{"id":490,"date":"2018-10-18T09:06:40","date_gmt":"2018-10-18T13:06:40","guid":{"rendered":"https:\/\/www.torchbearerrpg.com\/?p=490"},"modified":"2018-10-21T10:17:57","modified_gmt":"2018-10-21T14:17:57","slug":"into-the-gloaming","status":"publish","type":"post","link":"https:\/\/www.torchbearerrpg.com\/?p=490","title":{"rendered":"Into the Gloaming&#8230;"},"content":{"rendered":"<p>Hello friends!<\/p>\n<p>A few weeks ago, I started a new Torchbearer campaign. I made a map, placed some settlements, wild places and dungeons, and off we went.<\/p>\n<p>The players had rumors of several adventures to choose from at the start. One of the rumors concerned The Dread Crypt of Skogenby (get it free <a href=\"https:\/\/store.burningwheel.com\/the-dread-crypt-of-skogenby-pdf\/\">here<\/a>!):<\/p>\n<p style=\"padding-left: 30px;\">\n<em>Some folk in Skogenby recently uncovered a strange barrow while clearing a field. They think some evil spirit has come out of it, and they\u2019ve asked their lord help, but she\u2019s away. Supposedly there\u2019s a lot of treasure in the tomb.<\/em><\/p>\n<p>But the players chose to pursue another rumor instead. Now they\u2019ve come back to town after their latest adventure and heard some shocking news: The walking dead have overrun Skogenby!<\/p>\n<p>Just in time for Halloween!<\/p>\n<p>So here I am prepping a survival horror addition to Skogenby, and it occurs to me that Torchbearer is lacking some classic horror monsters. This is intended to remedy that dreadful oversight. Without further ado, here\u2019s my take on the zombie and the werewolf. And Jared Sorensen, of <a href=\"http:\/\/www.memento-mori.com\/\">Memento Mori Theatricks<\/a>, has been kind enough to allow me to include his Vampire Lord, excerpted from his Halloween-inspired Torchbearer Sagas supplement, <a href=\"http:\/\/www.memento-mori.com\/torchbearer-sagas\/torchbearer-sagas-denizens-of-the-dark\">Denizens of the Dark<\/a> (you\u2019ll find lots of other holiday-appropriate goodies in Denizens, including the vampire lord\u2019s vampire minions!).<\/p>\n<p>Enjoy!<\/p>\n<p><!--more--><\/p>\n<h1><strong>Zombie<\/strong><\/h1>\n<p><span style=\"font-weight: 400;\">These mindless undead are animated corpses driven by an insatiable hunger for flesh. They are frequently created by evil necromancers as servitors for their wicked schemes.<\/span><\/p>\n<table>\n<tbody>\n<tr>\n<td colspan=\"2\"><span style=\"font-weight: 400;\"><strong>Might<\/strong>: 2<\/span> <span style=\"font-weight: 400;\"><strong>Nature (Undead):<\/strong> 3<\/span><\/p>\n<p><span style=\"font-weight: 400;\"><strong>Descriptors:<\/strong> Consuming, Lurching, Sensing Brains<\/span><\/td>\n<\/tr>\n<tr>\n<td><strong>Drive Off:<\/strong> 8<\/td>\n<td><strong>Drive Off Weapons<\/strong><span style=\"font-weight: 400;\"><br \/>\n<\/span><span style=\"font-weight: 400;\"><strong>Attack:<\/strong> +1D, <em>Ragged Nails<br \/>\n<\/em><\/span><span style=\"font-weight: 400;\"><strong>Defend:<\/strong> +2D, <em>Unreasoning Hunger<\/em><\/span><\/td>\n<\/tr>\n<tr>\n<td><span style=\"font-weight: 400;\"><strong>Kill:<\/strong> 6<\/span><\/td>\n<td><strong>Kill Weapons<\/strong><span style=\"font-weight: 400;\"><br \/>\n<\/span><span style=\"font-weight: 400;\"><strong>Attack:<\/strong> +1D, <em>Ragged Nails<br \/>\n<\/em><\/span><span style=\"font-weight: 400;\"><strong>Defend:<\/strong> +2D, <em>Unreasoning Hunger<\/em><\/span><\/td>\n<\/tr>\n<tr>\n<td><span style=\"font-weight: 400;\"><strong>Flee:<\/strong> 3<\/span><\/td>\n<td><strong>Flee Weapons<\/strong><span style=\"font-weight: 400;\"><br \/>\n<\/span><span style=\"font-weight: 400;\"><strong>Attack:<\/strong> -1D, <em>Mindless Persistence<br \/>\n<\/em><\/span><span style=\"font-weight: 400;\"><strong>Defend:<\/strong> +1s, <em>Mindless Persistence<\/em><\/span><\/td>\n<\/tr>\n<tr>\n<td colspan=\"2\"><span style=\"font-weight: 400;\"><strong>Instinct:<\/strong> Brains!<\/span><\/td>\n<\/tr>\n<tr>\n<td colspan=\"2\"><strong>Special: <\/strong><span style=\"font-weight: 400;\"><br \/>\n<\/span><span style=\"font-weight: 400;\"><em>Unliving flesh.<\/em> All piercing and slashing weapons are -1s to Attack and Feint when used against zombies. A holy symbol used against zombies in drive off or kill conflicts confers +1s to attack actions.<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><span style=\"font-weight: 400;\"><em>Mindless.<\/em> Zombies are non-intelligent undead. They cannot be tricked or riddled with, nor engaged in a convince conflict. <\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><span style=\"font-weight: 400;\"><em>Slow.<\/em> Zombies reveal their first action to players after both sides have selected their actions but before actions are compared. Players then have the option to switch their action 1 and action 2. The players still act in the original order, they simply exchange actions.<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><span style=\"font-weight: 400;\"><em>The Hunger.<\/em> Wounds caused by zombies spread their curse. Any character who receives an injury as a result of a kill, capture or drive off conflict in which the zombie used its Ragged Nails also gains a special sick condition. This condition is a curse and may only be removed via magic that breaks curses, like the Absolution of the Lord of Endings invocation. If the condition is not removed by the end of the next town phase, the character becomes a zombie and thus a GM-controlled character. Anyone slain by a zombie also rises to become one of the walking dead.<\/span><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<h1><\/h1>\n<h1><strong>Werewolf<\/strong><\/h1>\n<p><span style=\"font-weight: 400;\">These evil creatures, once human, were bitten by a werewolf and so cursed to become werewolves themselves. By the light of the full moon they are driven to hunt human prey!<\/span><\/p>\n<table>\n<tbody>\n<tr>\n<td colspan=\"2\"><b>Might:<\/b><span style=\"font-weight: 400;\"> 5<\/span> <b>Nature (Lycanthrope):<\/b><span style=\"font-weight: 400;\"> 5 <\/span><\/p>\n<p><b>Descriptors: <\/b><span style=\"font-weight: 400;\">Preying, Raging, Howling<\/span><\/td>\n<\/tr>\n<tr>\n<td><b>Kill: <\/b><span style=\"font-weight: 400;\">11<\/span><\/td>\n<td><b>Kill Weapons<\/b><b><br \/>\n<\/b><b>Attack: <\/b><span style=\"font-weight: 400;\">+1D, +1s, <\/span><i><span style=\"font-weight: 400;\">Slavering Jaws and Razor Claws<br \/>\n<\/span><\/i><b>Defend: <\/b><span style=\"font-weight: 400;\">+1D, <\/span><i><span style=\"font-weight: 400;\">Uncontrollable Rage<br \/>\n<\/span><\/i><b>Feint: <\/b><span style=\"font-weight: 400;\">+1s, <\/span><i><span style=\"font-weight: 400;\">Slavering Jaws and Razor Claws<br \/>\n<\/span><\/i><b>Maneuver: <\/b><span style=\"font-weight: 400;\">+1s, <\/span><i><span style=\"font-weight: 400;\">Lightning Reflexes<\/span><\/i><\/td>\n<\/tr>\n<tr>\n<td><b>Flee: <\/b><span style=\"font-weight: 400;\">9<\/span><\/td>\n<td><b>Flee Weapons<\/b><b><br \/>\n<\/b><b>Attack: <\/b><span style=\"font-weight: 400;\">+2D, <\/span><i><span style=\"font-weight: 400;\">Loping Gait<\/span><\/i><i><span style=\"font-weight: 400;\"><br \/>\n<\/span><\/i><b>Defend: <\/b><span style=\"font-weight: 400;\">+1D, <\/span><i><span style=\"font-weight: 400;\">Preternatural Senses<\/span><\/i><i><span style=\"font-weight: 400;\"><br \/>\n<\/span><\/i><b>Feint: <\/b><span style=\"font-weight: 400;\">+1D, <\/span><i><span style=\"font-weight: 400;\">Preternatural Senses<\/span><\/i><i><span style=\"font-weight: 400;\"><br \/>\n<\/span><\/i><b>Maneuver: <\/b><span style=\"font-weight: 400;\">+2D, <\/span><i><span style=\"font-weight: 400;\">Loping Gait<\/span><\/i><\/td>\n<\/tr>\n<tr>\n<td><b>Drive Off: <\/b><span style=\"font-weight: 400;\">6<\/span><\/td>\n<td><b>Drive Off Weapons<\/b><b><br \/>\n<\/b><b>Attack: <\/b><span style=\"font-weight: 400;\">+1D, +1s, <\/span><i><span style=\"font-weight: 400;\">Slavering Jaws and Razor Claws<br \/>\n<\/span><\/i><b>Defend: <\/b><span style=\"font-weight: 400;\">+1D, <\/span><i><span style=\"font-weight: 400;\">Uncontrollable Rage<br \/>\n<\/span><\/i><b style=\"font-family: inherit; font-size: inherit;\">Feint: <\/b><span style=\"font-weight: 400;\">+1s, <\/span><i style=\"font-family: inherit; font-size: inherit;\">Slavering Jaws and Razor Claws<br \/>\n<\/i><b style=\"font-family: inherit; font-size: inherit;\">Maneuver: <\/b><span style=\"font-weight: 400;\">+1s, <\/span><i style=\"font-family: inherit; font-size: inherit;\">Lightning Reflexes<\/i><\/td>\n<\/tr>\n<tr>\n<td><b>Trick: <\/b><span style=\"font-weight: 400;\">4<\/span><\/td>\n<td><b>Trick Weapons<\/b><b><br \/>\n<\/b><b>Defend: <\/b><span style=\"font-weight: 400;\">+1D, <\/span><i><span style=\"font-weight: 400;\">Lupine Cunning<\/span><\/i><b><br \/>\n<\/b><b>Maneuver: <\/b><span style=\"font-weight: 400;\">+1D, <\/span><i><span style=\"font-weight: 400;\">Lupine Cunning<\/span><\/i><\/td>\n<\/tr>\n<tr>\n<td colspan=\"2\"><b>Instinct: <\/b><span style=\"font-weight: 400;\">Always hunt human (or dwarf, elf or halfling) meat by the light of the full moon.<\/span><\/td>\n<\/tr>\n<tr>\n<td colspan=\"2\"><b>Special: <\/b><b><br \/>\n<\/b><i><span style=\"font-weight: 400;\">Shapeshifter: <\/span><\/i><span style=\"font-weight: 400;\">Werewolves assume their humanoid form by day and their wolf form at night. They assume their hybrid-wolf form when the moon is full. They may attempt to assume the hybrid-wolf form at any time with an Ob 2 Nature test. Clothing and equipment does not transform with the werewolf.<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><b><br \/>\n<\/b><i><span style=\"font-weight: 400;\">Lycanthrope:<\/span><\/i><span style=\"font-weight: 400;\"> A werewolf\u2019s bite spreads lycanthropy. Any character who receives an injury as a result of a kill, capture or drive off conflict in which the werewolf used its Slavering Jaws also gains a special sick condition. This condition is a curse and may only be removed via magic that breaks curses, like the Absolution of the Lord of Endings invocation. If the condition is not removed by the end of the next town phase, the character becomes a werewolf and thus a GM-controlled character. Once the character has become a werewolf, it may still be possible to break the curse. The werewolf must be captured, bound and trapped within a circle of wolfsbane. Then the Absolution of the Lord of Endings invocation (or similar curse-breaking magic) must be used upon them. This only works as long as the werewolf has not passed the lycanthropic curse to another. Once it has spread the disease, only its death can end the curse.<\/span><i><span style=\"font-weight: 400;\">Cursed.<\/span><\/i><span style=\"font-weight: 400;\"> Werewolves are particularly vulnerable to silver. Silver weapons give their wielders +1 effective might against werewolves. Werewolves are also extremely averse to wolfsbane. The herb can be used as a weapon against werewolves in drive off conflicts, providing +1s to attack and feint.<\/span><\/td>\n<\/tr>\n<tr>\n<td colspan=\"2\"><b>Note: <\/b><span style=\"font-weight: 400;\">The stat block above is for a werewolf in its hybrid-wolf form. Werewolves in wolf form are Might 3, Nature 5 and have the descriptors: Hunting, Stalking, Howling. Werewolves in humanoid form are Might 3, Nature 5 and have the descriptors: Boasting, Demanding, Running (or the descriptors of their Middarmark tribe).<\/span><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>&nbsp;<\/p>\n<h1><strong>Vampire Lord<\/strong><\/h1>\n<p><span style=\"font-weight: 400;\">Vampire Lords are hideous, immortal fiends that feed on the blood of the living. Whether they were cursed by the Old Gods, infected by an alien plague or were transformed by dark rituals, who can say? All that is known is that Vampire Lords are creatures of Chaos who drain the living of their vital essence and seek to subjugate the mortal masses. Though monsters, they adopt an air of nobility and prefer to reside in ruined castles or mouldering manors where they surround themselves with mortal thralls and undead minions. Vampire Lords retain the abilities and benefits of their former selves.<\/span><\/p>\n<table>\n<tbody>\n<tr>\n<td colspan=\"2\"><b>Might:<\/b><span style=\"font-weight: 400;\"> 5<\/span> <b>Nature (Undead):<\/b><span style=\"font-weight: 400;\"> 7 <\/span><\/p>\n<p><b>Descriptors: <\/b><span style=\"font-weight: 400;\">Infecting, Scheming, Subjugating<\/span><\/td>\n<\/tr>\n<tr>\n<td><b>Kill: <\/b><span style=\"font-weight: 400;\">15<\/span><\/td>\n<td><b>Kill Weapons<\/b><b><br \/>\n<\/b><b>Attack: <\/b><span style=\"font-weight: 400;\">+1s, <\/span><i><span style=\"font-weight: 400;\">Wicked Fangs (ignores armor)<br \/>\n<\/span><\/i><b>Feint: <\/b><span style=\"font-weight: 400;\">+1s, <\/span><i><span style=\"font-weight: 400;\">Wicked Fangs (ignores armor)<\/span><\/i><\/td>\n<\/tr>\n<tr>\n<td><b>Flee: <\/b><span style=\"font-weight: 400;\">12<\/span><\/td>\n<td><b>Flee Weapons<\/b><b><br \/>\n<\/b><b>Attack: <\/b><span style=\"font-weight: 400;\">+2D, <\/span><i><span style=\"font-weight: 400;\">Inhuman Alacrity<br \/>\n<\/span><\/i><b>Defend: <\/b><span style=\"font-weight: 400;\">+1s, <\/span><i><span style=\"font-weight: 400;\">Predatory Senses<\/span><\/i><i><span style=\"font-weight: 400;\"><br \/>\n<\/span><\/i><b>Feint: <\/b><span style=\"font-weight: 400;\">+2D, <\/span><i><span style=\"font-weight: 400;\">Predatory Senses<\/span><\/i><i><span style=\"font-weight: 400;\"><br \/>\n<\/span><\/i><b>Maneuver: <\/b><span style=\"font-weight: 400;\">+1D, <\/span><i><span style=\"font-weight: 400;\">Inhuman Alacrity<\/span><\/i><\/td>\n<\/tr>\n<tr>\n<td><b>Drive Off: <\/b><span style=\"font-weight: 400;\">9<\/span><\/td>\n<td><b>Drive Off Weapons<\/b><b><br \/>\n<\/b><b>Defend: <\/b><span style=\"font-weight: 400;\">+2D, <\/span><i><span style=\"font-weight: 400;\">Monstrous Fortitude<\/span><\/i><\/td>\n<\/tr>\n<tr>\n<td><b>Convince: <\/b><span style=\"font-weight: 400;\">4<\/span><\/td>\n<td><b>Convince Weapons<\/b><b><br \/>\n<\/b><b>Attack: <\/b><span style=\"font-weight: 400;\">+1D, <\/span><i><span style=\"font-weight: 400;\">Terrifying Visage<br \/>\n<\/span><\/i><b>Defend: <\/b><span style=\"font-weight: 400;\">+1D, <\/span><i><span style=\"font-weight: 400;\">Air of Nobility<br \/>\n<\/span><\/i><b style=\"font-family: inherit; font-size: inherit;\">Feint: <\/b><span style=\"font-weight: 400;\">+1s, <\/span><i style=\"font-family: inherit; font-size: inherit;\">Terrifying Visage<br \/>\n<\/i><b style=\"font-family: inherit; font-size: inherit;\">Maneuver: <\/b><span style=\"font-weight: 400;\">+2D, <\/span><i style=\"font-family: inherit; font-size: inherit;\">Air of Nobility<\/i><\/td>\n<\/tr>\n<tr>\n<td colspan=\"2\"><b>Armor: <\/b><span style=\"font-weight: 400;\">Most Vampire Lords are able to wear armor and helmets.<\/span><\/td>\n<\/tr>\n<tr>\n<td colspan=\"2\"><b>Instinct: <\/b><span style=\"font-weight: 400;\">Always drink the blood of my prey.<\/span><\/td>\n<\/tr>\n<tr>\n<td colspan=\"2\"><b>Special:<\/b><\/p>\n<p><i><span style=\"font-weight: 400;\">Dominating Mind.<\/span><\/i><span style=\"font-weight: 400;\"> Vampire lords are immune to mind-affecting spells.<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><\/p>\n<p><i><span style=\"font-weight: 400;\">Shapeshifter.<\/span><\/i><span style=\"font-weight: 400;\"> In dim light or darkness, Vampire Lords can transform into mist, dire wolves or giant vampire bats. It may assume each form no more than once per session. It may revert to its human form at any time. While in mist form, vampire lords are insubstantial and cannot be struck save with spells, invocations or magical weapons, but they cannot use the Attack action. In wolf form, the vampire lord replaces its descriptors with: Hunting, Stalking, Howling. In giant bat form, the vampire lord replaces its descriptors with: Spying, Biting, Flying.<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><i><span style=\"font-weight: 400;\">Creature of the Night.<\/span><\/i><span style=\"font-weight: 400;\"> Vampire lords can see in darkness and ignore factors from dim light and darkness.<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><i><span style=\"font-weight: 400;\">Sorcerer.<\/span><\/i><span style=\"font-weight: 400;\"> Some vampire lords are able to use magic. <\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><span style=\"font-weight: 400;\"><br \/>\n<\/span><i><span style=\"font-weight: 400;\">Vampirism.<\/span><\/i><span style=\"font-weight: 400;\"> Any character who receives an injury as a result of a kill or drive off conflict compromise in which a vampire lord used its fangs as a weapon also gains a special sick condition. This condition is a curse and may only be removed via magic that breaks curses, like the Absolution of the Lord of Endings invocation. If the condition is not removed by the end of the next town phase, the character becomes a vampire and thus a GM-controlled character.<\/span><\/p>\n<p><i><\/i><i><span style=\"font-weight: 400;\">Cursed.<\/span><\/i><span style=\"font-weight: 400;\"> Vampire lords must sleep during the day. Sunlight reduces their Might to 2. Fire used against vampire lords inflicts +1s damage. A stake through the heart will destroy a sleeping vampire lord.<\/span><\/td>\n<\/tr>\n<\/tbody>\n<\/table>\n<p>&nbsp;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>Hello friends! A few weeks ago, I started a new Torchbearer campaign. I made a map, placed some settlements, wild places and dungeons, and off we went. The players had rumors of several adventures to choose from at the start. &hellip; <a href=\"https:\/\/www.torchbearerrpg.com\/?p=490\">Continue reading <span class=\"meta-nav\">&rarr;<\/span><\/a><\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"publish_to_discourse":"","publish_post_category":"","wpdc_auto_publish_overridden":"","wpdc_topic_tags":"","wpdc_pin_topic":"","wpdc_pin_until":"","discourse_post_id":"","discourse_permalink":"","wpdc_publishing_response":"","wpdc_publishing_error":"","_mi_skip_tracking":false,"_exactmetrics_sitenote_active":false,"_exactmetrics_sitenote_note":"","_exactmetrics_sitenote_category":0,"footnotes":""},"categories":[26,12],"tags":[32,27],"class_list":["post-490","post","type-post","status-publish","format-standard","hentry","category-monsters","category-new-materials","tag-halloween","tag-monsters"],"_links":{"self":[{"href":"https:\/\/www.torchbearerrpg.com\/index.php?rest_route=\/wp\/v2\/posts\/490"}],"collection":[{"href":"https:\/\/www.torchbearerrpg.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.torchbearerrpg.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.torchbearerrpg.com\/index.php?rest_route=\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"https:\/\/www.torchbearerrpg.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=490"}],"version-history":[{"count":13,"href":"https:\/\/www.torchbearerrpg.com\/index.php?rest_route=\/wp\/v2\/posts\/490\/revisions"}],"predecessor-version":[{"id":503,"href":"https:\/\/www.torchbearerrpg.com\/index.php?rest_route=\/wp\/v2\/posts\/490\/revisions\/503"}],"wp:attachment":[{"href":"https:\/\/www.torchbearerrpg.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=490"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.torchbearerrpg.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=490"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.torchbearerrpg.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=490"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}