Monday, February 5, 2024

Cryptid: Lizard Demon of Wood County, WV

LIZARD DEMON OF WOOD COUNTY, WV
Armor Class:  6
Hit Dice:  4+4 (L)
Move:  120' (40')
    Swim:  180' (60')
Attacks:  2 claws/1 bite
Damage:  1d6+1/1d6+1/1d8+1
No. Appearing:  0 (1d3)
Save As:  F4
Morale:  8
Treasure Type:  Nil
Intelligence:  3
Alignment:  Neutral
XP Value:  125

    Monster Type:  Humanoid (Very Rare).
    These creatures are sighted most often in and along the Ohio River in Wood County, WV, but have been seen in both KY and TN.  They have gills and are amphibious and glow-in-the-dark triple-lidded eyes. Lizard Demons are 7'-8' tall, 300 lbs., bipedal, with dark green scaly skin, a head like a lizard and a ribbed belly, and strong enough to tear apart a vehicle.
    In combat, if they're in a watery area where they can submerge themselves, they surprise on 1-3 on 1d6. They use their claws and bite to terrible effect in combat, and leave grievous wounds.  They're smarter than a normal animal, but not nearly smart enough to lay traps or use advanced tactics.
    Terrain:  Swamp, Woods.

Inspired by S1 E6 of Mountain Monsters

AI Generated Art


Cryptid: Mothman of Mason County, WV

MOTHMAN OF MASON COUNTY, WV
Armor Class:  6
Hit Dice:  7** (L)
Move:  120' (40')
    Flying:  180' (60')
Attacks:  2 fists
Damage:  1d6/1d6
No. Appearing:  0 (1)
Save As:  M7
Morale:  7
Treasure Type:  Nil
Intelligence:  15
Alignment:  Chaotic
XP Value:  2050

    Monster Type:  Monster (Very Rare).
    In our world, this creature has seen a lot of press. In the world of Dark Appalachia, it has not.  With 12' moth-like and somehow also bat-like wings, standing 8' tall, weighing 500 lbs, this creature has a mixture of facial features of moths and humans.  It has bright red-glowing eyes, likes being around bridges, and appears near the area of disasters before they occur.  It also has a reputation as a fire-starter, but no one is quite sure why this creature does any of the things it does.
    The gaze of the mothman has the power to hypnotize victims into unconsciousness. If the mothman is within 120' and a creature meets its gaze, the victim must save vs. paralysis or fall unconscious for 1d6 minutes. Upon waking, the formerly unconscious character is sick for the next 24 hours and must apply a -2 (-10%) to any roll attempted.  The mothman can also teleport as the spell at will to a distance of 120' with no chance of error.  It also has the following spell-like abilities, useable at will:  heat metal, produce fire.
    Terrain:  Mountain, Settled, Woods.

Inspired by S1 E5 of Mountain Monsters

AI Generated Art


Sunday, February 4, 2024

The Tiny Appendix N of Dark Appalachia

    Anyone reading this that isn't accidentally stumbling on it is likely familiar with Appendix N in the rear of the first edition DMG.  This is a similar list of books that have helped to inspire this new campaign project. It's a short list and by no means complete, but these are the main culprits behind the idea.

Manly Wade Wellman: almost all of his weird fiction, especially Silver John works
DCC RPG Shudder Mountains setting
David Drake: Old Nathan
Mountain Monsters TV show
Orson Scott Card: Alvin Maker series

    That's it, that's the list. Manly Wade Wellman has had an outsized influence. I own 3 out of the 5 of the hardback selected works books released by Nightshade Press a couple decades ago that are now too expensive to acquire (at least for my budget).  I also own a few of the Silver John novels.  They're a massive influence not just for this campaign, but in my taste for fantastic fiction in general. Ever since I borrowed a copy of The Old Gods Waken from the Rodman Public Library in Alliance, OH, in my late teens, I've been hooked on Wellman's stories. 
    I'm sure once I start digging into the novels I have on my acquisition list by Alex Bledsoe, Maggie Stiefvater, and Jennifer Estep, more material might be absorbed into this list. I'm also curious to read Henry Kuttner's The Hogben Chronicles.  For some reason I just really enjoy the down-home atmosphere of Appalachian stories, probably because I grew up north of the area, in lower Northeast Ohio, but just a short trip to a place southern Ohio where the Appalachian country begins to take hold.
     If anyone has any other Appalachian Fantasy recommendations, feel free to leave them in the comments. I'll be interested, I promise.

    I'm jumping in after the original post of this article to let you all know about a blog that will also provide some interesting ideas for my campaign. It's all about Appalachian Folk Magic!

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