Happy Halloween Kids!

Hey all you little ghosts and ghouls – maybe the most appropriate holiday of 2020 is upon us – HALLOWEEN!

However you’re planning to celebrate (and I hope you’re planning to celebrate in some way – don’t let all the bastards out there get you down!), maybe this little wallpaper I made will help get you in the … spirit!

(Special No-Prize if you can name all the namable characters in there!)

I actually turned this thing into a poster, which I had printed at bestofsigns.com … and they did an absolutely fantastic job. Just a free plug for some folks who really came through. Oh – and no, the poster isn’t for sale anywhere. Just a personal project.

In the various and sundry category … RIP Sean Connery. I have a tremendous fondness for Roger Moore’s James Bond, since he’s the one I grew up with (mostly seeing the movies on TV – always a big event!), but you cannot deny the greatness of Connery in the roll. Then there’s his turn in The Hunt for Red October, Outland, Indiana Jones, Darby O’Gill and the Little People (in which he sings!) … Old Tam will be missed on the silver screen.

Also – I make a solemn oath to have the next issue of NOD, and the High Frontier supplement for GRIT & VIGOR out this November. I’ve dragged my feet on finishing them off and uploading them for sale (a process that becomes more tedious with each passing year and each passing revision to the process) for a couple months, so I need to finally cross that finish line.

Finally … I messed around with turning a classic piece of art by J. C. Leyendecker into a template for designing old-time football uniforms. Why? Because I’m writing a second edition of Pen & Paper Football with rules modifications for different eras of professional football, plus rules for the Canadian game, recreating old rosters (i.e. the last blog post I did) and some rules tweaks that I think improve the game. Of course, if I was going to playtest a league in the 1930’s, I needed to design helmets and uniforms! Here are a couple of my designs. My league is up to 1937 … I’m going to play it through to the 1980’s to test everything out, and then spend a couple weeks playtesting the Canadian rules. Fun fun fun!

Have a Happy Halloween folks! Eat some treats, watch a movie (I think we’re doing Abbott and Costello Meet Frankenstein tonight), and please choose love and fun over hate and despair!

NTN TV Schedule – October 2020

The Nod Television Network proudly presents seven shows to make you quake with fear this Halloween season.

Sunday | IN SEARCH OF …

“Dracula”. I associate Sunday afternoons in the late 70s with two shows in particular – Ripley’s Believe It or Not, hosted by Jack Palance, and In Search Of … hosted by Leonard Nimoy. In Search Of … is like a who’s who of 70’s pseudo-science, covering everything from bigfoot to E.S.P. to the Loch Ness Monster to U.F.O.s. Originally telecast 6/8/77

Monday | SPECIAL PRESENTATION

“Witch’s Night Out”. October was always time for specials, and I suppose the Halloween special people know best is It’s the Great Pumpkin, Charlie Brown. Now, that’s a great cartoon – I love it to this day – but I also remember a show called Witch’s Night Out, which freaked me out as a kid. It was the art style – so weird and creepy. Gilda Radner provided the witch’s voice – what a lovely woman! Originally telecast 10/27/78

Tuesday | ADDAMS FAMILY

“Halloween with the Addams Family”. The Addams Family and Munsters both premiered the same year, and I love them both. You can’t beat John Astin and Carolyn Jones as the most romantic couple to ever grace television, and Ted Cassidy as Lurch is brilliant. I apologize in advance that the linked show cuts off the theme song. Originally telecast 10/30/64

Wednesday | FRIDAY THE 13TH: THE SERIES

“The Poison Pen”. This is the second episode of the series – I linked to the first episode in the August schedule. In this episode, the gang has to disguise themselves as monks to get into a monastery in search of a cursed pen. Originally telecast 10/10/87

Thursday | MOVIE – Horror

“The Monster Club”, 1981, starring Vincent Price and John Carradine. While this may not be the greatest film either of these men worked on … or anyone worked on … it is hosted by Elvira, Mistress of the Dark, and features an early appearance of UB40. I think Cassandra Peterson is a national treasure, along with Price and Carradine. Original telecast 2/6/83

Friday | SHE-WOLF OF LONDON

“She-Wolf of London”, series premiere. In the aptly named first episode of the series, Randi travels to England to study archaeology, and instead winds up a lycanthrope. I mentioned this one a few posts ago in my salute to 90’s TV – what better time than October to post the first episode. Originally telecast 10/9/90

Saturday | MONSTER SQUAD

“Ultra Witch”. Can Dracula, Bruce the Werewolf, and Frankenstein’s Monster, along with the Loveboat’s Fred Grandy, stop Julie Newmar as the Ultra Witch? Well, probably, since they’re the heroes. Watch it anyways – for Newmar if nothing else. Ultra Witch is the coolest name for a villain (or a band) I’ve ever heard. Originally telecast 10/30/76

BONUS!

PAUL LYNDE HALLOWEEN SPECIAL (1976)

I think I’ve established a relationship of trust with my readers, so when I tell you this Halloween special was pretty terrible, I know you’ll believe me. Of course, with my taste in entertainment, I consider this show terrible-great, rather than terrible-terrible. Like all such shows in the 70s (and boy, were there a bunch of them), you get a star-studded cast – Tim Conway, Margaret Hamilton, Witchie-Poo, Pinky Tuscadero, Donny & Marie, Florence Henderson and, the only reason this show managed to survive the 70s, the first TV appearance of KISS. Buckle up boys and girls – it’s going to be a bumpy ride! Originally telecast 10/29/76.

The Haunted Mansion

[When I transferred posts to this new blog, I came across this adventure inspired by Disney’s Haunted Mansion that I wrote in October of 2010. It was in draft form, but I’d swear I had already posted it when I wrote it. On the off chance that I didn’t … here it is for the month of October – enjoy!]

This is a bit of a rush job – I just thought of it this morning. I think the inspiration is pretty obvious. Hopefully it will at least give folks a laugh.

The old manor that overlooks the harbor is well known to the locals, who avoid it at all costs. Owned by a successful ship captain, it was once the jewel of the town. It seems the ship captain planned to wed a local girl of tremendous grace and beauty, and invited her to live in his home while he was away on a voyage. On his return, they would be wed. His only request was that she never venture into the attic! Alas, on the happy day the guests arrived at the manor and made merry in the ballroom while the bride was dressed and made ready. The handsome captain arrived home and sought out his bride, and was aghast when he discovered her in the attic. Her curiosity getting the better of her, she broke his only request and discovered his secret – a chest of pirate booty! The man strangled her and then hung himself.

 

If only this was the end of the sad tale – for the ghost of the pirate now descended on the happy revelers, sealing them into the manor and murdering them. Their spirits now haunt the mansion and challenge any who would venture in to discover the pirate’s treasure!

The mansion has wooden walls that resist all blows. Doors are also made of wood, but quite resistant to battering, and they always close on their own a few minutes after being opened. Windows are apparent on the outside of the manor, but on the interior either disappear entirely or allow no light to enter. The rooms and halls are appointed with candle sconces and candles lit with ghostly lights.

1. This entry hall is dusty and covered with cobwebs, but otherwise well appointed. An opening in the north wall leads into the gallery. Once the gallery has been entered, the opening is shut by a sliding wall that foils all attempts to force it open.

2. This gallery has a high ceiling and several portraits of aristocratic folk. Once the sliding wall has closed, the gallery will appear to stretch and the portraits will take on a sinister aspect, depicting their aristocratic subjects dying grisley deaths. A ghostly voice will call out, taunting the adventurers that there is no escape from the room. As the voice laughs menacingly, the gallery goes dark and then the ceiling is lit as though from a bolt of lightning, revealing a body hanging from the rafters. Each henchman with the adventurers must now make a saving throw or be possessed by a spirit of death that will transform them into mouldering coffer corpses.

Coffer Corpse: HD 2+2; AC 7 [12]; Atk 1 fist (1d6); Move 9; Save 16; CL/XP 4/120; Special: Only harmed by magic weapons, choking.

3. This dark hallway is decorated with pictures of mouldering corpses and two busts that follow the adventurers progress down the hall.

4. This room is a kitchen inhabited by a poltergeist. The kitchen contains numerous knives, rolling pins and other dangerous objects.

Poltergeist: HD 1d4; AC 9 [10]; Atk None; Move 6; Save 18; CL/XP 2/30; Special: Fear, invisibility, incorporeal, only harmed by silver or magic weapons.

5. At the top of the stairs one sees a long corridor lit by a floating candelabra. Once adventurers enter 10 feet into the hallway they will be trapped in a pocket dimension – no matter how far one walks in either direction, they cannot leave the hallway without fighting the phantasm holding the candelabra.

Phantasm: HD 9; AC 1 [18]; Atk 1 incorporeal touch (1d6 + level drain); Move 12 (Fly 24); Save 6; CL/XP 12/2000; Special: Level drain, magic jar, desecration.

6. This conservatory holds a coffin that is partially nailed shut. A skeletal entity inside the coffin is attempting to escape while four murder crows look on from above. The crows will attack any who enter the conservatory. The occupant of the coffin is a cadaver – he cannot escape without help.

Cadaver: HD 2; AC 6 [13]; Atk 2 claws (1d4 + disease) and bite (1d6 + disease); Move 12; Save 16; CL/XP 3/60; Special: Disease (fever, -1d3 Con per day until two successive daily saves are made), regenerates 1 hp/rd after being dropped to 0 hp.

Murder Crow: HD 9; AC 1 [18]; Atk 2 claws (1d4) and bite (1d6); Move 3 (Fly 30); Save 6; CL/XP 10/1400; Special: Eye-rake (if both claw attacks hit, save or blindness), when killed it explodes into a swarm of normal crows.

7. The door to this room appears to bulge outward. The room is occupied by a bogeyman, a young woman of aristocratic appearance who made the sad mistake of attending the wedding those many years ago.

Bogeyman: HD 8; AC 3 [16]; Atk 1 touch (1d6); Move 12; Save 8; CL/XP 11/1700; Special: Bump in night, frighten, shadow shift.

8. As adventures enter this comfortable room a swarm of 6 shadow rats will emerge from one wall and attack.

Shadow Rats: HD 1d6; AC 4 [15]; Atk 1 bite (1d3 + 1d2 Strength); Move 6; Save 18; CL/XP 1/15; Special: Incorporeal (only harmed by magic weapons and spells).

9. When one reaches the center of this room, which is decorated with clocks, they will suffer from a slow effect. The room will appear to grow to five times its actual dimensions, and each round spent in the room will age the adventurers 10 years.

10. Two hapless apparitions of twin moneychangers occupy this room for eternity. Their corpses, hacked by a hatchet, are in the center of the room clutching a leather sack of 300 gold pieces.

Apparition: HD 8; AC 1 [18]; Atk See special; Move 15; Save 8; CL/XP 12/2000; Special: Only harmed by silver or magic weapons, sense living creatures, choking.

11. Three ghoulish maids feast on the remains of three bridesmaids in yellow taffeta. If the ghouls are dispatched, the bridesmaids’ skeletons will burst from their bodies and attack.

12. This was the room of the bride, now empty. The wardrobe contains rich clothing of velvet and silk (worth a total of 200 gp) and a jewelry box holds a golden ring on a severed finger. Anyone touching the ring must make a saving throw or be “magic jarred” into the ring – a mourning ring – their body being transformed into a vengeful demiurge.

Demiurge: HD 8; AC 3 [16]; Atk 1 touch (1d4); Move 12 (Fly 18); Save 8; CL/XP 13/2300; Special: Transfix, soul touch, only harmed by magic weapons or cold-wrought iron weapons.

13. This séance room holds a round table and a tall wooden chair. Musical instruments float about the room, held aloft by a pesky poltergeist. A crystal ball rests on the table and holds the image of a medium’s head, one Madame Leota. Upon entering, Leota will say the following:

“Serpents and spiders, tail of a rat/Call in the spirits, wherever they’re at./Rap on a table, it’s time to respond/Send us a message from somewhere beyond./Goblins and ghoulies from last Halloween/Awaken the spirits with your tambourine./Creepies and crawlies, toads in a pond/Let there be music from regions beyond./Wizards and witches wherever you dwell/Give us a hint by ringing a bell.”

Asking her a question causes a tarot card to appear on the table. Picking up the card activates it as though it were from a Deck of Many Things.

14. This balcony overlooks a dining hall. The western portion of the room is occupied by a table filled with a gruesome feast being consumed by wights garbed as though from ancient Rome and Egypt. Other wights are riding chandeliers and drinking from bottles of wine (poison). Portraits of duelists hang on the wall, and the ghosts therein will, every 1d4 rounds, appear over their portraits and fire one of their ghostly guns (or crossbows, if you prefer) at an adventurer. Those hit by a bullet or bolt must pass a saving throw or be paralyzed for one round. The eastern portion of the room holds a dozen waltzing ghosts and a mouldering organ player. His ornate organ draws shadows from the Land of the Dead into the material world. 1d6 shadows appear each round to challenge the party. The organist is a wraith.

15. This attic holds a chest of pirate treasure (10,000 gp worth) and the ghost of the bride, turned into a bhuta by her brutal murder at the hands of her beloved sea captain. The only way out of this room is the window overlooking the graveyard.

Bhuta: HD 7; AC 4 [15]; Atk 2 claws (1d8); Move 12; Save 9; CL/XP ; Special: Death grip.

16. This graveyard offers the only means of escape from the dark dimension of the Haunted Mansion. Each round spent in the place carries a 1 in 6 chance that a mortuary cyclone will arise. Once defeated, the threat of the mortuary cyclone is ended.

The graveyard is filled with tombstones and stone crypts. The doors to the crypts are easy to open but difficult to re-open once the crypt is entered. Each crypt is a room with coffins sealed into the floor or resting on shelves in the walls.

17. This crypt is occupied by the ghosts of five musicians. A brass bell hangs from the ceiling, and when rung causes all undead within 10 feet to make a saving throw or be disrupted (i.e. stunned) for one round. Disrupted undead also suffer 1d6 damage. Each spirit has a golden harp that can be seized when the creature is destroyed. Each harp is worth 500 gp and can cast a charm person spell once per day in the hands of a trained harpist.

Groaning Spirits: HD 7; AC 2 [17]; Atk 1 touch (1d8); Move 12; Save 9; CL/XP 12/2000; Special: Chilling touch, aura of fear, keening, only harmed by magic weapons.

18. This crypt holds two aristocratic corpses, now animated as ghasts.

19. This crypt holds the spirit of an executioner and a headless knight. Both are spectres.

20. This crypt appears empty. A loose flagstone reveals a brass lock made for a large key. If the key from area 21 is used, it will cause the entire crypt to sink down into the earth, revealing a long, dark tunnel lined with mirrors. Looking into the mirror will cause a wicked spirit to attach itself to the adventurer (treat as a Bestow Curse spell – no save). At the end of the corridor there is a stairway leading back into the real world, apparently depositing the adventures in a small, stone outbuilding of the Haunted Mansion and into the daylight.

21. This crypt is larger inside than it would appear on the outside. It offers a winding set of stairs down into the earth that end in a small chamber with three doors. The first door holds a gang of four barrow wights guarding a large brass key. The second door holds a crypt thing that will teleport the adventurers back to room 2 in the mansion. The final door holds another set of stairs that seem to go at least 100 feet down into the cold earth. The end in a cavern through which flows a black river of moaning souls. A skeletal boatman waits on the shore, beckoning adventurers forward. The boatman is a charonadaemon, and he will carry adventurers into the realm of Hades.

Barrow Wights: HD 6; AC 3 [16]; Atk 1 slam (1d4+3 + level drain); Move 12; Save 11; CL/XP 9/1100; Special: Gaze causes confusion, drain one level with slam attack (save negates), characters killed by a barrow wight rise as barrow wights one round later.

Crypt Thing: HD 6+1; AC 2 [17]; Atk 1 claw (1d8); Move 15; Save 11; CL/XP 7/600; Special: Only harmed by magic weapons, teleport.

Charonadaemon: HD 10; AC 3 [16]; Atk 1 staff (1d8); Move 15; Save 5; CL/XP 15/2900; Special: Spells, fear gaze, summon demons, only harmed by magic weapons, magic resistance 55%, plane shift, telepathy.

22. This is the crypt of a transplanted mummy. It wears a golden circlet worth 1,000 gp that is poisonous to the first person who touches it (save or die).

Apparition
Apparitions are ethereal undead that are only vulnerable to attack when they themselves attack. They are reluctant to approach mirrors or objects made of pure silver. Apparitions usually speak common. They surprise on a roll of 1-4 on 1d6. Although an apparition cannot actually touch a victim, it creates the sensation of choking; a victim that succeeds at a saving throw is stricken with horror and must flee for 1d4 rounds, while a victim that fails his save must also make a saving throw or suffer a massive heart attack and die on the spot. A victim killed by an apparition will rise as an apparition in 2d4 hours.

Apparition: HD 8; AC 1 [18]; Atk See special; Move 15; Save 8; CL/XP 12/2000; Special: Only harmed by silver or magic weapons, sense living creatures, choking.

Bhuta
A bhuta is the spirit of a person who was murdered. For about 2 weeks they appear as they did in life; thereafter they begin to rot and take on a ghoulish appearance. When a bhuta hits with both claw attacks it fastens its hands around the victims throat and chokes for automatic claw damage each round. Breaking the bhuta’s grip requires one to roll 1d20 (adding their strength bonus or penalty) and meeting or beating 18.

Bhuta: HD 7; AC 4 [15]; Atk 2 claws (1d8); Move 12; Save 9; CL/XP ; Special: Death grip.

Bogeyman
Bogeymen look like translucent humans with delicate, childlike features. They can create phantasmic sounds and images (per phantom force) at will and those who look upon them must save vs. fear or stand frozen with fear for 1d6+2 rounds. Bogeymen can travel between shadows per the dimension door spell.

Bogeyman: HD 8; AC 3 [16]; Atk 1 touch (1d6); Move 12; Save 8; CL/XP 11/1700; Special: Bump in night, frighten, shadow shift.

Charonadaemon
Charonadaemons appear as skeletal boatmen in black robes. They always have a skiff and staff. They can cast the following spells: Darkness 15’ radius, detect invisibility, fear and teleport (including their skiff). Once per day they can attempt to summon 1d4 vrocks or another charonadaemon with a 35% chance of success. They can steer their skiff into the Astral and Ethereal Planes, as well as the plane of Hades. As daemons, they are immune to acid and poison and suffer half damage from cold, fire and electricity.

Charonadaemon: HD 10; AC 3 [16]; Atk 1 staff (1d8); Move 15; Save 5; CL/XP 15/2900; Special: Spells, fear gaze, summon demons, only harmed by magic weapons, magic resistance 55%, plane shift, telepathy.

Coffer Corpse
These undead resemble zombies. Although most coffer corpses attack with their fists, 25% are armed with weapons. Creatures hit by the coffer corpse’s fists must make a saving throw to avoid be grabbed around the neck and choked, suffering 1d6 damage per round automatically until killed; nothing can make it release its grip.

Normal weapon appear to do damage to a coffer corpse, but they actually do not. If the creature sustains 6 or more points of damage from a normal weapon, it will go down as though destroyed. It will then rise again, causing fear in those who witness the revival and fail a saving throw.

Coffer Corpse: HD 2+2; AC 7 [12]; Atk 1 fist (1d6); Move 9; Save 16; CL/XP 4/120; Special: Only harmed by magic weapons, choking.

Demiurge
Demiurge are incorporeal spirits that look like humans with sunken noses, empty eye sockets and semi-transparent flesh. Their gaze acts as a hold person spell. A demiurge can fly through a person’s body, forcing them to pass a saving throw or die instantly.

Demiurge: HD 8; AC 3 [16]; Atk 1 touch (1d4); Move 12 (Fly 18); Save 8; CL/XP 13/2300; Special: Transfix, soul touch, only harmed by magic weapons or cold-wrought iron weapons.

Groaning Spirit
Groaning spirits appear as incorporeal female elves. Their touch causes one point of strength drain unless a saving throw is passed. Anyone viewing a groaning spirit must pass a saving throw or flee in terror for 1d6+4 rounds. Once per day a groaning spirit can emit a death wail that forces anyone hearing it to pass a saving throw or drop dead.

Groaning Spirits: HD 7; AC 2 [17]; Atk 1 touch (1d8); Move 12; Save 9; CL/XP 12/2000; Special: Chilling touch, aura of fear, keening, only harmed by magic weapons.

Phantasm
Phantasms are spirits of pure evil. They look like hooded spectres with tentacle-like arms. The phantasm’s touch drains one level unless a saving throw is made. It can use the spell Magic Jar once per round to take possession of a creature on the material plane. The phantasm is surrounded by a 10-ft diameter aura in which undead are turned as though 3 Hit Dice greater.

Phantasm: HD 9; AC 1 [18]; Atk 1 incorporeal touch (1d6 + level drain); Move 12 (Fly 24); Save 6; CL/XP 12/2000; Special: Level drain, magic jar, turned as a 12 HD creature.

Poltergeist
Poltergeists are “noisy spirits” encountered where they were originally killed. They are invisible and incorporeal and can only be harmed by silver or magic weapons. They can attack by throwing unattended objects, hitting as though they were 5 HD creatures. Creatures hit by a flying object suffer no damage, but must pass a charisma save or be affected by fear, fleeing in a random direction for 2d12 rounds. There is a 50% chance a victim will drop what he is carrying while fleeing. Holy water and strongly presented holy symbols will drive poltergeists back but not harm them.

Poltergeist: HD 1d4; AC 9 [10]; Atk None; Move 6; Save 18; CL/XP 2/30; Special: Fear, invisibility, incorporeal, only harmed by silver or magic weapons.

“don’t forget your death certificate”

Save

Save

Dragon by Dragon – October 1980

While the world is embracing Spring outside (at least here in Las Vegas), Dragon by Dragon is getting into Fall, with the cover to the October 1980 issue warning “the doomed only beyond this point”. Let us throw caution to the wind, and dare to plumb the depths of issue #41 of Dragon.

For a start, the cover is by Steve Oliff, and is his first for the magazine. Steve is nothing to sneeze at – he has his own Wikipedia entry! Check out his official site if you have a mind to.

Todd Lockwood also has a piece inside – I’m looking forward to it.

I think it’s important for those who are interested in the history of gaming to understand that the same petty moaning and complaining that goes on on the internet today went on on the letters page of Dragon 30 years ago. This issue we have the ever common “I don’t like it, so nobody else should get to see it because its existence negates my happiness” stuff, but also this little gem …

“While I found the article in #37 on neutral dragons interesting, I should like to point out that there is no real need for them in anyone’s world.”

So there you have it. Mr. X (I won’t reprint his name) has spoken. I’d like to point out that there’s also no real need for idiots in the world, but what would be the point.

Speaking of art that one letter writer probably didn’t like …

 

… the contribution by Todd Lockwood, I believe. Now, onto the cool stuff in this issue:

First and foremost, we have a selection of new monsters by Tom Moldvay, including Saraphs from the Elemental Plane of Fire, the Apollyon (servants of Death), the Asperim, who are “super-imps” meant to exasperate players and the Hacamuli (one of the messengers of Orcus).

Since the Apollyon got an illustration, I’ll do some quick Blood & Treasure stats for him:

Apollyon: Large Outsider, HD 15, AC 16 [+1], MV 30′, Fly 60′, ATK 2 claws (1d6) and bite (1d8 + Poison IV), Very intelligent, Neutral alignment; Special-Death ray eyes (1d100 damage), wounds from claws will not heal except by magic and bleed for 1d4 damage per round until healed, bite poison can only be neutralized by cleric.

Ashleigh Parker presents some more new monsters, born in the depths of Hell – the Possessors. Their prince is Selm, and there are three types – Kuei, Pisachas and Asuras. These are incorporeal monsters who are used to possess mortals. They would make highly interesting monsters in a campaign of court intrigue – multiple people possessed by different possessors, all serving Hell unwittingly. Just when the players think they’ve gotten to the bottom of it, they realize they’ve only uncovered one layer of the plot.

Lewis Pulsipher chimes in with “Patron Demons”. This is a neat article, with rules for Chaotic Evil characters making pacts with demon princes. By making sacrifices, he or she can call on the demon prince, who will either show up himself, sent a lesser demon, or send a monster to fight with the caller. You could use this article as the basis for some Chaos Cult wars – the players busting chaos cults, who are sacrificing innocents and then can call on demon princes to help them conquer a kingdom or who knows what.

Here’s a clip from George Laking‘s “Restless Dead” article …

“A thief, however, may attempt to steal from the dead. The Dungeon Master should judge the success and the possible repercussions of the attempt on the type and amount of grave goods taken, precautions-magical and otherwise-taken by the thief, methods used and other significant variables.

Note that robbing any burial mound of recent manufacture (defined as up to ten centuries old) will bring back the dead spirit 10-100% of the time, depending on the age of the burial mound. The DM rolls a d 10 to determine age. then percentile dice to see if the spirit responds.”

The article goes on to describe hauntings by various undead NPC’s who the characters were too cheap to bury properly.

Speaking of quotes, this one from Gary Gygax in “Making Monsters Meaningful”

“Too often DMs complain that monsters are too weak, spells and magic too strong, or players too clever. What is actually stated in most such cases is that the DM is a Dungeon Milquetoast rather than Master.”

The Old Man, throwing some shade.

Quite often, I’ve found that I had to hold back because I was a bit better at tactics than my players, and could make minor encounters pretty threatening just by using some common sense. You have to gauge your players – if they’re good, go all in. If they’re not, killing 20 characters a session won’t do anyone much good, so slow down and hope they catch up.

The Gygax article also features a couple new spells, Crystalbrittle and Energy Drain.

I haven’t mentioned G. Arthur Rahman‘s “Minarian Legends” articles for a few issues, but they’re always very impressive and well worth reading for folks working on creating interesting, engaging, deep campaign worlds.

In Sage Advice, one for the “I like where they’re minds are at” file …

“Question: Is it possible for a high-level Cleric and Magic- User to work in conjunction to create a moving Blade barrier? A Telekinesis spell would provide the motion.”

Oh, and apparently, no – it wouldn’t work. But that’s what the spell research rules are for …

Also …

“Question: When an offensive spell’s range is “touch,” does the touch have to be with a hand?”

Hmmm

In a Len Lakofka article about the inner planes, there is an interesting table for generating whether encountered monsters with Int scores of 4 or lower are hostile. It depends on the relative strength of the party, if they look rich (Occupy Greyhawk?), if the monsters are hungry, etc. Check it out …

 

You could probably simplify by saying 5% chance per following condition met: Monsters chaotic, monsters evil, monster’s hungry, party outnumbered (by 2 to 1 or more), party looks rich, party looks weak. That gives a max 30% chance of unintelligent monsters being hostile.

If the monsters are intelligent, you can allow alignment differences to play a role.

I’m of a divided mind on these articles. My instinct would be to let the inner plane be an exotic place with some rules lite ways to make it distinct from the Material Plane. On the other hand, if a group of adventurers has advanced from 1st level to the point where they can enter the elemental planes, maybe you should take some major pains to make it more than just the material plane with some fancy window dressing.

At a minimum, his descriptions of the planes are pretty cool …

“Elemental Plane of Earth: Soils are translucent, though they may be differently colored. Rock and mineral formations are solid (cannot be seen through or passed through) if they are over one cubic foot in volume. Pebbles and the like can be passed through and seen through. Large rock formations might require Passwall or Phase Door spells. Either spell would produce much longer tunnels on the Elemental Plane of Earth than on the Prime Material.”

 

Giants in the Earth time! Moldvay brings us the following legends this month:

  • Poul Anderson’s Tauno Kraken’s-Bane (8th level half-elf ranger) from The Merman’s Children – a reminder I need to read more Anderson.
  • Robert Adams’ Sir Geros Lahvohettos (9th level fighter) from Revenge of the Horseclans – a series I’ve heard of, but never read.
  • Gordon R Dickson’s James Eckert/Gorbash (0 level teaching assistant/10 HD dragon) from The Dragon and the George – which is sitting on my side table waiting for me to finish The Three Musketeers.
  • Orvar-Odd (21st level fighter) from Arrow-Odd: A Medieval Novel translated by Paul Edwards and Hermann Palsson
  • Heidrek (15th level fighter) from Hervor’s Saga

TSR would do well to cobble all of the stats Moldvay did for Norse heroes and legends and put them out as a mini-Legends and Lore.

Andrew South has a new monster in this issue, the Quatsch. The quatsch is a monkey with yellow fur and a skull face. Here are some quick B&T stats:

Quatsch, Small Monster: HD 1; AC 15; MV 40′; ATK bite (1d4); AL CN; XP 100 (CL 2); Special-Voice causes confusion.

From Phil Meyers, there is the Necroton, a sort of metal crab construct made by wizards – super old school cool in the illustration by Roger Raupp

Necroton, Large Construct: HD 8 to 12 (40-60 hp); AC 17/21 [+1]; MV 30′; ATK 2 pincers (2d6); AL N (NE); XP 4,000 to 6,000 (CL 10 to 14); Special-Eyebeams (paralysis for 1d3 rounds or, 1/day, fireball with damage dice equal to monster HD)

Greg Holley introduces the super-intelligent elemental Well Spirit and Jon Mattson brings the Sandbats and Swampbats – giant flying manta rays dudes. Awesome.

The final piece in this issue is “The Mansion of Mad Professor Ludlow” by James Ward. This is D&D, but not quite D&D. From the introductory paragraph:

“You are all young campers on a week-long camping trip through the woods and wilderness. In the middle of a nighttime hike, you become separated from the rest of your group. None of you is worried, however; you have all taken excellent compass directions and are sure you can eventually find your way back to the campsite. So, with this great chance to do a little exploring on your own, you set out into the woods as a group.”

This one begs to be played on Halloween – could be a good Google+ live session. And how about that Willingham art?

As always, I leave you with Tramp’s Wormy. Have a productive week citizens, and if you can’t be Lawful, at least try to be Good.

Fun with Halloween Magic

Happy Halloween boys and girls. Here are a few spells inspired by the season:

JACK-O’-LANTERN

Level: Druid 4
Range: See below
Duration: See below

To cast this spell, a druid carves a jack-o’-lantern from a pumpkin or similar gourd and places a candle inside it. The light emanating from the jack-o’-lantern’s face has a magical effect, as follows:

If the face is frightening, creatures caught in the light (including allies, so be careful) are subject to the effects of the cause fear spell. If the face is amusing, creatures caught in the light are subject to the calm emotions spell.

The light from the jack-o’-lantern also negates magical invisibility, and causes magic items to glow orange.

The magic lasts as long as the candle lasts (probably 1 or 2 hours), and the range is per a normal lantern.

TRANSPLANT

Level: Magic-User 6
Range: Close (30′)
Duration: 1 hour (then permanent)

If during the duration of this spell the magic-user is killed, his or her head immediately teleports to and is transplanted on the nearest humanoid creature within 30 feet. The victim’s head remains on the body as well.

The magic-user and his subject will be dazed for 1 minute afterwards, and the magic-user will be unable to cast spells until it takes control over the victim’s body. Each day, the magic-user can attempt a contest of wills against the victim; each rolls a Will saving throw. If the magic-user succeeds at his save, and succeeds by more than the victim, he gains control of one arm. Another success wins him the other arm, and a third the legs. A failure over the same period loses him an arm or the legs. When the magic-user has control of the arms, he can cast magic spells again as normal.

(Yeah, The Thing With Two Heads was on TV this morning).

HIDEOUS CACKLE

Level: Magic-User 4
Range: Close (30′)
Duration: 10 minutes

As hideous laughter, with the following differences: The victim is not completely helpless – they can move and even attack, but cannot stop cackling. Any strenuous activity causes fatigue for 10 minutes. Also, the cackling forces those who hear it to pass a Will save vs. fear or be affected as per the cause fear spell.

BONE TO STEEL

Level: Magic-User 3
Range: Close (30′)
Duration: 1 hour

This spell turns bone into steel. Only dead bones (i.e. not part of a living creature) are affected. Bones like femurs are turned into the equivalent of light maces. Animated skeletons gain AC 17.

ALTER GAZE

Level: Magic-User 5
Range: Personal or 1 creature touched
Duration: 2 hours

The beneficiary of this spell does not suffer from gaze attacks as normal. If the gaze normally causes fear or blindness, it now instead reduces the victim’s Wisdom by half. If the gaze normally causes petrification, it now instead reduces the victim’s Dexterity by half. Other effects can be determined by the TK as necessary. The effects of the gaze attack last for 3 hours.

GRIMACE

Mr. Sardonicus

Level: Magic-User 2
Range: Touch
Duration: 24 hours

The touched victim must pass a Fortitude save or their face is twisted into a terrible grimace, reducing their Charisma score to 3 for the duration of the spell.

Have fun, folks – don’t eat too much candy!

TERRIBLE OBSESSION

Level: Magic-User 2
Range: Close (30′)
Duration: 10 minutes

The magic-user holds an object (any object) up and focuses on a single victim. If the victim fails a Will saving throw, they become obsessed with possessing the object for 10 minutes, to the exclusion of all other goals. When they get the object, they crouch on the floor, petting it and proclaiming it their “precious”.

The Creeps (Part 2)

Today I have the second installment of the Creeps. Enjoy!

GEMINETTES
Medium Fey, Chaotic (LE), Average Intelligence; Pair
HD: 4
AC: 13
ATK: 1 strike (see below)
MV: 30
SV: F 14 R 11 W 11
XP: 500 (CL 5)

Geminettes always appear in pairs, with cold, calculating eyes and graceful forms. In combat, they attempt to maintain contact with either their white or black hands; while in contact, they suffer a -2 penalty to hit and a -2 penalty to AC, but gain 25% resistance to magic and can only be harmed by silver and magical weapons.
When a geminette strikes with its black hand, the effect is per a chilling touch spell. When it strikes with its white hand, the effect is per a shocking grasp spell.

All creatures within 20 feet of a pair of geminettes find themselves becoming conflicted. In any round in which they attempt an action, they must pass a Will save. If they fail the save by 1 to 5 points, they hesitate and do nothing during that round. If they fail the save by 6 or more points, they decide to do the opposite of their desired action (or, if “the opposite” simply does not make sense, then nothing at all). Whenever such a save is failed, the adventurer suffers 1 point of charisma damage and the geminettes gain a +5% bonus to their magic resistance.

AWFUL EYEFUL
Medium Fey, Chaotic (LE), High Intelligence; Solitary or Pair
HD: 8
AC: 17
ATK: 1 slam (1d4) or eye ray
MV: 30
SV: F 11 R 9 W 8
XP: 800 (CL 9)

Awful eyefuls consider themselves the nobility of the creeps. They always dress well (whatever era they are found in), and they have the ability to mask their true appearance with that of a vaguely handsome man.

Awful eyefuls walk among mortals, causing them to feel envy and feeding off their petty (and not so petty) jealousies. All creatures within sight an awful eyeful must pass a Will save anytime they see another person doing something they cannot, or doing at a higher level than they can. If they fail this save, they become intensely jealous, suffering a point of intelligence damage and immediately spending a round attempting to outdo that person.

As awful eyefuls feed, they gain the following special abilities:

INT DAMAGE INFLICTED: ABILITIES GAINED
0-2: None
3-5: Detect thoughts (ESP) at will and +1 bonus to hit, damage and AC
6-8: Steal the fighting ability or skills of one creature per round within 20 feet; this translates into applying a 3 point penalty to an opponent’s attack bonus or skill bonus and gaining a like bonus themselves
9+: Steal the spellcasting ability of one creature per round within 20 feet; the awful eyeful steals one spell from an opponent and gains the ability to cast it one time.

SWAMM
Small Fey, Chaotic (CE), Average Intelligence; Band (1d8)
HD: 3
AC: 14
ATK: 1 touch (poison III)
MV: 20
SV: F 15 R 12 W 12
XP: 300 (CL 4)

Swamms appear as dancing mushrooms, surrounded by a sparkling cloud of spores in a 10-ft. radius. Folk who breathe in these spores must pass a Fortitude save each round or find themselves becoming sluggish and lazy. This translates into a -1 penalty to hit and to AC, and a -3 penalty to base movement, as well as 1 point of charisma damage. The loss of charisma represents a loss of ambition. Creatures that have lost half their charisma score to a swamm’s spore cloud are affected per a sleep spell. Each time a victim of a swamm suffers a point of charisma damage, the swamm heals 1d3 points of hit point damage.

MAD MUM
Medium Fey, Chaotic (CE), Average Intelligence; Solitary
HD: 5
AC: 15
ATK: 1 strike (1d4 + confusion)
MV: 30
SV: F 13 R 11 W 11
XP: 500 (CL 6)

Mad mums feed on love and the desire to protect loved ones. Mad mums never speak, and in fact appear to hate loud noises of any kind. They appear as plastic faced women holding dolls. These dolls are their murderous moppets, dirty-faced, greasy-fingered tots that, when thrown by the mad mum, animate and attack, fighting as well as gnolls.

The touch of a mad mum returns people to an infantile state (per the confusion spell) if the target fails a Will save. Gestures of love or protection made in front of a mad mum force the protector to pass a Will save or become obsessed with the creature they are trying to defend. They suffer 1 point of intelligence damage, and find themselves unable to move more than 3 feet away from the object of their obsession, and they do nothing but fight defensively, lending their bonus to AC to the person they are trying to defend.

Spells: At will—silence

Special: Vulnerable to sonic damage

TUCK
Medium Fey, Chaotic (CE), Average Intelligence; Buffet (1d6)
HD: 1
AC: 16
ATK: 1 kick (1d6)
MV: 30
SV: F 15 R 13 W 13
XP: 100 (CL 2)

Tucks appear as dancing bits of meat. They appear before hungry people, dancing about, taunting them. All tucks operate under a displacement effect (per the spell), making them difficult to catch or hit.

Their taunting of the hungry causes desperation and frustration, which they feed upon. Each time a person attempts to hit or grapple them and fails, they must pass a Will save or suffer 1 point of wisdom damage. Each time this happened, the tuck gains 5 points of movement and increases its AC by 1 (to a maximum of 60 feet per round and AC 20).

LOB-LOLLY
Medium Fey, Chaotic (NE), Average Intelligence; Web (1d6)
HD: 3
AC: 14
ATK: 1 parasol (1d4 + stun for 1 round) or strike (1d3 + poison I)
MV: 40
SV: F 14 R 12 W 12
XP: 300 (CL 3)

Lob-lollies appear as spidery women in webbed outfits. They carry similarly webbed parasols, which they use to deadly effect in combat. With each step they take, they send out a web of psychic energy through the ground, forcing all within 10 feet to pass a Will save or be held (per hold person) for 1d4 rounds.

Lob-lollies can walk on walls and ceilings (per spider climb). They can spin their parasols in combat, causing a hypnotic pattern (per the spell). While holding their parasols and able to move, they enjoy the benefits of the protection from normal missiles spell.

Lob-lollies always laugh gaily as they fight, and their moves are sensuous. Males and some females watching them them must pass a Will save each round or become loathe to attack them (-2 penalty to hit, 1 point of wisdom damage). If a person loses half their wisdom to this effect, they attempt to defend the lob-lolly, trying to win their affection (and impossible task). Each time a person loses a point of wisdom, the lob-lolly regains one lost hit point.

But before we go … one more sort of creep to annoy your players …

JINKS
Small Fey, Chaotic (CE), Average Intelligence; Band (1d8)
HD: 0
AC: 13
ATK: 1 strike (1d3) or small weapon (1d4)
MV: 50
SV: F 17 R 12 W 13
XP: 50 (CL 1)

Jinks are goblin-like creeps that look like children wearing grotesque masks. They gather in gangs in dark places – they even enter settlements at night – and prey on the fears and superstitions of people. They generally lurk in the shadows (hiding as well as a 6th level thief) and use their spells to unnerve people. Anyone failing a saving throw against one of their spells also suffers a point of wisdom damage (or 1d4 points of wisdom damage if they succumb to the jinks’ cause fear spell) as they become more jittery and prone to fright. A person who has lost half their wisdom to the jinks spells must pass a Will saving throw each round or become frightened for 1 turn. For each point of wisdom damage caused by a jink, it gains a +1 bonus to hit and damage for the remainder of a fight.

Spells: At will—audible glamer; 3/day—mage hand, phantasmal force; 1/day—cause fear

Seasonal Beasties – Leaf Golem

Everyone enjoys jumping in a fresh pile of fallen leaves (okay, actually I don’t know anybody who does that, but just play along, okay), but some piles are better left alone (what a weird phrase to write!)

Leaf golems are constructed by druids in the autumnal months, when leaves have turned yellow, gold and red and fallen from the trees and vines are beginning their retreat before the coming of winter. A vast quantity of this plant material is gathered by the druid and sprinkled with various holy compounds and then left in a clearing under a new moon. When the first hint of moonlight touches the mouldering pile, it stirs and rises as a leaf golem.

Leaf golems look something like shambling mounds – they are vaguely humanoid, stout and thick, and smell of rotting vegetation. Unlike shambling mounds, they are a bit taller than they are wide. They have no faces, but appear to be able to see and hear. They make no sound other than a persistent rustling, even when standing still, but quieted when imitating a leaf pile and ready to attack.

Leaf golems contain dozens of thick, woody tendrils and their interiors are suffused with brown mold. Up to four of these tendrils can be projected from the creature’s body to attack creatures. A creature constricted by a tendril must pass a Fortitude saving throw each round or be dragged 5 feet closer to the monster. When they are right next to the monster, the next dragging pulls them inside the monster. A leaf golem can hold one medium-sized creature at a time, two small creatures or four tiny creatures. Creatures inside the leaf golem begin to suffocate, and are affected per brown mold, suffering 1d6 points of cold damage per round until dead. When dead, they are ejected in a random direction, flying 5 feet and possibly striking another creature for damage (1d3 for tiny creatures, 1d6 for small creatures, 2d6 for medium creatures).

The presence of the brown mold and the dampness of its leafy body give a leaf golem resistance to fire. The monsters are immune to cold and suffer only half damage from piercing weapons like spears and arrows.

Leaf golems are immune to most spells, and those spells that do affect it do so in weird ways (with no save):

– A blight spell drives the golem back 120 feet and deals 3d12 points of damage to it.

– A command plants spell slows a leaf golem for 1d6 rounds and suppresses its magic immunity during that time.

Leaf Golem, Large Construct, Non-Intelligent: HD 9 (45 hp); AC 19; ATK 2 slams (2d8 + constrict) and 4 tendrils (1d4 + constrict); Move 20; F10 R11 W11; AL Neutral; XP 2250; Special – Resistance to fire, magic immunity (see above), suffocate (see above), immune to cold, brown mold, surprise (3 in 6 in leafy areas), weapon resistance (piercing).

Image found at Pixabay

One Last Trick

Here’s a monster that popped into my mind yesterday …

REAPER

Reapers look like long-armed goblins with glossy black skin and magnesium green eyes that have a slight phosphorescence. Some wear carved pumpkins over the heads, like masks. They travel in small packs and are armed with very sharp cutting blades, each one carrying a mild enchantment that makes it especially dangerous.

A creature hit by a reaper’s blade and suffering 5 or more points of damage must pass a Fortitude saving throw (or save vs. petrification) or have one of their arms lopped off. The severed arm instantly comes to life and begins grabbing at its former owner or performing any other task the reaper sets it to. Arms have the same armor class as their former owner, and 1d4 hit points. If an arm is “killed” it is destroyed. Otherwise, the arm can be reattached (remember, there’s magic involved) to its original owner once the reaper has been killed.

Some especially lucky (or talented) reapers ride strange mounts composed of severed arms. These mounts look something like centipedes.

Reaper, Small Humanoid, Average Intelligence: HD 3; AC 16; ATK 2 blades (1d6 + sever limb); Move 30; F13 R14 W14; AL Chaotic (CE); XP 300; Special – Sever and control limbs.

Manopede, Large Aberration, Non-Intelligent: HD 4; AC 14; ATK 2 slams (1d4+1 + grapple); Move 50; F13 R13 W11; AL Neutral (N); XP 400; Special – Grapple.

Severed Arm, Tiny or Small Aberration, Non-Intelligent: HD 1; AC varies; ATK 1 slam (1d3 + grapple); Move 10; F16 R16 W13; Special – Grapple.

Six Malevolent Mummies

Mummies are a natural monster for fantasy games due to their lineage in horror movies (good and bad). The traditional mummy is Egyptian (or faux-Egyptian), but that need not be the case …

BROST

Brost was a trader 300 years ago who plied the high mountains, carrying silver ornaments down from the bat-headed people to the towns and villages in the green valleys far below. It so happened one day that Brost made a serious miscalculation with the daughter of a local lord with a well known lack of temper, and he found it necessary to make an unscheduled trip into the mountains. Winter had already come to the valley, and the mountain passes were exceptionally dangerous when he set out, and alas, one misstep was all it took to end Brost’s life. He lie in a crevasse that was soon filled with snow and ice, preserving his body while a taste for revenge preserved his spirit (in a fashion). The next year, Brost rose from his icy tomb and closed the pass to traffic, defying the petty priests of the valley and cutting the people of the valley off from civilization. He demands single combat with the lord who chased him out of the valley, and will not rest until he has gotten it.

Unlike most mummies, Brost’s touch does not cause disease. Rather, it is an icy grip that drains a person of 1 point of dexterity per round (or 1 point of AC if the victim has no known dexterity score). This dexterity damage cannot be healed normally; healing first requires the curse of the ice man to be removed.

Brost: HD 8; HP 33; AC 19; ATK 1 slam (1d8 + icy grip); MV 20; F11 R11 W10; AL C (NE); XP 800; Special: Fearsome visage, vulnerable to fire, immune to cold.

ADANA

Adana was a sneak thief who operated in a northern town, using her charm and nimble fingers to relieve visiting merchants and sailors of their worldly goods, and, on occasion, their lives. Finally caught by the duke’s soldiers, she was tried and hung, her body thrown into a bog. Thirty years later, the slow process of “bog mummification” was finished, and her tormented spirit, which had long roamed the bog as a will-o-wisp, settled back into its old home. She now haunts the wilderness as an undead robber, casting aside coins in favor of jewelry to adorn her black, leather hide. She currently wears a golden torc (worth 200 gp), several bronze bracelets (worth a total of 30 gp) and a golden anklet (worth 300 gp), plus whatever random jewelry you might roll for her.

Unlike most mummies, Adana’s touch does not cause disease Rather, it delivers acid damage that deals 1 point of damage per minute until a remove curse spell is cast to counter it. A delay poison spell halts the acid damage for a time, as does submersion in bog water.

Adana: HD 8; HP 27; AC 19; ATK 1 slam (1d8 + acid touch); MV 20; F11 R11 W10; AL C (CE); XP 800; Special: Fearsome visage, immune to acid, surprise (2 in 6), back attack x2. 

TITENA

Titena was the slave and close confidant of a high priest of Seth. She served her master loyally for many years, tending his every need, always desirous of one day being freed. It finally passed that an assassin found his mark, and the high priest was killed. His acolytes quickly swept up his servants and animals and slayed them that they might be mummified so that they could serve their master again in the afterlife. So it was that Titena, filled with wrath, was made a mummy and sealed in the crypt of the high priest. Whether the others made the journey to the other world is unknown, for she awoke as a mummy, alone and consumed with hatred. She quickly defiled her master’s body and now waits for release from her seemingly eternal prison. She has a single gem of true seeing lodged in her forehead.

Titena: HD 8; HP 29; AC 19; ATK 1 slam (1d8 + mummy rot); MV 20; F11 R11 W10; AL C (CE); XP 800; Special: Fearsome visage, vulnerable to fire. 

VADUN

Vadun was a monk and mathematician who underwent the process of living mummification (a strict dietary regimen, exercise and poisoning) that he might be preserved for all time. After death, he was sealed into an alcove with bricks, to be unsealed three years later. Unfortunately, between his death and his appointed time of release, the monastery was sacked, its monks killed, its treasures carried away. Vadun now remains a prisoner in the monastery, his staggering intellect bent on taking revenge on the world for his humiliation.

Unlike most mummies, Vadun does not spread disease with his touch. Rather, his touch is poisonous (per poison III). Damage from this poison can only be healed after a remove curse spell has been received by the victim.

Vadun: HD 8; HP 31; AC 19; ATK 1 slam (1d8 + poison touch); MV 20; F11 R11 W10; AL C (LE); XP 2000; Special: Fearsome visage, vulnerable to fire, cast spells as 9th level cleric. 

ZURANTHULA

Zuranthula was a powerful warlord among the Kith-Yin. After death, he was mummified by his followers, that he might continue to lead them on their raids in the Astral Plane. Unfortunately, before he could awake, his people were attacked by their rivals. Zuranthula’s sarcophagus was cast out into Astral Space to float for eternity. It would have done just that, but the conjuring of a curious wizard brought it into the Material Plane. Surprised by the contents, the wizard was soon killed, and Zuranthula, now crazed, began haunting the wizard’s dungeon complex, still seeking a return to the Astral Plane.

Zuranthula: HD 8; HP 32; AC 19; ATK 1 slam (1d8 + icy grip) or silver sword (1d6+1); MV 20; F11 R11 W10; AL C (NE); XP 800; Special: Fearsome visage, vulnerable to fire, spells as kith-yin. 

CASTILLOS

Castillos was a very wicked man, though his wickedness was subtle. Most folk considered him a rather dashing figure, fairly honest, and good company. His squire, Manuel, knew better. He had seen him dally with the affections of many women, and when Castillos dared turn his eye upon Manuel’s own lady love, Castillos’ fate was sealed. On one night, after a drunken revel, Manuel led his master into a dank catacomb, ostensibly in search of a cache of elven wine he had heard tell of. In truth, he clubbed his master over the head and bricked him into a chamber, his body sealed inside a cask of wine. Castillos died there, but the alcohol preserved him, and now he seeks Manuel, who inherited his estate.

Unlike most mummies, Castillos does not spread disease with his touch. Rather, his touch brings on a sort of manic drunkenness (per the hideous laughter) spell.

Castillos: HD 8; HP xxx; AC 19; ATK 1 slam (1d8 + hideous laighter); MV 20; F11 R11 W10; AL C (NE); XP 800; Special: Fearsome visage, vulnerable to fire. 

Six Wicked Witches!

Starting a new series today for the Spooky Season. Below you will find six wicked witches (no, I’m not saying all practitioners of witchcraft are wicked … just that these particular ladies are) you might use in your game. Stats for Blood & Treasure are included.

Enjoy!

Beleve

Beleve is a homey little midwife who operates in a burgeoning village. Short and plump, with curly auburn hair and twinkling green eyes, she is a flurry of activity – everywhere doing everything for everyone is Beleve.

Unfortunately, Beleve is also deeply wicked. She harbors a terrible and irrational hatred of men and the women who attract them. Several of the children she has delivered have been replaced with changelings (demons, doppelgangers, whatever is appropriate for your campaign), and her wholesome stews often contain cunning poisons when they are delivered to villagers who she feels have crossed her (they are often unaware of the cross) or in some way hurt her feelings.

Beleve: Human Magic-User: LVL 1 (Adept); HP 3; AC 10; ATK by weapon -1 (1d4-1); MV 30; F14 R15 W12; XP 100; AL Chaotic (CE); Special – Spells (3/2); Str 7 Int 16 Wis 14 Dex 9 Con 8 Cha 12.

Mabel

Mabel is a morose woman of dark demeanor – she dresses in black, as though in constant mourning, her eyes are downcast, her face slack. She dwells in a small town, where she works with the local thieves’ guild, providing what magical assistance she can in exchange for protection and a small piece of the action. She does more than this, though. Mabel is in mourning – for the loss of her fiance many years ago at the hands of the local constabulary. The death came after he got into yet another of his drunken brawls and took a cudgel to the skull. A small guilt offering was made to the grieving bride-to-be, but it only stoked the flame of revenge in her heart. She will have the baron’s heart in payment for her beloved’s demise, and she is slowly worming her way into the luminaries of the guild as a way of getting it. Despite her grieving face, Mabel remains a beautiful woman, and her tale of woe pulls on the heartstrings. Two thieves have already fallen for her dolorous charms and have sacrificed themselves on foolish forays into the baron’s keep. How many more will follow?

Mabel: Human Magic-User: LVL 3 (Invoker); HP 7; AC 11; ATK by weapon +0 (1d4); MV 30; F14 R13 W12; XP 300; AL Chaotic (NE); Special – Spells (4/3/2); Str 8 Int 17 Wis 11 Dex 13 Con 11 Cha 16.

Gwynever

Gwynever is a bubbly woman with cascades of red, curly hair framing her pretty face and ample bosom and blue eyes so deep they almost count as a gaze attack. Most people thought her a pretty little scatterbrain – warm and wonderful and destined to make some lucky man a very expensive wife – and most folk believe that is precisely what happened. At the ripe old age of 16 she did marry, to a timber merchant in a large town. Ten years later, the blush of her youth still radiates from her rosy cheeks and her husband is now a silk and spice merchant, owner of two merchant cogs and proprietor of the estate vacated by old Lord Pasmere (who took ill and died so suddenly, and sadly after his three heirs died in a freak barn fire). Now, Squire Benthick looks forward to the lord mayorship and maybe an elevation into the peerage – no thanks to his silly, expensive, oh so lovely wife.

Gwynever: Human Sorcerer: LVL 5 (Whiz); HP 7; AC 10; ATK by weapon -2 (1d4-2); MV 30; F14 R14 W10; XP 500; AL Chaotic (NE); Special – Spells per day (6/7/5), spells known (6/4/2); Str 5 Int 9 Wis 14 Dex 8 Con 7 Cha 17.

Cadmina

Cadmina is a woman with a severely beautiful face and calm, almost passive demeanor that, when presented with wickedness and vice falls like a stone to reveal a frightening passion for denouncement and finger pointing. Well known in her town for her simple and goodly ways, she dresses simply despite being the wife of a wealthy man, and speaks simply despite coming from a family once known for its stagecraft and rhetoric. Most people know she possesses a talent for magic, and they know too that she has become a veritable bulwark against evil, her denouncements of people powerful and powerless whipping the population of the city-state into a frenzy of witch burning, despite the admonitions of the Lawful church. What people do not know is that Cadmina is the spawn of a succubus, who seduced her father and brought ruin on her family – a ruin that struck behind the scenes and is generally unknown by people at large. She delights in sewing the seeds of suspicion in her city-state, and has no greater aim than the spread of hatred between neighbors.

Cadmina: Fiendish Human Magic-User: LVL 7 (Marvel); HP 20; AC 10; ATK by weapon +0 (1d4-2); MV 30; F13 R13 W10; XP 1,750; AL Chaotic (LE); Special – Spells (4/5/3/2/1), +1 or better weapon to hit, resistance to fire, magic resistance 10%, +2 to hit and damage vs. Lawful (Good) creatures; Str 5 Int 13 Wis 10 Dex 10 Con 9 Cha 12.

Avira

Avira is a strange woman who dwells in the rugged hills around Kalok’s Bowl – a wooded valley watered by natural springs that is surrounded by granite hills. The hills are haunted by trolls, who avoid their “sister” Avira, the daughter of a green hag by a trader from the valley who disappeared 20 years ago. The people of the valley are farmers who do their best to avoid the notice of neighboring kingdoms. When they’ve no other choice, they send delegations into the hills with gifts for Avira and any troll they might run into. Avira looks like a gaunt, but attractive woman. She brews potions for sale and looks forward to adding to the collection of maidens she keeps chained in her gloomy cellar.

Avira: Fiendish* Human Magic-User: LVL 9 (Wizard); HP 17; AC 10; ATK by weapon +3 (1d4); MV 30; F12 R12 W9; XP 2,250; AL Chaotic (CE); Special – Spells (4/5/4/3/2/1), +1 or better weapon to hit, resistance to fire, magic resistance 10%, +2 to hit and damage vs. Lawful (Good) creatures; Str 12 Int 13 Wis 10 Dex 11 Con 12 Cha 8.

Saphon

Saphon is a glorious, radiant queen who took the throne of a small mountain kingdom after her husband, the lake Duke Elleran, was slain by rebellious hill people while on a pilgrimage to the holy city of Walwick. The Duchess quickly took control of the situation and rallied Elleran’s knights to her cause, though the beloved court magician Aswill was sadly slain in the peasant uprising that followed the duke’s death (an uprising few peasant remember having happened). Since then, many of the duke’s heirs have died in the campaign by malefactors that the duchess’ constable has been trying to stamp out. One now remains, the duke’s daughter Alwisse, from his first marriage. A small body of knights worries over her safety, and might look to foreign adventurers to steal her away from Saphon’s reach.

Saphon: Human Magic-User: LVL 11 (Wizard); HP 21; AC 10; ATK by weapon +3 (1d4-1); MV 30; F11 R11 W7; XP 1,100; AL Chaotic (LE); Special – Spells (4/5/4/4/3/2/1); Str 8 Int 14 Wis 13 Dex 9 Con 10 Cha 13.

Next up … Six Groovy Ghouls