Tuesday, March 3, 2026

Borrows and Borderlands New Monster - Cultclassic Without Warning Movie Alien - The Tall One & Session Report


I got the chance to run my party out in the wilderness of the Borderland's wilderness and wastelands. They encountered a hunter's cabin and things went down hill from there as they lost one fighter and a cleric. 
If you'e running a Barrows & Borderlands session and want to drop in the "Warning Signs" from the 1980 cult classic Without Warning, you're looking at a high-lethality, low-profile hunter.


This isn't a world-conqueror; it’s a cosmic trophy hunter that treats the Borderlands like a private hunting preserve.


The Tall One (Alien Hunter)



Description: A towering, spindly humanoid with an oversized, pale, hairless cranium and deep-set eyes. It moves with a slow, methodical gait, showing little emotion even when taking damage. It doesn't use blasters or swords; it uses biology as a weapon.

Base Stats (B&B Scale)

  • Threat Level: High (Veteran Party recommended)

  • Armor Class: 14 (Thick, leathery hide)

  • Hit Points: 65

  • Senses: Darkvision 120ft, Tremorsense 30ft

Traits

  • Trophy Collector: The Hunter specifically targets the strongest member of a party first. It prefers to preserve the "meat," so it rarely uses fire or disintegrators.

  • Stoic Resilience: The Hunter does not check for Morale. It ignores the first 2 points of damage from non-magical piercing and slashing weapons.

  • The Sack: The Hunter carries a biological satchel containing $1d6 + 4$ Living Disks (see below).


Combat & Abilities

Primary Attack: The Living Disk

The Hunter flings a small, organic, pancake-shaped creature.

  • Range: 30/60 ft.

  • Effect: On a successful hit, the Disk latches onto the target's flesh.

  • Ongoing Damage: At the start of the target's turn, the Disk bores in, dealing $1d4$ piercing damage.

  • The Suck: While latched, the target is Slowed. The Disk has 5 HP; if killed or pried off (Strength check), it deals an immediate $1d6$ damage as its teeth rip out.

Special Action: Paralyzing Gaze

Once per encounter, the Hunter can lock eyes with a single target. The target must pass a Spirit/Will Save or be Paralyzed for $1d4$ rounds as they glimpse the vast, cold emptiness of the void.

Gemini said

Since you’re leaning into the "infestation" vibe, treating the Living Disks as a swarm makes them much more terrifying. Individually they are a nuisance; in a swarm, they are a death sentence.

In Barrows & Borderlands, a swarm of these "Bio-Serrated Parasites" functions as a single, shifting entity that can occupy the same space as your players.


Swarm of Living Disks

Description: A wet, flapping mass of organic, saucer-shaped organisms. They skitter across the ground like oversized ticks and fly with a jerky, unnatural rhythm. They smell of ozone and rotting meat.

Base Stats

  • Threat Level: Moderate (Perilous in groups)

  • Armor Class: 12 (Hard to hit due to erratic flight)

  • Hit Points: 35 (Represents the total number of disks in the cluster)

  • Movement: 10 ft / 40 ft (Fly)

Traits

  • Swarm Mechanics: The swarm can occupy another creature's space. It can move through any opening large enough for a tiny disk. It has Resistance to bludgeoning and piercing damage from non-area-of-effect attacks.

  • Vulnerability: The swarm takes Double Damage from fire or cold-based attacks.

  • Biological Link: If "The Tall One" (the Alien Hunter) is within 60 feet, the swarm gains +2 to its Attack Rolls.


Actions

Multi-Bite (Melee)

The swarm engulfs a target within its space.

  • Damage: slashing damage, or if the swarm is at half health or lower.

  • The Latched Condition: Any creature that takes damage from this attack is now Latched. At the start of their next turn, they must succeed on a Physical/Constitution Save or be Restrained as the disks weigh them down and burrow into joints.

Bio-Projectile (Ranged)

The swarm "spits" one of its members at a target up to 30 feet away.

  • Damage: piercing.

  • Effect: The individual disk stays attached (see "The Suck" from the previous entry). The swarm's total HP is reduced by 2 for every successful spit attack, representing the loss of a unit.


The "Infestation" Mechanics

If you want to use these as an environmental hazard rather than a direct combatant, use these Dread Rules:

  • The Skitter in the Walls: While exploring a dungeon or ruins, have players make a Perception/Notice Check. On a fail, they don't see the disks, but they find a "nest"—a local animal or NPC completely hollowed out, used as a brooding sac.

  • The Burst: If a player touches a brooding sac, the swarm gets a Surprise Round.

  • Silent Killers: If a player is reduced to 0 HP by a swarm, they don't just go unconscious; the disks begin to "process" the body. If not rescued within 2 rounds, the body is considered "Trophy Quality" and cannot be resurrected by normal means.


GM Tip: Use the swarm to flush players out of cover and toward the Tall One. The alien wants the players to run so it can practice its "marksmanship" with its primary disk-flinging ability.


Tactics for the Game Master

In the 1980 film, the alien is rarely seen in full light until the end. To capture that vibe in your RPG:

  1. The "Plink" Sound: Before an attack, describe a wet, flapping sound. That’s a Disk flying through the air.

  2. The Trophy Room: Let the players find a local shack or cave filled with NPCs they met earlier, hung up like cured meats. It sets the stakes immediately.

  3. Vulnerability: The Hunter is arrogant. It relies on its Disks to do the work. If a player manages to get into melee range with a heavy weapon, the Hunter’s lack of a "Plan B" makes it vulnerable to aggressive burst damage.


GM Note: If the players manage to kill it, the biological tech it carries is highly volatile. Any "Living Disks" remaining in its bag will die and dissolve into caustic slime within $1d10$ minutes unless preserved in a specialized stasis field.

 Since the Hunter in Without Warning doesn't just take heads, but also gear, biological samples, and "momentos" from across the galaxy, this table is designed to be a mix of the macabre, the high-tech, and the totally inexplicable.

Roll $1d100$ (or $2d10$) to see what’s hanging in the Hunter's "Locker."

The Hunter’s Trophy Table

RollTrophy CategoryItem Description
01-05Local MacabreA taxidermied head of a local Lawmaster, eyes replaced with polished obsidian.
06-10Bio-TechA jar containing a Living Disk in stasis; it chirps when someone gets close.
11-15Martial HonorA shattered energy sword hilt. It flickers but cannot hold a blade (Worth 500gp for parts).
16-20The UnluckyA heavy leather jacket with a hole burnt through the spine; the name "Sarge" is on the tag.
21-25Alien FloraA crystalline flower that glows softly. It hums at a frequency that calms nearby animals.
26-30CyberneticA detached metallic arm with hydraulic pistons. Still twitches if touched with a battery.
31-35The CollectorA small bag of gold teeth and wedding rings from various species.
36-40Unknown TechA triangular "Data Cube." Requires a high Intelligence check to realize it's just a 4D recording of a sunset.
41-45BiologicalA preserved spinal column from a creature that clearly had six limbs.
46-50WeaponryA serrated bone-dagger that deals an extra $1d4$ bleed damage (B&B stats).
51-55Strange GearA pair of goggles that allow the wearer to see heat signatures (30ft) but cause a headache after 1 hour.
56-60BizarreA perfectly preserved sandwich from a roadside diner, frozen in a time-stasis field.
61-65Cosmic WasteA chunk of "Star-Metal" (Meteoric Iron). Extremely heavy, perfect for forging a +1 weapon.
66-70The Hunter's MapA holographic projector showing a 3D map of the local Borderlands with "X" marks over player locations.
71-75Vocal TrophyA small device that plays back the last 10 seconds of a victim's screams.
76-80Armor ScrapA piece of iridescent plating. If sewn into leather armor, it grants +1 AC vs. Projectiles.
81-85RegretA locket containing a photo of a family from a planet with two suns.
86-90Predator ToolA "Whistle" that, when blown, mimics the sound of a wounded fawn (or local equivalent).
91-95The PrizeA skull dipped in a strange chrome-like liquid that never dulls or scratches.
96-99The BaitA mechanical trap that sprays pheromones, attracting $1d4$ local monsters to the area.
00The Ultimate TrophyA Stasis Pod containing a high-ranking NPC the players thought was dead. They are unconscious but alive.

Using these in Barrows & Borderlands:

  • The Weight of History: Many of these items are "Heat" items. If the players sell them, word might get back to the Hunter's kin—or the original owners' families.

  • Identification: Let players use their Lore or Science skills to figure out what the tech does. A failure might accidentally trigger the "Bait" (Roll 91-95) or break the item.

Gemini said


Aethel, the Sunken Core Inner Earth Sword & Sorcery Campaign Adventure Using both Castles & Crusades (C&C) and Night Shift: Veterans of the Supernatural Wars (NSW) Rpg - The Sunless Empire of Xibalba

 



The player's PC's pierced the inner fields of the Mictlin empire & the undead moved as one! The party got into the inner line of the Xibalba. This session picks right up from 

Aethel, the Sunken Core Inner Earth Sword & Sorcery Campaign Adventure Using both Castles & Crusades (C&C) and Night Shift: Veterans of the Supernatural Wars (NSW) Rpg - Mictlan


The Setting: The Sunless Empire of Xibalba

Forget the "Lost World" trope of jungles and dinosaurs. This is a subterranean necro-state. The "Inner Earth" is a series of massive geode-caverns lit by the sickly green glow of phosphorescent fungi and rivers of liquid mercury.

The Conflict

  • The Golden Host: A stranded expedition of Conquistadors who found a "thin spot" in the world. They are desperate, low on black powder, and slowly being corrupted by the local gold, which is cursed.

  • The Lords of Mictlan: Undead priest-kings and their Jaguar-warrior thralls. They don't want to conquer the surface; they want to harvest "Fresh Souls" to keep their dying subterranean sun flickering.


Campaign Hook: The Descent of the 13th Company

The players are part of a secondary expedition sent to find a lost governor. Instead of the New World, they find a vertical shaft that drops miles into the crust.

The Twist: Magic works differently here. Divine casters find their prayers echoed by the "Death Lords," and Wizards find that their components decay at double speed due to the stagnant, ancient air.


New Mechanics & Hazards

To capture the feel of the Antediluvian minis, use these specific C&C rules:

HazardSIEGE CheckEffect
Miasma of MictlanCON (Prime)Failure results in 1 level of exhaustion as the lungs clog with tomb dust.
Obsidian ShardsDEX (Non-Prime)The jagged terrain ruins boots and non-magical leather armor over time.
The Whispering GoldWIS (Prime)Seeing the Conquistador's loot requires a check to avoid greed-driven infighting.

Key Factions (Using the Minis)

1. The Disgraced Tercios (Conquistador Minis)

These NPCs are survivors from the first wave. They have integrated Aztec-style obsidian plates into their rusted breastplates.

  • Leader: Captain Alvarado, a man who has replaced his lost eye with a "Smoking Mirror" (a scrying artifact).

  • Flavor: They use heavy crossbows because their arquebuses ran out of powder years ago.

2. The Bat-God Cult (The Macuahuitl-wielders)

The "undead" aesthetic of the minis works perfectly here. These aren't just zombies; they are high-level skeletal warriors who retain their tactical intelligence.

  • Tactics: They use "Guerilla Necromancy"—rising from the silt floors to ambush the party’s rear guard.


Bestiary Adaptations

Since Castles & Crusades is easily compatible with AD&D-style stats, you can reskin classic monsters to fit the Antediluvian sculpts:

  • Quetzalcoatl Spawn: Use Couatl stats, but change the alignment to Neutral Evil.

  • Jaguar Knights: Use Weretiger stats, but remove the lycanthropy; instead, give them a "Blood Frenzy" ability that grants +2 to hit when an opponent is below half HP.

  • The Hunger: Use Ghoul stats for the emaciated Conquistador thralls found in the dark.


Potential Adventure Arcs

  1. The Mercury River: The party must bargain with a skeletal ferryman to cross a lake of liquid metal.

  2. The Siege of Tamoanchan: The players must help the surviving Conquistadors defend a crumbling fortress against a tide of bat-winged horrors.

  3. The Heart of the World: A final climb up a Great Teocalli (pyramid) to stop a ritual that would extinguish the surface sun.

GM Tip: Use the "Encumbrance" rules strictly. In the Inner Earth, the weight of your gold versus the weight of your water is a life-or-death choice.

 

Gemini said

To keep with the Castles & Crusades aesthetic, this villain is designed to be a "thinking" encounter—as much a corrupting influence as a physical threat. Using the Antediluvian minis as a guide, we’ll envision him as a tall, desiccated figure draped in feathered robes with a mask made of human bone.

The Death-Priest of Mictlan

HD: 7 (d8) AC: 18 (Obsidian-flecked robes & Bone Mask) Move: 30 ft. Level: 7 Primary Attributes: Mental (Intelligence, Wisdom, Charisma) Attacks: 1 Macuahuitl (1d8 + 2) or Spell Special: Spellcasting, Gaze of the Xibalban Sun, Command Undead, Rebirth


Special Abilities

  • Spellcasting: The Priest functions as a 7th-level Cleric (Evil). Typical prepared spells include:

    • Level 1: Cause Fear, Command, Darkness

    • Level 2: Hold Person, Enthrall, Spiritual Weapon (Obsidian Dagger)

    • Level 3: Animate Dead, Bestow Curse

    • Level 4: Fear

  • Gaze of the Xibalban Sun: Once per encounter, the Priest can lift his mask to reveal a void of sickly green light. All enemies within 30 feet must make a Wisdom Save (CL 7) or be Stunned for 1d4 rounds by the cosmic horror of the Inner Earth.

  • Command Undead: As a standard action, the Priest can command any undead minis on the field (Jaguar Knights, etc.) to take an immediate move or attack action.

  • Rebirth (1/Day): If slain, the Priest’s spirit attempts to jump into the nearest "Cursed Gold" coin or idol. If the players take the loot without purifying it with a Paladin’s touch or Holy Water, the Priest begins to possess the carrier over the next 1d6 days.


Tactical Behavior

The Death-Priest is a "back-line" general. He will never engage in melee if his Jaguar Knight thralls are still standing. He uses Hold Person to freeze the party’s strongest fighter, then directs his undead to focus fire on the "Soft" targets (Wizards/Rogues).

If the Conquistador NPCs are present, the Priest will use his Charisma (Prime) to attempt to subvert them, whispering promises of eternal life and endless gold to break their morale.


Loot: The Obsidian Mirror

Upon his final death, the Priest leaves behind a polished obsidian mirror.

  • Property: Once per day, a user can cast Scrying.

  • The Price: Every time it is used, the user must succeed on a CON Save (CL 5) or permanently lose 1 point of Charisma as their skin takes on a pale, waxy, "underworld" sheen.


Sunday, March 1, 2026

Adapting Michael Moorcock’s Elric of Melniboné for the Barbaric! RPG

 



Gemini said

Adapting Michael Moorcock’s Elric of Melniboné for the Barbaric! RPG (a lightweight, 2D6-based system) requires capturing his duality: he is a physically frail sorcerer who becomes an unstoppable engine of destruction when fueled by his soul-drinking blade.

In Barbaric!, characters are defined by their Traits (Combat, Sorcery, etc.) and Boons/Flaws. Here is how to build the White Wolf.


Elric of Melniboné

Concept: Doom-driven Sorcerer-Emperor

Drive: To find meaning in a chaotic multiverse.

Attributes

  • Combat: 2 (4 with Stormbringer)

  • Sorcery: 4

  • Stealth: 0

  • Wits: 3

Traits & Abilities

  • Melnibonéan Physiology: Elric is naturally frail. Without his medicinal herbs or Stormbringer’s vitality, he suffers a -2 penalty to all physical rolls and cannot recover health naturally.

  • High Sorcery: Elric can summon Elementals and Lords of Chaos. This uses his Sorcery trait. In Barbaric!, these are handled as powerful, narrative-shifting rituals that often require a "Price" (sacrificing Sanity or Health).

  • The Actor’s Step: Elric is a master of history and lore. He gains a Boon on Wits rolls related to ancient civilizations and the planes of the Multiverse.


Signature Gear: Stormbringer

Stormbringer isn't just a weapon; it’s a sentient entity. In Barbaric!, treat it as a Legendary Artifact with the following rules:

PropertyEffect
Soul-EaterWhen Elric kills a significant foe, he regains all lost Health and gains +2 to Combat for the remainder of the scene.
BloodlustIf Elric draws the sword, he must kill. If a combat ends without a kill, he must pass a Wits roll or attack the nearest ally.
Unholy ReachThe blade can strike incorporeal beings and demons that are normally immune to mundane steel.

Playing the White Wolf

In a Barbaric! session, Elric should feel like a glass cannon. You are the most powerful person in the room, but you are perpetually one bad roll away from total collapse or accidental fratricide.

Note on Chaos: Elric serves Arioch, a Lord of Chaos. You can invoke Arioch for a "Great Success" on any roll, but the GM gains a Doom Point to use against you later, representing the terrible debt Elric owes his patron.