Sunday, January 19, 2025

Zombies

Maybe it's a fools errand, but I want to make the zombies in my game a little more interesting and threatening. I want my players to be genuinely scared of the undead.

I tried an iteration of this last year that fell bit flat so I've tweaked the recipe a bit.

Justin Moll

Sponge Monster

Zombies should shrug off weak hits and soak up a lot of damage before collapsing. On the flip side, in keeping with the tropes, one really big hit should take a zombie out. 

Instead of giving them a ton of HP, they'll get damage resistance (reduce the damage of each incoming hit by 4).  This will make them very resistant to arrows and small hand weapons. You'll want to hit these things with two-handed swords and polearms.

Deadly Infection

A zombie will first attempt to grab victims. Once grabbed, zombies will make bite attacks with advantage.

Any character bit by a zombie will contract grave rot, a deadly wasting disease that most low-level parties will not be able to cure. Getting bit by a zombie usually means death. 

Grave Rot: Every hour, lose 1/4 of your max HP. Hit points lost in this way can't be healed until the disease is cured. If you die while under the effect of Grave Rot, you'll return as a zombie (or occasionally some other undead). Grave Rot spreads from the point of infection. If it's on a limb, quick amputation can be a viable cure.

In B/X, 2HD crab spiders have save-or-die poison, so this doesn't feel too punitive.

Weaknesses

Zombies are slow and stupid. They always lose initiative and move at half normal human speed. If you can get out of their sight for one combat round, they'll forget you exist.

If a victim is brought down, zombies may stop fighting to consume it, ignoring anyone nearby unless directly attacked.

They are nearly always unarmored and make no attempt to avoid being hit. 

Monday, January 6, 2025

Tar Body Maggot

 

Darkest Dungeon

Maggots the size of a golden retriever. Slow moving, they are drawn by the smell of living flesh. They will attach themselves to any living creature and begin to feed. Any puncture of their thin skin releases a thick adhesive that can easily entrap attackers. 

Tar Body Maggot

Armor Class: 8 (unarmored). 

Hit Dice: 1d6 (HP4)

Attacks: First attack to attach (no damage), + 0 to hit, ignores armor. Once attached deals automatic damage each round until removed. First round deals 1 HP, second 2 HP etc. damage escalating as it chews its way further into the victim's more vital bits.

Move: 1/2 speed of unencumbered human. Can move on walls and ceilings.

Saves: 13+

Morale: Very stupid and will mindlessly pursue prey. Can be driven back temporarily by intense heat or cold.

Number Appearing: d10 x 3

Special: Hitting it with a bladed or piercing weapon releases super sticky goo. It will trap & tangle the weapon and potentially the attacker too (a la the folkloric Tar Baby). If killed, they melt into a big gluey puddle that will trap anyone stepping/contacting it. This smells intensely sweet and will attract other scavengers.

Saturday, September 7, 2024

A Few Magic Swords


Plutonium Sword
- One-handed, heavy, d8 damage. Forged of literal death metal. Drawing the sword from its heavy, protective scabbard, exposes the wielder to destructive radiance but an enemy struck by this dread blade will quickly sicken and die.

  • Takes up two inventory slots (or double a normal sword). 
  • When drawn, and for every Turn that the sword is out of it's scabbard, the person wielding the Plutonium sword permanently reduces their maximum hit points by 1.
  • Anyone struck by the sword takes an additional d12 damage at the end of each of their turns until they die as their body twists and mutates. They'll grow razor sharp spines of coral from their bones, or vomit out their organs, or their flesh will peel off in strips like a string-cheese. Only the strongest magic can reverse this.
  • This is a legendary artifact, and once a wielder is identified, they'll be hunted by those wishing to take it.
Rictus - Smallsword, finesse, d6 damage. If maximum damage is rolled, the target is paralyzed until the sword is removed. Might not work on non-humanoids or those with strong magical protection.
A fun encounter: Adventurers discover a vampire pinned to the wall by a smallsword (detects as magic). While impaled, the monster is inert, removing the sword frees it.

 

Ink Knife - Gladius, d6 damage. A tattoo of a sword on the inside of a person's forearm. When rubbed, it manifests as a physical sword in their hand. Rubbing the pommel returns it to tattoo form. 



Themis, Sword of Law 
- Executioner's sword, two-handed, d10 damage, Deals +3 damage vs. bandits, rebels and criminals. If used by a lawbreaker, it acts as a -3 cursed sword that will wound it's wielder on an attack role of 3 or lower. 


Illuminare -  Longsword, versatile,  d8/d10 damage. When drawn from the scabbard, it casts the Light spell on itself. To re-charge, it must be left in the sun for one full day.  


A few more from the legends:

Harpe: Bronze sickle sword, d6, +1 damage. Never dulls. Rumored to be older than human history.

Tyrfing: Ancient iron sword. d8, +1 damage. Shines like a torch when drawn. Cursed: If drawn from the scabbard, it can't be released from the hand until it has killed. 

Nail: Heirloom sword, broken at the end.+1 to hit, d8 damage. Roll damage with advantage vs. reptiles.

Durendal: Holy longsword. +2 to hit, +2 to damage. Can cut through stone. Relic of the paladin Roland.  

Dyrnwyn: White-hilted, arming sword, d8 damage, +1 to hit for it's owner. If loaned to anyone else, it also deals +2 damage. Anyone borrowing it, will feel compelled to return it once used and will refuse to ever borrow it again.





Monday, August 26, 2024

The Smokehouse Dungeon

As my Wild North Campaign continues, the party has ventured away from Gulworth Keep and the Caves of Chaos to visit Hommlet and consult Jaroo the Druid and seek further information on the local insurrection that has disturbed the Keep.

I've re-imagined Hommlet's classic "Moathouse" as a Rebel stronghold which I'm calling the "Smokehouse"

  • The Rebels in Cave C are brokering the purchase of iron weapons for the Hillmen in exchange for voidstone mined in Cave D. 
  • The voidstone is brought to the Smokehouse where it is cooked in a furnace, ground and processed into gunpowder. 
  • Lareth the Beautiful has been re-imagined as a crazed alchemist, overseeing the voidstone transformation. 
I have tried to maintain the most memorable Moathouse encounters, while simplifying the upper ruins. Most of the animal encounters (other than the frogs) have been elided, replaced with gun-toting Rebels and an Arnold K inspired ghost

I've re-structured the dungeons below, to be more vertical, with a central smoke-filled chamber ascending through all the levels. Again, trying to keep the most iconic bits, while replacing the vanilla with more exciting challenges. 

The Smokehouse (above ground)

Saturday, August 10, 2024

Robbing Rogues & Ruffians: d47 Search the Body Table

One of my favorite conventions of the OSR is the "I search the body" table. 

My players really enjoy treating low-level bad guys like pinatas -- beating little treats out of them.

I try to make custom search-the-body tables for every major class of enemy (I've done beastmen a couple times, bandits, oozes, philosopher apes, cultists, aliens,  monkssmugglers twice) and often one or two for every dungeon. 

Typically, these live on post-its, or index cards loose in my notebook.

David Sutherland from AD&D DMG

Sunday, August 4, 2024

Maze of the Minotaur

PDM's mini, from 0:05 in the video 

Continuing on my PDM inspired, update of B2 Keep on the Borderlands, I'm doing a nearly direct rip-off of the Professor's method for Cave I: Caves of the Minotaur. 

Rather than, meticulously time-tracking and mapping through a maze (a process that many, including me, find tedious), he abstracted the maze with random movement between points of interest. Despite the simple mechanics, I had to pause and re-watch several times so I wrote it up for myself (and anyone else who wants to run it).

Friday, August 2, 2024

Mummy Hands

Little scuttling horrors. Disembodied hands skittering and leaping -- grasping, driving fingers into flesh with ab-human strength. 

They look like Thing but fill a niche with the face-hugger, the headcrab and the rot grub. An ambush, nuisance monster. Individually weak but very deadly if they slip past your defenses. 

Addams Family (1964)