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Old 11-18-2001, 12:21 PM   #3
Caine
Elminster
 

Join Date: October 10, 2001
Location: Johannesburg,Gauteng,South Africa
Posts: 405
And finally some dumb creatures
T

hree-For-One Tony "the Deviant DM" Leone
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CLIMATE/TERRAIN: Any
FREQUENCY: Very rare
ORGANIZATION: Solitary
ACTIVITY CYCLE: Unknown
DIET: Fear
INTELLIGENCE: Godlike (22)
TREASURE: Nil
ALIGNMENT: Neutral
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NO. OF APPEARING: 1
ARMOR CLASS: 6
MOVE: 12
HIT DICE: 5
THAC0: 15
NO. OF ATTACKS: 0
DAMAGE/ATTACK: 0
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Unaffected by all spells except wish.
MAGIC RESISTANCE: Nil
SIZE: S (4' tall)
MORALE: Steady (11-12)
XP VALUE: Nil

Background: A three-for-one appears as a spherical orb when first found. When
a player touches the orb, the creature appears- a 4' tall, gray wookiee-like
creature. It announces the following: "Ahhh, thank you. I am a three-for-one.
I will grant you three wishes- anything you like, with no ill effects.
However, after I have granted your three wishes, I get to ask a wish of you.
If you cannot grant me my wish, you will be completely and irretrievably
slain."

From then on, the creature may show up at any time, to watch the party and see
if it can be of any help. At this point it will live on the fear of the
players that he may need to use the services of the three-for-one and thus
enter into a matter of life and death. The creature will bear no remorse if
the players does not want it around, and it will leave with no grumbling if
asked. Once the first wish is made, however (and a good Dungeon Master will
tempt the party with possible uses of the wishes), the creature lives on the
character's fear of making the third wish and not being able to grant it.
After the third wish is made, the three-for-one will automatically appear and
tell the players that it gets to make its wish. However, it will not make its
decision right away. In order to consume lots of fear from the players, it
will tell him that, "When I need my wish, I'll come back." Thus the players
will no doubt rue the next appearance of the monster.

Should the players ever be in danger of getting over his fear, the monster
will reappear, and probably scare the players shitless. However, it is not
likely to ask its wish, just watch the players. If the players ever decides
that the creature is stalling, the three-for-one will appear and make a demand
which is doable, but difficult. (This should be used as a last resort). Thus
it will feed upon the players constant fear of failure as he tries to carry
out the wish. If the players carries out the wish, the monster will renew
its offer as if he was newly found. If the players cannot grant the wish,
nothing unusual happens. You see, the character will not be hurt by ignoring
the monster but the monster will never tell him that or it will have no fear
upon which to feed.

:::::::::::::::::::::::::::::::::::::::::::::::::: ::::::::::::::::::::::::::::Barney (STU_DRFULLER@JMUVAX.bitnet)
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CLIMATE/TERRAIN: Nine Hells, Gehenna, Hades, The Abyss, PBS
FREQUENCY: Very rare or daily at 4 p.m.
ORGANIZATION: Solitary
ACTIVITY CYCLE: Day
DIET: Little children's minds
INTELLIGENCE: Insipid (-12(
TREASURE: Merchandising Contracts
ALIGNMENT: Purple evil
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NO. OF APPEARING: 1 (maybe attended by 1-100 Barney zombies, see below)
ARMOR CLASS: 10 (big and plush)
MOVE: 3
HIT DICE: 8
THAC0: 12
NO. OF ATTACKS: 2
DAMAGE/ATTACK: 1-10/1-10
SPECIAL ATTACKS: Hug (3d10)
SPECIAL DEFENSES: Aura of intolerable idiocy
MAGIC RESISTANCE: 90%
SIZE: L (8' tall)
MORALE: Stupid (30)
XP VALUE: 4,000

Barney is a demon from the lower planes, a great purple and plush deformed
dinosaur. It is the enemy of intelligent lifeforms, eternally seeking out
small children and feeding on their natural intelligence and curiousity.

COMBAT: Barney will normally attack with it's two great paws, each inflicting
1-20 points of damage. If a victim is struck with either paw and fails a
saving throw versus paralyzation, they are dragged to Barney and may be hugged
next round. A hug inflicts 3-30 points of damage each round until the victim
or Barney is killed.

Barney may also utter a 'Power Word I love you' once every three rounds. Any
adults hearing the power word must save versus spells or flee in terror for
1-6 rounds. Any child hearing the power word must save versus spells or be
controlled by Barney. He or she will thereafter follow Barney's commands with
a delightful smile, and is subject to continued brainwashing. Each day that
a child is in Barney's control they may be taught another lesson by Barney,
decreasing their intelligence and wisdom by 1. When either statistic reaches
zero, the child becomes a mindless Barney zombie! Barney zombies follow his
commands with love and a delightful smile, and eagerly spend gold coins on
Barney merchandise.

Barney is constantly surrounded by an aura of intolerable idiocy. Any
individual within 20' must save versus spells once per round or lose 1 point
of intelligence. When intelligence reaches zero, the victim falls to the
ground in a quivering, gibbering wreck. Intelligence may be regained at the
rate of 1 point per day afterwards. In addition, the aura tends to make
spells go awry, tactics to fail, and mundane items to become intelligent
with their own insipid personalities.

HABITAT: Barney resides in a great temple and television studio on the lowest
plane of the Abyss, with areas extending into every lower plane and prime
material plane via transdimensional gates. He is constantly surrounded there
by 1-100 Barney zombies clutching plush dolls and lollipops, which they may
use as +2 maces in combat.

ECOLOGY: You're kidding, right?
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