Just as draugrs have become the default aquatic undead for
low-level adventures, duppies seem to have become the default at mid-level,
regularly popping up in seacoast random encounter tables. (Side note: I originally typed “popping up
practically overnight”…and then I double-checked publication dates. Turns out it’s been four years since Isles of the
Shackles was published. …Time and I
are not friends.)
Wikipedia can give you the historic/folkloric lowdown on
Caribbean and African duppies. In the Pathfinder
game, a duppy is “the spirit of a cruel and brutal sailor who died by violence
on land […] and thus was unable to receive a proper burial at sea,” according
to Bestiary 5. Not only is this an evocative description, but
it also easily inspires murder-mystery-type scenarios. A single duppy can be a very worthwhile
adversary for low-level adventurers, while still remaining defeatable courtesy
of its vulnerability to daylight and raise
dead spells. Half the adventure is
overcoming the duppy; the other half is in unraveling the crime that created
the undead in the first place. (Kind GMs
might also structure adventures so that solving the mystery and/or performing
proper burial rites might stagger the angry spirit or otherwise aid in its
eventual destruction. The party that
does their religious legwork gets the edge.)
Meanwhile packs of duppies can indicate greater crimes, such as
sabotage, mass poisonings, ship burnings, and other monstrous deeds. PCs who only uncover the undead and not the
crime might be missing out on an even bigger adventure.
A blood hag has
pressed a pair of duppies into service.
The soucouyant uses the ferocious undead to guard the perimeter of her
mansion, their hounds keeping interlopers at bay while she is out hunting. (It would not do for anyone to see her
daytime skin lying discarded like a corn husk in her bedroom.) When a new schoolteacher moves into town, one
of the duppies breaks from the hag’s control.
He wants to drain the young woman’s life, as she is the innocent
daughter of the man who killed him, but since the schoolhouse and its apartment
are on sacred ground, he can’t get to her—yet.
Meanwhile, the hag covets the young woman’s skin…so the schoolteacher
may be doomed anyway, unless adventurers act fast.
The halflings of
Jermoa have a dark secret: They have given themselves over to worship of
the Old Ones. Abducting sailors to be
sacrificial grooms and brides has become something of a cottage industry (more
accurately, a sea-cave industry) in this harbor town. They are careful not to abduct any of the Her
Majesty’s naval men, but they have still made off with enough deserters,
drunks, and smugglers that the outskirts of Jermoa are plagued with duppies. Between halfling black masses and packs of
undead and their howling hounds, Jermoa is not a place to visit at night.
Not all duppies were
sailors. The particularly harsh
beliefs of many humanoid races often encourage their creation as well. Gnolls in particular tend to birth
them—usually lame or injured males who have died after slinking away from their
responsibility to their packs (said responsibility being to have perished in
glorious battle or limped home to be cannibalized by their successful
packmates). These lonely undead haunt
the places of their demise, their ravenous hounds taking the form of cackling
hyenas.
—Isles of the Shackles
48 & Pathfinder Bestiary 5 101
Bestiary 5 is on the PRD now! I can finally link right to
the source! Woo!
After an unexpected week off, I was back on air last night with a new show! This week was more
canon than new or indie, as we celebrated 20 years of Beck’s Odelay.
(Also 20 years of the Cable Guy soundtrack, because why not?) But I made
sure to hit Wye Oak’s new single and drop in some classic ’90s hip-hop as
well. Stream or download it here till Monday, 6/27, at midnight.
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