Tuesday, October 18, 2022

DMR2 Creature Catalog - B to C.

Note: I don't have personal familiarity with the in-game origin of all the monsters, so I'll largely pass over that. A surprisingly significant number appeared in the early X modules Isle of Dread and Castle Amber, and there are numerous contributions from the Mystara Gazetteer and Creature Crucible ranges (though whether these were first appearances, I don't know).

Reminder that * indicates the monster is new to DMR2, wherever it started out from.

Baldandar*.

Protean entity from German literature via Borges' Book of Imaginary Beings (wherein also the Peryton).

For the game, it's an evil humanoid with sleep poison claws/fangs and considerable powers of illusion. Often masquerades as a Dragon or Magic-User. Can also shapechange (you and it) and possess (magic jar), as well as fly and turn invisible.

A good stand-in for all manner of villainous enchanters, including the Oni.

With females that get hormonal when child-bearing/rearing and shift alignment from Evil to Neutral in 2e.

Banshee, Lesser.

These are your basic banshee. Their signature wail causes damage rather than kills outright. Described as haunting families and warning/mourning deaths.

That they are not necessarily the spirit of the deceased they look like, nor that the deceased is restless in their grave, appeals to me.

It says that they're not undead (in AC9 it's under Monsters and Other Fantastical Creatures), but who are they really fooling?  They're even immune to sleep, charm, and hold, and they don't have anything much of the faerie tradition about them, either.

Apart from the differing ideas of various creators, I wonder if there was a desire/need for undead-a-likes in game that RAW wouldn't TPK lower level parties, or that wouldn't just be wiped away by clerical Turning before they got to show off their cool abilities.

Bargda.

Diseased, misshapen, goat-headed ogre/troll/giants with iron-shod clubs. Hate everyone except for monstrous humanoids that they lead on raids. Antagonists. Villains. Bosses. Chaos monsters out of Warhammer (Nurglesque, even) and RQ.

Mechanics for the Dexterity-sapping disease their bite carries.

2e makes it clear that they are actually suffering from the disease they carry, as well as having no digestive enzymes of their own - and needing to infect food with the disease in order to feed themselves! 

This is cool and creepy, and would be worth giving to someone/thing else if you didn't want to use the Bargda RAW.

DMR2 specifies that they are not found in Lost World areas, so make the Bargda grumpy, misanthropic and overall Neutral, and frame them as the unfortunate (doomed and dying) protectors/shepherds of those very Lost Worlds and all the monsters therein.

Beetle, Earthquake.

AC -6 (+15 AAC) and 40 HD, this is approximately the Jinshin-Mushi of Japanese folklore scaled up to Tarrasque-tier threat.

Head of a Black Dragon, beetle body, spider legs. Causes an earthquake (@ 25th level - but this is BECMI/RC) wherever it goes burrowing. Only uses its breath weapon once a week and when it's at half hp, but that's still a possible 160 points of acid damage.

It regenerates 3 hp per day.

Looking at daily regeneration and weekly breath weapon, I'd use the Earthquake Beetle as a Colossal foe (using On the Shoulders of Colossus, for example, or do a quick search of the blogs for something) and make a whole adventure about tracking, diverting, harrying and only maybe about actually killing it. 

If it comes up as a random encounter, use it to reshape the campaign rather than as a TPK. This kind of monster I don't think is very interesting to go at just with spells and swords.

Beholder, Aquatic.

Local/system variant of the Eye of the Deep and has 13 HD vs. 10-12 and a 2d10 vs. 1d6 bite, as well as giving actual numbers to disable its eyes. Its dazzling eye attack paralyses rather than stuns, and its eyestalks cast charm person and hold monster, rather than both hold spells.

Regrows lost eyes in d4 days vs. 1 week for the Eye of the Deep.

Just use the Eye of the Deep if you want to keep 2e canon, though I think its charm ability opens up more interesting possibilities.

Bhut.

In Hinduism, a restless and usually malevolent ghost; in either CC, it's another of those 'not undead even though it clearly is'. Even in 2e, they are still hazily classified as being 'a bit like' lycanthropes and undead.

One of the better illos in the CC, imo.

My comment above (Banshee, Lesser) re. summary execution of unused interesting undead by Clerics probably applies here - cannot be Turned, but have all undead immunities as well as being very stealthy and difficult to hear.

A bit like the Rakshasa (MM), they are vulnerable to blessed weapons, and their habits are similar to the Huecuva's (masquerade as normal folks, then get all monstrous and bitey after dark). They even have an aura that spoils detect and know spells.

Extra points for a freezing bite that causes numbness.

Brain Collector.

From my initial exposure to the Brain Collector via the bare stats in the BECMI Master DM's monster jam, I imagined it as a local/system variant of the Mind Flayer with logical adjustments for a system without psionics. 

While it works well enough as an eldritch horror (extra-planar crab with tentacles and brain removal habits), it could also work as a gruesome speciality Magic-User (NPC only, or not).

Ugly-looking spud from 2e Mystara

It stores stolen brains in internal cranial pockets, causing its head to bulge up in lumps. This would be quite an evocative image for a more humanoid Mind Flayer variation, and possibly you'd want to mechanically account for attacking the brain-pods (first hit on a nat 20, followed by Called Shot or something).

Obviously, could be reskinned as Mi-Go. Or as a brain-swallowing Beholder-kin.

2e further defines their alienness: they do not have hostile intentions as such but they don't see humans etc. as anything more than receptacles from which brains can be extracted.

Brownie*.

There's no mechanics in what is one of the longer descriptions in the book - though it's mainly a recapitulation of what you'd possibly already know from folklore and fairy-tales.

The CC Brownie only gets invisibility compared to the 1e MM Brownie's spell-list of seven, only one of which is not shared between AD&D and BECMI/RC.

Brownie, Redcap*.

A similar amount of text as the other Brownie, but more in the way of practical info for getting into scraps with it.

Suitably faerie and folkloric enough for me - wouldn't be so out of place in DragonWarriors

Cat, Great.

Bekkah, Cheetah, Jaguar, Lynx, Spotted Lion and Wildcat. 

While there are some special abilities to tell them apart (Bekkah's roar, Cheetah's movement rate, general rake attacks and surprise), I'm tempted to say Just Use Bears, or the Great Cats or the Wolf from the Basic set/RC as templates.

The Bekkah is a giant black panther with 12 HD and a terrifying roar (a bit like the Androsphinx and the Dragonne, of course). Beyond this, it's clearly your pulpy Man Eater/Jungle God monster - a cryptid, maybe, to challenge Great Hunters of All Hues and None (Nehwon Ghouls and Bone Men of Carcosa). Are they from something (I mean, other than possibly a module or magazine article)?

The CC Lynx is almost identical to the 1e MM Lynx, Giant, but lacks the Very Intelligent tag. Was it just a near-direct port, system to system, and lost the 'Giant' in transition?

There's a difference of 1 hit point between CC and 1e MM Jaguar, and 2 potential points of bite damage between the respective Spotted Lions.

The Wild Cat from 1e MM2 is a slightly more formidable beast than the CC version, but both are capable of slaying a 1st level character as per their reputation.

Cay Man.

Intelligent, 1' tall, 2 HD - otherwise unremarkable tribal humanoids.

Though I think their small size and comparable HD in relation to their much bigger Lizard Man cousins probably does merit a remark of some kind.

Chameleon Man.

They're more like Blink Men, being able to teleport up to 120' instantaneously and without embarrassing/fatal consequences. Can't attack in the same round as teleporting, but you could decide otherwise for your version; can't carry much weight either, so they don't wear armour.

7' tall, spindly, gangling and awkward with tiger-like stripes of red, blue, green, brown, orange, black and white. Which also aren't characteristics of chameleons, as far as I'm aware.

From the 1e Fiend Folio, looking to mix it up

Otherwise they're your standard D&D tribal humanoids, but they put me in mind of the Qullan from the Fiend Folio - probably because of their patterned skin - and I'd look at mashing the two together to come up with something.

I also think they'd make a good addition/alternative to the vari-hued inhabitants of Carcosa.

Chevall.

A Centaur that's a Werehorse that hates Wolves, opposes Werewolves and champions Horses. They're capable of injuring Werewolves in AD&D by dint of their 7 HD, and also by being 'silver/magic to hit' more generally.

Slight stat variations between forms, including Morale - which seems unintuitive to me.

They were an important faction in a Neolithic/Proto-Celtic campaign setting I started sketching in the distant past, though I can't remember many details.

I'd consider bringing them down to Centaur/Horse stats for inclusion in a lower powered game, or keep those stats and make them much rarer/more legendary.

Choker*.

A fairly bare stat block and no additional mechanics in the description, but this is one of my favourite monsters from the book - a spindly stretchy cartilaginous humanoid with a baby-sized body that strangles you and cuts you up to eat. 

Specifies it preys on Dwarfs (and, by logical extension, the other subterranean peoples) - it's originally from Dwarves of Rockhome, I think, with a charming/creepy illo by Stephen Fabian. 

In CC it has a movement rate Through Rock; while this is updated to Burrowing (combined with squeezing through small spaces) in 2e, you could choose to make the Choker more of an elemental, a ghost/undead, or have a rudimentary phasing ability (like the Vilstrak?).

RAW, it has 3 Intelligence, but I think of them as being closer to Human-level. Also, check out the inhabitants/antagonists of The Broadsword by Laird Barron for something horrible that could be developed from the base creature. 

Coltpixy*.

Size-changing faerie horse, able to turn invisible

I don't need a separate monster entry to tell me this, could have just been a paragraph in Tall Tales of the Wee Folk or any of the entries of the faerie folk that might ride them.

In 2e, it gets an Elf-like resistance to sleep and charm. Fair enough.

Crone of Chaos.

It's got a bit of an uninspiring name - you could call it Junior Hag, in the right setting. It puts me in mind of the monsters submitted to Out of the Pit in Warlock magazine, having the scent of juvenilia about it - though I mean that as an observation rather than a criticism (and notwithstanding the imagination of various grown-ass men down the years and editions).

Usually encountered disguised by an illusion. Tends towards the sylvan humanoid beauty model, and the text could imply this is the extent of its illusory ability, but why not a pile of treasure or a particularly tempting roast beef sandwich?

It can sustain the illusion while it's attacking (once per round), either by using animal control (no-save control of d6 normal or giant animals; it isn't specified if this is only for that round or until dispelled) or daggers of sorcery (d6 ghostly flying daggers that attack as 1 HD monsters for normal damage + weakness, and can be attacked by characters in turn - again, it isn't specified if this is only for that round, or if this is cumulative - resulting in vast swarms of daggers).

It's spell-like abilities are natural powers (including the one with Sorcery in the title), but can be detected and dispelled like magic. This feels a bit pointless and makes me wonder if there is a prototype for this monster, possibly in another system, from (science) fiction or using psionics - does anyone out there know?

Apart from a brief physical description (it's a crone), there's not much non-mechanical detail in the text - which makes it easier to think on how the abilities could transfer. 

In 2e, we learn that they procreate with, then devour male humanoids. They can have male and female offspring; the former are devoured, the latter are abandoned and it's hoped that they'll be brought up as changelings. Not terribly original, but planting them firmly in the faerie/folklore realm.

Reskin as non-crones - sylvan and aquatic protector/predator; specialist Magic User NPC; rogue AI/security bot. Those daggers could be anything you like, even living things. Options for 'male crones' that survive mum's appetite.

Cryion.

These are the Tran from Alan Dean Foster's Icerigger (1976), though their fantasy-dress is chiropteran/  noctillionine/ pteropine rather than feline. Claws adapted to work as ice-skates, aided by wings-as-sails.

The Tran inhabit an entirely frozen planet, while the Cryion dwell in your fantasy world, so use seasonally frozen waterways as much as any plains of ice.

There's some detail on their nomadic society, based around groups of 10-40 (called mnelds and there are no other made-up words in the entry, which seems like a missed opportunity for naming various arche- and sub-types), and great gatherings every 3 years. Otherwise, they're another fantasy tribal humanoid - so shamans, 1st to 5th level.

Despite my enjoyment of the novel, and frosty wastes being one of my favourite settings, I'm Neutral Indifferent towards Cryions.

I like the illo.


Monday, October 17, 2022

DMR2 Creature Catalog - A


Recently, I've started listening to the Monster Man podcast, which is about monsters, because monsters are great. 

He's right and that reminds me to try and break out of my blog-based doldrums with a long-postponed look at the Creature Catalog from 1993.

DMR2 Creature Catalog updates the 1986 AC9 Creature Catalogue, to complement the Rules Cyclopedia with all the bits of BECMI they wanted to keep. 

Both CCs cover a lot of monsters from existing modules and accessories. I had a passing familiarity with a fair slice already from their inclusion in the stats-only monster jam in the BECMI Master DM's book, and I realise retrospectively that CC has a lot in common with the 1e AD&D MM2 (which I went over back at the start of 2021): it brings together monsters from various scattered sources (inc. modules) and fills in a few gaps; both also expand on the encounter tables. 

AC9 was arranged by monster type, DMR2 alphabetically - making it an easier read. 

The CCs, especially DMR2, are effectively Mystara bestiaries, although they also provide some of the classic/generic AD&D monsters missing from BECMI. Some of the monsters survive into 2e AD&D, updated in the Mystara and Savage Coast supplements, but rarely expanded significantly.

These are personal takes, reflecting personal taste, and I tend downplay/outright ignore features such as Alignment, Intelligence, Number Appearing and Treasure Type - if they catch my eye this time round, I'll comment.

If you've read the MM2 posts, you'll have some idea about how I'll approach certain monsters, and that I'm an advocate of reskinning and transplanting mechanics.

* indicates the monster wasn't in the original AC9.

Amber Lotus Flower.

Lovely flowers that spray you with sleep pollen. Often in symbiosis with other plant monsters so they can all share in the decomposing adventurers.

An environmental hazard that can be cultivated by intelligent creatures for their own purposes. That you can attack and kill with weapons.

I'd make them as something that grows on some Undead - principally, Mummies and Zombies, or just replace with save vs. poison sleep spells that can beat the HD/hp limit through concentration/numbers,

Amoeba, Giant.

A 10 to 15 HD fried egg-looking ooze monster with an acidic touch. Implied auto-surprise without going into mechanical details. Attacks by enveloping victims, also no mechanics.

Just use the abilities of other oozes, slimes and jellies, or any other suitable mechanics.

Animal, Prehistoric.

Baluchitherium, Giant Elk, Grangeri, Hyenodon, Megatherium, Phororachos and Titanothere.

None of them even have any special abilities, and the Phororachos is yet another 3 HD flightless bird. The vernacular name of sword beak so maybe that there's something to play with as a pun-monster along with the Axe Beak and Club Nek.

Giant Elks could be Fomorian mounts/ beasts of burden, because I like the image.

1e MM versions:

  • Baluchitherium has more HD, scores more damage, and has better AC, but only just and that because of the 9 vs. 10 base AC difference between systems.
  • Hyena, Giant (Hyaenodon) is statistically the same.
  • Titanothere has worse AC and slightly more detailed and harder-hitting attacks.

Annelid, Great.*

25-50 HD and up to 2000' of segmented worm monster (compare with Leviathan, Desert & Marine). Eats the rock it burrows through. Being immune to heat and pressure damage also gives them a little bit of a sci-fi/alien fauna gloss. Of course it can swallow you whole.

It's apparently native to the Prime Plane, but it attracts Earth Elementals (and presumably similar extra-planars) by deception, paralyses them and then lays eggs in them.

Weird. 

Updated for 2e, there's more detail on what happens when it swallows you and acknowledgement of the wider range of prey-elementals.

Aranea.

Intelligent spell-casting spiders able to use tools with their handible-mandibles

Sparse description. Only details of their habits/society is that they spend most of their time in magical research.

Instantly likeable. They're updated to something like a Neutral Werespider Spidertaur in 2e, which is also pretty cool.

Archer Bush.

Basically a special ability that I'd use to make a Needleman if there wasn't already a Needleman. Or as an alternative for Porcupine and Manticore spines.

They're very slow moving and have a toothy maw. Presumably they shuffle over to your still-twitching corpse and gobble it up, or maybe you can try and satisfy them by throwing dead monster bits into their eating-holes - if you don't decide to reskin them as a variation on Shriekers and Violet Fungi.

Ash Crawler.

A kind of hog/rat that lives near fire (which it is protective of) and burrows cheerfully in the build-up of ash, mostly eating small animals. Basically, an almost-fire elemental badger or capybara. Has flaky grey shedding skin and natural fire resistance.

If provoked or otherwise on the attack, it locks its jaws after biting and make auto-hits with its claws until you inflict at least 5 hp damage against it. 

In its ashy lair, it gets a decent cover bonus to its AC and saves (something you should consider giving to aquatics vs. land-lubbers, if they don't already get it). The ash layer is described as being particularly deep, so adventurers would need to make a special effort to expose it (and I suppose you could also penalise them for kicking up hot dusty clouds along the way).

It's also got a prehensile tail for dragging you into/under the ash. Penalties to attack and AC, but no hit point loss or threat of suffocation.

One that I overlooked first time round, but really like now. 

Taking the elemental route, this is a supernatural/spirit being that dwells in the generational ashpits of Stone Age cultures - an ancestor of the cosy hearth spirits to come. Reskinned, you've got the thing out of the Death Star trash compactor if you prefer. Would also transplant well to Athas, with or without psionics. Or in a quasi-realistic fantasy ecology, it would probably be found in dragon lairs.

It's got Bugbear equivalent stats, but is basically a Giant Rat so you could stat it downwards, particularly for inclusion in lower level games. Use the inimitable Giant Shrew for a more horrific challenge, leaping screeching at your throat from beneath the shifting ash and clinker.

Survives into 2e, but its bite goes from 2d4 to 1d2 and we get some details about making its hide into fire-resistant leather armour. 

Or we could meet myth and science in the middle and declare the Ash Crawler's hide to be a form of asbestos, with the hazards that go along with that.

What Was Left Out - Agarat.

Non-paralysing Ghoul with a scream attack that temporarily drains your levels.

Can't think of any particular reason why this was dropped, unless it was that howling/screaming Ghouls was thought to be distinctively a Glorantha/RQ thing. 

However, it is given another chance in 2e, gaining a double-strength Greater variant as leader types.

The temporary energy drain is an interesting idea, as you don't know that it is at first.



Thursday, April 28, 2022

Other People's Stuff - Secret Jackalope 2022 & Giallo/Horror BX & Slush Piles & Iconoclastic Flow.

Secret Jackalope 2022 - Doomed and Saved, out on the Ice.

As well as being paired to write a response to a Secret Jackalope prompt, someone else was paired with mine: Mechanics/subsystems for isolation/loneliness, incorporating fantasy/horror/sci-fi inflected Third Man Factor/Syndrome.

This is/was Wyatt over at TBD: Tabletop, Books, and Dinner, who came up with some mechanics for manifesting and being aided by the Third Man - the presence sometimes reported by wanderers in the cold wastes and lofty places. Well worth a look. Thanks, Wyatt.

And below Wyatt's notification to me on the OSR Discord was this gem from the Foreign Planets blog (also a Secret Jackalope response) - Doomed Expeditions to Dread Hyperborea. Those cold wastes and lofty places I mentioned? They're one of my favourite settings, especially when you mix in an (un)healthy dose of fantasy, horror and sci fi.

(Also check out the likely discontinued Black City Project over at Dreams in the Lich House - it's from years back, but it was a more recent discovery for me)

The Erotic Art of Slaughterhouses.

I clicked through in the context of BX, giallo and survival horror, and was pretty happy with what I found. A new to 2022 blog, last updated in March.

I'm recommending this content with full awareness of possible non-neutral reaction to their Cool Shit From Other People - it's up to you to decide how powerful Hitler's jumper is. 

Anyway.

Iconic Clothing & Pocket Contents:

Two d50's worth of stuff for characters in giallo/survival horror games with the clothing and the random junk giving clues to your abilities/identity/situation. I like these like I like the uniform patches in Mothership.

With expansion up to 100 in the comments.

XP for BX/CoC hybrid:

A good alternative to the blood-and-gold method of BX, with no points for killing but some for encountering new monsters and saving people.

There is a legacy of XP=GP in that you'll get the worth of any eldritch artefacts you recover.

Some reference to Lovecraft's stories for illustration.

Improvised Weapons & an Improvised System:

d50 (expanded to 100 in the comments) things you can try and fight back with when trapped in the mansion with the murderous and mysterious. 

Includes 'Sliding Door'. Everything has a 1-4 on d6 chance of breaking when used for violence.

Plus the bare bones of a BX/LotFP hack for amnesiacs trapped in a mansion. Character special abilities boiled down to a bonus on related rolls, based on simple tags eg. Track Star, Camping Enthusiast. 

Personally, I would relate these to the Iconic Clothing and Pocket Contents you roll up at the start and - as you're amnesiacs - you don't have to decide on your tags at chargen. Being the master of unlocking in advance is all very well, only to be faced with nothing but broken-down doors and barricades.

Inspiration and Links.

A slush pile posting at Archons March On. This is the latest in a series and is dense with ideas and inspiration.

There are a number of people out there in the blogosphere doing these. Good. Be generous with your ideas, because maybe you don't have the time to deal with them and someone else might come up with something better than you imagined/exactly what you were dreaming of. The OSR blogosphere is a rich resource and you should tap it often. Cite and thank your sources when and where you can, and don't get too hung up on someone else already having had your ideas.

Also in this vein, check out Seed of Worlds for Slush Piles and TTRPG blog link compilations. They also post the r/osr blogroll every Sunday (within reason), which is always good to check in on.

New Blog - Iconoclastic Flow.

Contributors to a new collaborative blog just peeping out of the interpipes like sapient mercury: Max of Weird and Wonderful Worlds, Semiurge of Archons March On (already linked above), Spwack of Slight Adjustments, Sibylla of Devil Devil Devil, and Sofinho of Alone in the Labyrinth, Jones Smith of Was It Likely? and some more I'm less familiar with.

Nowt to do with me, chum, but I like a lot of their stuff, so it's probably worth keeping an eye on.




Friday, April 8, 2022

Secret Jackalope 2022: Mythical/Dreamlike Islands Generator

Suitably piratical adventures. Shades of Harryhausen.
Fantastical, maybe mythic, probably not very dreamlike.

Secret Jackalope 2022 prompt via the OSR Discord: "A Mythical (dreamlike) island generator" for PaperMagus#9478.

I love an island (or an archipelago) as a setting, so this was right up my street. I've kept things setting and system agnostic.

Roll a mixed handful of d6, d8, d10 and d12, then consult the numbered lists below. 

Some of the outcomes contradict others. Ignore anything that doesn't make enough sense and/or you don't like. Climate and terrain as appropriate to the milieu/mythos. Sorry to leave so much of the work to you, but filling in gaps and making connections can be fun.

If you want, roll those dice onto hex paper and use the spread to map the island or surrounding archipelago (highest roll is the most important location, however you define it). Chuck in some d4s to represent volcanos, mountains and mysterious mounds/pyramids (no tables for them).

The island can be found only:

  1. At the crack of dawn.
  2. When the sun first touches the horizon at dusk.
  3. Under the light of a full moon.
  4. Only when the sun is at its highest and hottest, with no breath of wind and the sea like a pane of glass.
  5. When everyone is asleep (or otherwise unconscious).
  6. When you are at the very end of your supplies.
  7. By those under a curse or enchantment.
  8. By those responding to an omen (good or ill).
  9. By those castaway from their vessel.
  10. If someone onboard is dead or dying.
  11. When your vessel is adrift, at the mercy of the currents and the winds.
  12. Once you have already resorted to drinking piss and sea water, cannibalism or the Bear Grylls hydration-enema (kind of CW/NSFW YT link).

The island lies:

  1. At the heart of a vast float of sargassum/deadly maze of icebergs/expansive gyre of the rubbish of civilisations.
  2. In dense fog, looming up suddenly and unavoidably.
  3. To starboard, glimpsed through the slashing rain, towering waves and dazzling flashes of an uncommon storm
  4. To port, just at the edge of peripheral visibility.
  5. Confoundingly astern, where you were but a short time since.
  6. Dead ahead, unexpected and uncharted.
  7. As 2, but when the fog clears it is revealed to have been cloud and the island is in the sky.
  8. Where the sea plunges over the Edge into endless space. You might see the effects of this long before you spy the island.

The island is full of lights:

  1. Corpse candles illuminating the faces of undead that are invisible by day.
  2. Sheets, sparks, and crackles of electricity/plasma.
  3. A sickly green glow suffuses everything, intense by night but just visible by day. It spreads to objects brought to the island and carried away from the island. 
  4. The lit windows of dwellings where there are none.
  5. Parading jack-o-lanterns, punkies, spunkies and will-o-the-wisps.
  6. Cannibal/Ogre cooking fires.
  7. The lamps of search parties, distress flares and signal fires. A general sense of urgency.
  8. Multitudes of eyes glimmering in the face of the dark.
  9. The ghost of a lighthouse. Does it signal doom or safety? Is its blaze even meant for something of this world?
  10. As if the constellations themselves have stepped down from the sky to roam the earth. May be accompanied by stark dark patches in the heavens.

Any of these lights can also be in the water.

The (super)nature of the island:

  1. Like a pop-up picture book, 2D within a 3D space, and either realistic or in a particular style of art/illustration. Time and distance are redefined as if by flips of a page. Whether those arriving or leaving update to fit the environment they are entering is up to you. Possibly everything is extremely vulnerable to fire.
  2. Under an enchantment/perception filter that hides its true nature. It appears like a paradise when it is a hellhole, or a fortification bristling with cannon and swarming with armoured mechanical warriors when it is in fact the peaceful convent of lycanthropic vampire nuns. And vice versa. It is possible to be able to perceive both aspects under the right conditions.
  3. A dream construct, with dream logic, and sustained by a specific Dreamer. It is real unless/until the Dreamer is awakened. The Dreamer is not always aware of their status, nor necessarily a participant in the dream.
  4. An actual illusion/telepathic-feedback-dependent hard light construct. It is vulnerable to a particular weight of disbelief, from an individual (including only a specific individual) to the whole sapient population. Awareness of the illusion/simulation does not necessarily aid active disbelief. Is there an island under it, or just the swallowing sea?
  5. A nightmare construct, as if produced by the Dragon Warriors Nightmare. You are probably all lying shivering on a beach surrounded by fragments of your wrecked vessel while this is going on.
  6. Everything on the island is alive/awakened, and survival here is dependent on accepting an animist worldview and communing with the genius loci of the place. I recommend PARIAH.
  7. Cinderella/Circe transformation - everything is something polymorphed into something else and vulnerable to counter-spell, disbelief and/or effect expiry. Leaving the island may or may not reverse any unfortunate changes.
  8. The Shores of Death. If the island is not actually the realm of the dead, or contain an entrance to the realm of the dead, it is the last mortal staging post on the journey to said realm. 
  9. Groundhog Day. The island is on repeat, resetting at intervals. The reset can be a regular occurrence, or be based on collective or individual acts. Agency, awareness and memory may persist (for inhabitants and/or outsiders), or the effect may be a trap, turning you into puppets in someone else's play.
  10. Altered Reality, whether by nature of its substance or the power of one (or more) of its inhabitants. This is something like an illusion, but is persistent and real if it is not disbelieved (or if there is no-one there to disbelieve it).
  11. Persistent shared dream-space. The island can be reached by sea, but is better reached by plunging into the collective unconsciousness of those who dream it. If the dream-substance does not resist it, potentially all dreamers/visitors can alter and influence the unreality.
  12. Non-Euclidean. However wholesome or horrible the island is, it defies conventional mortal geometry, making getting around and getting away both difficult and nauseating. 

Going ashore:

  1. Safe, sheltered bay/cove and easy trails to the interior
  2. Narrow tracks and/or crude steps zig-zag vertiginously up cliffs/crags from the sparse spit of land at their base
  3. Seemingly impregnable walls of rock/ice circumscribe the island, broken suddenly by a concealed passage, scraping low overhead your vessel
  4. Treacherous reefs/rocks/sandbars that necessitate a stay while repairs are carried out
  5. The silent quayside of an apparently abruptly and recently abandoned settlement (from trading post to sprawling metropolis, as appropriate)
  6. As you approach the shore, the sea suddenly retreats - impossibly fast and far, leaving you within walking distance of the island but with miles of stinking mud and dying aquatic creatures in all other directions.

The island is full of noises:

  1. Regular muffled thump like a great machine (or enormous heart) underground.
  2. Hummadruz. Not necessarily debilitating.
  3. The sand in the hourglass of your life running inexorably down.
  4. Distant raucous birds and the mournful honking of sea mammals that almost sound like comprehensible language.
  5. Shrill discordant notes and runs that you can't be sure aren't caused by the wind.
  6. As if the entire island was underwater. There may be an accompanying visual effect, or the island is actually underwater.
  7. Regular ticking, like a clock counting down or hot metal cooling.
  8. More and more elaborate and louder and louder fart noises, followed by barely human juvenile tittering.
  9. Wordless songs and sweet plangent notes.
  10. Industry appropriate to the technological level of the adventure.
  11. Muttering and cursing, meeping and gibbering.
  12. The sounds of a contemporary (or any preferred historical period or cultural variation) IRL shopping mall, airport, stock trading floor, space shuttle launch control - anything alien and incongruous to the milieu and the characters.

The islanders are:

  1. Curiously/suspiciously like your home culture.
  2. Dead (whether they are also talking and walking around is up to you)
  3. Diseased, obviously or otherwise.
  4. Echoes of the future/the past. Not quite real, a little alien, uncanny.
  5. The last remnant of a famously long-vanished civilisation
  6. Beastfolk: talking animals, Moreauvian vivisects, werewolves, satyrs, sirens, people wearing animal masks or acting like beasts.
  7. Merfolk, obviously or otherwise.
  8. Immortals. Possibly (weakly) godlike, or maybe vampires or elves.
  9. Easily exploitable; extremely vulnerable.
  10. Living statues (or other sapient elemental substance).
  11. Cannibals, obviously or otherwise.
  12. Completely surprised that there are other living beings beyond the island.

Reaction Roll to determine their general disposition towards outsiders.

The island doesn't need to be heavily populated - it might even work better for atmosphere if it isn't.

Just the one island, but it's pretty fucking cool.

The island's big personality/main character:

  1. Enchanter. Charms and transformations.
  2. Elementalist. Storms and weather magic.
  3. Sorcerer. Usually scholarly, with magical minions. 
  4. Scientician. Conducting private experiments far from interference.
  5. Necromancer. Their own fiefdom of the undead.
  6. Giant Humanoid. Strong enough to threaten shipping.
  7. Prehistoric Colossus. A Lost World survival or recently resurrected.
  8. Monster of Legend. One with the definite article and capitalisation.
  9. Cannibal. Not necessarily a compulsive gourmand, nor a cultural caricature.
  10. Forgotten God. Might want to reverse or preserve this situation.

Reaction Roll to determine their general disposition towards outsiders. There doesn't need to be one of these, but there often is. 

Don't know where the Lizard King (or the Gonchong on their head) fits on the list.

The island's gift, the island's prize:

  1. Sanctuary. No harm may befall those who abide here, as long as the legal and/or magical terms are not violated. 
  2. Healing. Bodily, emotional and/or mental good health arise from the conditions, substance or inhabitants of the island. The effect cannot be transported elsewhere, but there are always those who will try.
  3. Longevity. A condition of the island means that lifespan is extended. Often only as long as you remain there, the years catching up with you in an instant should you leave. Youthfulness and good health not always part of the deal.
  4. Knowledge. Could be magitech, could be psionics, could be the truth you were unwilling to hear. Includes mythical sages and the libraries of lost civilisations.
  5. Wealth. Whether it's lucrative trade links, rare materials or simply treasure vaults bursting with gold, there is always a price and it's usually blood and doom.
  6. Victory. The ally, the weapon, the mentor that you seek is here. There will be unforeseen consequences, even if you believe your motive is righteous.

All these islands have a Doom and will likely suffer it while the PCs are at hand, or even because of them (by accident or design):

  1. The Dreamer awakens and prosaic brute Reality comes rushing back in.
  2. The nemesis musters overpowering forces and invades. Unbridled massacre and pillage.
  3. The Sleeper stirs and the island tumbles from its back. Or it's just an earthquake/tsunami.
  4. The inexorable sea consumes the island, by inches but completely and forever.
  5. The slumbering volcano that raised the island bursts back to destructive life, affecting the climate even on the other side of the world.
  6. The spell that holds back the bitter cosmic cold breaks at last; perpetual winter crushes the island in ever-thickening snow and ice.
  7. Starts to fade away, either to nothing or to another dimension. 
  8. Contagious combustion/disintegration/liquefaction/petrification.

Somewhat zany, but it's got islands and a bit of Graeco-Roman mythological flavour.

Also take a look at:

A Strange Voyage Twitter account.

The section on randomly generating magical islands with a fairytale/mythic flavour in 2e AD&D HR3 Celts Campaign Sourcebook by Graeme Davis






Thursday, March 3, 2022

The Powers of Darkness & The Lands of Legend - Monster Commentary/Conversion to D&D Adjacent

Alan Craddock cover art.

Book 5 and we're introduced to another new adventuring Profession, the Elementalist.

Basically a Sorcerer, the Elementalist has a specialist element and two secondary elements they can cast spells with. DW has five elements (though only four basic Elementals), with Darkness as the element of evil and spookiness.

You can't combine opposed elements (standard drill) and you can only take Darkness as your specialist element. Darkness Elementalists are powerful, but channelling their element corrupts them, in the form of negative geasa (loss of shadow, permanent intangibility, intermittent heliophobia, becoming a wraith etc) - PCs are not meant to pick Darkness.

The power of Darkness also corrupts the Elementalist secondary element spells, generally making them more powerful but obviously tainted.

The 10th level summoning spell for Earth, Air and Fire Elementalists each call up a statted monster. Water gets a natural disaster (tsunami) instead, and Darkness gets to summon Balor (the Prince and/or Power of Darkness) and kill everyone (summoner included and no save) within 20m (don't know how this reconciles with Balor being asleep and imprisoned, as we learn in the adventures).

The Man of Stone.

BAB +19 AC +6 att. fists d8(d14) HD 5.3 Rank (10th Rank spell)

Superhuman Strength: DW STR 19 (+2 damage bonus).

Titanic figure made of rock, conjured from a sufficient quantity of available material.

If not under the control of a summoner, it can only travel in a straight line. Able to break through walls... burrow through cliffs and subterranean tunnels.

The Darkness-tainted version battens on the flesh of living men, delighting in grinding their bones between its stony jaws.

Banshee.

BAB +6 AC +1 att. special HD Rank (10th Rank spell)

Fast: at least x2 Normal Human movement rate. It's not specified but I guess it can fly.
Immune to non-magical weapons.
Implosion Attack: death, no save RAW.
Deafen: everyone within 10m (c. 32') is deafened, except the summoner. If you like, duration is while the Banshee is within range, then 2-12 rounds duration after.

An animate vortex of violent, shrieking wind.

Summoned to relentlessly pursue a single victim to death. Presumably, defeating or dismissing the Banshee is the only way to prevent this.

The Darkness-tainted Banshee will do as bid for the first victim, but then will be freed from control and not leave this plane until it has totalled 100 kills.

The Man of Fire.*

BAB +21 AC +6 att. fists of fire d10(d16) HD 6.2 Rank (10th Rank spell)

Superhuman Strength: DW STR 19 (+2 damage bonus), or it could be a +2 because it's on fire.
Scorching Presence/Touch: it can set wooden objects alight by touch, and gradually melt metal objects. Humans, after a round in its presence, are horribly scorched, but no further details or mechanics are given.

A 3m+ (c. 10') figure entirely composed of elemental fire. Material component: the bones of one who has died by fire.

The Darkness-tainted variant will serve its summoner for 1 hour, but then spends the rest of the day setting fire to everything it can because that's how it feeds/gets its jollies.

*It's called The Holocaust in the text, as in the original burnt-offerings sense of the word, but maybe you'd rather not call it that.


After the Elementalist Profession and the new spells, we get a chapter on Madness for when spells and horror twist the mind. Standard use of recent contemporary language for each disorder, and portrayal of schizophrenia as being a split personality. 

You'd probably do it differently now.


The Prince of Darkness.

This seven part adventure/campaign is set in Glissom, a part of the world lying to the north of The Elven Crystals adventure sites and also contains the Lost City of Nem, where big old bad boss, Balor, is imprisoned. 

Head north to rescue a King (if he isn't already dead - which he is), recover a relic and hopefully put paid to the dastardly plans of the Darkness Elementalists, thereby saving the world from being stared to death by Balor, the Prince of Darkness of the title.

Like with The Elven Crystals, there're hints this was originally written for another system/ system neutral. Tonally, it is more of a romp than my personal core four DW scenarios - though there's more sense of the integral setting than in Crystals.

Geoff Wingate.

Part 1 - The King's Tower.

If you stick to the read-aloud text (something I'm not keen on, generally), the PCs are about to fail to earn the 100 Florins they're each being paid to guard the King during an important festival.

Then evil Hawks swoop down to carry off/kill the King and snatch the sacred Hearth Fire. Even if you uncover the secret plot and villains at this early stage, you still get an offer of 100,000 Florins (silver pieces)* to head north and set things right.

*enough to buy 40 Warhorses or 200 suits of chainmail or 1,000 crossbows or 1 million slingshots.

Hawks of Balor.

BAB +7 AC +3 (+7 vs. missiles) att. claws d6(d8) HD 4.6 Rank 7th

Carry Off: if a Hawk rolls a crit or 5 more than it needs to Hit, it will attempt to grab and carry off the target (save to evade). Carrying an adult human-sized victim, they can rise 6m (c. 20') per round and will release their prey if they lose >50% of their hp.

Giant Hawks in the service of Balor. There might be no more than 6 of them and they might be magical creatures.

Any survivors from the initial attack turn up outside the Lost City of Nem, but they just cast their spooky shadow on you as they fly over: save to resist or you're subjected to madness (or equivalent).

Their AC vs. missiles is because of their speed in flight and semi-camouflage in poor light.

Part 2 - The Inn of Chang.

More of an encounter than an adventure. 

Don't show the players the illustration or you'll give the whole game away. 

Part 3 - The Siren Woods.

Between you and the next destination are Elf-haunted woods with magical traps and an undead warrior-king.

The Elves are Ranked characters (Sorcerer and warriors - presumably Knights) and have invisible elven strands that hold you fast until you roll 2d10 < STR to break free. They also have blow pipes with poison darts: save or die with advantage/bonus if 1-2 darts hit, normal chances 3-4 darts, and at disadvantage/penalty 5-6. 

Also: whether or not the poison gets you, save vs. magically-induced hallucinations (dispel magic or similar to relieve). Roll d6:

  1. Totally devoted to next person of opposite sex you meet.
  2. Next creature you meet is a Basilisk so you keep your eyes averted.
  3. 10% each minute you experience intense vertigo and throw yourself to the floor.
  4. Fall asleep for 2 days (cannot be woken) and forget the past year.
  5. and 6. All your companions are your enemies, so kill or be killed. Spell Expiry Roll or 2d6 rounds.

Revenant.

BAB +15 AC as armour att. weapon +2 HD 6.2 Rank ?

Superhuman Strength: DW STR 19 (+2 damage bonus).
Zone of Mist: fight it as if blind/invisible/in total darkness; outside of melee, you're outside the mist and the sight and sound of the fight is hidden by an illusion (looking lovely and monster free). Normal chances to disbelieve, or you can just step back in range.

A green-faced, humanoid creature with white flowing hair and overlong nails dressed in verdigris-stained armour of an antique fashion.

Dissolves into greenish gas when slain. Undead and corporeal, but the monster isn't the corpse buried here (even though it is, if you know what I mean).

Part 4 - The City of Mimir.

Side trip to a dungeon with monsters, treasure and traps. Haunted by an ancient demon that pretended to be (or was somehow believed to be) a benevolent deity.

Necrophobius (Physical Incarnation of the Demon Shader).

BAB +17 AC +8 att. forelegs d6(d6)  mandibles d8(d20) HD 5.5 Rank ?

Reflexes/DEX: 14.
Strong: DW STR of 16+.
Seize Victim: if hit by both forelegs, roll d20 < (STR-4) or seized for automatic mandible hits each round thereafter.
Suck Out Brains: takes one round and then it will vanish into thin air (teleports to The Sanctum of the God to deposit the cranial goodness).
    Ambiguity in the text means that Necrophobius sawing off the top of your skull might need a roll of some kind, or is abstracted as happening once you're down to 0 hp.
    And you could substitute any brain-extraction mechanics you have knocking about, if you prefer.
Turned by a Relic, or maybe as a Special.

Necrophobius is its name: a giant praying mantis about 5m [c. 16'] long... has long forelegs and razor-sharp mandibles that can cut through bone.

The Demon Shader exists as a Green Devil Face/Blikdak-type thing in The Sanctum of the God (it's just a dungeon room), waiting for Necrophobius to bring it brains to consume. Looking into the eyes of this extrusion/image/manifestation requires a save vs. madness.

Succubus.

BAB +7 AC +1 att. weapons x2 + grapple HD 2.6 Rank ?

Multiple Attacks: makes 2 weapon attacks and 1 grapple attack per round; presumably they could make 4 weapon attacks if they were properly equipped.
Grapple: resolve this attack as d20 < (Succubus STR + Reflexes/DEX) - target STR. Anyone held can be automatically hit with weapon attacks each round, or the Succubus can attempt to drag them away (throwing them into the mouth of possibly another manifestation of the Demon Shader).
    No Strength or Reflexes scores are given for the Succubi in the text.
Regeneration: 1 hp/round from non-magical damage.
Destroyed by the touch of a relic, reducing them to ashes.
Intangibility: they can pass through walls; no more details, and other obstacles not specified.

Naked, pink-skinned creatures, with four long arms and a tail and monkeylike face.

As presented, they're just demonic guardians/servitors, but the name, abilities and appearance are suggestive of a much more interesting monster. 

Superficially, they're not obviously very sexy (except possibly in a Slaaneshi or Silent Hill way) but I suppose - this being Dragon Warriors - maybe it's the coming into the bedroom by walking through the wall and then wrestling with you that gets the stories started.

A cool monster that you could get more out of.

Mud Wyrm.

BAB +5 AC unarmoured att. fangs d8(d12) + shock HD 4.8 Rank ?

Electric Shock: save to resist with advantage/bonus or paralysed by a bite-administered electric shock.
    As written, the attack is magical and you sink into chest-high/ 1m (c. 3') deep mud. Presumably, you drown. 
    Use a Spell Expiry Roll or 2d6 round duration, or a per round 1 on d6 recovery roll (as if KO'd/0 hp in DW), because it doesn't tell you how long the paralysis lasts. Nor how long it takes to drown.

Large brown eel... 6m [c. 20'] long... two pin-sized eyes and huge circular mouth filled with razor-sharp teeth. Characters will only see a disturbance in the mud as it approaches them.

Suggestion that it might be intelligent (treasure-hoarding) and magical, though maybe making its bite a MAGICAL ATTACK was for mechanical convenience.    

Part 5 - The Mountains of Brack.

You need to cross these to get to the Lost City of Nem. There's a convenient and dangerous dungeon that is apparently the only way. No-one's ever returned and a sort-of Roman legion wasn't able to do it. 

If you don't want to run this as written, do a resource-management and random encounter expedition over the mountains instead. 

Shadow Gaunt.

BAB +11 AC +3 (or special) att. talons d8 + special HD special Rank (6th Rank Darkness Elementalist)

Powers of Darkness: has the powers of a 6th Rank Darkness Elementalist, which doesn't easily map to D&Dish. Give it any 6 anti-good, darkness, fear, illusion and/or shadow spells from across available spell lists. 
    The DW spells are, 1st Rank to 6th: Catspaw (move silently, redundant); Darkeyes (see in the dark, dazzled by sudden light, probably redundant); Benight (darkness effect that also triggers save vs. madness); Curtain of Night (wall of darkness that blocks hostile spells; reflects fire/light-based magic at the caster); Javelin of Darkness (single target attack but AoE blindness; javelin has no other special properties but I guess it's basically a 'concealed' magic weapon); Shadowfall (eerie twilight by day; by night, utter darkness, induces panic/phobia; 1 mile radius).
    Strictly speaking, a Darkness Elementalist also gets to use spells from two secondary elements and accumulates geasa, but I don't think that's meant in this case.
Stealth: its STEALTH is 25, one of the highest in DW, and should be reflected in the monster's abilities. See Okeman for suggestions. This monster has no need for Catspaw spells.
Evasive: 25% of evading any attack, successful hit or area of effect, and appearing behind the attacker, immediately getting surprise/rear attack bonus on the next round. 
    Because of this you will have no immediate way of knowing that it is...
Immune to non-magical weapons 
    or that it has a...
Special Vulnerability: no hit points but a single successful hit from a magic weapon will dispel it.
Shadowy Talons: ignore armour (Unarmoured AC only, no parrying, no shields etc). But, if you defeat the Gaunt, all lost hp are restored (unless you're dead).
Death Curse: whoever strikes the killing blow against the Gaunt must save at disadvantage/penalty vs. a suitable curse.

Creatures of shadows brought together by the highest necromancy known in the occult arts. A mage will enter an unconsecrated burial ground and, using a summoning, bring the shades from the graves till they form a dark, almost solid body. This gradually takes a humanoid shape with two small holes where light can pass through, where the creature's eyes should be. Someone seeing a Gaunt flitting down a dark alleyway would take it to be a tall, cloaked figure until they turned and saw the hollowness of the creature's eyes. Sometimes, if there is light behind them, rays of light will pass through these eyeholes, but no light will pass through the creature's inky-black body.

This one's my favourite, less because of how it plays in the adventure (it's just an interesting monster obstacle), than because of the possibilities in other situations.

Its AC+ comes from high DEFENCE, but it also has one of the highest EVASION scores in the game (better than a 12th Rank Assassin) so you could give it more +. Or you could apply that +3 as a bonus to all saves instead. Both options work.

Ice Statue.

BAB +9 AC +6 att. fist d8(d8) HD 7.3 Rank ?

Strong: STR 16+.
Vulnerable to fire: takes double damage.
Regenerates 1 hp/round from all but fire damage, as long as in freezing conditions.

3m (c. 10') tall animated/living statue of ice. Implied to be humanoid, but no other details given. 

Ice Octopus.

A purple, tentacled monster, its body covered with mauve polyps and suckers and with two octopoid heads.

It's the monster component of a trap, attacking with 4 tentacles (BAB +2 HD 1.7). No damage but if you are struck twice, you are dragged into its watery lair which instantly freezes, instantly killing you.

8 hp damage to destroy/sever a tentacle, and I'd rule that any tentacle that's hit a target cannot attack another - you could also use grappling rules for this instead.

Destroy all 4 tentacles and it will disappear forever into the depths of the fountain. Saves as a 10th level Fighter/10 HD monster if you try an alternative to hack-and-slash - but no stats for the body.

Vampire Bats.

Their razor-sharp teeth give them great armour penetration: +3 to Armour Bypass, automatically beating DW padded or hardened leather, and ring mail. Resolve in D&Dish as simple bonus to Hit.

The bite is infected with a strong poison - whether that means disease or not, the save-or-die is at disadvantage/penalty. 

Survivors end up with deathly pale skin and a strong aversion to sunlight (either -3 penalty to Hit and AC, or borrow something from a pre-existing heliophobe). They're not vampires, but maybe Pseudo-Vampires (AD&D 1e Monster Manual 2), and the population of DW is somewhat ignorant of the nuances of monster classification - expect to be blamed for any outbreak of pernicious anaemia wherever you go now.

Ice Spectre.

BAB +8 AC unarmoured att. special HD 2.2 Rank ?

Surprise: 1-4 on d6 when it just appears to be a lump or patch of ice.
Deadly Touch: touch attack ignores non-magical defences; 2d6 hits and instant death on a 12 (save to resist cold and/or magic). 
Life Drain: touch damage added to its hit point total.

Spectral arms burst from the ice, and attempt to drain mortal warmth in the form of hp. The Ice Spectre does not get its instant death ability until it has drained min. 10 hp and is able to manifest fully.

Once manifested it can claw and clutch at your heart with its icy claws, and can potentially absorb limitless amounts of hp as long as there are warm bodies to drain. 

No more details, not even if it's actually undead - a variant of the Spectre in Book 1. Pretty cool, though, pun acknowledged.

I like to imagine it gets bigger and more like a living blizzard the more warmth it devours.

Ice Snake.

BAB +8 AC +9 att. tail d10(d6) HD 10.2 Rank ?

Camouflage: 100% concealment in ice and snow - you don't know it's there until it attacks.
Coil: save to evade (with advantage/bonus if you're not surprised) or trapped in a 10m (c. 30') circle of its body and subjected to breath weapon attack each round. 
Breath Weapon: save to evade or immobilised for 10 rounds (1 minute) as you're covered head to toe in freezing ice. You also need to save vs. death by shock (RAW as written, d20 < current hp).
Superhuman Strength: DW STR of over 19 because gets +3 Armour Bypass RAW.

Also referred to as an Ice Serpent and a Giant Ice Snake, it's a 20m [c. 65'] long crystalline being. It's eyes... [glow] redly in any light. Anyone not caught with its coil and breath is lashed by the giant armoured tail.

It might also have the ability to cast an illusion of a treasure hoard as a lure, but this isn't specified - it's a component of the trap/trick the monster is a part of.

The text baldly states the party don't stand much chance of defeating this monster in a straight combat. No suggestions apart from escape. Whether that applies to D&Dish characters, I don't know.

Rime Wraith.

BAB +14 AC unarmoured att. weapon HD Rank ?

Fear: d8 fright attack, as a regular DW Wraith.
Immune to non-magical weapons.
Immune to indirect attack magic: this is spells like fireballs and magic missiles, if you've forgotten. The text specifies the DW Sword of Damocles spell is the only exception.
Evasive and Insubstantial: 50% chance of evading any successful attack and appearing behind its opponent, for a surprise/rear attack (see Shadow Gaunt).

Bob Harvey.

It's not much like the normal DW Wraith: no death spell and it fights with a physical weapon. It is very definitely the ghost/remnant/revenant of someone once alive - in this case, a warrior named Valhar.

Presumably, other Rime Wraiths would resemble who they were in life. 

Interestingly, Valhar's Wraith is a separate entity from his spirit/soul, as that is hidden in an Amulet of Soul Storing elsewhere and will attempt to possess any mortal who dares to put it on. There are no details as to his personality or goals, living or undead. Described as a warrior, he's classed as a 5th Rank Mystic.

Part 6 - The Hall of the Frost Giants.

Geoff Wingate

Repurposed as a lair by two Frost Giants, this site was originally something to do with Valhar and/or his culture/faith. You don't absolutely have to explore this place, but you might encounter the Frost Giants later if you don't deal with them here.

Frost Giants don't always have to be fought to the death because of their code of honour (see Book 1). However, they do keep an extensive larder that is recognisably human.

One Giant wields a trident. In DW a spear is a 2d4 Armour Bypass and 4 damage weapon. Conversion to D&Dish and the Giant's STR bonus to one side, the trident has d8 Armour Bypass and inflicts 2 damage per prong - roll d3 to see how many hit home, and it's automatically all three if you're helpless. Which I think is an interesting way of mechanically differentiating the two weapons.

Mastiffs.

BAB +1 AC unarmoured att. bite d12 HD 3.5 Rank ?

Dread Barking: their hollow, sepulchral barking forces a Morale Check. As this doesn't apply to D&Dish PCs, see the Forest Harpy for options.
Throat Rippers: RAW for DW, they have low ATTACK but automatic Armour Bypass to abstract their focus on the throat of their victims. 
    For D&Dish, the d12 bite damage might suffice, or make it 2d6 (slightly higher average damage per round).
Alternatively, give the Mastiffs the special ability of the BX/BECMI Giant Shrew (ferocious attack vs. 3HD or less - save vs. death ray or flee), and double damage on a nat 20 if you don't already use crits.

They're big dogs that fight to the death unless called off. 

Possibly supernatural: unlike ordinary dogs their breath is cold.

Part 7 - The Temple of Balor.

The Lost City of Nem awaits, along with Darkness Cultists (ninjas) and three potential setting-derailing monsters (with Balor being the only explicit one). Okay, maybe Krang isn't but I like to think He could be.

Ice Snakes.

BAB +3 AC +6 att. bite d6(d4) HD 0.6 Rank 2nd

Freezing Bite: save to resist with advantage/bonus or suffer as if subject to the Ice Serpent's breath weapon.

Normal-sized snakes made of frosty, crystalline substance and powered by some ancient sorcery. 

You decide whether they're magical creatures, constructs or elementals. Doesn't say whether they are related to the Giant Ice Snake, though they're clearly similar.

The Grey Hood.

HD 1.7 (8 Health Points)

See also the Executioner's Hood in AD&D 1e Monster Manual 2.

A grey swirling barrier of energy through which it is not possible to see.

As long as you're coated in a certain substance (no more defined in the text than as a pool of dark viscous water - but outside the adventure it could be wine, vinegar, oil, tar, butter, mashed garlic, the Black Ichor etc), you can pass through that barrier - it parts to allow passage. 

If you're not coated, it pulls its substance into a bag/hood over your head (and it can attack multiple/separate targets) and you are subjected to a high-pitched screaming sound as the creature begins to suck away [your] lifeforce. 

Save vs. spells each round or death so instantaneous that observers cannot tell that the Hood has destroyed and replaced the brain with its own substance. The victim is now a puppet of the Hood and will attempt to kill unpossessed characters. Once only puppets remain, they travel to the surface world to capture/lure more potential hosts.

Hosts can be recognised by the grey film over their eyes. Do they retain languages, memories, skills, spells? Is the Hood an intelligent parasite? No details.

The Grey Hood is vulnerable to metal, so can be ripped from the victim's head in 4 person-rounds if the rippers are wearing mail or plate gauntlets. If using a weapon, make a DEX check to not injure the victim underneath. 

This vulnerability implies other possible solutions to passing through the barrier (which is 10m or c. 30' across in the adventure) and possibly indicates that the dark water is full of dissolved/suspended metallic minerals. A full suit of plate might work to pass, but might also just hide the fact the Hood has infiltrated the closed helmet through a chink.

Reminds me of the Krask, in that it seems somewhat out of place in the broader sensibility of the DW setting - an alien and sci-fi inflection that works in isolation. 

Krang, The Flesh Eater.

BAB +19 AC +6 att. pincers d8(d10) HD 10.2 Rank ?

Immortal: you can kill Krang, but Krang won't otherwise die. This isn't specified, but it's what I think.
Superhuman Strength: DW STR of 19.
Relentless Pursuit: once Krang has scented human flesh, Krang will not be deterred. Until He can devour that flesh, He will eat his way through the thickest of walls and any metal to get at his victim. 
    You need a dispel magic or similar to break the connection. 
    Maybe there's a way to temporarily delay/divert Him with some kind of offering?
Spit Acid: at short range - but this is not defined (it's by device/weapon in DW); causes d4 hits or damages armour by 1 point. Also doesn't say if it's instead of or in addition to pincer attacks.
    Magical armour keeps its bonus as long as it retains non-magical AC value in this case.
Magic Resistant: saves vs. magic with advantage/bonus.
Keen Senses: Krang has one of the highest PERCEPTION scores in the game as well as being able to detect and track individual human scents over distance and time, so you might want to give Him some additional abilities based around this.
    At the very least, He cannot be surprised.

A fierce monster with turkeylike wattles of flesh about his neck and an elaborate horned breathing apparatus that connects his nostrils with his mouth. Wide-set eyes and a row of spiky mounds on top of his head, a long lizard-like tail, with an armoured scaly body, complement the horrible picture.

And pincers, number unspecified.

In the adventure, if you fail to close some bronze doors Krang will come shuffling up the stairs after ten rounds (1 minute) and pursue you. The text then goes on to say that walls and metal are no obstacle to Krang once He has the delicious scent of humans in his horned breathing apparatus.

Krang was fettered here by Balor, Prince of Darkness, countless centuries ago but may not be an actual prisoner, as it seems to otherwise be able to come and go from its lair in a frozen grotto deep beneath the Lost City of Nem.

There's about Krang something of the Tarrasque and the exuberant profusion of less well known Great Old Ones and I like Him for it.

Ganglion.

BAB +5 AC unarmoured/special att. special x8 HD special Rank ?

Tentacles: anyone hit by a tentacle must roll 2d6 < STR or be pulled into the Ganglion's pit of frothing, roiling liquid. Every additional tentacle hitting the same target adds 1d6 to that roll.
    Each tentacle has 5 hp.
Acid Pool: anyone dragged into that frothing liquid takes d10 acid damage/round; your armour will protect you for a single round before it dissolves.
    Presumably you can climb out. 

A giant octopoid creature with quivering greenish-mauve skin [and] eight long translucent tentacles.

Has 40 Health Points in its body and 40 spread across its tentacles, so it could be a 17.7 HD monster if you want; I'd go with 8.8, counting the body only. If you can inflict 40 hits on the body, it will die, and it will retreat if you destroy its tentacles (not specified, but it hasn't any other attacks).

There is a possibility that the tentacles are missing a DEFENCE and/or Armour Factor score, but it otherwise seems that you auto-damage this monster. The text seems to suggest that being close enough to attack the body is more risky than just being in range of the tentacles - maybe this could be resolved as whether you're pulled into the acid pool at the end of the next round or the end of this one.

It's an obstacle/trap monster, with a similar MO to the Allansian Blood Beast, and I like it.

Balor, Prince of Darkness.

A gigantic being covered with coarse, goatlike hair.

No stats are given for Balor, as no weapons or spells known to man can defeat or injure him in any way.

Balor breathes out every 6 rounds (30 seconds), with a great sigh delivering a blast of poisonous breath down the tunnels to his prison: save to evade to avoid taking a breath, then save to resist or die (I think) and save vs. madness, too.

At the very doors to Balor's prison, every exhalation is accompanied by an aura of shining darkness in the form of his leering face: d20 fright attack (save vs. fear at disadvantage/penalty or die/go mad) if you look directly at it.

If you decide to enter the chamber where his massive head is (taller than a house with his chin resting on the black marbled floor), roll for surprise (or DEX save) to see who accidentally looks directly into Balor's eyes burn[ing] with coal-red fire: save vs. magic at disadvantage/penalty or instantly and irrevocably dead by fiery disintegration.

This close, with every inhalation you risk being sucked into Balor's maw and consumed. This is automatic if subtracting the STR of the breath (12) from your STR results in a negative number. Even if it's positive, you still have to roll under that number to resist.

If the doors are open but you're not yet in the chamber when Balor inhales, you can make a DEX save to grab onto something which gives you +5 to your STR when calculating whether you get sucked in.

Close the doors and go downstairs!

Defeating Balor depends on extinguishing the magic fires and spoiling the pentacles of the ritual intended to release him. If you don't do both (though you can't really do one without the other if I'm reading it right), Balor will wake up fully (within an unspecified time) and ravage the land.

The Lands of Legend.

This book takes a look at a larger slice of Legend - a five-million-square-mile slice, in fact!

Alan Craddock cover art

As well as the gazetteer and other setting background, a new Profession (Warlock) and rules for languages, long-distance travel, seafaring, crime-and-punishment and social class/character background, we also get mentions of Newtlings, Night Elves, Trollbears, Eidolons, Ice Ghouls, and a/the Wendigo - all in passing and detail free. 

We learn a little of the geographical/cultural distribution of some monsters via the encounter tables for waterborne adventures, including a surprise appearance by Orcs! I thought they had dropped out of DW by the end of Book 3, but here they are in the world-guide as a shipborne encounter in Uncharted Waters. 

Maybe all DW Orcs are Sea Orcs or Viking Orcs or something, and just hail from Beyond the Fields We Know. Maybe all DW Orcs are Spelljammer Scro - away-teams and castaways, having their own sci-fi adventures on a threatening alien world dominated by merciless Humans.

The only statted new monster turns up in the adventure 'Mungoda Gold' as a treasure guardian. And we also learn that standard DW healing spells are less effective against tropical diseases, suggesting that the component of knowledge in a spell can be as important as reality-bending magic power.

Guardian Demon.

BAB +19 AC +5 att. claws d12(d18) + strong venom HD 11.5 Rank 16th

A smoky, long-limbed monstrosity... no eyes or any other features until it opens its sharply angled maw to reveal a glowing gulf of blue light.

What Was Left Out.

Giant Spider from Out of the Shadows.

BAB +6 AC +2 att. bite d6+1 + venom HD 2.8 Rank 3rd

Strong: STR 16+, because it gets a damage bonus.
Stronger Web: penalties per round increased by 1.
Venom: as a Giant Spider (Book 1).

Missed this first time round.

A slightly stronger/tougher Giant Spider that turns up in The Sins of the Fathers adventure in Book 4.

Retreats if reduced to 4 hp, which -along with the mythic underworld/otherworld location- suggests it might have intelligence and even personality.

Commentary.

I always knew my D&D had a high level of DW content, but thought it was more about soulless Elves and dark supernatural flavour. Looking back, I notice that I instinctively used adventuring procedures that - though common to many fantasy rpgs - were codified in Book 1. I also think it's fair to say that it's because of DW that I always had crits on Hit Rolls, even in D&D editions that don't have it as a core rule, and why my default survivability measure is rounds=STR. 

I like the profusion of multiple resolution mechanics across the six volumes. This is part of my attraction to Old School stylings/systems; universal mechanics are all very well, but they don't exercise my imagination the same way. Resolution dice are inconsistent - d20, 2d10, 3d6 - and I'd like to know the reasoning behind these choices: combat is trad d20, magic save is 2d10, poison save is 2d6 to 4d6, sometimes an ability check is one roll, then another.

Reconsidering the BAB values, I think there's a strong case for adjusting the significantly higher ones down to HD-generated equivalent levels. Possibly anything with a Rank exceeding its HD gets advantage/bonus to Hit; maybe + = Rank minus whole HD. IDK - I keep them in for illustration.

Are there any/many clones of Dragon Warriors? A very shallow search says no.

The only system I can identify having a clear relationship would be Romance of the Perilous Land (by Scott Malthouse/Trollish Delver), which is rooted in the folk mythology of the British Isles and also uses a variation of the ATTACK/ MAGICAL ATTACK/ SPEED/ STEALTH minus DEFENCE/ MAGICAL ATTACK/ EVASION/ PERCEPTION = Target Number mechanic. 

A less obvious line can be traced from Dragon Warriors through to Lamentations of the Flame Princess. It's baked into both systems that Elves and Magic Users/Sorcerers are unholy, and this crops up in the text and the mechanics rather than being a forefront detail at chargen. Though this might just be a strand of Old School preference/thinking than a deliberate reference.