Saturday, February 3, 2024

Campaign Sketch: Dark Appalachia

    What if the entirety of the area we call Appalachia was lifted out of its current position, and becomes an isolated demiplane?  How did this happen?  Why did this happen?  If this happens in the 1930s, do technological innovations of the modern day exist, or did other developments occur?
    These are the questions I'll be trying to answer as I start writing my Dark Appalachia campaign for BECMI.  Dark Appalachia has a defined border that disappears into impenetrable mists that no one ever returns from if they enter them.  The residents of the area do know that they were not always isolated, since historical references from before the 1930s exist in their libraries and newspaper archives.  Every expedition mounted to try to navigate through the mists at the edges of Dark Appalachia have never come back, even attempts to sail down the rivers, which flow into the mists and then also disappear.
    Magic became reality when the area was "lifted" from Earth, although it's understated and more formulaic than a typical fantasy world, and it's usually rather insidious.  Psychic ability also exists in all its forms, yet is rare.  Many monsters exist, including all the cryptids of Earth legend, and lair in the wilderness around settlements.
    As for religion, all the versions of Christianity that existed in the 1930s exist here, as well as some new denominations.  Nature worship returned and is now practiced in the hills, hollers, and mountains, and pagan gods (perhaps just powerful monsters?) occasionally walk the earth, hungry for worship and sacrifice.  The occult sciences are all functional, although no one is sure whose cosmology is real, since the situation Dark Appalachia finds itself in seems to exist outside the cosmos, and even with magic and psychic abilities the true nature of the cosmos cannot really be determined.  Satanic worship has also become quite widely practiced, owing largely to the occult sciences becoming reality, but is almost never practiced openly since it is still heavily frowned upon, and with good reason since the horrific stories and legends attributed to this religion seem to be truth in this land.  Any other philosophy or cult that existed in the 1930s or prior in the United States may also be found in Dark Appalachia.
    The practice of magic itself is generally the province of the witch, warlock, or evil creatures, although well-intentioned wise women and cunning-men heave learned some benign spells to protect themselves, their friends, and their communities.  However, even good magic can attract the unwanted attention of evil men and women of magic and fouler things besides.  The use of magical formulae and rituals seems to ripple outward, the energy spent or invoked seemingly sending a beacon out into the world, alerting the supernatural to its use, even when it is for benevolent purposes.  The more powerful the magic, the further away it can be sensed.  A simple charm performed for good luck may escape the notice of all but directly nearby entities and spellcasters, but a powerful summoning will be felt for miles.  For this reason, magicians often only use magic in hidden places or on warded or holy ground.
    The side of good in Dark Appalachia tries to keep the supernatural under control with the means at their disposal, to reduce the possibility of complete lawlessness and violence that would inevitably occur if creatures or magic were widespread.  The side of evil also tries to keep their efforts secret due the benefit of working in the dark, unseen by prying eyes.  Secrecy aids both good and evil, but for different reasons, and is truly a double-edged sword.  There are those who actively seek out supernatural and human evil and attempt to eradicate it, hunting it to the remotest hollers, in the darkest sewers, and deep in the loneliest wilderness.  These hard men and women are devoted to protecting humanity in Appalachia from annihilation and they are always at work to find out why their country is isolated, and perhaps discover a way to rejoin the humanity of Earth.  The most urgent work at hand, however, is to eradicate the inhuman creatures and evil sorcerers that are bent on working with the side of evil.
    More will come on this blog about this particular campaign as I begin to assemble it. I want to run it at a local game store and see who I can introduce to the BECMI rules, which are my favorite of all time, especially the iteration of them contained in the Rules Cyclopedia. I do have a copy of all five of the boxed sets (which I've assembled via PDF into a huge print omnibus so that I have all the rules that don't exist in the Cyclopedia!).  I think it will be interesting to see how someone reacts to this ruleset that's only been exposed to 5e, which is what's generally played at this particular store (they host learn-to-play events each week due to demand, which is awesome).

Cryptid: Wampus Beast of Pleasants County, WV

WAMPUS BEAST OF PLEASANTS COUNTY WV
Armor Class:  6
Hit Dice:  5** (L)
Move:  150' (50')
Attacks:  2 claws/1 bite
Damage:  1d4+2/1d4+2/1d8
No. Appearing:  0 (1d2)
Save As:  F3
Morale:  10
Treasure Type:  Nil
Intelligence:  3
Alignment:  Chaotic
XP Value:  425

    Monster Type:  Giant Animal (Very Rare)
    The Wampus Beast is a huge black cat weighing 500-600 lbs., 5'-6' long with a 4'-5' tail, and muscle-bound.  It smells awful, almost chokingly, of skunk. Their scream is so loud that the vibration of the noise can be felt in the air itself, and in the ground.  Their eyes are especially strange, colored a flaming red-orange and almost glowing, and definitely hiding malicious intent behind them.
    Many times when the Wampus Beast is encountered, it jumps into the middle of the road that a traveller is using, and begins to stare, as if it was watching for some sort of movement or communication.  It has no fear of humans, but not because it doesn't encounter them - it simply is not afraid.  It generally feeds on livestock but has been known to attack and devour people as well. 
    The Wampus Beast can see perfectly in the dark, as if it were day time. It can also mimic injured animals perfectly to draw human prey or other animals to itself, as a method of hunting.  Its haunting and incredibly loud scream causes a -1 to all saving throws for 1d4 rounds if heard unexpectedly and characters hearing the call are within 150'.  Its horrible skunk-like scent, if a character is within 30', causes a -1 to attack and damage that lasts for 1d6 rounds if a save vs. poison is failed.
    Terrain:  Woods

Inspired by S1 E4 of Mountain Monsters

AI Generated Art


Cryptid: Ohio Grassman

OHIO GRASSMAN
Armor Class:  5
Hit Dice:  6+6* (L)
Move:  120' (40')
Attacks:  2 fists or 1 boulder
Damage:  1d10/1d10 or 2d10
No. Appearing:  0 (1d3)
Save As:  F6
Morale:  8
Treasure Type:  Nil
Intelligence:  6
Alignment:  Neutral
XP Value:  650

    Monster Type: Humanoid (Very Rare).
    In the region of the Ohio town New Straitsville, an incredibly large humanoid has been sighted over the years.  Bigger than a common sasquatch, standing up to 9' tall (even walking a bit hunched over as it tends to do) and weighing in at over 800 lbs., the Ohio Grassman has made the town a destination for hunters and investigators of the strange.  Its name comes from the places where it is often sighted, in grassy areas in the woods and meadows surrounding the town. It is often also sighted in the secluded hollers that contain abandoned coal mines or moonshine stills.
    The Ohio Grassman is said to be able to jump 10'-15' horizontally or vertically.  It will beat on trees as a warning call and an attempt to get interlopers to leave its territory, and toss logs and boulders if these warnings do not fend off their enemy.  They are good swimmers (+1/+5% to any check involving swimming), and often use waterways to escape human contact, either by confounding tracking attempts or swimming away underwater.
    The Ohio Grassman has a ferociously pungent, overpowering rotten egg-like smell, or perhaps sulfur.  Indeed, the smell is so nauseating that if a character is within 50' of the creature, they must succeed on a save vs. poison or be stricken with vomiting and dizziness, resulting in a -2 penalty to attack, damage, and ability checks, and a +2 penalty to Armor Class for 2d4 rounds.
    Terrain: Open, Woods.

Inspired by S1 E3 of Mountain Monsters

AI Generated Art


Thursday, February 1, 2024

Cryptid: Devil Dog of Logan County, WV

Inspiration taken from S1 E2 of Mountain Monsters.

DEVIL DOG OF LOGAN COUNTY, WV

Armor Class:  6

Hit Dice: 5+3* (S)

Move:  150' (50')

Attacks:  1 bite

Damage:  1d8

No. Appearing:  0 (1d8)

Save As:  F3

Morale:  7

Treasure Type:  Nil

Intelligence:  3

Alignment:  Chaotic

XP Value:  400

    Monster Type:  Giant Animal (Very Rare).

    There have been various encounters with these nocturnal predators over the years, and they occupy the same territory as the legendary Hatfields & McCoys and their inter-clan conflicts.  They have 3-toed feet, are 3'-4' tall at the shoulder, weigh between 150-200 lbs., and are five feet in length with white and yellow eyes that appear to glimmer in the dark and no hair on their tail. The devil dog feeds on coyotes exclusively, and strangely, they only drink their blood, and remove and consume their livers.

    Females lead their packs, and they keep strict discipline in regards to the order in which the pack feeds. They sleep during the day, and hunt at night. If encountered, running from them means death, as they will give chase and never stop pursuing their prey. Often, they will leave if their gaze is met and they see hardened resolve and not fear. The woods become entirely silent when they are present. Animals seem to fear them innately, almost supernaturally.

    Devil dogs can see perfectly at night, as if it were daytime. They have a chilling gaze, and if met (which is the only way to avoid combat with them), the affected character must make a save vs. death ray or be afflicted with dread, causing a -2 to attack, saves, and damage for 1d4+1 rounds. If the character holds the devil dog's gaze and the save is successful, a morale check must be made for the devil dog, and on a failure, it retreats and will not return.

    Terrain:  Mountain, Woods.

Art AI-Generated


Sunday, January 28, 2024

Cryptid: Wolfman of Wolfe County, Kentucky

As promised before, due to my love of a specific hillbilly monster-hunting television show, and in preparation for a campaign I'll be running called "Dark Appalachia," is the first monster I've chosen to create, taking the lore from the show and using it to build a creepy cryptid for the aforementioned game. The rules system will be BECMI, strictly by the book, although I may rely on a different method of resolution in forthcoming descriptions than those original boxed sets might (for instance, they rarely call for Ability Checks, and I might write that into a description). But, on to the monster!


WOLFMAN OF WOLFE COUNTY, KY

Armor Class:  5

Hit Dice:  5 (L)

Move:   150' (50')

Attacks:  2 claws/1 bite

Damage:  2d4/2d4/1d10

No. Appearing:  0 (1d2)

Save As:  F5

Morale:  10

Treasure Type:  Nil

Intelligence:  5

Alignment:  Chaotic

XP Value:  175

    Monster Type: Humanoid (Very Rare).

    In Wolfe County, KY, a strange creature has been sighted on more than a few occasions by the folks who live near and in certain wooded areas, often near old, abandoned silver mines in the area.  Appearing 7' tall and approximately 400 lbs., and colored like a coyote with a dark mane down its back, the wolfman looks as if it is some sort of humanoid bear/wolf/ape hybrid.  It does not fear man or gunfire, and often seeks out both.  

    The wolfman is strong enough to leave claw marks in rock, and often leaves traces behind when it climbs a rock face (Climb Walls 80%)  near its lair (caves or old mines are preferred). It will often discard the bones of its prey in these same caves, in piles, since it has a dedicated feeding area. They often hunt coyotes specifically, but have been known to take down a 1,000 lbs. bull.  It often calls through the forest around its territory, a strange call that starts as a howl and ends as a deep roar. They live in mated pairs, and are smart enough to toy with hunters or prey before moving in for the kill, as well as avoid obvious traps.

    In combat, they attack with claws and their bite, both of which deal a fair bit of damage. They will retreat if outmatched, but are quite brave if the odds are even. They can surprise a foe on 1-2 on 1d6.

    Terrain:  Cavern, Woods.

AI-Generated Art


Sunday, January 7, 2024

New Monster: Carnivorous Hamshark

While not one of the monsters I promised in the previous post about a certain hillbilly monster-hunting show, what follows is a writeup for the BECMI D&D rules of a monster my daughter drew a few weeks ago. I liked it so much, plus it made me laugh a little - come on... hamsters are funny. I thought it might fit in a post-apocalyptic setting, after a nuclear death. It reminds me of something that could be found in a Sterling Lanier novel.


CARNIVOROUS HAMSHARK

Armor Class:  7

Hit Dice:  2+2* (M)

Move:  120' (40')

Attacks:  2 claws/1 bite

Damage: 1d4/1d4/1d6+1

No. Appearing:  1d4 (2d8)

Save As: F3

Morale:  8

Treasure Type:  Nil

Intelligence:  2

Alignment:  Neutral

XP Value:  35

    Monster Type: Giant Animal (Rare).

    In the millennia since the end of civilization, many mutated creatures have evolved on the planet.  The so-called Carnivorous Hamshark is a burrow-dwelling cross between a furry hamster-like rodent and some kind of shark, however improbable this seems. The only thing that points to its shark ancestry are the teeth, which are nearly identical to pre-cataclysm aquatic sharks.

    Hamsharks are roughly 5' tall when standing on their hind legs and weigh nearly 400 pounds. Their jaws are incredibly powerful and they are competent hunters. They can track their quarry by smell alone (1 in 6 chance if the prey is within one mile).

    When the Carnivorous Hamshark hits with its bite attack, it achieves a very difficult to break hold on its victim. Each round it will stay attached and do automatic bite damage unless the bitten character succeeds on a Strength check. While the Hamshark is attached, only attacks with small or close-quarters weapons like knives can be made against it by the bitten character with no penalty. Medium weapons like long swords or scimitars (one-handed melee weapons larger than a short sword) can be used to attack while bitten, but at a -4 penalty. Large weapons like spears and two-handed swords cannot be used to attack an attached Hamshark.

    Terrain: Ruins, Woods.

Artwork (c) 2024 Ava Parrish


Thursday, July 20, 2023

Mountain Monsters: A "Reality" Show for Cryptid Hunters

 

I subscribe to Max, and since the merger of Warner and Discovery, they've added all the Discovery Plus content. This includes a show I never knew existed, but I am now addicted to, called Mountain Monsters. The premise of the show is that a group of backwoodsmen attempt to encounter or trap (or even kill) cryptids in the Appalachian wilderness. It's such an obviously scripted show (the monsters are never shown, and when they are, it's clearly a CGI embellishment), but it is incredible fun. I look at it as a hillbilly version of Supernatural, the kind of guys that Sam and Dean would make fun of, because they're all gonna die approaching monsters this way.

However, I did have a wonderful idea. I haven't decided if I'll use an OSR ruleset, or Beyond the Supernatural from Palladium, but since each episode has some lore and imagery of each monster, I figured what better opportunity to adapt them for roleplaying! I've always been fond of Appalachian folklore and horror, like Manly Wade Wellman's fiction, from Silver John to his other characters. The down-home aspect of this type of fiction appeals to me, and seems all the more fantastical due to being in a setting I can relate to - I'm from just north of Appalachia myself, lower Northeast Ohio. I loved making my way down through the hills of Ohio on a drive, through forests and farmland.

That's the plan, then. I'll be posting them here, also, as I write them up. The plan is to take each of these critters and stat them out completely. Of course, since the lore on the show is usually paper-thin, I'll have to do a bit of research on each to make sure I'm giving them all the powers and abilities they need to kill player characters. I'll make sure to reference each episode, also.

Please note that this isn't a challenge to any copyright, or an attempt to use the show to improve this blog - I'm just a fan, and I wanted to make some monsters based on what I've seen on the show, and weave these cryptids into the fantastical landscape of Appalachian fantasy stories.

Stay tuned, so to speak. Monsters are coming.