Showing posts with label Obelisk. Show all posts
Showing posts with label Obelisk. Show all posts

Friday, December 20, 2013

ASE - Onward to the Obelisk - Play Report



ASE SESSION B 1 – Return to Mt. Rendon

The Party
Mungo Stroot – CL 2
Jane Dill – IIL 2
Raymond ‘Numbers’ Gamma – SCI 2
 ‘Bee Bot’ – ROB 1
Darth Acne – MU 1 (necromancer)
Yana of Cithras – CL 1



After spending a few weeks going about their own business in the newly booming town of   Grain doesn’t grow in the mold patches of Chemfoldshire and the demands of the Certopsian  War to the South East have meant that grain shipments to the new brewery are frequently getting hijacked by troops, including mercenary bands and private militia heading to the front.

In Denethix Mungo can’t even get a meeting before the magistrates and the Boards of Proper Apportionment won’t honor most of the brewery’s scrip for refund as they are on the wrong form or misspelled.  A clerk suggests that Mungo and his business partners retain a lawyer to travel with each grain shipment to make sure that the brutish mercenaries and angry Unyielding Fist Sarjents fill out the right paperwork.  With this setback Mungo wanders into a nice bar near the Street of students and begins to realize that the life of a business priest is perhaps less certain and more cutthroat then wandering into the darkened lairs of eldritch horrors from ‘before time’.   He soon meets up with his old nemesis/adventuring companion Ray ‘Numbers’ and finds the scientist equally glum, as his reports on opening the subsurface environment were received only with threats from Ray’s advisor who wanted to know about the secret entrance and where the gold Ray had found was, far more then he wanted to hear Ray’s theories about subsurface life cycles and robot ghosts.

Tuesday, September 25, 2012

Obelisk of Forgotten Memories - PDF for Download

The Editing Monkeys have finally delivered
Yes I finally managed to get the entries compiled and the PDF edited (mostly - no promise that this approaches as professional product in polish - I am using Open Office for Monscrom's sake) with all the art in basically the right places.

So here's all 53 pages of the PDF for the Obelisk of Forgotten Memories

Now if you're wondering about the adventure, it's a fairly introductory adventure for parties of 1-3 level adventurers out of Denethix.  It came about because the party in my home game got frightened away from ASE after a few deaths.  Still it's not an easy adventure I don't think - though I would be interested if anyone else play tests it.

I would also love to hear what various readers think of the adventure - It's something I have spent a lot of time on.  I give it away free in hope that if you like it you'll use it or at least read it.  The tables at the end might be useful otherwise for gonzo Science-fantasy grave robbing of a more general nature, but I think the content is tied to ASE fairly well - and certainly owes a huge debt to Pat Wetmore's megadungeon.  Also if you like the Obelisk and you haven't already, do pick up ASE I and ASE II when it comes out.

All art maps and typos are my own.

Fixed a map error and uploaded updated version.

Tuesday, September 18, 2012

The Obelisk of Forgotten Memories - Not Forgotten


The cover for the PDF of the Obelisk of Forgotten Memories.  PDF is mostly done editing, just need to format and do art layout.  Nothing fancy, pure Open Office in fact, still it's time consuming.  Time is in short supply lately - with some art I need to finish for other projects, trying to run the HMS Apollyon and Secret Santa Core.  I am hopeful that I might also be able to enter and Old School Dungeon Contest with the Lighthouse, but that seems less likely.

Anyway enjoy the art.  It depeicts the ASE home campaign party battling zombies, which is pretty much all they did when they wandered through the Obelisk of Forgotten Memories.

Note: If you feel like checking checking out the Adventure (module perhaps cause it's somewhere in the 50 page range) Please take a look at this page - it's all  here on the internet.

Monday, June 25, 2012

The Obelisk - The Hive, and concluding note

Moonlit Graveyard, William Heine, 1854

THE OBELISK OF FORGOTTEN MEMORIES - AREA 10

AREA 10 - The Hive

10. The Hive - Beneath the Sinkhole in Area 4, the Corpse Fleas of Jackal-Mask Bonechewer have constructed an underground hive and are slowly undermining must of the graveyard as they dig up remains to devour and seek another means of entrance into the areas of the Mausoleum held by the Cult of Furter.

The Hive consists of a central chamber directly below the graveyard's Sinkhole, and maze of low tunnels (Area 10a).  The fleas can easily enter and exit through the sinkhole, and can enter the sealed left side of the Mausoleum by climbing through the pit between Areas 9b and 7e. The hive areas have been dug from the raw earth by the labor of the Corpse Fleas, working with their pick like front limbs, and the dirt from the excavation piled into a ring around the sinkhole.  To keep the dirt walls from collapsing the fleas have plastered them with an orange spittle that hardens into a thin glossy layer.  The walls are still very rough, in places bones and bits of coffins protrude from them as the fleas have been tunneling under the graveyard.  Likewise the floor of the hive areas is carpeted with bone dust and fragments as well a bits of grave clothing, and broken coffins.

Friday, June 22, 2012

The Obelisk - Level 2 Map

THE OBELISK OF FORGOTTEN MEMORIES

MAP OF LEVEL 2 - UNDER THE GRAVEYARD


NOTE ON ENCOUNTERS:

There are no encounter tables for Level 2, it is well inhabited and densely stocked.  If a random encounter is needed, such as if the party stops for several turns, either a patrol of Furter cultists and zombies, or a group of Corpse Fleas is an appropriate encounter. Under no situation (unless they find the door open) will Fleas or Cult Members enter area 9c.  They know about the Hungry Ghost and greatly fear it.

The Obelisk - Corpse Flea


THE OBELISK OF FORGOTTEN MEMORIES - NEW MONSTER - CORPSE FLEA

CORPSE FLEA
No Enc. 2D6 (2d100)
Alignment: Chaotic
Movement: 120' (40') Leap (30')
Armorclass: 7
Hit Dice: 1-1
Attacks: 1 (Bite)
Damage: 1d4(+special)
Save: F0
Morale: 8
Hoarde Class: none (XV – grave goods)
XP: 7


Corpse Fleas are territorial graveyard and tomb vermin that feed on corpses and bones. They look much like giant 3' long fleas, with strong back legs (indeed they can leap up to 30') and large serrated forelimbs. Corpse Fleas are pale creatures with disgusting fluids and strange organs visible through their mottled chitin. Flea heads are long and equipped with both serrated mandibles and sharp proboscis that inject those they hit with a disorienting venom.

Special Attack:  The disorienting venom of a corpse flea makes those who have been injected with it unsteady on their feet and sluggish in thought and action.  If a save vs. poison is not made, the victim will suffer a -1 to hit for 1D6 turns before the flea poison runs its course.  Multiple injections of flea poison have an additive effect, with a maximum penalty of -3 to hit.

One of the more notable traits of corpse fleas is there strange means of reproduction. Any flea may inject tiny larva into the bloodstream of a living or recently deceased (still warm) humanoid. The larva can swim about happily in a living creatures bloodstream for years causing no ill effects, but upon death, they will being to devour the body from within. In 2D6 days 1D6 corpse-fleas will burst from the chest of the corpse and begin looking for food.


The Obelisk - The Masoleum (Rear Rooms)

THE OBELISK OF FORGOTTEN MEMORIES - AREAS 7d - 7f

7d.    Altar
Behind the monumental central doors of Area 7a is this pure white marble chamber.  Amazing amounts of detailed carving and sculpting  have gone into making almost every inch of wall decorative art.  The carvings begin at the floor, showing the entire chain of being from plants and animal, rising up to depict goblins, elves, dwarves and other lesser races.  The glories of human and sasquatch civilization fill the room from about eye level to above 7' and the walls gently arch upwards into several fluted vaults where the depiction of the divine satellites, metallic servitors and finally the sky temples of the Gods are lost in gloom.  The room is lit by several discs of black marble inlaid on the floor and enchanted to emit a pale blue light (like the skulls in Area 7a).


At the center of the room is a large altar, it's outer case made of a filigree of white marble that matches the walls, carved into intertwined bone motifs.  Behind the marble is some sort of case made of polished green black protonium with decayed ancient circuit boards showing through open hatches and panels in the protonium case.  The surface of the altar, a smooth sheet of polished protonium has a simple glass chalice and a pair of copper incense holders resting on it.  All of the altar ware depicts Furter's symbol, a hexagonal machinist's bolt with a lighting shaped symbol on its top and has almost no value (3GP total).  If the back of the altar is examined, two drawers will be found.  Both open easily, the top is mostly empty, except for a simple wooden box of incense made of feasting tree resin while the bottom holds a linen altar cloth in purple, blue and yellow with images of decay embroidered on it.  The cloth is worth only a few (2GP), but the incense is quite valuable.  There is space for 26 cubes of resinous incense in the box, but only 24 remain, each worth 5GP.

The Obelisk - What now?

Francis Frith - 1896(?)
A tiny update really, for the PC's that finished the Obelisk but can't get enough petty god and Rocket Man dead madness...

Below are some suggestions on what to do after a party has fixed, or simply looted the Obelisk grounds.  Obviously a simple roll or two on the special encounter table would suffice to create a new dynamic of mayhem, but for those who want to spend a bit more time in the Obelisk Area here are some adventure seeds:

Now I would suggest that the next adventure for your ASE players who are too afraid to enter the ASE is back home in Denethix! I call it the "OLD BREWERY" and it will be July and August's Dungeon Product - an urban dungeon with drug dens, cannibal halflings, a giant lungfish, poison orchids and a grunkie baiting pit!


Wednesday, June 20, 2012

The Obelisk - Extras

THE OBELISK OF FORGOTTEN MEMORIES - HOOKS AND RUMORS

The Hook
Dawn - Vintage Pin-Up, (by Wilson?)
While party is loitering in some den of inequity or passing through a small town, an attractive, young, rural woman approaches the least menacing member of the party and begins a casual chat about the adventuring life.  This is "Dawn" the daughter of a well-off local farmer who seeks to connive, trick or lure the adventurers into performing a daring raid on the Obelisk grounds for her.  Dawn is no simple village flirt, she is a moderately talented young witch from a long line of local practitioners.  Dawn's grandmother was the village herb-woman but died a year or so ago.  Dawn's family, finally successful in the giant beet farming business, would much rather that Dawn marry a member of the local gentry or another successful farmer, as opposed to Dawn and her Grandmother's desire for Dawn to enter the witching trade.  As such, when Dawn's grandma died, her sons pooled some money and had her buried, along with all her mystical paraphernalia at the Obelisk, partially so Dawn would have no way of learning (any more of) her Grandmother's trade.

Tuesday, June 19, 2012

The Obelisk - The Cult Halls

THE OBELISK OF FORGOTTEN MEMORIES, AREA 8


The final redoubt of the cult of Furter - useful if the players wish to know how Frankensteins  get made.

8. The Cult Halls
Patriarch Chax - Is this merely tasteless or terribly offensive?
The Cult of Furter made themselves a rough home within the recesses of Torpo's Masoleum, having converted old storage and ritual chambers into a barracks, small shrine and reanimation lab to build a Franken-zombie death-squad and complete their takeover of the Obelisk grounds.  They have quite a streamline operation going and can create 1D4 zombies or skeletons a day with the parts they have in storage.  This number will be reduced by -1 if the cult has less than six acolytes available to work on reanimation, but even if only Patriarch Chax is working in the lab.  The chambers that the cult has moved into are generally tiled in rough white green marble that has been crudely smoothed with visible tool marks.  The rooms are lit by oil lamps set into alcoves in the walls and all uniformly smell of cooking grease with a sharp undertone of preservative unguents.  All rooms in area 9 are assumed to have 10' ceilings unless mentioned as being otherwise.

Saturday, June 16, 2012

The Obelisk, The Masoleum (Front Rooms)

I was aiming to have this in PDF form by the end of the month, though I guess yesterday would have been more appropriate with that 'Free RPG day" and whatnot.  What's holding it up is actually finishing the art (such as it is) and fleshing out my notes for areas that the party moved through quickly or avoided.  Still a PDF first week of July seems doable.

THE OBELISK OF FORGOTTEN MEMORIES, AREA 7 a-c.

7. The Mausoleum – The memorial ground's main building rises 30' at it's highest peak and is made of pale green marble with darker green, black and gold streaks. It's a square building covered in mournful caryatids, and carved with skull motifs. From the roof rise carved minarets and peaked vaults of slick marble, difficult to traverse. An overhang around the whole building makes climbing onto the roof much harder than normal. (Climbing to the roof requires A D20 +25 roll under STR + DEX + Skill/class bonuses)  The only entrance to the building is up several wide steps and onto a colonnaded porch. The front doors are flanked by statutes of Delphina and Jackal-Mask, while the frieze over the heavy bronze entrance doors depicts Bezonaught surrounded by placid undead.

The cult of Furter controls most of the building, and will have undead guardians stationed in front. If they are not aware that they face anything more than corpse-fleas and ghoul attacks the cult will have six skeletons and four zombies on guard in front of the doors and whatever acolytes are in Area 7b ready to rush in and assist. If the cult knows adventurers or other powerful forces are running amok they will quickly increase the guard force to the majority of their remaining zombies and skeletons. A total of 24 undead can be crammed onto the steps and porch, and will be should the cult expect serious attack. The cultists will battle to protect this building and there are a total of  2D12+4 cult acolytes, 3D10 + 6 zombies and 4D10+8 skeletons available to the Cult of Furter, defend the building, or however many seems most reasonable to the GM. The cult will begin by trying to defend the front steps but will intelligently retreat towards the Shrine of Furter (area 8c) spiking doors and setting ambushes along the way. If left alone for long enough they may even set simple traps to protect themselves from renewed attack (where possible these traps have been noted). If the Players break down doors or otherwise destroy cult defenses the ghouls and corpse fleas will take advantage and may expand into previously held cult area.
Zombie of Furter

'Frankenstein' Zombie AC 8, HD 2, #AT 1, D 1D8, MV ('30), Save F1, ML 12. 
These are standard Zombies, but vary slightly in appearance from most having been raised by super-science, rather than necromancy.  Carefully built out of relatively fresh corpses a shambling ablife forced back into Furter's zombies with chemical injections and galvanism.  Such zombies vary wildly, from carefully stitched servitors that can pass for living under poor lighting to amalgamations of various dead, monstrous and held together by clumsy lashings and rivets. It should be noted the Furter's zombies do not smell strongly of rot and decay, but rather have an antiseptic smell due to the fluids used to preserve them and give them unlife.

Thursday, June 14, 2012

The Obelisk, The Haunted Halls


THE OBELISK OF FORGOTTEN MEMORIES, AREA 9

9. Haunted Halls
This series of rooms make up the ossuaries beneath the Sepulcher of Torpo the Cannibal, they can be reached most easily through the pits in the crypts (Areas 7e and 7f ) but may also be accessed through the trapdoor in the bottom of Torpo's bier.

9a.  Ensorcelled Ossuary
Directly beneath the Acolyte's Quarters (Area 7 f) there is a sturdy ladder going between the two areas.  A 30' high ceiling give the room a sense of majesty.  The chamber itself is simple, carved from stone with the walls rubbed smooth and filled with hundreds of niches.  Each niche is full of bones, much of the chamber is likewise stacked with lovingly arranged bones.  Some stacks go all the way to the ceiling and others are only a few feet tall.  Neat paths, edged by rows of skulls pass through the room, with one leading to the Southern door and another off to the side.  The entire space smells of rot and dusty air.

If the side path is followed it will lead to a massive stone tablet set in the wall. This tablet contains the spell "Skeletal Coryphees" carved in raised runes.  It has been carved in reverse so it cannot be read off the wall like a scroll, but a rubbing of the carving can be flipped and the spell copied.

SESSION VIII - Extra Innings


AFTER SESSION VIII

The value of electronic communication is established, Huxley's fate revealed and the realization that the favoritism of the gods is fickle. Purchases are made.

The following decisions were made via email as the party wrapped up it's Obelisk adventure and couldn't wait to determine what happened to Huxley after he decided to play with a broken laser weapon.

The party clusters around Huxley - he's living, but badly burnt, barely conscious and even divine power wouldn't keep him from serious scars. Not much more can be done and the night will tell if Huxley survives. (Note - system shock rolls would be perfect here – but were a waste of ½ a page in the Player's handbook)
Raygun - Fabricated by Tom Banwell

Wednesday, June 13, 2012

The Obelisk, The Graveyard


THE OBELISK OF FORGOTTEN MEMORIES, AREAS 4 – 6

The Graveyard
Furter, The Rememberator - Deity
Collectively Areas 4 -6 make up the graveyard portion of the Obelisk Grounds, they represent only a tiny part of a much larger graveyard that originally surrounded the Obelisk, or even the graveyard that existed during Torpo's day. Generations of neglect have allowed the thick cane choked forest to subsume the majority of the graveyard.

Visibility in the graveyard is poor with blankets of fog that rise from the ground every dawn and obscure the entire graveyard until dusk. This fog is of a magical nature, the result of the Obelisk Grounds long history of tragedy and the influence of the frustrated funeral gods. It limits visibility to about 30' and makes it quite easy to suddenly bump into a wandering encounter. Areas showing forest are difficult to move through and require a a high level of wilderness skill or a check against Dexterity to move more than 10' a turn due to the tangled brambles and thickets.  Encounters should be rolled as a 1 in 6 chance every few turns, or whenever the players make a great deal of noise.

The graves may be looted, but doing so requires tools and considerable effort, and most will contain nothing of value. Most importantly digging up graves will result in attack by corpse fleas who protect grave goods and burials. More detailed rules for plundering graves are included with the tables describing grave contents.

Tuesday, June 12, 2012

The Obelisk - Map, Above Ground

THE OBELISK OF FORGOTTEN MEMORIES - MAP, ABOVE GROUND LVL 1.

The first map I've done since I was about 15.  Done old style, freehand, with ink on graph paper.  The map used by the players was a lot rougher.  What I'm struck by is the paucity of space, paper mapping makes outdoor environments tiny unless one resorts to multiple maps, or distance crunching.  In the case of the Obelisk I claim fog - yeah the fog is what makes it hard to know what's going on behind the next row of trees.

Map - Outdoors

Below are the random encounter tables for the Obelisk Grounds.  Different groups and entities are more active at different times, so a day and nigh table have been provided. Note that random encounter do not occur within area 7 or 3 unless these areas have been previously cleared of their inhabitants. If an encounter is rolled with a faction that has been eliminated, simply act as if no encounter had occurred

Monday, June 11, 2012

SESSION VIII - Spacemen Zombies!


SESSION VIII

The secrets of the the obelisk are revealed, Lemon is paralyzed by the secrets of the universe while Huxley is haunted by his old life and ancient technology.  Finally great treasure is unearthed, but proves a dangerous burden rather than a boon.

Grimgrim – Fighting priest of the fierce God of Dooms, Monstcrom! (M) Cleric 1

Lemon Jackson – A wizard, who prefers to go without clothing, has strange yellow eyes and who tattoos himself with spells. (M) Magic User 1

Huxley McTeeth (Hux) – A gaucho with a past, clad in plains finery, possessed with in strength disproportionate to his years and small frame. (M) F1

“Eyestabs” Nell – A scary woman armed with many poison hat pins and a dead dwarf's crossbow(F) A1

Drusilla – Eleven lass of surpassing beauty(for a creepy eyed, fanged, and noseless monster), disturbingly unpleasant affect and taste for human babies - Pole arm and scimitar (F) Elf 1

The party again encamped in the shrine and reset their traps – expecting a counter attack by the cultists (and not realizing that the cultists were almost out of undead guards, scared and spending the night besieged by ghouls).

Grimgrim speaks to Jackal-mask when he appears and the god seems far less perturbed this time. He tells Grimgrim that his priest seems delayed, but to expect him in another day or two, though after the success of the day the party should have no problem with the remaining cultists, and if they kill them the next day his servants will reward them “beyond all imagining with riches from the ancients.” With a divine promise of wealth in mind the party gathers their equipment and quickly decamps.

Space Zombie - by Soren Bendt, 2010
In walking across the grounds the group is assailed by strange visions of ancient battle, the smell of ozone and burnt flesh are accompanied by explosions and the sounds of plasma discharges. Ghostly figures in fishbowl helmets dart through the fog just out of sight. 

The party is undeterred by these harmless phantoms and makes it to the smoke blacked steps. Bits of burnt zombie appear to have been scattered about and gnawed on in some kind of disgusting feast, but nothing moves. Inside the entry chamber things are even more messy, a strange corpse with blacked finger bones protruding from rotten hands lies on the floor surrounded by smashed skeletons and several splattered corpse fleas. The doors that the party left open are all closed and planks have been nailed across the door leading to the office.

The adventurers search carefully, and their caution is rewarded when Nell discovers that the door to the cloak room has a thin wire attached to it. After snipping the wire Hux kicks open the door and sees that the wire led to a wooden prop holding up a lit bowl of coals and that the floor has been covered in oil soaked rags. Lemon gingerly removes the coals and places the bowl in the vestibule while Nell checks the next door and finds it braced, but not apparently trapped. The band fears that Nell simply failed to detect something sinister, and even after listening at the door and hearing nothing (“well zombies waiting to jump us don't make any noise”) is afraid to press on.

Saturday, June 9, 2012

The Obelisk - Sepulcher of Torpo the Cannibal


THE OBELISK OF FORGOTTEN MEMORIES - AREA 7g

7g. Sepulcher of Torpo the Cannibal
A Pitch black chamber with massive white marble walls and huge bronze doors. The doors have all been recently resealed from the outside with white lead and their outer faces marked with various holy and arcane symbols. A cleric or magic-user may make a D20 roll under intelligence to recognize that these symbols are meant to obstruct the passage of supernatural entities, specifically ghosts and other non-corporeal undead.

Within the chamber the walls are carved with scenes depicting an idealized version of the rise and triumph of Torpo the Cannibal. The carvings show Torpo's humble beginnings as a baby descending from orbit, his effortless struggles against man, monster and beast and finally his benevolent rule over adoring subjects. The center of the chamber contains a massive stone bier carved into a single green rectangle wrapped with carved chains. This is Torpo's Tomb and the thick stone is a relatively indestructible, though entirely normal, 10-ton block of hard green stone polished and worked with considerable skill. The lid can be shifted (not lifted) enough to push it to the floor with a resounding crash if 45 Strength is applied to it at once (three individuals can push on the bier at once – so a block and tackle might be useful). Within the tomb is Torpo's fanged 7' tall skeleton and his grave goods. The skeleton wears rotted cloth of gold robes and a rusting iron crown (robes are worth 2GP at best, the crown is worthless). The skeleton's right hand holds a bone scroll case containing a brittle scroll that details Torpo's draconian and cruel legal system. The bottom of the bier is carpeted with electrum coins. There are 3,000 EP below Torpo's brittle bones, each oval coin is new from the mint (they were specially minted for Torpo's death) and depicts the slumbering, befanged and bearded face of the tyrant on one side and three mourning robed women on the other. There's a small chance that the coins will be recognized as dating from Torpo's reign, but otherwise they are wholly unique.

SESSION VII - The Fires of Monstcrom

In which Monstcrom's striated scowl is turned into a grimace by the sounds of battle, Nel performs heroic feats of acrobatics and the thoughtful tactics of the living provide a flaming apocalypse for the dead.

Roman Oil Flask
SESSION VII

Grimgrim – Fighting priest of the fierce God of Dooms, Monstcrom! (M) Cleric 1

Lemon Jackson – A magician sans pantalons with strange yellow eyes and who tattoos himself with spells. (M) Magic User 1

Huxley McTeeth (Hux) – A gaucho with a past, clad in plains' finery, possessed with in strength disproportionate to his years and small frame. (M) F1

“Eyestabs” Nell – A scary woman armed with many poison hat pins and a dead dwarf's crossbow (F) A1

Drusilla – Eleven lass of surpassing beauty(for a creepy eyed, fanged, and slit-nosed monster), disturbingly unpleasant affect and taste for human babies - armed with pole arm and scimitar (F) Elf 1

The PC's awake with the dawn, and after a spell memorization, sortie out of the shrine to discover a graveyard once again cloaked in mist. Grimgrim explains his promise to Jackal-Mask and the party agrees to go after the cultists rather than the fleas.

Friday, June 8, 2012

The Obelisk - Boogeyman

THE OBELISK - NEW MONSTER, BOOGEYMAN

Boogeyman - The Caretaker
BOOGEYMAN
No Enc. (1) (1D4)
Alignment: Chaotic
Movement: (30')
Armorclass:4
Hit Dice: 4(turn as 5HD)
Attacks: 2 (Weapon/Bite/Spell)
Damage: 1d6/1d3 (+ special)
Save: MU4
Morale: 9
Hoarde Class: VI &VIII.
XP: 190

In many ways these creatures are simply stronger more cunning ghouls who often act as leaders of ghoul packs. They are much like ghouls in their motivations and appearance, though Boogeymen retain both more cunning and slightly more human features than most ghouls. They also retain the ability to wield weapons and cast spells, though a boogeyman's weapon attack does not paralyze their opponents, it does mean that powerful boogeymen may be encountered wearing magical armor an wielding dangerous weapons.

Boogeymen are capable of speech and thought, but their goals, insatiable ghoulish hunger and overwhelming self-loathing make them unlikely to negotiate and even more unlikely to keep any deal they have made. They are fond of treasure, but more fond of living flesh and the power they get from tormenting both the living and their ghoulish minions. 

Special Attack: Boogeymen have the ability to counter and cast several spells. Boogeymen may cast (and counter): Sleep, Magic Missile, Shield, Enlarge, Dancing Lights, Light and Burning Hands. They may also cast the clerical spells: curse (opposite of bless), fear, cause light wounds, Boogeymen are not proficient magic-users and are limited to casting only two spells a day off of the above lists. Individual Boogeymen may know more, less, or different sets of spells depending on their nature, past profession and DM whim.

Special Attack: Boogeymen may paralyze as a ghoul for 2D4 rounds if they hit with their 1D3 bite attack and are undead, immune to sleep, charm person and similar spells. Likewise the victims of a boogeyman will rise in twenty-four (24) hours as ghouls, or if spell casters over 3HD as boogeymen themselves. Boogeymen are far more likely to refrain from devouring their victims than normal ghouls, and instead kill to recruit minions, though new ghouls may be missing some bite sized chunks here and there.

Thursday, June 7, 2012

The Obelisk - Hungry Ghost

THE OBELISK - NEW MONSTER, HUNGRY GHOST


Hungry Ghost - Torpo the Cannibal
HUNGRY GHOST
Hungry Ghost:
No Enc. (1)
Alignment: Chaotic
Movement: (40')
Armorclass: 5 (½ Damage from normal weapons)
Hit Dice: 6
Attacks: 2 Claw/Claw (devour)
Damage: 1d6/1D6/ (+special)
Save: MU 6
Morale: 8
Hoard Class: VII & XI
XP: 1420

A Hungry Ghost is the undead manifestation of the spirit of an evil and especially avaricious individual. It is also a spirit of hunger and is drawn to sites of tragedies relating to hunger and eating, such as places of cannibalism, starvation and poisoning. Hungry Ghosts are physical manifestations of spirit, human figures made of semi-transparent, glowing ecotoplasmic slime. They most often appear as spindly, grotesque humans or corpses with massively distended bellies and long thin necks, but may take other forms related to hunger and starvation (such as a pack of starving dogs or human body dressed for cooking).

Hungry ghosts are reasonably intelligent and may speak, but they tend to be enslaved by their obsessive hunger and rather unreasonable. They will not keep promises or otherwise negotiate in good faith, simply because they cannot resist their urges to devour living victims when they are available. This is not to say that they will attack without reservation or until destroyed, as they tend to place self-preservation only second to their hunger, and many are even somewhat cowardly.