A Ghost-Haunted Ruin Test Drive
I take my rough-draft drop table for a ghost-haunted ruin out for a test drive. The red die’s location determines the creature(s) encountered.
First Drop: A barabashka, which is a type of poltergeist. This ghost is lost in grief when encountered.
Second Drop: Two ghouls out hunting for a meal.
Third Drop: A wight, which is communing with evil.
Fourth Drop: A lunatic, drive mad by voices from beyond, who is motivated by an urge to share some mad insight.
Fifth Drop: Six skeletons and two zombies.
During the test drive, I noticed a typo. Have to fix that. I also want the skeletons and zombies space to be bigger. That should be easy enough with some creative formatting. All in all, I think I like this table.
The next challenge is adapting it for use with Fate Dice. Since Fate Dice yield only -1, 0, or +1, that’s going to take some tweaking, but it should be doable. Then, of course, I need to come up with stats for the monsters for game systems where those stats don’t already exist. That mainly applies to Fate Accelerated Edition.
For other systems, such as Swords & Wizardry, I’d like to come up with some “Referee’s Options” for monsters, such as ghouls that can change shape like doppelgangers, an example of which appears at the end of this post.
Long story short: The next free Buyan-oriented PDF I release requires a bit more work. Busy, busy, but at least I’m staying out of trouble.
Dvyonik
Dvyoniks are pack-hunting undead corpse eaters. They are immune, like most undead, to charms and sleep spells. Perhaps the most dangerous feature of these horrid, cunning creatures is their paralyzing touch. Any hit from a dvyonik requires a saving throw or the victim becomes paralyzed for 3d6 turns.
What’s more, a dvyonik can change its form to resemble the physical appearance (including clothing and gear) of any person. Dvyoniks are considered magic resistant for purposes such as breaking through wizard locks and similar spells. They have a very good saving throw against magic of all kinds.
HD 3; AC 6 [13]; Atk 2 claws (1d6), 1 bite (1d4); Move 9; Save 14 (5 vs. magic); AL C; CL/XP 5/240; Special: immunities, mimics shape, paralyzing touch, undead