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<blockquote data-quote="Melatuis" data-source="post: 4812623" data-attributes="member: 17290"><p><strong>The Poltergeist</strong></p><p><strong>Poltergeist</strong></p><p><strong>Frequency: </strong>Rare</p><p><strong>No. Appearing: </strong>3D 12</p><p><strong>% in Lair: </strong>100</p><p><strong>Treasure Type: </strong>A, Q</p><p><strong>HTK:</strong> N/A (see following)</p><p><strong>AC:</strong> N/A, </p><p><strong>MV:</strong> See following</p><p><strong>AT: </strong>1 - special (see following Chart/s)</p><p><strong>DM: </strong>See Poltergeist Chart </p><p><strong>THACO:</strong> See following </p><p><strong>AL: </strong>C. Neutral </p><p><strong>INT:</strong> High, </p><p><strong>SZ: </strong>M </p><p><strong>Spells: </strong>See following </p><p><strong>Specials: </strong>See following Magt'c </p><p><strong>Resistence:</strong> See following </p><p><strong>Psionic Ability:</strong> Nil</p><p> </p><p>A Poltergeist is the result of a dead person's soul becoming trapped on Earth because s/he was not properly prepared to die. There are two contingencies to a dead soul's travelling to its final destination, be it heaven or hell. One is that the person be physically dead; the other is that the person be mentally prepared to exit the life s/he had on this world. A Poltergeist, therefore, is the result of a person being either unwilling to leave this life or unaccepting of the fact that his/her life has ended (this latter often being the case of persons who were violently or unexpectedly killed).</p><p> </p><p>A Poltergeist differs from a ghost in many respects, the primary of which is that a Poltergeist is not undead (and as such cannot be turned). A Poltergeist cannot be harmed by physical attacks, does not drain life energy levels, and has a much more mischievous and fun-loving nature than does the ghost. The Poltergeist's activity tends toward pranks and joke-pulling but its actions become more irritating and violent as night falls (see Poltergeist Chart).</p><p> </p><p>The only method in which any exterior force may affect a Poltergeist is through a Dispel Magic and/or Remove Curse spell (as the soul is effectively "cursed" to remain on Earth). When cast, Dispel Magic will disperse a Poltergeist for one round per skill level of the caster; a Remove Curse spell will send the Poltergeist to its ultimate otherworldly destination, be it heaven or hell (GM discretion). A Poltergeist is not given hit dice, as the spells previously listed are the only methods in which it may be attacked.</p><p> </p><p>If, when alive, a Poltergeist was a Druid, Illusionist, or Magic User, there is a 5% chance it will retain its 1 st-3rd level spells as a Poltergeist (GM discretion). The frequency of Poltergeist attacks and the amount of damage incurred by such will depend upon whether the attack occurs during day or nighttime hours (see Poltergeist Chart).</p><p> </p><p>The form a Poltergeist is most likely to assume is either a monster likeness, an amorphous aura of light, a transparent phantom-like shape, or an ectoplasmic representation of its former body.</p><p> </p><p><strong>Poltergeist Chart</strong></p><p>If rolling for a Poltergeist which has retained its magical abilities from its former life, roll 1D12. Otherwise roll 1d10.</p><p>(P): Entire party is attacked. </p><p>(I): Individual is attacked.</p><p><strong>Daytime Chart</strong></p><p>Roll, Occurrence, Effect/Damage</p><p>1, Pull out rug/trip, Sprain limb (P) See Sprain/Break Table</p><p>2, Open/Slam Door (P), Roll for Surprise*</p><p>3, Darkness as per Skill 2 Magic User Spell (P), N/A</p><p>4, Water Douse (P), Extinguishes Fires</p><p>5, Ectoplasmic Sliming (I), "to hit"/Damage at -3 for 1d4 rounds</p><p>6, Scary Noise (P), As per Confusion Spell; result 11-60 (see spell)</p><p>7, Bodily Spin (I), No attacks for 1d6 rounds</p><p>8, Random Theft (I), Loss of one item (GM choice)</p><p>9, Electric Jolt (P), 1d4 HTK</p><p>10, Treasure Rain (I), 10d4 gp</p><p>11, Spell (at GM discretion) (P/I), As per spell (levels 1st - 3rd)</p><p>12, Spell (at GM discretion (P/I), As per spell (levels 1st - 3rd)</p><p>* If applicable, monster in Room may be released.</p><p> </p><p><strong>Nighttime Chart</strong></p><p>Roll, Occurrence, Effect/Damage</p><p>1, Wall Slam (I), 1d8</p><p>2, Throw Objects (P), 2d6 or by weapon</p><p>3, Vacuum Pack (I) for 1d8 rounds, Suffocation**</p><p>4, Poltergeist Attack (Monster Form, THACO: 12) (P), 1d8/1d8</p><p>5, Break Random Limb (I), See Sprain/Break Table</p><p>6, Attacking Arms from Walls (I), 2d8</p><p>7, Plaster Fall, 1d6</p><p>8, Phantasmal Fist (I), 1d6; no attacks for 5 rounds</p><p>9, Bitter Cold (P), 1d10; -2 "to hit" for 2d4 rounds</p><p>10, +1 Long Sword "Gift", 1d8+5</p><p>11, Spell (at GM discretion) (P/I), As per spell (levels 1st - 3rd)</p><p>12, Spell (at GM discretion (P/I), As per spell (levels 1st - 3rd)</p><p>** Character may survive vacuum for (STA/2) rounds.</p><p> </p><p><strong>Sprain/Break Table</strong></p><p>Roll 1d8 on the Sprain/Break Table to determine injury and effects.</p><p>Roll; Area; Sprain; Break (HTK damage)</p><p>1; Right Shoulder; Carry no shield; carry 1/3 weight, -2 "to hit"/damage; (1d6), no shield, 1/5 weight, -4 "to Hit"/damage</p><p>2; Left Shoulder; Carry no shield; carry 1/3 weight, -2 "to hit"/damage; (1d6), no shield, 1/5 weight, -4 "to Hit"/damage</p><p>3; Right Wrist; Dagger use is at -2 "to hit" /damage, -4 longer weapons; (1d4), dagger at -4 "to hit"/damage, longer weapons unusable</p><p>4; Left Wrist; Dagger use is at -2 "to hit" /damage, -4 longer weapons; (1d4), dagger at -4 "to hit"/damage, longer weapons unusable</p><p>5; Right Knee; Move 3/4, -1 "to hit", carry 1/2 weight; (1d8), move 1/4, -2 "to hit", carry 1/4 weight</p><p>6; Left Knee; Move 3/4, -1 "to hit", carry 1/2 weight; (1d8), move 1/4, -2 "to hit", carry 1/4 weight</p><p>7; Right Ankle; Move 2/3, -1 "to hit", carry 1/2 weight; (1d6), move 1/3, -2 "to hit, carry 1/4 weight</p><p>8; Left Ankle; Move 2/3, -1 "to hit", carry 1/2 weight; (1d6), move 1/3, -2 "to hit, carry 1/4 weight</p><p> </p><p>GM Note: A Cure Light Wounds spell will heal any sprain.</p><p>A Cure Serious Wounds spell will heal any break</p><p> </p><p>Poltergeist Activity Check-off Sheet</p><p>This sheet should be used to keep track of Poltergeist activity during the adventure. An entire 24-hour period is detailed in ten-minute increments, each of which should be checked-off by the GM as adventure time elapses. The GM should keep in mind that Poltergeist activity varies from once every five turns during the day to once every three turns at night.</p><p> </p><p>NOTE: For future reference, the GM should highlight the time closest to the Player Characters' arrival at Stoker Manor.</p><table style='width: 100%'></table><p> <br /> 12:00 AM | O | O | O | O | O | O | | 1200 PM | O | O | O | O | O | O<br /> 1:00 AM | O | O | O | O | O | O | | 1:00 PM | O | O | O | O | O | O <br /> 2:00 AM | O | O | O | O | O | O | | 2;00 PM | O | O | O | O | O | O <br /> 3:00 AM | O | O | O | O | O | O | | 3:00 PM | O | O | O | O | O | O<br /> 4:00 AM | O | O | O | O | O | O | | 4:00 PM | O | O | O | O | O | O<br /> 5:00 AM | O | O | O | O | O | O | | 5:00 PM | O | O | O | O | O | O<br /> 6:00 AM | O | O | O | O | O | O | | 6:00 PM | O | O | O | O | O | O<br /> 7:00 AM | O | O | O | O | O | O | | 7:00 PM | O | O | O | O | O | O<br /> 8:00 AM | O | O | O | O | O | O | | 8:00 PM | O | O | O | O | O | O<br /> 9:00 AM | O | O | O | O | O | O | | 9:00 PM | O | O | O | O | O | O<br /> 10:00 AM | O | O | O | O | O | O | | 10:00 PM | O | O | O | O | O | O<br /> 11:00 AM | O | O | O | O | O | O | | 11:00 PM | O | O | O | O | O | O </p><p></p><p>From MFG 088-104, CSotIO Third Supplement by Jeff R Leason and Thomas Cook</p></blockquote><p></p>
[QUOTE="Melatuis, post: 4812623, member: 17290"] [B]The Poltergeist[/B] [B]Poltergeist[/B] [B]Frequency: [/B]Rare [B]No. Appearing: [/B]3D 12 [B]% in Lair: [/B]100 [B]Treasure Type: [/B]A, Q [B]HTK:[/B] N/A (see following) [B]AC:[/B] N/A, [B]MV:[/B] See following [B]AT: [/B]1 - special (see following Chart/s) [B]DM: [/B]See Poltergeist Chart [B]THACO:[/B] See following [B]AL: [/B]C. Neutral [B]INT:[/B] High, [B]SZ: [/B]M [B]Spells: [/B]See following [B]Specials: [/B]See following Magt'c [B]Resistence:[/B] See following [B]Psionic Ability:[/B] Nil A Poltergeist is the result of a dead person's soul becoming trapped on Earth because s/he was not properly prepared to die. There are two contingencies to a dead soul's travelling to its final destination, be it heaven or hell. One is that the person be physically dead; the other is that the person be mentally prepared to exit the life s/he had on this world. A Poltergeist, therefore, is the result of a person being either unwilling to leave this life or unaccepting of the fact that his/her life has ended (this latter often being the case of persons who were violently or unexpectedly killed). A Poltergeist differs from a ghost in many respects, the primary of which is that a Poltergeist is not undead (and as such cannot be turned). A Poltergeist cannot be harmed by physical attacks, does not drain life energy levels, and has a much more mischievous and fun-loving nature than does the ghost. The Poltergeist's activity tends toward pranks and joke-pulling but its actions become more irritating and violent as night falls (see Poltergeist Chart). The only method in which any exterior force may affect a Poltergeist is through a Dispel Magic and/or Remove Curse spell (as the soul is effectively "cursed" to remain on Earth). When cast, Dispel Magic will disperse a Poltergeist for one round per skill level of the caster; a Remove Curse spell will send the Poltergeist to its ultimate otherworldly destination, be it heaven or hell (GM discretion). A Poltergeist is not given hit dice, as the spells previously listed are the only methods in which it may be attacked. If, when alive, a Poltergeist was a Druid, Illusionist, or Magic User, there is a 5% chance it will retain its 1 st-3rd level spells as a Poltergeist (GM discretion). The frequency of Poltergeist attacks and the amount of damage incurred by such will depend upon whether the attack occurs during day or nighttime hours (see Poltergeist Chart). The form a Poltergeist is most likely to assume is either a monster likeness, an amorphous aura of light, a transparent phantom-like shape, or an ectoplasmic representation of its former body. [B]Poltergeist Chart[/B] If rolling for a Poltergeist which has retained its magical abilities from its former life, roll 1D12. Otherwise roll 1d10. (P): Entire party is attacked. (I): Individual is attacked. [B]Daytime Chart[/B] Roll, Occurrence, Effect/Damage 1, Pull out rug/trip, Sprain limb (P) See Sprain/Break Table 2, Open/Slam Door (P), Roll for Surprise* 3, Darkness as per Skill 2 Magic User Spell (P), N/A 4, Water Douse (P), Extinguishes Fires 5, Ectoplasmic Sliming (I), "to hit"/Damage at -3 for 1d4 rounds 6, Scary Noise (P), As per Confusion Spell; result 11-60 (see spell) 7, Bodily Spin (I), No attacks for 1d6 rounds 8, Random Theft (I), Loss of one item (GM choice) 9, Electric Jolt (P), 1d4 HTK 10, Treasure Rain (I), 10d4 gp 11, Spell (at GM discretion) (P/I), As per spell (levels 1st - 3rd) 12, Spell (at GM discretion (P/I), As per spell (levels 1st - 3rd) * If applicable, monster in Room may be released. [B]Nighttime Chart[/B] Roll, Occurrence, Effect/Damage 1, Wall Slam (I), 1d8 2, Throw Objects (P), 2d6 or by weapon 3, Vacuum Pack (I) for 1d8 rounds, Suffocation** 4, Poltergeist Attack (Monster Form, THACO: 12) (P), 1d8/1d8 5, Break Random Limb (I), See Sprain/Break Table 6, Attacking Arms from Walls (I), 2d8 7, Plaster Fall, 1d6 8, Phantasmal Fist (I), 1d6; no attacks for 5 rounds 9, Bitter Cold (P), 1d10; -2 "to hit" for 2d4 rounds 10, +1 Long Sword "Gift", 1d8+5 11, Spell (at GM discretion) (P/I), As per spell (levels 1st - 3rd) 12, Spell (at GM discretion (P/I), As per spell (levels 1st - 3rd) ** Character may survive vacuum for (STA/2) rounds. [B]Sprain/Break Table[/B] Roll 1d8 on the Sprain/Break Table to determine injury and effects. Roll; Area; Sprain; Break (HTK damage) 1; Right Shoulder; Carry no shield; carry 1/3 weight, -2 "to hit"/damage; (1d6), no shield, 1/5 weight, -4 "to Hit"/damage 2; Left Shoulder; Carry no shield; carry 1/3 weight, -2 "to hit"/damage; (1d6), no shield, 1/5 weight, -4 "to Hit"/damage 3; Right Wrist; Dagger use is at -2 "to hit" /damage, -4 longer weapons; (1d4), dagger at -4 "to hit"/damage, longer weapons unusable 4; Left Wrist; Dagger use is at -2 "to hit" /damage, -4 longer weapons; (1d4), dagger at -4 "to hit"/damage, longer weapons unusable 5; Right Knee; Move 3/4, -1 "to hit", carry 1/2 weight; (1d8), move 1/4, -2 "to hit", carry 1/4 weight 6; Left Knee; Move 3/4, -1 "to hit", carry 1/2 weight; (1d8), move 1/4, -2 "to hit", carry 1/4 weight 7; Right Ankle; Move 2/3, -1 "to hit", carry 1/2 weight; (1d6), move 1/3, -2 "to hit, carry 1/4 weight 8; Left Ankle; Move 2/3, -1 "to hit", carry 1/2 weight; (1d6), move 1/3, -2 "to hit, carry 1/4 weight GM Note: A Cure Light Wounds spell will heal any sprain. A Cure Serious Wounds spell will heal any break Poltergeist Activity Check-off Sheet This sheet should be used to keep track of Poltergeist activity during the adventure. An entire 24-hour period is detailed in ten-minute increments, each of which should be checked-off by the GM as adventure time elapses. The GM should keep in mind that Poltergeist activity varies from once every five turns during the day to once every three turns at night. NOTE: For future reference, the GM should highlight the time closest to the Player Characters' arrival at Stoker Manor. [table] 12:00 AM | O | O | O | O | O | O | | 1200 PM | O | O | O | O | O | O 1:00 AM | O | O | O | O | O | O | | 1:00 PM | O | O | O | O | O | O 2:00 AM | O | O | O | O | O | O | | 2;00 PM | O | O | O | O | O | O 3:00 AM | O | O | O | O | O | O | | 3:00 PM | O | O | O | O | O | O 4:00 AM | O | O | O | O | O | O | | 4:00 PM | O | O | O | O | O | O 5:00 AM | O | O | O | O | O | O | | 5:00 PM | O | O | O | O | O | O 6:00 AM | O | O | O | O | O | O | | 6:00 PM | O | O | O | O | O | O 7:00 AM | O | O | O | O | O | O | | 7:00 PM | O | O | O | O | O | O 8:00 AM | O | O | O | O | O | O | | 8:00 PM | O | O | O | O | O | O 9:00 AM | O | O | O | O | O | O | | 9:00 PM | O | O | O | O | O | O 10:00 AM | O | O | O | O | O | O | | 10:00 PM | O | O | O | O | O | O 11:00 AM | O | O | O | O | O | O | | 11:00 PM | O | O | O | O | O | O [/table] From MFG 088-104, CSotIO Third Supplement by Jeff R Leason and Thomas Cook [/QUOTE]
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