The Snowflake Dungeon Part 10

This is going to be a fun one.

 

Why? Because I get to make an absurd random table.

 

It’s what’s gonna be the mutant’s mutations. Hell yeah.

If you’ve missed the previous posts about a snowflake dungeon, you can find them here.

So quick reminder, were on step 5 of the Snowflake method of dungeon building, which I have decreed means character descriptions and stats. My plan is to do them faction by faction. Today, we’re doing Lugpopple and the Mutants, which is not an 80s New Wave band, despite the name.

This is going to entail two stat blocks and a table – One for Lugpopple, a base one for the mutants, and a table to mutate those little freaks.

Lugpopple

Armour Class

6 [13]

Hit Points

3hp

Attacks

1 × Janky Scepter (1d6)

THAC0

19 [0]

Movement

60’ (20’)

Saving Throws

D14 W15 P16 B17 S18

Morale

6

Alignment

Neutral

XP

5

 
  • Immortal: Lugpopple can not be killed as long as the Forever Stone is lodged in his head.
  • Regeneration: Lugpopple regenerates 3hp each round.
  • Mutation Catalyst: If a creature can not move, Lugpopple can turn it into a mutant. A rocky probiscis extends from his mouth into the victims, dripping a black goop into their throats. Their bodies will start violently changing. Within an hour, their mutation will take effect. Roll on the random mutation table to see what happens.
  • Master of Mutants: Any mutant must make a save vs spells to ignore a command given by Lugpopple.
  •  

Lugpopple speak about self in third person! Lugpopple think goblin god (wait, there’s a goblin god?) choose Lugpopple to be Mutant Queen! Lugpopple need to make more subjects until Monastery gone – but also, to protect from Ghouls and things below.

This weird little goblin got lost from her tribe after a series of misadventures. Thinking it was a place she could hide from the dangers of the forest, she ended up in the ruined temple. While inside, she fell down a shaft. The fall should have killed her, but she landed on the forever stone, the magical rock embedding into her head. It made her functional immortal and taught her the ways of creating mutants.

Mutants

Armour Class

6 [13]

Hit Dice

1 (4hp)

Attacks

1 × weapon (1d6 or by weapon or by possible mutation)

THAC0

19 [0]

Movement

120’ (40’)

Saving Throws

D12 W13 P14 B15 S16 (1)

Morale

8 (10 if Lugpopple is present)

Alignment

Neutral

  • Mutated: Roll on the mutation table for their specific mutation.
  • Past Life: Their past lives are like distant memories.
  • The Bidding of the Master: Mutants must save vs spells to ignore a command given by Lugpopple.
 

Mutation Table (d20)

  1. Super Size – Gains 1d8 additional HP
  2. Extra Limb (d4) – Arm (additional attack each round), leg (movement is 150’/ 50), tail (can hang from things or use it to manipulate objects, but not attack), stump (no mechanical effect, but they can wiggle it).
  3. Wings (can fly)
  4. A second head, prone to being argumentative.
  5. They glow, shedding light in a 20ft radius at all times.
  6. They have no bones and can squeeze their body under tight spaces.
  7. Their skin looks like rock (AC 3 [16]).
  8. They emit a 30ft aura that causes creatures within it to lose 1 hp a round. Their skin is pale and sagging on their bones.
  9. Nothing visible, but they have a little dude named Sal that lives on their stomach, ala Total Recall.
  10. They have a third eye that can see into the future. Unfortunately, it only sees really banal things that never involve anyone present.
  11. They’ve developed claws (1d4).
  12. Spiders fall out of their mouth every time they talk. Just daddy long leggers. It’s annoying.
  13. They can detach their hands and head from their body with no ill effect. They operate as if their nervous system was still attached (the head still registers with the hands feel, the eyes still see, etc.)
  14. Their legs are like that of a frog. They can leap 60ft long or 20ft high.
  15. Their bones have been replaced by a gas. Their body looks a little bit like a balloon and floats in the air. If they suffer a single point of damage, their body pops like a balloon as well. Ewwww.
  16. They have terrible gas and it emits from their bottom in varying shades of the rainbow.
  17. They regenerate 4hp each round.
  18. They can (and will) eat and derive nutrition from anything.
  19. They urinate alcohol. Their comrades know this and… well, you can guess how that plays out.
  20. They have a third eye. It shoots laser beams (1d10).
 

Note: If a PC is mutated by Lugpopple, they must make a save vs spell to retain their identity. If they fail, their character becomes an NPC serving Lugpopple. If they succeed, they receive a mutation but do not serve Lugpopple. In either case, their stats do not change unless the mutation would specifically cause that to happen.

 

That was a fun table. This has made the mutants a lot more interesting to me now and I wonder how it would feel in play. This was the first time since I’ve started this project that I started thinking about actually running it. I’m gonna take that as a good sign.

Next time, I’ll do the ghouls, but this is it for now!

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Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.