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Grippli Group, Small, Stealthy, Magical, Intelligent basic weaponry, including dart guns (d6 damage 1 piercing) 7 HP 0 armor Close, Far Special Qualities: amphibious, camouflaged Grippli are a race of poison-dart-frog people. They form communities in damp wet places and by the seashore. Grippli desperately want to be seen as one of the main sentient races, and will ambitiously try to prove their worth as a race. Grippli can be friendly, but can also stealthily poison anyone that they oppose. They are a relatively innocent race, and do not have thieves or good liars. Most Grippli tend to become rangers, at which point they have stats as a 1st level ranger. Instinct: to gain influence
- poison: 1d4 damage ongoing
- hide in water or vegetation
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Mushroom Folk Group, Small, Magical, Amorphous Spear (1d4 damage) 5 HP 1 armor Close, Near Special Qualities: Projects visions (confused or sick -1 ongoing) Mushroom folk have been found thriving in the moist and humid areas of Dungeon World for as long as anyone can remember. Though historians often enjoy their company, as they have much more knowledge of earlier years, it can be hard to win their favor as civilization encroaches on their living environments. Rather than fingers, they have opposable mycelial roots. When in their villages, they can interweave these with their fungal structures as a means of communication amongst each other. This process, called solidelipathy, also allows them to share any collected nutrition. This nutrition comes from often comes rot and decay. It has become an important part of their way of thinking and a loose hierarchy forms in the mushroom communities based on which individuals have moved further along in their own natural decaying processes. Often, this simply matches their age, though a mushroom who has undergone a particularly harrowing life will rise in ranks faster than an elder. The mushroom folk are intimately acquainted with many forms of poison and are known to use them to create powerfully hallucinogenic toxins. These toxins are for the most part used to confuse and terrify enemies in battle but the mushroom folk can modify them in a way that will grant allies visions of the near future. Instinct: Protect their teritory (forest/caverns)
- Spore burst (Blood weed poison, 1d4 ongoing damage))
- Solidelipathy (Call for help)
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Mushroom champion Solitary, Large (8-10 ft), Amorphous Rotting clobber (1d8 damage) 10 HP 2 armor Forceful Special Qualities: Poison on contact (1d4 damage ongoing) This decaying mass of fungal flesh is a longstanding warrior of the mushroom folk. Old enough to know only mycelial language, the brute has no means of communicating with anyone of a different race. Poison spores rot off its every cell, making close combat a deadly task as any contact is dangerously intoxicating. The roots of these brutes can hold fast against hurricane level winds, allowing any of these ancient champignals to simply entwine itself to a spot and defend until kingdom come. Only a select few mushroom folk have the composition to hold together this well and the few per colony that do are held in high enough esteem to be legends in their own time. Instinct: Protect colony
- grow roots (immovable)
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Mushroom 'Spore-mage' Solitary, Intelligent, Amorphous magic missiles (2d4+2 damage) 10 HP 1 armor poison spore (1d4 damaga ongoing to all in vacinity), Far Special Qualities: project visions/hallucinations (confused or sick -1 ongoing)- Leaders among the Mushroom folk. Spore-mages are ancient by fungal standards and thus the furthest along in decomposition. They guard ancient secrets dating back to before beings became self aware. They farm the root systems that grow to become the colonies young. Instinct: Guide colony, protect secrets
- cast spells and poison spore
- protect young
- communicate with local ecosystem
- detect alignment