Chapter 2: Big Momma

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Introduction

READ


You fell into a hole, but this wasn’t just a hole. This was a tunnel! Thieves shoot a volley of arrows into the tunnel, hoping to hit you.

You wrap your body around the squishy eggs and you do your best to protect them, many of the arrows hit your armor, but many also hit you.

When you land, you expect to hit hard ground and suffer broken bones. However, you don’t. You fall down on something very soft and squishy. Tired and weary, you faint.

Big Momma

DUNGEON MASTER GUIDE


Encourage the adventurers to heal.


The adventurers will find out that they landed on a big stuffed creature named Big Momma. Big Momma does not tell the adventurers her name or who she is till she knows she can trust them. She senses that the adventurers have eggs.


Big Momma will protect the eggs by attacking the adventurers if they do not play nicely. In the end, to progress the game, the Dungeon Master must do everything to convince the adventurers to keep and try to raise the eggs. The good thing is that for the most part, kids are very curious and want to raise the eggs. If, however, they are not, some convincing arguments can be:

  • (Good for building empathy)

    • Try to at least keep them until they can find a home for them.

    • They just took the eggs from the frog, the creatures inside the egg will die if they are not taken care of.

  • (Not so good, but if none of the above work)

    • The eggs may hatch into creatures that can help them on their quests.

    • The eggs gives them special buffs (such as +1 to health) and then provide these to the adventurers.

READ


With your vision getting clearer, as you start walking, you start losing your balance.


Could this be because of your injuries? You look down and notice the ground moving as if you were walking on a bed of water. What is this strangeness!? Suddenly, you hear a loud thundering voice ,”Who are you and what are you doing here?!”

TEST AWARENESS


All classes roll a D4. Adventurers test awareness and try to get up. Each adventurer rolls awareness and gets healed the amount that they rolled. On critical success, the adventurer is fully healed.

  • 1 is rolled: Epic Failure: You manage to bring yourself to get up, however, the arrow wounds are deep. You stumble around as you try to walk. Perhaps it would be better to rest a bit more before adventuring further.

  • 2 or 3 is rolled: Success: You manage to bring yourself to wake up. Still tired and hurt from the arrows, you think you are fine to continue adventuring.

  • 4 is rolled: Critical Success: You bound up, ready for more action. The arrows that hit you only skimmed your skin. While wounded, it’s nothing that a simple bandage cannot cover up

DUNGEON MASTER GUIDE


Allow the adventurers to converse and explain their situation to the big stuffed creature.


The big stuffed creation is named “Big Momma” and is open for conversation yet interacts in a strict way that she’s pressing hard for answers (after all, the adventurers fell out of nowhere and landed on her).


Big Momma will be very interested if the adventurers talk about the squishy eggs. She should continue to ask more and more questions until the adventurers openly show her those eggs. When they do. She presses really hard to ask them what they will do with those eggs (as she wants them to hatch and raise them). She tells them that hatching the eggs is a lot of work, and she asks to ensure they are positive about caring for the eggs.


If the adventurers ask a lot of questions about raising the eggs and how to hatch them, Big Momma will provide them hints such as the eggs need to be placed inside an incubator. If the adventurers, ask a lot of good questions such as:

  • What is an incubator?

  • Where would they get one?

  • What is in the egg?

  • How do they care best for the egg?


She will answer the best she can for all those questions. In the end, Big Momma will tell the adventurers about Squish City and to look for an adventurer named "Nuz".

Squish City

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(In the voice of Big Momma) : Years and years ago, I forgot how many years. We lived on the surface, to which, I think you all came from, we felt a large wind twirling around. We looked all around, but couldn't see any wind, but the wind was sucking us into the ground! I tried my best to plug the hole with my large size, but unfortunately, myself and some squish got sucked down and we cannot seem to find a way to return to the surface. I hope you can find what you are looking for, and also hope that we you help at least a few of these squishes find their way back to their friends on the surface.


(In the narrator voice): As you enter Squish City, you see stuffed animals that are alive and well. They are walking and talking like they were humans! Stuffed animals like creatures walking and talking like humans?!?!?! Mind blown! You would have expected a stuffed animal city to be happy and bright, but this city seems sad and dark. Perhaps you can help these little critters out.


Suddenly a huge, forceful wind grabs you towards it!

CUT SCENE

In this cut scene, make a large wind blows sound.


Have the adventurers get sucked the by wind and move a few spaces to the right and one of the squishies in Squish City get sucked to the next screen by the wind. As the wind gets louder, have the adventurer Nuz jump in and save them from getting sucked away.

DUNGEON MASTER GUIDE

In this town, the adventurers will meet Nuz and Addison the Axolotl.


The adventurers will get their mission for this chapter from Nuz.


There is an empty house on the map which will be loaned to the adventurers by Nuz if they do a task for him in this chapter. This empty house will allow the adventurers to hold the egg incubator that's needed for incubating the squishy eggs.


From here, the adventurers can talk to Addison, Nuz, or the other inhabitants.


Here are some general talking points:


Addison: Addison is an axolotl and not a squish creature. She provides assistance to the adventurers went necessary (if the adventurers need help, free feel to bring Addison in the scene to heal the adventurers). Addison lives under the earth because it's cool and damp. She somehow has gotten lost from her family (this will be a cut scene in a future mission). Any friend of the squish is a friend of Addison, and she lets the adventurers know this. Addison hangs out with the squish for company and to help out, though, to Addison, it always seems like the squish are depressed.


Other Squish: Underneath the earth is no place for squish. They don't know of a way out. Anything that cheers them up will result in rewards of things like healing potions, empty jars, etc... Extra rewards for adventurers who can make up things that can cheer them up. They love to tell and retell the story of how the air sucked them into the ground and they fell in the hole. They will tell these stories over and over if the adventurers are open to hearing about it.


Nuz: Nuz is a warrior, wizard, and ranger. He's adept at all those, however, in this chapter, he has a mission for you that he cannot accomplish himself. That mission is to defeat Nuz's Humonculus, which he created to help himself with menial tasks around the house, however, that creature didn't like doing house chores, attacked him and some squishies, and ran away. The creature vowed to destroy any squishies he sees and Nuz needs it defeated. Despite all best efforts of the adventurers and Nuz, he always calls the adventurers "Sam I Am" (Dr.Suess, Green Eggs and Ham)


Nuz notices the squishy eggs and promises that once you defeat Nuz's Humonculus, he'll help you greatly with hatching the squishy eggs.

WHAT DO YOU DO?


The adventurers could go around and talk to the stuffed creatures and try to find out if they know how to hatch the eggs, they need any help, or just get to know them.


At this point, the young adventurers are probably interested in finding out more about Squish City, its inhabitants, and hatching the Squishy Eggs.

Do you best to answer the questions the adventurers ask. They may ask questions such as:

  • "What is that wind?" The squishies do not know. They only know that the wind started recently. They don't like the wind and they never saw the squishies that was taken by the wind ever again.

  • "Why are you living here?" The squishies used to live above ground, but somehow, a large gust of wind sucked them into the ground. Perhaps this is the same source of wind.

  • "Who is Big Momma?" The squishies see her as their matriarch.


When they enter Nuz's house, continue below.

READ


An old warrior stands in the corner. He glances at your party as you step into his house.


By his appearance, he’s an experienced warrior, mage, and ranger who’s been through many battles and fought many enemies. You see him put a hand on his weapon and prompts you:


"I see that you have come into my house uninvited, what purpose do you have here?”


Nuz wants to ensure that the adventurers have good intentions. He might ask some questions such as ,”If you had a choice between saving a city of stuffed creatures and your eggs, what would you do Sam I Am?” What the adventurers pick may not be that important, what’s important is how they explain their choice.


Nuz knows that they are young adventurers and want to get stronger. He might ask them how they think they will achieve that and if they need help.


The adventurers should ask about his adventures and why they should trust him, etc… Otherwise, he can test them by telling them to do something silly or gross like clean his toilet, saying that it makes them stronger.

TEST AWARENESS


The adventurers can test to challenge Nuz to a duel (to which they cannot win), since Nuz is a ranger, mage, and warrior, all roll a D4. Adventurers test skill:

  • 1 is rolled: Epic Failure: Before you can raise weapon, Nuz sneaks behind you and hits you on the head. Nuz says ,"Better try harder if you want to help the squishy eggs!"

  • 2 or 3 is rolled: Failure: You raise your weapon to aim, suddenly, you lose sight of Nuz ... he's behind you! You manage to nearly avoid his hit, but his head grazes your face! Nuz says ,"Not bad at all Sam I Am! Hopefully you can help me out!"

  • 4 is rolled: Success: You raise your weapon to aim, suddenly, you lose sight of Nuz ... he's behind you! You manage to duck his hit! Nuz says ,"Great skill Sam I Am! Hopefully you can help me out! Here are some healing potions to aid you"

DUNGEON MASTER GUIDE


From this point, the adventurers have gotten some exposure to Nuz. He may have some doubts about whether the adventurers can help, but he has no better choice (the squishies are not going to fight).


Talk to the adventurers about Nuz's Humonculus and how he created a creature that looks like him and he wants them to defeat the creature.


The adventurers can ask questions like "Why did you create the creature?", the DM can say something about in life sometimes you make mistakes and you got to try to fix these mistakes and it's OK to ask for help in fixing the mistake.


The adventurers can ask also ask questions like "What do we get in return?". The DM can mention that they can use the house next to Nuz's house to raise the squishy eggs and keep them warm if they find an incubator (Nuz doesn't know where to get one).


When the Adventurers leave to the screen on the right, they enter The Mountain Pass

The Mountain Pass

DUNGEON MASTER GUIDE


There is a giant rock here. Nuz's Humonculus is behind this rock. This rock will later get destroyed by a Robot Sentry, to which when it destroys the rock, Nuz's Humonculus will be visible as well as the Robot Sentry ally.

READ


The Underground Mountain Pass! Full of large boulders, rocks, and wait... robots! Arggghh!

DUNGEON MASTER GUIDE


When the adventurers clear the room of shard monsters. These shard monsters drop pink shards, to which can be lit on fire with an essence of spark and throw at the enemy for the enemy to lose a turn and deal damage.


If the adventurer light a pink shard with an essence of spark from a distance, consider asking them to take a test of dexterity to which anything lower than a 3 fails (Ranger rolls D6, all other classes roll D4). continue reading below.


Additionally, these enemies can self-destruct themselves and deal area damage to players.

READ


You hear a scratching on the big rock in front of you. (In a monster voice) “Food… food please...help me! I smell… eggs… squishy eggs. I want… all …. TO EAT!”


You hear the voice commanding something else something and all of a sudden, "BOOOOM!" The giant rock smashes into many bits and pieces. The pieces fly everywhere, and many are headed your way!

TEST DEXTERITY


The adventurers test to avoid flying shrapnel from the rocks. The Ranger tests with a D6, all others test with a D4. Have the Rangers perform the test first.

  • 1 is rolled: Epic Failure: You jump into the flying rocks thinking that your hard head is hard enough to smash those rocks into tiny bits and pieces -- you thought wrong. Your health drops to 1 health.

  • 2 or 3 is rolled: Failure: Confused like a deer in the headlights, you aren't sure what to do. You manage to raise your arm to block the rocks from hitting your face, but the rocks hit everywhere else on your body. Lose 2 health.

  • 4 is rolled: Success: With quick instincts, you lay down flat like a piece of paper and avoid all the rocks. Good job! Let's hope that no one wrote their homework on you.

  • 5 or 6 is rolled: Epic Success: With lightning-fast instincts, you quickly grab all your fellow adventurers and you to safety.

READ


When the dust settles, you see a monster that looks sort of like Nuz and sort of not like Nuz -- this is Nuz's Humonculus! It looks bigger than Nuz, stronger than Nuz, and uglier than Nuz as well! Alongside it, there is a robot which glows and gives off heat as if it's like a heater. No doubt this robot was the one that blasted that rock into pieces.

DUNGEON MASTER GUIDE


This is a battle between Nuz's Humonculus and Robot Sentry vs the adventurers.


This may be a tough battle, but at the beginning of the battle, Nuz will lend a helping hand. This the adventurer's second boss battle, so if they need help, just summon Nuz to help them by helping them heal or hurting the humonculus or the robot sentry.


At the end of the battle when both of the enemies are defeated, the Robot Sentry will drop an Egg Incubator and Nuz will take them to the house next to his.

Back at Squish City

READ


Back at camp, you see Nuz as well as an Egg Incubator, "Thank you, thank you Sam I am! I am unsure what I would have done without your help!" says Nuz.


Unfortunately, the Egg Incubator is useless without electricity to power it up and therefore it, by itself cannot keep the eggs warm.

Nuz recommends that the warriors continue exploring the caves to see if there is something that can use or do to power the egg incubator. He hands you each a jar of stardust -- now you do not need to use illumination potions to see in the dark. He also tells you that if you give him an empty jar and some pink shards, he can make you a bomb called a "Kookilloy" this bomb causes a large explosion.


In the meantime, Nuz will keep all the eggs warm by sitting on them like a good daddy chicken. Bwak bwak bwaaaaakk!

Activity

Using any sort of modeling clay, young players can model the Robot Sentry and present it at the next Chapter. They can also brainstorm to what they can do or use at home to power an egg incubator.