Showing posts with label campaign add-ins. Show all posts
Showing posts with label campaign add-ins. Show all posts

New AD&D Crossbow Rules (variant)

http://www.themcs.org/weaponry/crossbows/crossbows.htm
I've got a lot to do this week, what with Spring here, as well as a fresh copy of Robert J. Kuntz's new book to read. This week, I've decided to take it easy.

I like weapons that function differently from one another, it is a total AD&D 2e thing. We can make the rules as complex or as simple as we like. One of the things that bugs me about the system is, as the title says, The Crossbow.

The Crossbow was a terror on the battlefield, and was, at the time, considered to be much like the nuclear bomb is today. It was an unfair advantage. Bowmen had to spend hours honing their craft, it is a weapon of skill, while the crossbow was not. Anybody could pick up a crossbow and use it to kill other men.

What the crossbow lacked in distance, it made up for with accuracy. It's kind of like a shotgun today, you don't need to be a good shot with a shotgun, you just aim the barrel in the general direction of what you don't want to be there anymore, and when it gets close enough, you pull the trigger.

This factor really isn't all that apparent in the AD&D Weapons table. There are multiple ways that we can go about fixing this:

  • You can have the weapon always fire against AC 10. 
  • This weapon was slow to load, but the power behind it was pretty impressive, much better, I feel, than the damage listed in the book. We can alter this, either up the damage die used, or if max dmg is rolled, roll the same die again and add that to the total. The problem, however, with this solution is that the die in question is fairly easy to influence, a d6 would give you much better results than the d4, or you can roll the d8 but have it only give you results of 1-4. 

I do think that the damage needs to be altered, I'm not sure why it was set so low. DEX does make it more accurate and more dangerous, but I think that the best solution might be focusing on its ease of use.

  • One doesn't need to spend a Prof. point on this weapon, those that do are actually now specialized in that weapon, and anybody can specialize in it at least once, fighters can spend multiple slots specializing in it further.

I also think that the Range might be set a tad too high, I don't see how a heavy crossbow could reach 250 yards and still be able to hit. Maybe it could, I've honestly never shot one, but I am kind of in the camp of cutting those numbers in half. It would remove the hand crossbow from play, but I think that I'd be happier with play-testing this system.

Thoughts?

System Neutral 1d100 Non-Encounters Table



I, like many of you, enjoy crafting my own Random Encounters lists, but since I don’t really enjoy Hack & Slash games, I alter them so that they are open to interpretation.  I detest having back to back combat encounters, especially random ones; so, say on game day, the party is out in the wilderness looking for a dungeon to loot, and I find that a Random Encounter happens, and the result is a bandit attack, I’ll run it, and once the combat ate a half an hour of my life, I still have to check Random Encounters 2 more times, and one of them rolls positive, and now the party is supposed to be attacked by a stray war party of orcs! Well, I won’t run it; instead I say that they come across an empty camp where the orcs had recently been, or something else to avoid the combat.

I like to keep my lists fresh, limit what monsters appear on it, and have plot points present in the R.E. Tables as well, but I have developed a Table that can be used along with your own Random Encounter Tables which I have found helps with creating that Simulation feel.

This table is best used with a dedicated playmap where the point is to explore the wilderness for the hidden lair, dungeon, or main objective of the game. It assumes that a base of some kind is also on the map which the party has to return to to replenish expendables and make preparations to explore different sections of the map.

1d100 Non-Encounters Table



01-11 Water
67-70 Edible (10% pois.)
87-88 Occup. Cabin
98-99 DM’s Choice*
12-22 Cave
71-74 minor injury
89-90 Dead wild.
00 DM’s Choice*
23-33 wild. Sign
75-78 Hazard
91-92 Wonder

34-44 Shack
79-82 Landmark
93-95 Mine

45-55 Camp
83-86 Trap
96-97 ruins
*treasure
56-66 Anim. annoy




I place a reference to this table in a Common Wilderness entry in my Random Encounter Table, so it gets used, and as you can see, it just generates quick ideas which are all open to interpretation. It simulates that X factor of luck in the wilderness.

WATER
It is typically assumed that the party has drinkable water, or that they will find it while out in the wilderness. This can mean that they find some, or it can mean that they lost theirs. It can be a canteen that is found on the road, a lake too small to appear on the map, a chance to catch fish, or bath or whatever they want to do. It is designed to simulate travel, and make it memorable. This is something that stands out when the characters think back to their journey.

CAVE
If you want, many of these things can easily be converted into quick combat scenerios, but they don’t have to be. This may be a cave, or it may be something else. It represents shelter, something to get the party out of the elements, heal their wounds, or maybe cause some new ones. It can be something that is easily investigated, a place for food or water, whatever you want to do with it.

WILD. SIGN
This is typically a hint for what is on the Wilderness Random Encounter Table, you can either roll against it, or just pick something. It can be poop, an old camp, a dead one, signs of a previous attack, it should be a hint of some kind. If the party wants to follow a trail, they can. I don’t know about you but I do put some dangerous stuff in the Very Rare sections of my Random Encounters lists, this result can set off some alarmbells and give some much needed Intel to the players. If you want to, you can even have this lead to the enemy, or to an ambush because the enemy put this trail here on purpose.

SHACK
Hunters, trappers, and whoevers build and abandon these things all the time. They can be emergency cabins, or contain some supplies. They can be places to rest for the night, or to fortify so that the party can move deeper into the wilderness. They can even be rotten and ready to cave in or infested with lice, whatever you want.

CAMP
This can be a safe camp where the party meets other explorers, or finds a lost party. It can be signs of a camp where something was left behind. Something or somebody was once here, maybe a whole lot of somethings?

ANIM. ANNOY
For the most part, we ignore the normal animals of the area, thinking of them as none issues. This entry brings these ignored nuisances to life, from mice eating the food, to a raccoon taking off with the warriors lucky dagger. This stuff isn’t nice, we can have something chew a hole in a backpack, a snake finding a nice warm nest in a PCs boot, bugs infesting everything, the point isn’t to harm the player characters, but annoy the crap out of them. Maybe a bird won’t shut up when the characters are trying to sleep, keeping them up all night so they are exhausted in the morning and suffer movement restrictions the next day? As long as it doesn’t take more than 1 hp it’s all fair game.

EDIBLE (10% Pois.)
It is assumed that the spell casters are picking up spell components, this can be quickly established, or it can be edible plants that save the party from having to eat dry rations . . . again. I’m sure that those wild mushrooms are safe! You can use the Poison percentage or ignore it. It can also be annoying like nettle or poison oak. We don’t want our Players feeling too awesome out there!

MINOR INJURY
This probably requires a Savingthrow, failure could either mean an injury or just a minor injury. This works best as an annoyance as well, maybe a simple cut gets infected, a sprained ankle, or the warrior not paying attention cuts himself while sharpening his sword. The sufferer is vulnerable, and has penalties. The best course of action is to return to the safety of base, unless a healer is present to do something about it.

HAZARD
In its purest form, this simply means that the it forces a decision, the current way is either totally blocked, or is obviously very dangerous. Maybe it is a very long, and very dubious bridge of questionable integrity? Maybe it automatically costs the party 1d4 days just to traverse this one hex? Quicksand, thin ice, something obvious which can be avoided if the party go back or change directions; it’s all up to you. While the hazard can cause death or injury, it can also cost time as well.

LANDMARK
When driving across country we always see things that stand out, but this can really work in the players favor, especially if they are lost or hopelessly lost, this can instantly change that status, or at least reveal to them that they are actually walking in circles. Players may update this on their map and travel directly their without encounters if you want to be really nice. This should typically be something that works in their favor. Perhaps even allowing them to double their movement rate for that day is enough?

TRAP
This isn’t necessarily a trap in the literal sense, it could be! But I usually use it as a hazard that is bumbled into and treat it exactly like I do a trap in a dungeon setting, however this one is natural. Maybe it results in a minor injury, maybe death? Something like quicksand can be marked on the map and used against an enemy if the players think about doing that, so update the map.

OCCUP. CABIN
Again, interpret this how you will. If your party is in trouble, maybe a Ranger lives here? Somebody or something lives here, it can be good or bad. It may not even be an actual cabin, just a glen. It is up to the party if they want to make an ally or an enemy.

DEAD WILD.
Just like we did with wild. Sign, this definitely implies something off our your list that is dead. If you have an unusual monster that is only hit by specific things, you can use this to give them a clue as to what it is. I also like to refer my wilderness chart back to my civilized chart and vice versa, this could be interpreted as a lost patrol or missing explorer. The body may be looted already, or it can have treasure. Maybe the person isn’t quite dead yet and can be saved? Or the monsters methods of killing can be exposed. This can be really really good Intel for the party.

WONDER
Just like a landmark, only better. Describe a scene of beauty and awe that is native to the terrain. This is something that will stay with the character for the rest of his days, maybe it is even divine in nature? Maybe it is something that will always be there and you can put on your map? A fairy spring where all wounds are healed? A mysterious Dwarf who sings strange songs and can permanently enchant a blade? Maybe it is just something that doesn’t involve any mechanics at all, but just stands out as special? Whatever it is, present it with a sense of mystery and wonder. This should always be positive.

MINE
Not always a mine, just a place of work within the wilderness. It could be monstrous industry, demihuman, or even human, who knows? Maybe it is a lost and abandoned mine? Maybe it is a lumber camp that was abandoned because of monsters? This once was civilized but taken back . . . or not. It can be a place for the players to trade, get information, or get themselves killed in. It could just be a trail which allows the party to move faster for a little while, it simulates finding some kind of habitat in the wilderness. It could also be something that is used by the enemy and if the players are able to take it away and shut it down then the enemy will be that much weaker for it.

RUINS
I like leaving remnants of distant and more powerful days being left behind. Be it elven, dwarvish, or some even older creature that is no more. This can be mystical in nature or it can be mundane. Perhaps it gives the players a view for miles, allowing them to fill out all of the hexs surrounding the area? Or maybe it has some spell effect going on? Maybe it turns spells wild, or magically dead? Something is here, something old and of a lost technology. Maybe it is occupied by monsters, maybe it isn’t? Maybe the great sword of yore was placed here years ago, but it is gone because the main badguy found it and that is the secret to his power? It’s your world, you tell me.

DM’S CHOICE
I use these two slots for very specific things. Perhaps there are rumors about a lost castle, but you don’t know where it is either, the only way to find it is to roll it up. This can be a map that you recycled from a published adventure, or one of your own that you rekey. It can be something weird, like an ancient ship found in a forest and the players will never know how in the world it got there. These are definite X-Factors, that are very lucky finds. I always have something with Treasure in these spots, but you don’t have to do that if you don’t want to. I always fill these spots in prior to play, and look forward to rolling them, but I rarely do.

You can scrap this whole thing and make it your own, but I have found that the less precise you get, the more you actually get out of it. Nothing is stopping you from turning a combat encounter into a none combat encounter. While this list was designed with Hex exploration in mind, it can be altered to do whatever you want it to. It should break up combat, and maybe even utilize some of those fancy skills or noneweapon proficiencies that the PCs paid slots for?

You can even use this during prep, identifying some of those hexs in advance. Do whatever you want with it, it’s yours and it is system neutral.

9298 RA1 Feast of Goblyns Adventure Review






9298 RA1 Feast of Goblyns was published in January of 1991. It was designed by Blake Mobley and features some excellent cartography by Karen Fonstad. This module was the first to be published for the Ravenloft Campaign Setting, and came with some goodies that probably should had been in the box set, namely an official Ravenloft Character Sheet that you could photocopy, and the card-stock cover was a Ravenloft DM Screen.

While this module sees good reviews, it also has some curious issues, namely the author, Blake Mobley wasn’t one of TSR’s top designers. Ravenloft designer Bruce Nesmith was a busy guy, but his Ravenloft module (9338 RA3 Touch of Death) wouldn’t be published until November. Feast of Gobyns had a lot of work to be done, and to be designated to Mobley, says something. What this something is, I have no idea. Mobley is best known for “The Complete Bard’s Handbook

The most glaring issue is Goblyns’ inconsistency, while much of it is Gothic Horror, there is a huge section that is notably not, and this thing was play-tested! It was featured and play-tested at The GEN CON®World Fair in Nov-Dec of 1990, which brings to mind more questions than answers. RA1 was clearly in development at roughly the same time as the BlackBox. According to its own description, Ravenloft was designed for short one-shot adventures, and Feast of Goblyns is huge! This is not a one-shot at all. This giant thing will take you a long time, and right out of the gate, it is impossible to play core to Ravenloft because the weird fantasy section is hack and slash. Blake didn’t have access to all of the setting rules when he wrote it. That much is clear. But what also is clear is TSR’s lack of faith in the Ravenloft product, and then they turn around and feature it at GEN CON? Was this influenced by sales? I don’t think so, The Black Box had only been in stores for a couple of months prior to GEN CON. I suspect that it was stuff like this that was driving the TSR employees absolutely crazy. The inside story of Feast of Goblyns is probably more intriguing than the module itself!

The Module: This thing is a mixed bag. It has amazing work, its influence can still be felt at my game today, and it provides information that is core to the setting and that you can’t get from any other product, and this module is absolutely terrible. I’ve never ran into a product like it.

It does a much better job of explaining how the DM can change his behavior to better run gothic horror games, this has carried over to every game that I play, as the mantra is a simple one: Describe the world as your PC’s see it.  This module was critical to me learning the art of DMing, even if I never ran the thing as written. Like many 2e era modules, this one definitely over-steps its bounds. It is one of those traps that allow players to “experience events” which increases sales but destroys a new DM’s ideas on what the game is about. If you chop it up, and just use sections for your own purposes, this is an excellent module! If you run it, or attempt to run it, it is an utter failure.

One of the greatest things that it gives you, is the map of a huge inn. This thing can be recycled over and over again, even if it is a forced perspective map (which I detest), it maps a large tavern/ inn that one would find in a large city or along the side of a major road.

Another influence that it has had on my game is the STAT Blocks, it has a great template that I still mimic today, it changes the order of the stats found in the MM so that important info is easier to find fast, yet also contains things that may come up during play, but it is kept out of the way. I am sure that this wasn’t the first time that this specific STAT format was used, but it was the first time that I had seen it. I own lots of modules, and in my opinion, the formula presented in Feast of Goblyns is the best, and the one I use to make my own NPC and monster notes so I don’t have to flip through the MM all game.

MONSTERS

What really sets Ravenloft off from the other settings is the encouragement to modify the monsters, Feast added two good ones; it added a Greater Wolfwere, maxing it out so that it is very formidable, but it also took a monster that was a very interesting choice.

Before we play Dungeons and Dragons, the Goblin is a terrifying monster of legend and lore that has survived all the way up to today, which says something. Adults may not believe in goblins, but children do! Once we play D&D we reevaluate our thinking of goblins, to us they are very minor and low level things, all of the horror has been stripped from them and to a jaded D&D club, just the mentioning of them insight groans and complaints. The D&D goblin is the lowliest of the low level monsters, so I find it interesting that that is exactly where (I presume) Blake Mobley started, which I really like. It took the weakest monster in the DM’s arsenal, and it restored it to the terrible goblins of our youth, and made it once again the nightmare that it once was. Because it gets you thinking about this, and it does a good job of it, it silently encourages the DM to look at all of the monsters in the same light. Many of the creatures that we use predate the game itself, the creators of the game gave them stats, and some of these stats were muted down to challenge low level players, they had become only mechanical things. Giving these monsters a deeper look, and to modify their stats to better reflect their legendary attributes, while considering why our ancestors feared these creatures, and then put them into their own environment, forcing your player characters to enter the world of that monster, in all of its terrible glory! That makes a monster NPC really come alive.

Unfortunately Feast of Goblyns didn’t do that. They took higher powered goblins and put them into your typical D&D goblin environment, and made them somebody else’s stoolie, changing nothing.  You’d figure by the title that they would be the centerpiece of the module, but they really aren’t, which is unfortunate. I think that Goblins were a great choice to modify. In many cases we can leave the monster stats alone and improve how we describe them, just because a monster has more hit points and an easier time hitting doesn’t make the creature scarier, it just needs to do what it has to do, and in the case of goblins, their low stats were more of a hindrance and inaccurate to start with.

SUMMARY

Actually rating this thing is tough, on one hand it is amazingly inspiring and contains great material that a DM can use for a very very long time, but as far as its function as a complete game, it falls flat on its face. I believe that much of this module was never intended for this specific product. I think that it was thrown together very quickly using material that had already been completed for other projects that had been canceled. The designer, Blake Mobley was given a pile of fantasy maps and told to make this gothic horror, and he wasn’t given a sufficient deadline to complete the project. The gothic horror stuff is excellent, and stands out. All of the good things give this product a C from me, and that is kind of sad, because it should be higher, yet because of problems, it should also be much lower.

I would recommend this to a new DM, but as a trick. It will give him many suggestions on how to run a game, but it will also prove to the DM that not all modules are even functional as is. It is best to break them apart, dissect them, and know that all modules are full of errors and not worthy of any of the trust that you want to give them. Buy a product, but steal borrow what you want from it for your own games. Feast of Goblyns really helps you develop your critical eye, there is a lot of chaff to be found among the wheat.

For advanced users, this product is awesome, just for the maps alone. Even the fantasy stuff is great if your players found some hole in the wilds and spontaneously choose to go inside. It works! It has lots of potential, and can save you lots of time in building maps that you really don’t want to, and that are interesting and unique. I still use it today! Not for its intended purpose, but I still use it.

Before closing, I do want to make one more quick comment in regards to the DM shield that comes with this product, it is designed for the original Black Box, and can also be used with the Red Box. It can be used while running the updated versions, but not all of the material will be accurate. It is nice if you are just learning the Ravenloft system, and you are a total noob, but it is so limited that I quit using it years ago in favor of the Core AD&D Screen.

I would go cheap on this one. The physical copy ($20-$30) is a nice to have, but since you’ll be ripping it apart anyway, the PDF is just as good. You don’t need the Ravenloft PC Sheets, those are just stupid, as part of the point of running a Ravenloft game is to keep your players in the dark in regards to mechanics, and the PC sheets have some right on them.


Player Map of Asylum


Bleak house came with a forced perspective map; I don't know about you, but I hate those things. I had originally redrafted it to graph paper, but the players wanted a map too, so I made this and thought, why not share?

Add-In #09: Hoo Doo Lady

If you take the haunted waterways through the bug infested, hot, miserable swamp, and if she wishes you to find her, you just may find the cabin of Monette Levow, the local hoo doo lady and witch doctor of these parts. During the day, this stretch of swamp is dark, the sunlight chocked to death by the twisted canopy of moss and trees, and at night the place is lit by billions of fireflys, and most unnerving, the lovers of Monette, tall hulks of men whom stand in the filthy muddy waters holding lanterns to guide the way, they say that to look into the eyes of a lover is to steal a peek into the great void itself, for their eyes are as empty and as vacant as the eyes of a dead man.

The cabin itself is lit by greasy, bursting candles, light peaking out of the shack in sheets which illuminate and intensify the blanket of fog which always seems to cling to this area. Even the monsters and powerful creatures leave this area alone, as if terrified of it . . . . like they know something!

Creeper moss hangs from the metal roof, boards seem to be nailed into place haphazardly. Boats can be tied right to the front porch, strange skulls and metal tools hang upon the walls, as do a few mobiles of bones, feathers, and other unhealthy things which floods one soul with dread.

Curious folks have realized that Monette has good strong tie-downs for boats, yet doesn’t seem to have one herself, nor has it ever been reported that she leaves this place.


Monette runs an odd business, she sells potions, charms, and fortunes; however money is meaningless to her. The currency of the shack is magic items (especially of the cursed variety) or favors taken at a later time.

No sign is needed, folks don’t come this way for nothing, and it is said that if you just sit in your boat, the current itself will take you directly to the shack! Those who are welcome will make it without any problems, however those who ain’t are never seen again.

This place is surrounded by mystery, on the way to the shack folks pass the old abandoned cemetery, and if one stops to take a gander at the headstones, the tomb of Monette Levay can be found. Strange lights and grim noises are heard from this place at night, nobodies been brave enough to explore this place when the suns down . . . at least nobody whose ever made it back to tell the tale, anyhow.

LAYOUT

A. Porch: The porch is constructed of the same thick and knotted wood as the rest of the shack, if judged by appearance alone, one wonders if it is safe to walk upon, however despite how it looks, it is strong and sturdy. The porch is large enough to support up to two boats, and two rusty tie-down hooks are available for visitors. A rocking chair and a wooden bench is provided incase one wants to wait a spell, or for those who either don’t wish to enter, and simply provided transport.

Large square crab nets hang from the awning, with one or two in the water catching crawfish and crabs for Monettes dinner. A boat hook and other tools hang on hooks and attached to the shack itself, including a machete which appears to have been used for other things besides cutting weeds. A few grim mobiles made of bones and bits and pieces of sticks and other things hang from the rafters, these serve as wind-chimes. While the swamp don’t normally have no wind, Monette says that some of her best customers be the spirits, and when the bones rattle, that’s them, but they’ve got to wait their turn like everybody else does.

The windows are boarded up, yet enough light vents out from the cracks and loose boards in the shack itself to illuminate porch/dock area sufficiently. The door leading into the place is always open, and candles and lanterns are always lit no matter what time of night one comes to visit.

B. Display Room: This large room is, typically, the only thing that people ever get to see. A curtain of beads and shells cover a doorway which leads to the living area of the cabin.

Every square inch of available wall space is used. Several tables and shelves line the outside of the room, they are covered in bottles, jars, and flasks full of unmarked powders and liquids. Most of the products look like junk to the untrained eye, but to her, they are her treasures. A few cages hang from the rafters, many are empty but others keep birds, the largest holds Monette’s pet raven “Tardy”, on a counter is a stand with an ancient balding parrot, the pet of a pirate who died long ago. Usually the bird just sits motionless and silent, but sometimes the devil comes over it, and it speaks of nothing but wickedness and murder for days on end without stop.

Soaps, herbs, satchels, insane maps of imaginary places, books filled with ravings and gibberish, odd bits and pieces of jewelry, poppets of nightmarish forms, a filthy worktable covered with powders and plants, jars of noxious pieces of things once alive, skulls and totems of creatures both known and unknown, toxic mushrooms, bundles of weed and plants tied and hung to dry and cure from the rafters, all these things form a smell which is unhealthy for the soul, and burns ones nose, no matter how hard you try to stop, you can’t help but take it in in large deep breaths. This smell is a mixture of organic plant life and death.

A large circular table sits in the darkest corner, bizarre and terrible things form an obvious altar to a god which no one but Monette is aware of. Fresh fruit, coins, cups of spiced liquor, statuettes carved from wood, and dried flowers surround a human skull which is used to hold a fatty, greasy yellow candle which burns dimly into your soul.

C. Hallway & Stairs: Behind the curtain of beads and shell is a short hallway, another alter sits in the corner, as does a small library of books, if these books are studied, one will find that they are full of magical and natural formulas and facts. Most are written in Monette’s hand, she does not write in common, as she taught herself how to write in a language that only she knows, Those who can desipher this personal script, however, will learn tricks and secrets of many beasts and monsters. Secrets of botany, what is healthy, what is poison, and other eccentric writings both natural and unnatural.

A stairway leads up to the second floor of the shack. It is creaky and groans under the mildest weight. Under the stairs is a hidden room which Monette keeps her cursed weapons. Sometimes she removes the curses and turns them into plus weapons, unless she finds the curse to be interesting, then she keeps it and cares for it as the beautiful thing that it is to her: Daggors of bizarre shapes and histories, swords haunted by evil and misfortune, axes cursed by murders and grizzly crimes which only Monette now knows. These items are the witches greatest treasures!

D. Upstairs Hallway: This tight and dimly lit hall (lit by lanterns hanging from the ceiling) is lined with a filthy rug which at one time was worth a fortune, but here it rots and is never cleaned. This hall connects the stairs to the three rooms.

E. Calling Room: This room is lit by hundreds of candles, a circle is drawn on the floor in salt and some other kind of powder. This is were the witch meditates and calls upon dark forces or otherwise works her magic when called upon to do so.

Bits of cloth, hairs, and pieces of junk and trinkets are nailed to the walls here, property of her Lovers (zombies). A small shelf on the west wall holds special spell components and other grizzly pieces which the witch keeps for herself. A grim and filty bassinette sits in the corner, and a strong bolt is set into the floor, when a sacrifice is needed, Monette keeps the animal “or victim” chained here until it is time to spill its blood. On the top of the shelf are 7 cages, at least three always contain live chickens. The witch has a Wand of Wonder which she keeps stored in this room in a bone scrollcase. A Dagger+2/+5 vs. dimensional creatures is her tool of choice when working her magic.

A lantern with green glass shutters hangs from a hook in the corner. Inside of the lantern is a gemstone (worth 5,000 gp), in the event of her death, her spirit flees to the gem and her zombies prepare a new body for her, typically a comely local girl who is in the witches debt. Monette will steal this body once it is brought to this room. She always has at least 3 girls between the ages of 12 and 19 that she “provides” for. She sends them gifts, keeps them fed and healthy and wanting nothing. This is cut off once they turn 19, none are aware of the witches true motives or designs.

F. Monette Levay’s Room: This is the sleeping chamber of the witch herself. A bed draped in mosquito netting dominates the room. A desk on the north wall contains a book of debts, it is full of names, those whom are in the witches debt and have yet to pay. A journal full of rumors and evil deeds done by others is also here, as the spiritual leader for the cities servant class, Monette has ears all over the place, she uses these rumors to blackmail and control the rich and powerful who rule the city. Some consider her knowledge to be completely magic in nature, but as you can see, this is not always true.

A basket contains the witches most precious companion, a 20’ long albino boa constrictor named Voodoo. A dresser contains books and junk that has been in the witches family for centuries. A chest hidden under her bed contains some money, magical scrolls, 4 spell books, and a human heart that is still pulsing with life. It is unknown whose heart this is, or why it is still alive.

A large chest in against the wall holds the witches ceremonial clothing, “all white”, a tray of memories, papers, deeds, and other mundane items. A dried up human hand is wrapped in a moth-eaten silk dress of much finery.

G. Guest Room: This room has a bed curtained in mosquito net, if the bed is moved a strange rune or symbol has been burned into the floor, this symbol protects the guest from spirits, but it also serves a dual purpose, if the guest takes anything that doesn’t belong to them, they get very ill and sick until the item has been returned.

A wardrobe is provided, as is a trunk with a good padlock which Monette provides a key for. If you leave her stuff alone, then she’ll do the same for you. A desk is available for writing and a comfortable chair for relaxing in. Monette’s guests are people who are hiding from something, or someone. While in Monette’s care, all magical methods of detecting or spying work.

Hidden under a loose floorboard is a journal and a treasure map, the property of a pirate, both are locked in a box which can only be opened by the parrot downstairs, or by some magical means. Monette is not aware of this item.

THE SECRETS OF MONETTE LEVOW

Business is conducted the same way every time. The visitor ties up their raft or boat, and enters the store. After a few seconds, Monette bursts through the curtain. If it is the visitors first time, she askes who sent them first, and then their name. Once she knows a name, she never forgets it, and she will greet the visitor by name every time they show up. She then asks what the visitor wants and listens to their desires. She repeats their desire and asks what they expect to pay for her aid. “First we discuss de payment.”, she smiles wickedly through black, rotten teeth.

She excepts bizarre objects, creatures, or cursed items. She’ll look at the item, and either except it or give it back and say “Not good e’nooff”. She’ll also except undisclosed favors, ladder on down de road. Favors are usually terrible acts, committing murder, collecting dangerous spell components, delivering bad news to powerful monsters, embarking on deadly quests. Either way, Monette will always get the better end of the deal. Her mind is wicked and crafty, she cannot be lied too, or tricked in any way.

Once payment has been discussed and the price agreed upon, then the witch will aid the visitor. If it is a matter of vengeance against a specific person, Monette believes in an eye for an eye, if justice be what you seek, she can unleash the “servant” upon um, but once unleashed, what’s been done can’t be undone, nomatter how badly you are sorry.
The witch offers protection in the form of charms, or single use items. She sometimes loans out weapons with specific purposes (killing werewolves, ghosts, undead, etc.) that will serve properly once, and no more. Many materials are loaned, and she expects to get them back. If magic they want, she will typically have them go collect the components that she be needin for the gris-gris.

PERSONALITIES

Monette Levow: AC 6; MV 12; HD 0; hp 10/
#AT 1; dmg 1d6 (club); SA magic spells; SD magic jar;
AL CN; SZ M (5’ tall); ML 9; XP 3,000

Monette is unique, because of her solitude, she can work both priest magic (all spheres), and wizard magic (all schools). She is capable of casting any spell that you need her to know, and either creating or possessing a specific magical item which you would find useful to your players to have on a short term basis.

Monette does not engage in melee, however if angered she will always have her zombies attack, but will always take the killing blow herself. This is very rare, for people of Monette’s experience, Death is getting off easy. Monette is an expert at creating powerful curses that may or may not defy the rules of magic. She is her own class of “monster”, and completely a device of the DM to use as he wishes. She is a hero to some and a vile demon to others. Common folks don’t like to talk about her, but she is very helpful to the working class. She provides protection and advice for the rumors and details about conversations that they have heard in the course of their work.

She comes to town but once or twice a year, always to lead the servant class in religious worship which involves much chanting and dance. Debauchery which the decent folk avoid and law tries to stifle unsuccessfully. On these nights it isn’t safe to be outside, for the spirits are excited and prone to commit mischief.

Her business practices are best described as double dealing. She has no moral qualms about selling protection from spells that she herself has cast upon the new client. She will even give advice about escaping the “Servant” if they come and ask for it. While kind to servants and slaves of the area, she is aloof and treacherous with all others.

Monette Levow appears to be a young black woman in her late twenties, however she has had her current body for 80+ years. The old-timers are mystified by this, and try their best to ward others away from seeing her. They know more then anybody else, the dangers of doing business with that witch. Her eyes are dark and piercing, with a knowing an evil stare to them at all times, unless she is thinking, then she squints, and smiles right at you in a way that sends shivers up your spine. Her teeth are black and decayed to the point were they are just nubs, but they still look sharp. Her nails are blachish and long, and she always wears long golden hoops in her ears.

Her every day dress is typically bright colored, loose fitting dresses, her long black hair she keeps tightly wrapped under a handkerchief which she wears at all times, most often this kerchief is red with a strange pattern which protects others from reading her mind. During religion and making her gris-gris, however, she always dresses all in white, the white is spotless and perfectly starched and pressed. When going to town, she always conceals herself in a long black hooded robe. She carries a long staff which she uses as a club if need be. The staff is thickly lacquered wood, and decorated with the carving of a twisting snake. Often, she has her pet Voodoo with her, wrapped around her shoulders. She is a sight to see, and is treated like a queen by those who follow her.

Ju-Ju Zombie: AC 6; MV 9; HD 3+12; hp 33
#AT 1; dmg 3d4; THAC0 15; SA machete (dmg 1d6);
SD spell immunity, fire does ½ dmg; INT 7; AL NE;
MR as undead; SZ M (7’); ML Special; XP 975

Ju-Ju functions as the head Lover. He is smarter then the rest, and has a normal chance of winning initiatives if ordered to engage in combat. He is a hulk of a man, standing 7 foot tall, he wears a straw hat, and a pair of blue overalls. Hanging on his belt is a machete which he can either use to strike with, or hurl it at a target.

Ju-Ju acts as Monette’s runner. He is sometimes seen in the city at night carrying messages, slips of paper requesting “demanding” that the witch wishes to cash in on her favor. He also picks up items that are due to his mistress. If she is required in town, it is Ju-Ju who takes her there, his boat hidden behind the shack. If his services aren’t needed, he stands in the water with the other Lovers, with lanterns and guides the living to her door.

Monette’s Lovers, zombies (13): AC 8; MV 6; HD 2; hp 14, 13, 12 (x2), 10, 9 (x3), 8 (x4), 5;
#AT 1; dmg 1d8; THAC0 19; SD Spell immunity; MR as undead; INT 0; AL N; SZ M-S;
ML special; XP 65 each

Monette’s Lovers are all dressed in blue coveralls, shirtless and wearing a straw hat. The zombie with 5hp is a child, he has special jobs to do, namely catching and preparing meals, and attending to guests if needed, otherwise at night, all of them can be found in the swamp holding lanterns. During the day, there are no signs of them, with the exception of the little boy who generally stays in the upstairs hallway.

Zombies are created by the witch as a refusal of payment, or as punishment for crimes against her. It is preferably the oldest son of the offender. The zombie is created by blowing a poison dust into the face of the victim, the victim must save or die vs. poison, failure means that the victim will get sick and be dead within the hour, success means that the victim has 1d8 hours before falling victim to the toxin.

The victim is buried and in 2 weeks after death, he rises as a zombie loyal to the witch. Zombies are sent to the graveyard at night, led by Ju-Ju, who dig the body up and lead it to his new master.

THE SERVANT

The Servant: AC 2; MV 9; HD 8; hp varies
#AT 3; dmg 1d4/1d4/1d8 (claw,claw,bite); THAC0 13;
SA poison bite (type F) aura of fear; SD regenerate 1hp
per round, +1 or better weapon needed to hit; MR 45%;
SZ L; INT varies; AL CE; ML 20; XP 6,000

The servant is linked to the person whom had the witch call it for (called the Controller) What happens to the Servant, also happens to the controller. The controller falls asleep at dusk, and dreams. His spirit is sent into the conjured body of the Servant, a fearsome creature which stands 9 feet tall, its hands form deadly sharp hooks, if both attacks are successful, the bite is automatic each round thereafter. The Servant’s teeth are long and sharp as daggers dripping with poison slime. Victims of the bite must make a saving throw vs. poison or die instantly (take 0 extra damage if successful).

Seeing a Servant is the equivalent of a fear spell. It is 45% resistant to all magic save those cast by the witch who summoned it, an enchanted weapon is required to injure it, however it regenerates 1 hp per round. Holy Water does double damage and does not regenerate, the controller is permanently scared from such an attack, and if the Servant is slain, so is the controller. The servant and the controller is linked until the Deed which it was called upon is completed, or it is slain.

The material required to summon the Servant is a gallon of the controllers blood, mixed with a poppet constructed of sticks, twine, mud and something belonging to the target who the Servant is supposed to hunt and kill. This poppet is allowed to harden, and cursed every day for three days. Then the poppet is tossed into the swamp and the incantations are uttered as the water bubbles and boils, forming the body of the Servant. The servant rises from the murky swamp and instantly begins hunting the target every night until it is killed. Calling a Servant is, of course, an evil act.

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