Showing posts with label undead. Show all posts
Showing posts with label undead. Show all posts

Monday, July 7, 2025

Back to Basic - Vampire.

Reconstruction of Zosia, 17th Century Polish Vampire.

What is a Vampire?

You already know. You'll be able to fill in all the blanks I've left (apologies if you hate that kind of negative space).

This treatment is companion to the Werewolf posts (this and this) I made the other year - trying to draw more on the folklore tradition than on media.

No-one wants to become a vampire; it's not sexy and it's not cool. But it's also traditionally quite an easy thing to do.

The vampire has an affinity with night hags and other sleep paralysis demons, as well as poltergeists, and ghouls.

As system agnostic as old fashioned D&D-ish, with no hard lines between editions and simulacra.

*indicates it's optional.

Appearance.

They look like the people who have died. No fangs. No pointy ears. Not even pale. 

Often look healthy, even chubby (particularly in contrast to their victims). Well-fed, they become rosy, then ruddy, then dark and swollen with blood, skin taut like a drum, blood spilling out of not-just-their-mouth-and-nose.

Alignment: Neutral Hungry (original edition Warhammer) with at least a parenthetical 1e AD&D Evil.

That thing in the cellar is not your mother.

Faerie Fire5% chance of being wreathed in faerie fire (even if invisible).

*This rises to 35% in some places (Bulgaria and parts of China, for example). 

Invisibility15% chance the Vampire is permanently invisible.

*It turns visible when helpless/resting in its lair.

I'd say Timmy Baterman from Pet Sematary (1989) fits the bill. Killed with fire in the end (and morphine works, too).

Basic Statblock.

As a Zombie (2 HD, Move 50% Normal Human) or Ghoul (2 HD, Move 75% Normal Human) or even just a Normal Human.

Base AC as Unarmoured, or as undead type.

They can have a d12 for their Hit Die, so significantly more hp than when they were alive.

Ability Scores: If Strength was below 16 in life, raise to 16.

No Dexterity adjustment, positive or negative, but keep the score.

20% chance of retaining its intelligence, memories, languages and abilities from life. 

If not, 25% chance of Animal to Semi- (1-4) Intelligence. Can't talk; doesn't understand what's being said.

Otherwise, Low (5-7) Intelligence (AD&D Ghoul). Limited comprehensible speech, but understands what's being said.

Attacks: Unarmed attacks, including grappling and choking. Improvised weapon attacks, including thrown objects.

Bite for d2, d3 or d4 damage. Attacks vs. a biting Vampire are at +4 (tweak for system). 

A successful grapple can be followed up with an auto-bite.

Claw for d2, d3 or d4 damage vs. Unarmoured targets (only crits hit vs. armoured).

Invulnerability.

Vampires are Invulnerable Monsters, and otherwise only harmed by fire or magic; all damage reduced by half.

Special vulnerabilities will bypass immunity, but not usually damage reduction.

Killing/Laying a Vampire: use any traditional method(s). These vary region to region, culture to culture - only fire is universal; otherwise, everyone has more than one opinion. 

The Vampire gets a death save; success means that the method is partly or wholly ineffective in killing it, but if it would logically render it helpless then it does.

If a second/follow-up method is ineffective, then the third one will work (and this sequence of methods will work on others of this strain). 

Total destruction by fire or similar is always effective (no save). Magical methods will also be effective, depending on how magic and undeath works in the setting.

*It takes a lot of fuel and a long time to cremate a corpse in pre-industrial times/IRL.

Regeneration: a Vampire in its grave/lair recovers 7 hit points per rest period. 

*It can even reattach/regrow lost body parts.

Special Vulnerabilities: there's so many to choose from - any or none might work.

*Vampires are nocturnal for the same reasons Thieves are nocturnal. They are no more vulnerable to the sunlight than Orcs and Goblins - unless you choose to make it a special vulnerability.

Undead Immunities: Vampires are entitled to all traditional (logical?) in-game immunities/resistances of the undead monster type.

Worth remembering that the undead category is only so neat in-game - it's a lot looser when folklore motifs come into play (drunken slumbers, drownings, poison etc).

You Cannot Kill That Which Is Already Dead: at 0 hp, the Vampire falls prone/helpless or is driven off (back to its lair).

A helpless/resting Vampire's invulnerability can by bypassed for purposes of killing/laying it.

Special Rules.

Blood Loss.

Feeding on a helpless victim, the Vampire will drain d2 pints of blood over a 10-minute turn.

Basic requirement is 2-3 pints per night, with a soft cap of 7 pints.

Loss of the 1st pint has no mechanical effect on the victim, but every pint thereafter causes the loss of one-third of their hit points and d3 each of CON, DEX, STR and WIS. 

Once 4-5 pints are drained, the victim must make death saves/recovery rolls or be reduced to 0 hp/Casualty state.

Once 6 pints have been drained, it's save or die. Any more than that and it's death, no save.

*Adjust thresholds by +1 for CON and/or STR of 14 or more, and by -1 if 7 or less. Not terribly realistic when it comes to pints per person, but this is for a game.

*You can transfer these rules to other blood loss scenarios, but these have been written specifically for a Vampire feeding on a human(-oid/-sized) victim.

Blood drinking in combat: 1 pint in d3 rounds, and the Vampire cannot defend itself except to resist being pulled from the victim (feats of strength).

*Blood Vomit.

Close/melee range missile attack (save to evade or ranged touch attack), with target as centre of splash: d3 acid damage and effects as Cave Locust spit.

You are also exposed to disease and at risk of becoming a Vampire after death (see below).

Clerical Turning.

As a Vampire (unless you want to do it by Hit Dice).

Astral Vampires (see below) are Turned as Specials; Ghost Vampires (see below) are Turned as Ghosts.

*Contagion.

Anyone killed by a Vampire rises as a new Vampire in d4 days.

Anyone who dies of the disease that accompanies a Vampire must make a death save or rise as a new Vampire in d4 days.

Anyone who has been injured by a Vampire has a % per point of damage of becoming a Vampire when they die (rise in d4 days). This is cumulative across your life (max. 97%).

Anyone who has had contact with the blood of a Vampire has a d4% per incident (+10% for a Blood Vomit target, +3% for a Blood Vomit splash) of becoming a Vampire when they die (rise in d4 days). This is cumulative across your life (max. 97%); 

*(Successful) Vampire hunters are virtually guaranteed to become Vampires on death, which is why they always train successors.

*Preventative Measures: various traditional methods that might work, might not, or might make it more likely you'll become a Vampire on death (esp. eating Vampire grave earth and drinking Vampire blood). 

Some fairly commonplace burial practices are effective/ have anti-Vampire roots.

*Vampire Spawn: new Vampires will be similar to the original one in basic details of stats, abilities, special vulnerabilities (i.e. invisible Vampires spawn more of the same; those that retain their intelligence etc. likewise).

Creating new Vampires can be accidental or deliberate.

New Vampires are not necessarily under the control of their creator, though sire and get will usually at least tolerate each other, if not actively cooperate.

*Disease.

Disease frequently forms the backdrop to a Vampire walking abroad.

It is otherwise normally communicable (and treatable), but those who see, hear, have physical contact with the Vampire or are splashed with its blood, make all relevant rolls at disadvantage/penalty.

Cholera, plague, yellow fever and tuberculosis are all suitable for a Vampire epidemic. Less commonly, smallpox.

Mystery Vampire Disease: symptoms of anaemia, lassitude, thirst, loss of appetite, narcolepsy, catatonia/coma, hydrophobia, photosensitivity, feelings of being choked or stifled, somnambulism. In the later stages, hallucinations but also the ability to see invisible Vampires.

*Favoured Enemy of Dogs and Wolves.

Dogs and Wolves have benefits vs. Vampires as a Ranger vs. humanoids/Favoured Enemy. 

*Attacks bypass invulnerability.

*Horrible Stench.

As a Ghast/Troglodyte. Sometimes it's just their breath.

*Sometimes mistaken for the 'odour of sanctity', and the Vampire mistaken for a saint.

*Paralysis.

If you are alone and see a Vampire, save vs. paralysis or be helpless until d3 rounds after the Vampire moves out of sight, or the arrival/intervention of an intelligent living being.

Invisible Vampires paralyse by touch, and you do not need to be alone.

*Save at -2 if it's staring directly into your eyes.

This one from 1977's not even (un)dead.

Astral Vampires.

Sometimes the Vampire is a projection, a sending. It looks like a Vampire, maybe a little translucent or wispy.

The projection is semi-material, with equivalent of descending Armour Class 0, and is otherwise the same as a Vampire in stats and abilities. It is not an Invulnerable Monster, but still reduces all damage by half.

If the projection suffers damage while abroad, it immediately withdraws and returns to its grave. It may not go abroad until days have passed equal to the hit points it lost.

If the projection is destroyed before it can return to its grave, then make a death save to see if this kills/lays the Vampire. If not, it may not go abroad until days have passed equal to its total hit points.

The corpse remains in the grave and is physically vulnerable (though it is still an Invulnerable Monster). Damage to the projection does not affect the corpse and vice versa. 

If the grave is discovered/disturbed, the projection immediately returns to defend itself, arriving in up to d100 rounds (or as many as necessary for realism or drama, depending on how you do these things).

The Vampire can choose to have the projection defend the corpse, or merge with and reanimate it to defend itself (as a corporeal Invulnerable Monster with a round of helplessness). If the Vampire merges, then it can use the better hit points of the body or projection.

*Some astral vampires are projections of the living. The behaviour of the projection will at best be put down to an impostor, at worst be seen as deliberate acts by the individual. Projections of the living may go out without the awareness, consent or control of the projector.

Elder Vampires.

I don't mean ancient bloodlines and mythical sires. 

I mean that most Vampires are lucky to survive months, seasons, before they are dug up and dealt with.

There are two main reasons why a Vampire might survive longer than usual.

First, ineffective destruction/disposal methods can trap the helpless Vampire in its grave, awaiting future revival by accident or design. Sometimes this is long enough for fading of the memory of the threat it poses and the methods to deal with it properly. 

Second, depopulation and abandonment of the territory following disease and predation. Vampires don't like or think to range very far, so it will just go back to its grave. It will roam its old haunt for want of anything else to do, and eagerly fall upon passing prey, but must mainly subsist on the Renfield diet or slip into a restless and miserable torpor. 

If it can survive longer than a mortal lifetime, then it will start to exhibit weird physical changes.

Consult the tables for Hordlings (1e and 2e AD&D) and Appendix D from the 1e AD&D DMG, for ideas or to roll on. You can be as traditional or as outrageous as you want.

*An Elder Vampire drains 1 pint of blood per round, more if has outsize fangs, tusks etc.

*Per Legacy of Kain: Soul Reaver, wings on a Vampire is a rare and prestigious thing.

*Per Buffy the Vampire Slayer, cloven (pincer?) hands and feet are the sign of a very old Vampire. But how do you define 'very old'?

*Elder Vampires feed off other Vampires, including their spawn.

Ghost Vampires.

Sometimes the Vampire is a Ghost.

Stats etc. remain the same, but it is incorporeal and can only be harmed by magic (or on the Ethereal Plane equivalent for the setting). 

It must become semi-material to feed (or otherwise interact physically), at which point it has the equivalent of descending Armour Class 0.

The corpse remains in the grave and is physically vulnerable (though it is still an Invulnerable Monster). Each round the grave is open and the body exposed, roll an additional d6. Any 1s (or if hit point damage is caused) and the Ghost rushes back to defend its tie to the material world.

All damage cause to the corpse is also suffered by the Ghost (bypassing its incorporeality or AC 0).

Destroying the Ghost (except by special method) without also dealing with the body will only neutralise it for d6 days before it reforms and gets back to business.

Methods of disposal must generally be applied to the corpse to kill/lay the Vampire - you can't stake even a semi-material heart, for example.

Commentary.

The common rpg Vampire (and certainly the D&D-ish version) is Dracula - book, movies, comics.

Maybe the rulebook Vampire should be renamed the Dracula. There's already precedent - it's why they are Pegasi and not Winged Horses. 

The Vampire is one of the Important Monsters. It's the model of the monster-supervillain, and the first monster (give or take the regenerating Troll) that you can't just fight to death. It also often has one of the most in-depth entries in a bestiary.

The vampire is the ancestor of the zombie flesh-eater (via I Am Legend, then Night of the Living Dead).

There are so many ways of putting yourself at risk of becoming a vampire after death that it's a wonder we aren't overrun.

Paul Barber's Vampires, Burial & Death (1988 and 2010): the vampire is a corpse behaving normally.

It was rarely a mystery who and what the vampire was, and everyone knew how to recognise and deal with them. 

The D&D-ish convolution of blood-drinking vampires being a variant of the energy-drainer.

Note that it doesn't matter how much blood you have in your (character's) body, but how much you lose, and that it's intended to bypass the extreme survivability of high level characters.

In China Mieville's Bas-Lag setting, vampires are the lowest class of undead in the city-state of High Cromlech, forced to beg on the streets for blood - basically junkies. 

I know almost nothing about Vampire: the Masquerade. Should I remedy that?

In some folklore, blood is the last thing on list of things the vampire eats and only after normal food, livestock, other corpses, even bits of itself. The Dark Sun Fael is not far off this kind of thing.

See also: Croglin Vampire.

BFRPG for giving the Vampire an awkward bite attack - thank you.

A Ghastly Affair for blood-letting rules - thank you.





Tuesday, August 17, 2021

BITTER DRYADS (Brothers/Children of the Pines from the Chronicles of Corum)

The People of the Pines/ Rodney Matthews/ 1977

AC +4 (see below)    HD 4+4 (see below)     Move 100% Normal Human     ML 10 (see below)

Once mortals, the Fomorians poisoned the first with mistleberries and transfused them with the sap of winter pines, making them undead. The Dryads now carry out the ritual themselves, sometimes even persuading the living to join them of their own will - but otherwise by submission.

Bitter Dryads retain their mortal form but skin and hair turns green. Morphic resonance has evergreen leaves and needles, moss, lichens and berry-like growths replace their hair, clothing and personal ornament over time. They bleed green, sticky and slow.

They prefer the shade of the forest, the gloom of winter, and the dark of night, but are not vulnerable to sunlight.

Retaining their intelligence and memories, the Bitter Dryads are the ironic, rustling voice of the  Fomorians in the mortal sphere. They are fully conscious of what they do even as it goes against anything they once loved or believed in their mortal life.

Three blasts of the Horn will strike them as instantly dead as it does the Half-Dead.

The Dryads are inextricably linked (and loyal) to the Fomorians through their weird reptilian steeds.

Dryad Horses are intelligent, capable of subvocal/telepathic communication with their rider and the Fomorians, and serve to direct the Dryads according to that greater will.

It is said that these lizard-things are vomited up by the Fomorians, fully formed extensions of their dire personality.

  • As long as a Dryad is in the presence of their Horse, they are an AC +4 HD 4+4 Invulnerable Monster. If they are mounted, they regenerate 1 hp/round - even from 0 hp - and cannot be Turned. 
    • Treat mount and rider as a single unit/statblock wherever possible/reasonable.
    • A Dryad without a Horse is AC +2 HD 2+2 and normally vulnerable; they also have a -1 Initiative penalty. Morale drops to 8 (or 6 vs. fire). Turned as similar HD undead.
    • A Horse without a Dryad is AC +4 HD 2+2, an Invulnerable Monster and regenerates 1 hp/round. Move without a rider is 200% Normal Human, 150% with an unarmoured or shielded rider, 100% with an armoured rider. It is otherwise mechanically the same as a Bitter Dryad.
  • No armour benefit unless it is better than their base AC. Shield bonus stacks.
  • Can make weapon, missile and unarmed attacks with a Strength of 13 and a Dexterity of 10.
  • Immune to cold, gas, hold, charm, sleep and missiles (inc. magic missile).
  • Save vs. fire at -2 and take +1 damage per die (ML 8 vs. fire).
  • Surprise 1-3 on d6 and undetectable when stationary 1-4 on d6 in evergreen/winter forest.
  • At 0 hp, unless by fire or acid, the Dryad is helpless, not killed, and able only to sense and speak. Even beheading and dismembering cannot silence them.
    • Dryad Horses try to recover their fallen riders.
    • Killing a Dryad's Horse allows the Dryad to be killed with normal damage.

Commentary.

I first encountered the Brothers of the Pine in The Best of White Dwarf Scenarios Vol. II

I hadn't read the Chronicles of Corum at this stage, so they were just a cool monster in their own right. 

I remember being fazed by the '-20% Morale' because I thought Morale was on 2d6 not d%, but assumed it was the kind of shorthand that I'd eventually get to understand. At that stage, I thought of rpgs (and rpgs being mainly D&D) in general being a new thing, rather than something that had been around for 10+ years, and expected there to be a lot more compatibility between them than there was.

I've used the BECMI/OSE Wood Golem as the base monster for both mount and rider. 

The relationship of the Pine People to their mounts was something I'd forgotten about, and I couldn't not include it.


Monday, September 28, 2020

WIGHT: Monster Conversion - Dragonwarriors to Call of Cthulhu 5e

Gods of Lankhmar, Keith Parkinson.
Not Wights? Not according to RAW, no.

Have I mentioned before that Wights are one of my all-time favourite monsters? 

For D&D adjacent, referring to my last post, you could reskin the Shadow, Troll, Spectral Hound, Wood Golem or even -shock!- the Wight, for your barrow-dead.

Rather than just working straight from the conversion I did for Dragonwarriors to D&D adjacent, I've drawn on the Mummy and the Zombie from CoC 5e for stats - but this is spiritually a variation on the theme of the DW Wight.

Wights, All Hail the Tumulus King!


Emaciated, pale, hollow - the dreaming dead of forgotten and mis-remembered peoples - Wights are the sorcerer-priests, shaman-queens and trickster-heroes of a distant, uncertain past. Some are attached to names we would recognise, figures from history and myth - Wights named as Arthur can be found from Ireland to Kazakhstan. 

Others hail from even weirder pasts and otherworlds - Melnibone, Lyonesse, Avalon, Tir na Nog, Hyperborea, Averoigne, the Dreamlands, the Hyborian Age, even the Demiplane of Dread (if you want to go that far). To encounter a Wight may be as upsetting to consensus reality as it is deleterious to mortal life.

Still others will be analogues of deities, and accumulate the trappings of their cult - even to some of those dreaming kings being associated with Cthulhu (adding another layer to your adventure onion). 

The Wight's millennial dreaming is sustained by its single point of POW. It can use the magic point this gives to animate itself for a day; it regenerates over a lunar month - otherwise, Wights cannot regenerate magic points and must drain STR to build their reserves (see below). 

A Wight must spend one magic point to maintain animation every day - if it deanimates, it returns to its dreaming and any remaining accumulated magic points dissipate at the rate of one per day (the dreaming is particularly wonderful during this period).

Wights do not recognise or understand firearms. Most are composed of conventional matter, but may incorporate more exotic substances, alien or arcane. 

They use their current magic points in place of POW.

STR 3d6 x 1.5 (16)     CON 3d6 x 1.5 (16)     SIZ 3d6 (10.5)     INT 3d6 (10.5)     POW 1

DEX 3d6 (10.5)

Hit Points av. 13         Damage Bonus +d4     Move 6

Weapons:
  • Touch, DEX x 3%, ignores armour and drains 2d6+1 STR from the victim - this is recovered on their being taken into the sunshine (1 point per minute). Drained STR converts to magic points for the Wight at the next moonrise.
  • Hand weapons (and bows) at DEX x 5%; thrown weapons, Parry and shields at DEX x 3%.
  • A Wight could have enchanted weapons and magic items from BRP-compatible settings. These should not become treasure trove for investigators (lay a curse), but could be instrumental in vanquishing the Wight.
Armour: None, but all hits from unenchanted weapons cause minimum damage and then 'shatter as though from centuries of rust' (Dragonwarriors p.124).

At the Keeper's discretion, weapons and armour contemporary with the Wight's burial might be effective against it.

Skills: Shadow on the Mist 80%, Pursue Ancient Grievance 60%.

Wights can communicate with anything they make a minion, but otherwise are unlikely to understand a language more recent than Latin.

Spells: In addition to any known in life, Wights can use the following spell-like abilities:
  • With a glance or a gesture, for 1 magic point, slam open or hold shut a door or other opening. If the door is barred, barricaded, chained, held by investigators or nailed open/shut, the Wight can apply extra force equal to its STR + current magic points at the cost of being unable to use this ability until the next moonrise.
  • At will, the Wight can raise a 1 mile radius zone of mist that lasts 1 hour per magic point spent. The Wight and any human, animal or undead minions gain 15% to stealth, stalking and evasive abilities (including Dodge) while in this mist.
  • For 1 magic point, create an illusion. It can be static or animated, but makes no noise, is the same temperature as the air, and has no scent; it is dispelled by the touch of naked flesh. 
  • For 4 magic points, the illusion will draw on the personal fears and failings of up to 4 mortal targets, creating a nightmarish vision. Those who fail to match magic points with the Wight lose control of their character for one appropriate involuntary action, as determined by the Keeper.
  • For 6 magic points, the Wight exhales a languid coil of sooty vapour (the Black Breath) that unerringly wraps around a single target. If they succumb to a poison attack of POT equal to the Wight's magic points, they rot to nothing (along with organic material equipment) in a matter of seconds, leaving only an agonised shadow behind.
  • For 1 magic point + the cost of the spell, the Wight can implant one-use spell-ability into a minion. The magic points of the spell are temporarily unavailable to the minion, but regenerate normally once the spell is released. Use of the Black Breath also attacks the caster (if mortal).
Wights can know Mythos and non-Mythos spells, and can use Dreamlands spells in the waking world (though restricted to their lair and/or their zone of mist). They can also use spells from other BRP systems (principally RQ and Stormbringer), and may even be run as casters from that system. 

A Wight may also use reskinned spells from your favourite fantasy rpg systems, but investigators can never learn these (though they can be implanted into minions). 

Their ability to create, compel and/or summon minions is a narrative assumption, but some Keepers may prefer to tie this to pre-existing spells.

Habitat: From lonely burial mound to mythic underworld, Wight lairs may exhibit characteristics of the Dreamlands, whether or not that is canon for your campaign.

Sanity Loss: 1/1d8 to see a Wight; 0/d3 the first time you suffer STR drain; 1/d4 to see someone reduced to a shadow by the Black Breath.


Commentary.

While there's nothing intrinsic (except for it being 'mine') that ties this Wight to the British Isles and/or Northern Europe, it's clearly Tolkienesque and carries a heavy flavouring of dark Euro-fantasy. 

The Mythos ties for the Wight can be via the weird fantasy horror of Robert E. Howard or Clark Ashton Smith, but also along the lines of similarity to cults of the Great Old Ones. 

Above, I mentioned Cthulhu specifically because 'That is not dead which can eternal lie, And with strange aeons even death may die' applies to all ancient dreamers, not just Old Squid Face.

I like the idea of the world-spanning Cthulhu cult being a mangled retelling of prophecy relating to some obscure semi-mythical Eurasian priest-king rather than the secret revelation of vistas of cosmic horror.

Furthermore, my personal take is that this Wight is a figure that can reflect nationalist (and racist) myth, which is why I explicitly mention King Arthur (the Hellboy mythos and Slaine (#BOSR) are important touchstones, too).

The Wight reflects, it does not embody, because a) just because someone says it's Arthur (or Boudicca or Odin) doesn't mean it is, and b) Nazi/white supremacist occultists fuck off - the Wight is always ultimately going to be the end of Raiders of the Lost Ark for you. 

Monday, April 13, 2020

I Can't Believe I Forgot The Penanggalan: Conversion for Call of Cthulhu 5th Edition.

Wait, what?

Penanggalen-a beautiful woman by day, by night a detached flying ...
Image: Dangling internal organs, a female vampire's head against a full moon.
Russ Nicholson, from the 1st edition Fiend Folio.

My thing for flying head monsters can be traced back to Alicia, the Penanggalan in Terror At Trollmarsh (White Dwarf 74). I know why the scenario grabbed me at the time (D&D as CoC and vice versa!), and I think the Penanggalan made such an impact because it's not just a statblock, it also permeates the text and the story.

Bowdlerised in 2nd edition AD&D, it lost its juicy, acidic, dangling guts and got a slimy black tentacle instead.

I offer two versions of the Penanggalan for Call of Cthulhu 5e:

The first is an undead foe from the 1st edition AD&D Fiend Folio, and closer to the SE Asian original, and the second uses the 2nd edition as inspiration for a more Mythos-flavoured version. I don't know if the two could or should exist in the same setting as each other (CoC is crowded enough).


I. Penanggalan, Loathsome Aerial Vampire.


A form of vampire (usually, but not exclusively, coded as female) that can walk by day, indistinguishable from a living human being. 

As darkness falls, it finds a secret place to detach from its body, and flies in search of a nocturnal meal of blood. While believed to favour the blood of infants and pregnant women, it simply prefers any prey that it can successfully and repeatedly subject to its hypnotic pass.

Traditionally, it keeps a vessel of vinegar in which to soak its blood-swollen organs so it can shrink them enough to fit back into its body. There is no reason this could not instead be perfume, hydrogen peroxide, urine or whatever suits your campaign.

Unable to return to its body, or struck by sunlight when detached, the Penanggalan is helpless (though vocal and alternately craven and threatening).

STR 4d6 (av.14)     CON 4d6 (av.14)     SIZ 2d4 (av.5)     INT 2d6+6 (av.13)     POW 2d6+6 (av.13)

DEX 3d6 (av.10.5)

Hit Points 9 - 10                                      Damage Bonus nil     Move 10

Weapons:

  • Bite 40%, 1-6 (d6)
  • Hypnotise, magic points vs. POW on a single victim, allowing it to feed throughout the night without resistance or memory of the event; the Penanggalan drains 1 STR, 1 CON and d3 POW each night it feeds -it can add the POW to its own total. Resisting a Penanggalan's hypnotic attack renders that person immune to future attempts by the same one.
  • Touch 100%, 1-4 (d4); the dangling guts of the Penanggalan glisten and drip with corrosive juices that cause bare flesh to blister and peel. This damage does not respond to medical treatment, and is only recovered by the passing of time.

Armour: none

Skills: Dodge DEX x 4; Human Psychology 60%; Scent Blood 75%; Mutter Terrible Delights and Secrets of the Grave 45%

Spells: if POW is 13 or higher, the Penanggalan knows at least d4 spells. Though this means that the monster was a practising sorcerer or mystic in life, the spells are unlikely to relate to the deities and beings of the Mythos to any great degree.

Sanity Loss: 1/d8 to see a Penanggalan (including when it detaches from its body); 0/d4 to be fed on (though you do not realise it).

II. Penanggalan, Gruesome Agent of the Mi-Go.


Surgically adapted to better serve the Mi-Go, these creatures were once human. Their body is merely an organic vehicle for the head, which retains the original memories and personality. While attached to its carrier body, a Penanggalan appears to be completely human, albeit utterly unresponsive to pain or injury that does not affect the head or face, and that does not age, suffer fatigue or contract disease.

At will, the Penanggalan can detach from its carrier, trailing a three foot long glowing black tentacle or tail, and fly through the air, propelled by some form of anti-gravity effect. Their eyes dimly glow red when they activate their ability to see in total darkness.

A Penanggalan believes itself to be favoured by the Mi-Go, and is often set to lead or watch over unaugmented agents, but is ultimately just another disposable terrestrial minion (although they can be found wherever the Mi-Go choose to take them).

While they can consume and eliminate human food, they do not need it, subsisting on nutritional broths provided by the Mi-Go or mammalian blood in a pinch. Each week without Mi-Go broth, they lose 1 STR, CON, INT and POW; if they feed on blood at least every three days, they can hold off the characteristic loss until they are able to take broth again, but otherwise the loss is permanent.

STR 4d6 (av.14)     CON 4d6 (av.14)     SIZ 2d4 (av.5)     INT 2d6+6 (av.13)     POW 2d6+6 (av.13)

DEX 3d6 (av.10.5)

Hit Points 9 - 10                                      Damage Bonus nil     Move 12

Weapons:

  • Bite 40%, 1-6 (d6)
  • Black Tentacle 60% (or automatic, if bite is successful), 1-4 (d4); STR vs. STR to grapple and hold, pin, disarm, drag, yank, crush or choke (STR vs. STR each round to escape); the tentacle itself cannot be grasped and held by investigators due to the anti-gravity effect, though it can be dislodged.
  • Hypnotise, POW vs. POW or transfixed and suggestible; direct attacks break the state, but automatically succeed.

Armour: 2 points of augmented tissue and anti-gravity field.

Skills: as appropriate for their previous/assumed occupation; Track by Smell 60%; Disdain Unaugmented Humans 75%.

Spells: any spells they knew previously, the Penanggalan retains, and they may learn any the Mi-Go deem necessary to their mission.

Sanity Loss: 0/1d6 to see this type of Penanggalan; 1/1d6 to see it detach from its body.


Thursday, March 26, 2020

3rd and 4th Flavours of Skeleton: Runequest III and Tunnels & Trolls 5e to D&D adjacent.

https://i.pinimg.com/736x/0b/80/a0/0b80a00210496f864cf1a05fad3f5736--tunnels-doodle-art.jpg
Image: mixed heap of armed and armoured Skeletons.
Josh Kirby for Tunnels & Trolls.


Runequest III.

The Runequest 3rd Edition (Games Workshop took out almost all the Glorantha) Skeleton is very close to the 5e Call of Cthulhu Skeleton.

It has 2d6+6 SIZ (same as a Normal Human) and no POW, but is otherwise much the same simple thing. This gives it, by my reckoning, a hit point equivalent of 13 (the average of SIZ 13 + CON 0).

They are much stronger fighters than CoC Skeletons(because of the expectations of the game?), with DEX x 5% for weapon attacks and Dodge ability (10.5 x 5 = 52.5%).

In RQIII, Skeletons are animated objects, 'magical artifacts, not true undead', and can be given much greater STR and DEX (and presumably SIZ) if the creator is willing to expend the POW to do so. There are no specified limits.

The creator can also put Magic Points into the Skeleton so it can resist spells cast against it; there is no specified limit.

If hit through their armour, that hit location is destroyed. Skull and/or ribcage hits destroy the Skeleton, and they are even more resistant to piercing weapons than in CoC.

Skeletons with a Damage Bonus (those with high combined STR and SIZ) get 1 armour point per +d6 db.


Conversion.

There will be more involved RQ specific conversion methods out there, but I'm for old school simplicity, so I'll use the same one as I did previously.

  • (HP 13)/5 = 2.6 HD
  • Attack/10 = 52.5/10 = 5.25 = BAB +5


Abilities.

  • destroyed on a single hit, but can save vs. dragon breath to dodge a successful hit, or +1 or more AC bonus to reflect Dodge/DEX
    • larger specimens might not dodge, but are intrinsically more robust
  • immune to piercing weapons, unless critical hit
  • immune to fatigue
  • mindless
  • option: immune to Turning (if you decide they are not undead)
  • option: +1 or more bonus to save vs. spells


d6 Flavours of Skeleton:

  1. Multi-Armed: extra pairs of arms were added at creation (max. 6); at least one extra attack and can split between two targets. Probably really good at parrying as well as dodging.
  2. Skeletaur: if there are no Centaurs in your setting, this was constructed from parts; could be as strong as an Ogre/Bull. Could have a horned animal skull. Often used for heavy work as much as a guardian.
  3. Bone Colossus: dozens, hundreds of corpses have been rendered down and reformed into a towering Skeleton. A necromantic siege engine. Can throw boulders and make stomp attacks. Not destroyed on a single hit, unless it's from a trebuchet or a cannon.
  4. Catacomb Byte: constructions more bizarre than the Skeletaur, bursting out of the massed bones and skulls of ossuaries. Scorpion forms with biting skulls instead of stinger and pincers; lengths of vertebrae coiling like serpents (or Necrophidius); sentries that look and reach in all directions at once; finger bone tentacles etc. The animating force is not confined and infuses the whole catacomb.
  5. Skeleton Kettle Drummers: they keep excellent time, march in formation and won't betray you; de rigueur for necromancer triremes and armies of darkness.
  6. Prehistoric Skeleton: some colossus of the past. Mammoth, Woolly Rhinoceros, Styracosaurus and Tyrannosaurus Rex are all good choices

Tunnels & Trolls 5e.

There's no Monster Rated Skeleton in my/the UK Corgi edition, but reversing the MR to Prime Attributes conversion (assuming average rolls) in section 2.41 Personalizing Monsters you get a 10 MR monster (2 dice + 5 adds - this is pretty close to the RQ hp to Hit Dice conversion, so might work for RQ/CoC to T&T; I'll explore later).

Against the table in section 1.6 Creating Monsters, the Skeleton above would fall between Rats (MR 8; 1d +4) and Black Hobbits (MR 12; 2d +6).

Because there is no simple established threat hierarchy in T&T (other than deeper dungeon level = deadlier monsters), comparisons are not always useful. For example, the same table has (1st dungeon level) Centaurs, Ghouls, Goblins, Vampires and Werewolves all on c. 30 MR, and Ogres (MR 26) are weaker than Orcs (40), which are weaker than Half-Orcs (74).

I can't be sure that these are not typos, but I tend towards them being a quirk of T&T (by the 6th dungeon level, Ogres are almost 8 times tougher than the Orcs sharing the space, and Trolls end up tougher than Balrogs).

Conversion.

T&T, I think, defies conversion methods because things are not so set as they are in other systems (or at least, this is how I saw/see it with what is available to me). And for those who would poo-poo MR as too simplistic, I argue that mechanically tying so much to HD is an obvious old school parallel.

I'm also stymied by the lack of a 'canonical' MR for Skeletons, as I'd been thinking of using combat dice = HD or MR/10 = HD.

In sections 2.41 and 3.6 (Alternative Humanoid Characters), we do get multipliers to apply to Prime Attributes to generate monsters like you would a character.

The Living Skeleton gets x1 for everything (except in 3.6, where it gets x2 for negative Charisma, so twice as scary, I suppose): it's comparable to a Normal Human, including INT and LUCK.

d6 Flavours of Skeleton:

  1. Skeleton Gambler: walks the earth with a brace of bone dice, one black, one white; test your luck against it; rumoured to have been thrown out of the Skeleton Army. Might have two pistols and a cheroot, depending on the setting.
  2. Flesh Collector: at least twice as terrifying - reduced to bare bones, this ghoulish thing stalks and murders to fill its emptiness with organs, rub its dry bones with blood and fat, and drapes itself in skin; it can talk, does not think of itself as evil, just unfortunate and deserving. Persistent. Obsessive. Intermittently reasonable.
  3. Winged Skeleton: (d6) feathered; bat/dragon; butterfly/moth; bee/fly/wasp; paper fans; knives (2nd d6: bronze; flint; obsidian; iron; steel; special).
  4. Dragonfolk Skeletons: armed, armoured, winged skeletons of a species that does not exist and has never existed, or just dragonborn - if you like that sort of thing. Can't breath fire, but maybe an inky cloud, cold as death.
  5. Danse Macabre: a host of Skeletons dancing their sinister secret dance; (d6) 1-2 invite or force you to join in, 3-4 dance on as if you aren't there, 5-6 stop and stare with empty eyes. The dance is (d6) 1-2 antic, 3-4 stately, 5-6 interpretative. There may or may not be music you can hear.
  6. Nobody: polite and confused Skeleton; it has lost its body and its identity with it, and would like help getting it back, thank you. Roll d6, and on a 1, it's lying about some or all of this. This might be how Flesh Collectors start out.





Tuesday, March 24, 2020

2nd Flavour of Skeleton: Dragonwarriors Conversion to D&D Adjacent.

https://projects.inklesspen.com/fatal-and-friends/images/d79553a5b0e7df405f42da780b04c4e9eee63b37d79e4f5651a9f68e9f97cb49.jpeg
Image: two Skeletons with scimitars and snake-bracelets; one wears an inscribed torc.

Leo Hartas, from Dragonwarriors Book Two: The Way of Wizardry


Next up, Skeletons and some of their chums from Dragonwarriors - the best of the British old school.

Statistically, DW Skeletons are a bit weaker than Normal Humans (d6+1 rather than d6+3 Health Points), but have an Armour Factor of 2 vs. piercing weapons and half-damage from fire attacks. 3d6 Reflexes as normal.

The description implies they are mindless, programmable and loyal to their creator. It states that they sometimes use shields.

Conversion.

I've found nothing else to add to DW/D&D conversion since my original post, so I'm sticking with those methods.

Under the Max. HP/4.5=HD method, they are 1.5 HD monsters (1+ to 2 HD); under the Shared Hit Roll method, they have a BAB of 0 (so either 1-1 or 1 HD, depending on your preference).

Abilities.

  • +2 AC bonus vs. piercing weapons (or -2 damage from them, min. 0; either works)
  • half damage from fire attacks (and none if there is a save for half damage)

Chum Number 1: Barnacle Man.

As named in DW Book 3, The Elven Crystals; I'd probably go with Barnacle Folk or Barnacle Dead or Crusty Old Sea Bastards.

Statblock:
  • BAB +1 (they are slightly stronger fighters than Skeletons)
  • HD 1.5 (same Health Points as a Skeleton)
  • AC +4 (they're completely encrusted with barnacles, as well as plundered gold and jewels)
  • they wield weapons, something nautical - like a cutlass, harpoon, or belaying pin
  • they're Skeletons underneath their barnacle-and-treasure crust, so you could give them an additional +2 AC vs. piercing weapons, or give them the damage reduction instead
  • keep the fire resistance, too; they're wet as well as bony
  • turn as Skeletons (same Rank Equivalent) or based on their HD
From the description, these appear to be self-motivated and possibly intelligent undead that cooperate to achieve their goals. During storms they attack ships from underneath, breaking them open to obtain the treasure they adorn themselves with, and even explore wrecks in case they missed something.

DW has them as ghost pirates, but you could just as easily make them hosts for necromantic hivemind barnacles.

Chum Number 2: Fungus Man.

From DW Book 4, Out of the Shadows; also known as Black Caps, you could use Folk (though these are no Myconids) or Dead instead of Men, or something else you prefer.

Statblock:
  • BAB +2
  • HD 3.1
  • AC +1 (with additional +2 vs. piercing weapons)
  • wields a weapon
  • 'sickly, yellow-green phosphoresence and... sweet, musky odour' halves chance of surprise (for d6 subsystems, this could be either 1 on d12 as it is in DW or 2 on 2d6)
  • constant sinister whispers will disturb the sensitive: 
    • fail a WIS check/save or suffer -2 to Hit and AC -1 while fighting the Fungus Dead
    • penalty of 1 to roll for being a Magic-User or a psionic (cumulative)
  • each round in combat/presence, 10% chance ochre spores take root in your flesh:
    • each day (until dead or cured) you must make (suited to setting/system) one of the following: CON check, STR check, poison save, petrification save
    • otherwise d6, d6+1 or d8 damage (suited to setting/system)
    • damage responds to magical but not natural healing
    • total cure is by cure disease or heal (suited to setting/system)
    • if you die, you are consumed by fungus and rise as a new Fungus Dead within a week (same happens to any other corpses in lair)
  • immune to mind control, either as a fungus or as undead
Skeletal hosts of a fungus colony that has consumed and replaced the flesh, it's not specified that Hold Off The Dead will not work on them. 

And because 'the soft, unemotional voice of the dead host whispers of the torments and terrible delights of the grave', I'm more than comfortable saying that these are truly undead. 

In fact, I'd say a muttering undead monster is more appropriate to the DW milieu than an own-brand variant of something like the Yellow Musk Creeper or the Zygom.


d6 Flavours of Skeleton:

  1. Skeleton of Dark and Lonely Water: reskinned Wraith; touch does no damage but drains WIS, not levels; at 0 WIS, you will let it lead you into the dark and lonely waters until they close over your head.
  2. Galley Beggar: shrieking, antic, skeletal ghost; loud, terrifying and throws things.
  3. Crowned Skeleton: undead aristocracy; reskin a more powerful undead. 
  4. Death Angel's Shadow: implacable creeping shadow, cast by no object and no light; inescapable; in days=STR+level it will superimpose on you and reduce you to a withered husk.
  5. Rawhead and Bloody Bones: in tatters of blood-soaked flesh, a Skeleton as strong as an Ogre and as stealthy as a Thief that can live in the dark nooks of your house without you realising it. Surprises like a Bugbear if you don't want to give it Thief skills.
  6. General Death: solemn leader(s) of the Skeleton Army; naked bones and carries three deadly darts - one red, one black, one white (finger of death, slay livingsymbol of death); often mistaken for Death Itself.

Commentary.

The d6 Flavours are less variants on the basic DW Skeleton than the monster-type within the old school British folk horror/fantasy milieu.

Monday, March 23, 2020

1st Flavour of Skeleton: Call of Cthulhu 5e & 2e Conversion to D&D Adjacent.

Skeletons seem appropriate right now, and anyway I'm a fan.

The HD conversions below are probably more useful for old school settings; the BAB conversions make for a much tougher monster in the lower bonus game.

Image: Retro Horror Top Trumps Skeleton Card
A Skeleton holding a hangman's noose.

Image pasted from Hypnogoria's Tomb of the Trumps, which is worth checking out if you either held on to your original packs (I'm glad I did, plus my sister got me a reissue for Christmas) or regret ever letting them go.

Call of Cthulhu 5e.


Skeletons are statistically close to Normal Humans in CoC, though rolling their SIZ on 3d6 not 2d6+6 and having a fixed POW of 1. They have no CON.

Strength 3d6, Size 3d6, Intelligence 3d6, Power 1, Dexterity 3d6. 

The lower possible SIZ implies non-human (animal?) Skeletons and/or animated fragments (bony crawling hands, flying/rolling skulls, inchworm vertebrae etc.).

The single point of POW is their animating force, but within the system means they are vulnerable to magical attacks (POW vs. POW). Even though SAN and Luck are not normally applied to monsters, these Skeletons are neither Sane nor Lucky.

Lacking CON, Skeletons are mechanically immune to poison, drowning and so on. As hit points are normally (CON+SIZ)/2, I'll say they have 10 hit points for conversion purposes (but see below).

Average hit probability is 31.5% (DEX x3) - better than a Deep One, Ghoul, Mi-Go, Nightgaunt or Moonbeast.

Conversion.


The simplest conversion method I found is from Cthulhu d20 - % to d20 and close enough for what I'm after: CoC hp/5= Hit Dice, and highest attack %/10=BAB.

This gives a 2 HD Skeleton, and/or a  +3 BAB, which is 1+ HD (count from lowest to hit AC 10) or 2 to 3+ HD (count from 1 HD to hit AC 10) in AD&D and 3+ to 4 in Mentzer).

Abilities.

  • no hit points so take no damage, but are destroyed/shattered % chance = damage rolled x4
  • impaling/weapons half as effective (or only on a crit, but at regular damage)
  • immune to poison, drowning/suffocation, KO
  • Clatter Ominously (45%): NPCs of equal or less HD must make a Morale check
  • Rise Unexpectedly (60%): either
    • surprise 1-3 on d6, or
    • reform 1-3 on d6
  • optionally, they could save at -4 vs. all magic (because of their v. low POW)

Intelligence & Dexterity.


You can play these Skeletons like any other mindless, clumsy undead, but they've got 10.5 INT and DEX on the statblock, and could have everything this implies:
  • understanding multiple languages (whether they are physically able to talk or not)
  • possessing specialist learning (sages/experts)
  • casting spells from scrolls and using magic items (1 POW wouldn't convert to an actual Magic-User, but there's no reason they couldn't use pre-loaded stuff)
  • fine motor skills (archers, locksmiths, pick-pockets, crafters, scribes)


d6 Flavours of Skeleton:

  1. Tomb Robber: what you do, but in reverse; emerge from their sepulchres to execute planned heists/ bloody banditry.
  2. Bone Imp: an undead Pixie or Sprite (CoC 2e: STR 2d4, SIZ 1d6, DEX 4d6 = D&D Strength penalty, Dexterity bonus, lower HD or hp per die). Probably lose any natural magical powers/ ability to fly, but get a whole new perspective on the ceaseless, centuried Pixie-Sprite war.
  3. Dry Bones: the animating force is in every piece of the Skeleton, and it is able to discorporate and reform at will, sending bits off on sinister little errands. It can also recover from destruction several times (suggest 1 per HD + 1). Notoriously vengeful.
  4. Animated Skull: (d6) rolls along; carried about; too much like a demi-lich for comfort (appearance, powers and/or behaviour); shadowy wings sprout from temples; attaches to a recently beheaded corpse; happy to just sit there and chat.
  5. My Pet Skeleton: (d6) bird; cat; dog; monkey; serpent; deer/goat. Behaves much like you'd expect.
  6. Revenant Adventurer: either seeking to avenge their death, or has found that doing so did not give them blessed release. Has the abilities of their class-in-life. Very likely favours concealing robes, masks, gloves, big scarves, and/or full suits of armour with closed helms.

Call of Cthulhu 2e.


The Skeleton is in A Sourcebook for the 1920s and suffers from some typos. 

(Of peripheral interest is that several statblocks include CHA instead of APP, showing the link back to D&D via the Perrin Conventions)

Specifically, the Skeleton as written has POW 3d6, but in the Zombie description later we read:

'Like skeletons, the 1 point of POW motivates the entity.'

Which I think is clear enough.

It also lacks INT; clearly intentional. From the description:

'Skeletons need triggering to be animated... Once set in motion, skeletons fight to the death.'

Unless it's also a typo, 2e Skeletons get 2d6+6 DEX (average 13), making them even more Harryhausen than 5e CoC.

Given 9 Hit Points, but they can only be harmed through the same sub-system as affects the 5e version.

They are equipped with a variety of melee weapons, have 1d6 armour points and their habitat is 'anywhere that magicians have worked.'

They're also the only monster in the sourcebook to get a 'Number Appearing' statline: 3d6.

Conversion.

  • 9hp/5 = 1.8 HD (1, 1+4, 1+8 or 2 HD)
  • Best attack (DEX x 4=52%)/10 = 5.2 (+5 BAB)

Abilities.

  • destroyed/shattered (as above), but half-chance for impaling/piercing weapons (or also as above)
  • nothing else is explicitly mentioned in the description or stats, but everything for 5e could be applied here.
  • these Skeletons are armed and armoured and encountered in groups: not really abilities, but the certainty of armour puts them apart from other system basic Skeletons.


d6 Flavours of Skeleton:

  1. Skeleton Army: a military unit waiting patiently for the Triumph of Death; fully kitted out and looking to recruit if you start messing around with them and their stuff. Otherwise, just still, silent, eerie and intimidating.
  2. Fang Warriors: sprout from the enchanted teeth of monsters; they may have an affinity with the source creature. Animated by Ray Harryhausen, of course.
  3. Exoskeletons: undead giant arthropods; think of them as spooky robots; lose many of their natural abilities (eg. venom, silk, stingers). Natural armour.
  4. Flaming Skull: when activated, bursts into flame and flies at you; at least as likely to set a fire as a flaming torch, but the flames are supernatural so things could be worse. No armour.
  5. Skeleton Archers: two shots per round; they're as good as, if not better than, a Normal Human with a bow.
  6. Drowners: weed-draped and spongy-boned, saturated and heavy with water (fresh or salt); attack is grapple and hold under water. Only destroyed/shattered on a x3 due to being less brittle; impale/piercing weapons still x2. They can swim if unarmoured.


Commentary.


This was originally going to be a much bigger single post, converting Skeletons to D&D adjacent from the systems I have available. But because of COVID-19, I have the questionable leisure to break it up into smaller pieces and put it out more frequently.

Tom Moldvay's article 'The Ungrateful Dead' (Dragon Magazine #138) is very much worth the read, and had a significant influence on how I think about the undead.

Eileen Lucas's 'The End of the World' from the same issue is also a good read, though whether you're as keen to have a global pandemic as your campaign background as you were at the beginning of the year, I couldn't possibly say.




Saturday, January 18, 2020

d66/d18 Wight Cloaks, Crowns and Eyes

[Edit 21/06/2021 - Replaced table to deal with display incompatibility across browsers; added a little to the descriptions]

Wights are the mysterious and ancient barrow dead. Formal, mannered, honourable, even courteous, in their own way; Wights are also brutal, vengeful and quick to take offence - many still driven by the office they held in their deep, dim, mortal past.

Use any RAW wight you like, but I look to Dragonwarriors for my ur-wight, with a pinch of the meorty from the Dark Sun setting (particularly the one in pseudo-Elizabethan dress, 2nd edition, I think) - I like them pseudo-Celtic/Viking for the older ones, and medieval/late medieval for the Stranded Isles (17th/18th Century rough equivalent).

Give them an enormous, blunt two-handed sword to drag, sparking against the flags, or a vast, branching bow that no mortal living could hope to draw, then pick or roll to dress and crown them, and put in their eyes before letting them loose.

(2d6) A Cloak of ...

1st d6 (1 to 2) 2nd d6:

  1. Boiling darkness that cannot be driven off
  2. Dust & cobwebs
  3. Faces (living or dead, stitched and/or stapled)
  4. Feathers
  5. Fine cloth
  6. Severed Fingers

1st d6 (3 to 4) 2nd d6:

  1. Flayed human(oid) (possibly undead)
  2. Fur, luxurious or gore-stiffened (possibly prehistoric)
  3. Severed Hands (living or dead)
  4. Hair & eyeballs
  5. Reptile hide
  6. Tatters of cloth

1st d6 (5 to 6) 2nd d6:

  1. Tatters of own flesh, more than it should have
  2. Teeth (living or dead)
  3. Trail of frost that limns everything as it passes
  4. Whole animal pelt (possibly undead)
  5. Worms (living or dead)
  6. Writhing mist that clings to the Wight

(2d6) Crowned With ...

1st d6 (1 to 2) 2nd d6:

  1. A Living Thing
  2. Antlers
  3. Bony growth
  4. Copper
  5. Crystal growth
  6. Dead and dying roses

1st d6 (3 to 4) 2nd d6:

  1. Electrum 
  2. Gold 
  3. Gorgeous flowers
  4. Horned 
  5. Iron 
  6. Lead

1st d6 (5 to 6) 2nd d6:

  1. Silver
  2. Skull(s)
  3. Snakes 
  4. Starry 
  5. Thorns
  6. Vines & leaves

(2d6) The Eyes! Those Terrible Eyes ...

1st d6 (1 to 2) 2nd d6:

  1. Blinding light pours out when open
  2. Burning coals
  3. Carved from stone
  4. Closed with coins
  5. Cyclops
  6. Distant cold stars

1st d6 (3 to 4) 2nd d6:

  1. Empty sockets 
  2. Feline, blazing
  3. Filled with worms
  4. Gemstones
  5. Held in hands
  6. Orbiting the Wight, possibly more than the expected two

1st d6 (5 to 6) 2nd d6:

  1. Out on stalks
  2. Ovine, glowing
  3. Sad, weeping
  4. Sewn shut
  5. You cannot meet their gaze
  6. Your own eyes looking back at you




Wednesday, January 8, 2020

Old School Ghoul Race-as-Class

A quick mash of Mentzer Red Box and 2e/5e Call of Cthulhu, for old school d20 systems.

Ghoul.

Description: You are a ghoul, like the ones you want in your game. 

From my perspective, you're a necrophagous undead humanoid, but you're not necessarily a terrible person; somewhere on the continuum that takes in ravenous undead cannibals and Randolph Carter's allies in The Dreamquest of Unknown Kadath.

XP: Advance using the Elf Experience Table; same level limit applies.

Saving Throws: Save as an Elf/ Monster of your Level/HD, whichever is better.

Prime Requisite: The Ghoul class has no Prime Requisite.

Minimum Scores: No minimum scores, but your Charisma is not counted as more than 9 when dealing with the non-monstrous living (except for necromancers).

Hit Dice: d8, or whatever is the standard for monsters in your game. You have 2 HD at 1st level.

Armour: Ghouls have natural armour that improves AC by 3 places; Dexterity adjustments apply. You can wear any armour, but will not get any AC benefit unless it is better than your natural armour; you always benefit from armour magic bonus. You can use a shield.

Weapons: You can use any weapon, but prefer claw/claw/bite for 1-3 each (no Strength adjustment to damage) + paralysis.

Special Abilities:
  • You are undead, and immune to sleep and charm spells. 
  • You make no noise when moving about.
  • You can be turned by clerics and are affected by protection from evil.
  • You can communicate with nightgaunts (+2 Reaction Roll).
  • From 2nd level, you can cast spells from scrolls with a 10% chance of failure.
  • You only take half damage from firearms and projectiles.

Wednesday, December 4, 2019

d66/d18 Zombies

Zombie by Mark Dunn, for The Dark Chronicles of Anakendis
(Andrew Whitworth,  Warlock issue 6)


Learning how to put a reasonable looking table into Blogger (from original Google Docs, thence to Excel, thence to Notepad, and via various obstacles) gets you this (best view not in IE or MS Edge):

[Edit 17/06/2021 - Replaced table for wider browser compatibility & added the pic]

18 different types of zombie for when they turn up in your game; roll 2d6 as d66 (or a d18, if you have one).

By Wisdom save, I mean whatever the equivalent is in your game; by Black Ichor, I mean something along the lines of this: https://dysonlogos.blog/2018/08/06/further-delves-for-the-black-ichor/

1st d6 (1 to 2) 2nd d6:

  1. Monster corpse - preferably something the PCs haven’t seen live yet.
  2. Not automatically hostile but will follow/ shadow the party, causing unease; every rest, Wisdom save or follow them into the depths; those who have taken the Black Ichor take a penalty to this.
  3. Bloated and suppurating; bits break off easy; they leak and squirt - could be worms, acid, disease or emetic.
  4. Classic cannibal corpse with infectious bite.
  5. Directly controlled by a nearby monster or NPC.
  6. Looks just like you, but ravaged by death.

1st d6 (3 to 4) 2nd d6:

  1. Embellished with gold leaf, gems for teeth and eyes, rich cerements.
  2. Attempt to drive you away, rather than destroy you.
  3. Will hunt you across time and space unless utterly destroyed.
  4. Those you have killed previously have returned for revenge.
  5. Will only attack while you possess stolen grave goods.
  6. Host to an animating entity.

1st d6 (5 to 6) 2nd d6:

  1. Intelligent zombie; you can roll again to see what else it is, if you like.
  2. All are marked/liveried as minions of a powerful force.
  3. Spontaneously animate, de-animate and re-animate; are they dead yet?
  4. Possessed or controlled, these living people come at you like ravenous ghouls.
  5. Living minds are trapped in these corpses; they may cry out for help.
  6. You cannot kill that which is already dead; always regain 1 hp from 0 or less unless destroyed or blessed.