This past Historicon, my Saturday night Gnome Wars game had an unexpected visitor: a D&D flail snail that a player had purchased at the flea market and I could find no good reason not to allow it on the table. I made up some rules on the fly, and, as I planned, it proved more of a distraction to players than a game breaker.
Going through some ancient Gnome Wars correspondence with friend of the blog, Award-Winning-GM Mike Lung, I discovered he proposed giant snail rules way back in 2011!
Great Snail (Wild or Unmanned)
- Moves Slow: 6"
- Moves Randomly unless guided by gnome, guide gnome can also encourage the snail to use its acid spitting attack.
- Moves over any obstacle without penalty, except salt or fire.
- Hard to Kill: Only legal 6's with light arms wound the creature. Heavier weaponry, treat as a tank.
- Wounds: 4 (Tank results supersede wounds)
- Weapon: Acid Spitting 12" artillery, 3" diameter template
- Leaves a slime trail behind, effect lasts 3 turns. Roll d8 for each gnome crossing, on a 1-3, the gnome slips and falls. Each roll to get up, the difficulty goes up by 1 (1-4 fails on first attempt, 1-5 on second, and so on.) Gnomes that can't mathematically succeed are removed from the table.
Riding those roos is going to be jarring! Nice color scheme on the hydra snail.\
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