Showing posts with label 31 Nights of Halloween. Show all posts
Showing posts with label 31 Nights of Halloween. Show all posts

Wednesday, October 6, 2021

Halloween Treat: Witchfinder Major Exeter Ambergris IX for Lamentations of the Flame Princess




Witchfinder Major Exeter Ambergris IX for Lamentations of the Flame Princess

Armor 15, Movement 35’, 6 Hit Die, three attacks with blade 1d8+2 or pistol 1d8, Morale 11, Search 5, Sneak Attack 3, Stealth 4.

Exeter Ambergris IX is the latest in a long line of Southern nobility to serve as a Witchfinder for the Ivory Church of Her Law and is only months away from his twentieth anniversary. Rumors suggest that he was has turned down the position of Witchfinder General twice already. What the Council of Piety does not understand is that Exeter loves hunting witches throughout the Shieldlands only feels alive when on one's trail because the Mother appears to him during those nights, expressing her gratitude for his work as a Seeker in every possible way. During those periods when the Major is not Seeking a witch the Mother has no time for him and will not visit him in his dreams and his mind, body, even his soul ache for her attention. This has caused Exeter to take on missions and refuse holidays or sabbaticals whiles also forcing his wife to take on the duties of his barony. If his wife's family weren't reliant on Exeter's estate, she's have left him right after Exeter X was born as the boy's father has only been home four times since his birth thirteen years ago. Nothing matters to the Major other than his time with Her in his dreams while he is doing Her good work by rooting out and killing a witch. Her attentions have given him new insight in his Seeking, she told him it was his reward for doing Her good work, for swelling the flames of Hel with the damned he sends there in Her name. She even gave him the ability to see witchcraft in the aura of his prey. She loves him so much that She wants to be with him as often as possible. In their moments together She even whispers that he is all she wants. And so the Major is cutting a swath through the Shieldlands in pursuit of Her good works...in pursuit of Her.

The Major is not the consort of the Mother and She does not visit him in his dreams. He has a brain tumor and it will kill him in 2d6 days and he spent months butchering the weak, the strange, and the outsiders that cross his path. He doesn't see auras because his sight is failing and he is not the pride of the Seekers because they hunt him, hoping to stop his murdering of innocents, including children, and end the disgrace he brings to their name. His last victim, one way or the other, will be the Magic-User or Elf within your player's group, but they will have to deal with his reputation as the best of the finest of Her servants before his end.

Monday, October 4, 2021

Halloween Treat: Nicodemus Holyday for Dungeon Crawl Classics


The Woods near the Lieber River are forbidden according to those that live near it. They say that within its canopy are burial mounds made by the elves of Thel'zaag and for generations that kept people away. However, just over a century ago, an adventuring group out of Jarslburg made their way to several of the mounds and pillaged the items laid to rest with their owners. Over the next two decades more and more mounds were pillaged and Claw of Thel'zaag, an ancient elf Earthspeaker came to the region and cursed those settlements closest to the Woods. For three whole years, the crops didn't grow, the animals did not provide food or milk, and even the fruit trees did not blossom. Desperate, a group of representatives from the nearby villages and farms was able to gain a meeting with the Claw and sought a reason for their punishment. The Claw of Thel'zaag listened to their questions, pleas, and even threats, and when they were done he stated simply that the only way to gain freedom from his Curse was to select a host for the Sentinel he sought to create. A Sentinel was necessary to keep the remaining mounds safe and whole to protect them. He explained the Sentinel had to come from their ranks as punishment for what had occurred and that it would bind the locals to the Woods and would reverse the Curse.

Fifteen locals sought a meeting with the Claw and over the course of a night and a day and ended up choosing Nicodemus Holyday, a widower whose family had succumbed to the Yellow plague two summers before. Sadly, Nicodemus wasn't privy to that decision and he was ambushed, gagged, and tied up before being given over to the Claw. 

Though the Claw was not surprised at the decision it saddened hi greatly and he informed them that their fear would infect the binding but they cared not. They quickly left the Claw with his kidnapped agent/

Nicodemus couldn't talk as the binding began but as the Claw of Thel'zaag's magic began to infuse him the only part of the man that was left of the Sentinel was his burning hate for the locals.


Nicodemus Holyday for Dungeon Crawl Classics
Init +4; Atk axe +8 melee (2d8); AC 15; HD 8d8+8;
MV 60’; Act 1d20, 1d20; SP Invisibility 2 x day; 
SV Fort +6, Ref +1, Wil +2; AL NE


Tuesday, October 6, 2020

Halloween Treat: Mister Jip for Silent Legions

 MISTER JIP for Silent Legions


AC: 4
HD: 9
Atks: Claw x 2 +8 

Dmg: 1d8
Skill: +1
Special: Disguised, Multilimbed, Parasitic 

Move: 30'
Morale: 12
Madness: 1
Save: 6+


The man who would become known as Mister Jip was born centuries ago somewhere in Asia. He roamed the world as a scholar in the pursuit of knowledge and went to Tibet to find the legendary city of Kamar-Taj. Though the city was in ruins, Jip encountered the Ancient One and became his first apprentice. As his student, Jip was instructed in the arts of benevolent magic, but unknown to his master, he sought out books of dark magic and practiced forbidden rituals to increase his own power. When the Ancient One discovered this, he cast Jip out of his service. Jip began extending his lifespan by usurping the bodies of others.[2] These days Jip likes to think that he still did some good, as it was his example that allowed the Ancient One to recognize the signs of Baron Mordo's betrayal centuries later.

Out on his own, Jip wanted to increase his knowledge of the dark arts even further. To do so he started to extend his life at the costs of others, but these dark arts twisted and corrupted his own body into a monstrous shape. Despite his desire to dominate the world, Jip stayed hidden over the centuries and rarely revealed himself to others.

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Saturday, October 3, 2020

Halloween Nights: Jennifer Kale for Night Shift: Veterans of the Supernatural Wars





Jennifer was born into the Kale family of sorcerers in the Florida Everglades. Attuned to mystical forces since birth, she began studying her family's history of magic. Jennifer became an apprentice of Dakimh the Enchanter and the two of them acted as allies of the Man-Thing, a creature that protected a Nexus of All Realities centered in the Everglades.

She has been advised by her grandfather Joshua (even after his death), who had been a mystical Cult leader when alive. His spirit continued this after she left her training with Dakimh and attempted to live a normal life as a college student. Regardless of her efforts at normalcy for many years, she has been drawn into numerous magical conflicts. Examples include her kidnapping by Baron Mordo,[3] discovering a familial connection to the Ghost Rider[4]and other adventures assisting the mutant team known X-Force.[5]


Jennifer Kale

Owner, Witch's Brew

WITCH 10 
Str 13 (+1/+3)  Dex 14 (+1/+4)  Con 12 (+0/+2) 

Int 14 (+1/+4)  Wis 17 (+2/+7)  Cha 18 (+3/+8) 

HP: 25 AC: 4 (Dexterity and Magic Armor)

Abilities: +2 saving throw; +5 vs. spells and magic, Arcana 100%, Spellcasting 100% (4/4/3/3/2 slots)

Arcane powers: Blaster (Magic Missle); Charm Person or Monster; Shadow Walking; Telepathic Transmission.

Tome of Zhered-Na: (1) Detect Magic, Detect Undead, Disrupt Undead, Hold Portal, Protection From Undead, Read Languages, Speak with With Animals (2), Detect Invisibility, Invisibility, Levitate, Locate Plants, Phantasmal Image (3) Dispel Magic, Fly, Protection From Normal Missles, Pyrotechnic (4) Hold Undead, Inflict Serious Wounds, Pass Plant, Plant Door, Speak With Plants (5) Commune, Dispel Evil, Harm, Pass Plant


Monday, October 14, 2019

Monster Monday: Headless Horseman for Night Shift: Veterans of the Supernatural Wars




"The Headless Horseman failed to kill Ichabod Crane in the encounter "The Legend of Sleepy Hollow" is based on. Townspeople found Crane's horse and pieces of pumpkin the next morning. Crane crawled ashore and later started a family. He had a son and 20 years later, he, too, was chased by the Horseman. Ever since then, he pursued the family with each new generation."


Today on The Other Side Blog, Tim posted the Zugarramurdi Brujas using the Night Shift: Veterans of the Supernatural Wars stat box. I figured I'd follow his lead and try my hand at it.


Headless Horseman for Night Shift
No. Appearing: 1
AC: 4
Move: 60ft.
Hit Dice: 5
Special: Any creature that this ghost chases must make a Constitution Saving throw or have their Move reduced by 5 ft. and take 1d6 damage; Once per night, the Horseman can throw his helmet at a target that deals 2d6 damage on a hit.
Weakness: Water is a natural ionizing agent and causes a sudden drop in the Horseman's power

Sunday, October 7, 2018

Shadow of the Demon Lord: Black Phillip


Black Phillip is malevolent hellish being, he sews death and chaos and seeks women to sign his book and become a witch.

Black Phillip          DIFFICULTY 100
Size 1 frightening monster
Perception  14 (+4); darksight
Defense 14; Health 75
Strength 16 (+6) Agility 14 (+4) 
Intellect 14 (+4) Will 14 (+4)
Speed 12
Immune damage from disease or poison; gaining 
   Insanity; dazed, fatigued, frightened, immobilized, 
   impaired, poisoned, slowed, stunned
Spell Defense A demon takes half damage from spells 
   and makes any challenge roll to resist a spell with 
   1 boon. A creature attacking the demon with a spell 
   makes its attack roll with 1 bane.
Foment Discord Once per round, Black Phillip can 
   use a triggered action on his turn to make a Will 
   attack roll against the Will of one target creature 
   within medium range of it. On a success, the target 
   becomes consumed by hate for 1 round.While 
   consumed by hate, it must take the first turn it can 
   and use an action to charge or make an attack with 
   a weapon against a target chosen by Black Phillip.


ATTACK OPTIONS
Horns (melee) +6 with 3 boons (3d6)

SPECIAL ATTACK
Bull Rush Black Phillip moves up to twice his 
   Speed. Once at any point during this 
   movement, it attacks with its horns. On a 
   success, the target takes 2d6 extra damage 
   and falls prone.
Sweeping Horns When a creature moves into 
   Black Phillip's reach, he can use his triggered 
   action to attack the triggering creature with his
   horns.


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Saturday, October 6, 2018

31 Nights of Halloween: Chenoo for Labyrinth Lord



Chenoo for Labyrinth Lord
AL C, MV 60', AC 4, HD 8, #AT 1, THAC0 13, 
DG 2d8+2, SV 8 fighter, ML 11, immune to cold damage, XP 600

Though some tales describe the Chenoo as a Bigfoot-like creature, the original legend from the Wabanaki people tells that he was once a human, but at some point committed a horrible crime, for which the gods cursed him and turned his heart to ice. His frozen spirit was then trapped within the body of a lumbering, troll-like monster, who devours any human he can get his hands on.

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Thursday, October 4, 2018

31 Nights of Halloween: Reptoids for Savage Worlds




Reptoids are tall, blood-drinking, shape-shifting reptilian humanoids from another world, they live in underground bases and are the force behind a worldwide conspiracy against humanity.


REPTOID

Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, 
                   Vigor d8

Skills: Fighting d6, Intimidation d6, Notice d6, Shooting d6, 
            Stealth d6

Pace: 6; Parry: 5; Toughness: 7 (1)

Special Abilities 

• Bite 2d4 
• Armor (1)
• Charismatic
• Low-Light Vision
• Quick
• Shapeshift As an action, a reptoid can change into a specific 
                     human form



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Wednesday, October 3, 2018

31 Nights of Halloween: (1,000 Faces) Copious Vonegut



Copious Vonegut

Appearance: Thin, wiry, his eyes are always darting around. He has a thin smile, almost a snear. His hair is a flaming red, he appears to be trying to grow a beard, but it is straggly. He has sky-blue eyes.

Quote: “Oh, sure, Copious will take care of it (muttering), I always take care of it, but maybe I'll take care of you next time?”

Roleplaying:
He mutters constantly.

His hands are always moving, often wildly gesticulating, when he 
   talks.
He always makes eye-contact, almost as a challenge when he's talking to someone.

Background: Copious is both cobbler's apprentice in the local town and a witch (2nd level human magic-user/2nd level warlock), a member of the Snakeblood Coven, led by Rosalynd DuBar (6th level half-elf magic-user/6th level undying pack warlock). The Snakebloods total eight members and meet once a month, usually the second night of the full moon, at Rosalynd's shack in the North Woods. It is there they enact rites and sacrifices, typically goats, rabbits, or cats, to Hecate.
   However, once a year, a member chosen at random is chosen to bring a human to sacrifice for Hecate's blessing and to renew the Coven's magic. Copious was chosen to find that sacrifice and his eye of Laverne Magilicutte, a fourteen year old lass who lives in Cuttleton. This past spring Copious tried court her, but Laverne had not interest in the young man. He is ashamed and angry and sees this as a way to get his revenge.

Key Info:
Rosalynd chose Copious to make the sacrifice, she felt the young man, now nineteen, needed be pushed, that his devotion to Hecate was wavering and that his obsession with Laverne could lead him away from her worship. She see's Copious' power, despite his lack of commitment and has designs to seduce him, to control his power. She firmly believes that with Copious under her thumb she could usurp the nearby Misthart Coven and consolidate her power.

Copious is a lonely young man who just wants to be loved. While he has moments where he fantasizes about sacrificing Laverne, overall, he knows it's wrong. However, he likes the attention Rosalynd has started giving to him. She touches him very often and he finds her alluring even though she is over decade older than he is. Her attention makes him feel important in the Coven.

Monday, October 1, 2018

31 Nights of Halloween: Shadow of the Demon Lord: Man-Thing


The Man-Thing is the guardian of the Nexus of All Realities, a swamp where one can travel to any plane of existence. It haunts the Nexus, seemingly trapped there. Its only duty to protect all of us and to burn anything that knows fear!

Man-Thing          DIFFICULTY 100
Size 2 frightening monster
Perception  14 (+4); Shadowsight
Defense 15; Health 100
Strength 16 (+6) Agility 10 (+0) 
Intellect 10 (+0) Will 13 (+3)
Speed 12
Whatever Knows Fear When a creature fails their roll against the 
   Frightening Trait of the Man-Thing, it will be drawn to attack  
   them immediately. If several creatures failed their roll, it will start 
   with the nearest. The Man-Thing deals 2d6 extra damage to any 
   creature that is Frightened of it.


ATTACK OPTIONS
Burns At It's Touch (melee) +6 with 2 boons (3d6)

SPECIAL ATTACK
Frenzied Attack Man-Thing attacks two different targets with its touch, making each attack roll with 1 bane.


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Tuesday, October 31, 2017

Happy Halloween: Samhain for 13th Age




Samhain is the Ghost of Halloween and one of the few villains to face the Ghostbusters on more than one occasion. He is a strategic ghost with the ability to manipulate time in order to cause eternal night. Samhain also has the ability to control legions of ghosts at his command, however certain ghosts such as Slimer seem able to resist him to a certain extent.

SAMHAIN
13th level [SPIRIT]
Initiative: +4

Black Lightning +18 vs. PD
 – 220 damage
   Natural Roll of 16+: The attack hits 1 enemy close to the target for 110 damage.

Slow Time: Samhain controls temporal forces and the escalation die only gains +1 every other round.


God of the Dead:  At the beginning of Samhain's turn, he summons 1d3 wraiths.

Nastier Specials
Creature of the Night:  Samhain blots out the sun and ranged attacks are at -4 to hit.



AC 29

PD 23           HP 864

MD 27

Fear Threshold: 144




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Sunday, October 22, 2017

Halloween Treat: Mask Beneath Her Face by Rafael Chandler


I was looking for a haunting read for the season of the witch and I'm a fan of +Rafael Chandler's RPG work so I downloaded his new eBook.

Mr. Chandler took me back to the late 80s, when I was teenager. He made me remember all the movies featuring Freddy, Jason, Michael, and Chucky. He introduced me to several broken characters whose fates are twisting labyrinths of shock and fear. He spawned some memorable slashers who are, in my opinion, much cooler than what we've seen since. And then he cranked it up to 13 and brings the 21st century fully into the slasher genre. As the end approaches the hits just keep coming and you turn the page needing to finish the book, but not knowing what to read when you do.

This book got into my dreams, it is macabre and nostalgic. The ending was perfect for horrror.

Rafael, you need to make this into a movie or a video game one day, but before that you need to make it into an RPG.

I cannot recommend this book enough.

Thank you, Raf.

Saturday, October 14, 2017

Halloween Treat: The Headman for Shadow of the Demon Lord

Over the last several years, the legend of the Headman has grown throughout the city. When the decapitated heads of victims were being found in the poorest parts of town with no corpse to be found, many gossiped with morbid glee over the murders. But as the number of victims grew and bodiless heads were found in the Merchant district and even the Banking District, the gossip turned to angry concerns and cries for justice!

 The Council of Burghers has recently created a task force to search out the monstrous killer. The few witnesses that have been found claim to have seen a tall, masked monster with a bloody axe and strange gurgling mutter. A being born of iron and shadow who weapon slices through a full-grown man's neck as if it were wheat.





THE HEADMAN     DIFFICULTY 50
Size 2 frightening human
Perception 12 (+2)
Defense 14; Health 60
Strength 15 (+5)   Agility 13 (+3)   Intellect 8 (-2)   Will 9 (-1)
Speed 12

ATTACK OPTIONS
Axe (melee) +5 with 2 boons (2d6+2 plus gory 
   blow on attack roll 20+)
Gory Blow The target is impaired until completes a 
   rest.

SPECIAL ATTACKS
Frenzied Attack The headman attacks two different targets with its axe, making each attack roll with 1 bane. 


The Headman is Job Karakas, a former marine and lumberjack, whose mental illness has been used by his cousin, Phineas Blofeld, to gain organs for the black market for wealthy and royal customers. Job was a capable and decorated marine through three campaigns, but he had trouble transitioning to civilian life when peace finally came. He found some peace as a lumberjack, living with Mother until her death. Then lost he sought out his cousin, Phineas, tormented by his Mother's death and his violent past in service to the Marines.

Phineas, who had toiled as a graverobber for several decades, saw the trauma that the war had inflict on Job and convinced his cousin to aid him in his organ harvesting business, claiming their operation would punishing "those in charge" for ignoring his pain and others like him.
  While several of his clients have made the connection between the Headman legend and Blofeld, none have been willing to lose what to them is both a valuable contact and a fearsome opponent.

PHINEAS BLOFELD     DIFFICULTY 10
Size 1 human
Perception 14 (+4)
Defense 12; Health 15
Strength 9 (-1)   Agility 12 (+2)   Intellect 14 (+4)   Will 12 (+2)
Speed 10


ATTACK OPTIONS
Scalpel (melee) +2 with 1 boons (1d3)





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Friday, October 13, 2017

Halloween Treat: Dead Until Dawn Actual Play

Last night, we took a break from my Tamoachan DnD 5E game so that I could run a Halloween game. I chose to run Schwalb Entertainment's Dead By Dawn adventure written by Rob Wieland for Shadow of the Demon Lord.



The adventure comes in at 6 pages and I spent about 20 minutes reading it the night before, making some notes for about 15 minutes the next day, and then a final pass about 5 mintues before we started playing later the same night.

The set up is that the Players (all starting characters or 0 level in DnD) are staying at the Goathorne Inn (The two owners pronounce it differenty, by the way) close to a road winding through a foreboding forest.

My opening scene was set a bit before dinner and gave the Players, an orc, a human ex-marine, a human student of religion and magic, and an inquisitive human healer, time to meet each other and introduce them to Gelda and Ananda, dwarven adventurers who have settled down to run the Inn and their empolyee, Bester, a fair-haired kid.

Soon, dinner was ready and Ananada asked David, the magician, to go fetch Horvath, a local staying with them, from upstairs. Horvath's door was locked and David called for help, Ananda sent the keys to the room up with Matt, the healer. After they got the door open open, they found Horvath, naked upon his bed and dead for at least 24 hours. Amongst his belongings was a fur pouch with mystical symbols, identifying it as a blood ritual to David. At that moment, Horvath rose and began uttering a curse, but Matt used his dagger to stab the corpse in the head. The pair called up the rest of the group and as they spoke about him rising as a zombie they began to hear moaning and beating upon doors and the shattering of first floor windows. 

The group sprang into action and began beating back zombies in the kitchen and then fortified the rest of the house.

David learned that the ritual was a protection from an evil tree that grew in the forest and that Horvath was to complete it. He explained that if they could survive until dawn, the tree's power would collapse under the daylight and they would be safe until the next nightfall.

Dead Until Dawn presents a system for a five part siege, with each part lasting 2 hours. During each part a player can attempt to fortify, rest from fatigue, heal, work the ritual, or run for supplies. If the ritual is worked, it requires blood and the more blood offered the fewer zombies might appear for that part, however it is best to use the caster's own blood, as another's blood adds Banes (my Player's did this for 2 parts before they caught on). Fortifying can also help reduce the number of zombies that appear for that part.

After actions are declared, there a d20 table for Unusual Events which affects, often negatively, that part. Finally, there is a Threat rating for the zombies for that part, if the ritual succeeds, the number of blood spent allows the players to remove specific undead (comprised of Animated Corpses and Zombies from the SotDL rule book). The number of successful fortification roles for that part also can lower the Threat rating (which defaults to 2). Additionally, if Gelda, Ananda, or Bester help to a Player, they add Boons to the roll.

It's a well done way to organize the chaos of a zombie siege and my Players and I loved it.

My group managed to make it until dawn, as David, their magician ran very low on blood, but the Orc, Benth, spent most of the night learning the ritual so he could finish it for the last 2 hour part. Sadly, Bester died (due to a roll on the Unusual Events table that would have required someone to go outside after him).

When dawn broke, the Orc (who had suffered an insanity) and Ananda (who was already a bit unstable) left the area together. Gelda, however agreed to accompany the other into the forest to take care of the evil tree.

My one-shot has turned into a (at least) a two-parter.

I can't recommend Dead Until Dawn enough!

Great game for a great Halloween Adventure.


Saturday, October 7, 2017

Halloween Treat: Scroll Golem for Labyrinth Lord

   "We need to be careful.  My research indicates this was the lair of a clone of Heironomous Ludwig Von Damme, the Ultrarcanist of Dath.  He was served by all kinds of twisted beings of his own creation" said the Magic-User.

   "I heard he created a golem that could cast spells" said the Thief.

   "What?! A golem that can cast spells? cried the Fighter.

   "Yes, I have heard that his golems were made of spell scrolls" said the Magic-User.

   The Thief and the Fighter turned to look at the Magic-User and then all three look to their leader, the Dwarf.

   "The time for second thoughts is well past, manlings" said the Dwarf.

  The Thief grumbled to himself, "A spellcasting golem," and moved to let the Dwarf take point.



Scroll Golem 
for Labyrinth Lord
AL N, MV 60', AC 6, HD 7, #AT 1 [claws or spells], THAC0 13, DG 1d6, SV 4 fighter, ML 12 XP 320

At the start of each of the scroll golem’s turns, roll a d6:

1: The golem does not cast a spell and will attack the nearest enemy with it's claws.

2: The golem casts invisibility.

3: The golem casts 1 magic missile.

4: The golem casts magic missiles
.

5: The golem casts lightning bolt.

6: The golem casts power word stun.

Thursday, October 5, 2017

Halloween Treat: Disembodied Hand for Lamentations of the Flame Princess

Atticus Crumb was a wicked sort, a thief and murderer who gave much more than his heart to the Witch Woman of Krek. Those that knew him swore it was because he was from Nulb, a retched hovel to the northeast.

When the adventuring party known as the Hunters in Scarlet caught up to Atticus, the bounty on his head was for returning the criminal dead or alive.  Since Atticus put up a terrible fight, their enchanter tossed magical fire upon the black-hearted murderer, leaving only his hand left intact.

When the Hunters went to the city of Bant to collect the bounty they were disgusted that no reward would be given for just Atticus' hand. 

Angry, the Hunters stalked out of town, simply tossing Crumb's dead hand into the weeds.

Three nights later, it stirred and skulked about, finding a badger's burrow and killing it's inhabitant. And so that is how Atticus' hand proceed for several weeks, skulking about by night and finding a hiding place in the day. Until he found the shepherd boy, out after dark because of a lost lamb. The boy fright paralyzed him and Crumb's hand strangled him, crushing the bones in his neck with it's inhuman strength.

Even a city the size of Bant has begun to notice the string of strangulations, many in their own bed. Twenty three dead so far and the fear mounts each night.

Duchess Karkull has sent out notices for adventurers, those stout of heart to root out and destroy whatever is stalking their city at night.

Art by Quasilucid


Atticus Crumb's Disembodied Hand
for Lamentations of the Flame Princess
Armor 15, Movement 35’, 3 Hit Die, claw 2d4, Morale 8, Climb 5, Sneak Attack 4, Stealth 4.
The hand is nocturnal but will often find refuge from the daylight in a home for several days as it learns the owner's schedule. When active it skulks about hiding easily and prefer's to strike when it's victim is most vulnerable. Due to it's evil presence, spotted violet and red mushrooms quickly begin growing around any doors of structures it resides in, dying within 1d3 days after it moves on.

Wednesday, October 4, 2017

Halloween Treat: W'ndygo for Labyrinth Lord

The Grey Forest takes up about 1/5th of the country of Qent, a stark, foreboding place that nearly divides the lands in half. Many legends have been born from the place, witches, beast men, and even spiders the size of hunting hounds. One of the most enduring stories comes from the elves who have settled the Forest's southwest area and have traded with humans for decades.

As the story goes, Aengus Swiftrunner was always a rude and unruly sort, quiet and distant for an elf and cruel like a human. He preferred his own company to their great tribe and would hunting for days on end, alone, amongst the Forest.  After one trip lasted longer than a full week, his cousin, Brenneth Shiningstar was asked to find Aengus by his mother, Aela. Bren, a friendly young elf, took some friends to search for his cousin, because Aela was his favorite aunt. 

After three days and nights the group found an area of the forest that smelled of rot and decay and where no forest sounds could be heard. Soon, they came upon a foul shrine of bones and skulls and wooden bowls, thirteen in all, filled with dark blood. Nenya Stormheart, Bren's intended wife, had apprenticed under Shaman Nighthawk and knew it to be a shrine to W'ndygo, the Devourer. She invoked the protection of the Huntress and begged her beloved and their friends to leave at once.

However, Bren not wanting to let down his favorite aunt, refused to leave, fearing Aengus could have fallen prey to the loathsome warlock that entreated to the Devourer. He resolved to camp nearby for the night and to ambush this blackest of magicians and to hopefully find out his cousin's fate.

Night seemed to come quickly and this friends, though nervous, stood by their friend. First came the screams, as if an elf was being attacked, pleading for help. Against Bren's wishes two of his companions went into the dark and all that could be heard were their pain-filled screams that lasted far, far too long.

Next came the howling wind that took Bren's best friend, the elf who was to be his Second upon his wedding day to fair Nenya, driving him fiercely against first a hearty oak and then an ancient ash before finally yanking him, unconscious straight up into the night sky. Minutes later, blood and gore rained down upon Bren and Nenya, a foul and grisly rain.

As Bren ran to his beloved, a gaunt hand with impossibly long claws burst through Nenya's chest, her heart in hand. Numb and struck dumb Bren stopped as the monster before him let Nenya's lifeless corpse fall to the ground as it began to tear at hear like a ripe and juicy apple. Though smeared with gore, the monster's body  emaciated and warped, Bren recognized the face of his cousin, Aengus.

Between bites of heartmeat, Aengus told Brenneth to leave now and warn their people to never return. That Aengus claimed this part of the forest for W'ndygo and that any elf who trespassed would meet a worse fate than he Bren had just witnessed.

Overcome with fear and grief and even madness, Brenneth fled then and told his tale.

And his tribe has heeded his warning to this day.


Aengus Swiftrunner, W'ndygo 

for Labyrinth Lord
AL C, MV 60', AC 6, HD 8, #AT 3 [2 claws/bite], THAC0 12, DG 1d8/1d8/1d10, SV 5 fighter, ML 11, Move Silently 63%, Climb Walls 94%, Hide in Shadows 57% XP 320

Tuesday, October 3, 2017

Halloween Treat: Wolf of Narr for Lamentations of the Flame Princess




For the past three moons a vicious animal has been stalking the farms around the village of Narr. And in that time 3 cows, 2 mules, 1 horse, and 3 dogs fell victim to it. However, on the first night of this month's full moon, Jesper Connick, a farmer on the southern border of Narr was found dead on his porch by two of his paid hands that were helping with the harvest. Currently, Preacher Lonn Tillswell, a Priest of the Sunbringer, and the village Sheriff, Enya McDuff, are investigating the gruesome killing.

Already rumors have reached the Bullfinch Public House that Connick was torn apart and some villagers have already decided that it's the work of the Green Briar Travelling Road Show that rolled into the village nine days ago. The Sheriff is doing his best to calm the village folk, especially after hearing word that Yvitra Demeter, the local wise woman, fell ill after being asked to look at Jesper's body. 

Tensions are high and McDuff has noticed that the attacks all have occurred on the nights of the full moon for the last several months and she is looking for anyone to turn to for help.

The village and the farmlands surrounding it encompass about 6 square miles of mostly moors with forest on its northern border. It is a day's ride from the Hexenschulle, the Imperial school of wizardry which hosts some of the faculty and students during their holidays.




The creature that the village is facing is a Werewolf who made a pact with Chernobog and was given a belt that allows him to assume the form of a hybrid monstrosity on the three nights of the full moon. The werewolf's name is Genevieve Dubois, a 4th-year student of the Hexenschulle who had begun an affair with one of her professors, Meritus Hammit. When she told Professor Hammit she was pregnant, he used his skill with alchemy to cause a miscarriage and then fabricated evidence that she had broken into his alchemical store, causing her to be expelled. Her grief eventually turned to a craving for retribution and she made her pact with Chernobog. She has spent the last three months learning to use her new magic and is preparing for next month when Hammit will holiday in Narr.

Werewolf for Lamentations of the Flame PrincessArmor 17, Movement 60’, 6 Hit Die, 2 claws 1d6 & bite 1d6, Morale 10. The werewolf's belt allows its wearer to assume the form on the 3 nights of the full moon.


Genevieve Dubois 2nd level Magic-User, Armor 10, Movement 30’, 2 Hit Die, dagger 1d4, Morale 10.

Tuesday Terrors: Xenomorph for Shadowdark

  Xenomporph for  Shadowdark "Perfect organism. Its structural perfection is matched only by its hostility." --  Ash , regarding  ...