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TOME of the UNCLEAN by Stephen Chenault & Kim Hartsfield

TOME of the UNCLEAN by Stephen Chenault & Kim Hartsfield

TOME OF THE UNCLEAN By Stephen Chenault & Kim Hartsfield

With Davis Chenault

Editor: SCOTT GEEDING and TIM BURNS

Front Cover: JASON WALTON Interior Art: PETER BRADLEY, JASON WALTON, MARK ALLEN, BRYAN SWARTZ and ZOE DeVos

Art Direction/Cartography: PETER BRADLEY

Produced by: THE CHENAULT BROTHERS

1818 North Taylor, #143 Little Rock, AR, 72207 trolllord.com | castlesandcrusades.com

©2019 Troll Lord Games. All Rights Reserved. Castles & Crusades® is a registered trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord Games. SIEGE Engine™ is trademark of Chenault & Gray Publishing LLC, d/b/a Troll Lord Games. Amazing Adventures is a trademark of Chenault & Gray Publishing, d/b/a Troll Lord Games. Castles & Crusades, SIEGE Engine, Amazing Adventures and Troll Lord Games logos are trademarks of Troll Lord Games. All Rights Reserved. 2019. Art,Sample artwork, cover art, cartography is copyright Peter Bradley of Ravenchilde Illustrations, 2019 or Troll Lord Games.file All Rights Reserved. All con- tent copyright 2019 Troll Lord Games. All Rights Reserved.

First Printing Printed in the United States of America TABLE OF CONTENTS AND 5 , Ulthal (Minor) 46 Demon, UnkBartig, (Bearded) (Major) 47 Monster Characteristics 6 Demon, Vrock (Minor) 48 THE LORDS OF THE ABYSS 9 Demon, Vulcreed (Major) 49 The Nature of the Abyss 10 THE LEGIONS OF 51 Hierarchy of the Abyss 11 Hell 52 On their Native Planes 12 Heirarchy of Hell 53 Demon Names 12 Hierarchy in Aihrde 54 Traits Common To All Demons 12 Devils On Their Native Planes 54 Demon, Aru (Minor) 13 Traits Common To All Devils 54 Demon, Babau (Minor) 14 , Aghul (Lesser) 55 Demon, Balor (Major) 15 Devil, (Arch) 56 Demon, (Lord) 17 Devil, (Arch) () 57 Demon, Buhlen (Major) 18 Devil, Baggers (Lesser) 59 Demon, Cambion (Minor) 19 Devil, Barbed (Lesser) 60 Demon, Caraton (Minor) 21 Devil, Bearded (Lesser) 61 Demon, Compae (Major) 22 Devil, , (Arch) 62 Demon, Crone (Minor) 23 Devil, Belial, (Arch) 64 Demon, Demogorgon (Lord) 24 Devil, Chain (Minor) 65 Demon, Dretch (Lesser) 26 Devil, Cull Stodti’ne, (Greater) 66 Demon, Gaant (Lesser) 27 Devil, Discarnate (Lesser) 67 Demon, Glabrezu (Major) 28 Eligos, Devil (Arch) 68 Demon, Hezrou (Minor) 29 Devil, Elishia (Arch) 69 Demon, Iltgallo (Minor) 30 Devil, Erinyes (Lesser) 71 Demon, Kelaronus (Minor) 31 Devil, Flesh Lord (Greater) 72 Demon, Laden (Lesser) 33 Devil, Geerthtool (Greater) 73 Demon, Marlith (Major) 33 Devil, Geryon (Arch) 74 Demon, Nacuravand (Major) 34 Devil, Harvester (Greater) 76 Demon, NalfAshee (Major) 35 Devil, Herin (Lesser) 77 Demon, Nyalka (Minor) 36 Devil, Hirsenkeelt (Greater) 78 Demon, Oozemandius (Lord) 38 Devil, Ice (Lesser) 79 Demon, Orcus (Lord) 39 Devil, Imp (Lesser) 80 Demon, Paralyte (Lesser) 41 Devil, Kain’s Henchman (Greater) 80 Demon, Pikilon (Minor) 41 Devil, Karnulch (Greater) 81 Demon,Sample Quasit (Lesser) 42 file Devil, Lemure (Lesser) 82 Demon, Succubus (Minor) 43 Devil, Lilith (Arch) 83 Demon, Succubus Siren (Minor) 44 Devil, Malebranche (Horned) (Greater) 84 Daemon, Koepunth 121 Devil, Mammon (Arch) 85 Daemon, Uszo 123

Devil, Maukling (Arch) 87 UNDEAD 124 Devil, Maztheul (Greater) 88 Draugr 124 Devil, Megeil (Greater) 89 Ghast 125 Devil, Mendicants (Lesser) 90 Ghost 125 Devil, (Arch) 91 Ghoul 126 Devil, Mirrored (Lesser) 92 Haunt 126 Devil, Moloch (Arch) 93 Lich 127 Devil, Mongrel (Lesser) 94 Mummy 128 Devil, Narvilin (Greater) 95 Nekun 129 Devil, Narozin (The Mother) (Arch) 96 Revenant 129 Devil, Nupperibo (Lesser) 98 Shadow 130 Devil, Olisza (Greater) 99 Skeletal Warrior 131 Devil, Orobus (Arch) 99 Skeleton 131 Devil, Osyluth (Bone) (Greater) 101 Spectre 132 Devil, Ousmane, (Lord of Souls) (Arch) 102 Sons of Rhealth 132 Devil, Pit Fiend (Greater) 104 Wight 133 Devil, Rithkin (Lesser) 106 Wraith 133 Devil, Sauld (Lesser) 106 Zombie 134 Devil, Seere (Greater) 107 Zombie, Monster 134 Devil, Shadow Guardians (Lesser) 108 DENIZENS 135 Devil, Solarin (Greater) 109 The Damned 135 Devil, Vonlatot (Greater) 110 Denizen, The Wretched 135 Devil, Vorgalos Beast (Arch) 111 FAUNA 136 Devil, Whispering (Lesser) 112 Devil, Zanti (Greater) 113 Denizen, Ank Wasp 136 Denizen, Eridu 137 GEHENNA, DENIZENS, THE UNDEAD 115 Denizen, Genitch Beetle 138 Daemons 116 Ondesnegl 138 The Nature of Gehenna 116 Sakimal Fle 139 Seasons of Gehenna 117 FLORA 140 The Hierarchy of the daemons 118 THE PLANES OF AIHRDE 142 Daemons on their Plane 118 The Wretched Plains 142 Traits common to all Daemons 118 SampleAufstrag file143 Daemon, Cayn Worm 120 Gehenna 143 Daemon, Charon the Boatman 120 OGL 144 Sample file DEMONS AND DEVILS These creatures are unadulterated evil. Evil defines them. They themselves. He hounded them from the world, slew them in are not capable of good or acts of kindness or mercy. Human their strongholds, or bound them in chains. These proved emotions do not motivate them. They do not feel humiliation or monumental tasks even for him, so he called to the Shadow understand it. If made to crawl in the mud and play the part of a Realms and to the Void and all the dark places of creation; he cowed beast, they do so, seeing their actions as one step toward called for allies. From the depths of the Wretched Plains, there whatever their goals may be. If an action such a creature takes arose a tumult of many voices, great hosts of creatures crawled benefits someone, it is a by-product of its own desires and for from the filth of their wasted existence to heed his call. nothing more. Such actions would never intentionally benefit He gathered them in several hosts and he bound them to him, others. They have no ability to feel for others, no empathy of making them slaves to his will and design. They were called the plight of sorrow. They are wretched creatures, pathetic in “the tvungen” by their enemies, the “fettered,” what later men their self-absorbing madness of being. They are evil, pure and simply referred to as the devils of Unklar. These lawful evil simple. But evil carries many faces, and demons and devils are creatures saw the design of his purpose and sought to be a part as different as night and day. Evil defines them both, but the of it, or at least to mimic it. nature of that evil sets them apart. Many of the voices in the Wretched Plains, that is, the Shadow Demons are agents of chaos; they dwell in the madness of their Realms, did not heed Unklar’s call, but rather heaped curses own filth. They are the wretched refuse of disconnected streams upon him and swore to slay him and the tvungen. These of consciousness, a twisted madness of incoherent emotions. men called the “tvungenos”, or the “unfettered,” these beings They do not possess the ability to act in a coherent manner, remained free from Unklar’s control. These demons were work in the company of others who are not their slaves, or even marked not by their independence but by their utter madness. to stand with their own kind. Theirs is a madness of constant movement. Their minds are an infinite abyss of unfettered But Unklar gathered together the tvungen, fleshing out his chaos. They are Lords of Chaos. cohorts with their ranks. Unklar armored himself and took up Utriel, the Mace of Judgment, and marched to war at the head Devils, on the other hand, are slaves to law; they dwell in a of his host. They marched then on Aalun-Hart-Ra, the City state of mental entropy. Crippled and weak, hubris defines and that lies at the Center, where the gods congregated. He tore governs them, granting them the narcissistic belief that they down their gate and assailed them in their bastion, laying waste can bring order to the world around them, for their minds are to it all. During this War of the Gods, the ranks of the tvungen small and the entropy that governs them governs the order of were greatly depleted, for the gods did not yield their power things. Abject creatures defined by their own slavery, they are needlessly. Unklar proved careless of the ranks of the tvungen, servants of a degenerate covenant that fails them. Their minds as well, for he loved nothing, not even the loyalty of powerful are structured to serve others; it is a fettered control. They are minions. The war waged for years in the high halls of that place. the Lords of Law. The deeds of man and god fell into the abyss, and few remained to remember them, but the struggle was hard and took more In Aihrde from the Horned God than ever he believed it would. In the Demonkind and devilkin are clearly defined by their service to end, he cast the city into ruins and left its inhabitants shadows the Horned God. When Unklar came to the plane of Aihrde of their former selves. But the greater part of the casualties and slew the Court of Aenoch, he launched a series of long Unklar himself suffered: his hosts were devastated, and where and bitter wars, the first of which he waged against the gods thousands had gathered hundreds now remained. Sample file

TOME OF THE UNCLEAN 5 INTRODUCTION The tvungen, of course, are of the ranks of the Val-Eahrakun HIT DICE (HD) is a creature’s hit dice. The hit dice is the and slaying them is not an easy task; many returned to the halls equivalent of the monster’s level. The hit dice represents the of the Wretched Plains, the Shadowed Realms, to lick their number (and type) of die rolled for the creature’s hit points. For wounds. But their return was fraught with danger, for in their example, a monster with 2 (d8) hit dice would have d8+d8 hit absence, the tvungenos assumed command of the gates and points. A monster’s hit dice is also equivalent to the monster’s portals, the towers and dungeons, and many of the great cities base attack roll modifier. For example, a 3 hit dice creature fell to the demons, which they ruled in their raving madness. receives a base bonus of +3 to all attacks. These realms are home to pitiless dead, those who once lived an evil or mean existence, those lost spirits found no order in the MOVE (MOVE) represents the monster’s base movement rate. rule of tvungenos. A creature’s movement rate represents the number of feet an unencumbered and unimpeded monster can move in any given When the tvungen returned, they sought their seats and round, at a walking pace. towers, but the tvungenos laughed them off and cast them the beggar’s coin. War erupted soon after. It spread throughout the ARMOR CLASS (AC) is a creature’s normal armor class. It is an Wretched Plains as the two sides fought bitter battles, one to abstract representation of the difficulty of striking a monster in regain their strongholds and power, and the other for the love combat and inflicting damage. An attacker’s roll must be equal of hatred and tumult; and the dead they left untended. Utter to or greater than a defender’s armor class to cause damage. All chaos ensued. In some areas the tvungen ruled; in others, the creatures have an armor class. In most cases, it is determined by tvungenos. In others still, the dead rose to prominence, ruling the type of armor being worn, but in the case of many monsters, their own kingdoms of wild nightmares. So the Wretched Plains, it represents their natural hides or skins. unforgiving in its conception, descended into deranged horror and dreadful nightmare. ATTACKS (ATTACKS) list the variety of weapons, both natural and manufactured, that monsters may use in battle. The lines that divide the two entities, the tvungen and the All of the monster’s physical attack forms are listed here. The trungenos, are not so easy to discern. They do not war as nations number of attacks is listed first. If there is no number, then of men war, though they hate each other. In all the evil of the Wretched Plains, the tvungen live in islands of calm where their only one attack per round is assumed. The form of attack is evil is perpetrated in cold calculation. But all around them listed next. Damage from each form of attack is included in the surges the sea of chaos, warring with and upon itself, even as it adjacent parentheses. An attack listing of 2 Claws (1d6); Bite does upon the islands of dread in its midst. (1d8) would mean that the creature can attack three times per round: twice with claws, for 1d6 points of damage each, and Only one constant defines the Wretched Plains: the creatures once with a bite, for 1d8 points of damage. who rule there are evil, unashamed and unrepentant; evil in their thoughts, actions, and deeds. There is no nobility of spirit, SPECIAL (SPECIAL) refers to all of a creature’s special no justice that drives them; they are broken creatures, shed by abilities: offensive, defensive, and miscellaneous. Generally, the All Father as flawed because of their evil. specific descriptions for each monster are provided in the monster’s listing. The exceptions to this are as follows.

MONSTER CHARACTERISTICS Deepvision: Ages spent beneath the earth and in the dark NUMBER ENCOUNTERED (NO. ENCOUNTERED) reflects and quiet places of the world have imbued certain creatures the average number of creatures encountered. There may with the ability to see into darkness that a human would find be several listings that reflect different encounter areas. For impenetrable with the naked eye. This vision extends up to 120 instance, an orc is listed as 2­–12, 10–100. These represent a feet in even the darkest of nights and deepest of tunnels. Colors raiding party and the entire tribe or clan, respectively. Some tend to erode with deepvision, and objects appear in many monsters are not assigned exact numbers, such as bison or other shades of gray. It is otherwise like normal sight, and creatures herd animals. These herds can range from small groups of 3 to can function well with no light at all. Bright lights, such as from 5 members to huge herds of 10,000 or more. The Castle Keeper a lantern or other light source, spoil deepvision. A creature should always manage the number of monsters while considering requires one turn to adjust his or her eyes when a light source is the plot of the adventure and the relative power of the party. extinguished before gaining full use of deepvision.

SIZE (SIZE) is the approximate height of a creature. There are Darkvision: In a similar manner to deepvision, some creatures three sizes of monsters in Castles & Crusades: small, medium can see in complete darkness for up to 60 feet. Darkvision produces and large. Small represents any height less than 5 feet, medium images that are in shades of gray, but is otherwise like normal sight. is any height between 5 and 7 feet, and large is any height over These creatures can function well with no light at all. Bright lights, 7 feet. Castle Keepers should take note that those creatures such as from a lantern or other light source, spoil darkvision. A who haveSample the ability to swallow a victim whole, such as the creature requires one turn to adjust hisfile or her eyes when a light tyrannosaurus rex and the purple worm, are not going to be able source is extinguished before gaining full use of darkvision. to swallow all creatures. Circumstances must dictate the action and Castle Keepers should use their best judgment. Duskvision: Some creatures can see in starlight and moonlight just as others can at dusk. They retain the ability to distinguish

6 CASTLES & CRUSADES