Tricks are for kids!

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
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Dangersaurus
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Tricks are for kids!

Post by Dangersaurus »

No rabbits were harmed in the converting of these critters. Although, come to think of it, two of them loooove the taste of wabbit.

I noticed in the errata thread that a few animals were missing from the Bag of Tricks. I also noticed that my favorite target of PC irresponsible behavior, the mule, wasn't in M&T. Well, here they are.

BADGER

NO. ENCOUNTERED: 2-5

SIZE: Small

HD: 1 (d8)

MOVE: 15 ft., 5 ft. (burrow)

AC: 16

ATTACKS: 2 claws (1d2) and bite (1d3)

SPECIAL: Twilightvision

SAVES: P

INT: Inferior

ALIGNMENT: Neutral

TYPE: Animal

TREASURE: Nil

XP: 9+1

BADGER, GIANT

NO. ENCOUNTERED: 2-5

SIZE: Medium

HD: 3 (d8)

MOVE: 15 ft., 5 ft. (burrow)

AC: 16

ATTACKS: 2 claws (1d3) and bite (1d6)

SPECIAL: Twilightvision

SAVES: P

INT: Inferior

ALIGNMENT: Neutral

TYPE: Animal

TREASURE: Nil

XP: 40+3

A badger is a small carnivore closely related to weasels, otters and ferrets. They mostly prey on rabbits, gophers, squirrels, moles and other small mammals, but will sometimes attack the young of larger animals. They will run from humans unless magically controlled or defending their mate or kits. A badger pelt typically fetches 1d3x10gp on the open market.

Giant badgers are much like their small cousins, but will actually hunt coyote, wild dogs, and possibly even wolves or black bears. They are less likely to flee from humans. Giant badger pelts are typically sold for 2d6x10gp.

MULE

NO. ENCOUNTERED: 1

SIZE: Large

HD: 3 (d8)

MOVE: 30 ft.

AC: 13

ATTACKS: 2 hooves (1d2) or bite (1d6)

SPECIAL: Duskvision

SAVES: P

INT: Inferior

ALIGNMENT: Neutral

TYPE: Animal

TREASURE: Nil

XP: 20+3

A mule is the sterile offspring of a male donkey and a female horse. They are very strong, patient, courageous and sure-footed. Naturally this leads to scores of them dying deep in the earth as part of dungeon expeditions. A mule can carry up to 600 lbs., although anything over 200 lbs. will slow them down to half speed.

These statistics can be used for hinnys, jennys, asses, or donkeys as well. Each of these is smaller, more tempermental and overall less well-suited for underground exploration. They should only receive d6 for hit dice and only be able to carry up to 500 lbs (150 lbs. to half speed).

RHINOCEROS, AFRICAN

NO. ENCOUNTERED: 1-6

SIZE: Large

HD: 8 (d8)

MOVE: 30 ft.

AC: 14

ATTACKS: 1 (2d4)

SPECIAL: Charge, trample

SAVES: P

INT: Animal

ALIGNMENT: Neutral

TYPE: Animal

TREASURE: Nil

XP: 500+8

RHINOCEROS, ASIAN

NO. ENCOUNTERED: 1-6

SIZE: Large

HD: 9 (d8)

MOVE: 30 ft.

AC: 14

ATTACKS: 1 (2d6)

SPECIAL: Charge, trample

SAVES: P

INT: Animal

ALIGNMENT: Neutral

TYPE: Animal

TREASURE: Nil

XP: 800+9

RHINOCEROS, WOOLLY

NO. ENCOUNTERED: 1-4

SIZE: Large

HD: 10 (d8)

MOVE: 30 ft.

AC: 15

ATTACKS: 1 (2d6)

SPECIAL: Charge, trample

SAVES: P

INT: Animal

ALIGNMENT: Neutral

TYPE: Animal

TREASURE: Nil

XP: 1200+10

Rhinoceroses are herbivores, but most will become aggressive if they feel threatened. With a small brain, poor eyesight and a very keen sense of smell, they probably feel threatened more often than is good for anyone.

Woolly rhinos are very aggressive rhinos which inhabited cold regions during prehistoric climes, but otherwise conform to the attitudes of other rhinoceroses.

Charge: A charging rhino does double damage, then tramples over any opponent of medium or smaller size.

Trample: A rhinoceros that overruns opponents automatically attacks each opponent twice with its forelegs. Each hit does 2d4 damage.

WOLVERINE

NO. ENCOUNTERED: 1

SIZE: Small

HD: 3 (d8)

MOVE: 30 ft.

AC: 15

ATTACKS: 2 claws (1d4) and bite (1d4+1)

SPECIAL: Ferocity, duskvision

SAVES: P

INT: Inferior

ALIGNMENT: Neutral

TYPE: Animal

TREASURE: Nil

XP: 45+3

WOLVERINE, GIANT

NO. ENCOUNTERED: 1

SIZE: Medium

HD: 4 (d10)

MOVE: 40 ft.

AC: 16

ATTACKS: 2 claws (1d4+1) and bite (2d4)

SPECIAL: Ferocity, duskvision

SAVES: P

INT: Inferior

ALIGNMENT: Neutral

TYPE: Animal

TREASURE: Nil

XP: 70+4

Wolverines inhabit cold regions. They are aggressive predators respected even by wolves and bears. They will eat anything from small rodents up to (allegedly) moose.

Ferocity: A wolverine's speed and ferocity gives it +4 to hit.

By the way, I toned the Wolverine down quite a bit. Someone (EGG?) really hated wolverines, and skunks as well... not only did they have them listed as neutral evil, they had a spray like a giant skunk! Now, wolverines have a stinky ol' scent gland, but I'm pretty sure they can't let loose with a 60 foot long jet of corrosive, nauseating putrescence.

If you want to stay closer to 1E, though, here's what was going to be in the stat block before I said, "No. Just, no."

Musk: A wolverine can spray a jet of musk to the rear. This affects an area 10 feet wide, 10 feet high and 30 feet long (20x20x60 for the giant wolverine). All those within the area must make a Constitution save versus poison. Those that fail must immediately flee at their full move for one round, are blinded for 1d8 hours, and lose half their Strength and Dexterity for 2d8 turns. They will be shunned by other creatures. All cloth material rots, including magical garb which fails a saving throw. Creatures and objects must be washed and aired for several days to be free of the smell.

Loggahead
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Post by Loggahead »

Man, I think you definitely ought to get the "most zealously posting new member" award!

I like your additions btw !!!
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Jyrdan Fairblade
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Post by Jyrdan Fairblade »

Shouldn't it have gone Badger, Badger (Giant), Snake?

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Post by Tank »

I'm loving these guys!

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Deogolf
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Post by Deogolf »

Steve and I are working on a project that involves many of these creatures. The adventure is done (for the most part) and waiting on the artwork (Jim Holloway). One of these days it will come about!

D'oh! I've said too much...
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Zulgyan
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Post by Zulgyan »

WAH WAH WAH! MAke it see the light sooN!

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Deogolf
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Post by Deogolf »

As soon as I get the cover from Jim, I'll post it. If you know anything about Redwall (look at my sig), you'll have a decent idea what's comin'!
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Eulaliaaa!!! Give those rapscallions blood and vinegar, wot?!

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Omote
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Post by Omote »

Bang! That's some serious dish, Deogolf!

......................................Omote

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Tadhg
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Post by Tadhg »

Deogolf wrote:
As soon as I get the cover from Jim, I'll post it. If you know anything about Redwall (look at my sig), you'll have a decent idea what's comin'!

Excellent!

Can I have some hotroot soup?
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"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth

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Deogolf
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Post by Deogolf »

Blimey little blighters! Have patience, wot!
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Deogolf
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Update picture!

Post by Deogolf »

Here's the sneak peak of the cover...almost finished!
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Omote
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Post by Omote »

Wow! Cool, big thanks for posting the cover.
....................................Omote

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moriarty777
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Post by moriarty777 »

Looks awesome...

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Post by serleran »

A little Wizards meets Wizard of Oz and the Holy Order of the Gnome Brigade.... interesting.

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Deogolf
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Post by Deogolf »

Just updated the cover illo!
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