Showing posts with label Hazard. Show all posts
Showing posts with label Hazard. Show all posts

Monday, September 23, 2024

"BY THE POWERTOOLS OF GORESKULL!!!"

 Here's some more DCC / Umerica / Aetherian dungeons (that also work perfectly for Neon Lords Of The Toxic Wasteland, Planet Motherfucker, and any other gonzocalypse).

Each has "toyetic playset features" and "accessories" to torment players.  And shoddiness is part of their charm!




Tuesday, September 17, 2024

DON'T MESS WITH WREXUS -- CASTLE JIVESKULL

 

DARE YOU DANCE INTO
DISCTERIO'S DREAD DISCO DEMENSE?!!!

NOW WITH RAMPANT ROLLER ACTION!!!



Friday, July 5, 2024

CAMP BLOOD -- WATERLOGGED

  


It was here at Camp Karankawa, some twenty-five years ago on a night just like this, when a devastating boating accident took the life of a young camp counselor.

The site stayed open, but tragedy struck over... and over... and over again across the decades, ultimately forcing closure for a few seasons.

But now, in the summer of 1980, Camp Karankawa reopens for a new generation of rambunctious, rowdy, randy reprobates...

...AND A TIDAL WAVE OF GORE WILL DELUGE THEM ALL!!!

--

Yeah, this is pretty much outside this here blog's general theme, but I'm in a "Halloween In July" mood, and have ideas for a post-apocalyptic "extended Slasherverse" Umerica / Planet Motherfucker campaign..

Accordingly, just started a game of Camp Blood (a Bloat Games joint) for a new group of folks, and went down a rabbit hole to make it as cinematic as possible.  Here's the campaign poster, and here's the link to its "IMDB page".




Follow along as the havoc unfolds!

Wednesday, August 23, 2023

"T" Is For "Trenchmouth"

 



Trenchmouths are sentient garbage disposals.  Their bulbous, rubbery, tripodic, sofa-sized bodies are essentially all snaggle-fanged mouth.

Trenchmouths sport three elongating (up to 15' each) tentacles, and the two thickest end in prehensile graspers with retractable grip-spines.   The slender third has two night-vision eyes and a "brainwave radar" nodule that detects (but can't read) thoughts of intelligent beings and psionics / mental mutations in a quarter-mile radius.  Trenchmouths are thereby impossible to Surprise.

When attacking at range, trenchmouths lash with both arms to smash, ensnare, or both.  Grasped targets suffer 1d6 damage upon initial contact and each round thereafter, and must make a DC 15 STR check to escape.  If a trenchmouth successfully snags the same target with both tentacles (during the same round, or eventually), its quarry is immediately retracted for a free bite attack.  Trenchmouths are otherwise only able to chomp adjacent targets.  Anyone bitten by a trenchmouth must make a DC 15 Fort Save or come down with ghastly gastro-intestinal strife (aka "trench-trots") that induces temporary 1d4 damage to STR, AGL, and STA, halved movement, and -4 to all rolls over 1d3 days.

Trenchmouths lair submerged in cesspits, sewers, landfills, junkyards, dumpsters, grease traps, and porta-johns.  Accordingly, they are immune to all toxins and diseases, and Surprise foes on 1-5 on 1d6.  And between their spongy mass and clinging "slimy trash coating", trenchmouths only suffer half damage from clubbing- and crushing-based attacks.

Trenchmouths speak Common, Trucker, Pervert, and the secret gurglings of ooze-dom.  Ambitious trenchmouths may take up adventuring, as they are surprisingly deft for their bulk and can manipulate most weapons, tools, and artifacts.

Trenchmouth (statted for Dungeon / Mutant Crawl Classics)

Init +3; Atk tentacle bludgeon +5 melee (1d10+2) or tentacle grasp +4 melee (entangle plus 1d6 per round) or bite melee +3 (2d8 + disease); AC 16; HD 8d8+17; MV trundle 20' or float 10'; Act 2d20; SP camouflage, constriction, disease, infravision 120', mind-sense; SV Fort +13, Ref +4, Wil +10; AL C




Wednesday, October 8, 2014

Devastation Drive-In: The Final Cut — 'Killer Condom' (1996)


Bloodrubber

No. Enc.:  1 (2d12)
Alignment:  Neutral
Movement:  180' (60')
      —Swim:  60' (20')
Armor Class:  -1
Hit Dice:  1d2 HP
Attacks:  1 (bite)
Damage:  2d4 + Special
Save:  L1
Morale:  9
Hoard Class:  None
XP:  8

Some of the ugliest wars The Ancients fought weren't over territory or resources, but morality and culture...

...and certain unhinged scientists waged a crazed crusade on "immoral coitus" with living, bio-engineered birth control...

...THAT CURTAILED SEXUAL ACTIVITY IN THE MOST BRUTAL WAY POSSIBLE:    CASTRATION!!!

In the resource-deprived, health-deficient Mutant Future, family planning is almost as important as sustenance and shelter...and that makes bloodrubbers amongst the most terrifying creatures in existence.  The worm-like monstrosities appear as ordinary, coin-sized prophylactic artifacts (with chameleonic camouflage so convincing, they Surprise on a 1-5 on 1d6)...but upon being rolled onto male genitalia, they sprout needle fangs and bite with savage ferocity.  Anyone wearing a bloodrubber must make a Saving Throw Vs Death at a -6 penalty or be immediately castrated, suffering the initial bite damage and an additional 2d6 damage per round until treated...usually via cauterization!

Bloodrubbers are also active hunters, zipping at amazing speeds and leaping up to 20'. They can detect and target male reproductive organs at a range of at least 100'.  The creatures lack digestive systems, however, and don't feed on the penises they sever; no, they simply disgorge prey right in front of their victims, and race away to hide to be worn again and again and again....

Bloodrubbers are usually found boxed in medical caches and ruined pharmacies.  However, some escape their packaging to congregate in sewers, stagnant water, and trash receptacles.  These "wild" bloodrubbers target males and females alike, biting any jutting anatomy (noses, fingers, etc).  Such attacks sever as above, but with only 1d4 rounds of extra blood loss.

As if the standard variety wasn't horrible enough, there are larger—and toothier—bloodrubbers engineered for males of more...prodigious...proportions.  These "magnum" specimens have 2 HD, and bite for 2d8 damage, castrating as above.

Bloodrubbers are so tiny and fast, they are nearly impossible to strike in combat.  The most effective way to kill one is lure it onto a rubber hose, then inflate with air, gas, or liquid until bursting.

Thankfully, bloodrubbers are unable to breed on their own, and can only be created via complicated Ancient genetic machines.  Woe be to the planet if a genocidal cryptic alliance got their hands on such a device!

Bloodrubbers and fuckslugs are natural enemies.

Mutations:  Enhanced Sense ("Genitalia-Detection Sense")




Magnum variety














(Totally a picture of a guy with a giant condom-monster on his face.
The lighting is TERRIBLE.)





They're an unholy genetic "cross between a giant worm,
a jellyfish, and a piranha...[or] latex with a centipede!"¹

1:  Actual film dialogue

Monday, October 28, 2013

Devastation Drive-In 3-D — 'Return Of The Living Dead III' (1993) (Part 1)



Artifact:  Trioxin 2-4-5

As part of their bewilderingly inconsistent (and quite hypocritical) crusade against consciousness-altering substances, The Ancients devised an experimental herbicide to eradicate "recreational plantlife" without toxic side effects or environmental harm...

...but the chemical didn't work as planned, and instead of killing greenery and winning the "war on drugs"...

...IT RESURRECTED THE DEAD, AND INFUSED THEM WITH AN INSATIABLE CRAVING FOR THE BRAINS OF THE LIVING!!!





Trioxin 2-4-5 (also known as 2-4-5 Trioxin, or simply Trioxin) is a yellowish gas found in pressurized, rusting drums...and it's a byproduct of the gooey, liquefying corpses also sealed within!

Yes, every tank labeled Trioxin contains the remains of an Ancient tragically exposed to the chemical itself during the original field tests.  Over the centuries, the body exuded enough gas to fill the barrel entirely.



Why seal the bodies in drums?  Because Trioxin brings the dead back to life, with world-shattering consequences.  Any humanoid or animal (including insects) corpse exposed to the substance awakens within 1d4 minutes, and though devoid of biological signs of life (heartbeat, respiration, temperature, etc), all memories, knowledge, and awareness generally remain intact.  Locomotion and tool use are  also usually unimpaired.

But the resultant neurological changes and pains of decomposition drive the revived specimens berserk, and only the electro-synaptic impulses of living brains temper the agony. A fresh brain quells a revenant's hunger for 1d10+10 minutes.






Trioxin-zombies are effectively immortal.  And though they can be dismembered, disposing of their perpetually wriggling parts is a nightmare, as incineration just generates more Trioxin gas.  The Ancients devised elaborate air filtration and purification systems to "safely" dispose of those exposed.






Braindead

No. Enc.:  1d6 (2d10)
Alignment:  Chaotic
Movement:  90' (30')
Armor Class:  6
Hit Dice:  11
Attacks:  3 (2 claws, 1 bite)
Damage:  1d6 / 1d6 / 2d6+2
Save:  L6
Morale:  12
Hoard Class:  None
XP:  2,000

Braindeads are humanoid corpses given life—and an insatiable hunger for living brains!—thanks to Trioxin 2-4-5 gas.  Anyone struck by both claws is considered grabbed, and vulnerable to an automatic bite attack that inflicts 2d6+2 damage.  Braindead bites are infectious (treat as a Class 20 poison), but victims suffer agonizing deaths that take 1d4 hours.

Braindeads come in 3 varieties:  canned, infected, and scourge.

Canned (statted above) are goopy, disintegrating, sickening escapees from Trioxin drums. The flesh of their extremities often fuses to their bodies, then ruptures as the creatures animate.  Enraged and insane after being trapped for centuries without sustenance, canned braindeads fight with unrelenting aggression, and gain a +2 To Hit per claw attack.  They have limited use of tools and technology.

Infected braindeads are the recently-revived victims of other braindeads (any variety) who succumb to toxic bites, or those who animate after direct Trioxin exposure.  They retain the same Movement rate as when alive, and those with WIL scores of 13+ retain the powers of speech and reason for 1d6 hours before turning feral.  Infecteds also Save based on their living forms.  They can use tools and technology.

Scourge braindeads are exceptional infected specimens who manage their decomposition-induced madness through intense pain.  After suffering 1d4 HP (usually through self-inflicted piercings and mutilation), a scourge braindead can make a Saving Throw Vs Stun; success means the creature functions with full cognition and conscience for 1 hour, and has no need to feed. Each hour afterwards, the scourge must make another Saving Throw at a cumulative -2 penalty, with failure indicating the immediate need to feed on brains, or undertaking the pain ritual again.  Eating brains returns the scourge to "normal" for 1d4 hours.

Scourges often use their body modifications in combat, and the assorted hooks, nails, glass, and jagged debris they jam into their flesh raises the damage of their claw attacks to 1d12 / 1d12.  Like infecteds, they Save as if still alive.

Fascinatingly, scourges with intense emotional attachments and/or romantic bonds get a +3 bonus to all Saving Throws related to their mental states.

Mutations:  Toxic Weapon ("Zom-bite")














Bonus pics from other flicks in the franchise!!!