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Miscellaneous Novelties for GMs

Jason Mills
August '99


Bits and pieces, one-offs that escape categorisation, to be stuck in adventures for added colour.

Run, you suckers!

The Shadow of Janooth

Mmmm, delicious!

Mushroom Generator

The perils of ethology.

The Fiery Wombat

A refreshing dip.

Muddy Waters Swamp

It's sunny! Happy days!

Weather Matrix


The Shadow of Janooth
Run, you suckers!Janooth is a vivid, iridescent green bird, the size of a condor, which flies high and never alights. It is said that if you fall beneath the shadow of Janooth, you will be able to make a wish - but that you must do so before the shadow passes away from you. This is one of those bits of folklore that's very hard to test, of course, but it happens to be true. It's only fair to let the players come across the legend before they come across the bird, but place a long interval between the two events so that they won't be expecting it. Pick a character at random and give him, say, 3 seconds to formulate his wish - and grant it exactly as it was phrased at the end of that time, even if in mid-sentence. If they fluff it, they can curse themselves for the rest of time, as the likelihood of encountering Janooth twice is almost non-existent (though it might be fun to catch them off guard with a second fly-by and watch them fluff that one too). Locals, incidentally, will often seal an oath with the words "by the Shadow of Janooth".

Another option is to let them see the bird coming and have them scramble over each other to reach the shadow. SP saving rolls all round.

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Mushroom Generator
Mmmm, delicious!Mushrooms and toadstools grow all over the place. As their effects on the body are largely chemical-based, it can be argued that no magic will determine those effects in advance. (Certainly not an Omnipotent Eye spell.) There are (for our purposes) an almost infinite number of species, to be found in clumps of one species. Allow the delvers to find a clump or two when they stop to camp, each containing D4 mushrooms. Some of them may have permanent effects on characters - these will effect a chemical change in the delver's body which can only occur once (ie. no repeat rides for cumulative effect). Roll the dice indicated on each of the tables below for the characteristics of the species. I've included more positive than negative effects so the players aren't put off.

 

Appearance

Shape (D6)

1 Mushrm1.gif (94 bytes) 4 Mushrm4.gif (97 bytes)
2 mushrm2.gif (99 bytes) 5 Mushrm5.gif (94 bytes)
3 Mushrm3.gif (100 bytes) 6 Mushrm6.gif (102 bytes)

Pattern (D6)

1 Plain 4 Patchy
2 Spots 5 Stripes
3 Mottled 6 Ringed

Colour/s (D12)

1 Black 4 Green 7 Yellow 10 Pink
2 White 5 Blue 8 Brown 11 Indigo
3 Grey 6 Red 9 Orange 12 Purple

 

Taste (D6)

1 Delicious - make an L1SR on IQ or you'll immediately scoff another! 4 Execrable - make an L1SR on CHR or you'll spit it out before it takes effect!
2 Pleasant 5 Distasteful
3 Bland 6 Awful

 

Effects (D6 followed by D6)
D2 in number, each having a 30% chance of being permanent, otherwise lasting for D4 days

1, 1 ST x 3/2 2, 4 CON x 1/2 4, 1 SP + 3 5, 4 +1D6 attribute points to spread around.
1, 2 IQ x 3/2 2, 5 DEX x 1/2 4, 2 ST & CON swapped. 5, 5 +2D6 attribute points to spread around.
1, 3 LK x 3/2 2, 6 CHR x 1/2 4, 3 DEX & LK swapped. 5, 6 +3D6 attribute points to spread around.
1, 4 CON x 3/2 3, 1 ST + D6 4, 4 IQ & CHR swapped. 6, 1 Wiz learns new level of spells; Warr gets x3 armour instead of x2.
1, 5 DEX x 3/2 3, 2 IQ + D6 4, 5 Mysteriously learn a new language. 6, 2 Over following night delver grows by 6". Needs new armour!
1, 6 CHR x 3/2 3, 3 LK + D6 4, 6 All senses enhanced, with IQ, LK & DEX x 3/2. 6, 3 Hallucinogenic: delver useless until wears off, leaving IQ + D6 - D6.
2, 1 ST x 1/2 3, 4 CON + D6 5, 1 Can predict effects of all future mushrooms! 6, 4 Fever: dizzy and weak; ST & CON x 1/2. If permanent, only the fever wears off.
2, 2 IQ x 1/2 3, 5 DEX + D6 5, 2 Hair/beard grows at 1" per day. 6, 5 Restores any reduced attributes (eg. ST & CON).
2, 3 LK x 1/2 3, 6 CHR + D6 5, 3 Repeat last level bonus. 6, 6 Poison: takes effect after 1 minute; kills in D6 minutes if permanent, else agony for D6 hrs with CON x 1/4.

These effects might equally be applied to any potion, fountain or other one-off oddity.

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The Fiery Wombat
The perils of ethology.Locals tell ridiculous stories warning of flame-breathing wombats. (Preferably delvers should hear of this from a barely credible village idiot.) In reality the fiery wombat is indistinguishable in appearance from the more common, ordinary wombat. It is docile and solitary, but will fight if attacked. However, unlike its commoner cousin, it has large retractable claws and mighty sharp teeth, giving it an MR of 600; but of slightly greater importance is its intrinsic ability to cast a Hellbomb Bursts spell every combat round, so long as its MR remains above 300. (This action costs the wombat 36 MR points.) Rather unfortunately, it also explodes with a Hellbomb Bursts one minute after death - probably while the delvers are cutting off its claws to make a necklace...

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Muddy Waters Swamp
A refreshing dip.This swamp exudes vaguely magical, slightly foul gases. These work upon the minds of the delvers: they will find themselves wondering how cold the mud is and what it would feel like to be immersed in it. As the influence is subtle and cumulative, only the wisest and most experienced individuals can easily ignore it. For each hour spent in or passing through the swamp each character must make a saving roll on the average of IQ and CHR. The level of the roll will be the number of hours passed in the miasma. To take into account the delver's experience, they can add twice their own level to the roll. For all but the freshest adventurers, therefore, the swamp is unlikely to be dangerous for the first hour or two; but it takes three hours to cross the swamp on foot over the shortest route, and that's if you don't get lost...

Anybody failing the roll will slip away from their companions and ease themselves down into the thick mud, with a feeling of ecstatic anticipation. If they are not instantly rescued, there will remain no trace by which to follow them. However, D6 days later the delver will emerge somewhere on the outskirts of the swamp. Their equipment is still with them, but likely to be rotted or rusted to uselessness. The delver him/herself has been metamorphosed by the swamp and is now made entirely of grey mud. S/he need not eat, but must wholly immerse in water for one hour each week - more often if travelling in hot regions. Effects on PAs: IQ x 3/4, CON x 2, DEX x 2/3, CHR x 1/2. Ordinary diseases and drowning will not affect the character, and the aforementioned submersion in water will restore all CON - even regrowing lost limbs if a little clay is thrown in the tub! Prolonged proximity to fire is very bad news for the character, though, who may well end up as a pile of dry flakes...

In fact, the Muddy Waters Swamp is a sluggishly sentient entity, and though the delver doesn't know it, s/he is its means of reproduction. Every time this character passes through another swamp or marsh, s/he must repeat the saving roll regime outlined above - but this time it is the implanted instincts of the Muddy Waters Swamp that is being fought by the delver. If s/he fails, the delver will again disappear into the waters - but rather than later emerging, s/he will slowly turn the entire swamp into a sentient, magical replica of the mother swamp, infused with the delver's now rather woeful personality.

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Weather Matrix
It's sunny! Happy days!Keep the weather consistent in above-ground adventures without having to think about it. The column on the left lists the weather at the moment; roll a D% and look across the appropriate row to find the bracket which includes your roll. The column heading is the weather for the next hour or so. After a few turns, roll again. This table takes no account of seasons, so use your intelligence. It has also been inspired by the British experience of weather, rather than the slightly less interesting Los Angeles model (roll D%: on 1-100, sunny).

Rules of Thumb!
Each day allow a 1% chance of a storm.
In mountainous regions, or bleak midwinter, give a 1 in 6 chance of snow all day, halving movement.
Nobody likes going out in the rain!

Current weather

Next Hour's Weather

Snow Hail Rain Drizzle Fog Cloudy Bright Sunny
Snow 01-30 31-40 41-50 51-60 - 61-90 91-95 96-00
Hail 01-20 21-30 31-50 51-60 - 61-90 91-95 96-00
Rain 01-05 06-10 11-40 41-55 56-60 61-80 81-90 91-00
Drizzle 01-03 04-08 09-35 36-55 56-60 61-80 81-90 91-00
Fog 01-02 03-05 06-30 31-50 51-70 71-90 91-95 96-00
Cloudy 01-03 04-06 07-40 41-55 56-60 61-80 81-90 91-00
Bright 01 02-03 04-25 26-40 41-43 44-60 61-80 81-00
Sunny 01 02-03 04-20 21-35 - 36-50 51-65 66-00

 

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Updated 05/01/00 by Jason.