The Bunga by the Lake- a Cavepainting for Moss Covered Arrowhead

The Bunga by the Lake

A boomstick cavespainting for Moss Covered Arrowhead 

Check out mellongrug's Moss Covered Arrowhead


What Happening?

Lake Devil sleep in lake where Clam Tribe live. Clam Shaman start dreaming of Lake Devil. Lake Devil say if Clam Shaman go lake at night, Clam Shaman live forever. Clam Shaman go to lake and made Spike Grug by Lake Devil. Spike Grug to take more Grugs to lake to make more Spike Grug. Spike Grugs plan to wake up Lake Devil with bunga by lake and make all Clam Tribe into Spike Grugs.   

Moss Chief receive smokesignal from Clam Tribe. Clam Tribe berrypickers go missing. Clam Tribe Rockbangers think Bad Magic, as no Grug from other tribe seen. Moss Grugs go to Clam Tribe, find missing berrypickers, club Bad Magic. 


Clam Tribe

When Moss Grugs approach Clam Tribe, sun just coming out to sky and they confront by Clam Tribe Rockbangers. Clam Tribe Rockbangers accuse Grugs of grugnapping berrypickers and if Grugs protest, take to Clam Chief. Clam Chief scold stupid Rockbangers for how treat Grugs: Clam Shaman say Bad Magic, not other tribe Grugs. Clam Chief assure Moss Grugs no more problem. Clam Shaman do Bunga by the Lake to stop Bad Magic and bring back lost Grugs. If Grug ask, Clam Chief say how-many-finger-Grug-have-plus-two go missing since two moons ago.   

As Grugs walk around Clam Tribe, they swarm by little Gruglings who want to see new Grugs. If Moss Grugs calm down excited Gruglings, find out Gruglings not sleep well because of bad sleep vision of Lake Devil. If Moss Grugs ask around Clam Tribe, several Grugs admit bad dream of Lake Devil. 

By side of lake is Shaman bunga site. Clam Shaman set up bunga site with rock in careful circle pattern that make Grug head hurt when look at (0/1 SAN). All Clam Tribe, even Gruglings, avoid bunga circle.


Shaman Hut

Clam Shaman has two Rockbangers that follow Clam Shaman and make sure Bad Magic and Grugs not try club Clam Shaman. Clam Shaman not happy to see Moss Grugs, say must prepare for bunga by lake. Moss Grugs only get in way. Say lake have Bad Magic that make Grugs get lost, but have strong bunga that club Bad Magic and make lost Grug find way back. Grug with GRUGINT 50% see that Clam Shaman talk slow and walk stiff, and keep fiddling with something under fur cloak.  

Moss Shaman leave Shaman Hut only to go to Woods to talk to other Spike Grugs or to bunga site if hears that bunga circle messed up. If suspicious Grugs wait for Moss Shaman to leave, can sneak into Shaman Hut with successful Stealth roll, otherwise Rockbangers catch Grugs trying to sneak in. Grug with Search 70% find Lake Devil Spine and Slabs of Lake Devil, otherwise only find Slabs of Lake Devil.

Slabs of Lake Devil

Slabs of Lake Devil is many slabs of rock with cave painting on (Grug with Counting 30% now number is eleven). Slabs talk about Lake Devil:

Slabs say Lake Devil come to lake on big rock that fall from sky. Lake Devil call Grugs to lake in dream. When Grug come to lake, stab with spine which make Grugs strong but servant of Lake Devil. After big many years, Spike Grugs start melt when in sun so Spike Grug go live with Lake Devil. Lake Devil sleep at bottom of lake but one day wake up.

Slabs describe bunga to wake Lake Devil. Grug that study Slabs of Lake Devil for four moons lose 2d6 SAN, but gain 12% Unnatural and learn following rituals: Call Forth Those From Outside (Lake Devil), Exaltation of Flesh, First Secret.

Lake Devil Spine

Lake Devil Spine is long, sharp quill  imade of strange rock. Sharpest thing Grug ever seen and much less heavy than rock spear. When attached to Lake Devil, being stabbed by Lake Devil Spine turn into Spike Grug, but when not attached just hurt. 

Grug with Unnatural 15% recognise as spine of Lake Devil.

Lake Devil Spine uses Melee to attack with, and deals 2d6 damage and has 5 armour penetration.  The Lake Devil Spine can also be thrown, in which cases it uses Athletics instead.


Woods

Woods near lake avoid by Clam Tribe because Berrypickers hear voices there. Clam Shaman say noise of Bad Magics and only Clam Shaman should go in woods. Clam Shaman go to woods to talk with other Spike Grugs and scheme.

If Grugs follow Clam Shaman into woods, overhear Clam Shaman talk to Spike Grugs. Moss Grugs catch sight of Spike Grugs with Alertness 70%: Spike Grugs pale and move stiff, remind Grugs of Clam Shaman; Grug with Counting 30% count ten Spike Grugs. Spike Grugs say ready to hide in lake and emerge when Lake Devil wake and ask when bunga will be complete. Clam Shaman respond that all in place and bunga will be complete when sun go down and moon come up, as bunga need moon to work.

Grugs need Stealth 30% or Spike Grugs notice Grugs eavedropping. As Clam Shaman leave, two Spike Grugs emerge from shadow of trees behind Grugs while other Spike Grugs head to lake to prepare. Two Spike Grugs say Moss Grugs can become Spike Grugs or go to big hunting ground in sky. If Moss Grug accept, Spike Grugs try tie up Moss Grugs and leave in woods. Otherwise, Spike Grugs attack.

If Grugs succed to Search woods whilst Clam Shaman not there, stumble upon a Spike Grug who attacks them.


Confront Shaman

If Grug confront Clam Shaman before Shaman do Bunga by Lake, Clam Shaman angrily tell Moss Grugs they rockbrained. If Grugs attack Clam Shaman, he cower and let Rockbangers protect, but if Moss Grugs get through Rockbangers he protect himself. As Grugs attack Clam Shaman, Clam Tribe come protect Shaman in 1d3+2 turns. If Moss Grugs fail to kill Clam Shaman in that time, Moss Grugs quickly surrounded by Rockbangers who break up fight.  

If Moss Grugs have evidence, can accuse Clam Shaman of Bad Magic. Without evidence, effort automatic fail. Grug with Persuade 90% can convince Clam Chief Shaman does Bad Magic. Each piece of evidence lower threshold by 10%:

  • Moss Grugs have Slabs of Lake Devil
  • Moss Grugs have seen Spike Grugs  
  • Moss Grugs have figured out Spike Grug plan
  • Moss Grugs have Spine of Lake Devil
  • Clam Shaman survive club that kill other Grug

If Moss Grug convince Clam Chief of Clam Shaman's Bad Magics, Clam Shaman captured by rockbangers. Clam Chief question Clam Shaman but Clam Shaman only laugh, even as rockbangers start to club to death.

If Moss Grugs fail to convince Clam Chief and attacked Clam Shaman, they are banished from tribe. If they try return before Lake Devil Rises or Spike Grugs Attack then Clam Tribe club to death.


Lake Devil Rises

If  Clam Shaman able to do Bunga by Lake when moon come out, nothing seem to happen initially. Grugs can watch Clam Shaman do bunga and say sounds Grug not hear before. Grugs that read Slabs of Lake Devil recognise as bunga to wake Lake Devil.

When Clam Shaman done, everything seem quiet for time, before Lake Devil rise from water, alongside remaining Spike Grugs. Grugs would have to be brave or rockbrained to try club Lake Devil. Grugs will see screaming Clam Tribe Grugs dragged to Lake Devil and even Clam Tribe best Rockbangers mobbed down by combine Spike Grug and Lake Devil assault. If Grugs not run away, Spike Grugs attempt to drag to Lake Devil to become Spike Grugs. If Grugs tied up by Spike Grugs already, they dragged before Lake Devil whilst rest of Clam Tribe look on, already Spike Grug'd.

Moss Grugs that run can lead retreat of some Clam Tribesmen. Each Grug that stay behind slow down Spike Grugs and more Clam Tribesmen escape.

Spike Grugs Attack

If Clam Shaman bunga thwarted, when sun go down Spike Grug emerge from lake to club Clam Tribe. Moss Grug who keep watch on lake with Alertness 60% notice Spike Grugs emerge from lake and raise alarm, otherwise Spike Grugs already in Tribe before alarm raised.

If alarm raised, Clam Tribe shoulder burden of fight and only 1d6 Spike Grugs confront Moss Grugs.
Otherwise, Moss Grugs have to face off against 2d3+2 Spike Grugs.

End of Cavepainting

If Lake Devil awake and Moss Grugs get away, Moss Tribe receive smoke signal from other Tribe about encounters with Spike Grugs dreams of Lake Devil as Lake Devil cult spread (1d4/1d10 Helplessness). 

Moss Grugs turned into Spike Grugs, travel with copies of Slabs of Lake Devil to spread worship of Lake Devil to other tribe and summon Lake Devil to lakes.

As Grugs return to Moss Tribe, they receive following SAN rewards:

  • +1d6 if bunga by lake prevented
  • +1d4 if some Clame Tribe lead to escape by Moss Grugs
  • +1d4 if Slabs of Lake Devil destroyed
  • +1 for every Spike Grug killed


Stat blocks

Generic Rockbanger

STR 10 CON 10 DEX 10 INT 8 POW 10 CHA 10
HP 10 WP 10 SAN 50
Skills: Alertness 40%, Athletics 40%, Bow 40%, Melee Weapons 40%, Search 40%, Stealth 40%
Attacks: Club, 40% damage 1d10; Bow, damage 1d6, armour penetration 3.

Generic Spike Grug

STR 16 CON 16 DEX 6 INT 10 POW 10 CHA 8
HP: 12 WP: 6
Skills: Alertness 50%, Athletics 40%, Melee Weapons 40%, Stealth 40%, Swim 50%, Unarmed Combat 55%, Unnatural 40%
Attacks: Club 40%, damage 1d10; Grapple 55%, see Seize Grug. 
Armour: see Spike Grug Resilience.
Green Decay: After as-many-fingers-as-six-Grugs-have winters, Spike Grugs start to fall apart in sun. After that, sun hurt Spike Grug with Lethality equal to number of winters Spike Grug been Spike Grug.
Spike Grug Resilience: Spike Grug no need air, food, or water. Spike Grug also strong to all attacks and only take half damage, except for fire, bunga, or attacks with 15% or more Lethality. 
Seize Grug: If two Spike Grug grapple Grug, they try drag to Lake Devil (will not grapple if Lake Devil asleep). Grug have three chance to struggle free before taken to Lake Devil.
SAN Loss: Grug that see Spike Grug walk around like corpse, take 0/1d6 SAN loss from Unnatural.

Clam Shaman

STR 16 CON 16 DEX 6 INT 16 POW 16 CHA 8
HP: 12 WP: 16
Skills: Alertness 50%, Athletics 40%, Disguise 50%, Melee Weapons 40%, Stealth 40%, Swim 50%, Unarmed Combat 55%, Unnatural 50%.
Attacks: Club 40%, damage 1d10; Grapple 55%, see Seize Grug. 
Armour: see Spike Grug Resilience.
Green Decay: After as-many-fingers-as-six-Grugs winters, Spike Grugs start to fall apart in sun. After this point, sun hurt Spike Grug with Lethality equal to number of winters Spike Grug been Spike Grug.
Spike Grug Resilience: Spike Grug no need air, food, or water. Spike Grug also strong to all attacks and only take half damage, except for fire, bunga, or attacks with 15% or more Lethality. 
Seize Grug: If two Spike Grug grapple Grug, they will try drag to Lake Devil (will not try grapple if Lake Devil not awake). Grug have three chance to struggle free before taken to Lake Devil.  
Grug in Disguise: Clam Shaman pretending not to be Spike Grug. Uses berry paste to make skin not look like corpse and cover Spine wound with fur. Whilst trying to blend in, Cave Shaman has GRUGINT equal to their Disguise. 
Rituals: Clam Shaman know following Rituals: Call Forth Those From Outside (Lake Devil), Exaltation of Flesh; First Secret, Withering.
SAN Loss: When Clam Shaman reveal Spike Grug-ness, Grugs take 1/1d8 SAN loss from Unnatural.

Lake Devil

Aura of Power: All Grug present when Lake Devil appears is at a -20% Penalty on all rolls except SAN. Grugs that fail SAN to behold Lake Devil cannot act for 1d6 turns.
Lake Dweller: When in a lake, Lake Devil can move with amazing speed, but slow when on land. Even slowest Grug can out run.
Impale: Grug that get too close to Lake Devil will risk be impaled by Lake Devil. Grug have single Dodge roll to avoid, at -20% for every enemy they are grappled by. The Lake Devil Spine deals 2d6 damage that ignores armour, before injecting Grug with Lake Devil Venom, that works instantly and has a lethality of 50%. If a Grug dies during impalement, they are revived as a Spike Grug.
SAN Loss: Grug that see Lake Devil lose 1d6/1d20 SAN from Unnatural.


Published by arrangement with the Delta Green Partnership. The intellectual property known as Delta Green is a trademark and copyright owned by the Delta Green Partnership, who has licensed its use here. The contents of this document are ©Gaif, excepting those elements that are components of the Delta Green intellectual property.


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