Children of the Night:Ghosts

Children of the Night:Ghosts

Jutrubuctien sir Snants SnaIuej For the Dungeon Master ............................................... 3 Ed Stark The Concise Ghost ...... .. ... .. .. ... .. .... ... ........ .... ... .. ... .... ..3 Biography ...... .. ..50 The Mood of Ravenloft ................................................. 4 The Beast in the Hills ................................................. 52 ;rimni@ 1Iptea Bumk aub &cffaIw Steven Brown Robert Wiese Biography .. .. ........................ 6 Biography .................................................................. 56 Gone, But Not Forgotten ................ ........................ 8 The Field of the Damned ........,: ................................... 58 qfie Gfiest Qat Qikelai Snelentfia John D. Rateliff Steve Miller and L. L. Hundal Biography .................................................................. 14 Biography ..... ... ..... ... ..:. .. .. .. .. .. .. .. .. .... ... ..... ... .. ... .... ..62 Expiation .... ,... ... ... .. .. .. .. ... .... ... ..... .. ..... ... .... ... .... .. .. ..15 Pity the Child .............................................................. 63 22IiQeIm PeIIman Bffiauua Sean K. Reynolds Miranda Horner Biography ... .. .22 Biography ....... ..... ... .... .. .. .... .. .. ... .. .. ... .. .. .... ... .... ...... ...70 A Matter Trust ... .. , . .23 of Servant of Nightmares ............................................... 71 @tsanuafiiIe$on Gfieski e€ BespitaIiQ David Wise Doug Stewart Biography .. , .. , .28 Biography .. ............................ 78 And Wilt Thou Leave Me Thus? ..........., .---.. 31 The Vengeance of Stones .......... ............................ 80 qfieeua Beboar maua UaIbersffeu Cindi Rice Dan Wenger Biography ....... .... ... .... .. ... .... .... .... .... .... .... ............... 36 Biography ... .. .. ... .84 Body and Spirit .......................................................... 37 SampleThe file Fall ofWaldershen ............................................... 86 Serb &Iexau#er om&upinof€ @hie1 Pmsteu Dale Donovan Anne Brown Biography , .42 .. .. Biography .. , ...................... 92 The Duality of Visions .......................... .................44 The Preston Hill Ghosts ............, ............................ 93 2 Sample file he Demiplane of Dread contains many he ghosts detailed within this accessory entities known as “ghosts,” “spirits,” have been created according to the “spectres,” and “haunts,” to name a few of guidelines set forth in Van Richten’s Guide the appellations. These beings exist to Ghosts. As a result, some terms and between life and death; their wispy tendrils powers must be explained. reach out to others in the hope of hurting, or helping, those they touch. Thirteen of these individuals are described within these pages. They just await a chance ma$uib#es of Power to come to life within your campaign. Each ghost in this book has been given a level of power, or magnitude. Ghosts of the first magnitude have a lesser amount of power than ghosts of the fifth magnitude, which is the highest category of power. As with the first volume of this series, Children of the Night: Ghosts attempts to provide unique ghosts that Dungeon Masters can easily introduce into their Fern of Pwied Qofl~Weuc~ campaigns. Each entry within this book can be used as Corporeal: Ghosts that are corporeal can focus their a mini-adventure for any AD&D@setting and, if the energies so that they can affect their surroundings Dungeon Master wishes, can provide a recurring ghost without becoming a part of them. character. Incorporeal: Ghosts that are incorporeal have no phys- Since it is not possible to put a fully detailed ical existence. They can pass through solid objects and adventure into six or eight pages of text, each entry are not harmed by ordinary weapons. Thus,they have a includes a full biography of the ghost and a short hard time moving or otherwise affecting solid objects. scenario that introduces the ghost to the player Mutable: Spirits of this description have the ability to characters. While the important aspects of each shift from one form to another. For example, a mutable scenario have been covered, not all of the possible ghost can shift between corporeal and incorporeal forms. outcomes can be detailed because of space Semicorporeal: Ghosts with this physical consistency considerations. are mostly incorporeal in form but have aspects that The scenarios do not always focus on laying the seem to be solid. ghost to rest. In fact, several of the ghosts are either too strong or too dedicated to be put to rest easily. As a result, these ghosts can plague or help the heroes in Basic Powers au# ‘IluIueraBiIities later adventures. SamplePains file have been taken to explain each extraordinary Although the scenarios in this book have been power that a ghost possesses under the ghost’s arranged by player character difficulty, they do not have description. However, every ghost has the same basic to be played in this order. In fact, the best way to use the powers and vulnerabilities. For ease of reference, these entries is to pepper them throughout a campaign powers and vulnerabilities are explained below. instead of playing them back to back. To use this accessory, you need the Player’s Pome@ Handbook, the DUNGEONMASTER” Guide, and Domains of Insubstantiality: All ghosts are, or can become at will, Dread. The RAVEN LO^ MONSTROUSCOMPENDIUM@ physically without form. As a result, they cannot be Appendices and Van Richten‘s Guide to Ghosts are harmed by nonmagical weapons. useful resources, but they are not required. Invisibility: Ghosts can become invisible whenever they are not attacking. Rejuvenation: To heal itself, a ghost can absorb the essence of the Ethereal Plane. However, once it has Fear, horror, and madness checks have been indicated taken on the ethereal matter, it cannot perform other in each scenario, but as always, if the players roleplay activities for a while (leaving it vulnerable). The amount their reactions accurately, these checks can be ignored. of time a ghost must rest after rejuvenating depends on If used, a player must make a fear check for his player the magnitude of the ghost. A first-magnitude ghost character whenever that character sees (and must rest for an hour while a fifth-magnitude ghost recognizes) a ghost. For further information about fear needs to rest for ten minutes. and horror checks, refer to Domains of Dread. y: Ghosts are not affected by spells not the reason it is called the Demiplane of Dread. ana magical items that affect biological processes. The Want to make a player character feel real dread? Tell following wizard spells do not affect ghosts: avoidance him he feels it! Tell him repeatedly, and seriously, until (attraction), blindness, cloudkill, contagion, deafness, he is sure it is true. Convince him that he should be very death, death fog, energy drain, finger of death, haste, afraid long before anything horrifying ever occurs. Toy hold animal, hold monster, hold person, irritation, magic with his imagination. Make the player roll saving throws jar, Otto’s irresistible dance, polymorph any object, for nothing. If he investigates anything to see if it is the polymorph others, power word blind, power word kill, cause of his discomfort, make it seem so as long as power word stun, sink, sleep, slow, and uampiric touch. possible, only to frustrate him. The following priest spells also do not affect ghosts: Take your time scaring someone; the dread will last animal growth (shrink animal), cause blindness, cause longer. deafness, cause disease, hold animal, hold person, Did You See That?: This technique is especially regenerate (wither),restoration (energy drain), and effective before the adventurers realize they are dealing speak with monsters. with a ghost. Give a single player character fleeting glimpses of the ghost at first. Make him feel like he is PoInenGiIities being watched, followed, studied. Tell him he spies Holy Water: When attacking a ghost with holy water, the movement out of the corner of his eye. Let him spot the ghost’s Armor Class always reflects its corporeal status, ghost among the distant trees, or in a reflection, or in if it has one. A ghost’s magnitude affects the amount of the coals of a camp fire, and so forth. In any case, make damage done by a vial of holy water: lst, ld10; 2nd, the player character witness the terror by himself. The ld8; 3rd, ld6; 4th, ld4; 5th, none. strategy is to emotionally isolate the character. After all, as long as the heroes have each other, there is nothing ing ’ Based on the ghost’s magnitude, a penalty is imposea on turning attempts: lst, none; 2nd, to fear! none; 3rd, -1; 4th, -2; 5th, -4. This penalty is applied to Put It In Writing: Isolation is an effective means of both the priest’s ld20 roll to see if a particular type of creating fear, and you can achieve that effect at a table ghost is turned and the roll that determines how many crowded with roleplayers by writing things down instead Hit Dice of undead creatures are affected. If the attempt of saying them. When individual characters begin to is successful but less than the amount of Hit Dice the experience things, the entire party is put in an awkward ghost possesses, the attempt fails. However, the ghost position because it usually reacts to events as a group. tack the priest in this event. Tell the players that you will award extra experience points for good roleplaying in reaction to the notes, and SYl Unless they are specific allergens, ”’ holy symbols do

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