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Old 10-22-2019, 12:54 PM   #1
Harald387
 
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Default Death Has Never Tasted So Sweet

Gummy Wyrm

http://www.sjgames.com/img/newsq/ill...nGummyWyrm.png

A massive dragon-shaped confection of oozing, sticky goo. It's barely intelligent, and it's not a construct - it's a living creature! It feeds by trapping smaller creatures (which is 'most anything') and absorbing nutrients as they rot. The SM+4 represents an 'average' Gummy Wyrm: 7 yards from nose to the base of its tail, with a 14-yard wingspan. Despite the wings, it's flightless; it moves by dragging its body along the ground with powerful limbs. Against prey that fights back, the Gummy Wyrm will claw, bite, spit, or smack it until the victim stops wriggling, scraping it off if necessary to try again.

ST 35; DX 14; IQ 2; HT 15
HP 35; Will 10; Per 10; FP 15
Basic Speed 7.25; Move 2; SM +4
Dodge: 10; Parry: 11; DR: 6 (20 vs. Crushing)

Bite-16: 4d+2 cr. Reach C-2. Bite automatically grapples; if using Fantasy Dungeon Grappling, treat damage as both crushing _and_ CP; if not, simply treat foes as grappled until they break free, and deal bite damage automatically each turn (no attack maneuver or roll needed).

Breath-16: A 3-hex Area attack of sticky goo targeting any hex within 20 yards; anyone caught in the area suffers -4 to DX and cannot move or change facing. Breaking free requires winning a Quick Contest against ST 20 or dealing 20 damage to the goo. The goo is immune to crushing, piercing, and impaling damage, but has no DR. Cutting attacks do 1.5x injury, and other attacks do normal damage. It does not defend, but any failure when attacking the goo hits the trapped victim instead! The attack also leaves a 3-hex area of sticky flooring; treat this as a Glue spell with ST 20. If a bitten victim is in the dragon's mouth, using the breath weapon will automatically release them but also automatically hit them with the breath attack; the victim lands 1d hexes in front of the dragon.

Front Claws-16: 4d+6 cr. Reach C-2. Does not cause knockback; instead, victims become stuck to the creature's paws (treat as a grapple). In future turns it can automatically scrape them off against the floor; this requires an attack maneuver but no attack roll. It does claw damage automatically and releases the victim. If both front claws have trapped adventurers in them, it can't make front claw attacks until it scrapes one off. Treat as weapon, not body part!

Rear Claws-14: 4d+7 cr. As Front Claws, above.

Tail Slap-12: 4d+6 cr. Reach C-2. Can attack any number of targets in the Wyrm's rear arc; on a hit, victims are stuck to the tail (treat as a grapple) until they break free or are scraped off (as for the claw attacks, above). Treat as weapon, not body part!

Wing Smack-14: 4d+6 cr. Reach C-2. As Tail Slap but for the Wyrm's side arcs.

Sticky Aura: The floor within 2 hexes of the Gummy Wyrm is covered in sticky goo; treat this as a Glue spell with ST 20. When the Gummy Wyrm moves, any hexes it occupied remain sticky for 1 minute. Any weapon or fist that strikes the Gummy Wyrm is stuck (grappled) until the holder wins a Quick Contest of ST against ST 15 to pull it free; each attempt takes a Ready maneuver.

(If using Fantasy Dungeon Grappling, treat the breath weapon's direct effect as a grapple of the torso and all limbs with 20 CP, the sticky floor effects as a grapple of both feet with 20 CP, and the sticky skin effects as an automatic grapple of the victim or weapon with 10 CP; in all cases, the only effect is to immobilize the body parts or weapons in question and the sticky effects do not defend against attempts to break free)

Traits: Double-Jointed; Extra Attack 1; Ham-Fisted 2; High Pain Threshold; Homogenous; Invertebrate; Immunity to Disease; Immunity to Poison; Slithers; Wild Animal; Unfazeable; Vulnerability (Fire) x2.

Class: Slime

Treasure: Gummy Wyrms aren't true dragons (or particularly intelligent) and don't keep hoards, but their lairs (and hides) tend to be filled with the sticky nonperishable leavings of their victims. The Wyrm's corpse can be cut up into delicious sweet treats; treat as rations, but $5 and 1 lb per meal. The corpse of the average Gummy Wyrm weighs 140 tons: let the adventurers cut up as much of that as they like for dubiously nutritious food (it'll keep if properly prepared with a Survival skill roll), but without preservation magic the corpse will dissolve into sludge after a day or two.
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Last edited by Harald387; 10-22-2019 at 01:10 PM.
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Old 10-23-2019, 10:29 AM   #2
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Default Re: Death Has Never Tasted So Sweet

Question for the audience: What kind of environment would you find a Jelly Wyrm in? Other than a "mad wizard did it" dungeon of course.

Somehow I think they don't like too much humidity. Or perhaps they need humidity to stay sticky, and they don't like too much dry weather! Sand and dust might be a way to "tame" a Jelly Wyrm, or at least a sufficiency of cornstarch.
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Old 10-23-2019, 11:38 AM   #3
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Default Re: Death Has Never Tasted So Sweet

140 tons seems rather heavy for SM+4, that's more like SM+6-7 or so.

Rather making it vulnerable to fire, I might make it combustible (DFRPG doesn't have rules for that, but I'd be tempted to come up with special rules anyway, because nothing improves fighting a giant sticky worm like having it set on fire).

Hm...

'Combustible': Gummy Wyrms do not breath fire, but their gelatinous flesh is flammable. Any fire attack doing 10+ basic damage will set a gummy wyrm on fire. This affects the wyrm as if hit by alchemist's fire, but also causes the wyrm's sticky aura radius to count as fire hexes (the aura it leaves behind will burn out after 10 seconds, removing both the fire and the glue effect).

The Wyrm's breath weapon is also flammable, and will be ignited by 3+ basic damage. Doing this causes the entire area of the breath to catch fire, and anyone actually stuck gets 1/5 DR against the flames (like alchemist's fire).
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Old 10-23-2019, 04:58 PM   #4
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Default Re: Death Has Never Tasted So Sweet

Quote:
Originally Posted by Bruno View Post
Question for the audience: What kind of environment would you find a Jelly Wyrm in?
Clearly they're invading from the Candy Kingdom and prefer a cool but slightly damp environment... like most caves and dungeons.

Too much moisture and they dissolve, too dry and they stiffen and hibernate...
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Old 10-23-2019, 09:10 PM   #5
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Default Re: Death Has Never Tasted So Sweet

Quote:
Originally Posted by Anthony View Post
140 tons seems rather heavy for SM+4, that's more like SM+6-7 or so.

Rather making it vulnerable to fire, I might make it combustible (DFRPG doesn't have rules for that, but I'd be tempted to come up with special rules anyway, because nothing improves fighting a giant sticky worm like having it set on fire).

Hm...

'Combustible': Gummy Wyrms do not breath fire, but their gelatinous flesh is flammable. Any fire attack doing 10+ basic damage will set a gummy wyrm on fire. This affects the wyrm as if hit by alchemist's fire, but also causes the wyrm's sticky aura radius to count as fire hexes (the aura it leaves behind will burn out after 10 seconds, removing both the fire and the glue effect).

The Wyrm's breath weapon is also flammable, and will be ignited by 3+ basic damage. Doing this causes the entire area of the breath to catch fire, and anyone actually stuck gets 1/5 DR against the flames (like alchemist's fire).
Creature Treasure: Napalm
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Old 10-30-2019, 03:41 PM   #6
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Default Re: Death Has Never Tasted So Sweet

Kyojingerbread Man

These gigantic constructs, animated by the spirits of long-dead martial arts masters, are fearsome foes most often found as guardians of the sorts of temples that might have giant cookies with kung fu skills guarding them. Fortunately, the sort of temple that might employ a 15' golem made out of flour, sugar, molasses, and spices is fairly rare.

ST 25; DX 12; IQ 10; HT 13
HP 25; Will 12; Per 12; FP 13
Speed 6.25; Move 8/16; SM +2
Dodge 10; Parry 12 (Karate or Judo); DR 2

Punch-16: 2d+8 crushing. Reach C, 1.

Kick-16: 2d+10 crushing. Reach C-2.

Gumdrop Shuriken-16: 2d+5 crushing. Range 12/25.

Thrown Object-16: 2d+5 or 5d+7 of appropriate damage type.

Kiai-16: As the Chi Skill on p.32 of Adventurers.

Traits: Chi Talent 2; Fearlessness 2; Fragile (Brittle); Ham-Fisted 2; High Pain Threshold; Homogenous; Immune to Disease; Immune to Poison; Penetrating Voice; Seven Secret Kicks; Temperature Tolerance 2 (Cold); Tiger Sprint; Trained by a Master; Unarmed Master; Uninterrupted Flurry.

Skills: Immovable Stance-14; Judo-16; Karate-16; Kiai-16; Light Walk-14; Throwing Art-16.

Class: Construct - but because the animating spirit is undead, that applies as well! They can be turned, and the appropriate Higher Purpose gives a bonus against them.

Notes: Trained By a Master means the Kyojingerbread Man takes half the normal penalty for multiple parries and rapid strikes; Uninterrupted Flurry means they're free to combine All-Out Attack and All-Out Defense in the same turn! Throwing Art allows them to throw anything they can pick up (including adventurers); the GM should use their own judgment to determine whether an object uses thr or sw damage, and what the damage type will be.

Treasure: If slain, the Kyojingerbread Man crumbles into a pile of crunchy gingerbread chunks (weighing roughly 1000 lbs in total). These can be used as rations, and do qualify as the special rations needed to maintain Chi abilities (Adventurers, p.30).
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Last edited by Harald387; 10-30-2019 at 04:02 PM.
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Old 10-30-2019, 03:52 PM   #7
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Kyojingerbread Man
Surely there should be a reason to steal its gumdrop buttons.
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Old 10-30-2019, 06:41 PM   #8
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Horrid Sugar Skull
A sugar skull is a skull made of sugar paste. They are normally harmlessly decorative, but occasionally a wizard will use the same process used for a horrid skull on one, and the result is a horrid sugar skull. Use the stats for a horrid skull, with a couple small changes:

Psychic Scream: instead of causing health damage, a sugar skull's scream causes fatigue damage. This is treated as fatigue from lost food (see exploits p17). Anyone who loses at least 1/3 of their fatigue from such attacks acquires the gluttony disadvantage, with a self-control roll of 6 + (remaining fp).
Cursed Sugar: the area near a horrid sugar skull is generally filled with other sorts of candy. Eating a cursed candy restores 1 fp (including lost food) immediately, but also gives you impulsive and short attention span for (20-HT) minutes; self-control roll is HT for one candy, -1 per additional candy. At the end of that period, you suffer from Bad Temper, Berserk, and Gluttony for (20-HT) hours (self-control as above). Eating any additional candy will reset the timer. You must make a Gluttony self-control roll to resist eating more candy. If you fail but are prevented from eating candy, that will trigger Bad Temper (which will in turn give a roll to trigger Berserk).

Any damage to a horrid sugar skull breaks off as many chunks of cursed sugar as damage done. On death, it breaks apart totally for an additional 50 chunks, less the damage it took before dying.
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Old 11-06-2019, 01:30 PM   #9
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Default Re: Death Has Never Tasted So Sweet

Quote:
Originally Posted by Bruno View Post
Question for the audience: What kind of environment would you find a Jelly Wyrm in? Other than a "mad wizard did it" dungeon of course.
I used something very similar years ago on the golf course of the Surrealist Sports Club. Some D&D characters were playing a round for reasons too weird to briefly describe, and had lost their ball in a bunker that proved to be a portal to the Elemental Plane of Really Excellent Chocolate Mousse. There they found a blackcurrant-flavour Jelly Worm, which was cross about being hit by a golf ball. It was not my fault that one of the characters decided to cast Cone of Blasting, a non-standard spell that does d6/level of shockwave damage in air. It shredded the worm, then they went back to base camp and spent several hours getting the mousse out of all the places it had got to.
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Old 11-08-2019, 06:27 AM   #10
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Quote:
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Question for the audience: What kind of environment would you find a Jelly Wyrm in? Other than a "mad wizard did it" dungeon of course.
Hunting range where the owners of the range has the money to pay for custom-made targets.
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