Showing posts with label Non-horses for courses. Show all posts
Showing posts with label Non-horses for courses. Show all posts

Friday, April 21, 2023

Gronk

"Look, if you put your teddy bear at the bottom of the bag you're just going to have to wait until we stop to get it out."



Number Appearing:  1 to lots

Size: Giraffe

Armor: Pack saddle

Resilience: As large herd beast

Intelligence: Questionable

Communication: "Gronk!"

Disposition: Domesticated

Violence: Variations of "trample"

Enemies:  Large predators, bandits, gopher holes

Aims:  Keep moving forward

Peculiarities: Dwarf sauropods are peculiar in the same way as jumbo shrimp

Treasure: As caravan

"Picked 'em up in Damascene.  Salt was cheap and almonds were dear and we needed extra beasts to haul it all home.  The man that sold them to us said that the merchant he acquired them from claimed they were from somewhere around Akka Arrh, but that doesn't make any sense.  That place has been lost for centuries, if it ever existed."

Gronks are "dwarf" sauropods used as beasts of burden.  They're fairly unusual outside their home range of "not here".

Format cheerfully swiped from They Stalk the Underworld

Friday, December 29, 2017

A Bit of Culture (it grows on you)

"William", courtesy of The Met
This is a 3,800-year-old knick-knack from an Egyptian tomb. Over the last hundred years, it's become a mascot of sorts for The Met.  If you take a close look at the lotus markings, they're really just made out of triangles and dots.

Painting by Charles R. Knight
These things said "Hong Kong" when I was a kid.



Uintatheriums are a somewhat odd extinct mammal.  The tusks give them a certain resemblance to hippos (they're not meaningfully related to any modern mammal).  Uintatheriums started popping up in bags of chinasaurs around the time that Gary Gygax was playing with other cheap plastic critters in his basement, but never got turned into anything iconic, D&D-wise.

Reaper 77144: Mummy for scale.

This sort of thing is what happens when I play with cheap plastic critters in my man-cave.  Acrylic paint, an alcohol pen, and a paperclip used to wire him to the Magic-Sculpt base.  The biggest time consumption came from the cleanup stage - the molds have not aged well.  One big advantage over doing this in the '70s is that I can pull up a 3-d view of the original hippo's markings while I've got the pen in hand.  He's deliberately glossy because "William" was originally glazed with blue glass.  He seems to be perfectly serviceable as a statue, living construct, or magical critter.  I kind of picture him as an immobile oracle that speaks with a lisp due to the tusks.



Sunday, February 21, 2016

Herd Snail


Number Appearing: Herd

Size: Watermelon to cargo van

Armor:  Thick stony shell

Resilience:  Surprisingly difficult to kill

Intelligence:  Not that you'd notice.

Communication:  Not much.

Disposition:  Sluggish.

Violence:  May stab other snails as foreplay.  Otherwise no.

Enemies:  Rustlers, assorted carnivores, Gourmands

Aims:  Not as such.

Peculiarities:

  • Vulnerable to salt.  Snailherds use goads tipped with rock salt.
  • There are legends of very patient knights training the beasts as Destriers for no readily apparent reason.  Snail jousting may be popular in faraway lands that haven't heard of cricket, competitive walking, and other forms of spectator tedium.
  • Those raised as livestock usually don't get much bigger than a small cottage, but keepers of snail lore maintain that they never stop growing and do not die of old age.
  • Rustling them via herding isn't really practical.  Rustlers on the Beanstalk tend to roll them to a waiting flying boat at the nearest leaf edge.  Turns out that the hulls of flying boats are inexplicably delicious to herd snails, so one way or another they don't go very far.
Treasure:  Love darts (piercing blades of a size relative to the snail, very effective vice boneless creatures), vaqueta steaks, Copious quantities of disgusting acid-proof slime

Format cheerfully swiped from They Stalk the Underworld

Sunday, January 25, 2015

Animate Structure

Some magic is about sacrifice.  A castle can have a garrison and sit in the middle of a friendly (or at least ethnically loyal) population and change hands regularly.  A wizard's tower can stand alone for centuries.  Because every now and again, some idiot gets an army together and tries to take one.  Their legends discourage future attempts.

This is more of an item ability than a spell.  A wizard with the correct property rights may once (not once a day, once a month or once a millenium, but exactly *once*) activate a magical structure to defend hearth and home.  This takes a bit of time (one full turn, ritual casting, or however your game covers "about as long as it takes to brew a cuppa without a fire going").  The wizard must have legal title to the place, either inherited, elected, or constructed.  The structure fights as an enormous golem, running along on its pillars, columns, or flying buttresses and steamrollering anyone that doesn't get out of the way.  It moves either the length of its footprint or its height, whichever is greater, in a straight line every round.  Everything that doesn't get out of the way is essentially getting hit by a rockslide.  The building is still a building - its ability to take damage is neither lessened or increased.  The structure will fight for one round for every year that the wizard has lived in it, plus a round for every five years that previous owners in the line of succession have not used the ability.  At the end of this time the structure must make a Saving Throw - success means it still stands, if it is able to on the location it ends the duration in.  Failure means it collapses in a pile of masonry, its wizard pilot usually escaping the collapse by one sorcerous stratagem or another.  The duration on this ability means that it is normally only used in defensive circumstances.   But there was this one resurrected Pharaoh...

Friday, August 15, 2014

Saddle Cat

Grey Carousel Cat

So, it's clearly a part of the zeitgeist.  Or at least was.  It probably still should be, what with YouTube being one giant shrine to Bastet.  So yes, it should be okay to have your character to tie a feathered mousy to the end of his lance and ride into battle upon a couch leaping, yarn chasing, cheezburger hazzin' giant kitty.

The Good:

  •  Talk about riding a jumper.  Saddle cats are capable of leaping twice as high and twice as far as a light warhorse and can charge their regular move distance straight up a masonry wall or wooden palisade.
  • Causes abject terror in ratmen
  • No need to dismount to be sneaky
The Bad:

  • They can only be ridden 2 hours a day - they choose which 2
  • The fish bill.  Oh dear merciful Bastet, the fish bill.  Seems they'll go through a barrel of salted fish every couple of days, plus hard tack, jerky, and whatever the local farmers would prefer they not catch.
  • Prone to dragging grooms around in their mouth without provocation.
The Ugly:

  • Lock up the Familiars
  • Occasionally fall through ceilings
  • Dragging the groom around means it's *your* turn to clean the enormous litter box



In game terms, I'd just give them the same stats as a cavalry horse, but with twice the movement capability (jump or charge), twice the damage, no endurance, and enormous upkeep costs.  They should also be capable of stealth and very hard to surprise.