Showing posts with label Yet more cannibal monsters (I blame Hannibal). Show all posts
Showing posts with label Yet more cannibal monsters (I blame Hannibal). Show all posts

Sunday, 19 June 2022

Early modern corpse medicine

I recently read a book called Mummies, Cannibals, and Vampires, by Richard Sugg. Despite its title, it's not about monsters. Instead, it's a history of what Sugg calls 'corpse medicine' - the early modern practise of using bits of dead people in attempts to cure the living. Sugg can be a bit credulous in places, but he does a good job of establishing that human blood, fat, and bone saw fairly widespread use in both European folk remedies and 'academic' medicine during the period, giving rise to a range of often gruesome medical practises that, in some cases, lingered on as late as the nineteenth century.

Here are the most gameable bits.


Skull Moss: The theory went like this: during life, your brain is constantly sloshing around inside your skull, marinading the bone in brain juice (AKA 'vital spirits'). So after you die, some of the life-giving power of your brain juice should logically still inhere in your skull. You could just grind up a skull and use the resulting powder as medicine, and indeed many people seem to have done exactly that. But the best way to get the power out is to take a human skull and grow moss on it, preferably by moonlight or starlight. The moss sucks the power of the vital spirits out of the skull, and you can then powder and eat the moss as a remedy. 

Plot seeds: 

  • 'My loved one is sick! Bring me the powdered skull of something with really powerful brain-juice! Maybe a wizard or a dragon or something.'
  • 'Actually, what we really need is their whole skull, so we can grow moss on it in the light of the full moon. That won't be a problem, will it?'
  • 'And we need the brain-juice to be super-fresh, so you'll need to either find one that's just died, or kill one for us yourself. Remember - the skull must be intact! No headshots!'
  • If your PCs end up building some kind of freakish garden full of moss growing on the skulls of everything they've ever killed, then so much the better!

Strangulation boosts skull quality: If someone dies by hanging or strangling, then at the moment of their death their life force will obviously be trapped inside their head, unable to escape down into their lungs. This means they will die with a head full of super-charged brain juice, making their skull (and any skull moss subsequently grown on it) extra-potent for medical purposes. There was consequently a brisk trade in the skulls of the hanged.

    Plot seeds: 

    • 'We need the skull of a [wizard/dragon/whatever] that died by strangulation. Any other death makes them useless to us. Here's a noose. Good luck!'
    • 'Did you hear? They're hanging Horatius the Hexmaster tomorrow! Everyone's going to want his skull! We need a plan to get in first...'

    Subdermal talismans: One particularly hardcore early modern soldier apparently wore a lump of skull moss under the skin of his own head, presumably by cutting a flap of skin off his forehead, pushing the moss under it, and then sewing up the wound and letting it heal. Probably the intention was to fortify his own skull with a double-dose of life-giving brain-juice. Apparently it worked, too, protecting him against being injured by sword-blows to the head. 

    Plot seeds:

    • PCs should absolutely be encouraged to sew lumps of skull-moss from all the scariest things they've killed under the skin of their own heads. Give them mechanical bonuses for doing it. You should be able to spot a real monster-slayer from all the weird scarred-over lumps bulging out of their foreheads.
    • An enemy with a sufficiently impressive skull-moss collection might be almost unkillable, requiring PCs to specifically cut away their subdermal talismans to render them vulnerable to harm - tricky if they're also wearing a helmet!


    Wound salve: According to the early modern doctrine of sympathy, a connection existed between a wound and the weapon that caused it. Rubbing a 'wound salve' made of human blood, fat, and skull moss on a bloodstained weapon would make the wounds caused with it heal, no matter how remote the victim might be.

    Plot seeds:
    • 'I can't treat this injury - the poison is far too powerful! Find me the knife that made it! I'll treat that, instead!'
    • Wounds could be used as a means of ensuring loyalty at a distance. 'Oh, that wound looks pretty mortal, doesn't it? But as long as you keep making payments, I'll keep applying wound salve to the knife I just stabbed you with...'
    • Sugg doesn't discuss it, but there was also believed to be a 'powder of sympathy' which, if stabbed with a weapon that had been previously used to wound someone and which was still stained with their blood, would cause that person to experience sudden pain, no matter where they were on Earth. The potential value of such powder as a weapon (or, indeed, as a long-distance signalling mechanism) should be obvious!
    A cure for bad blood: To reconcile enemies, take blood from both of them and mix it with fertile soil, then grow herbs from the soil and feed the herbs to both enemies. This mixing of their life forces will soften the enmity between them. 

    Plot seeds: 
    • This scenario basically writes itself. 'Here's a bag of dirt, a bag of seeds, a sharp knife, a bottle, and a cookbook. Now get out there and end that feud!'
    • Good luck convincing someone who knows you've been consorting with their mortal enemy that you've got a totally innocent reason for first cutting them open and stealing their blood, and then coming back and feeding them a bowl of herbs with questionable origins!
    Blood lamps: Take a lamp, fill it with human blood drawn from one person, and then light it. The light from the lamp will reflect their condition - if it burns clear and bright they're probably OK, but if the flame wavers it means they're troubled, and if it goes out suddenly for no reason it means they've died. Presumably the lamp required periodic blood top-ups to renew its connection.

    Plot seeds: 
    • A ruler or spymaster might maintain whole rooms full of blood lamps, one for each person they want to keep tabs on. Plenty of opportunities for sabotage by spiking one person's lamp with someone else's blood!
    • 'I know he says he's fine, but how's he really doing? Here - take this lamp, steal some of his blood, and pour it into it. I just want to make sure that he's actually OK...'

    The Hand of Glory does appear in the book, but is surely too well-known to need writing up here.


    Dead man's hand: One seventeenth-century doctor recommended treating piles and swellings with the sweat of a dying man. This was obviously a pretty time-limited resource - if he's genuinely dying, you've only got so long before he tips over into being dead - but luckily, there was an alternative: you could rub them better with a dead man's hand! (Presumably he had a preserved one that he used for this purpose? I imagine it mounted on a stick for easier rubbing...)

    Plot seeds: 
    • A particularly stubborn disease might need rubbing with a particularly powerful severed hand - perhaps one belonging to a dead cleric, wizard, etc. If you can grab some of his sweat while he's dying, that's a bonus!
    • A curse or monster might inflict terrible swellings on those who oppose it, requiring the PCs to rub one another down with severed hands in mid-melee!

    The executioner's other trade: Each human body was believed to possess a certain allocation of life force, which leaked away through age and sickness - thus the bodies of young people (especially healthy young men) who died suddenly by violence were held to possess great power, as so much unspent life force remained bottled up within them. Many early modern executioners thus carried on a thriving trade in the blood, bones, skin, and fat of their victims, all of which were believed to possess healing properties and even to be able to ward off black magic due to the life force with which they were charged. The fresher these body parts were, the better - people desperate for cures would sometimes come to beheadings with cups, ready catch and drink the victim's blood right at the foot of the scaffold. 

    Plot seeds: 

    • A corrupt magistrate might be in league with the local executioner, having specific people executed on trumped-up charges because he believes their body parts are likely to fetch a particularly good price on the open market.
    • In a region plagued by witches, different families might compete fiercely for bits of each person executed (and agitate constantly for more executions), seeing such corpse-talismans as their best hope for protecting their families from dark sorcery.
    • A PC suffering from a magical curse or disease might learn that their only cure is the freshly-spilled blood of an executed man. When's the next execution happening, again? And they'd better be ready to fight for a spot at the foot of the block - they won't be the only ones there waving empty tankards around and trying to guess the likely trajectories of arterial spray...
    • PCs tend to inflict a lot of violence and untimely death - what if they start selling the blood and bones of their victims, too? How will the local executioners react to someone trying to break into 'their' trade?

    Blood against age: Drinking the blood of the young and healthy was thought to grant strength to the old and infirm. Normally the 'donor' was paid, though rumours circulated that some rulers had young victims abducted and murdered for the sake of their life-giving blood.

    In-game uses:

    • 'No, I need someone really healthy. Get me... like... a barbarian champion, or something. Then tie him down so I can drink some of his blood!'
    • Campaign start concept: the PCs are a bunch of random travellers kidnapped because their hardy, athletic frames make them ideal targets for the local lord's medical vampirism. Now they need to break out of his horrible castle before he drains them all dry like the ghastly, thirsty, geriatric monster he is. Good thing they're all such vigorous specimins!

    A cure for flatulence: Tired of farting at inconvenient times? Try wearing gloves made of human skin! For some reason they're good for the joints, as well! 

    (We can only hope that not too many people tried putting this one into practise, although the idea of human leather doesn't seem to have disturbed our ancestors as much as one might expect. Books continued to be intermittently bound in human skin well into the nineteenth century.)

    Plot seeds:
    • 'So what you need to do, right, is wait until he begins his big speech, and then pull his human-skin gloves off! His uncontrollable flatulence will finish his career on the spot!'
    Preserved scalp of the Red Barn Murderer, Richard Corder, and a book of his crimes bound in his skin. From 1828.

    Mummy: The crushed flesh of Ancient Egyptian mummies was believed to have many healing properties - so much so that demand for it soon outstripped supply. Egyptian corpse-merchants made up the shortfall first by substituting 'natural' mummies (the dried-out corpses of travellers killed in desert sandstorms) for the ancient kind, and then by just buying up as many bodies as they could, drying them out in giant ovens, and exporting them as 'mummies'. Paracelsian medicine maintained you could make a home-grown version just as good as an ancient one by taking the freshly-killed body of a young man who died by violence, leaving it out overnight, cutting it into strips, and macerating it in wine. So as well as moss-covered skulls, dead men's hands, human-skin gloves, crushed-up mummies, and pastes made from human blood and fat, the workshops of early modern doctors may also have contained shredded corpses in wine. For, y'know, medical reasons.

    Plot seeds:

    • 'Find me a genuine ancient mummy, with a pyramid and everything! Then crush it up so I can rub it on my injuries. You can keep the inevitable cursed gold for yourselves.'
    • PCs may kill a lot of people, but they probably don't carry giant urns of wine around on adventures with them. So for an extra pay-off, why not drag all those corpses back to the local wine-merchant and have them made into medicine? Let's just hope no-one asks any awkward questions about why you're dragging all these hacked-up corpses around...
    • With all these mummies being traded back and forth, how long can it be before an undead one gets mixed in with the rest, and wakes up just as it's being unloaded from the ship? Imagine how angry some ancient priest-king will be upon discovering he's narrowly avoided being ground up for medicinal purposes...
    • Some early modern doctors also broke into barrow mounds in search of ancient dead people to grind up into medicine. Think of all the furious barrow wights!

    The Black Doctors: Suspicion of the medical profession seems to have run deep in rural Scotland. There parents would warn their children of 'the Black Doctors', medical murderers who lurked around looking for potential victims. When they spotted a likely target they'd sneak up behind them and slap a black adhesive patch over their nose and mouth, suffocating them and preventing them from calling out, then drag them off to make healing broth from their bodies and bones. (Very similar stories circulated in early Victorian London, where medical murder-gangs were rumoured to garrote pedestrians and throw their bodies down through hidden hatches into ever-boiling cauldrons in the tunnels below.)

    Plot seeds: 

    • Hunt down the medical murder-crew preying on the local population! Then struggle with your conscience over what to do with all the cannibalistic healing broth you've just acquired from their hidden lair!
    • Actually, those suffocation-patches sound pretty handy for adventurers, too...

    Saturday, 5 December 2020

    Ghoulstorm part 2: ghouls from G-W

    Part 2 of my Ghoulstorm. Part 1 (ghouls A-F) can be found here

    24: Ghoul-blooded. Not actually undead, just humans with enough ghoulish ancestry to make its mark. They tend towards long nails, pale skin, hunched postures, and a natural aptitude for digging and butchery. Strong stomachs and an innate resistance to disease makes them natural survivors, often clinging on in ruinous and marginal communities long after almost everyone else has died or left. Some long-lived ghouls, especially socially-adept kinds such as beguiling ghouls and enchanter ghouls, end up siring whole broods of ghoul-blooded offspring who look up to them as the immortal patriarchs or matriarchs of their clans. Most ghoul-blooded families live blameless lives as grave-diggers or slaughtermen, but those of them that dig too deep into the secrets of their own ancestry have a tendency to go very bad very fast. 

    25: Ghoul gourmets.
    Like Feasting Ghouls, but genteel. They pride themselves on not just eating any old carrion, and indeed they usually don't even eat the entire corpse: one may fancy himself an expert in livers, another a connoisseur of tongues, and so on. They gather in grotesque 'dining clubs', and dress to match, but they're still ghouls and cannot pass for human: consequently they hold their 'meetings' in ruins and graveyards, lolling about on mausoleums wearing ragged top hats and tailcoats, nibbling daintily on cannibal confections and having long, tedious debates about the merits of different forms of pickling. Tend towards either skeletal thinness (for those that are picky eaters) or grotesque obesity (for those that are 'fond of good living'), with barely anything in between. They pride themselves on their manners and good breeding, and will always treat visitors politely - unless they do something 'uncouth' like screaming or vomiting or objecting to all this cannibalism, in which case the mortuary knives come out. They will pay well for new and exciting delicacies.

    26: Grave ghouls. Burrowing horrors that live in subterranean lairs dug out beneath graveyards, from which they dig upwards into the bottoms of graves, clawing through the undersides of coffins and dragging corpses down to be devoured. They dig vast tunnel networks, and when a cemetery has a long-standing grave ghoul infestation these networks may end up stretching for miles, connecting widely-separated graveyards, basements, and sewers. They have a natural kinship with rats, who serve them as pets and spies and messengers, and often grow huge and sleek in their service. They prefer their food good and putrid, but if their cemetery is exhausted and not replenished they are not above digging into people's houses and making their own corpse supply. If the closure of the local graveyard is followed by a rash of mysterious disappearances, then grave ghouls are probably to blame. 


    27: Great ghouls. Enormous monsters, much larger than a man: hugely swollen, hugely strong, waddling, gluttonous, and virtually unstoppable. Their massive bodies can bludgeon their way through almost any obstacle, and their huge, distended jaws can tear off entire limbs at once, swallowing them whole and digesting everything from skin to bones in the gurgling acidic hells of their bloated stomachs. They aren't stupid, but they're so strong and so hungry that they tend to do very little thinking, just smashing through whatever lies between them and their next meal. Sometimes act as leaders to packs of smaller ghouls. 

    28: Gutter ghouls.
    Wretched ex-humans who come creeping up in the dark from forgotten pits and basements, their inhuman features hidden beneath layer upon layer of filthy rags. For the most part they shuffle along pretending to be lepers or beggars, slurping up foul offal from the gutters when they think that no-one is looking, or surreptitiously licking the trampled corpses of dead rats or pigeons from the cobblestones by night. They are dreadful cowards, and will cringe and whine and flee if confronted - but if they spot a good opportunity for murder they will take it, mobbing unwary victims and dragging them down into sewers or alleyways to be strangled and devoured. They desperately fear the light.

    29: Horned ghouls. Possibly the devolved remnants of some demonic cult now thankfully lost to history, these ghouls have skull-like faces topped with long, curving horns like those of an antelope. They lair in hidden chambers beneath old standing stones, ruined temples, and ancient monoliths from which the blood stains cannot be cleaned, and wrap themselves in tattered, flapping black robes and ancient ceremonial jewellery made from rich red gold. For the most part they sleep through the years, emerging only on certain unholy nights in search of living victims: these they abduct, drag back to their stones for ritual sacrifice, and then devour, before crawling back into their hidden lairs leaving only a scattering of gnawed bones behind. They fight with corroded swords of ancient iron, and with a gesture of their clawed hands they can call forth blasting hellfire, induce crippling pain, or summon insects in buzzing, biting clouds. However, their insistence upon taking their victims alive and bringing them back for proper ritual sacrifice means that those they take can sometimes be rescued before it is too late, whereas most other ghouls would simply eat them at the first opportunity. 


    30: Human ghouls. Otherwise-normal people who practise ritual cannibalism as a means of enhancing their strength and prolonging their youth. In civilised regions, human ghouls will usually be lone practitioners or horrible cannibal cults: in more remote areas, whole clans or communities might engage in such practises, although they probably won't talk about it when outsiders are around. Those who make a habit of such practises end up marked by weird growths of bulging muscle and an unhealthy corpse-like pallor. Their cannibal elders, their lives stretched into centuries by regular meals of human flesh, devolve progressively into warped and monstrous creatures that have to be kept hidden from strangers, brought out only when their memories need to be consulted or when there are annoyingly inquisitive outsiders to be killed.

    31: Hunter ghouls. The wolves of the ghoul world: tireless, baying pursuit predators who lair deep in the wilderness and hunt in packs, tracking their victims by scent, running over the rocks or swinging through the trees in howling mobs. They chase and chase and chase until their prey is ready to drop from sheer exhaustion: only then will they close in for the kill, their yellow eyes glittering in the dark. They dislike anything resembling a fair fight, so if you can wedge yourself in a place where they can only approach one by one then you might be able to hold them off until dawn: failing that, your best bet is to try to wash away your scent, as their smell is by far the keenest of their senses. They are sometimes used as hunting dogs by royal ghouls.

    32: Ice ghouls. Arctic horrors resembling frostbitten corpses, missing fingers or toes or noses, their flesh blue-white with cold. They bury themselves in the snow, burrowing through it until they feel the vibration of approaching steps, then lying in wait for victims, ready to come bursting out of snowdrifts and paralyse their prey with their freezing hands. Their touch sucks all the warmth from living beings, and those killed by it are left frozen solid: the ice ghouls will drag these frozen corpses back to their lairs in icy caves carved from the flanks of glaciers, where they will be devoured slowly, joint by frozen joint, over the course of many years. Ice ghoul caves often resemble bizarre and horrible freezers, crammed with frozen corpses in various stages of dismemberment and consumption.


    33: Involuntary ghouls. Sometimes people come through a bout of ghoul fever with their minds relatively intact. Theirs is a miserable state, tormented by a cannibalistic hunger that simultaneously tempts and horrifies them. Many destroy themselves, or commit 'suicide by cleric': others flee into the wilderness and end up going completely feral, or spend years living ghastly double lives, pretending to be ordinary people while making surreptitious trips to the graveyard on nights when the moon is dark. For those strong-willed enough to hold their hungers strictly in check, the occasional carrion feast might seem a small price to pay for agelessness: but the urges only grow with time, and few indeed manage to retain their sanity for more than a decade or so. Some kind of medical and/or magical cure might be possible for those who aren't too far gone. 

    34: Lake ghouls. They resemble drowned corpses, livid and bloated and swollen. For the most part they sleep at the bottom of lakes, covered in mud and silt - but when they sense the characteristic vibration of human voices through the water they will swim stealthily upwards, lurking in the darkness of the water, swathed in floating weeds for camouflage and looking for a chance to feed. They will grab paddlers by the ankles and drag them into deep water, pull down unwary swimmers, grab fishing lines or nets to yank in fishermen, or tear open the bottoms of boats in order to sink them and devour their occupants. Their favoured method of murder is by drowning, dragging their victims down into the dark depths and holding them there until they expire. Whenever possible they prefer kills that look like accidents, and many a lake has an undeserved reputation for treacherous tides when in fact it harbours a lake ghoul lurking on its bed, surrounded by the mud-covered bones of its previous meals.

    35: Mystic ghouls. These are what Fallen Ghouls pretend to be: mystics who have taken up ritual cannibalism as part of a deliberate course of antinomian mysticism, systematically breaking moral laws and taboos as part of an effort to attain enlightenment. They probably do all kinds of other awful things, too, but they commit their atrocious acts with a weird detachment, as though in states of abstract contemplation or ecstatic trance, utterly different from the revolting bestial gluttony of most other ghouls. When they're not ritually killing and eating people they're usually to be found in ascetic meditation, often seated on old tombs or in open graves surrounded by circles of grinning skulls. They possess great wisdom and mystic knowledge, and are sometimes sought out by aspiring contemplatives who aren't too picky in their choice of gurus. 


    36: Radioactive ghouls. All fans of post-apocalyptic fiction know that the first symptom of radiation poisoning is nausea, and the second is degenerating into a cannibal mutant. These blighted creatures roam the blasted radioactive deserts, warped and hungry, their pale skin faintly luminescent in the dark. Often they lair in the shattered ruins of bombed-out cities, in zones so radioactive that no normal creature could survive in them for long. Their touch causes radiation burns. Their eerie keening can be heard for miles across the wastes.

    37: Royal ghouls. Remnants of noble houses long since collapsed into degenerate insanity, these ghouls still cling to their crumbling castles or ruinous manor houses, mad cannibal kings of their own desolate domains. Dressed in bloodstained finery, they rule over courts of cringing sycophants, sending forth their minions (whether human or undead) to bring them the ghastly foodstuffs they now crave: sometimes they even ride forth to hunt in person, mounted on immense black horses, with packs of hunter ghouls baying at their heels like hounds. Some maintain bodyguards of chivalric ghouls, or install church ghouls as their personal chaplains: in such cases, they demonstrate their generosity by sharing their prey with their household retainers, presiding over grotesque cannibal feasts in which human carrion is served on the massy gold and silver plate of their ancestors. Many possess innate sorcerous powers inherited from the corrupted bloodlines of their diabolist forebears. They are usually quite insane, and such is their narcissistic pride that they can be easily manipulated by playing upon their monstrous vanity and hunger for flattery. Prone to lunatic rages if disappointed or defied.

    38: Smoke ghouls. Huge, pot-bellied monsters, their flesh burned black by the smouldering fires that burn continuously within them. They haunt lands blasted by certain magical disasters, smoke drifting from their mouths, their cracked skin burning hot to the touch. Those they kill are fed, limb by limb, into their huge mouths as fuel for the unquenchable fires that smoulder in their bellies. (If you kill a smoke ghoul you can extract this fire if you're careful, which will burn forever as long as you feed it a little flesh and blood from time to time.) They can vomit forth fire on their enemies, or belch out enormous clouds of singing cinders to blind them. If the fires inside them are ever extinguished (by e.g. pouring water down their throats) then they die instantly.


    39: Stalker ghouls. Unlike most ghouls, with their indiscriminate appetites for carrion, a stalker ghoul will fixate on a single victim at a time, drawn to them by some indefinable quality of their scent. Once it has chosen a target it will stalk them tirelessly, always watching, always lurking, waiting for the moment to strike. They are very agile and very stealthy: they will skulk in shadows, crawl across rooftops, and squirm through narrow windows to get to their prey. Their patience is endless, as they are watching not just for an opportunity to kill their victim but for a chance to steal their corpse and drag it away to be safely devoured, and they are quite prepared to wait for months on end for a suitable opportunity to arise. If necessary they can assemble crude disguises to pass as human, though one glimpse of their crazed eyes and fang-filled mouths is enough to reveal their monstrosity. They cannot speak, only hiss. If spotted or challenged they flee at once, but they will resume their stalking at the first opportunity, ceasing only when they or their quarry meet their deaths.

    40: Swamp ghouls. They resemble leathery bog corpses, so twisted they are unable to stand upright, squirming and moaning as they slither through the swamps. When prey comes close they sink down into the mud, twisted claws reaching stealthily out from stagnant puddles to grab unwary victims by the ankles and yank them down into the mire. Horribly strong, they will drag their prey into the marshes and hold them down, trying to drown them in mud: then, when all the struggling has stopped, they will pull them down beneath the surface to be slowly devoured. Their eyes glow with a dim green phosphorescence, like rotting wood, and their tough, sinewy bodies are frustratingly resistant to injury.

    41: Trapper ghouls. A nest of trapper ghouls will lay claim to a territory - a wood, perhaps, or a ruin - and fill it with traps designed to catch and cripple the unwary: snares, pits, spikes, punji sticks, bear traps, weighted nets, deadfalls, and whatever else their cruel and ingenious hands can devise. They are skilled mechanics, expert in the use of improvised materials, and the longer they remain in an area, the deadlier it will become. The ghouls themselves will lurk in some lair surrounded by deathtraps, which only they know how to navigate safely, emerging periodically to reset their traps and retrieve whatever prey, living or dead, has fallen into their snares. Even after the ghouls are cleared out, their leftover traps may go on killing and maiming for months or years to come. 


    42: Vault ghouls. Remnants of an ancient people who were sealed beneath the earth in great vaults long ages ago, although whether this sealing was an accident, a punishment, or a deliberate attempt to escape catastrophe is unclear. For years - perhaps for centuries - some kind of organised society persisted in the vaults, but eventually everything fell apart, and every vault that has been opened has contained nothing but mad, ragged cannibals, warped by the weird energies of their ancient machines, and pale from generations beneath the earth. From within the vault doors are impenetrable, but from the outside they are easily opened, and several unfortunate mining or caving expeditions have accidentally unleashed cannibal plagues upon their communities after incautiously opening the ancient metal doors they found embedded in the rock deep beneath the earth. 

    43: War ghouls. Huge pallid brutes used as necromantic shock troops and terror weapons, with legs powerful enough to leap over trenches, huge hooked claws for climbing up fortifications, and massively-muscled bodies capable of simply smashing through wooden barricades. Often equipped with bulky spiked armour that allows them to function as humanoid battering rams, smashing their way into buildings and proceeding to slaughter and devour everyone inside. Only vestigially intelligent: they aren't so much given orders as simply pointed in the correct direction, and once they've killed a bunch of people they will stop to eat their corpses, taking no further part in the battles around them unless their feast is disturbed. On the rare occasions when royal ghouls ride into battle, they sometimes do so perched on a war ghoul's shoulders, steering their savage mounts by means of implanted chains welded to their bones. 

    44: Wood ghouls. They resemble humans grown, rather than carved, from dark wood, with dark pits for eyes and long, branching fingers and wide mouths full of sharp wooden spikes. Arising apparently spontaneously from the trees of certain accursed forests, they are not truly undead, but hunger for human flesh none-the-less - not to feed themselves, but to fertilise the evil trees from which they are born. They scuttle along the forest floor, hiding themselves beneath the leaf litter until it is time to strike, or else camouflaging themselves against the bark of trees, their bodies almost indistinguishable from the wood they cling to until it is too late. Their victims are ripped open with their hooked talons, their bleeding bodies dragged back and forth across the forest in order to fertilise its soil with their blood, before being reverently buried beneath the oldest and most evil trees. In woods with long-term wood ghoul populations, the soil beneath these trees may eventually become positively choked with bones, their roots twisting though skulls and rib-cages, each new death feeding the dark enchantment from which the wood ghouls are born. 

    Tuesday, 1 December 2020

    Ghoulstorm part 1: ghouls from A-F

    Ghouls have always been one of my favourite D&D monsters. Partly its the imagery: crazed eyes, pale faces, fanged mouths, and long, long reaching arms are literally the stuff of nightmares. (Trevor Henderson has built an entire career out of them.) Mostly, though, it's the associations: hunger, madness, degeneration, desperation, loss. Those thin, emaciated bodies; those desperate, grabbing hands. Zombies are often cannibals too, of course, but they're mindless cannibals, whereas the point of ghouls is that they aren't mindless, which makes them much more horrible. There's a person in there, and all they can think about is just how much they want to eat you. 

    I started brainstorming some ghoul ideas recently and it got out of hand and I ended up with loads of them - so many I had to split them into two posts. Using them all in the same campaign would be massive overkill, but hopefully most readers will find one or two in there worth using in their own games!


    1: Ancient ghouls. Certain ancient desert ruins are less abandoned than they appear to be, and by night the degenerate descendants of their original inhabitants come crawling up out of hidden vaults to kill and devour any who trespass in their ruinous domain. They speak a corrupted form of the original language of their people, although the skill of reading its hieroglyphs has long since been lost to them. They are adept at tunnelling into long-lost tombs, which they loot without compunction, convinced that they are the only true heirs of their long-vanished builders. They wield the rusted khopeshes of long-dead warriors, cram the rings of vanished kings onto their bony fingers, and wind the jewels of ancient queens in ropes around their withered necks. 

    2: Anti-personnel ghouls. Barbarous traps devised by ingenious necromancers: ghouls are packed into iron coffins like sardines, which are then sealed shut and buried beneath the earth, their lids spring-loaded to open when a pressure plate is triggered or a lever is pulled. In a field mined with anti-personnel ghouls, one incautious footfall can bring mobs of mad and ravenous undead bursting to the surface to feast upon whomever triggered their trap. Some ancient necromantic battlegrounds are littered with hundreds of the things, still rusting away in the earth centuries after the battles they were originally deployed for. If retrieved intact they can be reused as traps, or even as unconventional catapult ammunition - hitting the ground should trigger the pressure plate, releasing the ghouls to devour everyone around the impact zone. 


    3: Beguiling ghouls. Thin, pale, sensuous, and glamorous, with kissable red lips and knife-sharp cheekbones and truly amazing hair. Often splendidly dressed, as they usually have no shortage of admirers willing to ply them with expensive gifts. Discreet cannibals, with tasteful little kitchens hidden behind secret doors where their least-fortunate lovers are butchered, cooked, and eaten. Their beautifully-manicured nails are razor-sharp and capable of injecting paralytic venom. Capable of putting on a good show of sophistication, but under all the fancy cookery and beautiful clothes they're every bit as much in thrall to their vile hungers as the lowest ghouls that slurp carrion from the gutters. Their children often become ghoul-blooded.

    4: Bioweapon ghouls. Vat-bred mass-produced clone warslaves, aggressive and hardy and ravenous, designed to spill over enemy territory like locusts and strip it bare of life before dropping into catatonic suspended animation. Dead white skin apart from the tattooed serial numbers on their foreheads. Had a nasty habit of turning upon their creators. Expect ancient laboratories, shattered glass, and hulking ghoul-kings in tattered lab-coats wearing the skulls of long-dead scientists as crowns. If you're lucky they'll have enough intact psycho-surgical programming to recognise their own deactivation codes when they hear them. 

    5: Bone ghouls. While they share the hunger of all ghouls for flesh, these have a special relish for bone marrow: they crack open bones with their sharp yellow claws, and slurp out the marrow with their long, warty black tongues. They dwell in dismal ossuaries hung with bones, tessellated together across the walls and dangling from the ceiling on cords of woven sinew: bones likewise furnish them with both weapons and armour, whether worn across the body for protection, sharpened into knives or spearpoints, or simply wielded as clubs. They lair together in savage clans, all sharing one bone-pile, and often led by skull-wearing chieftains of prodigious size and strength.


    6: Butcher ghouls. Brawny, no-nonsense murderers who dispatch their victims with a minimum of fuss, usually via an unceremonious blow to the back of the head with something heavy and sharp. Then they drag the corpses back to their lairs where the real work begins, setting about with knives and grinders until the bodies have been processed into steaks, joints, sausages, and pies. Butcher ghouls usually work in family units, with older ghouls instructing the younger in the mysteries of the trade, and they sometimes act as provisioners for the superior sorts of ghoul, such as beguiling ghouls and royal ghouls. If cornered in their slaughterhouses they fight with meathooks and cleavers and a disturbingly perfect knowledge of human anatomy. 

    7: Cave ghouls. Thin and pale and spindly, they hide themselves from the light, folding themselves into narrow cracks in the rock and listening in the dark for prey. They can climb along walls and ceilings like awful white scuttling spiders, moving horribly quickly, a flicker of white limbs glimpsed by torchlight deep beneath the earth. Long, long arms reach out unseen from the hidden crevices they hide in, to snatch victims and drag them down into concealed pits to be devoured. They will sabotage climbing and caving expeditions, cut ropes, pull out spikes, yank people off ledges whenever they have the furthest to fall. They will wait until all the screaming is over and then come climbing down the cave wall, cautious and pale and silent, to feast on the broken corpses and lick the cooling blood from the rocks below.


    8: Chemical ghouls. The botched results of ghastly alchemical experiments, these creatures are pale and hairless and feral, constantly twitching and shivering, glistening with a sheen of acidic sweat. Their supercharged metabolisms mean that they are always hungry. Mostly they just lie in the dark, whimpering and quivering, but when they scent prey they transform at once into terrible predators, leaping and sprinting and howling as they run down their victims and pin them down with their burning, acidic hands while tearing at their flesh. Fortunately they are near-mindless and are easily tricked or lured into traps, their desperate hunger overriding all other concerns.

    9: Chivalric ghouls.
    Huge, pale, hulking cannibals in rusted, bloodstained plate mail, their mad faces and monstrous fang-filled mouths hidden behind visors of tarnished steel that are forged in the shape of fantastical monsters and are never lifted except to allow the ghoul knights eat. They wield enormous swords and axes, hacking their enemies to bloody ruin and feasting on their remains. They are capable of more restraint than most ghouls, and could pass for 'just' a company of psychopathic super-heavy infantry until you see them feed. Happy to fight for any tyrant who can guarantee them a steady stream of victims. 

    10: Church ghouls. Among humans they pass as monks, shuffling along in the twilight, their hooded cassocks concealing their awful faces. Among their own kind they are revered, presiding over ghastly cannibal masses in hidden subterranean shrines of dark and dripping stone. Theirs is a dreadful faith of pain and hunger, built around the deified memory of the tyrant kings of grim antiquity, who filled the world with luscious carrion wherever they went. In their sermons the church ghouls give themselves over to apocalyptic visions, prophesying to their baying congregations of a coming age of universal slaughter when the faithful shall glut themselves upon the world's offal. When they must travel above ground they take retinues of chivalric ghouls as escorts, whose intimidating presence serves to discourage anyone from looking at these 'holy men' too closely, or from asking too many questions about why people seem to go missing every time they pass through. 


    11: Claw ghouls. Hunchbacked and skeletally thin creatures, with rictus grins on their skull-like faces and yellowish skin stretched tight over their misshapen bones, their long, long arms ending in enormous curving talons like those of a bird of prey. They come crawling out of pits to hunt by night, disembowelling their victims with a single swipe of their awful claws before slurping up their entrails with horrible avidity. They aren't stupid, exactly, but their minds have been so eroded that all they understand is hunger and a certain instinctive cruelty. They sometimes serve as attack dogs for more lucid ghouls.

    12: Cyber ghouls.
    Recipients, willing or otherwise, of baroque and fantastical cybernetic grafts, whose machineries have been modified to run on flesh and blood. It is not their own hunger they seek to assuage but that of the machines bolted to their bodies, the ever-grumbling engines whose artificial stomachs break down animal tissue and convert it into the chemicals necessary to keep their malfunctioning machine-body interfaces running, at least for now. Fresh kills are cut up and fed, piece by piece, into the blood engines, where they are ground up by whirring metal teeth and prepared for chemical digestion. Common prosthetics include powerful spring-loaded legs, patchwork subdermal body armour, drug glands, pop-out metal claws, and stainless steel teeth. In an emergency the powerful digestive acids within the blood engine can be vented at attackers in a corrosive spray.


    13: Desert ghouls. Pale burrowers that sleep beneath the sands of the desert by day, and dig their way out by night to scamper across the dunes in search of prey. It is not the flesh of their victims that they hunger for but their fluids: they will drink their blood, slurp up their humours, even lick the sweat from their cooling skin. Their hollow teeth can suck the moisture right out of their living victims, leaving their flesh dry and dessicated, like that of a mummy left out in the desert for years. They prefer to attack from ambush, and if faced with sturdy resistance they will dig their way back into the sand and await another opportunity to strike. They have an instinctive fear of fire.

    14: Devolved ghouls. Originally ghouls of some other kind, these ghouls have devolved so far under the influence of their curse that they have become little more than worm-like burrowing maws, their limbs dwindling to vestigial paddles used to clear the earth away. They tunnel mindlessly through the soil, pale and wriggling, their tooth-filled circular mouths twitching convulsively whenever they scent new prey. They will burrow into basements and come wriggling up the stairs in search of food. Sometimes, if you follow their tunnels back far enough, you will find lairs containing hints of the beings they once were before being overtaken by this final devolution. 

    15: Enchanter ghouls. These ghouls have learned how to use illusion magic to pass among men undetected, appearing human until it is too late. The same magic that they use to disguise themselves can be used to disguise other things, too, allowing them to make rags and pebbles appear like silk and gold, and they use this gift to lure people to their lairs - homes which, under the influence of their illusions, appear to be luxurious boudoirs, but which in fact are filth-streaked abattoirs where their victims are murdered and consumed. They like to pose as wise sages or seductive lovers, but the presence of true holiness dispels their illusions, revealing them as the hideous, ragged, blood-spattered horrors that they truly are.  



    16: Fae ghouls. Slim, pale, and beautiful, and glimpsed only at twilight, usually doing something picturesque like dancing in snowstorms, drifting through forests, bathing in rivers, or kneeling mournfully among the tombs. They are very graceful and have beautiful singing voices, and their teeth are very white and very sharp. They speak movingly of love and passion and beauty, but are totally heartless and amoral, and will paralyse you and eat you alive the moment they get the chance. (They will, however, carve extremely tasteful memento mori curios from your bones.) They prefer to flee if confronted, but if cornered they fight with great agility using thin blue-steel blades. When they're not too hungry they enjoy talking to interesting humans, and could even become friends or lovers provided you don't mind the whole 'eating people' thing. 

    17: Fallen ghouls. They may have started out as free-thinking heretics or daring explorers of forbidden secrets, but it turns out that if you expose yourself to too many demonic energies then the day comes when all you can think about is eating people. Utterly ashamed of their horrible addictions, not least because their progress toward unholy enlightenment has completely stalled now that all their intellectual energy is devoted to obtaining human corpses for dinner. If confronted they may claim that actually they engage in cannibalism because of its potent symbolic resonances, but it's a total lie:  they're just filthy addicts, and they know it. For now they look mostly human apart from their too-sharp teeth and too-long nails, but they're liable to devolve into even more feral forms, such as claw ghouls, if no-one catches them and kills them first. 

    18: Famine ghouls. Cursed revenants of famine victims who committed awful acts of murder and cannibalism against those they most loved in order to survive. Utterly gaunt, with dull, sunken eyes and dusty rags that hang loosely from their skeletal frames. Just looking at them makes people feel hungry. They are filled with a terrible cannibal hunger, but under their accursed touch even the plumpest of victims withers away to mere skin and bones, leaving them forever unsatisfied. If they stay too long in one place the crops start to fail, so they are always on the move, tramping wearily along the roads with a stumbling, hopeless tread. They devoured those they loved in the name of their own bare survival, and so only an act of pure self-sacrifice will release them from their curse. 


    19: Feasting ghouls. Affable grave-robbing hedonists, who love nothing better than a good cannibal banquet under a charnel house, feasting on carrion and drinking vile brews distilled from grave water and corpses. Enjoy singing songs and whirling around the room while dancing with dead bodies (which they then eat). Dab hands at making musical instruments from skins and bones: bone flutes, rib xylophones, skin drums, bone fiddles with corpse-hair strings, etc, etc. Anyone who discovers them mid-feast will be given a choice: join the meal as a feaster, or join it as food. They'll happily talk to anyone willing to join them in their ghastly meals, but doing so is a quick way to end up becoming a feasting ghoul oneself. 

    20: Feral ghouls. All ghouls can be pretty feral at times, but these are the worst: insane pale-skinned berserkers who leap on their prey to claw and chew in a mad rage of hunger, indifferent to pain or injury, continuing to rip and bite until they are literally hacked apart. They are strong and savage, capable of terrible feats of leaping and sprinting, but their mindless hostility and indifference to self-preservation makes it easy to trick or misdirect them into their own destruction. 

    Trevor Henderson, Tree Man

    21: Forest ghouls. Lurking horrors that sleep inside hollow trees by day, and by night come creeping out to climb across the forest canopy like awful pale spiders. In the dark their long spindly limbs and reaching fingers are almost indistinguishable from branches, making them terribly hard to spot as they stretch down from above, slowly, slowly, before suddenly grabbing their victims by the throat and hoisting them, kicking and choking, up into the branches to throttle them with their dreadful strangling hands. They climb with astonishing speed, and are much stronger than they look. 

    22: Furry ghouls. Bestial, stinking, shrieking monsters covered in thick coats of black, matted hair. They come swarming from caves and fissures, seeking to pulverise their victims with thrown rocks and powerful fists before devouring them with mouthfuls of chipped yellow fangs. The stench of them is indescribable. 

    23: Future ghouls. Refugees from a devastated future timeline, in which the world has been stripped of all resources and the handful of degenerate cannibal survivors have taken to jumping through unstable time portals to the past, heedless of when they end up as long as there's someone to eat on the other side. They wear makeshift armour soldered together from random bits of future machinery, all ultra-lightweight alloys and shattered masses of circuitry, and wield priceless ultratech relics as clubs, their beautifully engineered nanolathed machineries now valued only for their sharp edges. Their bodies are festooned with semi-operational cybernetics, their blood spiked with malfunctioning nanites, their heads studded with digital implants gibbering horrorshow static into their drug-fried brains. They have no way to get home and wouldn't want one if they could, seeing the past as a paradisal all-you-can-eat buffet. Possibly if one could be interrogated about the history of its dying world then their awful future could be prevented from coming to pass...



    Monday, 29 May 2017

    Vampire minus vampires: using VtM as a bestiary for D&D

    Image result for sad vampire

    Pity the fate of the humble vampire. Once monsters as fearsome as any others, they have been so overwhelmed by pop-culture overexposure that it's become extremely difficult to take them seriously any more. Imagine a scene in which your villain reveals his inhuman nature: in which he tears open his clothes to reveal that he's been dead all along, or that he's made from stitched-together human corpses, or that he's some kind of freakish mutant, or that he's actually just a crude automaton with a preserved human head nailed to its shoulders. Now imagine that scene replaced with the revelation that he's actually... a vampire! You won't get any reactions of shock. You'll just get bad Eastern European accents, jokes about garlic sausages, and PCs asking him if he evah dreenks... vine?

    Most readers of this blog will probably be aware of the Vampire: the Masquerade RPG, which came out in 1991 - a simpler time, when vampires hadn't been quite so done to death, and vampire movies still looked like Near Dark rather than Underworld: Blood Wars. Because it was a whole game which was just about vampires, it swiftly came to resemble one of those weird island ecosystems in which variants of a single original species end up occupying a whole range of ecological niches usually filled by very different animals: so you had zombie-vampires, werewolf-vampires, wizard-vampires, snake-vampires, gargoyle-vampires, and so on, as successive writers added more and more variants to the game. Given that the fact they were vampires was often absolutely the least interesting thing about them, and that these days it's is probably an active liability rather than an asset, I'd suggest that in many games these vampire variants would actually be more useful if you just removed the vampire element entirely. Make them into cults, or mutants, or secret societies. Make them into creepy lineages of black magicians. Make them into the remnants of weird abhuman precursor races. Make them into the warped products of deranged scientific experiments. Make them anything except more fucking vampires.

    Image result for sad vampire
    'I was cool once, right, Claudia? Tell me I used to be cool...'

    Once you rid them of vampirism, with all its attendant baggage, you suddenly have a whole range of weird, creepy groups with weird, creepy powers, ready to sprinkle into the dark corners of your campaign world. Here, for example, are twenty clans and bloodlines from Vampire: the Masquerade and Vampire: the Requiem, rewritten simply as almost-human families with some unusual inherited gifts.  Just change the names and the clothes, and your players will probably never even realise the original source...

    1: Brujah. Shattered remnants of a family which once gained power over time itself. Their time-magic is lost, now, and all that remains is an instinctive knack for localised time dilation, which makes them appear to be moving in jerky fast-forward when used. They have almost no control over their emotions, and are prone to rages and tantrums, which makes them easy to manipulate (and which is probably the reason their original achievements ended up falling apart.) Prone to bouts of melancholic self-pity about the largely-imaginary glories they once possessed.

    2: Gangrel. A tribe of weird, feral wanderers, with night vision and savage teeth and claws like those of wild beasts. Brutal predators who prey upon animals and human alike, and are fearsomely difficult to kill. Nomadic. As they get older their bodies become more and more bestial, developing fur, tails, muzzles, and other marks of their animalistic nature.

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    3: Nosferatu. A lineage of deformed creatures who shun the light of day, hiding their hideous faces beneath the earth. Their twisted bodies are enormously strong, and they possess an instinctive knack for stealth, which helps them to remain hidden from a surface world which mostly despises and loathes them. Avid collectors of secrets.

    4: Toreador. This family possess enhanced reflexes, heightened senses, and low-level telepathy. They tend to become fixated upon whatever they happen to find beautiful, and are quite irrational in their pursuit of it. They admire art but are incapable of genuine creativity, and mostly have to settle for simply collecting the objects and people with whom they become obsessed. Egotistical and often narcissistic, they pride themselves on being muses and patrons rather than the parasites they really are.

    5: Ventrue. This family possess minor but instinctive mind-manipulation powers, which make everyone regard them as impressive and authoritative regardless of what they're actually doing. They are totally convinced that this gift makes them the natural rulers of the world, inherently superior to everyone else. Love to set themselves up as powers behind the throne within established authority structures, and then proceed to engage in interminable bouts of mutual congratulation about how terribly clever they are. Their bodies are strangely resilient and difficult to damage, which means that once they have infested a given organisation they are, like cockroaches, annoyingly difficult to get rid of.

    6: Malkavian. Members of this bloodline are afflicted with a variety of hereditary insanities, but are also prone to weird visions and cryptic insights, and linked to one another by some kind of strange telepathic network which they seem to be unable to detach themselves from. Their lunacy is infectious, and anyone meeting their gaze has a chance of being struck down with temporary madness. They are sometimes kept around as seers, usually blindfolded, but their kinsmen always know where to find them and will inevitably mount a rescue attempt sooner or later.

    Image result for vampire the eternal struggle art

    7: Tremere. This clan possess the gifts of telekinesis and the ability to conjure heat and flame; their favourite combat technique is to use this latter ability on the inside of an enemy's body, cooking them alive from the inside out. They are bound together in a strict hierarchy in which the young are expected to obey their elders without question, with loyalty enforced through creepy rituals and brutal punishment of the disobedient. Fraternisation with outsiders is heavily discouraged.

    8: Lasombra. This lineage have animate shadows, which they can control mentally, causing them to grow into great palls of darkness which shut out all light. Once a Lasombra's shadow has swallowed you, tendrils of freezing darkness will reach out of it and begin to rip you apart. The eldest of them are able to merge with their own shadows, becoming monsters of icy, inky liquid blackness, desperately difficult to destroy except with fire. They gather in witchy covens, and delight in spreading terror among nearby populations.

    9: Giovanni. A family of necromancers with a dark reputation for cannibalism, necrophilia and incest. Fantastically wealthy due to their involvement in crime and finance. They make extensive use of enslaved ghosts to spy upon their rivals, which grants them a substantial edge in both fields of business.

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    10: Tzimisce. A tribe with horrible flesh-sculpting powers, able - with concentration - to warp living flesh and bone as though it was wet clay. They sculpt themselves into bizarre and monstrous forms to intimidate their enemies in battle, and are served by warped humans and animals whom they twist into new forms to better fit the functions desired of them. Their most horrific creations are composite beasts made from many creatures melded together into towering monsters, clumsy but strong, and very difficult to kill for as long as any of their dozens of brains or hearts remain intact.

    11: Settites. This clan of snake-worshippers possess hypnotic eyes, scaly skin, and long, forked, razor-sharp tongues, capable of delivering sudden stab wounds and opening arteries from over a foot away. They use the power of their mesmeric gaze to build cults around themselves, revering ancient serpent-deities whom they claim will one day free the world from the hypocritical rule of the gods. In theory, their doctrine of undermining all certainties is supposed to set their followers free; in practise, it mostly leaves their cultists totally adrift and desperately dependent upon their Settite masters. Their cult is banned in all civilised nations.

    12: Baali. A tribe of demon-worshippers, capable of inspiring blank terror in their victims, sensing their secret weaknesses, and summoning black flames from the void. Where they dwell the land grows barren, and they are attended by clouds of stinging flies. The presence of genuine holiness fills them with hysterical loathing and dread.

    13: Cappadocians. A cursed family marked by their bizarre, corpselike appearance, their grey skin pulled tightly across their over-prominent bones. Believed to be unlucky, and shunned accordingly, they have withdrawn from the world to study the mysteries of life and death in secret. They are masters of divinatory necromancy, specialising in the interrogation of spirits and divination by means of 'casting the bones'.

    14: Blood Brothers. Members of this clan have an extremely strong family resemblance, to the point where they are continually mistaken for one another by outsiders. (The fact that their rather masculine-looking womenfolk are constantly having sets of identical twins and triplets doesn't help much.) They are linked together by an instinctive, low-level telepathy, which allows them to sense one another's general position and emotional state, and have a very weak sense of individual identity. Injured Brothers can induce a state of rapid healing by drinking one another's blood, and if one loses a limb or an organ then a replacement taken from another Brother will swiftly engraft itself in place if the swap is made quickly enough.

    15: Caporetti. Descended from soldiers buried beneath rock and ice when their mountainside battlefields were swept by avalanches, this weird, burrowing clan has acquired the chill of the icy caves in which they live. Their mere presence turns the air chill, and their touch freezes like death.

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    16: Galloi. A family of blood magicians, who gain youth, strength, and a weird androgynous beauty from regular immersions in human blood. Their victims don't need to die, but they do need a lot of blood, and they thus use their power and glamour to place themselves at the heart of spurious blood cults which revere them as divinities. Their cancelled years will rapidly catch up with them if their immersions are suspended.

    17: Macellari. A clan of obese cannibal gluttons, who are descended from ancient nobility and use their immense wealth to indulge their horrible habits in secret. They possess an instinctive mastery over animals, which they use to breed horses of incredible strength and size - the only beasts capable of carrying them. They are capable of absorbing instinctive knowledge from the brains of those they consume, and in emergencies they can vomit up great gouts of acidic bile from their distended stomachs.

    18: Melissidae. A family which has entered into a bizarre symbiosis with a specially-bred form of bee-like insects, which build their fleshy hives within the interiors of their bloated bodies. The Melissidae possess a mental link with the insect swarms which inhabit them, and are capable of sending them out as scouts, or as breathing them forth in enormous stinging swarms.

    19: Baddacelli. This family are born blind, and navigate by means of their hearing, which is superhumanly acute. They are expert mimics, capable of imitating any voice or sound, and in emergencies they can unleash ear-splitting shrieks to stun and deafen their enemies. Most dwell beneath the earth, in darkness, where their lack of need for light is easily turned to their advantage.

    20: Mnemosyne. Members of this lineage have the uncanny ability to steal and manipulate memories with a touch. Every memory they take or change from someone else, however, is absorbed into their own minds, recalled as though it had actually happened to them: and as a result, the more they use it, the more confused and fragmented their own minds and identities become. Their family history is an impossible tangle of things that actually happened to them and things that they took the memories of from other people, so hopelessly garbled together by age, time, and madness that none of them can even begin to work out where the real memories end and the stolen ones begin.

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    Wednesday, 12 October 2016

    After eight days underground, Skadi took up cannibalism.

    She said he'd been a bad man. She said he'd had it coming. She said the toad-men would be offended if she didn't. But mostly she just wanted to find out what sashimi-sliced human flesh tasted like.

    If Hash had been around, he'd probably have egged her on. But Hash had run off somewhere into the darkness, chasing the ambassador of the Science Fungoids and occasionally coughing up lungfulls of blood.

    Erin was turning green. Some kind of fungal bloom was spreading itself beneath the surface of his skin.

    Circe was starting to scare people with her devotion to her newly-discovered divine patron. She'd begun calling herself 'Warlord High Priestess of the Frog God'. Sometimes she spoke wildly about building an empire in the underworld. She wouldn't take off her mask.

    The vampire toads got Nick.

    The goblins got Flora.

    Soren took a spear-trap to the face.

    Eight days since they left the surface. Five days since they fulfilled their notional mission. But the caves kept going, deeper and deeper and deeper. The caves kept going. And so did they.

    The underworld awaits.

    * * *

    So, yeah. Spurning all my suggestions that they could, like, return to the surface and maybe stop living in a fucking cave, my players have insisted on plunging ever-deeper into the underworld. We've gone through a cut-down version of Liberation of the Demon Slayer and on into a cut-down version of Demonspore, with the Shrooms taken out and replaced with the Science Fungoids from 'They Stalk the Underworld'. The PCs appear to have appointed themselves as Tsathogga's mortal champions, and are determined to find his resting place in the deep Underdark. At level 1.

    It's all turning out to be rather darker and weirder than I'd initially expected, but I can't say I really mind. The PCs are turning into a kind of band of Underdark conquistadores, taking advantage of the fact that no-one down here knows who they are or how to deal with them, and barrelling through situations on the strength of sheer audacity. Sooner or later - probably sooner - the consequences are going to start catching up with them and they'll need to beat a hasty retreat, but I'm looking forward to seeing how far they manage to get.

    Image result for journey to the centre of the earth illustrations Edouard Riou
    One of Edouard Riou's rather wonderful illustrations to Verne's Journey to the Centre of the Earth.

    What I did find interesting - and genuinely unexpected - was the thoroughness with which the PCs have thrown their lot in with the 'monsters'. True to my romantic fantasy principles, I play virtually all the inhabitants of the underworld as being willing to talk and negotiate with strangers; almost nothing attacks on sight, and nobody really wants to end up fighting for their lives unless they don't have any other choice. As a result, the party has built up alliances with factions amongst the local goblins, dark elves, and toad-men; and as they push deeper underground, it's likely to be from these groups that they recruit replacement PCs. The group that finally emerges into the sunlight (if they ever do) may have very weak links with the surface world; and it's entirely possible that the party's 'home base', going forwards, won't be the human town they originally set out from, but the goblin tunnels on dungeon level 1.

    People often point out the colonialist / imperialist narratives implicit in D&D: go to strange, exotic, unknown places, meet their strange, exotic, unknown inhabitants, and then kill them all and take their stuff. No-one ever mentions the possibility of the PCs going native instead.

    Then again, maybe that's where the monsters come from in the first place. A succession of expeditions launched from the surface, deep into the underworld, in search of vengeance or conquest or knowledge or plunder: some get further than others, but the underworld is limitless, and everyone runs out of steam sooner or later. Lost, exhausted, crazy, stranded miles beneath the earth, warped by their exposure to strange magic and stranger toxins, their survivors regroup in the darkness, telling themselves that when the situation improves, they'll head back to the surface. They forge alliances of necessity with the creatures of the underworld. They trade. They intermarry. They bathe their weary limbs in the waters of lightless oceans. They eat the flesh of weird, blind, burrowing creatures. They forget the sun.

    They change. 

    They multiply.

    And sooner or later, up on the surface, people start talking about mounting an expedition to deal with all these weird monsters lurking beneath the earth...

    Image result for journey to the centre of the earth illustrations Edouard Riou

    Tuesday, 19 July 2016

    New B/X class: Ghoul-blooded


    When you were a child, you thought you were just like everyone else: a bit thin and pale, maybe, but thinness and pallor run in your family. It was only as an adolescent that you began to realise that most of your friends didn't have a locked door in their cellars with something thumping and hissing behind it; that the racks of cleavers and mortuary knives in your mother's kitchen were not ordinary cooking equipment, and that it wasn't normal for a family mausoleum to contain nothing but empty coffins and gnawed bones. As a teenager, you began to join the dots: the allusions in your great-grandfather's journal to how he'd never been the same after his encounter with some kind of weird creature out in the ruins, your grandmother's maddening vagueness over exactly how your family survived the great famine year, the fact that your uncle had to move out in such a hurry just after those clerics arrived in town. Was your great-uncle really an eccentric foreign nobleman? If so, why did your mother always head north-east when she said that she was going to visit him, when everyone knows that there's nothing out there except the old burial grounds? Why are your nails so strong? Why are your teeth so sharp? Why do you feel so hungry all the time?

    You know that people are talking about you behind your back. You can smell their fear - but since when could you smell fear? - whenever you walk into the room. Maybe it's time you followed your uncle's example and left town...


    B/X Class: Ghoul-Blooded


    (Should also work for ghul-blooded characters in Middle Eastern-inspired settings.)

    To-Hit: As per Fighter.

    Hit Dice: 1d6

    Weapons, Armour, and Saves: All as per Thief.

    Experience Per Level: As per Magic-User.

    Night Vision: You can see perfectly even in very dim light. At level 3, you gain the ability to see even in total darkness.

    Teeth and Claws: Your nails and teeth are strong enough to be used as weapons, allowing you to attack for 1d4 damage even when unarmed. At level 5 this rises to 1d6 damage, and at level 9 it rises to 1d8.

    Enhanced Smell: Your sense of smell is extremely sensitive. If any scent could possibly be detected by a human nose, you detect it automatically. At level 6 you can track people by their scent like a dog.

    Foul Feasting: At level 2, you may eat raw and/or rotten meat without ill effects; doing so never makes you sick, and nourishes you just as much as if it was cooked and fresh.

    Paralytic Venom: At level 4, your unarmed attacks (only) inject paralytic venom into your target, requiring them to save or be paralysed for the next 1d6 rounds. Elves are immune to this effect, as are undead, creatures not made of flesh and blood, and anything larger than an ogre. You also become immune to the paralytic venom of regular ghouls.

    Cannibal Cookery: At level 5, you gain the ability to cook human or humanoid body parts into meals that fill whomever eats them with unholy vigour. The bonus granted depends on the body part cooked:
    • Brain: Grants +1 Intelligence.
    • Eyes: Grants +1 Wisdom.
    • Heart: Grants +1 Strength.
    • Lungs: Grants +1 Dexterity.
    • Liver: Grants +1 Constitution.
    • Tongue: Grants +1 Charisma.
    • Stomach: Grants +1 to all saves.
    Preparing one portion of such a meal takes one hour, and no-one can benefit from more than three such meals at the same time. (Breakfast, lunch, and dinner!) The effects last for 24 hours.

    Gravedigger: At level 7 you gain the ability to tunnel through the earth with your claws like a mole. You can dig through the earth at a rate of 10' per minute, but your tunnel will collapse behind you unless someone else is crawling behind you and shoring it up as you go.

    Call the Clan: At level 8, you may call your undead kindred to you. You must go out to a graveyard on the night of the new moon and sing a keening, whistling song; 1d3 hours later, 1d6 ghouls will burrow their way out of the soil around you. These ghouls will obey any non-suicidal orders for as long as you keep them supplied with carrion, and will serve you until destroyed or until the night of the next new moon, whichever comes first.

    Atavism: At level 9, you shed your humanity. You are now an unliving monster; you no longer need to eat, sleep, or breathe (although your hunger for carrion is as strong as ever), and you are immune to poison and disease. You also cease to age, and will live forever unless killed. Because you are not truly undead, however, you cannot be turned by clerics.

    Abilities Summary: 
    • Level 1: Low-light vision, enhanced smell, claws 1d4.
    • Level 2: Foul feasting.
    • Level 3: Darkvision.
    • Level 4: Paralytic venom.
    • Level 5: Cannibal cookery, claws 1d6.
    • Level 6: Track via scent.
    • Level 7: Gravedigger
    • Level 8: Call the clan
    • Level 9: Atavism, Claws 1d8