Posts Tagged ‘ Catholic ’

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 »

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 »

The Horn of the Hero

Matt Jackson posts CoronaCon! Maps faster than I can react. Five such maps now grace the interwebz. Out of the three new ones, I’m especially digging Map 4. Click on over and check them out.

Then Samuel took the horn of oil, and anointed him in the midst of his brethren: and the spirit of the Lord came upon David from that day forward: and Samuel rose up, and went to Ramatha. (1 Samuel 16:13)

Horn of the Hero
Wondrous item, uncommon

This decorated animal’s horn is sealed at its base and has a stopper inserted into its tip. The horn contains oil made from myrrh, cinnamon, cassia, olive oil, and sweet flag, an aromatic flowering plant. The horn and its contents weigh 1 pound.

As an action, one dose of the oil can be poured over the head of a creature, which is then imbued with bravery. For 1 minute, the creature is immune to fear. Furthermore, the creature gains 5 temporary hit points at the start of each of its turns. When the effects of the oil wear off, the target loses any remaining temporary hit points from this item.

The horn hold enough oil to anoint three creatures. It refills with oil daily at dawn, but never holds more than three doses of oil.

March 23rd, 2020  in RPG No Comments »

Saintly Devotion

You are no longer strangers and sojourners, but you are fellow citizens with the saints and members of the household of God, built upon the foundation of the apostles and prophets, Christ Jesus himself being the cornerstone, in whom the whole structure is joined together and grows into a holy temple in the Lord, in whom you are also built into it for a dwelling place of God in the Spirit. (The Epistle of St. Paul to the Ephesians 2:19-22)

All religions and secular ideologies hold up certain people as exemplars for those who adhere to the beliefs of the religion or ideology. In the United States, we see this with respect to the Founding Fathers, for example. In the Church, most obviously we see this in the hundreds of saints venerated for their heroic virtue. Numerous other examples could be provided across a wide variety of societies, cultures, religions, political parties, et cetera. When it comes to the various versions of D&D, I’ve often read suggestions that saint-like figures be treated as demi-gods or maybe lesser gods. Most famously, D&D presents to us St. Cuthbert of the Cudgel, a mortal who ascended into the ranks of divinity.

If I were to write up something like a cult of the saints for a fantasy deity, I’d be less inclined to treat those saints as divine themselves, but what would I treat them as? Well, primarily they’d serve the same function as they do in the world today. They’d be role models, men and women and children who offer others examples of grace under pressure. In AD&D terms, they’d be heroes or quasi-deities rather than gods or goddesses. In 5E D&D terms, strong devotion to one of these heroes could be treated as a feat. Here’re a couple of examples:

Sacred Fool
You possess a strong devotion to a sacred fool. This hero is likely someone born into wealth and privilege who renounced his or her birthright in a dramatic fashion, thereafter living life as an example of traits counter to the hero’s culture. For example, a sacred fool born into an sophisticated urban society that strongly emphasized the acquisition of wealth might have become a humble beggar and preacher. Your devotion to a sacred fool provides the following benefits:

  • Increase your Wisdom or Charisma score by 1, to a maximum of 20.
  • You have advantage on Wisdom (Insight) and Charisma (Persuasion) checks as long as you have not inflicted damage on any intelligent creature since your last short or long rest.
  • Choose one of the following spells: animal friendship, charm person, sanctuary, or speak with animals. Using this feat, you can the spell once at its lowest level, and you must finish a long rest before you can it in this way again. Your spellcasting ability is Wisdom or Charisma, depending on which score you increased with this feat.

Scion of a Divine Host
You possess a strong devotion to a martial figure known for his or her victories over unnatural creatures. Choose one type of creature from this list: celestials, elementals, fey, fiends, or undead. Your devotion to a scion of a divine host grants the following benefits:

  • Increase your Strength or Constitution score by 1, to a maximum of 20.
  • When attacking your chosen type of creature, you gain a +2 bonus to damage rolls.
  • When you can see your chosen type of creature and it attacks a target other than you that is within 5 feet of you, you can use your reaction to make a melee weapon attack against that creature.
  • You have advantage on saving throws made to resist attacks, spells, and magic effects made by your chosen type of creature.
February 16th, 2020  in RPG 1 Comment »