Monday, 31 August 2020

The Dimglitter Plain, Weird Outcrop Generator

(Written for Ordure Fantasy)

The Dimglitter Plain: 

A grim, dusty plain of brown grasses and yellow sand. Eruptions of complicated rock formations break up the otherwise featureless expanse. The rock copses are ever warping and mutating, drawing curious travelers to study them. The corruptive nature of the outcrops means they are often littered with sandy remains.



The Fey Outcrop is:

  1. Clumped, hulking, crude monoliths of glowing white quartz.
  2. Man sized crystal clusters of clear glass, shimmering with an iridescent sheen.
  3. Boulders, cracked like eggs and oozing hives of rainbow crystals. 
  4. Toppled shelves of milky, shining marble, surrounded by white, smooth pebbles.
  5. Cloud of fist sized green mica, hovering soupily above the ground. 
  6. An enormous building sized red sandstone, half of which has crumbled to dust - coating the nearby ground.

Made baneful by: 

  1. An infestation of ghostly green snakes of mist. If one of these acid spirits haunts a being, their stomach constantly sizzles in pain and they cannot be healed until spirit is banished or leaves host in d6 days. 
  2. A palpable emanation of dread, an invisible black sludge in the atmosphere. Test Luck when entering to avoid a black doomflame appearing above skull. A being with a doomflame fails their next Test (causing doomflame to dissipate).
  3. An itchy heat that emanates from the outcrop. Test Body to avoid skin sizzling, burning and peeling - losing 1 Health. 
  4. A voluminous white mist, slow tendrils reaching out then twisting in on themselves to rejoin the mass. Any being entering the mist must pass a Hard Mind Test to leave, referees are encouraged to make numerous random encounter checks if PCS are stuck within. 
  5. Veins of the outcrops stone fractally lattice out over the ground. Give the impression of breathing - heaving imperceptibly slowly. Mind Test to avoid being mesmerised by their patterns, if failed the repeating fractals become lodged in the brain causing distraction and making all Mind tests Hard for a day. 
  6. Earth visible compacted around the outcrop - a heaviness can be felt, a sucking towards the dirt, when approaching. Three Body tests are required to approach the outcrop, one Easy, one normal, the third Hard. Failure results in gravity clawing the being to the ground, pinning them prone. Further tests are required to move away from the outcrop.




And is littered with: 

  1. A spherical helmet of mirrormetal (worth d6 x 20 silver) and a hooded cloak of mirrorcloth (worth d6 x 30 silver). Both look like liquid silver.  
  2. The crusted remains of a rust tabbared knight and three squires - victims of the outcrop's baneful nature. A suit of deteriorating mail armour (+1 Body when defending in Combat, to a maximum of 5) is on the knight (it will fall apart after d6 days once used in combat). 
  3. The soggy remains of a man wearing a burlap sack and a huge straw hat - overtly victimized by the baneful nature of the outcrop. Hands are blackened with soot. A fist sized mosquito of jade, distended red orb for a belly, will fly from corpse on approach. Mosquito will greedily latch onto any being who can cast spells, reducing their Body by 2 and making spell casting Easy. Mosquito can be removed from the flesh with ease -  but host may form addiction to the sublime blood slurping agony. Note: Any being whose Body drops to 0 collapses into a vegetative state. 
  4. Three corpses of sticky black goo, crudely clinging to residual skeleton. Nearby the corpses, several holes chiseled into the outcrop’s stone. A two hand-held device lays clattered on the ground. Devices’ cobalt handgrips allow wielder to direct its spinning crystal tip to make the destruction of stone Easy. Requires a Silver coin as fuel for an hour of gouging.  
  5. The white, dissipating corpse of a petrified wizard. A Hallowed Device clutched in their crumbling hands
  6. A red-raw, red, blister covered corpse wearing a white robe and a heavy abundance of cracked mirror amulets. A glowing green chunk of gemstone nestles in a melted crater of flesh in the torso. Gemstone (worth d6 x 50 silver to a Wizard) constantly burns those that hold it, requiring Hard Body test every hour to avoid spontaneous combustion. 


Wednesday, 26 August 2020

Hallowed Device Generator


The wild and lost places of the Iron Rib Peninsula are laced with the wondrous, terrible technologies left behind by ancient celestial nobility. These eon abandoned treasures are known commonly as Hallowed Devices.


The Hallowed Device is:
  1. Six tiny blackmetal cylinders connected by tangles of waxy tubing - handling overwhelms with nausea. Test Body to not regurgitate stomach (Test regularly if transporting). 
  2. Arm length clear tube, whirring with internal cogs which are vaguely bodily organ in appearance - impossibly heavy. Hard Body Test to lift (Test regularly if transporting). 
  3. Green, skull-sized, enamel bauble. Shaped like the head of a cauliflower. Sometimes glows - Test Luck if touched, if success device heals 1 Health of touchee. 
  4. Two hoops of smooth silver, fused together. Slowly rotating as if molten - Test Luck when first handling the device, if successful Silver pieces on person doubles. 
  5. Jagged crystalline fist of raw iron - very slowly increases in size and weight, requiring increasingly Hard Body tests to continue to carry. 
  6. Flat, dinner plate sized, sheet of bronze, protruding several dim gems connected by golden wiring - Test Luck when handling to avoid a spark of crackling energy striking out from the device, Test Body if struck to avoid losing 1 Health.
With:
  1. Three pyramids of quartz that automatically triangulate a stinking, burning, purple beam at any who accost the holder of device. 
  2. Six tiny rainbow orbs swimming about the device. These orbs can be placed anywhere in the realm and the holder of the device will know where the placed orbs are. 
  3. Concentric rings of quartz spiralling from the device. A shimmering mirage of anything the holder of the device can see may be summoned. 
  4. A flat, pink triangle hovering above the device. The holder can direct waves of relaxation and pleasure towards any one they can see. 
  5. A black, handheld, sphere. Device floats nearby to this (transferring its weight to the sphere). If attacked while holding the sphere a skin of oily black goo is wrapped around body, absorbing d6 Health of damage. Goo dissipates if sphere dropped. 
  6. Several hives of bulbous whitesphere growths. The holder of the device never becomes tired (physically or mentally) nor needs sleep (but may die suddenly from unrealised exhaustion). 
And: 
  1. Budding with tiny rippling miniatures of device. Roll a Hard Luck Test when first held for first time by an individual, if successful the device creates a copy of itself.  
  2. Lined with iridescence grey strips. Device is only operable in sunlight.
  3. A wriggling worm needle that implants into holder’s flesh. Test Body when operating device to avoid internal damage.
  4. Six bulging ripples, symmetrically arranged along device. When ignored will sprout beetle legs and wander off to complete whatever job given eons ago. 
  5. A red, spherical, crystal swimming with hundreds of black orbs that angrily focus on all nearby the device. Device emits a searing red tinynova when operated, Test Body of all near the devices to avoid plasmic burning. 
  6. Wrapped in dusty moth wings that vivify into glorious psychedelic butterfly wings in the moonlight. Device is only operable at nightime. 

Monday, 24 August 2020

The Prodigal Caravan, A Wizard Infested Town for Ordure Fantasy

(Written for Ordure Fantasy - this is the base of operation for PCs in a hexcrawlly module I may be working on).


Perched at the sandy entrance to the Iron Rib Peninsula is a nomadic village of wizard wagons known as The Prodigal Caravan. Huge wheeled towers, twisted and warped by the fey energy and bizarre architectural tastes of their sorcerous owners. This community of wizardlords and their serf-like army of assistants have settled to rife through the ruins of the peninsula, hunting for ancient technologies, and study the vivified geology. A camp of the ubiquitous Red Sun Men haunt the outskirts of the village from a huge red tent - they carefully monitor the treasures dredged from the peninsula and brought to the wizards.

A wheeled tower of the caravan 

The PCs approach the caravan from a wheeled caravel, known as The Rusty Beetle. This land-ship has recently crossed The Traconerous Wastes. Its captain, Animax, has come to the peninsula in search of an ancient navigation device rumoured to be stored in one of the Crabkind effigies. Animax, a  wearer of pointy iron armour and several large blades, will only recross The Traconerous Wastes in exchange for the navigation device or d6 x 100 silver. The PCs may have crewed for The Rusty Beetle, if so Animax will offer bunks in the berth of the land-ship for them to rest (resting here will restore PCs Health to 4). 

The Rusty Beetle

Each of the enormous wagontowers has a public carriage-house at its base. Entry is via a stairway between the wheels of the carriage. Access to the wizard tower above is via a spiral staircase guarded by mace armed and spike armoured serfs (Health 4). Most of the caravan’s wizards are willing to meet with potential technology hunters but their guards will screen for timewasters.

The Carriage-house Beneath The Tower of the Wagon is a:
  1. Public drinking hall, filled with off duty serfs. 1 in 6 chance of a Wizard drinking here. Hurdy gurdy plays sad tunes. Wine is 1 silver and causes the next d6 Body Tests to be Easy, same amount of Mind tests Hard. 
  2. Travellers hostel, creaky, empty and run by a mopey serf. Sleeping in wooden beds costs 1 silver and restores Health to 5. 
  3. General Supply Store. Odd angled wooden shelves are filled with a huge array of mundane items, all selling for 1 silver each. 
  4. Stew Shop, smokey with the stench of meat and garlick. Enormous cauldrons roiling with sea birds and relatively exotic spices. A bowl is 1 silver and wards off starvation for a day. 
  5. Steamy greenhouse, overflowing with vines and organlike flowers. 2 in 6 chance of a wizard meditating here. Slightly rusty ornate iron chairs.  
  6. Serf dormitory. Roll d6: 1 - 2, locked and empty. 3 - 4, locked, sleeping serf. 5 - 6, open, serf tidying their paltry possessions. 
That is:
  1. Having repairs conducted by d6 serf labourers. 2 in 6 chance they will deny entry to the carriage-house. 
  2. Covered in eye meltingly gaudy curtains and cushions. A hypnotically patterned rug on sand at entry stairs. 
  3. Lit by iron lanterns with multicoloured flames, all hanging from huge black chains. 1 in 6 chance a flame will leave a lantern and float above a PC’s head for a day.  
  4. Surrounded by a thick greengrey fog. A Mind Test is required to navigate the way to the carriage-house stairs. 
  5. Covered in hundreds of ornate, full body length mirrors. 1 in 6 chance of a ghostly twin of a PC being summoned for the next day.  
  6. Guarded by a chained wooly, horned, horse-like beast. 2 in 6 chance that the beast snarls at the PCs and denys entry. Otherwise it snorts at them nonchalantly.  
Tower Wagon Wizard Generator, for when the PCs are granted an audience with a wizard, or encounter one in a carriage-house. All the wizards have 8 Health and any powers implied by their descriptions will affect all PCs in a turn. 

The Wizard is: 
  1. Laquatus Amb, bulging bare head, straining with worm veins and hands twice the size they should be. Purple rope tied across body. Psychic powers of subtle mind control. Obsessed with having the strongest brain in the realm. 
  2. Midnit Tual, never makes eye contact, always gazing out window. Pyramid of iron on sweat dripping head. Studiously records the weather then ceremoniously burns previous days record. Can summon lightning at will.  
  3. Farseer Illick, baroque metal armour engraved with interplanetary imagery. Prefers silence to all else. Sleeps all day, spends nights at telescope. Temporarily stupefies all those that cause aggravation.
  4. Era Ot, scuttles on augmented skeletal spider legs, which bellyfolds roll softly over. Surrounded by surreal statues of growing meat. Never lies. Grows meat in vat and fuses flesh with imbued scalpel.   
  5. Ror of the Dirt, enormous, flabby and filthy. Surrounded by mounds of steaming, black dirt. Whispers to saplings to invigorate them with otherworldly properties. These are often consumed to give Ror strange powers. 
  6. Stom Cerat, fuligin robe, cinched by a heavy belt of blood sample jars. Always whispers and often does so to the vials of blood around his body. Can summon warped beasts and miasmas from leaking veins.

Midnit Tual

And the Interior of Their Tower: 
  1. Is stuffed with mounds of sample jars, labeled in a mysterious script of the wizard’s own creation.  
  2. Houses slaggy furniture made of chunks of ferric meteorite.
  3. Mouldy with the thick stench of several preserved corpses (possibly the friends, family or enemies of the wizard). 
  4. Is opulent, gilded and hugely impractical. Huge thrones too ornate to sit upon. Desks so overwrought with decorative flourishes they are unusable.
  5. Filled with windows to places that don’t exist. Views of hypercoloured clouds swimming with gigantic purple jellyfish and vistas of inverted mountain ranges of green glass. 
  6. Hollowed out - just a mass of chain ladders and bridges. The wizard sits calmly and precariously, scooped in a chain net at the top of the tower. 
Wizard Serf Generator, for when the PCs encounter one in a carriage-house or in the dusty run ways of the caravan. All serfs have 3 Health and any equipment implied by their descriptions. 

The Serf’s Profession is: 
  1. Delicacy feeder - apron of tiny forks.  
  2. Sample preserver - belt of irregular jars and stinks of chemicals.  
  3. Will O'Wisp lantern stoker - burning with a ghostly green flame. 
  4. Vermin catcher - suit of ratskins, wooden cage backpack. 
  5. Dream interpreter - naked save for enormous chain slung tome. 
  6. Reagent archivist - slightly singed, rolling a rickety trolly of bubbling chemicals. 
They Wear: 
  1. Psychedelic mobile tattoos, colours ever swirling, edges slightly festering.  
  2. Too large robe, trailing in the dirt, face hidden in the too many folds. 
  3. A bouquet of chubby oozing succulents.  
  4. Thick leather belt studded with glowing gems - several wires emerge and terminate in flesh. 
  5. Skull sized pink geode hanging on neck with bronze wire. 
  6. Three oily and jagged prismatic crystals jutting from head - implanted in skull.
What Do they Want?
  1. An artifact incredibly specific to their profession - will provide their services for a day. 
  2. To give away a malfunctioning artifact specific to their profession - is cursed but seems a good deal. 
  3. To get a sample of their profession to a colleague in the furthest away wagon tower - will pay d6 x d6 silver for the service.  
  4. Some food - will pay d6 silver. 
  5. A loan of d6 x d6 silver to pay back an enemy - In exchange will provide services for an hour  
  6. Privacy, scuttle away from the PCs - they have stolen a profession specific valuable from their wizard.  

The Red Tent

The huge pyramidal tent of the Red Sun Men lurks ominously just in sight of the caravan. Swathes of thick crimson cloth pulled tight over sheets of lightweight metal, held rigid by royal architectural magics. 20 Red Sun Agents comfortably dwell within the tent. Entry is denied to any being not directly associated with the Autarch’s court (an abundance of vats, wires, pipes, chemicals, jumbles of artifacts, sumptuous silk beds, and endless plastic storage boxes are hidden within). Red Sun Agents (Health 10) fire repeating crossbows twice a turn, or slash with black sabres twice a turn.  

d6 Red Sun Agents, wrapped in skin tight tunics and swallowed in billowing cloaks of crimson, will approach any PCs new to The Caravan with a job to be completed in service of the glorious Red Sun King.


Red Sun Agents

The Red Sun Agent has: 
  1. A ridge of iron pyramids running along face and scalp - can communicate telepathically and send an undeniable command this way (test Mind to ignore) 
  2. An ornate bone barrel implanted onto backside and connected to torso via several tubes - can expulse metal melting acidmilk from shooting vents installed in wrists. 
  3. A forward hanging head, heavy from a hundred Red Sun King emblems around neck - Can curse, causing all target’s Tests to be Hard for a day (Test Luck to avoid).
  4. A pink gem pulsating in forehead - Test Mind to avoid agreeing with whatever the agent says. 
  5. A shimmering form, diffused at the edges and iron spikes running along shoulders - can act up to three times in a Turn. 
  6. A maw mouth that reaches back to the ears - whisper yells and can deafen for d6 rounds with a bellow (test Body). 


Saturday, 15 August 2020

Ordure Fantasy, 1d6 OSR Ruleset

I released Ordure Fantasy today. So people who don't want to buy the PDF can still play/check out the ruleset, I am posting the core rules/classes below. Enjoy! 

If you like the rules, and want some additional support material for the referee/a bunch of d6 tables to help you run the game, please consider buying the PDF: https://www.drivethrurpg.com/product/324369/Ordure-Fantasy

Also, if you like my blog and want to support me making more RPG stuff, please considering buying the PDF: https://www.drivethrurpg.com/product/324369/Ordure-Fantasy



The Core Rules:

Tests: A Test determines whether a Player Character (PC) successfully attempts something difficult or avoids danger. All Ordure Fantasy’s Tests are resolved rolling a d6. Tying or rolling under an Ability or Skill’s value is a success (something good happens or something bad is averted). Exceeding the value is a failure (something bad happens or damage is incurred).

Easy and Hard Tests: If a Test is particularly effortless or difficult, roll two d6s. For Easy Tests take the lowest result. Conversely, Hard Tests use the highest result.

Ordure Tests: When a Referee needs to check if the PCs situation becomes more deadly, dangerous, cataclysmic or annoying: roll an Ordure Test. This covers anything from checking if wandering monsters are encountered, supplies run out or if the PCs weight is too much for the rickety bridge being crossed. Roll a d6:

  • 6: The Ordure happens.
  • 4-5: Experience a rumbling, warning or disturbing portent of the Ordure.
  • 1-3: Nothing changes.

If rolling the same Ordure Test in succession, the Ordure range expands each roll (5-6, then 4-6, then 3-6, etc.) until Ordure happens. Use Ordure Tests to ensure PC's feel constantly endangered and that the world is trying to kill them.

How to Play: The PCs explore an environment the Referee describes in a freeform manner. PCs describe their intended actions and the Referee calls for Tests when appropriate. Use the Combat Rules during physical conflict between PCs and entities the Referee controls.
The game’s aim is for the PCs to have interesting experiences without dying.

Combat Rules: A PC and the Referee each roll a d6 re-rolling ties, lowest roll wins. Everyone on the winning side (monsters, enemies or PCs) have a Turn to act, then the other side acts in turn. Repeat until Combat ends.

  • A Turn: An entity may move and take an action.
  • Attacking: All attacks reduce Health by 1. Attacking PCs Test their Combat skill to hit, applying any additional effects of the Combat Skill. PCs attacking without a Combat skill use an Untrained Attack Skill of 1 which only reduces Health without any other effect. NPCs’ Health is their Attack Skill when attacking other NPCs (attacks against PCs automatically hit) and NPCs with 6+ Health automatically hit other NPCs until their Health is reduced to 5 or less.
  • Defending: When a PC is attacked, they Test Body or Mind (depending on the attack) to avoid being hit. If they fail, they successfully Test their Health or reduce it by 1. NPCs automatically lose Health when attacked and do not test Health.
  • Death: Anything whose Health is reduced to 0, dies.
  • Hazards: PCs may be damaged by hazards outside of Combat after failing a Test. Save a particularly catastrophic hazard, this reduces Health by 1. PCs endangered by a hazard must successfully Test their Health or reduce it by 1.



Creating a Player Character:

Attributes: You have three Attributes, the higher their value the more powerful your PC is in that attribute. Assign one a value of 3, another 2 and the last 1.

Body: The flesh’s strength and agility.
Mind: The brain’s astuteness and perceptiveness.
Luck: The likelihood fate smiles upon you in situations beyond your control.

Health: All PCs start with 5 Health.

Pick a Class: Each class has four associated Skills, pick three giving one a value of 3, another 2 and the last 1. The higher the value the better you are at it. Each class also has a Boon, a special ability usable once per game session. Boons do not require a Turn or an Action to activate and are effective immediately

Mercenary: A contractless soldier of fortune, trained in the arts of war without loyalty to any lord or realm.

  • Bow: Ranged Attack.
  • Sword: Melee Attack. Remove the target’s limb or appendage of your choice when passing your Skill Test by 2+, the Referee determines the impact of this.
  • Shield: You focus on defending for a Turn. On your enemy’s next Turn, any Tests defending yourself have +1 to Body and are Easy.
  • Intimidate: You can make sentient beings terrified of conflict with you.
  • Boon - Execute: Pick a target. Your next successful attack against them is instantly fatal.

Conjurer: An autodidact explorer of unreal realms and summoner of fey things.

  • Summon Emotion: Flood a sentient being’s mind with an emotion you choose. Higher level Conjurers summon stronger emotions.
  • Summon Element: You can summon a fist-sized ball of an element you’ve seen before whose potential size doubles each Conjurer level. The elemental ball is vivified after leaving your hand.
  • Summon Being: You can summon a being you have previously seen, under your control with Health equal to your level. A Conjurer may control half their level (round down) summoned beings.
  • Meditate: You can center your connection to the fey, after successfully meditating your next d6 Summons are Easy.
  • Boon - Conjoined Summoning: You can combine two Summoning Skills you know into one conjoined, automatically successful, instantaneous summoning. The Referee determines this summoning’s exact outcome.

Scoundrel: A generally charming alley rat unconcerned with the law.

  • Negotiate: You can convince sentient beings to do things they wouldn’t normally do.
  • Hide and Sneak: You can quickly vanish and sneak around undetected.
  • Lockpick: You can open locks without keys.
  • Crossbow: Ranged Attack. If successful, choose where it strikes. The Referee determines impact. Reloading takes a Turn.
  • Boon - An Old Friend: Pick a target. Roll twice on each side of the Random Reaction table selecting the combination for your relationship.

Curate: Some cult’s neophyte pledgeling excommunicated for heretical and gnostic preachings.

  • Heal: Restore a target’s Health by 1 (up to a value of 4).
  • Curse: You make all Tests against a target Easy. A Curate may have a maximum of their level Curses active at once.
  • Resurrect: You have one attempt to restore a recently deceased target to 1 Health.
  • Club: Melee Attack. A successful attack stuns the target, making them unable to act their next Turn.
  • Boon - Auger: Ask the Referee a question they must answer truthfully.

Equipment: PCs may carry Equipment equal to twice their Body Attribute. It is recommended only unusual, major, notable or important items are recorded to avoid being bogged down in minutia. Assume PCs start with their Profession and Skills’ mundane accoutrements (which do not bear recording).

Money: Each PC starts with d6 x 10 Silver.

Levelling Up: A PC who survives a session where something interesting, dangerous, exciting or entertaining happened, levels up, increasing one Skill or Attribute by 1 (up to a value of 4). At level 3 a PC can learn their class’ fourth skill with a value of 1 which increases like any other skill. A PCs maximum level is 6. More stringent Referees may require finishing a quest or some other arbitrary task before leveling up.

A Note on Combat Equipment: PCs begin the game with any specialised weapons they’re skilled in. As all weapons do 1 damage, a comprehensive weapon list is unnecessary. Armour exists but should be hard/expensive to acquire as it is relatively powerful. An Ordure Test is suggested after each Combat which strains armour to determine if it needs repair/replacing. Some Referees may restrict armour by class.

  • Leather Armour : Body Tests defending in Combat are Easy.
  • Mail Armour: +1 Body when defending in Combat (to a maximum of 5).
  • Plate Armour: +2 Body when defending in Combat (to a maximum of 5).

Get some monsters for the game here: http://lizardmandiaries.blogspot.com/2020/08/d6-monsters-from-ordure-realms.html

Or again, buy the PDF: https://www.drivethrurpg.com/product/324369/Ordure-Fantasy



Thursday, 6 August 2020

d6 Monsters from The Ordure Realms

Here are d6 example monsters from a game I should be putting out very shortly. It's essentially the fantasy version of Shit Future. Enjoy!

D6 Example Ordure Fantasy Monsters:
  1. Taskmaster Vombix, 4 Health: A creeping lithe mass of black slime, ridged with spines of emerald bone. A featureless feline shaped head opens with endless razor teeth, dripping green ooze laced with stupefying parasites. Test Mind if bitten to avoid compulsively digging in the dirt next turn . Any sentient being failing three of these tests becomes a thrall to the Vombix, mindlessly digging its tunnels and warrens until either dies. 
  2. Nursing Acid Wing, 12 Health: Reptilian headed, ruby feathered bird. Large enough to grasp a man in one scaled talon. Accompanied by d6 hatchings. Will scrabbledig a man sized hole and attempt to sieze target with talon (Body test to avoid) and hold them in it. She will then vomit torrents of white sizzling acid onto the hole-held target. Target takes 1 Health damage each turn in hole, requires Hard Body test to escape. Hatchings will eagerly sup soup from hole.
  3. Stone Hydra, Health 4: An anaconda of granite terminating in a meat hungry maw of several wide opening flaps. The hydras pink, splaying mouth is surrounded by a crown of grasping stone tentacles. The Stone Hydras flesh makes all mundane weapon attacks against it Hard.  
  4. Pig Bird, Health 2: A pink grub on bat wings. A long  bone needle beak is directed by oozing compound eyes to swoop and peirce targets. Pig Birds droolroost in the shadows, often surprising passerbys. They are known to pilfer for particularly valuable small items which they fly off to their greasy nests with. 
  5. Bleeding Tooth Men, Health 3: Pale mushroom men, balls of red syrupy fungus juice leaking from the large pores of their capheads. Bleeding Tooth Men will rub their white little fists in their poisonous fungus juice before punching their enemies. Targets must test Body to avoid being poisoned for d6 turns, taking 1 Health damage each Turn. Any meaty being killed by Bleeding Tooth poison will be decomposed by angry red mushrooms and eventually give birth to a whole family of fresh Bleeding Tooth Men. 
  6. Warpface Giant, Health 6: Fat, naked, malformed, features roaming and melting over their warped visage and torso. The giant has the shimmering, colour changing flesh of a cuttlefish, allowing it to hide with ease (Hard Mind test to spot). The giant is accompanied by d6 dwarf pigmen, spiteful mindless jigging and dancing things. The dwarfs will play with passerbys, while the giant watches unseen in the distance. Eventually the dwarfs will bore and attempt to eat their new playmates. The protective Warpface Giant will roar and attack any who harm his piggy brethren. 
The Ordure Realms