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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 »

Blink Dog Clerics

A few days ago in a Facebook group, a gamer wondered what sorts of abilities an intelligent dog might have as a player character. I didn’t offer any helpful suggestions, but what I did offer inspired the rest of this post.

Blink Dog Deities

In the Forgotten Realms, a few deities think blink dogs are special to them. This doesn’t mean that blink dogs worship those deities, but it does provide idea fodder. For example, Baravar Cloakshadow, gnomish deity of illusion and deception, honors blink dogs. The other two deities are gods of wanderers, earth, and death. Interesting, I think, and a good starting point for blink dog deities.

Bupguau

Bupgau appears as an idealized blink dog: intelligently shining eyes, lean and strong, lustrous coat of fur, et cetera. He is clearly not of mortal origin. Bupgau is the father of all blink dogs, and it is from Bupgau that blink dogs learned how to teleport. Bupgau is clever, playful, and even a bit of a trickster, but his pranks are never malicious.

Ghavau

Ghavau resembles a blink dog, but her coat is black and dusty and her fangs glow whitely. She vanishes into shadows with ease and appears without warning. Ghavau is the mother of all blink dogs. She is the protectress of the den and pups, and she also welcomes blink dogs into paradise after death.

Vufhaf

Vufhaf, son of Bupgau and Ghavau, is the brother of all blink dogs. His fur is wild, his eyes always seek, and he runs so fast that no arrow can catch him. Vufhaf teaches blink dogs the art of the hunt and the skills needed to defend the pack. He is a warrior and a provider. His battles against displacer beasts are legendary.

Blink Dog Clerics

Blink dog clerics are not common, but they do exist. A blink dog cleric seldom honors only one of the three blink dog deities. Rather, all three are paid homage at appropriate times. A blink dog cleric casts spells as a 4th-level cleric. Three special blink dog cleric spells are known to exist.

Barkskin
Level: 1st
Range: 0
Duration: Until discharged

When the blink dog cleric casts this spell and touches a creature, the spell imbues the recipient’s skin with magic. If the recipient takes damage from a melee attack, the recipient’s skin barks like an enraged dog. The creature who triggered the spell must make a saving throw versus Spells with a -2 penalty on the die roll. If the creature fails this saving throw, it flees for two turns (as if affected by cause fear).

Fetch
Level: 1st
Range: 0 (caster only)
Duration: 1 round

The blink dog cleric casts this spell and immediately teleports up to 20 feet to make an attack against a creature. If the attack succeeds, the creature takes damage as normal. The blink dog then teleports another 20 feet, taking a single object from the creature. The object must be of an appropriate size and weight so that the blink dog can carry the object in its jaws.

Heel to Heal
Level: 2nd
Range: 0
Duration: 1 turn

When the blink dog cleric completes this spell, a 5-foot-radius zone is established around the caster. The zone moves with the caster. Once per round for the duration of the spell, a creature that teleports into the zone is healed 1d6+1 points of damage.

January 22nd, 2022  in RPG No Comments »