Skeletons and zombies are made by desecrating a body. Ghouldom (ghoulishness?) operates like
a disease; you usually contract it from another ghoul or by eating
corpses. But as PCs rise in levels,
wights are the first example of the greater undead paradigm: spirits too single-minded
and/or evil to die, plain and simple.
Jason Nelson goes into more detail in Undead Revisited, cataloging the number of ways wights can be
created (there are many): necromancy, more powerful undead, a life of hate, a
life of trauma, possession of a body by an evil spirit (this one I find really
interesting and might tie in well with oni and many islander mythologies), and
the classic grave guardians à la
Tolkien’s barrow-wights. (He adds
a tidbit I think all GMs should steal, which is that many wight treasures are
likely cursed as well. Take that, grave robbers!)
So wights are your all-purpose undead—scary at low-levels,
dangerous in packs, often the vassals of more terrifying abominations, and with
enough variants to slot into any number of roles and environs.
Xander of Applewood’s
larcenous luck saved him when he burgled Deadwatch Tor. Fleeing in panic from the Deadwatch cairn
wight, he slipped trying to climb up a ladder, falling onto the wight and
shattering the holy water vials he had lifted from a temple the night
before. The wight perished in a
bubbling howl of rage, and Xander escaped a rich man—or he would have done, had
the treasure not being cursed. Now
Applewood is a hamlet of the living dead, the inhabitants all turned to wights
by the treasure or their neighbors.
And Xander of Applewood, no longer a thief but a cairn wight, lords over
them all.
Danvoort, the Moat
City, has always relied on its namesake moat rings to keep out
invaders. But Danvoort’s designers
clearly did not reckon on necromancers enlisting. The invading force sends wights into the moats and reservoir
tunnels, and brute wights make short work of the submerged gates meant to trap
air-breathing assailants.
The monastery at the
Spring of Psalms is under attack!
An unearthly blizzard has blown in from the north, bringing with it
frost wights, allips, and cackling ice mephits that have surrounded the
monastery—trapping the monks, lay worshippers, and well-to-do patrons who have
made the hot spring a holiday retreat.
The crowd is disorganized and fractious, so adventurers will have to
step in and organize the defenses. Fortunately, the sprawling complex is
surprisingly defensible, and the hot temperatures and steamy conditions both
entrance and enrage the frost wights.
The party that uses the saunas and bathing caverns to their advantage
might live to see the spring.
—Pathfinder Bestiary
276
And now, a PSA:
Kids, it’s never cool to eat corpses.
*The More You Know
shooting star*
As mentioned above, Undead
Revisited has more on wights, including more variants and a CR 9 wight
lord.
Also, can we all agree old-school wight level drain
sucked? SUCKED. I’m so glad it’s gone. (I’m finally getting back to the stack
of Free RPG Day modules that last summer’s craziness forced me to abandon,
which means I’m exploring a lot of 1e D&D clones. While I sincerely appreciate the enthusiasm of the Old
School Renaissance tribe, I’d rather volunteer for the Hunger Games than go
back to the era of level drain and save or die poisons.)
Enthusiastic response to yesterday’s post. Thanks especially to badmadwolf and
underscorex for writing in. That
third adventure seed probably has its germ in M. C. Sumner’s “A Wing of
Wyverns,” in which a modern-era pilot discovers the damage DDT has done to
wyvern eggs, from Dragon Magazine
#170. Also in that issue: a Jeff
Easley cover, fascinating looks at Mystara’s dragons and the nation of Yavdlom
from Bruce A. Heard, and teaser ads for the Dark Sun setting.
(I don't usually link to Dragon
Magazine PDFs because I’m a bit pedantic about sticking to official sources,
which sadly don't exist for Dragon. But I assume you guys are talented
Googlers and can find anything I reference that piques your interest.)
Speaking of islander mythologies, last Friday agelfeygelach
wrote:
See now I want to make
a fantasy Oceania setting. Too bad there are so few monsters from that area in
the game.
A) Do it (and tell us about it)!
And B) well, you've already identified 11 in your link,
which isn't bad. After a little
Googling, I’m thinking the akhlut could be reskinned as one of the shark-dog
hybrids…the popobala is from off the coast of Africa but would fit right in…the
sea serpent, water orm, ogre, hag, devilfish, kraken, wereshark, and werebat
don’t even need conversions (maybe a name change here or there—a water orm
might be a horomatangi)…the werecrocodile might as well be a werelizard…the
devastating dogs might be yeth hounds, dire wolves, or worgs…and the
fey/pygmies of Polynesian legends could be halflings, gnomes, or brownies…
But—and that’s a big BUT—I don't know Polynesian folklore
that well. What Oceanian monsters
do you really feel the lack of?
Which ones would you like to see statted up? And can any of the rest of y’all help agelfeygelach out?
No comments:
Post a Comment