Tuesday, July 31, 2018

Yoon-Suin/Thousand Thousand Islands Homebrew: Crocodiles of MR-KR-GR

So I finally got my hands on Zedeck Siew's Thousand Thousand Islands, and I love them. They have a good voice and amazing art, and as such I've been inspired. I've opted to locate the locations within the issues into my Yoon-Suin game, on to the river-lands of the Lamarakhi. I wouldn't necessarily put a Crocodile in most parties, but they'd make a flavorful choice; sort of like having a Crab-man or a Slugman in a party.

For proper lore, go order a copy of the zines. Cuz they really good.

The Crocodile of MR-KR-GR
Hit Dice: d12
Prime Requisite: STR
Initiative Bonus: +0

Art by Robertson Sondoh Jr.
Used without permission.


You are a crocodile of the Kingdom of Rolling Death, of the flooded land of Singga. You are a punisher of man’s sins and vainglory, a devourer of their gods and demons, a deity of the river made manifest in flesh. You live well upon the river, which flows down through the lands of the Lamarakh. You bloat yourself on fish and mud crabs, on criminals and those who deny the curfew of storms. But none of this will sate your ambition for power, glory and adventure.




Saving Throws
Class Feature
Level
Experience
Paralyze
Poison
Breath
Device
Magic
Strange Sorceries
1
0
12
11
14
17
17
1
2
2,750
12
11
14
17
17

3
5,250
12
11
13
14
16
2
4
10,500
12
11
13
14
16

5
21,000
12
11
11
12
14
3
6
42,000
10
9
11
12
14

7
84,000
10
9
10
10
13
4
8
160,000
10
9
10
10
13

9
320,000
10
9
8
9
11
5
10
500,000
10
9
8
9
11
6


Armor Proficiency: Crocodiles of MR-KR-GR have a natural armor equivalent to hides and leathers, which at level 5 becomes equivalent to chainmail, and at level 10 becomes equivalent to plate. Crocodiles of MR-KR-GR do not suffer penalties to swimming as their armor thickens. They may wear decorative cloth items without penalty, though any bonus but magical ones are not retained.


Weapon Proficiency: Crocodiles of MR-KR-GR have natural weaponry by way of their crushing jaws and their sweeping tails. The Crocodiles of MR-KR-GR deal 2d4 damage with their jaws, or 1d12 with their tail. They can wield no other traditional arms, though in the Rolling Death Kingdom they can easily find fitted tail weapons or replacement fangs for additional damage dealings.


Monsoon Moods: The crocodiles of MR-KR-GR are bound to ancient motions which saw their domination of the Rolling Death Kingdom. On sunny days, a crocodile is more susceptible to sleep spells, acting as though they had one less HD for the purposes of the spell’s effectiveness. On rainy and overcast days, the crocodile suffers no boon or malus. On days of the monsoon, storms, or other downpours, the crocodile increases all its damage dice by one degree and strikes a critical hit on an 18-20, which deals a Wounding.


River Lurker: If a crocodile is able to ambush its opponent it gains a +2 to hit and may immediately make a Wounding if they roll a critical hit. If hidden in water, a crocodile can Hide-in-Plain Sight at a rate of 4-in-6.

Crocodile: You are 12-17 feet long, 900-1200 pounds, and 3-6 feet tall. This might be a problem in some situations, and it is worthy of note. You also have claws which aren't built for manipulating objects, though your jaw/tongue can function as a very clumsy hand if need be. 


Wounding: A crocodile’s jaws are vicious and terrible. When a crocodile scores a critical hit while using its jaws, choose from the following options or roll a d3 and consult the following.

1. Rolling Death! - The crocodile whirls and rolls, rending and ripping away at the flesh. If the victim of the attack was the same size or smaller than the crocodile they must roll a Save vs Death or lose a limb.

2. Swallow Whole! - The crocodile begins to swallow the enemy whole. If the victim is of lesser size than the crocodile they must Save vs Death or be swallowed into the crocodile’s gullet, taking 1d4 damage a turn until they can cut themselves out or die. Creatures larger than the crocodile take an additional 2d4 damage and have whatever limb the crocodile was trying to devour, disabled.

3.Toss! - The crocodile jerks its head and throws its prey aside, tossing it 1d10 feet aside and dealing an additional d6 damage. If the thrown victim hits an object or hard surface, they take 1d4 damage on top of this, and if they hit any other living thing all parties struck must make a DEX save or be made prone.


Strange Sorceries: The crocodiles of MR-KR-GR have innate sorcerous abilities which manifest as they age and gain experience. These knacks are innately magical and of a divine sort, and can generally be cast once a day refreshing after a long rest or the coming of rain. At first level either roll a d12 to determine your ability, or pick as you desire.

1. Mannish Form - Once per day the crocodile may assume the form of a muscular sharp-toothed human. They may remain in this form for as long as they wish and revert back to normal at will. While as a human they cannot cause wounding via their bites and may not make tail attacks. For purposes of magic item or equipment use, a human form is treated as a warrior of equal level.

2. Blood Speaking - Once per day the crocodile may ask a question of blood, such as that found in a water or spilled from the palm of a servant. The blood will answer truthfully any question it can, such as where it originated from or how a person felt in regards to something they did.

3. Water-in-shape - Once per day the crocodile may assume the form of a watery puddle equal to itself in width, allowing it to swim through tiny cracks or to effectively teleport through bodies of water (up to Level x d20 miles in water). The crocodile may revert to its normal form at will.

4. Torpor Sleep - The crocodile enters a healing state while it sleeps, healing damage equal to 1d12+Level while under the effects of magical sleep or a long rest. While in this torpor state, mind-influencing spells or psionic abilities deal 1d4+Level damage to any caster who would use them on the crocodile, as its mind is filled with hungering horror.

5. Breacher of Ways - Once per day the crocodile may ignore any magical barrier, aura, or consecration, walking through such magical shielding as though they did not exist. Those within the crocodile or affixed to its flesh in some manner can also be transported through such barriers.

6. Maws of the Glutton - Once per day the crocodile may connect its inside to the vicious divine hunger of the natural world, turning its mouth into a place of fangs and lashes. Those who are bit during this effect must Save vs Paralysis or become paralyzed for a number of rounds equal to the crocodile’s level. This ability can be used until the crocodile has killed someone that day.

7. Idolatry - Once per day the crocodile may bring to life anything made in the image of a crocodile and command such a construct as though it were a loyal servant. The HD of the construct is equal to half the crocodile’s HD and at the end of 1d6 hours it turns back into an inanimate item.

8. Pebble Slave - Once per day the crocodile may vomit up a servitor constructed from pebbles and gizzard stones, animated by the will of the river and the monsoon. This servitor acts as a hireling or retainer with no proficiency in combat save for throwing stones (each attack diminishing it until it is gone). Pebble slaves have a d6 HD and a crocodile may have a number of such slaves equal to their own HD.

9. Corpse Call - Once per day a crocodile may call to it the bloated, drowned dead of a body of water to swim their way to the crocodile. Consuming such corpses (provided there are any) can restore Hit Points equal to the following amounts: a single body (d4), several bodies (d8), many many bodies (d10) or an atrocity’s weight in corpses (d12+4). The crocodile is immune to diseases from these corpses, and the crocodile may speak with dead to the corpses for a number of minutes equal to the crocodile’s level. Eating old corpses is considered uncouth.

10. Stomach of the Deity - Once per day the crocodile can turn its stomach into a horrifying dimension, a fetid acidic cave from which there is little chance of escape. Enemies who are swallowed whole take d12 damage per turn until dead and upon death find themselves trapped in this psychic realm as a spirit. The crocodile may vomit up a ghost whenever they so choose, and they may hold a number of spirits within them equal to their level.

11. Spies on the River - Once per day the crocodile may attain the senses of any being who is wet with the water of the river or through the eyes of kingfishers that lurk in the treetops on the edge of the water. The crocodile hears anything their subject may hear, see what they see, taste what they taste. This ability lasts a number of hours equal to the crocodile’s level or until the crocodile dismisses the power.

12. Ruiner of Man - Once per day the crocodile may lay a terrible curse upon a humanoid, severing their connection with the Gods to be but a whisper (breaking any ability to cast divine spells save for cantrips/orisons), making any food that enters their mouth rot, and turning any water they sup upon into briney salt water. This curse lasts a number of days equal to the crocodile’s level, with a Save vs Spells allowing the victim to halve the duration of this punishment. When the curse manifests the voice of the crocodile enters the victim’s head and forces a Morale save, with them suffering the effects of fear on a failure.


Names. Roll d12 for each part of the name. First Part: 1. Ar- 2. Ym- 3. Sr- 4. Kra- 5. Sa- 6. Ja- 7. Mr- 8. Kr- 9. Mu- 10. Shem- 11. Baal- 12. To- Second Part: 1.-hey- 2. -san- 3. -man- 4. -kra- 5. -hesh- 6. -ah- 7. -ay- 8. -gung- 9. -hagh- 10. -vesh- 11. -gug- 12. -ma- Third Part: 1. -na 2. -kul 3. -nan 4. -hesh 5. -manv 6. -sew 7. -tu 8. -pir 9. -vaj 10. -gal 11. -ban 12. -tdis Appearance, roll d8 for Head/Body. Head: 1. Massive underbite with teeth that splay out like a pile of daggers. 2. Decorative hooks and piercings across the maw, a few golden teeth. 3. Eyes that shine a pale white light, like the moon when it is waxing gibbous. 4. Gnarled maw of swirling dagger-like teeth which have cut up the lips and pierced some skin. 5. Scarred flesh and old wounds, the marks of those foolish enough to try to take your head. 6. Tattooed stories of the rise of MR-KR-GR upon each scale on your skull, the mark of one who educates others. 7. Stains of blood that will never fade due in part to ravenous constant feeding and the lamentable curses of the devoured. 8. Prosthetic eye or part of jaw, made from a latent and weak demonic idol; broken for your purpose. Body: 1.Bloated and scaled thick, with puffy thick scutes. 2. Narrow and thin like a gharial, with arrow-shaped scutes. 3. Dark of coat with osteoderms thick enough to crack a coconut upon. 4. Obese, with a yellowed belly you proudly display and a tail as thick as a tree trunk. 5. Scarred hide, the marks of many spears and arrows criss cross your dermis. An embedded implement, half healed over, lingers. 6. Albino and of a sickly looking disposition, stained with mud to keep out the damnable sun.
7. Wounded, your bones bare the weight of a conflict lost, with at least one limb replaced by the stonework of a demonic idol bent to your weight and purpose.
8. Mannish in size, you bare the mark of interbreeding with humanity; though you came out more crocodile than person. Backstory: 1. The Lamarakhi want your flesh, want your skull, want your magic for their own purposes. You swam down river and they came for you, but you survived. A wise crocodile will hunt them before they have the chance to rally a war party. 2. You feasted deep on the meat of the Yellow City’s wayfarers and have made your way downriver to see what further metropolitan flesh might do for your palate. You’ve heard of slugmen and this has piqued your interest. 3. In a monsoon induced feeding frenzy you felt a choking sensation. Upon vomiting you saw the severed arm of a human paramour you held closely. As lesser crocodiles ripped at the half-digest flesh you felt great sorrow and desired to leave your home. The bad memories will fade in time. 4. Demonic idols haunt your dreams, the workings of wicked men from ages past. You know they are in places beyond the Rolling Death Kingdom, and you have journeyed out to find others who will help you destroy them. 5. You were a god of leisure until finances and fickle superiors cast you out. You have found solace in opium-pickled flesh, but the habit is costly and you are nearly an addict. You sell your services now to survive and to someday take vengeance on those who knocked you down from luxury. 6. You were on a patrol down the God-River when you saw an atrocity of crocodile corpses, throats slit, bellies opened upon the beaches. You took this as a dire omen and have left the Kingdom. Perhaps out of fear for a calamity to come, perhaps to find the killer, perhaps to allow the killer to remove your rivals before you return.


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