Costume: Air elementals are dressed in flowing white outfits with streaks of pale blue. All exposed skin should be painted with blue and white make up.
Description: Air Elementals are spirits of the wind itself. They are nearly mindless and are generally content to fly about the atmosphere, minding their own business. The only time they are encountered usually is if someone else using an Elemental Ritual is controlling them. They are often used as servants or guardians by powerful elemental mages. They are capable of performing semi-complex tasks such as guard duty. An Air Elemental is capable of firing up to three darts of elemental wind. These work exactly as the spell, Elemental Dart, only it is limited solely to the element of air. The elemental dart does not require an incant and a minute delay is not required between uses. A dart of Elemental Earth is the only thing that can harm an Air Elemental. Elemental Earth interferes with the ritual that has enslaved them. An Air Elemental will be driven back to it’s own element by an Elemental Earth attack that reduces the creature’s body to zero. An Air Elemental can understand command words spoken to them without the presence of a character with the Medium skill. The command word often forces the elemental to stand down. Air Elementals do not talk. All a Medium will receive from them is the desire to be successful at their task and return to freedom in their natural element.
Costume: Apparitions appear to look like a normal person of whatever race they are. The apparition must wear nothing but white and gray from heat to toe. Exposed skin must be covered with white make up. If the apparition is using any props the props must also be white or gray. The whole scene should have a ghostly appearance.
Description: Apparitions are not a full spirit. They are more of an echo of the life force of a deceased person. They appear to look just like the person, but are slightly see through, and intangible. Apparitions cannot appear in full daylight, but are allowed to appear in areas of subdued day light like indoors, deep woods, or a dark cave. Apparitions reenact a moment from their life over and over silently almost like a mime routine. What apparitions are saying can only be heard by a medium that is left alone with them. Quite often the moment that is being reenacted is one of importance to the deceased. The medium may not communicate back with the apparition. They may only listen and watch as the apparition loops through its repetitive moment in frozen time. Eventually apparitions disperse on their own typically when they task they are cursed to repeat is completed for them. Regardless of whether their message is received or not. Apparitions can never appear from a person who had Final Rest cast upon them.
Costume: Banshees are dressed entirely in white. Any exposed skin must also be painted white. Red make up must be used to paint the bloody tears streaming from their eyes.
Description: Banshees are terrible spirits. They are the ghostly presence of a person driven to madness through the loss of a loved one. They cry tears of blood and constantly moan and cry the name of the loved one who was lost to them. Banshees are only encountered at night. Only characters with the skill Medium can hear the name being cried out by the banshee. To everyone else, it just sounds like wailing and screaming. To simulate this, the NPC playing the Banshee will not actually scream the name of the loved one until a player declares use of the Medium skill to it. Banshees will not communicate beyond saying this name, and will not tolerate Mediums who try to talk to it. They will become the focus of attack if they try to use Medium for any purpose other than to hear the name. Banshees’ crazed bitterness drives them in death to make others suffer as they feel they have suffered. Banshees will seek out groups of individuals, and try to kill one of them. If it succeeds in destroying the life of a party member, it will be satisfied and will return to rest for that night. It will not depart until that person is definitely dead. A banshee will only pursue small groups of people and will not enter a town. Banshees cannot physically attack their prey. They can command a group of up to five lesser undead to kill for them. They may only control five undead per game day. Once these undead are destroyed, the banshee can not control another until the following night. Banshees also have the natural ability to cast the spell Fear up to three times per game day. The incant for the spell is their chillingly mournful wailing scream. The spell functions just like a spell. Banshees are limited to a one-mile area from the grave of their loved one. Banshees can’t be harmed by physical attacks or spells. The only way to destroy a banshee is to find the grave of their lost love, and have a priest say a long prayer over it, using the name of the loved one in the prayer. The prayer must plead for the banshee to be joined with it’s loved one in the afterlife. The prayer must last at least one phase. The Game Master must provide a properly marked grave for the players to find.
Basks Type: Reptilian Armor: 1-3 Natural [full body coverage] Body: 0 Damage requirement: None Weapons Allowed: Single-handed weapons. Damage: 1 Movement: Normal Intelligence: Slow Treasure: 1-4 copper pieces each, no objects or items of value. Frequency: Common during warm months. Number Appearing: 1- 15 Skill Use: None Costume: Basks are covered in green scales. Green and black makeup must be used to paint scales on ALL exposed skin of an NPC playing a Bask. Basks are hairless and all hair must be covered. Description: Basks are the lowest of the reptilian species. They are the workers and expendable warriors of the Reptilian society. They subsist entirely on a diet of raw meat, and have no reservations about getting that meat from the bodies of other intelligent races. If they are hunting, they will attack any group or individuals they encounter if they are reasonably sure that they have an advantage over the potential prey. They aren’t suicidal, and if the odds are against them, they will do their best to avoid violence. The only way they will attack when they are at a disadvantage is if they are acting under leadership of a Troglodyte, Sauron or Gorgon. Basks may wear up to three points of natural armor. Basks speak in hissing menacing voices. Bogarts Type: Dark Fey Armor: 1-3 [coverage: as worn]. Body: 1-4 Damage requirement: None Weapons Allowed: Single-handed weapon Damage: 1 Movement: Normal Intelligence: Normal Treasure: 1-10 copper pieces each. A group of three is allowed a single use magic object. Frequency: Common Number Appearing: 1-3 Skill Use: Power (10). Any spells from the following Schools: Aura, Enchantment and Sorcery. Costume: Bogarts dress entirely in black flowing garments. Grey and black makeup is used to make their facial features sharp and mischievous. Description: Bogarts belong to the ranks of the dark fey. They live in a realm of darkness and shadow. They are generally not outright evil in nature, though they delight in a cruel sense of humor. Anything that doesn’t cause a permanently disabling injury is considered fair play to them in their nasty games. They can travel through shadows and pop in and out of them. Bogarts may only do this when they first appear, and when they leave. If they leave by this method, they cannot return on that game day. A time stop may be called to allow the bogarts to position for their appearance. For their disappearance, they can just declare themselves gone without calling a hold. They must then immediately leave the scene of the game, and return to the staging area. In order to extend their prank time with any players encountered, they will try to be useful and offer something the players need. They will milk this for as long as they can, and as long as they are getting their kicks. Bogarts have a strange code of honor that does not permit them to lie. They will not offer anything to the players that they aren’t capable of following through with. Withholding details is not considered to be lying, and frequently a Bogart will tell half-truths or do their best to twist the truth without lying outright. If the Bogart is asked outright if it is trying to trick the players, it will admit that it is….of course….what else would they think it was going to do. Duh. Boxer Beetles Type: Monstrous Armor: 2 natural [torso coverage only]. Body: 5 Damage requirement: None [only take one point of damage from any source]. Weapons Allowed: Two clubs representing bone like appendages and one, venom tag-bag Damage: 3 subdue damage (cannot hit for normal damage), venom causes pin Movement: Normal Intelligence: animal/instinct Treasure: One small gem that grows in the bug’s abdomen. Gems are worth 1 cp and are often used for rituals and alchemy/poison components. Other treasure is often left in the nest after victims are consumed. Frequency: Uncommon Number Appearing: 1-10 Skill Use: None Costume: Players are required to wear large beetle like bug masks on their heads. The player’s garb should be dark black or dark green and skin tight as possible. The body garb should be blotched with lighter colors such as light brown or gray. The front and back of the torso should be covered with natural looking armor plates. The player is not allowed to wear ‘normal’ garb while playing this role! Description: Boxer beetles live in nests camouflaged by tall grass or weeds. Boxer beetles will not leave the immediate protection of their nest area and lure prey into these areas by making cooing or barking noises. The boxer beetle eats only live prey and because of this only subdues their prey with venom and large bone like appendages. The venom of the boxer beetle works in the same fashion as the spell Pin, but does not require an incant of any sort. The venom has a limit of one use per game day. Once the boxer beetle has captured its prey it will return it lair and trap the victim in a web of saliva represented by a body size white sheet (the sheet should be dirty or blotched with paint. The victim will remain in the web until eaten (about one game day later) or rescued. It is impossible for trapped victims to free themselves, but a free character can rip away at the web after a minute of cutting or tearing. Characters eaten by a boxer beetle are assumed beyond resurrection and should be treated as if a final rest spell was cast upon them. Objects carried by the victim are discarded in the beetle’s nest. Brownies Type: Light Fey Armor: Special Body: 1-4 Damage requirement: None Weapons allowed: Any Damage: 1-2 Movement: Normal Intelligence: Normal Treasure: 1-3 objects of value worth 1-5 copper pieces each. Frequency: Common Number Appearing: 1-10 Skill Use: Estimate Value, First Aid, Shield Fighting, Power (10). They may also have spells from the Elemental and Battle schools of magic. They also may have Ritual from either of these schools. Costume: Brownies dress entirely in gray and or brown earth tones. They have a light gray color to their skin and wear hoods or head wraps when exposed to sunlight. At least 50% [a single brownie will always be wearing armor] of the group must be wearing some form of armor. Description: Brownies are fey of the earth. Their society is subterranean. They are amongst the most practical and least care free of the fey. Most Brownies are farmers who grow the roots and fungi that make up the Brownie diet, or they are craftsman who work with the stone, gems and metals found in the soil. They excel at armor and weapon building, and any warriors of their race who are encountered usually are very well armored and armed. Any armor worn by brownies is considered one class higher than normal. For example, a brownie in head to toe plate armor would have six armor points [five points for the plate and one additional point for a helm]. Warrior parties of Brownies have been known to patrol with a single Earth Golem or Earth Elemental under their control. While Brownies are very serious for fey, they are still more fun loving than most mortals. They are known for heavy celebration when a day of work is done. They have been known to brew some very powerful alcohol from the roots of some of the plants they harvest. They are not used to sunlight and feel uncomfortable in any bright light. They will cover themselves as best as possible to keep their sensitive skin from burning under the light of the sun. Brownies use gems as currency, and will not recognize coins as acceptable payment for any service. Dryads Type: Light Fey Armor: None Body: 1 (10 for the life tree) Damage requirement: Magical fire, special see below Weapons Allowed: Single-handed weapons made of wood, wooden staves, and bows Damage: 1 Movement: Normal Intelligence: Normal Treasure: Any Frequency: Uncommon Number Appearing: 1-4 Skill Use: Dryads may have First Aid, Identify Magic, any Racial Language, Power (20). They may have spells from any or all of the following schools: Enchantment, Elemental, Life and Sorcery. They may also have Ritual from any of those schools. Costume: Dryads must wear pointed ear prosthetics. They may only wear green and brown clothing with leaves attached. Leaves are woven through their hair. Description: Dryads are tree spirits and members of the faerie race. Dryads always appear as females with pointed ears, similar to elves. Dryads are bound to small areas of forests or woods. A dryad will never leave this grove very long. Most prefer not to leave at all. Dryads draw their power from the trees and grow extremely powerful when in direct contact with one. While in contact with a tree or it’s visible roots, a dryad is immune to all attacks that do not cause magical fire damage. Dryads are tied to a specific tree at creation. This tree is their life tree. They live inside of this tree. And take on its body points while inside. They cannot bear to be away from their life tree for long. Dryads will die if separated from their life tree for more than a few months. They tend not to wander far from their life tree for this reason. A dryad life tree is a magical creature in it’s own right. It can only be harmed by magical fire. A dryad has a mental link to her life tree and can sense what is happening to it, even at a great distance. If the tree dies, so does she. Dryads tend towards knowledge and magic skills. They especially favor Sorcery and Life schools of magic. Dryads have a polygamous society. There are no males in their species, so they choose their husbands from amongst the other races. Anyone foolish enough to fall in love with a dryad will find life forever changed. The beloved of a dryad is rapidly turned into a tree which roots close by her life tree. Dryads take pride in the quantity and quality of the husbands they collect. Only characters that truly love the dryad will be turned into trees. Therefore, this should be an infrequent thing for players to be concerned about. Once done however, the process is irreversible. Occasionally this process accidentally creates a tree man. Becoming a tree man will NEVER happen to a player. See more about this in the section on tree men. Dryads are typically benevolent and peaceful creatures who appreciate life and nature. Dryads have a lifespan of around 200 years but remain youthful in appearance for all but the last few years of their life. They tend to spend the winter months in their life tree, resting. Dryads are one of the many types of offspring that are born of the Nymphs. The beauty and charms of a Dryad are extremely powerful and simple being in the presence of a Dryad softens the hearts of all creatures. Any characters with in twenty feet of a Dryad are assumed to be under the effect of a Charm spell, no incant or tag bag is required, the ability takes effect automatically. A player cannot close or otherwise shield their eyes or ears in an attempt to block this effect. The ‘mass charm’ is treated as a magical effect that influences the character even without sight or sound. This effect ends immediately if the Dryad attacks or directly brings harm to an effected character and will not effect the character again for a full game day. This ‘mass charm’ is no more powerful than a normal Charm spell outside of the extended range. There is nothing to stop a character from attacking a Dryad from outside this range if they feel they must. Creatures not effected by normal charm are not effected by the Dryad’s ‘mass charm’ either. Earth Elemental Type: Spirit Armor: 0 Body: 4 Damage requirement: Elemental dart (wind/air) or similar ability and Petrify. Weapons Allowed: two large earth tone clubs [they also have elemental dart ‘earth (X3) per day. Damage: 2 Elemental Earth [4 points of elemental earth damage with elemental dart]. Movement: Normal Intelligence: Controlled Actions Treasure: The body of an elemental may contain 1-3 gems worth 1-2 copper pieces. Frequency: Uncommon Number Appearing: 1 Skill Use: None Costume: NPCs playing Earth Elemental must dress entirely in brown and their skin must be painted a similar shade of brown. Further makeup must be added to create the effect of small rocks sticking out of it’s skin. Description: Earth Elementals are spirits of the soil. Normally they are disembodied with no physical form. If commanded by an Elemental ritual, they can create bodies for themselves out of the earth and rock around them. An Earth Elemental is capable of firing up to three darts of elemental earth. These work exactly as the spell, Elemental Dart, only it is limited solely to the element of earth. The elemental dart does not require an incant and a minute delay is not required between uses. Because of their spirit nature, normal weapons or spells cannot harm an earth elemental. They can only be harmed by Elemental Wind. Any damage done to their dirt body is ineffective, as they immediately rebuild from the soil in the area. Elemental Wind drives out the spirit and breaks the control of any ritual. The Elemental will return to earth and enjoy its freedom. Elementals can understand command words spoken to them without the presence of a character with the Medium skill. Elementals do not talk. All a Medium will receive from them is the desire to be successful at their task and return to freedom in their natural element. Earth Golem Type: Construct Armor: None Body: 6 Damage requirement: None Weapons Allowed: Any weapon made to look like something taken from nature. May not use shields. Damage: 4 Movement: Slow Intelligence: Controlled Actions Treasure: None Frequency: Uncommon Number Appearing: 1-4 Skill Use: None Costume: Earth Golems are made of dirt and mud. An NPC playing one must wear all brown clothing. All exposed skin must be painted a similar shade of brown. Further makeup could be done to detail small rocks sticking out it’s skin. The NPC should be covered with leaves [fake or real] to the point that they look like a walking shrub. Earth Golems are generally large in size. Any costuming that will make the NPC appear larger is appropriate. Earth Golems have runes painted across their forehead in red. Description: Earth Golems are created through use of Elemental magic rituals. They are mindless creatures, and can only follow very simple directions. They are too clumsy for most practical tasks and are generally only used as fighters or guardians. Earth Golems cannot speak, though they do tend to grunt, groan and roar during combat. Ethereal Golem Type: Construct, spirit Armor: None Body: 5 Damage requirement: Magic Weapons Allowed: Staff or two-handed sword Damage: 2 Magic Movement: Slow Intelligence: Controlled Actions Treasure: Only the item or items it protects Frequency: Rare Number Appearing: 1 Skill Use: None Costume: An Ethereal Golem wear full length blue robes that glow with a magical light. This can be described to players or represented with glow sticks or some other form of illumination. The head of the Golem is adorned with an ornate masks often decorated with gold and gems. The mask must be large, ornate looking and very regal. Description: An Ethereal Golem is constructed of loose ethereal energy bound into a magical shell with powerful rituals of enchantment. Ethereal golems only venture out in total darkness and discorporate in the light of day. Because of this an Ethereal Golem is often used to guard tombs or other dark places. An Ethereal Golem is primarily used to guard important artifacts when it is expected that the Golem’s creator will not be around to look after the creature. Often the Golem guards the remains of the creator. Made of only magical energy, an Ethereal Golem will never suffer from exposure or the rigors of time. An Ethereal Golem is bound to an area 1/4 mile in diameter from the spot that they were created and cannot leave this area without the assistance of powerful magical rituals. It is not uncommon for the golem’s creator to put these rituals in place in preparation for the Golem to undertake a quest or mission at a later time. Fiend Type: Dark Fey Armor: 0-2 normal [coverage: as worn] Body: 4 Damage requirement: None Weapons Allowed: two large butcher knives or two twisted looking axes. Damage: 2 Movement: Normal Intelligence: Normal (Malevolent) Treasure: None Frequency: Uncommon at night. Never seen during daylight. Number Appearing: 1-5 Skill Use: Power (10). They can have any spells from the Necromancy or Battle magic schools. Costume: Fiends have lumpy blue skin. All exposed skin must be covered with latex lumps and blue makeup. They have bright orange markings on their skin around their eyes and lips. Fiends dress in a ghastly parody of mortals. Description: Fiends are terrible members of the dark fey. Fiends are hated by all fairies, including their dark fey brethren. They dwell in a realm of shadow by day, and emerge into the mortal realm at night to hunt for food. They disguise themselves as human as best as possible in the discarded clothes they find in trash or on the bodies of victims. Fiends prowl darkened woods and lonely alleys in search of easy victims to eat. They will resort to consuming small animals or garbage for food if unable to kill a decent victim. Fiends also kill for pleasure and will continue to hunt even once full. Fiends have been known to use necromantic spells to control undead they find. They are not capable of creating undead though. Fiends value their lives and will do anything they can to keep themselves from dying. They will not attack if there is fair odds for the intended victims. Fire Elemental Type: Spirit Armor: None Body: 4 Damage requirement: Elemental dart (fire) or similar ability. Weapons Allowed: Darts of magical flame Damage: 3 Elemental Fire Movement: Stationary Intelligence: Controlled Actions Treasure: Only treasure left for the Elemental to guard. Frequency: Uncommon Number Appearing: 1 Skill Use: None Costume: The NPC must wear a flowing outfit made of yellow and orange. Any exposed skin must also be painted yellow and orange with makeup. Description: Fire Elementals are the spirits of flame. They are only useful as guardians, as they are rooted to one spot. Fire Elementals are summoned into service through use of an elemental ritual. They appear from the flames of a ritual fire, and cannot leave the confines of the original fire pit. They will remain as guardians until they are set free, or defeated. Fire Elementals fling darts of magical fire that cause 3 points of damage. The Elemental may fire any number of these darts. Throwing the darts does not require an incant nor must the Elemental wait a minute in between uses of the ability. A Fire Elemental will not allow anyone but its master to pass unharmed, unless the character knows the password given to it when it was first summoned. Anyone who speaks the password will be unharmed by the elemental. Elementals can understand command words spoken to them without the presence of a character with the Medium skill. Elementals do not talk. All a Medium will receive from them is the desire to be successful at their task and return to freedom in their natural element. Fire Elementals can only be harmed by Elemental Water. Elemental Water attacks disrupt the ritual that enslaved them and allows them to return to their element. Flesh Golem Type: Construct Armor: 0-4 normal [coverage: as worn]. Body: 3 Damage requirement: None Weapons Allowed: Any Damage: 2 Movement: Normal Intelligence: Slow Treasure: None Frequency: Uncommon Number Appearing: 1-5 Skill Use: None Costume: NPCs playing flesh golems must use makeup to paint stitches on all exposed flesh. Using makeup and prosthetics to give the appearance of mismatched flesh and/or body parts is also recommended. Description: Flesh golems are constructs created from the stitched together parts of various corpses. They are created through the use of very powerful Necromantic rituals. The parts used must be fresh, and while gruesome to behold, flesh golems are not decomposing. Typically the golem’s creator will use parts from people who were strong fighters in life, and sometimes even work in parts of other monsters for added deadliness. Flesh golems are not easy to create and many rituals result in failure. The creature either fails to animate, or is useless once animated and must be destroyed before it wrecks the place. Flesh golems are one of the few constructs that actually have some intellect. Some are even capable of speech. Memories from their previous life are known to surface on occasion, but mostly flesh golems only remember life after their present animation. Flesh golems are bound to the will of their master. A golem can be stolen from control of its master through use of rituals. They also will wander freely of their own accord after a master’s death. They may still be driven by tasks given to them by their master prior to the master’s death however. Flesh golems do not like to be likened to undead. They will not tolerate the presence of lesser undead, and will not fight alongside zombies or skeletons. Flesh golems actually have functioning bodily systems unlike undead. They must eat and partake in other bodily functions. Unlike most constructs, thrown gases and ingested poisons will affect them. A flesh Golem can also be healed with life magic and alchemy compounds. Ghosts Type: Spirit Armor: None Body: 0 Damage requirement: Special Weapons Allowed: None Damage: 0 Movement: Normal Intelligence: Normal Treasure: None Frequency: Uncommon Number Appearing: 1-4 Skill Use: None Costume: Ghosts must be dressed completely in white and black. All exposed skin must be painted white with details done in black. There should be no color present on them. Frequently a ghost will appear as they did at the moment of death, with whatever wounds that killed them. If their throat was slashed, they will have a nasty gash that oozes black blood. If they were hanged, they will have a spectral white rope hanging about their neck. Description: Ghosts are the spirit of a departed individual who left the mortal plane with something left unfinished that they felt truly strong about. They felt so strongly about this task that they returned from the spirit world to find someone who can finish the task for them, or to deliver a message. Once this is complete, the ghost will return to rest. Ghosts do not return out of a need for vengeance, or any sort of evil purpose. Their purpose is always a noble one, though they get frustrated when unable to complete it. Ghosts have only one weapon in their arsenal. It is the ability to haunt a dwelling or area. Haunting is limited to one building if inside a dwelling. An outdoor haunting must be within a well defined area that does not extend beyond the vision of the ghost NPC. Any area that is haunted, is saturated by a deep chilling supernatural cold, and is unbearable to mortals. The haunted area may not be entered by mortals, and no objects may be removed from the area as well. The ghost will hold the area/dwelling and any objects in it hostage, until they are able to accomplish what they have returned for. Ghosts can only communicate with characters who possess the Medium skill. Mediums may enter the haunted area to communicate, but cannot remove any objects unless the Ghost allows it. They also may only stay as long as the Ghost is willing to communicate. The Ghost has control over where the Medium is allowed to be within the haunted area, and may drive the Medium out when it has communicated all it wants. Only two Mediums may communicate with a Ghost at the same time. Non-Mediums may not listen in on the conversation. Ghouls Type: Lesser Undead Armor: None Body: 1 Damage requirement: Silver, Necromancy spells, and Petrify Weapons Allowed: Claws (Hand Weapons) Damage: 1 Movement: Normal Intelligence: Animal Treasure: None Frequency: Uncommon Number Appearing: 1-4 Skill Use: None Costume: Ghouls appear as rotting corpses with red runes written across their forehead. Makeup must be used to cover all exposed skin. Masks may be used for covering the head. Clothing should be ragged and filthy looking. Description: Liches and Nosferatu create Ghouls as guardians. Ghouls grow claws and sharp teeth in their undead state. Their intelligence is limited to the animal level. They will act as loyal pets to their master, but are otherwise wild, uncontrollable creatures. Occasionally a ghoul will prove to be too wild, and will be turned loose by its master. Lone ghouls are known to form into small hunting packs. Ghouls do not need sustenance, but still are driven to eat the flesh of sentient creatures. Ghouls in a Nosferatu’s or Liche’s service are fed regularly by their masters. Wild ghouls will hunt for what they can find, and will resort to digging up their meals at a local graveyard, if game is not readily available. Ghouls are only able to be harmed by Necromancy spells or silver weapons. Gorgons Type: Reptilian Armor: 1-4 natural [coverage: full body] Body: 1 Damage requirement: None Weapons Allowed: Any Damage: 1 Movement: Normal Intelligence: Normal Treasure: Any Frequency: Common during the warm months Number Appearing: 1-5 Skill Use: 1 Gorgon of those appearing may have Power (5) and any spells from the Battle Magic school.. The rest will have no skills. Costume: Gorgons may be male or female. All exposed skin must be painted with green and black makeup to create the appearance of scales. A prosthetic headpiece must be worn to give the appearance of having a nest of snakes in place of hair. Description: Gorgons, contrary to popular belief, are not all female. They are a female dominated species though. The strong female presence has led many other races to the false conclusion that there are no gorgon males. Female gorgons are such strong leaders that they even dominate the other reptilian species. Because of this commanding presence, once per game day all other reptilians with a clear line of site to the Gorgon ignore the first mind altering effect that hits them. Other Gorgons are not protected by this ability. The Gorgon must be standing for this ability to work. This power protects against spells like Charm or Fear and the effects of many poisons. Gorgons rule as an aristocracy over Basks, troglodytes and Saurons. Only female gorgons are allowed to wield magic. All gorgons spit a rapidly paralyzing toxin. This has lead to the belief that they can turn people into stone. Gorgons carry one tag bag to represent their venomous spit. They only get one shot per day. If the tag bag hits a victim, it paralyzes them for 10 phases or until a purify spirit spell is used on the victim. The venom does not require an incant to use. Gorgons are carnivorous, and think nothing of eating other sentient races. They do however, practice discretion, and do their best to make sure their eating habits don’t lead to a war with races that out number them. A few lone peasants are a viable lunch, but anyone who will truly be missed, or attacking communities are considered unwise ideas. Homunculus Type: Construct Armor: 0 Body: 3 Damage requirement: Magic Weapons Allowed: Claws (Hand Weapons) Damage: 1 Movement: Normal Intelligence: Normal Treasure: None Frequency: Rare Number Appearing: 1 Skill Use: None Costume: A Homunculus has the appearance of a gargoyle pieced together out of sewn together body parts. They are an ugly mishmash of monster and human parts. Prosthetics and makeup must be used on all exposed skin to represent this. Homunculi can not pass for human, unlike Flesh Golems. Description: A Homunculus is a construct created through use of an Enchantment Ritual. Homunculi are created by unscrupulous mages who crave more power. The creatures serve as the ultimate assistant and perform chores and research for their masters. Better yet, they serve as living batteries of magic to the mage who creates them. A Homunculus can have up to 20 points of power available in it. Only the mage who created the homunculus can access this power and may only do so when the creature is within 10 feet of them. Homunculi are extremely expensive and difficult to make. Their masters do not put them into unnecessary risk, and are loathed to be separate from their valuable power source. The drawing of power from a homunculus is addictive. The absence and/or death of a Homunculus results in the master’s own power being cut in half (Round down). They can’t return to full power until the Homunculus is returned or replaced. Homunculi die when their master’s die. If the master is resurrected, the homunculus is still dead and the mage still has the withdrawal problem. Iron Golem Type: Construct, monstrous Armor: 0 Body: 10 [takes only one point of damage from any source]. Damage requirement: None, missile weapons have no effect on an iron Golem. Weapons Allowed: Any melee [large two-handed hammer are best]. Damage: 4 Movement: Shuffling Walk Intelligence: Controlled Actions Treasure: None unless guarding treasure of a master. Frequency: Rare Number Appearing: 1-2 Skill Use: None Costume: Iron Golems must wear gray clothing and have all exposed skin covered in gray or metallic colored makeup. The face of the Golem must be covered with a mask that looks like iron. This can come in many forms, think man in the iron mask. Try to match clothing color to the color of the makeup used. Hinges should be painted where there are any joints on the golem. A mask may be used to cover the head of the NPC. Description: Iron Golems are the physically toughest of all the golems. They are created through the use of an Enchantment Ritual. To create an Iron Golem, a mage must forge a metallic shell that is hinged for movement. The mage then pours an enchanted liquid into the shell. This liquid is what powers the golem. This fluid runs molten hot through the rudimentary system of the golem and builds up a good deal of pressure. Due to their metallic nature, Iron Golems are extremely tough to damage. Luckily, the golem’s joints are a weak spot, and can sustain damage from a normal weapon. Eventually, if the golem takes enough damage, a hinge will break. Once a hinge breaks, the golem will fall, spraying its molten fluid on everything within 5 feet. All characters inside that range take 1 point of damage from the splashing liquid. Golems are used primarily as guardians. They are rarely crafted finely enough to perform tasks. Iron Golems can understand simple commands, and can be made to remember passwords. Iron Golems are immune to poison, and missile weapons. Liche Type: Greater Undead Armor: 0-4 [coverage: as worn] Body: 5 Damage requirement: None, Lich are immune to missile weapons Weapons Allowed: Large ornate staff often covered with red runes. Damage: 1 Movement: Normal Intelligence: Normal Treasure: Any Frequency: Extremely Rare Number Appearing: 1 Skill Use: Power (20), Alchemy (4), Identify Magic, Read Magic, Necromancy Ritual, A Lich can also have any spells from any of the following schools: Aura, Battle, Enchantment, Necromancy and Sorcery. Costume: A Lich appears as a skeleton dressed in flowing black robes covered with gold runes. All skin must be covered in makeup or wrapped in bandages. A skeleton mask must cover the player’s head. Description: Liches are necromancers who have passed over into a state of undeath. This was a deliberate crossover in the Necromancer’s quest for immortality. Liche are evil creatures, who are solely obsessed with gaining personal power. While they are ruthless in their pursuit of power, they are slow to act. They have all eternity to gain what they seek. As usual, the skills listed above are optional, as are the maximum levels. There is a minimum requirement to represent the basic knowledge a Necromancer would have to have in order to become a Liche. A liche must have a minimum power of 10, all Necromancy spells, and Necromantic Ritual. Liches when encountered will commonly be found in command of groups of lesser undead [ghouls, skeletons and zombies in particular]. Liches are capable of creating and controlling undead beyond the level of a normal necromancer. Therefore more undead may be placed into its control by a GM than it’s power and spell capability would suggest they are capable of. In addition, because of the unearthly power of the Liche all undead within 20 feet of the Liche ignore the first repel, command, or control undead spell cast on them each game day. This power does not protect the Liche, but the Liche may protect itself with its own magic. Mummies Type: Lesser Undead Armor: 0 Body: 6 Damage requirement: Elemental dart (fire), magical fire, Petrify, or silver weapons Weapons Allowed: Single hand weapon Damage: 2 Movement: Shuffling walk Intelligence: Controlled Actions Treasure: None Frequency: Rare Number Appearing: 2-5 Skill Use: None Costume: Mummies have the appearance of long dead corpses, wrapped in filthy bandages. Masks, prosthetics and makeup can be used to achieve this effect. All skin must be covered. The wrappings should cover the entire body. Description: Mummies are the carefully preserved corpses of long dead humans. They are remnants of an old civilization that predates the cataclysm. Sometimes through use of Necromantic rituals or by the presence of strong dark magic, these ancient dead are brought back to life. An uncontrolled mummy will guard its tomb from intrusion by any living thing. It will not leave it’s tomb under it’s own free will. Mummies are not capable of speech. Mummy Lord Type: Greater Undead Armor: 0-2 [coverage: as worn]. Body: 6 Damage requirement: Elemental dart (fire), magical fire, Petrify, and silver weapons Weapons Allowed: Any Damage: 2 Movement: Slow Intelligence: Normal Treasure: Any Frequency: Extremely Rare Number Appearing: 1 Skill Use: Power (10), a mummy lord can also have any spells from any of the following schools: Aura, Battle, and Necromancy. Costume: Mummies have the appearance of long dead corpses, wrapped in filthy bandages. Masks, prosthetics and makeup can be used to achieve this effect. All skin must be covered. The wrappings should cover the entire body. Mummy Lords may wear armor. Mummy Lords also are always found wearing valuable jewelry and large ornate headdresses. Description: Mummies are the carefully preserved corpses of long dead humans. They are remnants of an old civilization that predates the cataclysm. Mummy Lords result when a perfectly preserved mummy is animated by use of a ritual. Only the wealthiest and most powerful nobles were preserved this good. Mummy Lords maintain the intelligence they had in life. Mummy Lords are capable of dry, raspy speech. Mummy Lords are driven by a need to acquire the power and wealth they had in life. Mummy Lords can control lesser undead, and are commonly found with either 1-10 Skeletons or 1-3 Mummies under their control. In addition, because of the unearthly power of the mummy lord all mummies within 20 feet of the Lord ignore the first repel, command, or control undead spell cast on them each game day. This power does not protect the Lord, but the Lord may protect itself with its own magic. This power does not extend to non-mummy undead controlled by the mummy lord. Nature Children Type: Light Fey Armor: 0-4 [coverage: as worn]. Body: 0-4 Damage requirement: None Weapons Allowed: Any Damage: 1-4 Movement: Normal Intelligence: Normal Treasure: None Frequency: Extremely Rare Number Appearing: 1 Skill Use: Any Costume: Varies. See below. Description: Nature Children are the magically created spawn of Nymphs. When it is time to birth a Nature Child, a Nymph will take on the appearance of a human. She will then give birth and leave the child as an orphan to be raised in that community. Nature Children appear like normal humans. The child and those who are left to rear it, are typically clue-less as to its true origins. Most Non-Fey races believe Nature Children to be mere superstition, and pass the stories off as hopeful dreams of orphans. Light Fey will generally avoid the topic, if broached to them. They find it impolite to discuss the matters of Nymph brood. Nature Children all tend toward skills and careers that bring them close to nature and help other people. They seem to be fated to achieve great deeds that benefit others. Some even give their lives to that end. They are the most beloved of all the Nymph’s children, though they will never have contact past the moment of birth. Sometimes a Nymph will quest others to assist her orphaned child, if the Nature Child is to have a particularly difficult task in life. The means by which these quested mortals will help varies from child to child. Nosferatu Type: Greater Undead Armor: None Body: 8 Damage requirement: Silver weapons, Necromancy spells, Petrify and special death requirement Weapons Allowed: Claws (Hand Weapons) Damage: 2 Movement: Normal Intelligence: Normal Treasure: None Frequency: Extremely Rare Number Appearing: 1 Skill Use: Any magic skills except ones pertaining to life magic. Power (20) Costume: Fang prosthetics. Red eye contacts. Description: Nosferatu are the longest lived and most powerful of all vampires. They have managed to restore some of their intellect over the years, and are capable of wielding magic. Also unlike other vampires, Nosferatu tend to settle into abodes. The Nosferatu typically will exist as a recluse, surrounded by tomes of knowledge and objects of darkly mystic properties. Nosferatu only need to feed once a month and are capable of keeping a low profile for a lengthy period of time. Most Nosferatu abodes will have 1-4 ghoul servants dwelling within to serve their master’s needs. These Ghouls are kept on a diet of mainly animal flesh, with a reward of human flesh once a month once their master has finished with the victim. This diet of animal flesh keeps the ghouls barely in control of their urges. It makes them incredibly vicious guard dogs when a mortal dares to enter a Nosferatu’s abode. The Nosferatu will always have a coffin it sleeps in during the daylight hours within it’s abode. Nosferatu can be harmed by silver weapons and petrify. If a torso wound is caused [petrify counts as a torso wound], it will dissipate into a mist and return to it’s coffin to rest and restore itself. It will arise, restored in one hour’s time. There are only two ways to destroy a Nosferatu. One is to cast Final Rest on the Nosferatu’s resting form. The other is to expose the Nosferatu to sunlight. Nosferatu will rest during the daylight hours in its coffin. Any attempt to move the coffin or remove the Nosferatu from its coffin will wake it. Final Rest will not wake it. Nosferatu are capable of creating other vampires, but generally will not. They loathe other vampires as mere animals, and are even known to kill any who wander into their hunting grounds. Vampires in the area could lead to the locals getting suspicious. Nyads Type: Light Fey Armor: 0 Body: 0 Damage requirement: None Weapons Allowed: Any Damage: 1 Movement: Normal Intelligence: Normal Treasure: Some treasure left behind from other victims. Frequency: Uncommon near bodies of water, rare anywhere else. Number Appearing: 1-5 Skill Use: Any Costume: Nyads have pale blue skin with darker blue features. They use shells as jewelry and generally decorate themselves with water plants. Description: Nyads are fey who make their home in the water. They can breathe both water and air. Nyads are a pretty carefree lot. They are a hunter-gatherer society, and the food is plentiful in the sea. Nyads have little in the way of possessions beyond some personal adornments and what they need to hunt and protect themselves with. They most frequently will be found armed with spears and tridents that they use to spear fish with. Nyads have been known to barter with surface dwellers for items unavailable to them below the water. Nyads do not approve of nets as a fishing technique. Fishermen who use nets will occasionally find them cut if they wander too close to Nyad territory. Anything that sinks to the sea bottom is declared to be Nyad property. Sunken ships make fine homes, and any treasure within them is an added bonus. Nymphs Type: Light Fey Armor: 0 Body: 0 Damage requirement: None Weapons Allowed: None Damage: None Movement: Normal Intelligence: Normal Treasure: Frequency: Rare Number Appearing: 1 Skill Use: First Aid, Power (20), Any magic schools or rituals except Necromancy. Nymphs always have every language skill. Costume: Light green skin tone with darker green features. Vestigial wings. Clothing is always green and/or brown and decorated with leaves and plants. This costume is only when the Nymph is in her true form. Description: Nymphs are the most powerful and revered of all the Light Fey. They are a pure embodiment of the forces of nature. All Nymphs are female in appearance. Nymphs are almost constantly in a state of immaculate magical pregnancy, with no Father apparent. Their pregnancy will vary in length from a few days, to months. They continuously will spawn different species of Fey. Nymphs are known to birth both Dryads and Satyrs and occasionally even other Fey races both Light and Dark in nature. Nymphs are the only race the Bogarts will treat with anything resembling respect. They behave like naughty children who know that their Mother has her eye on them. Nymphs are suspected of giving birth to Fey creatures called Nature Children. During the final phase of the pregnancy of a Nature Child birth, the Nymph will take on the form of a female of the species the child will resemble. This makes it easier for her to orphan the child with those it appears to be like. Nyads are full of love for all natural creatures, but also fully aware of the cruel aspects of nature. They frequently place their own children in a position of sacrifice for the common good. Occasionally Nymphs will quest mortals to assist one of her children, if she knows it will have a particularly difficult time accomplishing it’s purpose. Nymph’s consider this questing to be a gift, more than a task. The mortals are given the benefit of being parental figures to a child she will only know from distance. Nymph’s cannot force a quest upon a mortal. Nymphs have been known to use strange unexplained powers that have bent time slightly and disregarded distances to assist in these quests. They do not discuss these abilities, and will only use them in these circumstances. Ogres Type: Goblioid, monstrous Armor: 0-2 [Coverage: as worn]. Body: 4 [never takes more than one point of damage from any source]. Damage requirement: None Weapons Allowed: Two-handed Club Damage: 4 Movement: Normal Intelligence: Slow Treasure: Few odd trinkets or coin not totaling more than 1-5 copper. Frequency: Common Number Appearing: 1- 2 Skill Use: None Costume: Ogres must have ram-like horns that protrude from either side of their heads. Shoulders must be padded underneath the costume to noticeably add size and girth. Ogres also have protruding lower canines. Their skin varies in color from red to brown. All exposed skin must be covered in makeup. Ogres dress in hides and raggedy cloth. Description: Ogres are amongst the largest and strongest of the Goblinoids. The most intelligent Ogre has the intelligence level of an 8 year-old human at best. Ogres tend to be peaceful creatures when alone. They are very emotional though, and their idea of a tantrum can be fatal to more fragile creatures. Ogres are extremely single minded when angered or attacked. Because of this mind set Ogres are immune to the first Charm or Fear based attack that hits them each game day. Ogres are occasionally found in the service of Orcs and Goblins. Ooze Type: Plant Armor: 0 Body: 8 Damage requirement: Elemental dart [air or fire] or a similar ability. Weapons Allowed: Special (see below) Damage: 2 Movement: Shuffling walk Intelligence: Animal Treasure: None Frequency: Rare. Never seen in winter. Number Appearing: 1 Skill Use: None Costume: The NPC must be covered head to toe in camouflage netting. The player’s body should be covered with brown or green clothing to hide the person on the inside. Description: Oozes are creeping piles of slimy plant life. They are slow moving but have voracious appetites. Oozes hunt by expelling small parts of themselves (represented by tag bags) at their prey. The small bits are acidic and cause 1 point of normal damage. Ooze cannot launch more than one bit at a time, but no incant is required and no delay is needed between uses of the ability. Once prey has fallen, the Ooze will slowly advance on it, to eat it. If it eats a downed player or NPC, they are gone and cannot be resurrected, and all of their gear and treasure is destroyed permanently. Touching Ooze causes a point of damage to the person touching it. Normal weapons do not harm Ooze. Attacking Ooze in hand to hand splashes bits of it about, causing 1 point of damage to the person hitting it. Ooze is vulnerable to temperature extremes and so does not come out in the winter and will shy away from large sources of heat like a camp fire. Orcs Type: Goblioid Armor: 0-8 special [coverage: special and as worn]. Body: 0-4 Damage requirement: None Weapons Allowed: Any Damage: 1/+1 special Movement: Normal Intelligence: Primitive Treasure: 1-3 objects of value worth 1-5 copper pieces each. A group of ten Orcs may carry a limited use magic object. Frequency: Common Number Appearing: 1- 10 Skill Use: Any Costume: Orcs have large protruded canine teeth. All NPCs playing Orcs must wear fake teeth to represent this. Orcs garb is often worn and mismatched. Orcs often make large use of furs, skins, and hides on their costumes and armor. Orcs very rarely make use of armor and so only one Orc out of five will ever be seen wearing physical armor. Description: Orcs are a simple race of creatures that dwell nomadically across the world. Orc tribes often break apart only months after forming making Orc leadership chaotic and progress difficult. Orcs have never excelled at craftsmanship or trade skills and survive mostly through theft and pillage. Orcs are known for their savagery and Orc raiding parties often commit unspeakable acts upon their victims simply for their own amusement. Orcs are resoundingly hardy creatures and their thick torsos are hard to damage. Because of this, Orcs are always treated as having two points of armor on their body in addition to any magical or physical armor they may wear. Orcs are savage fighters but rely mostly on strength as opposed to skill. Because of this Orcs are allowed a special +1 damage bonus once per day. This damage is in addition to any skills the Orc may have but still will not raise the Orcs maximum damage above four (two for twin weapons). Before using this skill the Orc MUST let out a piercing battle scream. This is never a word or phrase but simply a powerful guttural noise. Pixies Type: Light Fey Armor: None Body: 0 Damage requirement: None Weapons Allowed: Any Damage: 1 Movement: Normal Intelligence: Normal Treasure: Frequency: Uncommon Number Appearing: 1-4 Skill Use: Power (10), They may also have any spells from the following schools of magic: Aura, Elemental and Life. They may also have Ritual from any of these schools. Costume: Pixies dress in shades of blue and gold. Their faces are pale gold with blue features. Pixies have white butterfly-style wings upon their back. Description: Pixies live amongst the clouds. They are closely related to the element of air and wind. They are largely a friendly folk. Pixies communicate through song. They can only speak by singing. They also cannot understand words spoken to them unless the words are sung with a melody. Regular speaking sounds like garbled nonsense to pixies. They love any sort of wind-based musical instrument. A flute or chime is always considered to be excellent gift for pixies. Pixies are generally of good temperament. Varying between plain and simple folk, to gentle pranksters. Severe weather conditions bring a natural high to these creatures. They reach an almost religious fervor during storms. Pixies while not stupid, do tend to be flighty in nature. Their interests change as frequently as the direction of the wind. Pixies have been known to employ Air Elementals as servants or guardians through use of Elemental Rituals. Poltergeists Type: Spirit Armor: 0 Body: 0 Damage requirement: Special Weapons Allowed: Tag Bags Damage: 1 Movement: Normal Intelligence: Normal Treasure: None Frequency: Rare Number Appearing: 1 Skill Use: None Costume: Poltergeists are identical to ghosts in appearance. Poltergeists must be dressed completely in white and black. All exposed skin must be painted white with details done in black. There should be no color present on them. Frequently a poltergeist will appear as they did at the moment of death, with whatever wounds that killed them. If their throat was slashed, they will have a nasty gash that oozes black blood. If they were hanged, they will have a spectral white rope hanging about their neck. Description: Poltergeists are unreasonable violent spirits that sometimes settle into haunting a building or area. They do not drive mortals out in the same manner as ghosts. They will allow people to come and go. They just love to cause misery for those that do. It is believed that they are the spirits of the criminally insane. They do not seem to have a purpose other then to cause misery and pain to anyone who dwells where they haunt. Poltergeists are capable of throwing any object within their haunting grounds (plates, stones, knick knacks, small household pets). These objects are represented by tag bags and cause 1 point of damage each time they hit. Poltergeists do not aim to kill, just to injure. They don’t want to have to share their haunting ground with a ghost they have just freshly made. They would rather have a living victim to make miserable. Because of this, treat any shot that would cause a torso wound as only knocking the target unconscious for 5 phases. Attempts by mediums to communicate with poltergeists are usually met with insane babble and nonsense. Mediums are not able to reason with them at all. Some poor mediums have mistaken poltergeists for ghosts, and gotten knocked in the head for the trouble. Poltergeists can be destroyed permanently through use of a special Aura Ritual. The ritual places a sanctuary on the structure that forces the poltergeist out. The poltergeist then disperses, never to be seen again. Puppet Weed Type: Plant Armor: 0 Body: 10 Damage requirement: None Weapons Allowed: Any Damage: Special Movement: Stationary Intelligence: Normal Treasure: Any scattered about or on controlled victims. Frequency: Rare Number Appearing: 1 Skill Use: Special Costume: Puppet Weed appears as thick leafy vines that cover a tree. Skeletons and bones should be wrapped in the vines. There must also be vines connected to the weed’s puppets (See below). The vines should be sturdy to avoid breakage. Puppets will appear as any NPC or PC race. Description: Puppet Weed is a malignant intelligent plant life form. It grows on trees, but feeds on biological life. Puppet weed attaches vine tendrils to it’s victims, sustaining their life, while consuming them from within. These victims become the weed’s “puppets”. They are totally under the weed’s control while attached to it. It can call upon any of their memories, knowledge or experience in its use of them. The puppet is aware through all of this. They are unable to do anything to break the control on their own. Puppet Weed can extend its puppets up to fifteen feet away from its center on the tree. Game Masters should measure the vines they attach to the puppets at varying lengths up to that maximum measurement. A Puppet Weed will have one to five puppets when encountered. It will use its puppets to lure unsuspecting victims over. The puppets will then attack the victim. If cause a torso wound to a victim, the victim gets a vine attached to them. The victim then becomes a puppet also. Puppets have all the normal stats and skills they would as an NPC creature or a PC. Including all of their body points, even if they were just taken over. Causing a torso wound to them in their puppet state will cause them to fall down unconscious, but the plant will not allow them to outright die yet. Puppets will appear at various levels of digestion. Fresh puppets will appear very normal except for the single vine attached to their body. Victims who have been puppets for a few days or more will have more vines covering them and have a very unhealthy appearance. The main body of the plant must be destroyed to get rid of it for good. This is the part of the Puppet Weed that has ten body points. All puppets will be released upon the plant’s death, but they will all have automatic torso wounds in the process. Any player who becomes a puppet will be considered permanently deceased if not rescued before the event weekend is finished. Puppet Weed can control a maximum of eight puppets at once, if it manages to trick enough victims. Satyrs Type: Light Fey Armor: 0 Body: 2 Damage requirement: None Weapons Allowed: Hand weapon Damage: 1 Movement: Normal Intelligence: Primitive Treasure: Any Frequency: Common, Extremely rare in winter Number Appearing: 1- 5 Skill Use: Power (5), Any spells from the Sorcery school of magic Costume: Satyrs are always male. They have short to medium sized straight horns on their foreheads. Satyrs dress in furs. They tend to not wear shirts. Description: Satyrs are forest dwellers. Satyr society is a chaotic collection of small roving groups of amorous minded hedonists. They overindulge in all the pleasures life has to offer. They will drink all the wine, consume all the food, and flirt with any females that are present. Satyrs rarely succeed in their amorous attempts at women. If it weren’t for the Nymphs occasionally giving birth to a Satyr, the race would have died out long ago. Mortals would mainly ignore them, except that Satyrs have a real decent knowledge of the forest they live in. They can be invaluable in locating alchemical components that exist in the woods. Satyrs are immune to charm spells unless they are thrown by a female character. Saurons Type: Reptilian Armor: 4 natural [coverage: whole body]. Body: 4 Damage requirement: None Weapons Allowed: Single two-handed weapon Damage: 4 Movement: Normal Intelligence: Primitive Treasure: None Frequency: Common Number Appearing: 1 [+1 per five bask also encountered]. Skill Use: None Costume: Saurons are covered in brown scales and are hairless. All hair on the NPC must be covered, and all exposed flesh must be painted with brown scales. Saurons have a ridge that runs along their brow and down their nose. Description: Saurons are the powerfully muscled and thickly scaled cousins of the Basks. They are also smarter than Basks, but are limited in their knowledge. Gorgons have turned the Saurons into a warrior race, and limit their potential as anything else. Basks are naturally simple-minded and easy to control. Saurons are deliberately kept from learning how to read or do anything that does not specifically apply to them being fighters. Saurons do not question their position in Reptilian society, and are quite pleased to have Basks to boss around. Saurons who do vary from the norm, are spotted early on by their own kind and turned in for termination by the Gorgons. This self-policing on their own kind is a behavior rewarded by the Gorgons. Saurons are typically found in charge of small units of bask warriors. Scarecrows Type: Construct Armor: 0 Body: 10 Damage requirement: None Weapons Allowed: Claws (Hand Weapons) or a large two-handed scythe. Damage: 2 Movement: Normal Intelligence: Controlled Actions Treasure: None Frequency: Rare Number Appearing: 1-5 Skill Use: None Costume: Scarecrows are made of cloth, straw, wood and occasionally a gourd is used for the head. Makeup, masks, and prosthetics should be used to represent this. No skin should be showing. Scarecrow’s eyes glow at night. Glow sticks should be worked into the mask above the eyeholes, to appear as glowing eyes. Description: Scarecrows are temporary constructs, created with a specific purpose. They are created through use of an Enchantment ritual. Scarecrows only last one game day, and then they fall apart. Scarecrows are used solely for one function. They are assassins. They are given the name of their intended victim or victims at creation and will single-mindedly hunt them down. They will not obey commands given them by anyone, once their target has been named. They will ignore all, including their own creator, and will immediately leave to accomplish their task. Scarecrows will use stealth and can be almost intelligent in their use of camouflage and cover to get close to their target(s). Scarecrows will fall apart once they have completed their task. Sirens Type: Dark Fey Armor: 0 Body: 4 Damage requirement: Take double damage from Elemental dart (earth) Weapons Allowed: Claws (Hand Weapons) Damage: 1 Movement: Normal Intelligence: Normal Treasure: Frequency: Uncommon by water. Never seen away from water. Number Appearing: 1- 3 Skill Use: All trap skills Costume: Sirens dress in flowing blue robes. They have fangs and pointed ears. Description: Sirens are the dark fey cousins of the Nyads. They feed on any mortal flesh they can lure into their traps. Sirens can wander up to 100 feet from a large water source, but no further. They will set traps and ambushes within that range. Sirens have an ability that mimics the effects of a Pin spell. They can use this ability up to 3 times per game day. To use it, the siren must sing (they do not use words) and at the same time hit their target with a tag bag. The spell functions exactly like the spell Pin, if it hits. It can even be saved against by use of the protective spells mentioned in the Pin description. The variance from the spell is that the pin will last only as long as the Siren is singing. If that siren stops singing, the spell effect is gone. Through constant singing, Siren’s pin can last longer than the usual ten-phase duration. Missing with a tag bag counts as a use of the ability. No delay is required between uses of this ability and the Siren can hit multiple targets and continue singing to keep all of them trapped. Sirens take double damage from elemental earth attacks. Skeletons Type: Lesser Undead Armor: 0-2 [coverage: as worn]. Body: 0 Damage requirement: Special Weapons Allowed: Any Damage: 1 Movement: Normal Intelligence: Controlled Actions Skill Use: None Treasure: None Frequency: Common Number Appearing: 1-10 Costume: The player must wear a skeletal mask or make-up that makes them look like a skeleton. The garb worn by the players should cover and fleshy parts of the body or exposed parts should be decorated to look like bone. Garb that is worn or ruined is a plus. Description: Skeletons are the reanimated remains of the ancient dead. Skeletons, as their name would imply, are nothing but animated bones. Skeletons are very quick and their lack of physical mass makes them hard to fight in battle. Only melee weapons and spells have any effect on them. Due to their skeletal nature, thrown damaging poisons and normal missile fire [arrows, bolts, and thrown weapons] have no effect on them. Skeletons are controlled creatures, but are able to accept complex commands. Skeletons cannot speak and may make no in-game noises. Powerful necromancers for use as slaves and guards reanimate skeletons. Occasionally they are created simply by the presence of strong dark magic. Cursed tombs, sites of necromantic rituals, and the like have been known to spawn undead who mindlessly patrol the area. These uncontrolled undead will mindlessly attack all life, until they are controlled or destroyed. Sprites Type: Light Fey Armor: 0 Body: 3 Damage requirement: None, Elemental dart (water) does double damage Weapons Allowed: Any Damage: 1 elemental fire Movement: Normal Intelligence: Normal Treasure: None Frequency: Rare. Extremely rare in winter. Number Appearing: 1 Skill Use: None Costume: Sprites have vestigial wings. They dress in reds, oranges and yellows. They have yellow skin with details in orange and red. Their hair is always one of those colors as well. Description: Sprites are the fey of fire and flame. They dwell on a plane of elemental fire. Sprites do not like cold and will avoid it at all costs. They take no damage from elemental fire attacks. Elemental water does double damage to them. Sprites dislike any realm other than their own, and will not leave it without a very important reason. Sprites are benign, but are easy to anger. Their weapons strike for elemental fire damage when wielded by them. Stinging Nettle Type: Plant Armor: 0 Body: 10 Damage requirement: None Weapons Allowed: Tag Bags Damage: 1 Movement: Stationary Intelligence: Controlled Actions Treasure: None Frequency: Common Number Appearing: 2-10 Skill Use: None Costume: The NPC must be totally covered in camouflage netting. Then decorate them with red plastic flowers. Description: Stinging nettles are harmless plants…if they aren’t disturbed. Touching, or hitting Stinging Nettles causes it to fire off poisonous needles. Each needle causes 1 point of damage and is represented by tag bags. Stinging Nettles always grow alongside other Stinging Nettle plants. The plants are always within 5 feet of another. Setting off one Stinging Nettle plant will set off all others in the area. The plants are able to sense enough to aim their shots at targets and tell when there is a viable target within range. Once disturbed, they will be on guard for an hour and fire at anything that moves in range. Nettles only fire one needle at a time. (No handfuls of tag bags) Stinging Nettles do not run out of needles. NPCs playing Nettles may call a hold to restock needles if they run out. Stinging Nettles are valuable to poison brewers. Parts of the plant are used in creating some poisons. Stone Golem Type: Construct Armor: 0 Body: 10 Damage requirement: None Weapons Allowed: 1 or 2 Hand Weapons Damage: 2 Movement: Slow Intelligence: Controlled Actions Treasure: None Frequency: Rare Number Appearing: 1-5 Skill Use: None Costume: These creatures should look like they are created from stone. They should be white or gray in color. All skin must be covered. Masks, Makeup and clothing should be closely matched in color, to give the appearance of being fashioned from a single piece of stone. Description: Stone golems are created through use of an Enchantment Ritual. They have the appearance of a statue or gargoyle. Stone Golems are useful primarily as Guards. They are not designed for long term movement. They will typically stand motionless for extended periods of time before being triggered into action. Stone Golems will crumble into dust when destroyed. Tree men Type: Plant Armor: 4 natural [coverage: whole body] Body: 1-4 Damage requirement: None Weapons Allowed: Any Damage: 1-4 Movement: Slow Intelligence: Normal Treasure: None Frequency: Rare Number Appearing: 1-3 Skill Use: Any up to a 20th level character equivalent Costume: Tree men are completely covered in bark. Their costume should be brown with black markings to give the appearance of bark and knots. Working small numbers of leaves into the costume is also suggested. All exposed skin must be painted to match the costume. Tree men have green hair. Description: Tree men are dryad widows. If a dryad dies, any husbands who are still within the time frame of their natural life span will uproot and travel as a tree man. Any husband who has lived past his normal mortal lifespan will merely whither and die without the Dryad’s sustaining magic. Husbands young enough to become tree men will travel the land in search of a new Dryad grove to be excepted into. While once again rooting with a dryad is their primary goal, tree men are known to take advantage of their mobile state to experience things they gave up in becoming a tree. Some tree men take years to find a Dryad grove they feel comfortable with and will except them. Along the way, they will take in the sites. Tree men are generally benevolent if somewhat melancholy creatures. A drunken tree man weeping over his dead wife in the corner of a tavern can be very depressing. Troglodytes Type: Reptilian Armor: 2 natural [coverage: whole body] Body: 3 Damage requirement: None Weapons Allowed: Hand weapon Damage: 1 Movement: Normal Intelligence: Primitive Treasure: Any Frequency: Common, but rare during daylight. Number Appearing: 1-10 Skill Use: First Aid, Alchemy (1-4), Racial Language, any Thief or Tradesmen skill. Two Weapon Fighting or Shield Use. Costume: Troglodytes are covered in pale white scales. White makeup must be used to cover all exposed skin. Details and scales should be painted on with black makeup. Troglodytes are the best dressed of the Reptilian species, and will typically be found in fine clothing. Description: Troglodytes are the artisans, craftsman, and middle management of Reptilian society. They are subterranean in nature and mine their homes deep into the earth. Troglodytes feel uncomfortable in sunlight and will generally only venture out into the above ground world at night. Troglodytes are highly resistant to the cold and may be encountered during the winter months. Troglodytes prosper under the Gorgon rule, and have no wish to alter the current empire. Even though they tend to be smarter than the Gorgons. Troglodytes are commonly used as ambassadors or messengers to none Reptilian species, as they are the most compatible with other cultures. Troglodytes are omnivorous, unlike other Reptilians, and actually find meat in general to be distasteful. The Troglodytes’ primary source of protein is the extremely large insects they raise belowground. While aboveground, Troglodytes will mostly just eat fruits and vegetables, with the occasional small unsatisfying insect thrown in. Above ground Troglodytes are more commonly found in a group of two or three with a contingent of Basks under their authority. If encountered in larger groups, it is either Winter and they can’t get Basks to travel with them, or there is something very important going on that can’t be trusted to Basks. Trolls Type: Goblinoid Armor: 0 Body: 3 Damage requirement: Elemental dart (fire), magical fire, Petrify, and Sorcery spells Weapons Allowed: 2 handed weapon Damage: 1 Movement: Normal Intelligence: Slow Treasure: Frequency: Common Number Appearing: 1-5 Skill Use: None Costume: Trolls have green skin. All exposed skin must be covered in green makeup. Trolls dress in furs and raggedy cloth. Trolls have blue hair. Description: Trolls are closely related to goblins, and even have a similar physical appearance. Trolls have a powerful ability to regenerate. They regenerate so fast that the only way to harm them is with magical fire. The regenerative ability has an adverse affect on the minds of Trolls. The continuous replacement of brain cells makes their memory short term. Trolls cannot remember much past last week. Trolls are only capable of remembering the most basic words, due to the use of the words every day. Trolls will forget their own names if left alone without companionship for more than a week. Not that it’s much of a loss. With their poor memory and lack of imagination, Trolls aren’t known for giving their children the best names. Quite often a Troll cow will name most or all of her children the same. Trolls lack any organization. Left to their own devices they will wander about grazing and playing with rocks. Goblins and Orcs will occasionally convince a Troll to follow them. Typically stealing the Troll as a pup and raising it themselves. They have to continuously teach the Troll the same things day after day, to keep it remembering important stuff, like who is in charge. Trolls by themselves will be found in groups up to five. Only up to two Trolls will be found traveling with goblin or Orc groups. Anymore than two is too much work for goblins and Orcs to maintain. Vampires Type: Greater Undead Armor: 0 Body: 6 Damage requirement: Silver weapons, necromancy spells, Petrify, and special death requirement Weapons Allowed: Claws (Hand Weapons) Damage: 2 Movement: Normal Intelligence: Normal Treasure: Frequency: Rare Number Appearing: 1-5 Skill Use: None Costume: The player must wear fangs and all exposed skin must be white or pale in color. A player’s normal complexion, no matter how pale, is not enough to meet this requirement. Description: Vampires are the lowest form of Greater Undead. They barely manage to keep a semblance of humanity as a camouflage. Vampires are driven by a powerful animalistic urge to consume the blood of mortals. Vampires lose their former identities through the creation process. The original person is essentially destroyed by the possession of an unclean spirit. Causing a torso wound to a vampire will force it to return to it’s resting place until the following night. Casting Final Rest on it’s resting form, or exposing a vampire to sunlight will destroy it permanently. Vampires are extremely transient due to their barely controlled urges not allowing them to keep a low profile. They will not hang around long in an area where they have been discovered, but may return months to years later. Vampires rest in the earth by day. They will search for a secluded spot prior to dawn and burrow in. Any Game Master using a vampire in play, must have a spot hidden somewhere in the woods to represent the vampire’s resting place. The Game Master must bury a mannequin or similar life size substitute for the vampire NPC. This resting form must be buried under at least 3 feet of earth. If players find the spot during the day and dig it up, the vampire is destroyed. If players find it at night, while a vampire is resting within to heal silver damage, they may cast Final Rest upon the resting form to destroy the vampire. Wights Type: Spirit Armor: 2-4 [coverage: as worn]. Body: 3 Damage requirement: Elven steel Weapons Allowed: Any melee Damage: 1 Movement: Normal Intelligence: Normal Treasure: None Frequency: Extremely Rare Number Appearing: 1-3 Skill Use: None Costume: Wights appear as bright blue skeletons in Heavy Armor. Any spot not covered in armor or clothes must have the appearance of ethereal blue bone. Description: Wights are the spirits of warriors who committed horrible atrocities during wartime. Their fear of retribution in the afterlife has caused them to dwell the land as wights. Wights must continue to destroy and kill to maintain their earthly presence. They feed off of the pain and suffering they cause. Ironically this fear of retribution has added them to add to their list of atrocities. Wights can only be destroyed with Elven Steel weapons. Wights can never enter a town that contains one or more temples with ordained priests within its limits. Wights delight in torturing mediums, as they feel the medium’s fear and suffering that much more acutely. Wights will kill ordained priests on sight. They do not like being kept outside of town’s by the presence of the priest’s temples. Wights only travel at night if the sun is up a wight cannot move about even in areas of subdued light like a cave or deep wood. Wraiths Type: Spirit Armor: 0 Body: 6 Damage requirement: Elven steel and special death requirement Weapons Allowed: Two handed weapon Damage: 1 Movement: Normal Intelligence: Normal Treasure: None Frequency: Extremely Rare Number Appearing: 1 Skill Use: None Costume: Wraiths appear as living shadows dressed in hooded black robes. A black fabric mask must be used to hide the NPC’s face. There must be no exposed surface that is not covered in black. Black gloves must be used to cover hands, long sleeved black shirt to cover arms, etc. Description: Wraiths are the spirits of evil necromancers who have completed a ritual to become a wraith rather than pass on to the other side. They have given up their ability to use magic in the process, but are armed with ethereal weapons. Wraiths feed on the life force of others. They drain this life force from every person they manage to kill. Wraith’s posses the innate ability to detect life. Fives times per game day the wraith player may call out “detect life” any living players within the sound of the creature’s voice MUST answer “I am here”. The wraith player should use a growling or commanding voice and not ruin the atmosphere of the game with a normal voice. The wraith can use this ability to command undead and direct them in the direction of prey. Wraiths can only take damage from Elven Steel weapons. After 5 phases the Wraith will dissipate from a torso wound if the spell Final Rest is not cast upon them. If they dissipate without a Final Rest, they will return on the following night. Wraiths can command up to 10 skeletons or zombies. Wraiths only travel at night if the sun is up a wraith cannot move about even in areas of subdued light like a cave or deep wood. Yeb Type: Monstrous Armor: 10 [only takes one point of damage from any source, except for soft spot, see below]. Body: 0 Damage requirement: Special Weapons Allowed: Claws (Hand Weapons) Damage: 4 Movement: Normal Intelligence: Animal Treasure: None Frequency: Common Number Appearing: 1-10 Skill Use: None Costume: NPCs playing Yeb must wear a costume that gives them the appearance of a man sized brown beetle. The entire costume must be brown, except for the front of the torso where it must be yellow from waist to collar bone. The head must be covered with a mask to give the appearance of a large beetle head. Description: Yeb are man-sized beetles. They dwell within the ground and forage about above ground during the day. Yeb feed primarily on vegetation and rotten carrion. They are very protective of their food and their homes. Attacking anything that comes near to either of them as a threat. Yeb, despite their size, have small brains that are incapable of anything but instinctual reaction. They do not use tactics in combat. They just swarm in groups, or all out attack if alone. They do not talk, but communicate with each other through a clicking noise they make with their mandibles. Yeb are covered in an extremely hard brown carapace. The yellow patch on the front of their torsos is a soft spot that is unarmored. Any hits to the yellow patch automatically cause a torso wound. Yeti Type: Monstrous Armor: 0 Body: 3 Damage requirement: None Weapons Allowed: Claws (Hand Weapons) and one tag-bag to represent stench. Damage: 2 with claws and fear with stench. Movement: Normal Intelligence: Animal Treasure: None Frequency: Common in colder months. Never seen in warm months. Number Appearing: 1-10 Skill Use: None Costume: NPC must be covered in white fur from head to toe. The face must be painted with white makeup and given a beastly appearance with details done in black makeup. Description: A Yeti is a beast that hibernates on the coldest mountain peaks during the summer months. They travel down from the mountains in the winter months to hunt for food. They are carnivores, and will kill and eat anything rabbit sized or bigger. Yeti travel in packs with one male and group of females and young ones. Adult males challenge each other for pack leadership. Losing males wander alone outside the pack. The only time a lone Yeti is encountered, it is because it is a male that failed it’s challenge, or an old or sick Yeti that has been abandoned to die by it’s pack. All Yeti exude a powerful natural stench that can dishearten even the strongest of warrior. Once per day the Yeti can throw a tag bag at a target with the same effect as a fear spell. If hit, the effected target must flee the area of the Yeti until the smell wears off ten phases later. Unlike the fear spell a character with the skill First Aid [even the effected player] can remove the effects of stench after one phase. No incant is required to use this ability. There is no mundane way to block the stench of the Yeti but a blessed shield will not protect the player. Zombies Type: Lesser Undead Armor: None Body: 0 Damage requirement: None Weapons Allowed: Hand weapon only Damage: 1 Disease Movement: Slow shuffling walk Intelligence: Controlled Actions Skill Use: None Treasure: None Frequency: Common Number Appearing: Any number Costume: NPCs playing zombies must use masks or makeup to give them the appearance of rotting flesh. ALL exposed flesh must be covered. Description: Zombies are decomposing corpses reanimated by dark magic. Zombies are the lowest form of undead. They are common as slaves and guards to Necromancers, as they are even easier to animate than skeletons. They are clumsy though and unpleasant to be around. Zombies cannot speak, but occasionally groan. Occasionally zombies are created simply by the presence of strong dark magic. Cursed tombs, sites of necromantic rituals, and the like have been known to spawn undead who mindlessly patrol the area. These uncontrolled undead will mindlessly attack all life, until they are controlled or destroyed. The foul touch of a zombie is filled with disease. Any attack from a zombie that inflicts body damage on the target also infects the target with disease. While under the influence of disease the character is beyond the help of healing magic and most alchemy compounds. Only A Purify Spirit spell or alchemy compound will remove the disease. A spirit shield spell will protect the character against the disease caused by zombies.