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Saturday, March 8, 2025

The Undead: Cursed, Restless, and Enchanted

The term "Undead" refers to those who have died, but by some means continue their presence (either their body, spirit, or both) in the world. The Undead fall into three main categories: Cursed, Restless, and Enchanted.

In the Fields We Know, Cursed Undead include Vampires, Ghouls, and Gibbelins. Each of these feast upon the living, and in some cases may pass their curse on to those they kill. Curses typically come from the gods themselves for grave affronts against Nature. On rare occasions, Fey or even mortals may place curses upon the living denying them a peaceful death.

While Restless Undead usually manifest as Ghosts capable of weak poltergeist activity, powerful motivations such as revenge or obsession can turn the spirit into a Wight or
Wraith or result in the the actual corpse emerging from the grave as a Revenant.

Enchanted Undead are created  though blasphemous magic, either using the body of the dead as a vessel to house a summoned spirit such as in the case of a zombie, or in the case of some Golems, trapping the soul of a once living person in a constructed form of clay, metal, or stone.

A holy symbol presented forcefully will keep Undead at bay but the area of effect is limited. The wielder can be flanked on either side or from behind and attacked.

Burning holy incense (derived from resins or herbs) will create an area of effect with a 15 foot radius (area of effect can be enlarged by burning multiple sources) but a breeze can disperse the smoke, creating vulnerability in the direction of the source of the wind.

Protection from Evil will in itself NOT prevent Undead from attacking by touch, but they will attack with a -2 penalty. The protection will also prevent the passing of the Undead curse in the event of death. A physical circle of protection, such as a drawing, engraving, or scattering of blessed powders (such as salt or acorn flour) will typically prevent the Undead from passing. Research or luck may be required to find an effective means.

Most Undead are immune to mundane attacks. Either weapons will pass through their incorporeal form, or they will simply ignore any harm done to their once mortal body, as they no longer depend on oxygen, blood flow, or their sensory organs. Silver, Iron, or Magical weapons may be needed to harm them, or striking a particular body part such as decapitation or a stake through the heart.


Antoine Wiertz




Friday, March 7, 2025

Lord Dunsany's Gibbelins as a TTRPG monster

"The Gibbelins eat, as is well known, nothing less good than man. Their evil tower is joined to Terra Cognita, to the lands we know, by a bridge. Their hoard is beyond reason; avarice has no use for it; they have a separate cellar for emeralds and a separate cellar for sapphires; they have filled a hole with gold and dig it up when they need it. And the only use that is known for their ridiculous wealth is to attract to their larder a continual supply of food. In times of famine they have even been known to scatter rubies abroad, a little trail of them to some city of Man, and sure enough their larders would soon be full again."

  • No. Appearing: 4-6, 10-100, 10,000+
  • Armor Class: 10
  • Move: 30/60
  • HD: 1
  • % in lair: 100%
  • Attacks: 1d6 (short sword)
  • Special Attacks: Save vs. Wisdom at -5 or be compelled to approach treasure
  • Special Defenses: +1, silver, or iron weapon to hit
  • Intelligence: High
  • Alignment: Evil
  • Size: M
Gibbelins are Cursed Undead, forever bound to the treasure they lusted for in life. They use their treasure to instill this lust in others, and lure them to their lairs. Those killed by Gibbelins become Gibbelins themselves.

Gibbelins are immaterial except for their gemstone eyes, their teeth of sharpened gold and silver, and their jewel laden swords. When they are reduced to zero hit points, these items - worth a total of 100 gp in value - drop to the ground, and the Gibbelin re-manifests in its lair 24 hours later. 

Gibbelin lairs consist of three types: Area, Complex, and Fortress

An Area can be a room inside a dungeon, a small cave, mausoleum, etc... Gibbelins may make a lair of any place where adventurers travel, tempting them with easy treasure. The Gibbelins will lie in wait to attack when the treasure is approached, gaining +1 to their surprise roll. 4-6 Gibbelins will be found in an Area.

A Complex can be a cave or other structure with multiple rooms, paths, etc... Gibbelins will leave tempting trails of treasure to lure passersby into these lairs, attacking with overwhelming force those foolish enough to enter

A Fortress is a legendary location in a far remote region, such as the edge of the world. At least 10,000 Gibbelins will be found in a Fortress. A number so vast, it may as well be limitless. No one has ever been known to successfully enter a Gibbelin Fortress and escape with their lives. This has never stopped mortals from trying. Gibbelins will make sure from generation to generation that rumors of their Fortress reach mortal ears in The Fields We Know.

While the typical Gibbelin was once an average mortal, when those of excessive greed become Gibbelins, they can become much more fearsome than their fellow undead, clad in suits of jeweled armor, and wielding far greater powers.


Sidney H. Sime







The Undead: Cursed, Restless, and Enchanted

The term "Undead" refers to those who have died, but by some means continue their presence (either their body, spirit, or both) in...