d20 Mutha Oith Creations What The... - The Wanderers Guild Guide to Absurd Monstrosities.pdf

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H OW TO U SE THIS B OOK
Greetings, friend. Welcome to
What The...?: The Wanderers Guild
Guide to Absurd Monstrostiies.
This book continues the Wanderers
Guild Series, a collection of guide-
books de- signed to be of value to
players and game masters alike. The
books in the Wanderers Guild
Series are unique in that they are
presented exclusively from the
viewpoint of an actual member of
the Wanderers Guild, a fantasy
league of explorers, adventurers,
artists and academics.
Game stats for the d20 game sys-
tem have been provided in relevant
sidebars for each entry. Because the
book is written from the points of
various wanderers, no game terms
have been used in the actual body of
the text, allowing the book to be
used as a prop during play. Simply
cover the sidebars with a folded
sheet of paper and the book can be
read by players without concern
that they will learn secret game
information.
If you enjoy this book, be sure to
peruse the other books in the
acclaimed Wanderers Guild Series
(see page 62).
You may notice a lot of these
monsters are low level wusses.
That’s intentional. Maybe next year
we’ll release a free book with more
bad-asses, if you’re good.
W HAT A M I D OING H ERE ?
B Y W AY OF I NTRODUCTION
There we were, minding our own business, walking through an ordinary old swamp. All of a sudden,
I was face-to-face with more eyes, teeth, and facial orifices than I'd ever seen in my life. What the…?
-Covin Vanya, Guild Wanderer
Come one, come all… It feels like I
should be introducing a sideshow of freaks at
the local carnival instead of a respectable
compilation of the Guild - but if I start getting
into nuances, I'll never stop. You see, I'm not
a writer or scribe for the Guild. I don't even
qualify as a proper adventurer, because when
I go anywhere I'm generally just tagging along
drawing specimens in my book. Someone else
always leads. So during one of my recent taga-
longs, we found the weirdest creature, which
we named the "Turdle." It wasn't dangerous in
the least unless you count the fact that it
made everyone giggle incessantly for well
over an hour. Our intrepid leader, Kesh
Ferrar, suggested that *Justin* sketch it and
said we should have some section in the
archives devoted to the absurd creatures the
Guild have found along the years. I, with my
big fat mouth, wholeheartedly agreed, and I
soon found myself in charge of designing such
a book. Now here I am, wondering how the
heck I got talked into this… so please excuse
the sarcasm.
It all started small, with just that
one Turdle. It seemed like an ordinary reptile
until we witnessed its tendency, when threat-
ened, to vacuate its bowels and roll in its own
distinctively aromatic excrement. Apparently
it thought this hideously odiferous act made
it invincible, since its demeanor changed
from cowering to glowering. After that expe-
dition got back to Farwander Hall and we fin-
ished giving our report, we all sat down for a
nice pint of gourmancer ale and started
telling stories. We all know Kesh can't help
but talk himself into the center of attention
when he's drunk, and so of course it was he
who brought up the Turdle, hoping to get a
few laughs. And laughs he got! He also (of
course) told everyone about his idea to start
this book of funny and strange beasts and
prompted me for reassurance. When I said
that yes, I had indeed thought it was a good
idea, he promptly announced that I had
"offered" to compile all the Guild-found
weirdness that hadn't made its way into
another book yet. The fact that I was also
drunk at the time probably prompted the fist-
fight that ensued, but Kesh is this lanky half-
nadthra monstrosity and he always wins fights.
No, he isn't afraid to hit a girl, or at least not
me…
So I lost the fight, and the next
morning the enormity of the task hit me like a
ton of Forcs. I was going to have to search
through all the archives and find monsters
that people could laugh at. We'd already com-
pletely documented a few, but those all
belonged in other books, such as those devot-
ed to a certain setting. I had to go and find all
the bits and pieces that hadn't made their way
to completion for some reason or another -
maybe they were just too weird, or not "seri-
ous" enough for Guild study. Because of this,
most were incomplete. We had notes or a
sketch at best. So I reluctantly punched
myself in the face, picked my nose, and cursed
my own enormous rear end while everyone
else laughed at me…
Oh! Shifty little inkling! I know
exactly how to take care of it. HA! YOU'LL
NEVER GET RID OF MEEeeeeee…
Encounters
Listed after the d20 game stats
for each creature are several
detailed encounter ideas represent-
ing a range of character levels. For
additional encounter ideas or to
submit your own, please visit the
official Wanderers Guild website:
www.wanderersguild.com
Special Entries
Various new trappings, spells,
weapons, and wondrous items are
scattered throughout the pages
of this tome. The Innards page
does not include an index to
these special items because that’s
just too much to ask in a free
book. However, for the edifica-
tion of the inquisitive, that infor-
mation is listed right here:
P AGE 7: A NKLEBITER B ITER
P AGE 25: G IANORMOUS B ANNER
Page 35: M EITER S R OBES
P AGE 39: G LUTTON B UTTON
P AGE 45: G IFT OF G AB ( SPELL )
P AGE 47: S IGNET R ING OF F ORGERY
(hidden within the text for extra fun)
P AGE 53: S ASSY - SQUASH G OULASH
Whew. If you've never heard of an
inkling, see the exhaustive study included in
these pages.
As I was saying, I reluctantly
recruited several Guild scribes and artists to
flesh out the entries we found. There were
even some new ones brought back by expedi-
Words By: Meg Lyman
Art? By: Justin Russell & Andy
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tions during the time I was working. This book
represents the hard work of a lot of artists,
writers, and explorers, especially me. And all
for your amusement. Oh well, it's not so
bad… I could be cleaning Morgandale's cham-
ber pots.
the Guild I don't know), and they of course
shoved me off into this other world to illus-
trate the creature. This tome, therefore, is
like the Wanderers Guild Guide to Funny
Freaks at the Carnival, and provided more for
amusement than as any sort of scientific
study. You know, some of these might even be
made up - a kooky conglomorative collabora-
tion of some of the more prankish artists and
writers in the Guild. But most of it is real; I
swear that there are such hilarities prowling
the lands around Farwander. I've seen and
laughed at more than a few, myself.
Enjoy and laugh, but don't bust your
What we have presented here is a
collection of monsters from a plethora of
habitats and locales, with little or nothing in
common except that the Guild found them
and they're all completely absurd. They range
from laughable to frightening and punny to
otherworldly. We even have an entry written
by someone from a totally different plane of
existence (how he got it here or heard about
gut.
-Kolyma, Guild Artist
What’s this thing. Some kind fo freaky anteater or something?
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