Monday, October 27, 2014

Six Headless and Heedless Things

Whatever you do, don't lose your head...especially not here...


 Graffiti in Irving's Alley


The Guillotine never caught-on in Wermspittle, even after hanging was banned in response to the proliferation of Alraunes and Mandrakes and worse things spawned from the spilled seed of executed criminals. But even so, there are plenty of people and other things who have lost their heads, or more...



  1. Bruno. Nine feet tall at the shoulders, perhaps slightly less on the left with the slight curvature of the spine he gained through lingering overlong in the Low-Lands as a child. Bruno was always an unlucky child. Not finding much in the way of prospects and failing his Entrance Exams, he ran with some Gutter Urchins and Feral Children for a time before he ran afoul of Lucius Pennyroyal. The serum did wonders for the boy's physique, but the brain damage had been extreme, so Lucius removed his head and replaced it with a globe of reinforced Plattnerized greenglass that was originally intended to only hold the boy's soul in place in order to keep his body alive and useful...but the glass globe has turned out to be a much more powerful Geist-Trap than Lucius expected and now poor Bruno shares the globe--and control over the hulking monstrosity of a body--with other spirits and poor Bruno is having a hard time coping...

    Host-Body (unique) [Huge, Possessed Headless Hulk; AL C, MV 180' (60'), AC 5/14, HD 12, #AT 2, DG 2d6/2d6 (fists), SV F12, ML (2d6: randomly determined every time he takes damage), Special: The Greenglass Globe containing Bruno's geist, as well as 1d4 random minor spirits, tends to shift out of phase until the host-body sustains over 50% damage. The host-body is immune to all mind-influencing, Charm, hypnosis and related effects while under control by the spirits in the Globe.]

    Geist-Globe (unique) [Modified Magic Jar receptacle; AC 3/16, HD 6, SV MU 8. Special: If destroyed, the geists trapped inside this globe will be set loose for good or ill, but Bruno's spirit will remain bound to his drastically altered body unless suitably exorcized. Shards of the globe can be used as +1 weapons against geists and spirits, or to form a geist-trap, if one knows how to craft such things.

    Bruno's Geist (unique) [Bound spirit; AC 0/19 (requires special weapon to hit), HD 4, #AT 1, DG 2d4 (Vitality-drain), SV T4, ML (2d6: randomly determined each time host-body takes damage, upon failing Morale check, another spirit takes over for 1d6 Turns. Special: Since Pennyroyal's incarceration in the Gormenstille, only Bruno knows where the bad doktor's last remaining samples of his serum can be found... ]

  2. Lirg. They took his skull and left his geist trapped in an old lantern that they clamped into place within his rib cage. Try as he might, he cannot recall who did this to him or why. The Chapel Guard discharged him as unfit for duty, otherwise he's pretty much a typical reanimated skeleton...one with a lantern holding a blue flame where his heart used to be...

    Lirg (unique) [Skeleton; AL N, MV 60' (20'), AC 4/15, HD 6, #AT 1, DG 1d6 (short sword), SV F6, ML 12 (fearless), Special: Lirg can perceive everything within a 20' radius as though using a True Seeing spell. He can only communicate with Mediums, Geist-talkers or spirit-touched. He desperately wants to know who did this to him and why... ]

  3. Tazger Yalg. Accursed and bereft of all flesh, Tazger must endure the humiliation of only being able to occupy hollow squash, gourds or pumpkins as part of his punishment at the hands of a vengeful Midwife. Always a conniver and a barracks lawyer during his brief stint in the Sewer Militia, he was able to convince, cajole and con some of his former comrades to turn over a Pruztian Sturmgraben Construct damaged during the brief period in-between Occupations. So now Tazger has a body, of sorts, but no matter what he tries, he can't seem to keep his pumpkin-head attached to it...

    Tazger's Body (unique) [Sturmgraben War-Construct; AL N, MV 180' (60'), AC 6/13, HD 3, #AT 1, DG 1d4+2 (Militia-Issue dagger), SV F6, ML 12 (fearless), Special: Until he discovers a reliable way to attach his head to this body, it must carry the pumpkin-head in one of its arms. Sturmgraben are manufactured from wood, canvas, discarded ammunition cannisters, and similar battle-field debris and as such they are very flammable, taking double damage from all fire attacks. As an Unliving Construct, the body takes only half damage from normal melee attacks or bullets. Tazger can attempt to repair damage to the body when out of combat with a 40% chance of regaining 1d4 hit points if there is suitable debris at hand.]

    Tazger's Head (unique) [bound spirit; AL C, MV 0 (must be carried), AC 9/10, HD 6, #AT 1, DG 1d4 + Confusion, SV F6, ML 6. Special: The pumpkin used as Tazger's head is very susceptible to rotting, decay, or corruption effects taking double damage from all such effects or attacks. Once the head is reduced to zero hit points, Tazger must devote all his attention and efforts to acquiring another organic vessel for his spirit. If he fails to do so within 3 hours, he collapses into a foul-smelling blue flame that completely consumes whatever host-body he was using and once the flame goes out he is lost forever. Unless the Midwife who cursed him chooses to relent...which she might do if he has anything interesting to barter...]

  4. Subject 3. The victim of Headtaker Beetles, this decapitated corpse was discovered by a team of Foragers who notified the Red Watch. Since the body was never adequately identified, they eventually surrendered the corpse to the municipal morgue, as per standard procedure. An enterprising intern on the night shift sold the unidentified cadaver to an unlicensed reanimator who quickly lost control over the thing. It wanders the alleys now, randomly, mindlessly attacking anyone or anything it runs into...

    Subject 3 (unique) [Huge Headless Reanimant; AL C, MV 90' (30'), AC 9/10, HD 8, #AT 2 (fists), DG 2d8/2d8, SV F8, ML 12 (fearless), Special: Electrical effects Slow this creature. All normal healing spells instead inflict damage. It recovers 1 hit point for every 10 it inflicts.Upon being reduced to zero hit points, this thing goes dormant for 1d4 Turns after which it rises again at half its normal hit points. If again reduced to zero hp, it goes dormant for 1d4 weeks. It can only be completely destroyed by acid, according to Pennyroyal's confiscated notes. SPECIAL: The Street Patrol offers a substantial reward for the capture of this thing, while the Red Watch has posted a reward for its verified destruction.]

  5. Old Wobbly Kraz. A heavy metal statue of some former champion of the oppressed and hero of several important yet forgotten battles lost its head during the aerial bombardments. Now it lurches along the old parade route waving a tattered flag, its hollow interior sloshing with a bizarre mixture of liquor and other substances dumped through the gaping hole in its neck by revelers, drunkards, petitioners and others. Some say it brings good luck, others claim it might shorten the next winter; no one knows if it does anything more than add to the noxious fluids gurgling away inside this mindless automaton. Street Urchins, Feral Children and others often dare one another to sample the strange brew that slops and spills from Old Wobbly Kraz...the effects can be extreme but more often they are merely loathsome...

    Old Wobbly Kraz (unique) [Huge, Hollow Bronze Memorial-Golem; AL N, MV 30' (10'), AC 3/16, HD 18, #AT 1, DG 2d4 (trample), SV F18, ML 12 (mindless), Special: Kraz rarely deviates from its route and stops for 1d100 minutes every 30 feet. The only people who've ever been harmed by Kraz were those who stole liquor from his hollow interior, or those that were immobilized and stranded in the path of his clomping feet. The fluids sloshing about inside old Kraz might be something found in the Weird Drafts pdf found at Gorgonmilk's blog, or perhaps we'll put together a special random table for this down the road... ]

  6. Meowlik. Large black cats who've lost their heads...but they'll gladly take yours...

    Meowliks (1d4) [Large, Abdead Alley-Cats; AL C, MV 210' (70'), AC 46/13, HD 4, #AT 2, DG 1d4/1d4 (claws), SV F2, ML 5, Special: Can be Turned as 6 HD monsters. Immune to all visual-stimuli-style effects. Anyone killed by these feline terrors has their head taken and used by the Meowlik as their own, making it impossible to resurrect the victim. The Meowlik that gains a head in this fashion progresses as a Magic User from that point onward, gaining the ability to cast spells, learn languages, and use whatever magical implements they can manipulate with their paws.]

1 comment:

  1. Lovely as always. The Meowliks seem like they have the potential to become quite a danger, given time, and heads . . .

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