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Old School Dungeon Design Tricks and Tips

Old School Dungeons like Tomb of Horrors and The Haunted Halls of Eveningstar sometimes have quite a few design features that are similar, and help to make "Old School Dungeons" more entertaining than some of the more modern adventures which are designed to be more hack n slash.

Warning! Because I cite examples of these designs, there are spoilers ahead. I will be frequently mentioning designs from Tomb of Horrors, The Haunted Halls of Eveningstar and others. You have been warned.

#1. The Joke or Private Joke

Sometimes the Dungeon Master or dungeon designer will add something to the dungeon that just doesn't make much sense and is there purely for the sake of it being funny.

Examples:

The chain in The Haunted Halls of Eveningstar. PCs tug on it and cannot figure out what it does. It doesn't do anything, but creator Ed Greenwood probably got a laugh out letting players waste time tugging on it before cracking a joke about them yanking on his chain.

"Private Jake" in the Stormreach Waterworks in Dungeons and Dragons Online. The whole point of Private Jake is that you don't know what the joke is, except for the obvious pun of his name.

The teleporter in Tomb of Horrors that takes people's gear and/or turns them into the opposite sex. Always good for a laugh.

#2. The Trap with No Saving Throw that Characters have to Choose to Set Off

In 1st/2nd edition AD&D traps did not have a saving throw. They just went off and there typically was no way to avoid them unless players were smart about it. Some traps took it a step further however and gave players the choice of whether to press the proverbial button and see what happens.

I ran into one of these recently in a game. There is a rope dangling from the middle of the ceiling, similar to the chain mentioned above. You yank the rope and the whole floor collapses. No saving throw. Everyone in the room falls, including the rope.

The beauty of the trap is that characters have to choose to set off the trap by pulling the rope. If you just leave it alone, nothing happens.

More Examples

The blank door in The Haunted Halls of Eveningstar that drops a giant stone block on you if you open the door.

The demon mouth with a Sphere of Annihilation inside it, within Tomb of Horrors. PCs who make the mistake of sticking their hand or other items in there, have their hand/etc cease to exist. The proper response is to use a 10 foot pole and you lose part of the pole before realizing that you should just leave it alone.

#3. Details, Details, Details

A smart dungeon designer should sprinkle the dungeon with clues about the story of the dungeon itself. Clues about who created it, who may have lived in it in the past, and who might be living there now.

Examples

Wide slime trails in "The Keep of Koralgesh" indicating that there is a giant slime monster in the dungeon somewhere...

Books and notes left in various rooms which tell tidbits of the story of the dungeon.

#4. The Possible Henchman

You don't usually see henchmen in 3rd or 5th Edition games, but in old 1st and 2nd edition AD&D the dungeon designer would sometimes add a possible henchman to the dungeon which could be rescued and could possibly join your team.

I have written previously about The Rarely Used Henchman and I contend that they are an excellent roleplaying device for DMs to be using to add more flavour and interest to their games.

Examples

Tomb of Horrors has a female sirine in a cave that if freed is available to join the party.

Haunted Halls of Eveningstar has two possible henchmen. A female wizard (Estrel) who lies dead on a table can be raised from the dead and can join the party, and a 2nd female wizard (Miior) lies in stasis in a closet in a different room and if woken from stasis is also available to join the party.

#5. Environmental Health Hazards

There are many ways to do this.
  • The whole dungeon could be teaming with rats (diseased ones) that sometimes bite the PCs.
  • Parts of the dungeon could be icy or greasy, and thus slippery.
  • Narrow ledges or bridges.
  • Heat or cold dealing damage over time.
  • Lack of oxygen in the air causing exhaustion / fatigue.
  • Poison in the air.
  • Poisonous spores (see The Temple of Elemental Evil).
  • Lava chasms in the ground (see The Keep of Koralgesh).
#6. Mix Monsters of Different Types

A common thing that started appearing in 3rd edition and continued in 5th edition is to mix a common type of monster (eg. kobold) and make their leaders something like a kobold cleric/shaman or a kobold barbarian, etc.

In Old School Dungeons however this never happened. Instead if a group of kobolds had a leader it was likely a lizardman or a human necromancer. A group of orcs with an ogre leader. An army of undead led by a demon. That sort of idea.

It is way too easy to just have a single monster and then just make their leader the same monster but with spells. The Old School method makes the boss monster something bigger and more terrifying. Kobold shamans might have spells, but they don't have the physical presence of an ogre.

Or if you really want the boss to have spells, make it an ogre magi.

#7. Not all Traps are Traps, some are Ambushes

A common theme in Old School Dungeons is to give the baddies some advantage. An ambush with a surprise round is one way to do this. Having the PCs fight in an unfavorable situation where the baddies have higher ground, have cover, have mounts, have useful weapons, have annoying pets, etc.

Examples

The stirge in the Haunted Halls of Eveningstar that ambushes the PCs on slippery moss covered stairs. Sure, it is only 1 stirge, but it puts up quite the fight with the PCs having difficulty just moving on the stairs.

The kobolds in the Haunted Halls of Eveningstar that have crossbows with sleep poison bolts - and attack from behind a wall with arrow slits while the PCs are in a room full of corpses (some of which are undead).

#8. The One Combat that the PCs have to Strategize or Avoid

In Old School Dungeons there is usually 1 room with something so big in it that the party would be better off just avoiding it. Sometimes there is a monster so big it is just there to get PCs to realize that running away is an option.

Typically however that one monster will also have some really nice loot and it is worth the risk and the extra effort of strategizing how to take it down.

Example

The mummy in the Haunted Halls of Eveningstar. It is way too powerful for a low level party, but if they are rested and prepared (with fire spells) they can possibly take it down.

#9. Traps that can be avoided with a 10 foot pole

Thieves and rogues are really optional in old school dungeons. Smart players can solve or avoid a trap using wits.

Assuming that players are seasoned at dungeon delving they may have figured out a long time ago that many traps can be defeated with a 10 foot pole... and some chickens.

Example

Most of the traps in Tomb of Horrors can be defeated with either a 10 foot pole and chickens. (Or Sticks to Snakes.) All the players have to do is be extremely cautious and test everything with a sturdy pole or a chicken to see if it safe and they will avoid 90% of the traps.

#10. A Puzzle or Riddle that cannot be solved with dice

I did this recently with a teleporting puzzle where each 10 x 10 section of the room teleports the person when activated. There was clues in the dungeon that help solve the puzzle, but if the players take the time they can solve the puzzle without needing the clues. It works well for low level PCs, but would not work against a higher level party with access to Dimension Door or Teleport.

Sometimes a puzzle will also have a riddle element to it, or a timer (like the room is flooding) or traps within the puzzle to discourage wrong guesses.

Example

The Keep of Koralgesh has a nice lever puzzle in it which when solved unlocks something. The lever puzzle is actually ridiculously simple, but in my experience players think that it is more complicated and end up spending more time on it trying to solve what they think is a complex puzzle when it is actually really simple.

#11. The Physical Obstacle or Old School Dungeon Hazard

A good Old School Dungeon should have some kind of physical obstacle to overcome, at least one - but the players have to use their brains to figure out how. It could be something simple like building a bridge over a chasm, or something more complicated.

For extra challenge the obstacle might be very dangerous - and have a monster lurking near it. Like a watery tunnel that they have to swim through... and it has man-eating fish inside it.

The Old School Dungeon Hazard is things like green slime. Which is not a monster, but it is a deadly fungus.

Example

The Keep of Koralgesh has a number of fissures in the ground with lava flowing further below. They can easily be avoided with wood to make a quick bridge.

The green slime in the Haunted Halls of Eveningstar... it is a potential party wipe if the players have no clue how to get rid of it. (Burning the entire room of slime before entering works well.)

#12. The Permanent Change

There should be something in the dungeon that does something that is either a benefit or a detriment. Or both simultaneously. Or it is all random. Whatever the case, the effect should be permanent.

It could be a magic or cursed item, place, monster, or trap that causes a permanent effect: Crosses gender, changes race, raises/lowers hp, raises or lowers stats, and can even change their alignment or age.

Example

The teleporter in Tomb of Horrors that takes people's gear and/or turns them into the opposite sex.

The Fountain of Youth - no explanation needed.

My own little ideas...

The party finds a magical tome that boosts one RANDOM stat. You don't know which stat is effects until after they read it. Watch the party fight over who gets it.

The Gambler's Gambit - The device has a 60/40 chance of raising or lowering 1 stat. Roll a d10 to determine whether the stat goes up or down. Roll d6 to determine which stat is effected. The item only works twice for each PC. Trying to use it a 3rd time causes it to drain half the user's current hp (no save) and takes away 1 point of their highest stat permanently. (A smart player will use divination magic like Augury before attempting to use this item.)

#13. One piece of cursed treasure

Any more than that would feel like you are punishing the players. Just 1 however teaches the lesson that players need to be careful about treasure, because sometimes the treasure IS the trap.

Yes... I totally picked #13 on purpose.

No examples this time. Lets not spoil that one.

#14. The Faux Climax

The false climax is a way to trick the players into thinking that the dungeon boss has been defeated. And then later springing the real dungeon boss on them later. If the PCs fall for it, the real boss fight will turn out to be a real surprise and a challenge. Wise players should realize that the fake boss was too easily defeated.

Example

The fake lich in Tomb of Horrors when the real demi-lich is further into the dungeon. Along with other fake copies of himself.

#15. Something that disorients the PCs

Floors and hallways that move, random teleports, getting trapped in a mirror dimension, becoming trapped inside a monster or a maze (or a monster that is a living maze). Gravity doesn't work properly, time travels at different speeds, etc.

#16. Low on Resources

The party should lose things along the way. There should be something that causes them to lose their food or water, or all their torches, spell components... they might even start running low on air to breathe. Or weapons or armour.

The quick and easy way to do this is to ambush the party with rust monsters. A spell that ages them 1 year also ruins all their food. All their torches are waterlogged and useless. Spell components ruined / rotten.

#17. The Giant Valuable Thing that is impossible to carry...

There should always be one thing that is really valuable, but too big to carry the whole thing. And possibly attached to the wall or floor.

Alternatively, they can carry it - but it leaves the party vulnerable to an ambush.

Example

A giant silver statue, worth over 10,000 gp - but it is impossible to carry.

#18. The Sneaky Shapeshifter

There should be a monster of some kind that is not what it appears to be. Like a potential ally who is actually a villain in disguise. Wolves disguised as sheep.

Examples

The mimics in the Haunted Halls of Eveningstar. Any of them... there is multiple.

The doppleganger disguised as a statue in the Haunted Halls of Eveningstar.

#19. Unique Monsters not found anywhere else

Or rarely found anywhere else. Something very rare and unique, like a new type of slime that has its own rules.

Examples

The flying daggers inside Irongard, a quest made by Ed Greenwood. Similar flying weapons are to be found in some other quests also by Greenwood. To my knowledge they are not found in any other quests except Greenwood's.

#20. Something that makes no sense at all

This is there just to boggle the imaginations of the players. It should be inexplicable and it is left for the players to argue over possible meanings as to why.

Example

The pile of old rusty adventuring equipment, some of it still in good condition, waiting within the foyer of the Haunted Halls of Eveningstar. When touched a magic mouth speaks, warning the visitors that these items belonged to those who came before them.

Or the above mentioned chain, which doubles as Ed Greenwood's private joke that has players "yanking his chain". It has no meaning really, but is worth a laugh.

Character Death, Party Wipes and Popping your Cherry

We have a term in my games for when a player has the first character die ever. We call it "popping your cherry". Crude, but it allows players to joke about how characters die - sometimes in a funny way.

My games are exciting. Battle is bloody and deadly. PCs get injured, sometimes they die because they make foolish mistakes. And I don't pull punches as a DM, if a PC does something suicidal they are going to get themselves killed.

Like the time a character wandered off to explore a cave during combat and found some traps... decided to run through the traps and got very injured. And then decided to run through the same traps again. So he died alone, far away from the party who was still busy killing some undead.

His death was no fault of mine. The player decided he wanted to run through the traps. I warned him that they looked dangerous. But he did it anyway.

Another time years ago the party was exploring a maze when they found a nice room with an old water fountain that still worked. The water was clean and clear and it was a good place to rest, and the party was already injured and low on spells from an earlier fight with a wyvern. But for some reason they decided to not rest and continue onwards... and found the undead minotaur boss monster. They then began to run away from it and the minotaur killed them one by one as they fled. One character managed to get away (same player as the first example) and would have been the lone survivor when he came to a pit trap the party had previously went around and avoided. So he decides to jump it... rolls badly. He uses a reroll. Still fails. And dies. Clearly that player should stay away from traps.

And this is just two examples from my campaigns which I have been running for 18 years now across 2nd edition, 3rd edition, 1st edition (boycotted 4th and decided to go retro), and eventually back to 2nd edition again. There has been many more character deaths and party wipes over the years.

A few things I have learned...

  • Combat is more exciting when death is a possibility.
  • Players roleplay their characters more realistically when they know the DM doesn't pull punches.
  • Players sometimes make all sorts of foolish mistakes. Things like not using a safety rope when climbing a steep cliff.
  • Players eventually wise up and start thinking and planning more, and learn to make more calculated risks as opposed to reckless suicidal actions.
  • Nobody has ever accused me of killing characters on purpose. They all died by accident or because they did something foolish.

For example... you know the lightning sword of a balor and how it electrocutes whoever picks it up? Character death right there during a fight with a balor. They thought it was a potential loot item. I showed the player the entry in the 2nd Edition Monster Manual so they could read for themself what happens.

Fortunately by the time PCs are fighting a balor death becomes more of a temporary problem. Permanent character death is really only a problem at low levels.

One time I ran the Vecna chapter wherein everyone plays a powerful wizard investigating a tomb wherein Vecna is trapped. So the team of wizards goes through the tomb, solves every problem and then arrive at the room where Vecna is sealed in. They break the seal open and release him... at which point Vecna stops time and begins killing them, as per the original module, and it ends up being a complete party wipe. (My version of Vecna is called Xorek instead and is a powerful Chronomancer, which works perfectly since Vecna tends to use chronomancy spells.)

That party wipe of powerful wizards sets up the whole adventure later on with normal PCs and allows the players to realize just how powerful and deadly Vecna/Xorek is.

I also used a demilich version of Xorek in Tomb of Horrors, in place of Acererak. Xorek has many clones and versions of himself scattered through the centuries and different timelines. As an undead chronomancer he is walking undead time paradox.

However here is the thing about Tomb of Horrors and when my players went through it..

They didn't have a single character death. After years of being in a deadly campaign, playing 1 potentially deadly session every Friday night for years, they had all wised up and had learned how to deal with traps, monsters, and constantly looming threat of death.

They survived Tomb of Horrors and the funniest incident they encountered was that teleporter that takes their clothes and crosses their gender.

Also I didn't tell them it was Tomb of Horrors until after they defeated the demilich. To them it was the Tomb of Xorek. Well... one version of Xorek.

After defeating the demilich Xorek, the other Xorek clone was activated and that triggered the game session with the powerful wizards investigating a different and more powerful Xorek tomb.

And eventually those characters and that campaign was retired and I started a smaller sandbox style game where the same players are now playing children in a village in a valley much later in the timeline... and the characters slowly age up. Currently they are teenagers. Eventually they will reach adulthood.

But soon, this Friday, the teenagers will find a book titled "The Many Lives of Xorek"... and the players will all laugh/groan at the reference.

Note - None of the teenagers have died yet. Not because I am not still running a deadly campaign, that has not changed. The big change is that the players are wiser and roleplay better now. They take precautions. Closest thing to death they have encountered so far is a near drowning and a few encounters that surprised them.

So will characters die? Who knows. It has been years since that party wipe. Maybe they will make a mistake.

Lately I have been researching old school traps... like you see a rope dangling from a ceiling in the middle of the room. You yank it and the ground in the whole room collapses. No saving throw, but the onus is on the players for not checking for traps before yanking the rope.

Also working on a teleporter puzzle wherein the party has to get from A to B across a room full of squares that teleport to other squares but has to figure out how to best do it. Some parts of the room has walls of force with a monster in them. Some has a pit trap there so they are teleported above a pit trap. So their challenge is to walk from teleporter to teleporter and find the correct way across. The puzzle will be deadly because of the traps, but should make a good challenge for a low level party.

So as long as they don't make any foolish mistakes...

High AC, a Dungeon Master's Nightmare

To his credit, this dwarf bard has weak armour.
Someone on Facebook was asking how to best handle characters who have ACs so high it becomes hard to hit them. Basically they were describing a nightmare scenario in which the PCs had become so powerful and impossible to hit that anything he threw at them bounced off.

I responded with the following:


How often do characters die in your campaign? I will come back to that idea later.

I determined years ago as a DM that I should rarely provide loot that boosts AC.

  • Magic armour, magic shields...
  • Rings/Bracers of Protection, anything that provides an AC bonus...

The problem is that characters over time accumulate things that provide AC bonuses and that they often stack. Eventually they become almost impossible to hit so that only really powerful monsters and boss monsters can hit them (or sometimes even those things have problems hitting them).

Having realized this problem I prefer to simply limit how much magical items I give out which boost AC. What items they do find are often only +1, rarely more than that.

Smart players in my opinion should be trying to use distance, cover bonuses, footwork and good timing to boost their survival chances. I use those tactics for my characters during D&D Adventurers League play.

As a DM i also like to run a more deadly campaign as it makes things more exciting, so if PCs are hard to hit it is like everyone is wearing seatbelts and PCs rarely die. Having a high death rate teaches the players to be more cautious and approach death realistically with their characters. (As opposed to DMs who *never* kill characters and PCs do all sorts of suicidal stuff knowing the DM will not let their character die. That to me is boring because everyone is basically protected from death and combat just becomes a foregone conclusion.)

The recipe for a more exciting / more deadly game is:

  • Lower AC.
  • Combat that gets bloody.
  • People get knocked out. Sometimes people die.
  • Players learn to be more cautious.
  • Characters are roleplayed with the fear of death. This means more actual roleplaying.

Note - As a DM I don't actually go looking to kill characters. Usually they die because they do something stupid or in accidents.

Examples of past stupid deaths:

  • Climbing without a safety rope.
  • Running through traps without disarming them - twice.
  • Separating the party in a maze with an undead minotaur.
  • Refusing to rest the party when they found a good place to rest... this one ended in a party wipe. They all died.
  • Killing a mammoth while underneath it and already very injured - Zlatgar got squished and became forever remembered as Splatgar.
  • Running off alone during a Spartacus style revolution.
  • Deciding to fight a harpy on slippery steep terrain instead of waiting to attack the harpy on level ground.
  • Teleporting into the skull of dracolich while it is flying... and then the dracolich crashed headfirst into the ground upon its defeat.

The list goes on...

Sometimes PCs do stupid things. And I don't pull punches or coddle them.

Which to my credit means that my games are exciting and players keep coming back for more.

I ❤ Exiled Kingdoms

Okay, so that is a pretty strong statement in the title. I admit it. Makes a good title though.

I started playing "Exiled Kingdoms" 3 days ago and quickly determined it is an awesome game to play on your cellphone (or tablet) and here I am writing about it because of its sheer awesomeness. However I want to explain some things...

  1.  I rarely put game reviews on Nerdovore because quite frankly a lot of games out there are horrible and there is no point talking about games that I hate (unless I have a good reason to talk about it I suppose).
  2. I hate trying out new games on my phone and finding out that they are horrible.
  3. Or worse, horribly addictive and you eventually get bored of it.
  4. Not what I expected - and I end up deleting it because it was not what they advertised.
  5. The game is immediately boring.
  6. The game is too complicated.
  7. And worst of all, they want you to buy things in the game to make it easier to play it.
  8. Horrible game maps, or in some cases - no map at all. :(
And I hate spending money on games that I might get bored of later.

So lets talk about Exiled Kingdoms and why I like it so much.

  1. The trial version of the game has quite a bit you can do. 15 maps to explore and kill stuff.
  2. The full version of the game has 108+ maps to explore and kill stuff, and is only $4.
  3. The creators keep adding more maps. So good for them.
  4. It is an one time fee of $4. There is nothing else in the game to buy. Everything else you have to earn. There is no store to buy gold or equipment or gems or whatever. One time fee and you can play as much as you want. Want to get really cool armour? Need to earn it.
  5. The game has an old school Dungeons and Dragons feel to it.
  6. I have not got bored of it. The trial version alone has a lot of stuff to do.
  7. I am pleasantly surprised at how good the game is.
  8. The game can be quite exciting... just remember to quick-save often, because death is always just around the corner.
  9. It is not too complicated, but there is plenty to do within the game.
  10. Completely open world - the trial version you are limited to the 15 maps in question, but the full version you can explore anywhere you want.
  11. The maps are awesome. The maps have the feel of classic Dungeons and Dragons maps.



There are some things I wish this game could do however.

I kinda wish it was a MMORPG. It currently is not. It is a RPG and you can hire mercenaries to accompany you on the quests.

But honestly, I am okay with it being a solo game because there are benefits to that... like not needing internet all the time to play it.

I have not purchased it yet. Instead I made a 2nd character, a thief/rogue this time and I am going to get the new character up to level 5 before I make the decision as to whether to buy. But for $4... I am leaning towards a yes.

I do wish there was alternative ways to heal up in the game. Healing potions are a bit expensive and going to an inn to rest is annoying. My characters can currently rest and heal up twice in the wilderness, but after those run out you have to be careful getting back to a village to rest at an inn. (I assume playing a cleric makes this aspect easier.)


About Exiled Kingdoms

They have a forum with lots of active users: http://www.exiledkingdoms.com/forum/

Their reviews on Google Play are pretty impressive.

A lot of people, including myself, happen to like the graphics. Too many games make the graphics look childish and cheesy. This game they went for a more realistic look.

Here is a sample of the game play on YouTube:



And here are some more screenshots of game play.






Look at the details of these collapsed ruins? Don't they have a nice D&D feel to them, feel realistic and not childish or ridiculous?

To see what I am talking about let me show an example. See how everything looks like a cartoon in comparison? Anime-esque aesthetics. I find that really annoying when I play games. It just ends up feeling so childish and ridiculous - and gameplay in such games is often designed to be horribly addictive, which is another problem because eventually you grow bored of the game and delete it.


I will give an example of one I have actually played...

Gameplay of SAO Memory Defrag
"Sword Art Online Memory Defrag"

I love the TV show Sword Art Online, and Sword Art Online II. Both awesome.

So I tried the game.

It is a side scrolling game. To do a quest you click a button. It has ZERO maps. There is no open world. You just click and do a side scrolling fight. Feels a bit like a horrible Nintendo game from the 1990s.

A few months ago I played "Sword Art Online Memory Defrag" for about a week and then got bored of it.

The graphics were annoying me. Everything was so cutesy.

A lot of the game was geared towards selling cute weapons and armour for the heroes to play... and you had to try and collect all the heroes, which also required money - or a lot of hard work to get just 1 hero with good stats.

Within the game there was...

  • No maps.
  • Nothing to explore.
  • No roleplaying elements.
  • Not much of a story because it basically just recapped fights from the TV show.
On the plus side with SAO Memory Defrag, you could team up with other people and do quests... if you really wanted to. But the game was mostly designed for solo questing, so why bother?

Eventually I got bored of SAO. Still love the TV show. Recently rewatched seasons 1 and 2 on Netflix. But I don't see being bored enough that I will log into SAO Memory Defrag again any time soon.

Most likely I will eventually delete it from my phone.

Which brings me back to Exiled Kingdoms.

It has a rich story. Lots of open world to explore. I am going to be very pleased to fork over $4 for a game I can play continually without being expected to ever pay another cent.

And I will finally have found a nice Dungeons and Dragons style game I can play on my cellphone which has all the elements I have been looking for in such a game.

So what if it is not a MMORPG? Perhaps it doesn't need to be. One thing that SAO Memory Defrag has proven, is that even if you do make a game a MMORPG, that doesn't mean it is any good. It could very well be boring.




Other Games I would like to briefly comment on...

Skyrim on PS3 or PS4, awesome!

Witcher 3, my wife is literally playing that game right now in the living room. Awesome.

Dungeons and Dragons Online, a PC game, awesome! (And not childish graphics like WoW either.)

I used to play a Facebook game years ago called Battle Pirates. Typical village building game, but with ships. You build better ships, mine resources, build defenses for your island, and attack other islands and ships. I eventually got bored of it however. It was a huge time waster and was not that enjoyable. Too many pricks in that game and you just get tired of defending your island from pricks.

Clash of Clans is annoying, very much geared towards sucking money from your wallet. Castle Clash however... much better. Almost exactly the same game, but with the benefit that your troops don't disappear after a battle. If they survive the battle, you keep them. Castle Clash also has immortal heroes that go up levels and you can duel them against other players and send them on quests. You can play Castle Clash for hours without getting bored.

Although both CoC and CC are addictive. So you have been warned!

I once recommended Castle Clash to a friend... I never saw him again. I wonder if he is still playing it... I did warn him it was addictive.


My Green Arrow Comic Books Collection

Okay, so this page is mostly for my own personal use. Years ago I collected a number of Green Arrow comic books, but I never completed the collection. I would like to eventually fill in the gaps.

Tomorrow (Friday) I am going shopping and I want to have this list accessible on my cellphone (and future gadgets) so I know which comic books I have, and which ones I am looking for.

Already Have
************

Green Arrow
6, 8-10, 12,14,18-21,
23,25-27,29-33,36,38-39,
41-48,53,55

Longbow Hunters 1 to 3

Green Arrow and Black Canary
Wedding Special
1, 7-12, 22


Priority to Find
****************

Green Arrow
1-5,7,11,13,15-17,
22,24,28,
34,35,37,
40,49,
50-52,54
(Less Priority, 56 - 80)

Green Arrow and Black Canary
2-6,13-21


With Respect to Volumes

Okay, so with respect to volumes, comic books are often released in story-lines that continue from one comic book to the next until the story-line is completed.

There are quite a few volumes to choose from, such as crossovers with Green Lantern, with Black Canary, Green Arrow Return, the New 52, Rebirth, etc. However I am currently really only looking for specific volumes.

The volumes I am most looking for are in dark red, the ones in orange are less important.
  • Green Arrow Vol. 1: Hunters Moon #1-6
  • Green Arrow Vol. 2: Here There Be Dragons #7-12
  • Green Arrow Vol. 3: The Trial of Oliver Queen #13-20
  • Green Arrow Vol. 4: Blood of the Dragon #21-28
  • Green Arrow Vol. 5: Black Arrow #29-38
  • Green Arrow Vol. 6: Last Action Hero #39-50
  • Green Arrow Vol. 7: Homecoming Green Arrow #51-62
  • Green Arrow Vol. 8: The Hunt for the Red Dragon #63-72
  • Green Arrow Vol. 9: Old Tricks #73-80

So with the exception of the Longbow Hunters series, I don't have a single completed volume.

I am less worried about completing volumes of Green Arrow and Black Canary, but if I find them I will be buying them anyway.

Personal Notes as an Archer

As an archer (I taught archery for 8 years professionally and studied Olympic archery in South Korea) I would like to say several things.

  1. I definitely prefer DC's Green Arrow over Marvel's Hawkeye. While Marvel does do lots of nice things, archery in comics is not their forte. (And yes, I do have some Hawkeye comics.)
  2. One of the things I really dislike in comic books is when they don't depict bows or depicting archery form accurately. While the artistic inaccuracy can be found in both Green Arrow and Hawkeye, I find the level of ridiculously is worse with Hawkeye - especially in the recent Marvel films. The "Arrow" TV show meanwhile does a much better job when it comes to archery form.
  3. As an artist (I studied painting and sculpture for 5 years in university) I am appalled that comic book artists don't bother to learn more about their subject matter. As an artist, if I was drawing archers regularly - I would go out and get some actual archery lessons. Fortunately I have been doing archery since the age of 10, so I don't need such lessons, but still... learn your subject matter people!
  4. I would love to see more accurate depictions of archers in comic books and films in the future.
  5. I also feel like if the artists learned more about the subject matter they could do a lot more in the comics to explore different ideas. Such as:
  • Archery on horseback (aka Equestrian Archery).
  • Hunting game or bowfishing for food/survival.
  • Bowmaking in an emergency.
  • Tracking / survival skills.
  • Flintknapping.
  • How to use burning arrows, whistling arrowheads, howling arrowheads, etc.
  • Crossbows (there is a whole storyline wherein Green Arrow loses his arm... and he could have switched to using crossbows, but for some reason does not).
  • Play around with different styles of bows, including Penobscot (double limbed) bows.

As a fan of the TV show "Arrow" I feel they (the makers of the TV show) could also have more fun with the various different kinds of archery out there and explore some of the above topics. Not touching on some of these topics just seems like a horrible oversight.

As an author (I do many things...) I have made a habit of including some archery tidbits in my written work too. In the future I want to do more of this in my Wrathgar series of short stories. Wrathgar is a character I created years ago which is similar to Conan the Barbarian, but while he does carry an axe and a two-handed sword his primary focus is his skills with the bow.

I have also speculated about writing a more contemporary fiction book about survivalism, in which archery would play an important role in staying alive in the wilderness when the protagonist gets lost in Northern Ontario. Such books have been written before, but I have yet to hear of one wherein the author knew quite a bit about bowmaking, flintknapping, bowfishing, and other archery topics.

So far I have only released one Wrathgar anthology, but I have more written that I need to edit and release eventually.

Things to do, just need time to do it.

Note - Apparently I like making lists today. Earlier today I wrote a post on another blog titled: My Bowhunting / Archery Magazines Collection. I am sensing a theme today.

Mists of Ravenloft coming to DDO

October 26th 2017.

Okay so there are two big things I am looking forward to right now.

#1. Season Two of Stranger Things on Netflix (which I will be binge watching tomorrow).

#2. Mists of Ravenloft being released on Dungeons and Dragons Online on December 5th.

So I have no doubt that Stranger Things Season 2 will be amazing, mindblowing, and I shall watch it again and again. (There is a tiny chance I will be disappointed and downcast as a result.)

But with Mists of Ravenloft I am looking forward to playing DDO again - I took a break from playing it from May to October, so I am happy to start playing again. This is something I do with DDO, which is hugely addictive, and I find it helps keep things balanced in my life. I will take long hiatuses from the game and not play it during an extended period of time.

During the past 15 months roughly I have been spending a lot of my "gaming time" playing Pokemon Go, but with winter coming and me disliking the idea of spending another winter outside playing Pokemon, this year I have decided to not play Pokemon and instead focus on playing various games indoors... where it is warm and cozy.

Games like...
  • Skyrim (and Skyrim Expanded Edition)
  • Oblivion
  • The Crew
  • Dungeons and Dragons Online
Part of this is fueled by the fact that I no longer have much time for pen and paper games (traditional D&D with dice, paper, etc) now that I have a baby boy and not much gaming time.

Thus what little gaming time I do have, I need to be using it in different ways.

So no more Pokemon Go during the Winter.

No more pen and paper D&D for me. Or at least not as often as before.

Hello, Dungeons and Dragons Online...

Now to be clear, I have been waiting for Ravenloft to be added to DDO for years. I made numerous suggestions years ago that various classic D&D modules should be added to the game, and it appears the producers of the game are finally listening.

They came out with a series of quests in Eveningstar - and the classic quest Haunted Halls of Eveningstar (aka HHoE).
After that success they came out with Temple of Elemental Evil (ToEE).

And now, finally... Ravenloft. The first big expansion of the game since Eveningstar.

Yours for $39.99.

Sigh.

As is usual, each expansion costs more than the original game. (DDO is currently free to play, but a lot of the more fun and interesting quests you need to buy access to.)

But whatever. It is Ravenloft. I am so paying for it when it comes out.

My only disappointment is that they didn't release it before Halloween. Instead we have to wait for December 5th.

Historical Context

Decades ago there was a computer game released by SSI called Ravenloft: Strahd's Possession. Followed by the sequel, Stone Prophet. Stone Prophet was my favourite of the two, but the beauty of the two games was that they were both awesome, and you could play characters through to the end of Ravenloft - and then use the same characters in Stone Prophet.

My one beef with those two games is that monsters never respawn. Both games could have been so much better with respawning monsters in the wilderness areas.

The new Ravenloft expansion will of course have a wilderness area - which I am going to have a lot of fun exploring.

Harry Potter vs Game of Thrones

I think George R. R. Martin was sitting in a movie theatre years ago, watching a Harry Potter film and thinking... "Heck, I could do better than this. Heck, it could even be R rated, and people would gobble it up."

And he was partially right.

Except he miscalculated something.

You see J. K. Rowling, the author of Harry Potter, had known for quite some time she was going to write 7 Harry Potter books in order to complete the storyline. Some, not all, of the books got progressively bigger. But the length of the books were reasonable and everything was plotted out ahead of time, and thus she was able to release books on a schedule that matched and suited the film schedule.

George R. R. Martin however, who is very long winded and has difficulty sticking to any kind of publishing schedule, probably will not publish the 6th and 7th books until 2018 and 2024 respectively. It is currently taking him about 5-6 years to publish 1 book.

Is he a chronic procrastinator? Maybe.

Maybe his ego is the problem. As a white male American, ego can be a huge problem. (It certainly is a problem for Donald Trump. Totally off topic.)

Perhaps he was looking at J. K. Rowling, a white female British author, and thought "If she can do it, I can do better." And he didn't have a clue how long it would take him to write books.

And it is true that Game of Thrones is stylistically and plot-wise better. Harry Potter has the more likeable characters, but suffers from a repetitive good wizards vs dark wizards trope.

As a financial success it is questionable which series has made more money... Harry Potter has toy sales... a huge abundance of toy sales and paraphernalia. Lets just check which series has made more so far.

...

"All told, Rowling created a $15 billion brand. While her net worth is a fraction of that, as it is estimated to be just less than $1 billion, that's still enough to make her the world's richest author. While Rowling's last Harry Potter book was released in 2007, she continues to earn royalties from book sales."

In contrast Game of Thrones popularity earns about $1.1+ billion per year. So when it is done it will have earned approx. $8.8+ billion in revenue. So that much money is certainly a lot, but it is nowhere near what the Harry Potter franchise has made.

And with more films coming out, the new Magical Creatures series, the Harry Potter franchise will continue to make money. The newest film made $812 million at the box office alone.

Game of Thrones meanwhile is working on five possible spinoff series. Which, if successful, could make HBO another $5.5 billion. Maybe. Hard to predict success rates and profits.

So HBO might eventually make $14.3 billion. Maybe. If. No guarantees.

By the time it does Harry Potter/Magical Creatures might be in the $16 to $20+ billion range.

So it is not a contest, but if it was then J. K. Rowling is definitely winning.

Notes

Fantastic Beasts and Where to Find Them 2 is currently filming and is expected to be released in 2018.

The 8th and final season of Game of Thrones is expected to be released in Summer 2018, after which fans will have to wait for the prequel spinoffs.

Star Trek Discovery the Most Pirated TV Show in Canada

Okay so if you read that headline... "Star Trek Discovery the Most Pirated TV Show in Canada" that was actually me making a prediction. It is not currently a fact, not to my knowledge.

The reason why I am making this prediction is because last night my wife and I visited my mother-in-law and we watched the first two episodes of Star Trek Discovery on the Space network. My wife and I don't have that channel at our place so whenever we want to watch Game of Thrones, The Walking Dead, Westworld, etc - it is during our weekly Sunday visits to my mother-in-law's place.

Which is great for multiple reasons.

#1. My mother-in-law is really nice.
#2. She is a great cook.
#3. It allows my wife and I to relax a bit as we bring our son with us and "Grandma" gets to see her favourite grandson.

Also before we get to why I think it will be pirated so much lets first talk about my impressions of this new Star Trek television series.

  • It felt like we were watching a movie. Except with commercials. Stupid annoying commercials.
  • The level of quality is what you would likewise expect from Game of Thrones and The Walking Dead.
  • Why do the Klingons in this version of Star Trek look so different from all previous versions? I assume they are going to explain that somehow in the future (genetic manipulation???). While it is clear they have a bigger budget for makeup, this is a huge difference in Klingon appearance and I have to wonder if genetic manipulation is going to be a major part of the plot.
  • I cannot wait to see the third episode. Oh wait, I cannot... see further below.
  • Stellar cast. No complaints.
  • The people who do complain about the "racial diversity" of the cast are clearly not familiar with the history of Star Trek, wherein a black woman and a Japanese man were major cast members of The Original Series (Star Trek: TOS). See the image on the right to see what I talking about.
  • I really find that one alien guy with the weird head annoying. Lt. Saru, shown below.
I really hope Lt. Saru dies eventually. He annoys me so much. He is like Joffrey or Ramsay Bolton.
Okay so let me outline why I think Star Trek Discovery will be so pirated, specifically in Canada.

  1. ABC All Access is not available in Canada.
  2. The first two debut episodes were watched by 9.6 million people in North America. That is HUGE for a new TV show.
  3. The Space network is only showing the first two episodes of Star Trek Discovery. If Canadians want to watch more then they need to get Crave TV. That is the only source of Star Trek Discovery.
  4. Crave TV is this horrible thing in Canada that is only available from Bell. If you use Rogers, Cogeco, or any other cable provider - you cannot get Crave TV.
  5. Netflix International did make a deal to have Star Trek Discovery, but only in countries like the UK and Australia. Netflix Canada is not getting Star Trek Discovery at all.
  6. People who live in rural places in Canada cannot even get cable, let alone Bell cable. So they cannot get Crave TV, ergo they cannot get Star Trek Discovery.

Basically what it comes down to is that most Canadians don't even have Crave TV, cannot even get Crave TV, or have zero interest in paying for Crave TV.

Which means that the only way they can watch future episodes of Star Trek Discovery is if they pirate it. Just like many Canadians already do for Game of Thrones, The Walking Dead, etc.

I am fortunate enough that I have access to these shows, one day a week. Sometimes more if somehow manage to visit my mother-in-law twice in the same week.

But will I see be able to see the 3rd episode of Star Trek Discovery and other future episodes?

You see there is a problem. While my mother-in-law does have cable, HBO, On Demand, etc... she does not have Crave TV.

And I am not about to convince my wife to get Crave just so we can get one TV show. Nor will I be recommending my mother-in-law to get Crave either.

Crave... frankly sucks. It is horrible. Netflix is so much better.

Six months ago it was rumoured that Bell was planning on scrapping Crave TV. They had sunk a lot of money into it and it was not paying off. Canadians have zero interest in subscribing to Crave when they could just get Netflix instead.

And that is the same thing I expect to happen here. Nobody is going to get Crave TV (largely because many people cannot get Crave TV because they use Rogers, Cogeco, live in the countryside, etc).

If people decide to get any kind of streaming service, they will get Netflix.

So eventually if CBS is smart they will release Star Trek Discovery on Netflix in Canada. And/or release it on a television network that is more broadly available in Canada.

Because if they don't the vast majority of Canadians will just watch a pirated version instead. Which means zero profits for CBS from all those pirated copies floating around on the internet.




Update, October 2017

Okay so apparently CBS has realized their folly in Canada and has decided to release Star Trek Discovery on the "Space" channel in Canada - a premium channel that people get order individually or as part of a larger package deal.

Thus there will still be a fair number of Canadians who do not get that premium channel, but it isn't as bad as before when it was basically not even available in Canada.

Can you name all of Voldemort's Horcruxes?

Honestly - many Harry Potter fans cannot name them all - and it is in large part due to some confusion on the part of fans as to which things are horcruxes and what the total number of horcruxes are.

If you were a fan however who was paying attention you would have realized that Voldemort made too many Horcruxes. As Dumbledore says, Harry was the horcrux that Voldemort never intended to make. That means that he made 7 horcruxes on purpose and then the 8th one, Harry, was by accident.

So lets go through them in Alphabetical Order.

Harry Potter's Scar

Harry became a horcrux at a young age by accident when Voldemort's spell rebounded and killed himself. His soul then latched on to the only thing remaining in the room, which was Harry. Now whether Harry is the Horcrux or whether the scar is the Horcrux is open to debate, but the issue really is moot as Voldemort later destroys that Horcrux when he kills Harry in the final book - but Harry doesn't stay dead thanks to the power of the three Deathly Hallows he now possesses - furthermore only Voldemort could kill Harry thanks to the blood magic he used in the 4th book to bind himself to Harry and bypass Lily Potter's protection.

The problem however is that Harry was the accidental horcrux, which spoiled Voldemort's plan to only make 7 - because 7 was a more magically significant number. He would later make other horcruxes without knowing that Harry was also a horcrux. By making 8 Voldemort made himself vulnerable.

Helga Hufflepuff’s Cup

We see the cup in the final book, where it is stored in the bank Gringotts. Ron and Hermione later destroy it with a basilisk fang's venom.

Marvolo Gaunt's Ring

Professor Dumbledore destroys the ring in the 6th book, but not without injuring his hand - and injury which would have eventually killed him.

Professor Quirinus Quirrell

This is one of the horcruxes that people tend to forget about. Quirrell was an unwilling host to Voldemort and although unwilling, he was still technically a living horcrux just like Harry and Nagini. As such normal magic would simply bounce off of him, but he was vulnerable to Lily Potter's protective magic.

Nagini the Snake

It is unknown why Voldemort chose to make Nagini into a horcrux. Living horcruxes seem to have a bad habit of dying. It is eventually killed by Neville using Gryffindor's Sword in the Battle of Hogwarts.

Rowena Ravenclaw's Diadem

Eventually found in the final book, the diadem is hidden in the Room of Requirement. In the book the diadem is destroyed by magical Fiendfyre, but in the film it is destroyed with a basilisk fang's venom, and then thrown into the Fiendfyre.

Salazar Slytherin's Locket

Voldemort takes extra steps to hide and protect this particular locket, and it is only through sheer luck that Dumbledore manages to locate it - or what he thinks is it. With Harry's help they manage to secure to find the original location of the locket during book 6, but it turns out it wasn't there any more. Instead the locket is later revealed to be around the neck of Dolores Umbridge, and it takes a caper just to steal it from her during book 7. Ron manages to destroy the locket using Gryffindor's Sword.

Tom Riddle's Diary

Found during the events of the second book, this book and the Voldemort trapped inside tries to return by sucking out the life of Ginny Weasley - but Harry stops the process by stabbing the book with a basilisk's fang, which conveniently is one of the few things that can destroy a Horcrux.



So there you go. That is the complete list of all eight horcruxes.

Many lists you find online might not even list all 8, because many lists fail to remember that there are actually 8, not 7.



The Horcruxes in Order of when they were Found and later Destroyed

Book 1 - Professor Quirinus Quirrell
Book 2 - Tom Riddle's Diary
Book 6 - Marvolo Gaunt's Ring
Book 7 Salazar Slytherin's Locket, Helga Hufflepuff’s Cup, Rowena Ravenclaw's Diadem, Harry Potter's Scar, Nagini the Snake.

Random Lesser Undead Critters for D&D

I didn't write this. I found this on the blog: http://elfmaidsandoctopi.blogspot.com.

The idea here is for types of undead that are partially for dungeon dressing / lesser threats that add flavour to a dungeon populated by undead critters. Similar in threat to a Crawling Claw, but perhaps even non-threatening or benign.

01 Phantom head* - severed non corporeal phantom head appears mouths silent words
02 Moaning head - severed zombie head which comes to life when living hears and moans
03 Chattering skull - when disturbed hops about biting anything alive in sight, often in set
04 Foul Cranium - soft squishy rotten head that spits diseased phlegm at living in sight
05 Fire Skull - a flaming screeching flying skull that illuminates and guards dungeon06 Slime Skull - if disturbed by life will vomit a yard wide pool of acid every round in front
07 Laughing Head* - a form of phantom head but laughs with jollity if disturbed by living
08 Drowned Hand - blue rotten waterlogged severed hand that leaves a dripping trail
09 Clutching Hand - zombie hands left in high places that drop onto victims and grip them
10 Grasping Hand - crawling hand sneaks on sleeping and resting victims to strangle
11 Flaming Hand - floating burning phantom hand that tries to set alight victims
12 Pugilistic Fist - floating zombie fists punch victims often appear in groups
13 Jilted Hand - from a spurned suicidal lover, attacks opposite gender especially with rings
14 Spectral Claw* - floating glowing phantom hands reach inside victims body
15 Rending Fist - skinless swollen hand that tries to batter self into victims body
16 Putrid Claw - rotting slimy hand that touches
17 Wizards Claw - wizened hand covered with tatoos can cast a d5 zero lv Wizard spells
18 Mummy's Hand - bandaged desiccated hand that crawls and drains moisture from living
19 Wraith Hand - a shadowy phantom hand that drains life on touch
20 Plague Hand - crawling pox marked hand, touch drains a CHA point, week/point recover
21 Bloody Torso - limbless and headless torso that hops and bashes living victims
22 Hungry Torso - ribs open like a horrible mouth and intestines drag victim inside
23 Angry Bones - a collection of loose skeletal parts that hurl themselves at victims
24 Shambling Gore - dripping mound of ground flesh and bones that crushes victims
25 Shambling Eyes - mass of all seeing eyeballs, try and force selves inside a victim
26 Tongue Fiend - mass of crawling tongues that attempt to grapple then smother victim
27 Gut Buster - animated intestines that strangle and spray stomach acid
28 Gutsack Horror - floating digestive tract, floats or bites or grapples, explodes on death
29 Gastric Fiend - floating gas filled stomach with eyes sprays acid or stinking gas
30 Hopping Fiends - these hopping purple legs kick intruders, usually found in heaps
31 Scalp Horror - a collection of scalps with animated hair tries to strangle victims
32 Shambling Ash - mound of cremation ash which can blind and choke victims
33 Stabbing Fiends - arms or legs with sharp bone protruding from stump used to stab
34 Phantom Heart* - non corporeal heat beats loudly when living come near inducing fear
35 Bloody Heart - horrible hopping bloody gristle that tries to enter bodies of the living
36 Clotted Horror - animated pool of blood that leaches victims blood to increase mass
37 Shadow Heart* - non corporeal shadow that eats light & attacks with tendrils of darkness
38 Putrid Heart - this crawling slimy horror attacks with strangling diseased arteries
39 Orphan's Teeth - a mass of rotten teeth that crawls and gnaws living things
40 Grey Horror - undead brains that drip acid and crawl like slugs to drop from above
41 Beggar Bones - a crawling crippled skeleton with useless deformed legs
42 Crawling Carcass - zombie human body cut off at waist leaving a trail of rotten goop
43 Zombie Baby - these horrors often crawl in city sewers, they can leap and bite
44 Zombie Orphan - these undead feral children usually attack in a pack but flee if losing
45 Spectral Baby*- phantom babies cause fear with a touch and can bite
46 Spectral Orphan* - lost children cause fear with a gaze or can drain blood by touch
47 Skulk Claws - joined skull, shoulders and arms, attack with a two scratching claws
48 Torso Apparition* - glowing and bloated phantom from waist up, bites and grabs
49 Bloated Carcass - pulsing torso sack full of gas, explodes with stinking or diseased gas
50 Skull Snake - skull with spinal column which crawls and bites
51 Zombie Rat Ball - a group of slowly crawling ferocious rats with fused tails
52 Death Rat - a undead giant rat, as a giant rat but with undead abilities
53 Death Dog - a undead stray street dog, often found in graveyards feeding on dead
54 Gore Hound - skinless savage dog fights as a berserk in negative HP
55 Puss Hound - white dripping stinking undead dog with a diseased bite
56 Bone Dog - these suddenly leap from piles of bones assembling into skeleton dogs
57 Phantom Dog* - these spectral hounds howl by night and leap through people to attack
58 Necro Owl - evil owls attack those visiting graves with flesh shredding claws
59 Spectral Owl* - phantom owls can turn invisible and claws ignore non magic armour
60 Nightmare Owl* these shadowy owls call a victims name instilling fear
61 Ghost Fish* - especially hate fishermen, swim through air or through flesh to drain life
62 Necro Fish - undead fish dwell in water of all kinds and can jump to bite those on land
63 Snake Skeleton - these bone snakes can bite or stab with their tails and crawl quickly
64 Nerve Snake - forms from spinal nerve tissue, bite causes ghoul like paralysis
65 Putrid Worm - rotten slimy snakes that can spit acid, leave stinking trails
66 Sting Worm - these horrid snakes have a bite and paralyzing tail stinger
67 Shadow Cat* - can run through walls and attack by ambush with life draining touch
68 Crypt Cat - seemingly normal cat but up close can see fatal wounds, fierce and sneaky
69 Phantom Cat* - follows loudly screeching, blinks away if attacked, bites from ambush
70 Mummy Cat* - desiccated, bandaged and often bejeweled cats cause disease by bite
71 Shadow Rabbit* - bring dread to rabbits but will attack humans with shadow touch
72 Necro Hare - hopping evil terrors can be seen dancing by night, jump and bite
73 Grave Squirrel - big black rodents that rob graves for flesh, often attack in packs
74 Slime Squirrel - wet stinking critters leap at foes then explode into a small stinking cloud
75 Grave Hog - deadly grave flesh feasting hedgehogs shoot bony spurs often from cover
76 Grave Toad - large toads are former necromancer familiars, bite and know d4 cantrips
77 Shadow Bat - shadowy creatures fly through corporeal bodies and drain life force
78 Blood Bat - skinless bats that drip blood and attach selves to victims to drain blood
79 Stench Bat - putrid bats leave a trail of stinking odor behind them to bite those overcome
80 Bone Beaver - builds dam from bones dug from graves for material, bite or slap attack
81 Gore Beaver - builds dams from corpses to collect pools of blood, bite or slap attack
82 Doom Drake - black and grey ducks that attack in flocks
83 Night Raven - undead ravens some mutter abusive phases when they attack with pecks
84 Necro Bee Swarm - nocturnal bees make evil honey potions & guard them from thieves
85 Necro Termite Swarm - Mostly build hives and at wood but can attack from below
86 Necro Crab - a undead crab from the deep, can grapple or nip 2/round,+1 on right claw
87 Necro Ants Swarm - great diggers can attack from below and some kinds can fly
88 Necro Locust Swarm - eat every bit of meat they can find, and skeletonise the living
89 Necro Wasp Swarm - dwell in evil hive, victims killed arise as zombies
90 Hell Fleas - these are just like blood sucking fleas but normal treatments don't stop them
91 Protoplasmic Horror - gelatinous mass of necrotic organic matter that crushes living
92 Ectoplasmic Fiend* - slimy mass from beyond crushes victim, carries dead to other plane
93 Miasmic Cloud - a stinking vapour that spreads disease but flees any threat
94 Shadow Mist* - a small shadow being that lurks in shadows and drains life away
95 Putrescent Slime - a rotten mass of dead tissue surrounded by stinking gas cloud
96 Proto Phantom* - remains of a unborn soul with no distinct features that drains life
97 Shroud Phantom* - glowing sheet phantom with a chilling touch, has no memory of past
98 Screaming Phantom* - translucent human dressed as burial, scream causes fear
99 Grave Phantom* - translucent human dressed as burial, attacks if had a weapon
100 Jack-o-evil* - flying carved pumpkin stuffed with human brains, shoots sparks from eyes

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