Showing posts with label Ghosts. Show all posts
Showing posts with label Ghosts. Show all posts

Saturday, April 22, 2017

1d6 Random Weird Wasteland Spirits Encounter Table For Your Old School Campaigns

They are all that remains of the lost spirits that inhabit the wastes, the souls of the damned of Atlantis and Lemuria.They are encountered without rhyme or reason when some ancient relic is carried by the Boreas winds to the shores of ancient lands. When encountered in the wastelands they can very dangerous as they carry with them the curse of the damned and dying.

The force of suns had waned beyond recall.
Chaos was re-established over all,
Where lifeless atoms through forgetful deeps
Fled unrelated, cold, immusical.

Above the tumult heaven alone endured;
Long since the bursting walls of hell had poured
Demon and damned to peace erstwhile denied,
Within the Abyss God's might had not immured.
The Abyss Triumphant

Clark Ashton Smith

These are spirits whose death was so violent that it has driven them beyond insanity & depravity. These are merely creatures of undeath and appetites of the most extreme kind. They are mere parodies of their former living selves. These insane spirits will count as ghosts from the 1st edition AD&D Monster Manual or spectral wights. Often times they tied to areas where one or more minor artifacts are secreted.



1d6 Random Weird Wasteland
Spirits Encounter Table
  1. A former banker/money lender whose spirit is tied to the 1d1000 strong box that was his chain life. He is tied to the souls of three ghoulish guardians who torment him as violence of their destruction makes them repeat their lives in an endless loop of haunted horror. But these spirits hunger for the souls of the living. 
  2. A metal cylinder is actually the spirit battery for an ancient scientist who was taken when the acid of it burst bathing him in destruction. He endlessly forms and reforms from the event but attacks with dangerous claws once he senses the living. There are 1d200 silver pieces secreted in a section of flooring near his destruction that he was trying to get before things went sideways. 
  3. The spirits of three mad priests endlessly argue over the fate of their city and will whirl around their targets as they try to pin the soul of their prey between them. They can use 1d4 clerical spells that they had in life as they try to trap their prey. 
  4. A single gold coin holds the ghost of a former governor who was visiting this providence upon its destruction.He is now a wight of extremely nasty disposition appearing on every third full moon to murder the living. He loves to murder travelers and take their eyes. 
  5. Born at the cross roads of Hell, this ghost guards an interference to the underworld and takes those it can. It has forgotten its identity and has almost but not quite become a partially demonic thing of extreme violence. There are 1d200 gold pieces that it has taken from various victims as trophies over the eons. 
  6. This wizard's dark spirit serves three demons from Saturn and it has identity for 1d20 hours and is able to cast spells before this spirit is tormented by them and degenerates back into a simple wasteland ghost. It guards 1d4 minor relics.

Tuesday, April 4, 2017

1d6 Random Undead Guardian Encounter Table For Your Old School Campaigns

Before the fall of Atlantis these spirits guarded treasures undreamt of, their charges remain as their spirits do as well. They are insane, angry, & very dangerous. These spirits have incredible energy as well as patience for exacting revenge against transgresses & fools who waste their time. Those that steal from them can expect a slow & steady revenge as they take their time stalking, torturing, & killing adventurers.


"Phantom and fiend and sorceror
Shall serve me...till my term shall pass,
And I become no more, alas,
Than a frail shadow on the glass
Before some latter conjurer."
Song of the Necromancer Clark Ashton Smith

These spirits are most often completely insane having survived the destruction of their homeland & their afterlife has become a literal Hell upon a bound Earth. The treasures that they guard will be worth at least a thousand or better gold pieces. These insane spirits will count as ghosts from the 1st edition AD&D Monster Manual or specters. They will be extremely dangerous & capable of inflicting a curse ala the spell upon those that steal from them. At the new moon they will manifest as fearsome parody of what or who they were in life. 


Medieval ghost by Gallowglass

These spirits will murder anyone who takes their treasures or charges in the most spectacular way possible to serve as a warning to others. There are certain forbidden spells that are capable of creating such spirits but most of these rites have been lost to history with the sinking of Atlantis beneath the waves.

1d6 Random Undead Guardian Encounter Table


  1. A ghostly queen whose spirit is wrapped around a pure white/green jade toroise worth over 20,000 gold pieces. She mourns for the spirits of those who steal this piece for she must rip them into shreds. There are seventy five other spirits which she can call from the underworld to help guard her treasure from fabled Atlantis. These spirits may manifest as rotted 2nd level fighters. 
  2. This solid gold chest contains the spirit of a lost priest whose so old that it has forgotten its original identity. The thing now serves the giant fist sized glowing jewel worth 6000 gold pieces which beats with the internal fires of its ancient masters. The ghost's eyes keep time with the jewel and it has a habit of sharpening its claws on women's backs. 
  3. A solid crystal wand of jet and green fire crystals worth two thousand gold pieces is guarded by the demonic ghost of a prince who was murdered by his own sword. He is doomed to guard this wand until the necromancer who bound him comes to give him his leave at the end of days. 
  4. This giant skeleton spirit is bound to this crown of old red gold & jewels worth 40000 gold pieces because of its blood soaked history. The skeleton manifests right outside of the vision of normal people and tears bloody chunks from thieves. It loathes necromancers and has been known to manifest just to murder them within twenty or thirty feet of its treasure. 
  5. The spirit of a mad priest guard's a black ring  of jet and gold that holds the royal spirits of two ancient lovers. The priest must allow them to pass from this life but to do so a quest must be made in their name. Anyone picking up this ring will have a geas placed upon them unless a save vs wands is made. The priest kills to relieve its boredom & angst. It loves to tear the hearts from its victims and collect's eyes for fun. 
  6. This crystal & gold vase contains the spirits of two lovers who manifest as twin phantoms when this vase worth 50000 gold pieces is disturbed. The vase also contains the remains of an ancient wizard who will teach a worthy pupil two levels of black magick. The twin spirits love to torture those who would steal this ancient treasure of Atlantis.

Monday, March 7, 2016

1d20 Random Encounters With The Ghosts of Adventurers Table For Your Old School Campaigns

There are those who go on the grand adventures in dungeons and ruins across the worlds and never return home. These lost souls often meet their demise in some nameless ruin after tripping another trap or meeting monster or creature looking for some lost relic or trinket. These deaths are so fast and violent that these former adventurers never move on to their final rewards.Instead lost souls are encountered by various other brave fools  who wander these ruinous halls in search of wealth, power, and the chance to wander into legend. Some inevitably join the the ranks of the dead and haunt along side their former comrades.
Here then are 1d20 Random Encounters With The Ghosts of Adventurers  to spice up your old school campaigns.



1d20 Random Encounters With The Ghosts of Adventurers Table

  1. This is a former wizard who ran across some orcs within this ruin, he is a specter who drains his victims to feed his 4th level spells but he can not leave his forty yard area he haunts. 
  2. A 2nd level warrior's soul has been slain by a demon who tortures his through out eternity fueling his rage and blood lust. He attacks with a ghostly battle ax that can cleave through armor and drag down the souls of his victims for his demonic master. The cycle repeats every night and he guards an ancient treasure. 
  3. This ghost is of a cleric who was slain by a diabolical trap and doubted his god at the last second, his soul has become something less then a monster and he haunts his place of death even as he drains the living. 
  4. This unliving collection of ectoplasmic horror is the remains of a small adventuring party who was slain together and now throughout eternity they form a ghostly collective consciousness that eats the souls of their victims. 
  5. A paladin has become a ghostly knight who haunts the living slaying the unrighteous; he has become psychotic after two hundred years. He guards a minor relic. 
  6. A former murderer was slain by his mistress and left to bleed out in this place. He wants revenge against the living for his betrayal even as he repeats his cycle of violence and horror on the living. 
  7.  This thing was former thief who has been transformed into a wandering horror of depravity and evil, this shadowy presence feasts on the souls of its victims. 
  8. A barbed devil torments the soul of a warrior nun causes her to slay any wizards she runs across. Her ghostly power and blade reaps the souls of the living for her brooding master. A small chest of minor treasures holds her soul in this place. 
  9. These halls echo with the cries of this ghostly light and the screams of its victims; this violent and dangerous ball of supernatural energy slays all it runs across. There is a treasure from all its victims over the last hundred and fifty years. 
  10. A magical sword holds the soul of a 5th level warrior within its grasp; he appears armed with the thing even as it slays those around it.  
  11. This dangerous collection of shadows and chains is actually the soul of a thief slain by a mighty knight; his god has turned him into this thing to guard its treasure. 
  12. A ghostly head is the last remains of a long slain guardian of this ruin. This thing is able to breath ghostly fire three times per day and it will chill the soul of all for 1d6 points of damage. 
  13. This hall is guarded by the ancient skeletal remains of slain hound, its master of  shadow and smoke drives the phantom hound to kill anyone who gets in its way. 
  14. A strange collection of spinning ghostly limbs makes up this ghost from some nameless Hell. The thing will slay anyone it can. It guards a forgotten spell book. It was once a wizard or mage now it has become this thing of the supernatural. 
  15. A former fighter this ghostly warrior serves a dark master even as it apologizes for trying to slay its next victim. 
  16. A dark priest's soul has been haunting this place after it betrayed its party of adventurers and damned its soul to this nameless haunt. A magic sword could  slay it but this ghost can't  tell anyone it guards it. 
  17. A former wizard has become a thing of ectoplamic horror and magic, it haunts these halls looking for fighter's souls to devour. This thing is made from madness, magick and memories. 
  18. This ghost is actually an adventurer who was murdered by his comrades in arms and now seeks revenge against any adventurers he runs across. He leads them into traps and tricks so that death might claim them. He guards a minor treasure as part of his curse. 
  19. A little halfling thief's ghost guards a secret passage even as he attempts to murder anyone trying to discover his secret doors and hidden passages. 
  20. This ghost is actually a minor goddess who was an adventurers but was cursed by her own mother for daring to love a mortal. He is now also a phantom who weeps as she murders anyone who finds her former treasure left to condemn and damn anyone who finds it. 

Saturday, October 31, 2015

Review & Commentary On The OSR Haunted House Toolkit/Adventure- The Price of Evil From Zzarchov Kowolski For Your Old School Campaigns

You come upon a haunted mansion of terror and pure evil dragged from the depths of Hell itself and even your jaded sensibilities are taken aback at the horrid pile that looms before your party! There is a price to pay though the Price of Evil! MUHAHAHA! Well, your old uncle Eric is back with another commentary and review of an old school OSR solid third wave product; in this case The Price of Evil From Zzarchov Kowolski.


Man, last night I was in the middle of my Hell Night mash up game and on my tablet, a message comes in from  Zzarchov Kowolski   about the Price Of Evil an old school haunted house generator extraordinaire. I was on line during a smoke break and had to beat my players off with a stick because of this book. They were not happy that Mr. Kowolski had sent me this book. Why? Because with  pack of cards from the dollar store, some time and a bit of energy you can literally generate hundreds of rooms of horror, depravity, and haunted menace to keep your players and PC's on the edge of their seats. According to the author,
"The Price of Evil is a haunted house toolkit that allows you to make a haunted house in about half an hour with a deck of cards, an hour if its your first time.Currently the layout is unfinished,  the art is not yet present, and there needs to be some copy editing, but Halloween is coming up and so this is being offered in rough format.  As it is cleaned up,  the file will be updated with cleaner layout and art."  I honestly don't care about the artwork because for four dollars you get a tool kit that can literally generate an entire level of a haunted mansion or dungeon in no time flat. No wonder that my players weren't happy at all. But that's only the beginning here with this product.
You can take this generator/sourcebook and create any type of haunted castle or adventure location you need. Where in The Hell House Beckons is an adventure location generator in its own right with a sort of fixed location. The Price of Evil is a completely different animal and its sort of like comparing apples and oranges here. But what can this ghostly  adventure generator system do for you as a DM? Well, really what can't it do? Here's a good example of the sort of OSR niches that the Price of Evil can fill.
For a Lamentations of the Flame Princess game this is the generator to grab when creating a ruined or Plague struck village or isolated location for a completely different flavor. Given the alternative pseudo history of LoFP, the Price of Evil stands out as a great choice for a generator. It gives with fuss and with a suit a whole round house way of creating haunted villages, houses, small shrines, large mansions, castles, and more.

 

 This is the generator to grab for that inheritance adventure for your landed characters. This is the generator to grab when you want to create a nasty haunted adventure location for Dark Albion in some isolated part of Dark Europe. It's just that God damned flexible!
Given the events of Dark Albion's Rose War events and background the number of haunts, hauntings, and ghostly horrors has got to be huge. This generator allows that focus to be grounded quickly and easily into the Dark European wasteland and wilderness locations that Dark Albion talks about. I'm not saying its a perfect fit but it does a good job at what it does.


Generation of adventure locations isn't the only hat trick that 'The Price of Evil' does at all. The fact is that this generator is generic enough to be used as a creator for investigation and haunted locations for any D&D retro clone system. This isn't something that was lost on me last night. This system could be used to generate a haunted Wild West location as well as an entire ghost town if the DM was inclined or an isolated late 1900's  or 1900's haunted house.




There are other uses for this product as well which includes Labyrinth Lord and Mutant Future, often times DM's of old school  post apocalyptic wasteland adventures seem to forget the victims of the Holocaust or Apocalyptic events that created their world. This is in fact a missed opportunity for the DM, with the Price of Evil they can create entire ghostly filled ruins of the wasteland and throw their players an unexpected and unwelcome twist! Especially with the Mutant Future D&D variant Mutants and Mazes.

This also brings up the fact that Price of Evil will also work as a really nice generator for those plague haunted locations for Astonishing Swordsmen and Sorcerers of Hyperborea. The tone and weirdness that this generator evokes is right in keeping with the high end of the sword and sorcery weirdness from Marvel's Conan and AS&SH's wheel house.

This also brings up the fact that because of the D&D style that the author uses Price of Evil could with a bit of slight of hand be quietly used to create locations of Dungeon Crawl Classics and other variants! This is really one of the more flexible products for adventure creation.
For an OSR science fantasy game like White Star, The Price of Evil could be used to generate plenty of planet side locations for your adventurers to deal with. There are plenty of opportunities for failed colonies, planet side castles, and all kinds of things that can be done with this type generator.




So do I think that The Price of Evil is worth the price on Drivethru? Well, in a word yes! This generator is very well done and its got tons going for it. I'm a fan of generators of this type in general and this is an especially well done style of product.
 

Friday, October 30, 2015

Review & Commentary On The OSR Haunted House Toolkit/Adventure - The Hell House Beckons For Your Old School Campaigns

Imagine stumbling across an adventure location where the damned have come to Earth and a house has come to tear your party apart from the inside out. Welcome to The Hell House Beckons adventure source book from by Kiel Chenier

 


So I received a press kit copy of  the OSR adventure The Hell House Beckons on G+ today, and I'm in the midst of reading it now. One thing you should know before going into this review and commentary, I'm a huge fan of the movie and book The Legend of Hell House, the Frighteners,etc. It clocks in at about seventy four pages of haunting horror +18 OSR fun. The tag line is one which we've seen countless times before in games:

"In the middle of a barren dustbowl is a manor. Tall and grey, it juts out of the infertile earth like a tombstone, marking the grave of hundreds. This manor is a place of evil. A place where tortured ghosts stalk the halls, and beneath its floorboards are the remnants of atrocities committed in the name of the Devil.
It is a place from Hell, and it must be cleansed"And this is where every haunted house convention goes out the window. The house randomly generated each and every time PC's visit it. And there are some killer pieces of adventuring horror happening here and your PC's are dropped right into the middle of the action. The author provides lots and lots of tools along with a ton of NPC's plus options. While the adventure does use many of the conventions of a traditional haunted house there is a solid departure from the norm with his take on ghosts and how they should be used in OSR adventuring.


This is a mature content adventure all the way through some of the content is downright disturbing and weird, which is exactly how the adventure conducts itself in spades, it basically tries and succeeds to create an atmosphere of weird horror while maintaining its play-ability throughout. The Hell House Beckons takes the PC's and puts the adventure location center stage while using each and every little trick, monster, and horror to bring the PC's into the cross hairs of the powers of the house itself. Those ghostly powers are something that the DM generates himself except for a few of the NPC's. The adventure layout is clear and concise at what it does but this adventure is going to take an extended time to play.


The adventure is written, designed, and illustrated by Kiel Chenier from Dungeons & Donuts. And over the years I have read his blog, I love the material in this adventure/source book/toolkit. It plays fast and loose with the haunted house conventions in several places and that's fine. On the whole the artwork is good and the maps are very nice. But parties of adventurers should be very careful this has the potential to be a TPK in places.


The adventure seems to have a take no prisoners attitude toward  its premise, contents, and the PC's  themselves. The whole haunted house trope is taken to eleven and then wretched up to eleven in places. This makes the adventure a natural for many OSR systems especially Lamentations of the Flame Princess and other sword & sorcery retroclones. There are several systems in this title that fit the DYI attitude of the genre on several levels including what happens to the PC's who get too closely involved in the affairs of Hell House in question. There is actually a live play through as well.But beware this this live play through has spoils throughout!


As a tool kit this adventure succeeds on a number of levels and it does a damn fine job at what it tries to do. Redefine the haunted house and try to kill your PC's while making sure that you have a fun time with it.There's a ton of material here that can do some real damage to a party of adventurers on a number of levels, this is another one of those party changing locations that will haunt your players nightmares for years to come! Five out of five.

Tuesday, October 27, 2015

1d6 Random Encounters With Damned Souls Table For Your Old School Campaigns

When the gates of Hell can't hold the damned anymore then they shall burst forth onto the Earth. The damned can be encountered anywhere in their old haunts and ruins. They have been dragged down to the depths and often are let loose upon the Earth to terrorize the living, these horrors come back as evil spirits, ghosts, specters and worse. And their often waiting till the living venture into their areas of influence.



1d6 Random Encounters With Damned Souls Table

  1. The Katutharothali are the spirits of the damned of those who in life were corrupted by the forces of the occult, in death they come back to Earth as balls of hell fire and plasma waiting to attack the living. They often assemble around graveyards and ancient ruins. They attack as ghosts and with a flame attack for 2d6 +1 points of damage in a twenty foot radius. 
  2. Caunaka The Eyeless Horrors - These are souls of the damned who witnessed secrets and perversions of nature that they used to gain power and influence over the poor. These souls seek the eyes of the living so that they might experience the memories and life experiences of others. They attack as wights and use enchanted daggers on the living. 
  3. Gogonduavama The 3 A.M. spirits  - These are souls of those who pararished between the ticks of the  clock during the hours of the soul at Three A.M. when the demons of the Outer Darkness dragged them down to the icy depths of Hell. They're cold touch drains life from the living, they attack as ghosts and specters. They hate the living, they steal secrets, dreams, and stories from small children. 
  4. Glindrothat The Constant Mouths - These damned once used the power of gossip and lies to gain an edge over their mothers and fathers through black mail. They're heads are faceless things made up of nine mouths that have razor sharp tongues that lash out up to 20 feet for 3d6+3 points of damage. They move as ghouls and have had back and neck broken, then reset at unnatural angles. They crave the flesh and spirit of the living. 
  5. Uthmazgu are the spirits and undead hosts of the spirits of darkness, spite, and horror. They move at  odd angles through the spirit realms and can move as blink dogs rapidly appearing at odd intervals with the speed of demons with long nails that do 1d4 points of damage and they dip these into the tears of their victims. They taste like the sweetest wine to them. They are blank stark white beings whose flesh has been bleached by the fires of Hell itself. 
  6. Welatugona are the broken mothers who seek out the spirits of the children of others to comfort themselves. They use these small spirits as minions, they spy on, stalk and kill whole families as ghostly horrors. Welatugona are master manipulators and deceivers using black mail, and promises of treasure to murder their victims when opportunity presents itself. They count as ghosts, horrors, and monsters of the blackest stripe.

Tuesday, October 14, 2014

1d10 High Level Undead Encounters From Ancient Battle Fields Table For Your Old School Post Apocalyptic Campaigns




Out in the wastelands are thousands of ancient battlefields  where the violence,horror, and forces of the apocalypse still linger. Here the ground shivers and the echoes of the past sometimes let loose very dangerous monsters and things to plague mutant adventurers. Sometimes the forces of Death itself turn and twist as things of Undeath are release back upon the world to haunt your post apocalyptic encounters.
Most of these hunger for the flesh, blood and spirits of the living 

1d10 High Level Undead Encounters From Ancient Battle Fields Table 


  1. An amalgamation of undeath horror and depravity made up from the souls 1d20 former soldiers that has risen from a nearby mass grave to devour the life essence of anyone it catches. Counts as 1d4 shadows or specters. A very hungry and aggressive horror from beyond the grave. 
  2. A group of zombies made up of ancient Earth warriors hell bent on raiding pillaging, and devouring the living. These 2nd level fighters are armed with sword & shield ready to tear into the living. There are 1d8 of these horrors ready for violence. 
  3. A group of fiendish field medics have given into the forces of the Afterlife long ago. These horrors are looking to torture, dismember, and experiment upon anything or anyone they can. There are 1d6 of these fiends and they can imbue a sort of psuedo life upon their twisted creations.These things will be low level undead horrors but very hungry.  
  4. A gang of 1d6 undead scarecrow things out for blood and sacrifices to their dark gods.These things have been created from the bodies of nearby farmers and are armed with sickles, pitch forks, and other implements of destruction. These horrors are relentless, hungry, and use tactics to bring down prey. 
  5. 1d10 zombie clown things capable of wanton mayhem have been let loose from some dimensional doorway to a nameless hell. These horrors will pursue and kill anything that they can get a hold often trapping and displaying the bodies of prey in creative ways. Armed with high tech laser pistols and bladed weapons of exceptional malice. In D&D terms these things count as intelligent wights 
  6. A gang of undead bikers with bikes breaks through from the otherside of the veil hungry for the blood and flesh of the living. They have been summoned by the scent of blood and flesh. They are 3rd level fighters with some minor vampiric abilities and working motorcycles. Armed with short swords, chains, and ancient fire arms. They will begin to follow the old high way routes and seek fresh meat once again from beyond the grave. 
  7. 1d8 giant maggot horrors from Hell break through from beneath the ground , there are also a number of minor 1d3 zombies following in these things wake. They will devour anything that they can get a hold of. Count as undead purple worm horrors. 
  8. A single pre apocalyptic warrior with the powers of a lich riding upon a nightmare enters the world armed with a riot shot gun and hell bent on taking revenge upon any living that he finds to drag them back beyond the veil. This thing is after souls and flesh for his masters. 
  9. A plague of 1d10 zombies bursts through the ground and is hell bent on feasting on the living. These things are very hungry and dangerous but there are 1d4 minor relics from the pre apocalyptic world are right under their former 'resting' place. 
  10. Former unknown undead enemy soldiers from the pre apocalyptic war break through the veil. These 3rd level fighters are here in the lands of the living to drag back and conscript anyone that they find to fight in their never ending battles upon the planes of the Hells. They are armed with a few high tech weapons and fire arms as well as stunners. These horrors may eat the occasional conscript as well. 

Monday, September 29, 2014

1d10 Random Spectral Events Table For Your Old School Post Apocalyptic Campaign



Because of the deaths of so many millions of souls during the apocalyptic events of the end, holes and cross dimensional anomalies occur on a regular basis. Some of these doorways are mere pin pricks in fabric of reality but others are horrific encounters with an overburdened Afterlife that yawns to release its charges back into the wastes and drag the living back into a hungry abyss beyond time and space where the dead and worse await. 

1d10 Random Spectral Events Table 

  1. The sky turns a lime green colour and the wind seems to howl with the sound of a million dead crying out at once for the blood of the living. All creatures under two hit dice must make a save vs spell or be at -4 from the deafening sound that echoes across reality and rattles through the psychic plane as well. Telepathic mutations will suffer its effects for addition 1d8 rounds. 
  2. Weird whisps and almost shapes of humanoid ghostly things seem to ebb from the ground and soil. There will be 1d10 partial undead things churning from the ground as they reach for an uncaring stark sky. These things will reach for any living present and they will be hungry for the living's life force. There is a 30% per round of a complete minor undead awakening. This event will last for 1d6 hours. 
  3. The PC's will be assaulted by visions of the Afterworld and may see former comrades, family, or others in the flames of the holocaust that was. These visions will seem almost too real and the heat, horror, and worse will rattle them. There is a 10% chance of some damned soul attaching themselves to a PC and causing bad luck for -1 on all dice rolls until the character makes amends for the unfortunate soul. 
  4. The sky turns blood red and yellow as the doorway between worlds cracks open for an instant and the PC's suddenly come face to face with a group of 1d4 damned souls. Lemures and some random minor hell spawned ghosts are vomited into the wastes. The PC's must dispatch them back to their eternal reward. They will wither and return to the Afterlife in the light of the sun. 
  5. 1d8 zombies stumble from some ancient ruin and wreckage as the forces of the Afterlife twist and turn in the winds of the wastes. They will be hungry and seek the meat of the living. 
  6. The PC's will be nearly hit by 1d8 pieces of random wreckage and debris that has been tossed back into the world of the living after being swept into the lands of the dead. There is a 5% chance of some minor item or artifact being within the cold hell fire burnt remains. Anyone coming into contact with these metal wrecks will be burnt for 1d4 points of damage from the cold weird flames that still cling to the sides of the wrecks. There is a 2% chance of a soul maggot or other horror still clinging to some frozen scrap of decayed flesh. 
  7. The PC's will stumble into a field of random face less tome stones, the world will suddenly grow deathly silent as these stones erupt with 1d8 random undead horrors. They will try to drag down the PC's. There is a 30% chance of a random PC seeing their names on one of the stones in common. They must make a wisdom check or be haunted by the possibility of their future foreshadowed death. 
  8. The PC's are assaulted by a banshee wind storm, a weird wailing wind from beyond the grave itself and storm that will seem to last for 1d4 hours. It will seem to tear at the very fabric of their souls. There is 20% chance of encountering a banshee who has been ripped beyond time and space at the center of this storm that travels across the trackless wastes of the post apocalyptic worlds and planes. A PC might be dragged from their own world in this violence and all consuming storm. 
  9. The wastes erupt in a violent magnetic storm that rips apart time and space. Distances become weird and terrible, the distortion plays marry havoc with the PC's bodily functions & there is a 10% chance of the character's soul momentarily separating from their bodies. Hungry and lean Lovecraftian horrors may be waiting within the storm to feed. Make a Save vs death to avoid such horrors. 
  10. A storm from the Negative planes erupts across the sky and suddenly the whole scene is one of horror as ancient and dead gods battle one another. Strange radiations bath the landscape and horrors beyond death may be unleashed. There is a 40% chance of powerful ancient undead horrors awakening after this storm passes. Details are left to the DM.

Saturday, September 27, 2014

1d10 High Level Spectral Battle Field Encounters Table For Your Old School Post Apocalyptic Campaigns


From the millions who died during the apocalyptic events throughout the wastes there are still places where the wars of the past are as stark and bloody when the broken moon shines down from the uncaring skies. This is the time when adventurers, mutants, should beware from out of the mists come ancient horrors ready to take and devour their very souls. 

File:British gas mask.jpg

1d10 High Level Spectral Battle field Encounters Table
  1. A patrol of 1d10 zombie troopers looking for prey to eat. These horrors move with the night mist across their former battle fields. There is a 10% chance of them leaving some minor reminder of their passing. 
  2. A lone spectral soldier whose seen far more action across eternity appears nearby and begins hunting the PC's. The thing is relentless in its pursuit of life force. It will seemingly be destroyed only to reappear 1d6 nights later again hungry and very angry. It has a +1 relic dagger and uses it for the final kill. 
  3. A group of ghostly children in gas masks will appear momentarily and 'mark' one of the PC's. 1d8 of the spectral horrors will appear when the character is alone and try to devour them. 
  4. A party of 1d10 spectral soldiers will appear from the mists and pursue the party across a former battle field. They will harass and insult the PC's. Weapon fire will seem to pass through these horrors and any PC's killed will join the ranks of these undead fiends. Once this happens they will retreat for 1d4 hours only to reappear and begin the cycle again. They will disappear with the coming of the sunlight unless somehow banished. 
  5. The sound of tank fire can be heard 1/2 a klick away and the PC's will see a spectral tank and crew from the holocaust world fighting an unknown enemy. Suddenly the tank will appear closer and closer still to the PC's position. The spectral tank will glow with a strange red mist and there will be a chill in the air. The haunted tank and crew will begin to pursue the party. The thing will try to cut down any PC's with machine gun fire or run over them to consume their souls. The skeletal remains of a former adventurer is strapped to the front of the tank and a fully charged laser pistol is in his hand. The tank is cursed to haunt this area however should the PC's leave the area , it can not follow. 
  6. A lone demonic horsemen on a nightmare is collecting the souls of former soldiers lost to the battle fields and is looking to add a few extras to his list. This gas masked horror is armed with a +2 sword and mace. He is not bound by the battle field and chase down any whom he finds. He is ruthless & without pity pursuing souls with wanton abandon. 
  7. A troop of ghostly soldiers running for their lives, there is a group of demonic horrors hot on their heels. They will rush by the PC's and 1d8 minor demons will appear to attack the PC's. Suddenly as it began the whole event will end with a clap of thunder and lightning. 
  8. Nearby the PC's position will be a series of echoing explosions and the blasts from some battle. Should the PC's investigate they will find nothing but the open door of an underground bunker complex has been revealed. This place has been buried for a long time. Then something stirs underground. 
  9. A strange fog moves across the battlefield within it are 1d20 ghostly soldiers from both sides of the pre holocaust war. These zombie like horrors will try to eat and devour the souls of anyone they come across. Very dangerous horrors. 
  10. A minor minion of death astride a lone skeletal nightmare is collecting the souls of the dead. Only a massive bribe of artifacts or coin will stave its attentions off & there is a 40% chance even if bribed that it will still try to take the PC's souls. 

File:Bundesarchiv Bild 183-R05923, Flandern, deutsche Soldaten in Gasangriff.jpg