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The Hounds of St. Guinefort

Once upon a long time ago, a hound lived on the lands around a castle in the vicinity of Lyons, France. The hound belonged to a knight who enjoyed hunting. When the knight went out to hunt, he left his son, still an infant, under the hound’s protection. And so things went week after week, and the hound faithfully fulfilled its duties.

After a long hunt one day, the knight returned to find his infant son’s room a terrible wreck. The crib was overturned. Smears of blood stood out in horrible contrast on the walls and floor. The hound sat near the door, its muzzle grisly with gore. Enraged and grieved, the knight drew his sword and chopped off the hound’s head.

Then, the knight heard his infant son’s cries. Moving the crib aside, the knight’s tearful eyes saw two sights: his infant son alive and unhurt, and nearby the mangled corpse of a deadly viper. The faithful hound had killed the serpent to protect the baby.

Stricken by grief, the knight buried his hound beneath a small cairn. He planted trees around the grave. The trees grew quick and tall, and the peasants honored the hound as a saint, asking the hound to protect their own infants.

Hound of St. Guinefort (Planar, Lawful)
Armor Class: 6
Hit Dice: 3+3** (M)
Move: 210′ (70′)
Attacks: 1 bite
Damage: 2-7
No. Appearing: 2-5
Save As: Fighter 3
Morale: 9

The hounds of St. Guinefort are angelic canines believed to be the ascended spirits of heroic dogs. They appear much like muscular hounds with coats of shining fur, gold or silver in color. Their eyes glow with intelligence. These creatures can always detect evil, and they are immune to disease and poison. When fighting Chaotic creatures, the hounds have +1 to morale, to hit, and to damage. Once per day, a hound of St. Guinefort may bark instead of bite. Its bark causes 4-9 points of damage to every Chaotic creature within 30 feet of the hound. Undead within the same radius might be turned; treat the hound as a 3rd-level cleric. The hounds of St. Guinefort have infravision with a 90-foot range, and they are 75% likely to see invisible or hidden creatures. The hounds speak the languages of angels and of men.

March 1st, 2022  in RPG No Comments »

Medieval Scholasticism & the Undead

About 10 years ago, I wrote a blogpost that summarized some of medieval scholastic thought about the nature of angels as intellectual (as opposed to corporeal) beings. You can check that out by clicking here. If you don’t feel like clicking away, here’s a summary of my summary:

  1. Intellectual beings have no material substance.
  2. Intellectual beings do not mediate knowledge through sensory organs.
  3. Intellectual beings receive knowledge immediately via the intellect without the potential errors related to physical limitations.
  4. Intellectual beings are invisible, completely immaterial, and are not physically limited by time and space.

With these parameters in mind, I propose that corporeal undead in an OSRIC campaign can be treated as corpses animated by evil intellectual beings, otherwise known as demons and devils. Let’s start with a list of corporeal undead, arranged from weakest to strongest (based on XP value). I’ve left liches off the list since I think they work better as they’re normally described.

Skeleton
Zombie, Normal
Coffer Corpse
Ghoul
Juju Zombie
Monster Zombie
Ghast
Wight
Mummy
Vampire

Next, I list demons from weakest to strongest. Devils can be treated in a similar manner, but I’ll not deal directly with them in this post. I’m ignoring the demonette and demoniac since they don’t really fit into the medieval concept of demons as intellectual beings.

Kullule
Dretch
Quasit
Shub
Class A (Vrock)
Ekivu
Uduk
Babau
Class B (Hezrou)
Succubus
Class C (Glabrezu)
Class D (Nalfeshnee)
Class E (Marilith)
Class F (Balor)

When a demon inhabits a corpse, the demon animates the corpse as an undead monster. The easiest way to deal with this in game is to just treat the fact as background information. The undead monster’s abilities need not change. The more complicated (and interesting) choice is to modify the undead monster’s abilities based on the type of demon involved. Regardless, it might makes sense to say that a demon’s intelligence limits the type of undead it can animate. A semi-intelligent kullule could animate a skeleton or a zombie, but it couldn’t animate a ghoul since ghouls typically have low intelligence. The undead monster’s alignment changes to that of whatever animates it.

After the choices of demon and undead monster are made, select one of the demon’s abilities, plus one more ability for every two HD the demon has. Treat each spell-like special ability as a single choice. Also, don’t forget to look at the standard demonic suspectibility to attack forms. In all cases, a demon-animated undead monster may be turned by clerics of levels 8+ and paladins of levels 11+. Using these rules, groups of undead monsters of the same type may have different (even wildly) different abilities.

For example, let’s look at a wight animated by a shub (a 5+1 HD demon). Changes to the standard wight’s abilities are bold-faced and marked with an asterisk.

Shub Wight
Size: Man-sized
Move: 120 feet
Armor Class: 5
Hit Dice: 4+3
Attacks: 1 (claw)
Damage: 1d4 + level drain
Special Attacks: Level drain
Special Defenses: Fire resistance; silver or magic weapons required to hit; spell immunities
Magic Resistance: 40%*
Intelligence: Average
Alignment: Chaotic evil
Level/XP: 6/680 + 4 per hit point

Shub wights are undead corpses animated by shubs. Their undead power is linked to the negative material plane, and thus they permanently drain a level of experience from a victim when they score a hit in combat. Although they are not damaged by sunlight, they loathe the rays of the sun and do not emerge from their barrows and lairs during daylight. Shub wights are immune to sleep, hold, cold, and enchantment spells. Once per day, shub wights can teleport* (without fail, otherwise as the 5th-level magic-user spell). Fire inflicts one-half damage* to shub wights. They take 2d4 points of damage from holy water (per vial), and are destroyed by the casting of a raise dead spell. A human killed by a shub wight becomes a wight under the control of its maker.

February 13th, 2022  in RPG No Comments »

Magical Standards

From the AD&D Monster Manual, page 76:

“Leaders and above will always have two weapons. If a subchief is with a group the tribal standard will be present 40% of the time. The standard is always present when the tribal chief is. The standard will cause all orcs within 6″ to fight more fiercely (+1 on hit dice and morale check dice).”

Way back when, our characters fighting hordes of orcs (or similar evil humanoids) targeted leaders. The idea was simple: Those leaders were stronger. Defeating them clearly showed that our characters as more powerful, which caused the rank and file to lose morale and flee. My main character, Lord Korbok, even had a magic spear that pointed out enemy leaders within a certain distance (6”, if I recall correctly).

As a DM, I loved using large groups of humanoids. I even used the typical weaponry breakdowns to determine how many of the monsters were armed with what weapons. Leaders were assigned X number of subordinates. Organized humanoids, such as lawful evil orcs and hobgoblins, fought with as much military precision and discipline as I thought I understood. The leaders barked orders, and the position of the standard bearer shifted in order reinforce weak points, signal a push in a particular direction, or indicate a specific target.

The benefits from being within 6” of the standard are simple: “+1 on hit dice and morale check dice”. Orcs inspired by the standard’s proximity are less likely to break and run. I applied the “+1 on hit dice” as an attack roll bonus, but I’m not sure I like this interpretation as much at age 54 as I did at age 14.

If I were to run that humanoid horde today, I’d be more literal. An inspired 1-HD orc would fight as a 2-HD monster. This changes the orc’s THAC0 from 19 to 16, an effective +3 to-hit bonus. I’d also be inclined to grant the affected orcs more hit points (what later editions of D&D refer to as temporary hit points). Not only does the more ferocious orc hit harder, but it’s also harder to kill due to an additional 1d8 hit points.

For additional fun, at least some standards ought to be magical.

Magical Standard: All magical standards must be held aloft by the bearer, and the magical standard must be visible for it to have any effect. This requires the use of at least one hand. Creatures allied to the bearer who are within 6” of the standard fight more fiercely, gaining an additional hit die (to include hit points) and a +1 on morale checks (if applicable). A magical standard has one or more additional powers, all of which function the same way as the aforementioned effects. Roll 1d8 and consult the following:

1-2: +2 bonus on saving throws versus charm and fear

3-4: 50% magic resistance to sleep

5-6: +2 melee damage bonus

7: +1 melee attack per round

8: Same as result 7, and roll 1d6 to determine a second power.

February 8th, 2022  in RPG No Comments »

Resound! Clang!

If I speak in the tongues of men or of angels, but do not have love, I am only a resounding gong or a clanging cymbal. (St. Paul’s First Letter to the Corinthians 13:1)

Gong of Resounding: This flat, circular metal disk is about one foot in diameter. The gong’s magic has no effect on any creature within 10 feet of it. The gong is untuned, producing a discordant reverberation when struck. All creatures at least 10 feet away but within 120 feet must save versus Spells or lose the ability to speak coherently for one turn. Intelligent creatures who rely on leaders to direct their activity suffer a -2 penalty to morale, spellcasters lose the ability to cast spells, magic items that require command words are unusable, et cetera. The gong can be sounded three times per day, and then its magic deactivates for 24 hours.

Cymbal of Clanging: This slightly convex brass disk has a hole drilled in its bell. A leather strap is affixed through the hole. The disk is about a foot in diameter, and its magic has no effect on any creature within 10 feet of it. When struck, the cymbal’s harsh clang forces creatures at least 10 feet away but within 120 feet to save versus Spells. Creatures that fail the saving throw become enraged, and they must move to engage in melee combat with the nearest other creature. This rage lasts for six rounds. The cymbal can be sounded three times per day, and then its magic deactivates for 24 hours.

January 30th, 2022  in RPG No Comments »

Feral Blink Dogs

While blink dogs are known for their goodness, it is not true that all blink dogs embrace the righteousness common to their kind. A rare few, almost all of whom live solitary lives, embrace Chaos, falling under the sway of the sole wicked deity in the blink dog pantheon.

Blink Dog Deities, Continued

Almost all blink dogs honor the father and mother of their kind, Bupgau and Ghavau, as well as those deities’ son, Vufhaf. Ghavau, mother of all blink dogs, has an elder sister called Gav. Bupgau spurned Gav in favor of Ghavau, and Gav vowed revenge. She whines and whimpers in the mind’s ears, urging blink dogs to reject the pack. Few blink dogs listen to Gav, but those who do become feral and monstrous.

Gav appears as an emaciated blink dog at least twice as large as normal. Her fur is sparse, and her flesh is scabrous. Her lipless jaws ceaselessly drool venom, and her ragged claws blacken the ground where she walks. Gav represents madness, cruelty, and vengeance.

Feral Blink Dog (Monstrous, Chaotic)
Armor Class: 4
Hit Dice: 4+8** (M)
Move: 150′ (50′)
Attacks: 1 bite/2 claws
Damage: 1d8/1d3/1d3
No. Appearing: 1 (1, C)
Save As: Fighter 5
Morale: 8

A feral blink dog appears as a larger, wilder member of its species. Its fangs drip with saliva, and its claws are obviously dangerous, being curved more like a raptor’s talons than the nails of a dog. Both highly intelligent and wicked, a feral blink dog as the same teleportational ability common to its kind. When attacking, it “blinks” close to an enemy, attacks, and then reappears 10 to 40 feet away. If it has the initiative, it can attack without risking a counterattack by “blinking” away. Its instincts prevent teleportational mishaps. A feral blink dog’s bite causes suppurating wounds. Half of the damage caused by its bite cannot be healed by either natural or magical means unless the victim first receives a Cure Disease.

January 24th, 2022  in RPG No Comments »