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Showing posts with label halloween. Show all posts
Showing posts with label halloween. Show all posts

Tuesday, September 22, 2020

Homebrew Hag for Halloween


Here's something a little different today. I was thinking about an adventure I had worked on years ago involving a hag killing a village and that got me looking at various versions of these uber-witches in D&D. None of the versions I found quite worked for what I had in mind, so I cobbled this one together from a few sources. It's got a bit of the BECMI rules' version, as well as some Castles & Crusades inspiration. Anyway, here it is in case anyone has some use for it. There's a link to a pdf version below.

AC: 4 (silver or magic to hit)
HD: 8-12*******
Move: 120' (40')
Att: 2 claws or spell
Damage: 2d4/2d4 + STR drain
No. App: 1 (1)
Save: D10
Morale: 12
TT: C
AL: Chaotic

Night hags appear as tall (7'), ugly, female humanoids. They are typically dressed in ragged clothes and have jet-black skin that always glistens as if wet. They have lank, tangled hair, jagged teeth and jaundiced eyes. Their fingers have long, iron-like nails. They smell of decay and death.

Night hags are evil creatures from another plane of existence. As such, spells like Protection from Evil will keep them at bay physically, but will not stop their spells or magical powers.

Mundane attacks and weapons have no effect on the night hag. Even non-magical fire will not burn them. Silver and magic will affect them normally. Hags are also immune to charm and hold spells as well as poison and the effects of undead such as energy drain, ghoul paralysis, or mummy rot.

Strength Drain:
The claws of the hag are supernaturally cold and if she strikes a victim successfully, they must save vs spells or lose 1 point of Strength permanently. Slaying the hag will restore the Strength score at the rate of 1 point/day. A character reaching 0 STR dies.

Night hags cast spells as a cleric of the same level as their hit dice. They normally choose spells for destructive and harmful purposes, only using healing on themselves. They also have the following innate, spell-like abilities 1/day:

-Animate Dead
-Dark Sleep
(Similar to the Sleep spell, but it affects 2d4 individuals, each equal to or less than the hag's own HD.)

Dark Haunting:
If a character is put into the Dark Sleep (see above), the hag can forge a magical bond with the victim. The PC must save vs. spells or for every night afterwards, the hag fills their dreams with horrid nightmares. The dreams install evil thoughts into the minds of the victims and they find that the only way to quiet them enough to sleep at all is acting upon these evil impulses in their waking hours. Each day they fail their save (see below), their willpower is too weak to resist and they must commit an evil act that causes actual physical harm to at least one person. The DM might have the victim enter a "fugue state" and be unaware of their actions until after the deed is done (coming to over a beggar's corpse with a bloody knife in your hand, etc.).

 
The victim of the haunting must save vs poison each day or lose 1 CON permanently. When their CON reaches 0, they fall into a final coma and just before death, the hag appears in their dreams and rips their soul from their bodies, carting it off to the dark plane she originates from. Victims who die in such a way are beyond the power of spells like Raise Dead or Reincarnation to bring back to life. Even Speak with Dead will not work, for their soul is unreachable in the hag's realm. Only a Wish or direct divine intervention can restore a victim to life.

There is no cure for the dark haunting other than the death of the hag that caused it.

Dark Company:
Hags attract evil to them. Night hags are found with 3d6 evil creatures in their thrall. These typically include lesser undead, giant spiders or scorpions, trolls, and sometimes goblinoids. These creatures will fight to the death for the hag (no morale checks).


 Night Hag for BX pdf

Wednesday, October 17, 2018

RMA: Ghost

More Halloween fun!


While not part of the core BX roster of monsters, ghosts are in the Moldvay/Wells Basic series module Palace of the Silver Princess. You can also find a version in the Labyrinth Lord Advanced Edition Companion,  but that always struck me as more of a 1st editon version ported over, so I'm sticking with the B3 version (I'm working from a pdf of the orange cover, if they are markedly different in the green cover version, please let me know).

Ghost (from B3)

AC: 1
HD: 5
Move: 150' (50')
Att: 1 + Aging
Dmg: 1d6
No. App: 1d4
Save: F5
Morale: 12
AL: C

Ghosts are (obviously) a type of undead, and can be turned as wights. Their attacks have a 50% chance of aging the target by 1d8 years due to fright. What's odd is that -while described as translucent- there is no mention of them being incorporeal or requiring any special weapons (i.e. magic or silver) to strike them. I assume the standard undead immunities, such as charm and hold spells, are still in effect. 

Overall I am unimpressed by this listing. Other than some mention of them haunting certain types of locales and the idea that rich and powerful people become "powerful" ghosts in the afterlife (whatever that means!), it's basically a GINO (Ghost In Name Only). The Rules Cyclopedia's "Haunt" offers some more flavor, but it's still basically more monsters.

I am record saying that the undead's scariness should be more psychic than physical. I don't feel that the classic D&D Ghost delivers on this one. I do feel that it has a lot of potential, though. 

For example, the aging effect is a nice twist, but it's a pity that there is so little in the rules to make this really matter to the PCs. Sure the DM can make a ruling, but it's unlikely to make much difference unless a PC gets hit several times. This is certainly possible, but in practice how does the DM decide when the unlucky character has burned through his mortal coil? Or aged enough to affect scores, etc.? An on the fly ruling here can feel a bit arbitrary to the player if it's his PC on the line. I know that other editions do cover this, but it's still a weak link for the BX version IMO. 

Instead of just aging, what if there was some other effect? Maybe the PC literally dies of fright or "System Shock" from aging several years in an instant? Save vs. Death Ray/Poison or your heart fails.

I would keep the notion of ghosts being tied to something in the material world. It may be a place, or an object, or their own remains. It may even be their descendants (or those of their killer's!). 

Of course, the lack of "incorporeality" may just be a typo or oversight in the listing. Let's just put that back in, shall we? Like spectres, they have no solid bodies. I might also suggest that they have a higher chance of surprise (1-4?), due to popping out walls and such. Magic or silver to hit them seems appropriate as well. I would also give it the ability to turn invisible so it can toss things about poltergeist-style.

Finally, it may make sense to abandon the idea of the ghost as a "monster" altogether and think of it like a trap or puzzle. It is an anguished soul seeking release. The PCs could vanquish the spirit by laying it to rest. Maybe they need to bury its remains in consecrated ground or bring its killer to justice. Who knows? But it seems a heck of lot more spooky than some glow in the dark cookie cutter stat block. 

Wednesday, October 10, 2018

RMA: Mummies


Keeping up with the Halloween theme, here's another classic monster.

Mummies aren't rare in D&D, but they aren't always a "go-to" monster, even for undead. I think it's partially because of the exotic nature of the trope. We usually think of pyramids and deserts when we think of these relics, but many cultures besides the Egyptians practiced forms of mummification of their dead.

Unlike other powerful undead, eg vampires or specters, mummies aren't necessarily intelligent or mindless. I've probably seen them most often played more like a ghost: either haunting some ruin or acting as an agent of vengeance against those who would defile a tomb or temple. 


Mummies are quite frankly among the scarier of the undead in classic D&D. Before we get into it, let's review the stats:

Mummy (from Cook):

AC: 3
HD: 5+1*
Move: 60' (20')
Att: 1 + disease
Dmg: 1d12 + disease
No. App: 1d4 (1d12)
Save: F5
Morale: 12
AL: C

From a purely combat perspective, Sir Wraps-a-lot here is reasonably respectable. He's slow, but that makes sense (shambling undead, anyone?). His AC plus the normal undead immunities and decent hit dice mean he can take a fair bit of punishment, too.

A brief side note: I believe the Mummy is the only attack that uses the d12 damage die (as opposed to 2d6 or some such) in all of BX.

Where the mummy gets really formidable are in its special abilities.


  1. In keeping with an earlier post about the undead being scary, it's worth pointing out that mummies actually have a fear effect rule. Just seeing a mummy forces a Save vs. Paralysis or the character freezes up. If the mummy moves out of sight or attacks somebody, the effect is broken, but still. I do like the idea of a character just locking up and not alerting the party because he's too scared to speak!
  2. In addition to the 1d12 damage, the mummy's touch infects the victim with a rotting disease. What's curious about the disease is that it doesn't kill, it just prevents magical healing and slows any natural healing to 10x as long. According to Moldvay, normal healing = 1d3 hp/day of full rest. [B25] This would mean 1d3 per ten days of rest! Best find yourself a 6th level cleric and get a Cure Disease if you want those festering wounds to close!
  3. Lastly, in addition the usual undead immunities like Sleep, Charm, or Hold spells, the mummy can only be harmed by fire or magic (spells or weapons) and these only do half damage! I always think of mummies going up like a bonfire, but in truth they are quite resistant to flames. 
  4. While it's true that a mid-level or higher cleric can automatically turn or even destroy mummies, if you are in their lair (lost temples and the like), there can be up to a dozen of them! That's 60 hit dice to turn, and that's not gonna happen. 
Mummies get a pretty generous treasure type (D). It's not "dragon hoard" levels of loot, but potentially quite profitable. Which is in keeping with why tomb robbers would bother with the risk of digging these linen-swaddled nightmares up at all!


Wednesday, October 3, 2018

RMA: Lycanthropes (part 3, Wereboars)

Wereboars are an odd one to me. I've espoused my love of their bigger, wackier cousin the Devil Swine, but the "normal" porcine shapeshifter is not one I've seen in use much in D&D games I've played or run.

Wereboars (from Moldvay):

AC: 4 (9 as human)
HD: 4+1*
Move: 150' (50')
Att: 1 (tusk-bite)
Dmg: 2d6
No. App: 1d4 (2d8)
Save: F4
Morale: 9
AL: N

Looking at the stats, a couple of things occur to me. Wereboars are the first of what I would consider the "tough" lycanthropes. They don't appear as a wandering monster until the Expert Set levels (4th) and their Armor Class, Hit Dice, and Damage are getting more respectable. Even without being a were-creature, a sounder of them would be a decent opponent for low to mid level PCs. Another interesting thing is that they are the first in the ascending power scale of these creatures to be neutral, instead of chaotic. This implies they aren't necessarily some evil monster.

Leaving the stat block behind, let's look at the description. They are listed as "semi-intelligent," which means they won't necessarily charge blindly into a situation, but they do have "bad tempers." Poor reaction rolls, maybe? They can do the animal summoning thing too, bringing normal wild boars to the fight. These are not insignificant creatures, especially if each lycanthrope is calling a couple in. 

An interesting tidbit here: "In human form they often seem to be berserkers, and may act the same way in battle (gaining +2 on 'to hit' rolls and fighting to the death)." [B39] Two things about this. First, in were form their morale is a nine, as opposed to the "never surrender" aspect of berserkers (which they do not do as boars, but as men). Second, this makes them pretty scary even out of their magical form. Another thought is that I can imagine a role for such people in some warrior societies. Almost like a "mystic order" of warriors that are infused with the "Spirit of the Boar" and charge berserk into battle and transform into beasts in the heat of the fighting. 

Reading over the material, it strikes me that one of the main ways wereboars can be effectively used in a game is tapping into the tremendous amount of folklore that surrounds the idea of pigs and boars being demonic or supernatural. There's as much about evil pigs (if not more) than werewolves in the really old stories. Granted, they aren't all lycanthropes in those stories, but the imagery is there. For example, the Cutty Black Sow is a welsh tale of a creature that steals mens' souls on what is now Halloween. DMs looking for ways to weave a spooky wereboar-related adventure have no shortage of material to mine. 


Sunday, September 30, 2018

RMA: Lycanthropes (werewolf)

Once again, Halloween fast approaches. It is easily my favorite holiday of the year. This reminded me of my post last year about classic monster movies

It then occurred to me that I have never done a Random Monster Assessment (RMA) about the classic lycanthropes. I have discussed the Devil Swine, but he's not a typical example of this grouping of monsters. So without further ado, I am diving into a series of lycanthrope RMAs starting with the classic of all classics, the werewolf.

OGWW!


First off, let's get the stats out of the way, shall we?

Werewolf (from Moldvay)
AC: 5 (9 in human form)
HD: 4
Move: 180' (60')
Att: 1 bite
Dmg: 2d4
No. App: 1d6 (2d6)
Save: F4
Morale: 8
AL: C

At first it doesn't appear that intimidating. Its armor class (in were-form) isn't too bad and it has a low morale. Four hit dice means it isn't dropping in one shot, but it isn't exactly a dragon, either. Of course, what makes the werewolf and other lycanthropes interesting (and scary) as foes are the devils in the details.

It's common knowledge that werewolves are not harmed by normal weapons. It requires magic (weapons or spells) or, of course, silver to damage them. Silvered weapons aren't too hard to come by in your typical BX setting, heck they're on the standard equipment lists along with things like wolfsbane (we'll get to that), but not every weapon has an argent version. By the book, only daggers and arrows are available this way. I have had players do things like melt down silver pieces into sling bullets and coat crossbow bolt tips with the metal, but I usually draw the line at things like silvered swords and the like. It's not that the metal is so expensive, it's that the process won't hold that much of an edge. I did once see a player at a con have his cleric use a silver candelabra as an impromptu blunt weapon, though. Magic weapons and "battle" spells are pretty obvious, as that +2 Axe or Lightning Bolt spell is going to work against most any critter you use it against.

Aconitum napellus, or Wolfsbane, is an interesting bit of folklore that was added to the monster listings. I've discussed it in more detail in the previously linked blog post, but the idea that one can drive the were away without killing it, coupled with a werewolf's low morale lends itself nicely to the idea of the creature being driven away by the superstitious peasantry and remaining at large for an extended period; perhaps over several nights, months, or years?

Moving on. All lycanthropes can summon their mundane counterparts. So werewolves can summon regular wolves, wereboars normal boars, etc. Having 1 or 2 wolves show up to the fight a few rounds later might knock some PCs off balance a bit.

Werewolves are particularly nasty foes because they tend to run in packs. In groups of five or more, there is an "alpha" with an extra HD and a damage bonus plus the normal summoned wolves to pad the ranks. 2-12 werewolves with 1-2 wolves each means a lot of fangs running around underneath a full moon.



And their hair was perfect! 

Lastly, I should mention the disease of lycanthropy itself. There are a few interesting things about it. First of all, there is no save! If a character takes more than half their hit points in a fight with a were-creature, they are infected. Secondly, it only fully manifests in humans. It just flat-out kills demi-humans! Granted, humans or otherwise have a little time before the disease takes full effect (one way or the other) and can seek out an 11th+ level cleric to cure them of the disease. This is doubly interesting because A) Cure Disease is a third level spell, which a cleric would have access to by sixth level. B) There isn't anything specific about an eleventh level cleric's abilities that seem to jibe with this power. No access to new spell levels and they were already name level. So why 11th? The only thing about this particular level cleric that I see is that is where they reach the highest tier on the Turn Undead table (11+) and can automatically Destroy any undead up to Vampires. I would say it's because lycanthropy is a magical disease, infecting one via a magical creature, but mummies' rotting disease is curable by the spell. I expect it was probably a case of where the Expert rules were assumed to be going to have something for it when Basic was released, but things got tweaked after the first book was published.







Monday, October 23, 2017

Curious Objects: Holy Water, Holy Symbols, Garlic, and Wolfsbane

Moving away from the magical treasure aspect a bit. I am occasionally bemused by some of the mundane offerings in the classic equipment list and, in keeping with the halloween theme, I thought I would talk about some of the "folklore" items that characters can avail themselves of for dealing with supernatural spookiness.

Holy Water


This one is pretty straightforward in game terms. Later versions of the game go into more detail about how exactly it's made, but in BX it is simply "made holy by a high level NPC cleric." Its harmful properties to undead are of course the go-to function of the item, but I am intrigued by the possibilities opened up by the statement "[It] may be used in certain rituals." I like the idea that having a vial handy could make the difference as to whether the party's cleric can perform certain rites.

Holy Symbols


In the Moldvay equipment list, it states that "Each cleric must have a holy symbol." Referring to the item, not the design concept. This is interesting because it's sort of a class restriction/requirement that isn't listed under the class, but in equipment. In later editions, there are wooden or silver symbols, but I don't recall any rules mechanic being affected by the difference. It does offer some roleplaying opps for the player. Spending coin on a nicer pendant might show piety, and the shinier bling could be considered "formal wear" at the great temples.

The main use of holy symbols is usually turning undead and warding off vampires. The former is really just a common house rule, but the latter is spelled out in the Expert monsters section. It doesn't turn  the vampire, but keeps him away.


What I find interesting is the comment "they may move to attack the person holding the symbol from another direction." This implies that the "strongly presented" symbol is  pointed in a particular facing. That could lead to some dicey tactics, especially since there can be 1d6 of them in a lair!

Garlic

Continuing the vampire countermeasures, we come to garlic. It isn't in Moldvay, having been added in Cook (haha! "Cooking"). Oddly, there is no description. It must have gone the way of "Detect Invisible." 

At 5gp, it seems pretty pricey. I cook a good deal and like to buy fresh ingredients. I probably spend more than I should at farmer's markets and the like, but 5gp for garlic is kinda crazy. I assume we're talking a string of bulbs here, not just the one. Or maybe those wascally merchants know that adventurers are idiots about mundane gear and will pay ludicrous markups for such things! In either case, vampires hate it.




Garlic is the only thing I know of that causes any undead to save vs. poison. If the vampire fails it cannot attack that round! No attack. That's huge! Of course, that implies that the garlic must be re-introduced somehow the following round. I suppose the original idea was the vampire needing to overcome his revulsion a the string of garlic at the door or window or around the maiden's neck to get on with the bloodsucking business at hand. In a melee, I don't imagine a PC simply chucking cloves at the creature. 

Wolfsbane


Wolfsbane is a real thing and it is actually quite poisonous if ingested or gets into the bloodstream. I think some of the anti-werewolf legends stem from the fact that it has been used to make arrow poisons that can drop a wolf or other large mammals in real life! It seems less about magic and more about IT'S FREAKING POISONOUS!

That said, it's important to note that wolfsbane does not kill weres in BX, it drives them off. Still, if I can smack a werewolf on the nose with a purple bouquet and have it flee, I'm good with that! At 10gp a pop, they are not cheap flowers! I would expect that they should lose potency in-game after a time as the blooms wilt and fade.

Frankly, after watching those monster movies and re-reading these entries, I think the next time I have a PC in a Ravenloft-ish situation, I'm going to stock up at the dungeoneering produce aisle!





Thursday, October 19, 2017

The Monster Mash

  

The other night I stumbled upon the fact that iTunes had several classic horror/monster movies at very low prices. I picked up what many consider the unholy trinity of OG Halloween films: Lugosi's Dracula (1931), Karloff's Frankenstein (1931), and Chaney's Wolfman (1941).

It had been decades since I had seen any of these and could hardly pass up the chance to add them to my library. All three films are short (under 90 minutes each), so I watched them over the last couple of nights. There have been so many attempts to remake and reboot these stories in film over the years, I was eager to go back to the source a bit. I have read Stoker's book, but not Shelley's. The Wolfman was an original screenplay.

Rather than enter into an exhaustive review of each film (You can find those online, and written by better qualified critics than your truly!), I thought I'd talk a little about what struck me after having not seen these films after so many years.

First of all, leaving aside things like primitive special effects (Any movie 70+ years old gets a pass there!), I was struck at how simple these films were. I don't mean they were crude, but they were distilled down to only the bones of the story. In both Dracula and Frankenstein's  cases, to the point where large chunks of the original story were simply dropped. Obviously at the time these were made, the studios didn't necessarily know they were filming anything that would become so iconic. They were making movies to sell tickets at the matinees.

The theme that ran through all three of these films was that modern man scoffed at the supernatural or divine at his peril. This is an idea that is still used quite a lot today. But back when these movies were made, the medium of film was, if not novel, the dominant form of entertainment and there were still new things to see.

In Dracula we see Renfield (his character was combined with Harker's) dismissing the villagers' warnings about going on to the castle at night. When the Count arrives in London society, Mina and the others accept him at face value. When van Helsing arrives, his greatest challenge is getting the people to believe that there are such things as vampires and the Count is one of them. The actual slaying of Dracula takes place off screen and is almost anticlimactic.

Frankenstein sets a wonderfully gloomy tone with the doctor and Fritz (no, not "Igor") robbing a grave. His fiancé and friends are worried about his odd behavior and confront him at the lab, where he is ready to bring his creation to life. He succeeds but is horrified at its violence ("Bad Brain!"). At the end, after the creature has gotten loose and wreaked its havoc, the doctor joins the villagers in hunting it down. After the monster is destroyed in a burning windmill, the doctor convalesces at his father's home. The implication is that his efforts to destroy the monster, along with the mental strain of his realization that it was a bad business to begin with, caused a breakdown.

Both of these cases are man vs. monster. There is an evil loosed upon the modern world. Men must recognize and defeat the evil.

But the Wolfman is different.

Lon Chaney Jr. plays Larry, the 2nd son of a lord who had gone to America to make his own way. When his brother dies, Larry returns as heir apparent. He and his father begin to reconnect and Larry notices a pretty girl in a shop. After some frankly creepy stalking by today's standards (watching her through a telescope), he convinces her to walk out with him to a gypsy camp where they can have their fortune's told. The upshot is one of the gypsies (played in fact by Bela Lugosi) is a werewolf and attacks one of the girl's friends. Larry beats the creature off with a silver handled walking stick but is wounded. The werewolf dies from the battering and turns back into Bela.

I tell this much of the plot to set the scene on Larry waking from his ordeal after being brought home. For a large stretch of the remaining film, it could be viewed as Larry losing his mind. It's in many ways a psychological thriller. He believes he killed a wolf, but instead there lies a dead man. He's told the legend of the werewolf and how surviving victims become wolves. His father, his doctor, and the local law are rational men and believe Larry is simply traumatized. And the argument could be made for it. Does he really change or is he suffering from a split personality? His victims can't say, they're dead! You could watch it from either perspective until the end, when the monster is confronted and defeated by a surviving witness.

What made the Wolfman different? I'm not sure. Perhaps it was the fact it was an original story instead of an adaptation. Maybe it was because it was made later. What I can say is that, after watching these classics through a much older pair of eyes, I was happy to revisit all three. But I would pick Chaney's film as the best "horror" movie.

Friday, October 6, 2017

REF: Spectres

I haven't done a Random Encounter Fun™ posting in quite a while, but –in keeping with the Halloween vibe– I did roll up a semi-random encounter* to try and cobble together into a (hopefully) fun little set piece.

*I did decide to use the Undead Sub-table, but I randomly rolled the location and type of undead, as well as the treasure, hit points, and number appearing.



I rolled "City" as the location and a total of four (4!) spectres. Yikes!

I decided it made sense that three of the spectres were underlings, drained by the "boss" and under his sway (as per the description in Cook). Hit points came out to 36 for the boss and 24 each for the lesser spectres ("lesters?")

When I rolled treasure, I was bemused to get a result of 4,000 silver pieces and 5 gems. Why would an undead tolerate the presence of so much silver? But then I read in the description the spectres "... have no solid bodies, and can only be harmed by magic weapons: silver weapons have no effect." So no problem there, other than why an incorporeal undead wants cash at all, but we're getting to that.

While it doesn't specify this in BX, the Rules Cyclopedia gives this creature an average INT of 8. This isn't a genius, but it is sentient.  Also, it's possible our little academy of apparitions (yes, apparently that's the correct collective) is smarter than the average spectre. Let's stick with 8 for now, shall we?

So we've got four of these terrifying but not so bright undead spirits –with a modest pile of loot– hanging out somewhere IN A CITY. What gives?

It seems to me that in a city of any size, the local temples would have destroyed these things pretty quickly. So it one of two scenarios seems the most likely:

  1. The "infestation" is recent.
  2. They are in a relatively isolated location.
As this was rolled up as a random encounter, not a predetermined part of an adventure, I don't want to overthink the setup. So here goes:

A few nights ago, three ruffians knifed a merchant and took his money: a coffer of silver coins. Pursued by the watch, they jumped the fence into the local graveyard. They hid in an old tomb. While waiting for the coast to be clear, the thieves spied a gem-encrusted urn on the altar. Uninterested in the contents, they smashed the vessel and bent to scoop up the precious stones. 
The urn was magical and trapped an evil spirit. The family had built the tomb when the wicked patriarch had died because it was expected of them and they wished his evil to remain a secret, but they knew his foul necromancies might allow him to return from death in some form or another, so they cremated him and had the vessel enchanted to hold his spirit. 
Free of its prison, the spectre quickly slew the thieves and they soon rose as his spectral slaves. Their bodies, and the treasure, lie on the cold stone of the tomb's floor.  The family died out generations ago, and no one ever visited the grave while they still lived, so it is largely forgotten. The spectres have no master plan, and they shun the daylight, but if anyone were to stray too near after dark, or enter the tomb, they will gladly feed off his life force.

Why are the PCs in or near the tomb? Maybe they are searching for the entrance to the catacombs, maybe they are chasing someone? You tell me!

Thursday, October 5, 2017

The Undead Should be Spooky



Halloween is nearly upon us and while I have spoken about horror gaming in the past, I thought I'd talk about something more specific to D&D-style games as opposed to systems like Call of Cthulhu. More specifically the undead.

Undead monsters are pretty much a trope in fantasy RPGs. Whether it’s a crypt full of animated skeletons or a barrow full of wights, the unliving are as common as the gossipy barkeep or the blind beggar on the corner.

Therein lies the problem. When you look at the stories that inspired these monsters, the undead were, well, monstrous. The idea of meeting a walking corpse or entering a haunted house was supposed to be terrifying. It’s the whole basis of ghost stories after all. That something dead is in fact not.

In later years, the undead in fiction became more fodder than horrifying. Certainly many a fictional character was taken down by the zombie horde or strangled by a mummy, but the wrongness of it -in that which is dead moves, threatens, and kills- was lost through continuous exposure. Ask any Call of Cthulhu GM and he’ll tell you, scaring the players (not the characters) is the hardest part. At least partially due to overexposure.

Usually in a monster movie, the protagonist is an every-man. He's a regular Joe -maybe with a bit more sand than the next fellow- who finds himself in an extreme situation. He must dig deep and find a way to overcome the evil that faces him. This is the classic trope we see time and again. Ash in the Evil Dead. Van Helsing in Dracula (the original, not the Hugh Jackman version). Brendan Frasier’s Rick in The Mummy. The list goes on.

But in fantasy games like classic D&D, the characters are heroic. They are a cut above the crowd. It’s an adventurer’s job to go out and fight monsters. That crypt full of skeletons isn’t all that different from an orc lair. They all fall to the swing of a sword or the magicking of a missile. Classic D&D style games don’t generally include rules for things like PC insanity, so there isn’t much there to daunt the dauntless PCs.

Another feature that can make dealing with the undead blasé is the cleric’s Turn Undead ability. The rules as written are sadly silent on the penalties for failure or how often this power can be invoked. Unlike a spell, turning is not “fire and forget.” Granted, the more powerful undead are harder to repel, but you can see my point. If a dozen skeletons can be chased off by one PC holding up a necklace, they are bit less intimidating.




If you’re a GM like me, you’re always looking for ways to make the game fresh and interesting for you and the players. And if you are planning to run an undead-themed campaign, adventure, or even just one such encounter, you may be trying to decide how best to ramp up the tension and excitement.

You can always make a monster more dangerous. You can boost hit dice, add special abilities, or even just increase the number appearing. This will have the effect of making the encounter(s) more difficult, but that isn’t necessarily the same as scarier.

How do we make the undead frightening? Without using a lot of house rules to mechanically affect the characters, here are a few general options to consider:

1) Scarcity: Whatever creature or creature type you want to be scary, use it sparingly. If there are zombies in every room or behind every tree, they become prosaic. You’re fighting an uphill battle with such iconic monsters already. Don’t make them common in your adventure or campaign. If horror is your goal, the world has to seem almost boringly normal, until it's decidedly not.

2) Environment: The location can be your friend in several ways. First, visibility. Broken tombstones block line of sight. Darkness makes it hard to see them coming (rulings vary, but infravision might be useless against room temperature corpses). Don’t send a handful of skeletons shambling down a long corridor at a party that has continual light spells blazing away; have them suddenly pop out of secret doors or around corners or at the bottom of pits the unwary fall into. Perhaps an eerie fog makes it hard to see them until they are practically on top you. Remember, the undead don’t need to breathe, so maybe they lie in wait at the bottom of a pond or pool.

3) Tension: Build toward the encounter. Pace yourself. Like a ghost story or horror movie, the monster doesn’t appear right away. Increase the tension a bit at a time if events allow. Perhaps there are clues that something wicked this way comes. A glimpse through the shadowy trees, perhaps? Maybe the hirelings are growing increasingly nervous before they finally break and run (frequent morale checks)? If you can arrange for an NPC friend or cohort to be snatched or killed by surprise, it can add to the immediacy of the situation. 

4) Rationale: Why are the undead in this place at this time? Unless you are running a setting that follows very different concepts, the dead usually stay dead. For a deceased person to rise as a mindless zombie or a foul vampire or anywhere in between usually has a cause. Is there a curse on the ground he was buried in? Was he bitten by a vampire? Did a necromancer cast Animate Dead? Is it a viral zombie outbreak? Why is this happening? This can add mystery to the story. In a dungeon crawl, if undead are just one of the things the party fights and there is some power creating them, could that mean other monsters that the PCs have already bested rise to fight the party again? Perhaps the restless dead are merely a symptom. Sure you can hack the zombies, but will that stop the real threat?

Intelligent or sentient undead have their own motives. Sure a vampire wants blood, but longer term (he’s immortal after all) he should have plans. Like a dragon, smart undead who have been around for a while should have taken steps to protect themselves and be advancing their agenda. This may include mortal servants as well as things like zombie minions. Vampires and specters are not good random encounter material -they have long-term goals and consequences. Nor will they work for another monster or NPC without a very good reason!

How does this make things scarier? Well, it doesn’t necessarily, but it adds depth and mystery to the monster and therefore the encounter, both of which makes building tension easier.

5) Variance: I included this option last because I said I wanted to avoid house rules, and while this isn’t exactly a house rule, it isn’t strictly by the book either.

Mix things up with your undead (indeed, with all your monsters). Skeletons whose bones glow and burn like embers. Zombies that carry rot grubs inside their decaying entrails. The purpose of altering the “standard entry” of the monster doesn’t have to be to make them more lethal. It can also be used to simply make them more alien.

As an example, one of my favorite variants are peat bog mummies. Players (and their characters) won’t be expecting mummies in your setting’s equivalent to foggy Scotland. You can run the creatures mechanically identical to regular mummies, but their appearance and locale can give a party a nasty surprise! Another fun one is animal skeletons.

Most of these suggestions can be easily applied to nearly any encounter to make it more challenging and more memorable. Not every combat is going to send chills down a player’s spine, but if any creature deserves the chance to do so, it’s the undead.



Tuesday, October 23, 2012