Mumkeys are desiccated primates granted an uncanny unlife by unknown energies.  They congregate in shattered ruins, lying in wait for hapless passersby.  Mumkey troops fixate on one foe at a time, mobbing it with sadistic fury.

Anyone hearing a mumkey's freakish gibbering must make a Saving Throw Versus Stun or be Paralyzed.  And, even more terrifying, a mumkey's touch scrambles the DNA of its victims, inducing a devastating Mutational Drawback upon a failed Saving Throw Versus Death.  Those afflicted can no longer be healed by medical artifacts; instead, the gizmos inflict damage corresponding to what they ordinarily repair.  Only the most advanced of Ancient science can reverse the condition.

Mumkeys are unaffected by radiation, and all known diseases and poisons.

Mutations:  Reflective Epidermis (Radiation), Unique Mutation ("Genetic Corruption")



Not-The-Designer's Notes:  Name and base stats by Dustin Brandt, as seen in his Fire In The Jungle supplement.  Download it today...or, even better, buy a print copy!


Friday, July 6, 2012

Welcome To The Jungle. Meet... The Horned Hippo.

Fire In The Jungle, that is!




Horned Hippo

No. Enc.:  0 (1d2)
Alignment:  Neutral
Movement:  120' (40')
     —Swim:  45' (15')
Armor Class:  3
Hit Dice:  4
Attacks:  1 (bite or gore)
Damage:  1d8 or 2d6
Save:  L2
Morale:  8
Hoard Class:  None
XP:  80

The diminutive (reaching just 4' long and 150 lbs) horned hippo dwells in the most isolated lagoons and tropical waterways.  Despite its intimidating assortment of tusks, spurs, antlers, and horns, the shy beast usually flees from conflict.

It is claimed that a horned hippo's ivory can purify the most radioactive and contaminated of waters, meaning the creatures have been hunted to extinction in many parts of the Mutant Future.

Mutations:  None



Not-The-Designer's Notes:  Name and base stats by Dustin Brandt, as seen in his Fire In The Jungle supplement.  Download it today...or, even better, buy a print copy!

Monday, April 30, 2012

Rust Rhino Redux

I'm really digging my last entry.

So here's some more rust rhinos, in various stages of decomposition.






Friday, April 27, 2012

Welcome To The Jungle. Meet... The Rust Rhino

Fire In The Jungle, that is!




Rust Rhino

No. Enc.:  0 (1d4)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  3
Hit Dice:  8
Attacks:  1 (head-butt, or trample)
Damage:  2d6 or 2d10
Save:  L5
Morale:  8
Hoard Class:  See Below
XP:  1,820

The metallic rust rhinos roam the blasted plains of the Mutant Future, resembling nothing less than living incarnations of the corroded vehicular hulks that dot the landscape.  They forage for scrub grasses and toxic plants considered inedible by most herbivores.

Tormented by the agonies of oxidation, rust rhinos Charge and Trample with frenzied aggression.  They consequently gain +3 To Hit with all attacks [bringing their Trample bonus to +7!], and a +3 bonus to Morale checks.  They suffer double damage from liquid-based attacks, and flee immediately when assaulted in such a manner.

A rust rhino's pocked and pitted hide can be fashioned into makeshift armor of AC 3, but it deteriorates quickly, lasting only 1d8+2 combat encounters.

Mutations:  Aberrant Form ("Iron Hide"), Frailty ("Oxidation Sickness") [D]




Not-The-Designer's Notes:  Name and base stats by Dustin Brandt, as seen in his Fire In The Jungle supplement.  Download it today...or, even better, buy a print copy!

Wednesday, April 25, 2012

Welcome To The Jungle. Meet... The Green Tiger



Fire In The Jungle
, that is!





Green Tiger

No. Enc.:  1d3 (1d3)
Alignment:  Neutral
Movement:  150' (50')
Armor Class:  5
Hit Dice:  5
Attacks:  3 (2 claws, 1 bite)
Damage:  1d3 / 1d3 / 1d6
Save:  L3
Morale:  8
Hoard Class:  VI
XP:  650

The elusive green tigers spend most of their lives sunning themselves in lush treetops, and only come down to hunt...but being photosynthetic, they do so purely for sport.  Their coloration and markings make them nigh-invisible in the overgrowth, and they Surprise on a 1-5 on 1d6.

Green tigers emit a pheromone that makes mutant plants—including Mutant Plant PCs—ignore them completely.  Any plant-based PC encountering a green tiger must make a successful Saving Throw Versus Stun to even perceive the beast, much less engage it in combat.  This roll can be made once per round.  

Green tiger pelts retain the above ability for 1d4 months after procurement, making them extremely valuable on the open market.

Mutations:  Aberrant Form ("Plant Passivity"), Epidermal Photosynthesis



Not-The-Designer's Notes:  Name and base stats by Dustin Brandt, as seen in his Fire In The Jungle supplement.  Download it today...or, even better, buy a print copy!


Saturday, April 21, 2012

Welcome To The Jungle. Meet... The Tuskhog


Fire In The Jungle, that is!



Tuskhog

No. Enc.:  0 (1d6)
Alignment:  Neutral
Movement:  120' (40')
Armor Class:  5
Hit Dice:  3
Attacks:  1 (bite, or head-butt)
Damage:  1d8, or 1d12
Save:  L2
Morale:  8
Hoard Class:  None
XP:  80

Blending into the dense underbrush (and thereby Surprising on a roll of 1-3 on 1d6), the territorial tuskhogs dwell in isolated forests and dense jungles.  They feed primarily on tubers and fruits, but will consume small animals and carrion.

Tuskhog bites are so severe that they inflict a continuous 1d4 damage per round for 1d6 rounds.

Every group of 4 or more tuskhogs will include an additional 1d3 1 HD "tusklets".

Mutations:  None




Not-The-Designer's Notes:  Name and base stats by Dustin Brandt, as seen in his Fire In The Jungle supplement.  Download it today...or, even better, buy a print copy!