Saturday, November 23, 2013

BEAR SAVES GIRLS

Another dungeon-bill to assist dungeoneers in exercising proper caution.


Dungeon Bills

Another excellent idea and a cool table over at Elfmaids and Octopi has inspired me. Handbills, and pamphlets for the game table as a means of providing the players with rumors, clues, and outright lies that will tell them something about the campaign at a pace the players may care to deal with or not. No long interruption in play, no long campaign doc to mine for tid-bits, just the occasional bill or pamphlet laying on the game table.


original engraving by the Dalziel Brothers


The 10th Doctor Made it.

I was fiddling with the Dr. Who anniversary google doodle just now, it's a tiny little video maze game where you have to navigate the Doctor through little mazes populated by daleks and a few other Whovian menaces. I started with the 1st doctor and each time you get zapped you play the next doctor up the line: I prevailed with the 10th doctor,  I foolishly thought number 4 could beat the daleks yet again.
My Teenage Daughter is a big Dr. who fan (she's going to a Dr, who party tonight), she's playing on her computer and has managed to get all the doctors killed.

Thursday, November 21, 2013

Getting A Head In Life


History and fiction have long depicted warriors claiming the heads of their enemies. Isn’t it about time your dungeon delver did so?

Dungeoneers, warriors, and wizards of all sorts can gain advantage by taking the heads of their fallen enemies. Any enemies head can be used to impress the neighbors, frighten foes, and improve luck.

Original by John White (1585-1593) with some slight modification for the upright citizen's brigade.

Wednesday, November 20, 2013

The well-dressed gentleman

What's your adventurer wearing when he steps out on the town?

50 Undead of Mog

Here are 50 undead creatures created to menace swordsmen and sorcerers on Mog, The WeirdLands and elsewhere.



Feral Shade HD:6 AC:5[14] Mv:9 Attacks:2 for 1-3 Special:disease
The Feral Shade are known to be found wandering on moonless nights.This Shade will reanimate in  1-4 Hours unless it's remains are buried. They seek to destory holy symbols dedicated to  Blaug King of Toads and Vermin. They will readily flee clerics of  Rax The Stomach of the Bear and the Dog. They save at -4 vs spells cast by clerics of  Soalaz The Demon Prince of Pain.

Gaunt Warrior HD:4 AC:8[11] Mv:9 Attacks:3 for 1-4 Special:CON Drain, Infection
The Gaunt Warrior is often wandering within shadows.They avoid singing. Piercing weapons inflict double damage. Those who are infected are driven insane with doom-filled visions losing 1 pt of WIS each hour. This Warrior will reanimate in a month unless it's remains are buried on consecrated ground.

 Leprous Phantom HD:1 AC:9[10] Mv:9(fly 9) Attacks:1 for 1-6 Special: Corruption
The Floating Leprous Phantom can be found wandering on moonless nights. They tend to avoid chanting. Those who are corrupted can only heal naturally for a year. They speak blasphemies that will enrage clerics of  Das The Demon Lord of Gates. Inflictions caused by these horrors can only be treated by clerics of  Vort The Winter Wind.

 Weeping Remains HD:4 AC:5[14] Mv:9(fly 12) Attacks:1 for 1-6 Special:paralysis
The Bone-winged Weeping Remains is often seen wandering in alleys.


Ghostly Codger HD:3 AC:7[12] Mv:6(fly 9) Attacks:Special Special:rot, Create Spawn
The Bone-winged Ghostly Codger may be chanced upon in wandering crumbling ruins and within shadows. They are harmed by strongly presented holy-symbols and holy water. Those who are killed returning as a half strength Ghostly Codger in a 2-12 rounds unless the victim is anointed with holy oil. This Codger will reanimate in 2-12 rounds unless it's remains are mouth is stuffed with garlic. They seek to feed on those who have sinned against Yalm The Roots of the Forest. Inflictions caused by these horrors can only be treated by clerics of  Soalaz The Demon Prince of Pain.

 Cadaverous Skeleton HD:1 AC:8[11] Mv:9(fly 12) Attacks:1 for 1-8 Special:CHA Drain, Blight
The Bat-winged Cadaverous Skeleton is often wandering tombs.They are driven off by chanting. Blessed weapons inflict double damage. Those who are blighted waste away losing 1 pt CON each month. They seek to destroy holy symbols dedicated to  Mol The Blind Seer. They preach heresies that will shake the faith of those who follow  Master of the Purple Moons.

 Wizened Noble HD:2 AC:9[10] Mv:6 Attacks:2 for 1-3 Special:Create Spawn
The Wizened Noble are known to be found wandering battlefields and during foggy nights. They are driven off by singing. Magical weapons of +2 or better will hit them. Those who are slain become a lesser undead of DM's choice 1-4 Hours unless the victim is anointed with holy oil and set ablaze. This Noble will reanimate in 2-12 rounds unless it's remains are anointed with holy oil and set ablaze.

 Hopping Beast HD:6 AC:6[13] Mv:18(fly 27) Attacks:1 for 1-10 Special:Curse
The Hawk-winged Hopping Beast may be chanced upon in wandering in desecrated temples. Edged weapons only inflict 1/2 damage. Those who are cursed will heal at half the normal rate month. This Beast will reanimate in three days unless it's remains are washed in running water.

Moaning Horse HD:6 AC:7[12] Mv:18(fly 24) Attacks:1 for 1-8 Special:WIS Drain
The Owl-winged Moaning Horse are known to be found wandering graveyards. They are vulnerable when exposed to holy water and salt. Piercing weapons will not harm them. This Horse will reanimate in a year unless it's remains are cremated and the ashes scattered to the four winds. Wounds caused by these horrors will not respond to the magics of  Blaug King of Toads and Vermin. They preach heresies that will shake the faith of those who follow  The Dreaming King. They suffer but half the impact of spells cast by clerics of  The Master of the Purple Moons.

Whispering Corpse HD:3 AC:7[12] Mv:6 Attacks:1 for 1-3 Special:Blindness, Create Spawn
The Whispering Corpse is often wandering alleys. They avoid salt and bells. Silver weapons are needed to harm them. Those who are overcome become a lesser undead of DM's choice three days unless the victim is washed in running water. This Corpse will reanimate during the next full moon unless it's remains are buried upside-down. They will readily flee clerics of  Abem The Lord of Ancient Lore. They seek to feed on those who have sinned against Brunhiltha The Valkyrie Matron.

 Loosely Wrapped Noble HD:7 AC:5[14] Mv:9(fly 15) Attacks:2 for 1-8 Special:Blindness, Create Spawn
The Demon-winged Loosely Wrapped Noble can be found wandering in darkness. They are repulsed by singing and sunlight. Edged weapons inflict double damage. Those who are defeated become a lesser undead of DM's choice a year unless the victim is buried upside-down. This Noble will reanimate in               unless it's remains are cremated and the ashes buried on consecrated ground.

 Shrouded Child HD:4 AC:7[12] Mv:6(fly 12) Attacks:1 for 1-4 Special:weakness, Create Spawn
The Demon-winged Shrouded Child can be found wandering within shadows. They flee sunlight and strongly presented holy-symbols. Edged weapons only inflict minimum damage. Those who are overcome reanimate as a Shrouded Child in a day unless the victim is washed in running water. This Child will reanimate the evening of the next full moon unless it's remains are buried on consecrated ground. They have no resistance to spells cast by the clerics of  Vort The Winter Wind. Inflictions caused by these horrors can only be treated by clerics of  Obernoth the Elf King.

Shambling Beast HD:6 AC:6[13] Mv:9(fly 12) Attacks:3 for 1-4 Special: Create Spawn
The Bat-winged Shambling Beast may be chanced upon in wandering at night. They are vulnerable when exposed to strongly presented holy-symbols. Those who are disemboweled become a lesser undead of DM's choice in a day unless the victim is cremated and the ashes scattered to the four winds. This Beast will reanimate in a day unless it's remains are beheaded. They are immune to spells cast by clerics of  The Knights of the Seven Swords. They are unable to enter areas consecrated to  The Master of the Purple Moons.

Bloated Remains HD:2 AC:7[12] Mv:6 Attacks:2 for 1-4 Special:paralysis, Blight
The Bloated Remains are encountered wandering on lonely roads. Those who are blighted will heal at half the normal rate month. This Remains will reanimate in a year unless washed in running water. They seek to feed on those who have sinned against  Queen of the Yellow Planet. These horrors can harm but not slay the followers of  Das The Demon Lord of Gates.

 Bloody Child HD:4 AC:8[11] Mv:6(fly 6) Attacks:1 for 1-3 Special:see below
The Moth-winged Bloody Child are known to be found wandering in darkness. They flee flames and poems. Blunt weapons only inflict 1/2 damage. The Child will reanimate in 2-12 rounds unless it's remains are cremated and the ashes scattered to the four winds.

 Gaunt Crone HD:4 AC:7[12] Mv:9 Attacks:1 for 1-8 Special:nightmares, Create Spawn
The Gaunt Crone are known to be found wandering at night. They are harmed by chanting and silver. Those who are eviscerated become a lesser undead of DM's choice unless the victim is washed in running water.. This Crone will reanimate in 2-7 rounds unless it's remains are cremated and the ashes scattered to the four winds.

 Feral Figure HD:7 AC:4[15] Mv:9 Attacks:3 for 1-4 Special:STR Drain, Curse
The Feral Figure is usually seen wandering battlefields and alleys. They flee running water. Wooden arms inflict double damage. Those who are cursed waste away losing 1 pt CON each season.

 Grim Shade HD:5 AC:7[12] Mv:9 Attacks:Special Special:disease, Blight
The Grim Shade can be found wandering tombs. They are harmed by sunlight and holy water. Wooden arms will hit them. Those who are blighted weaken losing 1 pr STR each season. This Shade will reanimate in a month unless it's remains are washed in running water. These horrors can harm but not slay the followers of  Vort The Winter Wind. They seek to desecrate the temples and altars dedicated to  The Queen of the Yellow Planet.

 Winged Grim Shade HD:6 AC:4[15] Mv:9(fly 9) Attacks:2 for 1-3 Special:Curse
The Moth-winged Grim Shade is often wandering crumbling ruins and within shadows.They are vulnerable when exposed to sunlight and silver. Magical weapons of +2 or better only inflict 1/2 damage. Those who are cursed can only heal naturally month. This Shade will reanimate in 2-7 rounds unless it's remains are buried on consecrated ground. They seek to destroy holy symbols dedicated to  The Warden of the Prison Plane. They will readily flee clerics of  Yvrak the Scream in the Night.

 Skeletal Crone HD:2 AC:8[11] Mv:9 Attacks:3 for 1-4 Special:disease, Create Spawn
The Skeletal Crone can be found wandering crumbling ruins and in darkness. They are repulsed by sunlight. Piercing weapons are needed to harm them. Those who are defeated reanimate as a Skeletal Crone in 2-12 hours unless the victim is beheaded and buried on hallowed land. This Crone will reanimate in  a week unless it's remains are cremated and the ashes scattered to the four winds.

Veiled Figure HD:1 AC:9[10] Mv:9 Attacks:2 for 1-3 Special:paralysis, Create Spawn
The Veiled Figure may be chanced upon in wandering graveyards. They avoid chanting. Blunt weapons will hit them. Those who are slain become a lesser undead of DM's choice next new moon unless the victim is beheaded.. This Figure will reanimate on the next full moon unless it's remains are anointed with holy oil and set ablaze.

Crawling Beast HD:8 AC:2[17] Mv:6 Attacks:1 for 1-10 Special:sickness, Infection
The Crawling Beast is often wandering within shadows. They avoid strongly presented holy-symbols and garlic. Edged weapons are needed to harm them. Those who are infected will heal at half the normal rate year. This Beast will reanimate in 1-4 Hours unless it's mouth is stuffed with salt.

Bloody Skull HD:2 AC:9[10] Mv:6(fly 9) Attacks:1 for 1-6 Special:sickness, Curse
The Raven-winged Bloody Skull may be chanced upon in wandering within shadows. They are vulnerable when exposed to strongly presented holy-symbols. Magical weapons only inflict 1/2 damage. Those who are cursed can only heal naturally day. This Skull will reanimate in 2-12 rounds unless it's remains are anointed with holy oil and set ablaze.

 Black Skeleton HD:1 AC:8[11] Mv:9(fly 9) Attacks: Special:CHA Drain, Blight
The Moth-winged Black Skeleton may be chanced upon in wandering during foggy nights. They flee singing. Those who are blighted weaken losing 1 pr STR each round. They will readily flee clerics of  Sattos The Watcher in the Sky. They speak blasphemies that will enrage clerics of  Blaug King of Toads and Vermin. They preach heresies that will shake the faith of those who follow  The Emperor of the Dragon Stars.

Loosely Wrapped Figure HD:3 AC:7[12] Mv:9(fly 9) Attacks:2 for 1-4 Special:see below
This Moth-winged Loosely Wrapped Figure are encountered wandering crumbling ruins. They tend to avoid garlic and chanting. Wooden arms will not harm them. This Figure will reanimate in a year unless it's remains are anointed with holy oil.

 Feral Hound HD:4 AC:6[13] Mv:15(fly 15) Attacks:1 for 1-10 Special: Create Spawn
The Floating Feral Hound can be found wandering within shadows. They are vulnerable when exposed to bells. Silver weapons will hit them. Those who are killed reanimate as a Feral Hound in a 1-4 Hours unless the victim is buried upside-down.

 Rotting Woman HD:2 AC:8[11] Mv:9 Attacks:2 for 1-3 Special:sicknes
The Rotting Woman is often wandering in abandoned homes. They are harmed by singing. Piercing weapons are needed to harm them. This Woman will reanimate in 2-12 hours unless it's remains are buried upside-down. They are unable to enter portals warded by the sigil of  Brunhiltha The Valkyrie Matron. They have no resistance to spells cast by the clerics of  Vort The Winter Wind. They will teach secrets to clerics of  Garum Keeper of the Secrets of Stone.

 Wizened Mummy HD:7 AC:4[15] Mv:3 Attacks:2 for 1-4 Special:sickness
The Wizened Mummy are known to be found wandering crumbling ruins and on lonely roads. They avoid salt and sunlight. Wooden arms are needed to harm them. This Mummy will reanimate in 1-4 Hours unless its remains are beheaded.

 Bloody Revenant HD:1 AC:8[11] Mv:9 Attacks:3 for 1-4 Special:Aging
The Bloody Revenant are encountered wandering crumbling ruins and during foggy nights. They are weakened by running water and silver. Wooden arms will not harm them.

 Ghostly Warrior HD:4 AC:8[11] Mv:9 Attacks:1 for 1-3 Special:paralysis, Create Spawn
The Ghostly Warrior is usually seen wandering at night. Wooden arms are needed to harm them. Those who are sacrificed become a lesser undead of DM's choice next full moon unless the victim is cremated and the ashes scattered to the four winds. They eagerly attack clerics and followers of  Brunhiltha The Valkyrie Matron. They speak blasphemies that will enrage clerics of  The Knights of the Seven Swords.

 Feral Oracle HD:8 AC:2[17] Mv:9 Attacks:2 for 1-3 Special:paralysis, Create Spawn
The Feral Oracle are encountered wandering crumbling ruins. They avoid bells. Silver weapons only inflict 1/2 damage. Those who are defeated reanimate as aFeral Oracle in a 2-12 hoursunless the victim is beheaded with a blessed weapon.. This Oracle will reanimate in  2-7 rounds unless buried on consecrated ground.

 Wizened Beast HD:6 AC:6[13] Mv:9 Attacks:2 for 1-4 Special:sleep, Infection
The Wizened Beast is usually seen wandering crumbling ruins and crypts. They are vulnerable when exposed to chanting. Those who are infected suffer terrible palsy inflicting 1 pt DEX every week. They are immune to spells cast by clerics of  Bhaghates The Opener of Windows and Doors. They seek to desecrate the temples and altars dedicated to  Soalaz The Demon Prince of Pain. They speak blasphemies that will enrage clerics of  Sattos The Watcher in the Sky.

 Muttering Cadaver HD:3 AC:8[11] Mv:9(fly 15) Attacks:2 for 1-4 Special:Blindness, Create Spawn
The Demon-winged Muttering Cadaver may be chanced upon in wandering in darkness. Blessed weapons will hit them. Those who are defeated reanimate as a Muttering Cadaver in a 1-4 Hours unless the victim is washed in running water. This Cadaver will reanimate in 2-7 rounds unless it's remains are washed in running water. They are unable to enter portals warded by the sigil of  Zanatha of the Hundred Deaths. They preach heresies that will shake the faith of those who follow  Rax The Stomach of the Bear and the Dog. Regardless of noted properties these undead are always vulnerable to the followers of  Rax The Stomach of the Bear and the Dog.

 Wizened Hound HD:3 AC:7[12] Mv:12(fly 12) Attacks:1 for 1-4 Special:nightmares, Curse
The Floating Wizened Hound can be found wandering crumbling ruins and on moonless nights. They are harmed by silver. Magical weapons inflict double damage. Those who are cursed waste away losing 1 pt CON each week. This Hound will reanimate on the next full moon unless it's remains are cremated and the ashes scattered to the four winds.

 Whispering Child HD:5 AC:5[14] Mv:6 Attacks:2 for 1-3 Special: Create Spawn
The Whispering Child are encountered wandering alleys. They are vulnerable when exposed to holy water.Magical weapons of +2 or better inflict double damage. Those who are disemboweled reanimate as a Whispering Child in 2-7 rounds unless the victim is beheaded.. This Child will reanimate in  three days unless the mouth is stuffed with salt.

 Bloated Hound HD:1 AC:9[10] Mv:12 Attacks: Special:WIS Drain
The Bloated Hound may be chanced upon in wandering in abandoned homes. They tend to avoid sunlight and bells. Magical weapons will not harm them. They suffer but half the impact of spells cast by clerics of  Das The Demon Lord of Gates. They seek to destroy holy symbols dedicated to  Vort The Winter Wind. These horrors can harm but not slay the followers of  Abem The Lord of Ancient Lore.

 Weeping Crone HD:5 AC:8[11] Mv:9(fly 12) Attacks:1 for 1-4 Special:slow
The Bone-winged Weeping Crone are encountered wandering battlefields and graveyards.
Silver weapons only inflict 1/2 damage. This Crone will reanimate in next full moon unless it's remains are mouth is stuffed with salt.

 Leprous Saint HD:5 AC:7[12] Mv:9(fly 12) Attacks:2 for 1-3 Special:none
The Raven-winged Leprous Saint may be chanced upon in wandering battlefields and in abandoned homes. They flee holy water and garlic. This Saint will reanimate in  unless it's remains are mouth is stuffed with salt.

 Wizened Cadaver HD:4 AC:6[13] Mv:6 Attacks:1 for 1-8 Special:sleep
The Wizened Cadaver is usually seen wandering in abandoned homes. They are repulsed by holy water and chanting. Blessed weapons will hit them. This Cadaver will reanimate in  one day unless it's remains are beheaded and buried on hallowed land.

 Bloody Child HD:1 AC:9[10] Mv:6 Attacks:1 for 1-8 Special:Blindness
The Bloody Child is usually seen wandering at night. They are repulsed by running water. Piercing weapons will not harm them. This Child will reanimate in 2-12 turns unless it's remains are mouth is stuffed with garlic. They preach heresies that will shake the faith of those who follow  Vort The Winter Wind. They seek to destroy holy symbols dedicated to  Obernoth the Elf King.

 Crawling Warrior HD:6 AC:7[12] Mv:3 Attacks:1 for 1-4 Special:sickness, Create Spawn
The Crawling Warrior can be found wandering on lonely roads. They tend to avoid strongly presented holy-symbols and running water. Magical weapons of +2 or better only inflict 1/2 damage. Those who are defeated become a lesser undead of DM's choice day unless the victim is mouth is stuffed with garlic.

 Dessicated Revenant HD:3 AC:7[12] Mv:9(fly 9) Attacks:1 for 1-6 Special:Create Spawn
The Moth-winged Desicated Revenant is often wandering within shadows. They tend to avoid strongly presented holy-symbols and salt. Edged weapons will not harm them. Those who are disemboweled reanimate as a Desiccated Revenant in an hour unless the victim is beheaded..

 Moaning Figure HD:7 AC:5[14] Mv:9 Attacks:2 for 1-3 Special:Create Spawn
The Moaning Figure is often wandering in darkness. They are vulnerable when exposed to flames .Silver weapons will hit them. Those who are defeated become a lesser undead of DM's choice 2-12 rounds unless the victim is beheaded and buried on hallowed land..

 Feral Hound HD:5 AC:7[12] Mv:15(fly 18) Attacks:1 for 1-6 Special:slow, Create Spawn
The Bone-winged Feral Hound is often wandering tombs. They tend to avoid sunlight and salt. Those who are disemboweled returning as a half strength Feral Hound in a 2-12 turns unless the victim is cremated and the ashed buried on consecrated ground.. This Hound will reanimate in 2-7 rounds unless it's remains are beheaded. They save at -4 vs spells cast by clerics of  The Fates. They preach heresies that will shake the faith of those who follow  Das The Demon Lord of Gates.

 Leprous Crone HD:5 AC:6[13] Mv:9 Attacks:Special Special:sleep, Infection
The Leprous Crone are encountered wandering tombs. Edged weapons inflict double damage.
Those who are infected cannot heal natural day. This Crone will reanimate on the next new moon unless it's remains are mouth is stuffed with salt. Regardless of noted properties these undead are always vulnerable to the followers of  Emperor of the Dragon Stars. They are unable to enter areas consecrated to  The Knights of the Seven Swords. They will readily flee clerics of  Garum Keeper of the Secrets of Stone.

 Whispering Beast HD:7 AC:7[12] Mv:12 Attacks:2 for 1-4 Special:see below
The Whispering Beast are known to be found wandering graveyards. They are harmed by holy water and sunlight. Wooden arms only inflict 1/2 damage.

 Cadaverous Knight HD:8 AC:4[15] Mv:6 Attacks:1 for 1-6 Special:Aging, Create Spawn
The Cadaverous Knight can be found wandering alleys. They are repulsed by silver. Those who are slain become a lesser undead of DM's choice in a day unless the victim is cremated and the ashes buried on consecrated ground.. This Knight will reanimate in a week unless it's remains are buried on consecrated ground.

 Maggoty Reaper HD:5 AC:6[13] Mv:10 Attacks:2 for 1-8 Special:paralysis, Create Spawn
The Maggoty Reaper is often wandering within shadows. They are driven off by running water and silver. Piercing weapons inflict double damage. Those who are overcome become a lesser undead of DM's choice 2-12 turns unless the victim is cremated and the ashes scattered to the four winds. This Reaper will reanimate in 2-7 rounds unless it's remains are buried upside-down. They save at -4 vs spells cast by clerics of  Sattos The Watcher in the Sky. They preach heresies that will shake the faith of those who follow  Brunhiltha The Valkyrie Matron. They will readily flee clerics of  Garum Keeper of the Secrets of Stone.

 Shambling Corpse HD:1 AC:9[10] Mv:3(fly 9) Attacks: Special:weakness
The Demon-winged Shambling Corpse is often wandering graveyards.

 Muttering Skeleton HD:1 AC:8[11] Mv:9 Attacks:Special Special:STR Drain, Create Spawn
The Muttering Skeleton can be found wandering crumbling ruins and on moonless nights. Those who are sacrificed return as a half strength Muttering Skeleton on the next new moon unless the victim is splashed with holy water. This Skeleton will reanimate in  2-12 rounds unless it's remains are beheaded and buried on hallowed land.

------

 The above are a very edited run from a monster generator I've been working on (along with a treasure generator) to help me populate the WeirdLands Hexcrawl.

20 Undead

Twenty undead that came crawling out of my computer.

Feral Knight HD:4 AC:6[13] Mv:6(fly 6) Attacks:1 for 1-8 Special:weakness
The Floating Feral Knight is usually seen wandering crumbling ruins.
They are harmed by running water and singing. Piercing weapons will not harm them.

Maggoty Skull HD:2 AC:9[10] Mv:7(fly 13) Attacks:1 for 1-3 Special:none
The Demon-winged Maggoty Skull can be found wandering battlefields.
Blessed weapons will hit them.

Cadaverous Revenant HD:3 AC:7[12] Mv:9 Attacks:1 for 1-6 Special:Aging
The Cadaverous Revenant can be found wandering crumbling ruins and within shadows.
They are repulsed by salt and flames. Blessed weapons only inflict minimum damage.

Weeping Hound HD:2 AC:7[12] Mv:15(fly 18) Attacks: Special:none
The Bone-winged Weeping Hound can be found wandering crypts.
They are repulsed by garlic.

Headless Knight HD:8 AC:5[14] Mv:6 Attacks:Special Special:slow
The Headless Knight is often wandering crumbling ruins and in darkness.
They are weakened by sunlight.

Weeping Saint HD:5 AC:5[14] Mv:9(fly 18) Attacks:1 for 1-8 Special:Aging
The Hawk-winged Weeping Saint is usually seen wandering battlefields and within shadows.
They are harmed by chanting and holy water.

Gaunt Oracle HD:7 AC:6[13] Mv:9(fly 18) Attacks:2 for 1-8 Special:CHA Drain
The Hawk-winged Gaunt Oracle is usually seen wandering crumbling ruins.
They avoid running water and silver. Edged weapons are needed to harm them.

Shambling Hound HD:5 AC:6[13] Mv:12 Attacks:1 for 1-4 Special:Blindness
The Shambling Hound are encountered wandering battlefields and at night.
They flee salt. Piercing weapons inflict double damage.

Hopping Revenant HD:6 AC:6[13] Mv:15(fly 18) Attacks:1 for 1-3 Special:slow
The Bone-winged Hopping Revenant are known to be found wandering battlefields and in abandoned homes.They tend to avoid holy water. Blessed weapons inflict double damage.

Veiled Woman HD:4 AC:8[11] Mv:9 Attacks:1 for 1-6 Special:WIS Drain
The Veiled Woman can be found wandering battlefields and crypts.
Magical weapons only inflict 1/2 damage.

Feral Beast HD:8 AC:6[13] Mv:12 Attacks:1 for 1-10 Special:none
The Feral Beast is often wandering battlefields and crypts.
They are repulsed by chanting.

Ghostly Remains HD:3 AC:7[12] Mv:9(fly 9) Attacks:1 for 1-3 Special:none
The Moth-winged Ghostly Remains can be found wandering in abandoned homes.
They are vulnerable when exposed to flames and singing. Blunt weapons only inflict 1/2 damage.

Desicated Revenant HD:5 AC:5[14] Mv:9(fly 12) Attacks:1 for 1-8 Special:sickness
The Bone-winged Desicated Revenant is usually seen wandering crumbling ruins and within shadows. Edged weapons only inflict 1/2 damage.

Veiled Warrior HD:2 AC:7[12] Mv:9 Attacks:1 for 1-10 Special:Blindness
The Veiled Warrior may be chanced upon wandering on moonless nights.
They are repulsed by salt.Silver weapons will not harm them.

Bloated Corpse HD:1 AC:9[10] Mv:3 Attacks:1 for 1-10 Special:none
The Bloated Corpse is often wandering within shadows. They are vulnerable when exposed to silver and singing. Wooden arms inflict double damage.

Cadaverous Mummy HD:6 AC:7[12] Mv:3(fly 6) Attacks:1 for 1-8 Special:Life Drain
The Bone-winged Cadaverous Mummy can be found wandering battlefields and in abandoned homes. Magical weapons of +2 or better only inflict 1/2 damage.

Desicated Codger HD:6 AC:6[13] Mv:6 Attacks:3 for 1-4 Special:CON Drain
The Desicated Codger are known to be found wandering battlefields.
They flee stronlgy presented holy-symbols and chanting. Edged weapons will hit them.

Whispering Remains HD:2 AC:6[13] Mv:9 Attacks:Special Special:slow
The Whispering Remains is usually seen wandering graveyards. They are vulnerable when exposed to bells and holy water. Piercing weapons only inflict 1/2 damage.

Moaning Shade HD:6 AC:6[13] Mv:9 Attacks:Special Special:rot
The Moaning Shade may be chanced upon wandering within shadows.
They are weakened by chanting.Piercing weapons are needed to harm them.

Wizend Beast HD:10 AC:4[15] Mv:9(fly 9) Attacks:3 for 1-6 Special:STR Drain
The Moth-winged Wizend Beast is often found wandering within shadows.
They are vulnerable when exposed to chanting and running water.

Tuesday, November 19, 2013

Table Of Woe



When anyone but fighters is knocked to 0 or less hp they must roll on the Table of Woe.
Fighters need not roll on table of woe unless reduced to negative hp.

Table Of Woe
1d20 Survival Roll
Melee Attack
1-4: Head
5-6: Torso
7-9: Arm
10: Leg
Ranged Attack
1-2: Head
3-6: Torso
7-8: Arm
9-10: Leg
0 or less
DEAD
1-2
Helm save for Coma or Death.

DEAD
Gonna Die
3-4
Helm save for Coma or Death
Gonna Die
5-6
Helm save for
Grievous Wound or Coma
Grievous Wound
Grievous Wound
Grievous Wound
7-8
Helm  save for knocked out or Grievous wound
Grievous Wound
Crippling Wound
Crippling Wound
9-10
Helm save for stunned or
Serious wound
Serious Wound
11-15
Helm Save or Knocked Out
Shield Save or
Serious Wound
Shield Save or
Serious Wound
Serious Wound
16-20
Helm Save or Stunned
Knocked Down
And Stunned
Shield save or Drop Item and
Stunned
Knocked Down and Stunned
21 or more
Helm Save or lose Helm
Knocked Down
Shield Save or Drop Item
Knocked Down

The D20 Survival Roll is 1d20 + toughness bonus (in my campaign it’s like a fortitude save)
If HP score is greater then the negative of character level, apply that as modifier to roll. (i.e. 3rd level character gets normal save chance at 0 to 3 hp, if knocked to -4 subtract 4 from the survival roll.)

Knocked Down: Adjacent foes may get a free attack. Takes a whole round to get up, anything carried was dropped.

Stunned: incapacitated until a save is made, check at end of each following round.

Knocked Out: will not revive for 2-7 turns.(20-70 rounds)

Serious Wound: Healing spells under 3rd level will not restore HP loss from this wound. Stunned until end of next round.

Crippling Wound: Lose limb and 1d4 ability points.

Grievous Wound: Incapacitated. Lose 1 ability point and helpless for  2-12 weeks, a serious wound. If an arm or Leg hit make another save or lose the limb in not treated within duration of recovery( Lose 1 Ability point if limb lost to this wound).

Gonna Die: You are going to die unless someone bandages you up.  Lose 1d4 Ability points. Dead in 2-12 rounds.  If an arm or Leg hit  lose the limb unless healing magic of 3rd level or higher restores all hp lost to this wound before rounds are done. Make save to remain conscious during your grim death any actions you take while dying are at-4.

Coma: Knocked out really badly. Immediately lose 1 ability point. Make a save after each week to recover. For each week in Coma lose 1 Ability point. Only exceptional healing that restores all HP loss to wound on one roll will relieve coma.

Death: dead right away.

Helm save X or Y: make a helmet save if you have one on,  suffer X on successful save or Y on failed save.

Shield save X or Y: make a shield save if you have one on, suffer X on successful save or Y on failed save. Shield save only allowed if attack from shielded side.

Ability Point Loss is permanent unless restored by powerful magic or super-science.
Arm or Leg wound ability loss is STR or DEX 50/50 either
Torso wound ability score loss is STR or CON 50/50 of either
Head wound ability score loss is INT or WIS 50/50 of either. Except for coma.
Ability score loss while in coma can come off any ability score randomly chosen. 1- STR, 2- INT,3-WIS,4-DEX,5-CON, 6-CHA.

Helpless characters may moan and weakly communicate, they may not take action, or cast spells. Any saves they are forced to make against attacks in this condition are made with 1d10 rolls instead of d20’s.

Table adapted from one at Built by Gods Long Forgotten.

Setting a Level for the Wilderness

So what levels are encounters in the wilderness? Really...how tough a hexcrawl or more open wilderness is matters a lot on expectations set up when initially populated. The OD&D wilderness charts were full of party-killers unless folks were name level and/or very large groups as was the Expert booklet version of the game. AD&D was a little softer on folks as it used the monster frequency to some extent, walking from town to town was still pretty dangerous.

An OD&D scale of danger looks like the average wilderness journeyer was about 9th level so there we are level 9 wilderness. This creates issues with expectations of the game but it also explains why dungeons are still out there all the high-level characters are constantly busy clearing the area around their castles but also reduced the plausible likely-hood of going to the market and buying anything.

Let's say you have a half dozen cows you'd like to take to the nearest town to sell, what's the chance you'll survive and get the cows there? If you have a 1 in 6 chance of a risky encounter traveling to a neighboring town and there is a 1 in 12 chance of a red dragon... that's a  1.39% chance of bar-b-q cows., not to mention how likely wolves, bears, orcs, bandits, and trolls  are going to eat the cows instead. Maybe the chance of death and destruction on travels sets the crazy D&D prices.

For me the general level of a wilderness/outdoor area is sort fo a solution or at least necessary figure to keep in mind. If a wilderness is setup to be 6th level more then 50% of encounters would be with 6th level/HD or less creatures.
2d6 encounter table for level 6 wilderness
2. 1 HD
3. 2 HD
4. 3 HD
5. 4 HD
6.  5 HD
7.   6HD
8. 7 HD
9. 8 HD
10. 9 HD
11. 10 HD
12. 11 HD or more

Not exciting but it gets the point, Most likely bumping into a small group of trolls in a level 6 wilderness, not too many wimpy creatures. This isn't a very naturalistic break down...because it's a game. You could go wider of course and play with the dice and ranges a little more.
2d10 encounter spread for level 6 wilderness
2. 5
3. 4
4. 3
5. 2
6. 1
7. 2
8. 3
9. 4
10. 5
11. 6 HD
12. 7
13. 8
14. 9
15. 10
16. 11+
17. 10
18. 9
19. 8
20. 7

Keep in mind this is setting level not player level. If you have a 6th level wilderness a walk in the wilds is full of challenging adventures for a 6th level party, a death trap for 1st level, not a substantial threat for 12 level or higher. In such an environment it's easy to tell who the tough guys are, they go outside of heavily patrolled hexes.