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Monsters from Mystical Lands Volume 1: Humanoids and Undead

A Supplement for the FG&G™ Bestiary Text by:

Scott Morgan & Moses Wildermuth

Front Cover:

“If someone else cries when you laugh then you will have your tears back” By: John Bauer (1914)

Back Cover: “Pixie Love” By: Archie “Dub” Martin (RIP) Interior Art:

Cory “Shonuff” Gelnett Luis Peres Michael Zug Archie “Dub” Martin

Special Thanks: Lenard Lakofka & C S Barnhart Copyright 2016

Based on “Creatures from Mysterious Lands” By Nicolas Dessaux (with permission)

“Mystical Lands” and “So old school, you can almost forget it's a clone.” are trademarks of the Hawk Wolf Network.

For Gold & Glory and FG&G are trademarks of Justen Brown. This work is not affiliated with Justen Brown.


Table of Contents Section 1: Humans, Humanoids, Giants & Other Human-kin Cat Folk Chameleon Folk Crone Deer Folk Demon Breed Faerie, Redcap Giant Gigantopithecus Gremlin Jackal Folk Owl Folk Pegataur

Page 2 Page 3 Pages 4 – 8 Page 9 Page 10 Page 11 Pages 12 – 14 Page 15 Page 16 Page 17 Page 18 Page 19

Petro Rock Folk Sasquatch Scorpion Folk Shapeshifter Snake Folk Squirrel Folk Tegu Folk Turtle Folk Ubunk Vulture Folk Appendicles

Page 20 Page 21 Page 22 Page 23 Page 24 Page 25 Page 26 Page 27 Page 28 Page 29 Page 30 Pages 31 – 34

Mummy, Grt Örlog Phantom Poltergeist Shadow Rogue Skel Warrior Spectral Faerie Vodun Zombie Appendicles Legalities

Pages 17 – 18 Page 19 Page 20 Page 21 Page 22 Page 23 Page 24 Page 25 Pages 26 – 59 Pages 60 62

Section 2: The Undead, the Soulless & the Damned Apparition Banshee Bhut Dark Minister Death Lord Death Warrior Demilich Ghost Ghost Army Haunt

Page 2 Pages 3 – 5 Page 6 Page 7 Page 8 Page 9 Pages 10 – 11 Pages 12 – 13 Pages 14 – 15 Page 16


Foreword Players do it for the characters. Game Masters do it for the monsters. Think of it; a player spends hours working on a character, not just rolling up the ability scores or purchasing equipment, but fleshing out the back story, delineating a family tree, possibly even down to the voice. That is the work of the player, to make a person and act out the part. So too do Game Masters labor over the monsters in his or her adventures, and it’s likely every one of them has made at least one custom monster. Monsters are the foil for the characters; game masters delight in giving the characters a run for their money, choosing the perfect blend of abilities to make every encounter deadly and rewarding. Monsters make the world go around. In your hands now is the first installment in a multi-volume book of monsters ready to use in your For Gold & Glory campaign. This first volume, Humanoids and the Undead, present a healthy number of both. In the humanoids section, you’ll find 11 new playable races, alongside 15 humanoid creatures to encounter, including 2 new giants, 3 wicked crones, and a particularly nasty breed of half-demon. You’ll find 25 new undead monsters in the Undead section, including ghosts and apparitions, demiliches and dark ministers. More than enough undead to plot a campaign around! Both sections also have appendicles that help elucidate the monsters further. For the humanoids there is every mechanical notation you will need to run one of the new playable races in your For Gold & Glory game. In the Undead section, you will find a more complete treatise on the nature of the undead than has ever been written before; literally every spell and magic item that the undead are immune to is listed along with detailed descriptions of their many and various immunities and vulnerabilities. You will come away with a greater understanding of the undead than ever before. And this is just volume 1! More volumes are in production, including extraplanar creatures, animals, vermin, and beasts. Monsters from Mystical Lands will be the most valuable book in your For Gold & Glory collection after the Core Rulebook itself. I am pleased to have been a part of bringing it to market for you. Scott Morgan This work is part of my goal to create a game that is literally so old school that you can almost forget it’s a clone. It has been a pleasure working closely for the last 6 months with someone like Scott, who can keep up and put up with my wild directional changes, crazy, off-the-wall ideas and sometimes horrible memory. I hope to continue this collaboration for the long-term as this work has benefited greatly from his ability to take some of my ideas and help me run with them. In addition, I owe a world of gratitude (and a portion of every sale) to our artist, Cory, who masterfully brought these beasties to life, even the undead ones, and only grumbled a little when the occasional first draft was rejected. If you can ever afford a professional artist, he’s your man. I believe this book is my greatest work yet, but that more great things are in store for the FG&G game system, so stay tuned folks and always remember, “Magic is not an exact science”. Moses Wildermuth


Humans, Humanoids, Giants & Other Human-kin

Humanoids as Player Characters

Many of these new humanoid races may be suitable for use as player characters. However, before a player can choose his character’s race, the Game Master must decide whether or not these races exist, and if so, how he will incorporate them into his world’s history. Races that we considered most suitable for use by a player were given the same consideration as other playable humanoid races, such as the half-orc, in the “FG&G Bestiary”. Terms such as “Mage”, “Cleric” and “Thief” are defined within the “For Gold & Glory” rulebook.

Section 1 - Page 1


Deer Folk

Climate/Terrain: Frequency: Organization: Activity Cycle: Diet: Intelligence: Treasure: Alignment: # Appearing: Armor Class: Movement: Hit Dice: THACO: Attack: Special Traits: Magic Resistance: Size: Morale: Experience:

D E E R

Temperate Forests Rare Tribal Diurnal Herbivorous 8 – 12 A, I, (M, Q) Neutral 3d8 9 or Armor 12 1 (5 hp) 20 Antlers (1d6 or 1d8) or Weapon None Fighter 1 or by Class M (6’) 14 Standard- 35 Thief, Druid, Fighter, MageVary by Level

F O L K

Deer folk are man-sized humanoids with deerlike heads. Their bodies are covered with soft, brown fur, and many grow antlers. Elk and caribou headed varieties are also known. The various races are not closely related and cannot interbreed. Caribou headed females always grow antlers, and in other species very aggressive or dominant females grow them. Therefore, the GM is encouraged to allow female deer folk with a class (including any female player characters) to grow antlers.

Deer folk avoid contact with intelligent races, aside from other woodland humanoids, such as pixies, centaurs, satyrs and woodland elves.

Deer folk speak Elven and the language of deer. Their own tongue is a melodious blending of the two. These nature-loving humanoids live in small tribes nestled deep in forests and woodlands and often act as wilderness protectors.

As Player Characters:

A typical tribe includes up to 24 individuals, led by a druid of 10th – 11th level, accompanied by a fighter or thief of at least 8th or a mage of at least 6th level. For every 6 deer folk, there will be an additional druid, fighter, thief or mage of at least 3rd level. Five percent of all deer folk fighters are actually rangers.

Combat: They wear leather or studded leather

armor with wooden shields and can either ram with their antlers or use weapons, most often bows, spears and daggers. To defend their territory, they typically use guerilla tactics, setting traps and snares to weaken their opponents, before ambushing them. Deer folk are only comfortable around elves, half-elves, pixies and other woodland creatures. They rarely trust other races, but once they have befriended someone, that friendship is often permanent. Deer folk druids often desire to lead a group. If no druid is present, a deer folk ranger may attempt to lead. If the group does not include either a druid or a ranger, other classes of deer folk will not join. Otherwise, they easily fill supporting roles and tend to follow the group’s druid or ranger regardless of race.

Section 1 - Page 9


G R E M L I N

Gremlin

Climate/Terrain: Frequency: Organization: Activity Cycle: Diet: Intelligence: Treasure: Alignment: # Appearing: Armor Class: Movement: Hit Dice: THACO: Attack: Special Traits: Magic Resistance: Size: Morale: Experience:

Gremlins are tiny, thin humanoids with very long, pointed ears and noses. They are often encountered as small groups of scavengers but form villages of up to 30 individuals. Their villages can be built nearly anywhere, but gremlins are especially fond of living in out-ofthe-way places inside bustling human cities. Gremlins are extremely interested in the latest technology, and nothing excites them more than a new device or invention. They always want to be the first to try a new invention, even if it’s not completed and looks dangerous. They often attempt to invent new things for themselves, but generally lack the concentration and will power needed to be successful. Additionally, all gremlins have a unique power called “Murphy’s chaotic aura”. Gremlins are terrible fighters and avoid physical combat whenever possible, but when forced into a confrontation, their Murphy’s chaotic aura ability, can sometimes save them from serious harm. Mundane armor and weapons tend to miss, break, or otherwise malfunction when used against a gremlin.

Combat:

Section 1 - Page 16

Any Very Rare Village Nocturnal Omnivorous 8 – 16 E, F, (O, T) Any Chaotic 1d6 (5d6) 7 or Armor 16 1-1 (4 hp) 20 Weapon Murphy’s Chaotic Aura Thief 1 T (2’) 12 35

The GM must carefully adjudicate the effects of Murphy’s chaotic aura so that it does not over penalize the player characters. In simplest terms, Murphy’s chaotic aura has the following effect on mundane items: “If anything can go wrong, it probably will”. There is a 5% chance per round that the aura randomly affects a mundane item within 50’. The aura does not affect magical items or alter spell effects. Gremlins are able to control their auras in a limited manner for personal defense. The GM must specify a desired outcome during each round of combat and assess a percentage chance of success between 50% and 20% based on difficulty. The chance is rolled against every opponent each time that they attack the gremlin with a mundane weapon in that round. A gremlin can attack or perform other actions normally while controlling its aura. Difficulty Easy

Chance 50%

Tough Hard Very Hard

40% 30% 20%

Example Cause attack to automatically miss Break missile weapon Break melee weapon Armor falls off


Scorpion Folk

Climate/Terrain: Frequency: Organization: Activity Cycle: Diet: Intelligence: Treasure: Alignment: # Appearing: Armor Class: Movement: Hit Dice: THACO: Attack: Special Traits: Magic Resistance: Size: Morale: Experience:

S C O R P I O N

Desert, Dry Caverns Very Rare Tribal Nocturnal Carnivorous 8 – 15 I, P, (J, K) Chaotic Neutral 2d4 (4d10) 5 18 2 – 12 (9 – 54 hp) 19 – 9 Sting (1d8 or 1d10) and Weapon Poison Fighter 2 – 12 M – L (6’ – 10’) 16 35 - 2000

Scorpion folk have the lower body of a giant scorpion and the upper body of a human. They continue to grow all of their lives, and very large individuals (over 10-feet tall and 30-feet long) with higher hit dice may exist. They often learn the languages of neighboring humanoids, but their thought processes and way of life are so different that misunderstandings occur with frequent regularity. Scorpion folk are most often encountered as small bands of desert barbarians with no more than 8 members, but occasionally, they unite into hordes of as many as 40 to raid and loot their neighbors. Scorpion folk are led by the strongest. Clan leaders have at least 6 HD, and one such leader will be found in every group of 4 or more scorpion folk encountered. When a horde of 20 or more forms, the clan leaders band together led by a warlord with at least 10 HD and 2 - 4 war chiefs with 8 HD or more.

F O L K It is rumored amongst humans living near the desert sands that secret cities of scorpion folk exist. They are reportedly carved from sandstone within caverns found deep in the heart of the most inhospitable deserts and ruled by queens so enormous that they are unable to leave their palaces. Their chaotic nature and natural weaponry make scorpion folk fearsome enemies and untrustworthy allies.

Combat:

They prefer to surround opponents and weaken them with arrows and javelins before closing in to melee with both tail stingers and spears. The tail stingers of scorpion folk with less than 6 HD inflict 1d8 points of damage, while those of larger individuals inflict 1d10 points of damage. The poison in their tail stinger inflicts additional 2d6 points of damage, or 3d6 for larger individuals, to the victim. A successful saving throw vs. poison reduces the poison damage by half.

Section 1 - Page 23


Snake Folk

Climate/Terrain: Frequency: Organization: Activity Cycle: Diet: Intelligence: Treasure: Alignment: # Appearing: Armor Class: Movement: Hit Dice: THACO: Attack: Special Traits: Magic Resistance: Size: Morale: Experience:

S N A K E

Temperate – Tropical Uncommon Tribal Diurnal Carnivorous 6 – 16 C, R, (O, U) Neutral 3d6 9 or Armor 12 (Swim 24) 1 (5 hp) 20 Weapon Hold Breath Fighter 1 or by Class M (6’ tall or 12’ long) 14 Standard- 35 Mage, Fighter, Cleric, ThiefVary by Level

Snake folk are man-sized humanoids with a human head, arms and torso, with a long snake tail. They are semi-amphibious creatures and good swimmers, sometimes being mistaken for merfolk when seen in the water. However, unlike an aquatic creature, snake folk must surface to breathe at least once per hour and can function quite well on dry land. They live in small, isolated fishing villages of up to 18 individuals along riverbanks and lakeshores. Each group of 3 includes an individual who is between 2nd and 4th level in any class. Each group of six also includes an individual of any class who is between 5th and 8th level. The leader of a community is either a cleric or mage of at least 8th level, who is accompanied by 1d3+1 bodyguards who are fighters of at least 6th level. Snake folk mages of 3rd level or higher can scribe the priest spell, Sticks to Snakes, into their spell books and learn to cast it as if it were a 2nd level arcane spell from the transmutation school. Snake folk mages may specialize as transmuters.

F O L K

Snake folk cannot swim while armored, but on land, they may wear chain mail kilts, plate mail vests and carry shields. Snake folk typically use tridents and nets in combat. They try to surround their opponents and capture as many as they can in their nets before moving in to attack with tridents.

Combat:

As Player Characters: Snake folk are unable to express emotion except to other snake folk, therefore they have a reputation for being cold, logical, and emotionally detached. Otherwise, they often make fine adventurers.

Snake folk mages, transmuters and clerics often desire to lead a group, while snake folk fighters and thieves often follow the group’s mage or cleric, regardless of race. When not in the water, snake folk clerics, fighters and thieves can wear heavy mail vests, but the flexibility of their tail prevents any type of armor other than chain mail from being worn below the waist.

Section 1 - Page 25


Appendicles for Section 1 Comparative Analysis’s of Humanoid Player Characters Appendicle 1 – Racial Minimums & Maximums If the Game Master allows a player to select the race as a character, the new character’s attributes must fall between certain minimum and maximum scores. All humanoid clerics and druids are eligible to gain bonus spells for exceptional Wisdom. Humanoid PC Ability Scores Requirements Race Str Dex Con Int Wis Cat Folk Chameleon Folk Deer Folk 4/20 3/18 3/18 3/17 3/17 Jackal Folk Owl Folk Shapeshifter Snake Folk 3/18 4/18 3/18 9/19 3/17 Squirrel Folk Tegu Folk Turtle Folk Vulture Folk

Cha 3/18

3/18

Appendicle 1a – Animal-based Humanoid Racial Adjustments Each animal-based humanoid gains bonuses to certain ability scores and suffers penalties to others. Apply racial adjustments temporarily while attempting to qualify for a specific animal-based race. The player may choose the race if the adjusted scores fall between the minimums and maximums. Once the race has been chosen, apply the adjustments permanently. Racial strength bonuses ignore exceptional strength; strength of 18 would be increased to 19 or 20. Racial charisma penalties apply only when interacting with members of other races. Humanoid PC Ability Score Adjustments Race Adjustments Cat Folk Chameleon Folk Deer Folk +2 Str; -1 Int Jackal Folk Owl Folk Shapeshifter Snake Folk +1 Int; -1 Wis Squirrel Folk Tegu Folk Turtle Folk Vulture Folk


Appendicle 2 – Racial Class Restrictions Humanoids do not enjoy unlimited level advancement in their chosen class. Animal folk characters have little or no aptitude for certain classes but excel in others. Multi-classing options differ between them as well. Animal folk mages may choose to be a standard mage or if they qualify, may specialize in one school of magic specific to their race. In most cases, both standard and specialist mages can multi-class as shown. Deer folk may choose either a fighter or a ranger (assuming they qualify) and multi-class either warrior sub-class with mage. Shapeshifters follow different rules, as shown.

Race Cat Folk Chameleon Folk Deer Folk Jackal Folk Owl Folk Shapeshifter Snake Folk

Humanoid PC Class Level Restrictions Warrior Wizard Priest Rogue Multi-Class Options 12 (Ranger 12)

8

Druid 10

9

Fighter/Thief, Fighter (Ranger)/Mage

9

12 (Trans)

8

10

Fighter/Mage (Transmuter), Cleric/Mage

Squirrel Folk Tegu Folk Turtle Folk Vulture Folk

Bonus Levels for Animal-Based Humanoids

Animal folk characters gain bonus levels that allow them to advance beyond these restrictions, if they possess an exceptional score in the prime ability for their class group. Shapeshifter characters specifically do not gain bonus levels from exceptional scores. However, the GM may allow standard demi-human and humanoid pc races from FG&G™ to gain bonus levels in a similar manner. Bonus levels can be gained while using temporary magical enhancements, such as a magical item that must be held or worn, but the bonus levels are lost if the enhancement ends, i.e. the magical item is lost or destroyed. The level or levels return if the ability score is restored to an exceptional level. The GM should note that NPC animal folk leaders are assumed to have the required ability scores for their specified level, making them even more dangerous.

Warriors: Strength between 18/51 and 18/99 grants 1 bonus level. Strength of 18/00 or 19 grants 2

bonus levels, and strength of 20 or higher grants 3 bonus levels. Wizards: Intelligence of 18 grants 1 bonus level. Intelligence of 19 grants 2 bonus levels, and intelligence of 20 or higher grants 3 bonus levels. Priests: Wisdom of 18 grants 1 bonus level. Wisdom of 19 grants 2 bonus levels, and wisdom of 20 or higher grants 3 bonus levels. Rogues: Dexterity of 18 grants 1 bonus level. Dexterity of 19 grants 2 bonus levels, and dexterity of 20 or higher adds 3 bonus levels.

Section 1 - Page 32


Appendicle 3 – Thieving Skill Adjustments Animal-folk are slightly better at performing some thieving skills and worse at others. Bonuses and penalties stack with those from Dexterity and armor and apply equally to rangers and bards when performing the same class skills. A shapeshifter neither gains bonuses nor suffers penalties. Humanoid PC Thieving Skill Adjustments Race Cat Folk Cham. Folk Deer Folk Jackal Folk Owl Folk Shapeshifter Snake Folk Squirrel Folk Tegu Folk Turtle Folk Vulture Folk

Pick Pockets

Open Locks

F/R Traps

-5%

+5%

-5%

+5%

* outdoor use only

Move Stealthily

Hide in Shadows

+5%

+15%*

+10%

+10%**

Detect Noise

Climb Walls

Read Langs.

+10%

-5%

-10%

-15%

-5%

** +20%, if used outdoors

Appendicle 4 – Humanoid Age & Aging Determine a humanoid character’s age, as well as how long he (or she) may expect to live, assuming he survives his new career as an adventurer. As the character ages, he suffers penalties to his physical ability scores and gains bonuses to his mental ability scores. The following table indicates the ages at which these penalties and bonuses start to apply. Age related bonuses that increase a prime ability into the exceptional range grant bonus levels, but age-related penalties that reduce a prime ability below exceptional range do not cause the character to loose any bonus levels already earned.

Race Cat Folk Chameleon Folk Deer Folk Jackal Folk Owl Folk Shapeshifter Snake Folk Squirrel Folk Tegu Folk Turtle Folk Vulture Folk

Start Age

Humanoid PC Age & Aging Start Age Maximum Middle Modifier Age Age*

Elderly Age**

Venerable Age***

18

1d6 – 1

100 + 2d12

50

70

100

9

1d3 – 1

60 + 2d8

30

40

60

* -1 Str, Con; +1 Int, Wis

** -2 Str, Dex, -1 Con; +1 Wis

*** -1 Str, Dex, Con; +1 Int, Wis

Section 1 - Page 33


Appendicle 5 – Humanoid Height & Weight Use the following table to determine a humanoid character’s height and weight. For these new types of humanoids, many based upon animal species, sexual dimorphism of the height and weight attributes is considered negligible. The height and weight given for the shapeshifter is when it is in its natural form. Due to its ever-changing nature and great range of proportions, the shapeshifter is not shown in the image below. If it were to be depicted, it would be shown just taller than snake folk, but individuals could be much shorter or taller.

Race

Humanoid PC Height & Weight Base Ht Modifier Base Wt

Modifier

Deer Folk*

64”

1d10

130 lbs.

2d10

Snake Folk

66”

1d8

170 lbs.

2d8

* Antlers add another 1d6+4” to height.

Section 1 - Page 34


The Unliving, The Soulless & The Damned

The Unliving The souls and spirits of the dearly departed do not always depart the Material Plane as effortlessly as they should.

The Soulless

Scenes of violent murder & bloody battlefields; negative energy pervades these locations to torment the still living.

& The Damned

Powerful in life, once high lords & great kings, they traded their immortal life forces for the power of everlasting death.

Section 2 - Page 1


A P P A R I T I O N

Apparitions vary in appearance: a skeleton wearing bloody rags, a desiccated mummy wearing soiled bandages and ragged tatters of a burial shroud, or a badly decomposed zombie wearing rusted armor and impaled by several pointy weapons. Each apparition has an equally gruesome appearance. They are mostly Ethereal and appear translucent, unless attacking. They are able to become completely Ethereal, twice per day. A pack includes an apparition and recent spawn. They are free roaming without lairs, and spawn stay with their creator for only a few weeks.

Combat: When an apparition detects the life

force of a potential victim, it will move through any mundane, solid, non-living barrier, like upturned furniture, a locked door, wall or floor, to unexpectedly appear next to the victim. Its sudden appearance causes their victims to suffer a –5 penalty to surprise. They attack with the suggestion that bony claws are choking a victim. The attack always “hits”, and the victim must roll an Int check with a –4 penalty. A successful check negates the attack and all future attacks from this particular apparition.

Section 2 - Page 2

Apparition

Climate/Terrain: Frequency: Organization: Activity Cycle: Diet: Intelligence: Treasure: Alignment: # Appearing: Armor Class: Movement: Hit Dice: THACO: Attack: Special Traits: Magic Resistance: Size: Morale: Experience:

Special Very Rare Solitary or Pack Any Not Applicable 8 – 10 E Chaotic Evil 1 or 1d4 0 (or 5) 24 8 (36hp) Not Applicable Claws of Death See below Fighter 8 M (4’ – 7’) 12 6,000

A failed check causes the victim to roll a Con check. If successful, he is affected by a fear spell for 1d4 rounds. The apparition can continue to attack while he is fleeing. If it fails, the victim dies of terror, unless remove fear is cast on him during the same round that the attack occurs. If the victim is under a protection from evil spell when the attack occurs, the Con check automatically succeeds. Apparitions become semi-solid for an entire round while attacking. Those on the Material Plane can attack an apparition only during a round that it is attacking, but those on the Ethereal can attack an apparition each round, and its AC is reduced to 5. Only an attacker on the Ethereal can permanently destroy an apparition. If an apparition is destroyed on the Material Plane, it simply reforms Ethereally within 1d4+4 days. It will then attempt to track down and kill all those responsible. A slain victim must be brought back within a single day, or he rises as an apparition 2d4 hours after. A revived victim always fails his Int check against apparitions, thereafter. If allies do not attempt to revive a victim, and he rises as an apparition, there is an 80% likelihood that it will attempt to track them down and kill them all.


D E M I L I C H

A demilich is the corporeal remains of a “dead” lich. Not destroyed and not truly dead, but the life force has voluntarily left the phylactery that kept it connected to its body and does not intend to return. The body, once held together by dark necromancy and the lich’s powerful life force, swiftly deteriorates as that energy fades, until it is reduced to a skull, a few large bones and a larger pile of dust mixed with tiny scraps of cloth. It can stay in this condition for centuries. Several (1d4+4) of the skull’s teeth have been replaced with raw, uncut gemstones, but this may or may not be readily apparent. When a demilich is encountered, there is a 75% chance that the dark energy once used to animate the body is still strong. The remaining 25% are nearly depleted and weak, however a demilich can use the kinetic and emotional energies generated during combat to recharge.

Combat: If any intelligent creature enters its

final resting place, the demilich reacts. A strong demilich causes its dust cloud to rise up in the form of a wraith, including all associated powers, and attack. The wraith-form cannot be turned but can be attacked as if it were an actual wraith.

Section 2 - Page 10

Demilich

Climate/Terrain: Frequency: Organization: Activity Cycle: Diet: Intelligence: Treasure: Alignment: # Appearing: Armor Class: Movement: Hit Dice: THACO: Attack: Special Traits: Magic Resistance: Size: Morale: Experience:

Any, Ancient Ruins Very Rare Solitary Any None 19 – 20 Z Evil (any) 1 -6 or Special Special 50hp + Special 9 Special Special Special M (6’) 17 Weak=13,000, Wraith=14,000, Specter=18,000

Every successful hit with a magical weapon appears to cause damage, but the wraith-form cannot be harmed, rather it is absorbing energy at a rate of 1 hit point of damage equaling 1 energy point. Likewise, each successful energy drain attack supplies 10 energy points per level drained. When the demilich has accumulated a total of 50 energy points, it has absorbed enough energy to change its form to that of a specter, resembling the former lich while it was still undead, with all powers associated with a specter. The specter-form cannot be turned and continues to absorb energy from attacks and energy drain attacks. A weak demilich can only cause its dust cloud to rise up in the form of a menacing humanoid shape with an AC of 10. It is unable to attack, but makes threatening moves, such as preparing to cast a spell or reaching for a piece of bone that may or may not be a wand, attempting to provoke an attack. If the demilich is ignored for 3 rounds, the dust will resettle and await its next potential victims. If, however, a weak demilich is successful and can absorb 50 energy points, it will have gained enough energy to assume wraith-form. If the demilich absorbs another 50 energy points, it can assume specter-form.


The skull has AC (-6) and 50 hit points. If the skull is touched or attacked in any way, it instantaneously rises from the ground and faces the most powerful spell caster, while simultaneously unleashing its death shriek. The death shriek can be used 3 times per day, but only once during any single combat, and permanently slays all creatures within a 20foot radius that do not roll a successful saving throw vs. death. A victim of the death shriek can only be brought back to life by a wish spell or divine intervention. If any survive its death shriek, the demilich’s next attack involves the gemstones in its mouth. Each has the power to trap the soul of a single victim. The demilich targets the most powerful spell caster first. If successful, the victim’s life force enters the gemstone and the body rots away leaving no salvageable trace by the end of the following round. The skull then settles back to the floor as if sated, but the dust cloud may continue to attack if the demilich is low on energy. If the skull is attacked again, it attacks the next most powerful creature with another gemstone, until the all have been used. If a creature is wearing an amulet of life protection, his life force will be intercepted and saved from entering the demilich’s gemstone, but his body is still destroyed. The skull is immune to most physical attacks, except as follows: A weapon with a +4 or higher enchantment bonus or a mace of disruption inflicts 1 point of damage per successful hit. A paladin wielding a +4 magical weapon or any weapon with vorpal enchantment can inflict normal damage, as can other warriors wielding a sword of sharpness, a +5 sword or a vorpal weapon. The skull is also immune to most magical effects, except as follows. A forget spell cast upon the skull will cause the demilich to stop attacking for one round per caster level. A dispel evil spell cast upon the skull inflicts 1d4+4 points of damage. A shatter spell inflicts 3d6 points of damage. A holy word spell inflicts 5d6 points of damage. A power word, kill cast upon it by a spell caster on the Ethereal or Astral will shatter it immediately.

If the demilich feels its defeat may be imminent, it will unleash its most sinister attack, an extremely powerful lichs’ curse designed to deliver unending hardship and suffering upon his attackers. Common lich curses include a permanent +15 penalty to the victims’ AC, a permanent –15 penalty on all saving throws, or a permanent loss of ability to gain experience points. The GM may also determine his own lich curse equally as bad. The lich curse can be lifted by the successful application of a remove curse spell, but the victim suffers a permanent 1-point reduction to its Cha score. If the skull is reduced to less than 0 hit points, it shatters. All activities cease if the skull is shattered, but the only way to permanently destroy a demilich is to cast a successful dispel magic upon the pieces of the skull while they are completely covered by holy water. If this action is not performed, experience is awarded normally, but the demilich reforms within 1d10 days, and even if it has already done so, places a lich’s curse upon those responsible. The gemstones cannot be removed from the skull or properly examined until the demilich is permanently destroyed, but when the process is completed, the gemstones are lying at the bottom of the pool of holy water. If any of the gemstones successfully trapped a creature’s life force, it glows. Each creature trapped inside must immediately roll a saving throw vs. spell. Failure indicates the light goes out and that life force has been permanently destroyed, not even a wish can bring it back and it is up to the GM’s discretion whether it is lost beyond the power of divine intervention to retrieve. Those who save successfully can be seen, with the aid of true seeing, as a tiny figure inside the glowing gemstone. The life force can be released by crushing the gemstone, but a fresh, unoccupied body, such as that created by a clone or simulacrum spell, must be available and within 10 yards, or the life force will go on to its after life. It can still be brought back using any method of restoring life that does not require a shred of the original body.

Section 2 - Page 11


Skeletal Warrior Climate/Terrain: Frequency: Organization: Activity Cycle: Diet: Intelligence: Treasure: Alignment: # Appearing: Armor Class: Movement:

Hit Dice: THACO: Attack: Special Traits: Magic Resistance: Size: Morale: Experience:

Any Very Rare Solitary Both Not Applicable 15 – 16 A Neutral Evil 1 2 6 9 + 2 (43hp) to 9 + 8 (49hp) 11 Weapon (+3 to hit) See Below 90%, Fighter 10 – 13 M (6’ – 7’) 15 5,000 (6,000 if magical item used)

Skeletal warriors appear very similar to standard skeletons with pinpoints of red light inside their blackened eye sockets. They wear the armor, weapons and other gear that they wore while alive. Their armor and weapons have a 60% chance to be magical. They were once heroic fighters and are counted amongst the damned. Sages of Necrocausology believe high-level wizards and demigods created skeletal warriors long ago. What is known for certain is that their life forces have been forged into a gold diadem by arcane magic. Skeletal warriors cannot rest until they are reunited with the diadem containing their life force. A warrior’s diadem allows whoever wears it to control the warrior when within 240’. It must be the only item worn on the wearer’s head in order to function. The wearer of the diadem often employs the skeletal warrior as a bodyguard or other servant that never leaves the wearer’s vicinity. Control can be active or passive. While under passive control, it can only follow the wearer and stand motionless, while the wearer can perform all actions normally. While under active control, the warrior’s actions are under the wearer’s direct control and the wearer cannot move or perform any actions.

S K E L W A R R I O R

Control can become active at will. Anyone possessing the diadem, but not wearing it, is assumed to be in passive control. If the wearer loses the diadem, the skeletal warrior immediately runs (speed 12) to the former master’s location to attack. The attack will not stop until the former master is dead or regains possession of the diadem. If a warrior places his own diadem on his head, both it and the diadem collapse into a pile of dust. Unless a creature that finds a lost diadem knows what has been found, it will not know that a skeletal warrior is hunting for the diadem. To gain initial control of a warrior the finder must wear the diadem and concentrate for a full round while able to see the warrior. A successful Wisdom check indicates the wearer has gained control. The wearer may try again once per round. Until control is gained, the warrior attacks and attempts to take the diadem.

Combat: The appearance of a skeletal warrior

causes creatures with less than 5 HD to be affected as if by a fear spell, no save. A skeletal warrior often carries a two-handed sword and other weapons. They fight as the 10th through 13th level warrior that they were in life and gain a +3 bonus to hit with any weapon.

Section 2 - Page 23


Appendicles for Section 2 Appendicle 1a – A Treatise on the Forms of the Various Undead Any adventurer worth his salt has likely encountered some form of the undead during his or her career, as these foul, once living beasts creep and haunt many of the darkest places of the world. Not all undead are alike, and the wise adventurer is one who quickly learns the differences between one undead creature and another. Most creatures that we count amongst the undead are hapless, unwilling victims of living death, whether the result of an attack by one that is already undead, an extremely traumatic, violent and unjust death, or the application of necromancy. Some forms of the undead are merely repeating patterns of negative energy, and many are mindless, animated corpses. Other common forms include the nearly mindless, ravenous ghoul and the slightly more clever and powerful ghast. However, there are forms of highly intelligent undead that make cunning and powerful adversaries, and the most rare and powerful among the undead choose their path willingly.

Speaking with the Undead

Healing the Undead

Section 2 - Page 26

Bringing the Undead Back to Life


Magical Senses of the Undead

Many characters may wonder how the undead are able to see and hear when in many cases they have no sensory organs. Sages have determined that the undead have many magical senses unknown to most of the living. The most common of these new senses are detect life force, detect motion, detect solid objects and detect vibrations. When present, these senses allow undead creatures to avoid bumping into walls or attacking random objects. They can detect sound from all directions and see well enough to discern a mace from a sword, but are color blind and unable to see fine details. They cannot identify an individual by name or description but can tell the difference between jackal folk and cat folk and sense relative levels. Some undead creatures also possess magical forms of infravision. Unless stated otherwise, these magical senses extend only in front of the creature.

Standard Immunities and Vulnerabilities

In addition to the immunities listed below, all undead (including bhuts and the soldiers and leaders of ghost armies, etc.) are immune to any form, whether mundane or magical, of paralysis, disease (aside from mummies and mummy rot specifically), poison, gas and cold. Their immunity to specific magical spells and magical items is detailed in appendicle 1b. They are also immune to the effects of a thief’s backstab ability and cannot be seen with magical or natural infravision. A vial of holy water is considered a magical weapon with appropriate enchantment bonuses for purposes of hitting undead creatures that are vulnerable to holy water. Rules regarding turning undead also generally apply to dominating them.

Part 1: The Soulless

The forms of undead counted amongst the Soulless are defined, literally, as creatures that exist without a life force.

Part 1A: The Corporeal Soulless

The nature of the known corporeal soulless beings is well understood. This form of undead includes those quickly created by the casting an animate dead spell, but also includes the extremely powerful demilich. Despite their fearsome powers, demiliches are no more than magical constructs, animated only by residual arcane, necromantic energy left behind when a lich’s life force took its final departure to planes unknown. Demiliches do not spawn.

Demiliches:

They retain no natural senses; however, their magical senses are highly sensitive. Their skull has infravision, detect life, detect motion, and detect solid objects with a 180’ range, and their skull’s detect life force is enhanced to discern a creature’s character class. Their dust cloud has detect life force, detect motion, detect solid objects and detect vibrations with a spherical effective area and 180’ range. When demiliches are not in combat, the effective area circles above their skulls like a beam of light circles the top of a lighthouse. Their dust clouds and skulls instantaneously share their magical senses, and living beings can never surprise demiliches. Demiliches understand no languages and cannot speak. A speak with dead spell always fails when cast to contact a demilich, as the location of its life force is unknown. There are special rules for combating demiliches listed in their description, and a set of optional rules is given in Appendicle 2b. They cannot be turned, but the skulls suffer 2d4 damage from holy water. In general, the skulls are immune to most mundane and magical weapons and falling damage.

Section 2 - Page 27


Part 2B: The Incorporeal Unliving

This form of undead exists out-of-phase, within an ectoplasmic shell, usually between the Material Plane and Ethereal, with a link to the Negative Energy Plane (in the case of evilaligned undead), the Positive Energy Plane (in the case of good-aligned undead) or both (in the case of neutral-aligned undead). Their ectoplasmic shells replace their physical bodies and prevent their life force from going on to the Outer Planes. They cannot see or hear as the living do; all of their senses are magical. In addition, they are often immune to gravity, so their movement rate usually includes traveling along the ground, flying (MC1), moving under water, and in some cases moving through solid objects.

Apparitions: Sages of ectoplasmology consider apparitions to be free roaming forms of the lesser ghost, usually with more a malevolent purpose. They can spawn more of their kind if they kill a human, half-human or dwarf.

While incorporeal, their thin ectoplasmic shell that allows them to walk through walls and ignore the effects of gravity also prevents them from carrying solid objects. In this form, they can also flatten their shell, duplicating the effects of a duo-dimension spell, or flow through small openings, but they rarely do so. When in semi-solid form, they may pick up and move objects as if they had a Str score of 8. They possess the magical senses of detect life force, detect motion, detect solid objects and detect vibrations. These magical senses have a range of 120’ and a spherical effective area. Living creatures cannot surprise apparitions. Apparitions understand the languages they spoke while alive but cannot speak unless they assume semi-solid form. A speak with dead spell can be cast to contact an apparition.

Section 2 - Page 34

While incorporeal, apparitions cannot be harmed by any means unless their attacker is on the Ethereal. When their attacker is on the Ethereal or they are semi-solid, apparitions are immune to mundane weapons, unless made of silver. They suffer 2d4 damage from holy water when semi-solid and are turned as 8HD creatures. Special methods to combat apparitions are in their description.


Shadow Rogues:

Skeletal warriors: Skeletal warriors are the least

free-willed of the damned. They exist in only 3 states: free roaming but searching for their lost diadem, passively controlled or actively controlled. They do not spawn. They retain only their natural sense of touch and vision. They cannot hear, smell or taste, but they have magical senses of detect life force, detect motion, detect solid objects with a range of 120’, and detect vibrations with a range of 240’.

Section 2 - Page 44


Skeletal warriors do not speak, but understand the languages they knew in life, often an antiquated form of common and 4 or 5 additional tongues of the GM’s choosing. A speak with dead spell will always fail unless the skeletal warrior is under passive control. While under active control, they have only their master’s words in their minds, and when they are free roaming, or “uncontrolled”, they are so obsessed with attaining their diadem that they cannot hear the priest’s questions. Skeletal warriors are immune to mundane weapons. They suffer 2d4 damage from holy water but cannot be turned or dominated.


Appendicle 2b – Optional Rule Concerning the Demilich The demilich’s energy is stored as hit points in its skull. The demilich has 3 energy levels. Every 2 energy points absorbed by the dust cloud, in any form, transfers 1 hit point to the skull, up to a maximum of 50. Damaging the skull, weakens the demilich, and each 25 points of damage to the skull results in the reduction of the dust cloud’s strength. If the demilich’s power fluctuates, the highest energy level attained is used to determine the experience award value. When the demilich is weak, the skull has AC 8, 1d4-1 hit points, no powers to attack, it can be easily shattered with any magical weapon or spell that inflicts damage and is worth almost nothing in experience. Unless it is shattered and destroyed as proscribed in its description, it will deliver a curse upon those that disturb its rest. When it is strong, the skull has AC 1, 25hp, and its dust cloud drains energy in wraith-form. At this energy level, it requires a +2 or better enchantment bonus to cause the skull harm and has gained its immunity to most magical effects. It can use the gemstones in its mouth to attack with trap the soul and deliver a curse if not fully destroyed. It is worth half experience award value. When at full power, the skull has AC (-6), 50hp, and its dust cloud absorbs energy in specter-form. The skull has gained immunities vs. most attacks and magical effects. It now has the full range of attack capabilities, including death shriek, and is worth full experience when destroyed.

Appendicle 2c – Optional Rule Concerning Greater Banshees & Ghosts

Section 2 - Page 54


Appendicle 2d – Optional Rules Concerning Experience Awards Adjusting XP Values for Higher or Lower Hit Points Rather than award the standard amount of experience found in the stat block of each creature, the GM may use this value to represent the amount to award for a creature with the average number of hit points (also as shown in the creature’s stat block). Creatures with more or less hp than this should have a higher or lower XP value. Use the following table to recalculate the creature’s XP Value HD/Level Up to 1 1+1 to 2 2+1 to 3 3+1 to 4 4+1 to 5 5+1 to 6 6+1 to 7 7+1 to 8

XP per HP 1 2 3 4 5 6 8 10

HD/Level 8+1 to 9 9+1 to 10+ 11 to 12+ 13 to 14+ 15 to 16+ 17 to 18+ 19 to 20 Over 20

XP per HP 12 14 16 18 20 25 30 35

For example: An orc with 5hp is worth 15 XP value, an orc with 1hp is worth 11 XP value, and an orc with 8hp is worth 18 XP value.

Additional Hit Dice Value Modifiers While calculating experience values for certain very powerful creatures, we noted a few powerful abilities that were not given a modifier, and some abilities that were given a flat modifier, regardless of the creature’s level of ability. “Table 11.2: Hit Dice Value Modifiers” in the FG&G™ rulebook can be modified by the following table. Ability Poison, spell or any other effect that requires the victim to “save or die”. Requires +2 or +3 enchantment bonus to hit. Requires +4 or +5 enchantment bonus to hit. Any High Ability Score1 Level 3 – 5 spell use2 Level 6 – 8 spell use Level 9 or higher spell use Temporary energy drain3

HD Mod +4 +2 +3 +1 +2 +3 +4 +2

Notes:

“Any high ability score” replaces “High intelligence” on Table 11.2 of the FG&G™ rulebook. Only count it once. 2 “Level 3 – 5 spell use” replaces “Level 3 or higher spells” on Table 11.2 of the FG&G™ rulebook. Spell use modifiers are not cumulative. 3 “Temporary level drain” is used to recalculate a creature’s XP value if the optional rules for level draining in Appendicle 2a are used. The XP values for energy draining undead in this book are calculated as permanent. 1

Section 2 - Page 55


Legalities

Mad Martian Art Credits: The art of Luis Peres, and Michael Zug presented in this book is Trademarked and Copyright of CS Barnhart and Mad Martian Games. Used with permission. OSR Compatible (OSRC)- This supplement is OSR Compatible and can be used with any old school RPG or modern clones. It was designed with the advanced version of the game in mind but with minimal changes can be used with original or classic rules or their clones. Armor Class is given descending values, with lower numbers being better. Fonts distributed under lOOl Fonts Free For Commercial Use License (FFC): JSL Blackletter, Version 3.0, Copyright: 2000, Jeff Lee; The "JSL Blackletter" font is based upon a typeface created by William Bullokar, for his "Booke at large, for the amendment of orthographie for English speech", published in 1580 by Henrie Denham.

Wesnoth Art Credits: Nagini Fighter (Section 1 - Page 31) & Wesnoth Lich (Section 2 - Page 43) by: Wesnoth community artists of all

Wesnoth Portraits, among them: Kitty/ Kathrin Polikeit; Dark Adept; Girgistan/Christian Sirviö; LordBob/Emilien Rotival; thespaceinvader/Philip Barber; Sleepwalker/Marcus Rosén; JustinOperable/Justin Nichols; Valkier/Chris Wilson; bera/Bora Orcal; Quellion/Santiago Iborra; Jason Lutes; James Woo; Alex Jarocha-Ernst; Nicholas Kerpan; Pekka Aikio; Valdroni/Jason Frailey. full list at: http://svn.gna.org/viewcvs/wesnoth/trunk/data/core/images/portraits/ARTISTS?revision=49547&view=markup

CC by SA 2.5/3.0 credits

Reineke Fox (Section 1- Page 31)-By Frithjof Spangenberg - Own work https://commons.wikimedia.org/w/index.php?curid=993784 Trionfo della morte (Section 2 – Page 52)- Photographed by Paolo da Reggio – Own work (assumed) https://commons.wikimedia.org/w/index.php?curid=453335 Addacat- Boots(Section 1 – Page 31)- By Archibald Tuttle – Own work https://commons.wikimedia.org/w/index.php?curid=8997880.jpg

Declaration of Open Game Content (OGC): "For Gold & Glory" and "FG&G" are Trademarks of Justen Brown. “Mystical Lands” and “So old school, you can almost forget it's a clone.” are trademarks of the Hawk Wolf Network. Everything else in this document is considered Open Game Content, EXCEPT the forewords, and the proper names and complete descriptions of creatures, including but not limited to örlog and spectral fae, which are not found elsewhere in the OGC.


The Open Game License Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved. Definitions: "Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; "Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; "Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content;

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Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker,Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker

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Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document Copyright 20002003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. Creature Collection Volume 1 Copyright 2000, Clark Peterson.

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