Okay, so one thing about the original Old School Hack was that you had to make most of your own monsters. Easy for some, difficult for others. So since I'm on an Egyptian theme for my hack here are a couple in-theme baddies to get you started...
Tomb Servant (minion)
Wealthy persons will be buried with servants or slave to accompany them in the afterlife; now in death they are skeletal figures with dried skin and the tatters of clothing.
AC-8
1 HP
1d10 attack (bony hands)
- Creepy Undead: On first meeting, Commitment check or freeze for a turn
Tomb Guard (guard)
Tomb Guards are either the retainers of a wealthy person interred to protect them in the next life or guards sealed in to physically protect the tomb forever.
AC-10 (light ceremonial armor)
1 HP
2d10 attack; shield and spear
- Creepy Undead: On first meeting, Commitment check or freeze for a turn
Mummy, ordinary (bad guy)
Wealthy persons will have have themselves properly mummified for their life in the hereafter; a variety of incidents may disturb them from the eternal slumber and cause them to rise in anger.
AC-10
5 HP
2d10 attack; mace
- Creepy Undead: On first meeting, Commitment check or freeze for a turn
- Mummy's Curse/encounter: all opponents nearby must make Commitment save or -2 to all rolls until the mummy is destroyed
Mummy, Lord
Very wealthy and powerful persons will have have themselves properly mummified for their life in the hereafter; a variety of incidents may disturb them from the eternal slumber and cause them to rise in anger.
AC-12
10HP
2d10 attack; heavy mace
- Creepy Undead: On first meeting, Commitment check or freeze for a turn
- Mummy's Curse/encounter: all opponents nearby must make Commitment save or -2 to all rolls until the mummy is destroyed
- Touch of Death: the mummy may attack with an open hand (in addition to a normal attack with mace); if successful, victim must pass a Commitment save or the mummy drains 2 HP from the victim and adds them to its own HP
Cat Mummy (minion)
Many people have their pets mummified to accompany them to the afterlife; however the souls of animals do not always stray far from their carcasses after death.
AC-8
1 HP
1d10 attack; bite
- Creepy Undead: On first meeting, Commitment check or freeze for a turn
Badawi Tribesman (guard)
The Badawi are fierce desert nomads. They enjoy supplementing their income with a bit of raiding now and them, particularly if the loot includes camels.
AC-10
2 HP
2d10 attack; bow or javelin; scimitar and shield
- Camel Whispering/constant: the Badawi tribal peoples know and love their camels more than their own children; +2 to any attribute check to influence camels
Sherden Sea Raider (guard)
The Sherden come from a land far across the sea and wear impressive headgear. Their sailing skills help them raid far and wide for gold and slaves. But sometimes they take service as mercenaries with kings too strong to conquer.
AC-10
2 HP
2d10 attack; sword and shield
- Sea Legs/constant: +2 to attribute checks to perform any physical activity aboard a ship
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