Thursday, 23 January 2025

d100 Poltergiests




Pesky spirits even a 1st level cleric can keep at bay
I would like more spirits in bottles everywhere so these are good for those
unsure how they get there maybe exorcism or binding or what neutral ppl do to undead (bind back to the grave or in an object)

Lots of dungeons and haunted houses and sewers have them.

ghosts are not real this is fiction
the ghosts here had unhappy lives and might make adventurers or readers melancholic
there is no d100 happy ghosts to make you feel nice yet

You can speak to many poltergeists, especially the ones not insane or just a limited echo of rage or fear at death. Souls have lots of bits that do different stuff after death and undead may mess with some of these but ask your cleric. Spells to speak get better reactions and allow you to hear their replies. A seance might help with a medium. You might be able to help spirits get to rest.

Poltergeists are weak non-material undead, worthy foes of a zero-level party or higher. They can be a good complication or in an empty room. If you can splash some holy water or have an attack with a penalty vs invisibility with a silver or magic weapon you can hurt them. Mostly they return in a few days or the next full moon unless a proper exorcism is done on the location or the spirit's pain can be relieved.

If you provide smoke or a sheet most poltergeists could animate it to provide a crude form 

Poltergiest
Petty undead spirit
AC+3 HDd4 Attack throw object d4 range 3 Morale 8 Mov12
-invisible most of the time (-4 to hit)
-requires silver or magic to harm, if destroyed without holy intervention it returns next night
-throws objects or uses as melee weapon
-seeing objects move or thrown cases fear for a d4 rounds vs 4HD or less creatures failing a save roll
-some mindless and violent if disturbed
-some are more into malicious cunning or creepy or jokes
-most silent and dim, few can communicate by knocks or writing
-an exorcist with a ritual can catch a poltergeist in a bottle with a ritual if the spirit fails a save
-more powerful spirits teach petty spirits more cantrip-like abilities
-some evolve into lesser spirits
AC+6 HD2 Attack throw object d6 x2 range 4 Morale 9 Mov12
+d3 1st Lv Spells, +1 magic to hit, can speak and manifest a d3 forms

d20 Commen Jerk Moves of Poltergiests (d3 of these common)
1 Throw junk or objects in area, 1in6 tidy up after when living gone
2 Stab or club with a favoured object it values
3 Move objects or use doors
4 Rattle objects or scratch inside walls
5 Snuff or light a lamp or torch or candle
6 Trip or grasp feet with objects (tie boot laces)
7 Grab personal clothing to shove or grapple them
8 Steal small objects and has a stash
9 Grope or tugs clothing 
to pull off or tear or offend
10
 Tapping noise or even a tune  
11 Forms a glowing vapour or mist for a round
12 
Deposit a handful of gloopy ectoplasmic slime
13 Chill over the area, breath fogs as living exhaling
14 Squeaks and creaks
15
 Manifest a moan or creepy whispered phrase or song
16 Write somehow like in dust, with blood, with ectoplasm or chalk or a pen

17
 Form a hand for a moment may gesture or slap or punch without an object
18
 Form a face for a moment, usually angry but usually silent
19 Casts a creepy shadow
20
 Appear human for a round

d12 Ways to deal with a poltergeist
1 Get a priest to bless or even sanctify the area
2 Hire a medium who can let the spirit speak through them and find out what they want
3 Hire a spiritualist to bargain with the spirit or communicate with a spirit board or cards
4 Get an exorcist pries specialist to purge the area
5 Silver or magic weapons can harm them if you can see them to attack
6 Holy symbols may repel them or even attract them depending on their allegiances
7 Hire a ghost hunter to trap the spirit in a bottle and bury it in the ground or a wall
8 Find a stronger spirit to repel it or occupy the area
9 Find out what it wants and help it meet its final rest 
10 Hire a necromancer to collect the spirit and take it away
11 Ask a shaman to catch the spirit and take it away, usually they want a bottle of grog
12 Sell your soul to hell and get an imp to deal with the spirit

Varients
1in4 can make a temporary visual manifestation one round per hour causing fear for 4HD or less creatures
1in4 can for a round an hour occupy an object or small artwork and change its appearance briefly
1in4 can also slap target for a d3 damage with a mass of wet ectoplasmic slime 
1in6 can create an illusion for one round per hour with d4 1=sound only 2=sight only 2=touch only or 4 sound and sight, save to realise a falsehood, mostly to scare people
1in6 can produce a foul odour of rotting flesh and sewerage
1in6 can light candles or torches or snuff them once per round
1in8 can make two attacks per round
1in8 can slime a target once per hour making it wet with ectoplasm
1in8 can d4 mental damage attack instead of using objects, save to resist
1in10 can call a d3 allied poltergeists for help once per day by yelling help
1in10 can call an insect swarm for a d3 rounds once per day
1in12 can inhabit a corpse as a zombie for an hour per day
1in12 can cast a spell once per hour d4 1=darkness 2=hypnotism 3=faerie fire 4=ventriloquism
1in20 if destroyed it screams and crumbles into a mass of vermin, bugs and crawling things
1in20 performs one more vile act and underworld spirits come to take it away to learn the ways of the underworld bureaucracy

d12 Poltergiest Plothooks
1 Child complains of a monster under the bed and wants you brave adventurers to show it is harmless
2 An inn has only the haunted room left but be warned, it is double the normal rate 
3 Building renovations broke a bottle found in a wall and a poltergeist from the olden times awakes to cause mischief on the pesky living vermin in its home
4 A man has had invisible pixies or spirits moving his antiques around. Find out who but its a lonely lady poltergeist living in a painting recently added to the collection
5 A haunted bed in an inn or old house is menaced by the Groping Ghost who touches people's nightshirts and hogs the sheets. An old unburied letcher died in the cellar trying to dig into another building's wine cellar
6 A house has a menacing spirit and adventurers are hired to search and destroy the beast after a ghost hunter failed. It has its body in a secret sanctified basement making it hard to remove or discover. Will let enemies believe the house is safe and then do something horrible with knives and rope
7 House of an Alchemist has an angry apprentice spirit who hid supplies and knows of a secret lab to make alchemical weapons and brews. The alchemist wants this turbulent teenage spirit removed. The apprentice died making gunpowder while half asleep
8 Student necromancers are selling bound poltergeists in bottles as a fun new battle game but angry random poltergiests are not fun or grateful for the release
9 A murderous butcher killed dozens of teens in his shop and now it is full of angry flying butcher tools. Please help, you can hear them sawing, hacking and breaking bones all night
10 Priests need petty poltergeists driven from an old graveyard so it may be re-sanctified
11 The orphans had to be moved into a haunted workhouse and now they complain that the spirits of the unhappy children are tormenting them, poor kids can't get a break
12 Kobolds have planted totems with ancestor spirits around the village, each building is haunted by angry tribal poltergeist who want humans off their traditional lands

d10 Poltergiests
1 Babes
2 Children
3 Young man
4 Young woman
5 Mature man
6 Mature woman
7 Mysterious
8 Ancient
9 Non-human
10 Pre human

d100 Poltergiests
01 Crying baby - hear it and perhaps rocks something like a cradle, angry and neglected
02 Hungry baby - heard sucking and chewing, if you find it sees black-eyed spirit chewing on dead rats and collecting bones
03 Angry baby - throws objects and screams with rage
04 Greedy baby - scratches at bags for food, if stopped goes into rage
05 Playful baby - bounces a ball or leaves creepy toys, might see it playing with toys
06 Killer baby - makes a bloody knife fly around and remains invisible
07 Arson baby - giggles and plays with flints and fuel, angry if fire doused
08 Mutant baby - a hideous mutant strangled at birth, spies on people's dreams and may visit them, the spirit has learned to read and write and leaves notes like "why?"
09 Part fish folk baby - thrown down a dry well died alone, may leave wet puddles and footprints 
10 Cannibal baby - baby cannibal died when parents caught and executed, likes to use cooking utensils and splash hot food. It might play with an oven or hack up a corpse 
11 Witch child - killed by the village has eerie powers and resentful eyes
12 Well child - sobs through drains a victim of a passing murder hobo thrown down a well for asking too many questions
13 Mean kid - throws things and laughs then flees, follows people for days
14 Rich Child - in fancy noble dress with a cape and hat, looks pouty, lost and worried. Likes to play with shiny posh things and snatching nice things
15 Naughty Child - likes traps and tricks and singing play yard rymes, scares people into traps
16 Doll Child - uses a doll as a body and possibly will hold a weapon, likes to injure and cause fear
17 Dungeon child - raised by evil dungeon cult and killed on a misadventure, cackles and helps monsters so he can watch humans get eaten
18 Child theif - killed for stealing now gets to do it all the time and punish adults
19 Cat child - likes to help a wicked old cat (or cat like creature) and uses it in schemes
20 Cult kid - likes to write demon signs and plant false clues of demons and witchcraft on innocent
21 Letcherous lout - visits people in dreams to seduce them, slaps strangers bottoms
22 Viscious youth - likes to terrify anything it can and will violently kill and mutilate corpses to decorate
23 Hot young bard - likes instruments it can play or makes tapping noises in tune, if not appreciated then breaks into a  violent rage
24 Angry young man - likes to smash things and hit people, no special reason 
25 Dandy youth - murdered by less fashionable enemies against new styles, 
26 Young bricklayer - likes to knock people out then brick them up in dead ends or in walls or just throws bricks
27 Angry servant - keeps area spotless but the damned living bring in filth sending it into a rage
28 Young privy servant - murdered for witnessing treason and squealing now furious nobility who he likes to fling poop at (they keep a supply in a chamber pot)
29 Young snoop - likes mysteries and snooping, killed meddling in someone's schemes, now pesters people's luggage for "clues" and likes scaring traps 
30 Teen voyer - breathes heavily, leaves ectoplasm, pulls off bed sheets, steals undergarments and is enraged if the collection is stolen. Modern ones steal bicycle seats and shoes
31 Singing girl - will sing and giggle to lure victims to danger or a trap, or even where it can push a statue onto someone
32 Sobbing lady - died in prison now lures people to where it can strangle them with curtains, sheets, ropes, chains or other items
33 Vindictive victim - killed by the hooded claw! Now angry spirit who wants to stab the whole world, especially men in hoods
34 Red Widow - attacks women who she is jealous of for being pretty and alive, some see her walk halls by night or local roads briefly
35 Screaming girl - throws tantrums wrecks rooms and pulls people's hair
36 Poor girls - died with nothing and without agency, now likes to smash stuff and lash out
37 Sad Mother - lost her children and looks for them, likes to unpack strangers belongings searching for clues
38 Fierce Valkyrie maid seeks revenge on men who used magic to defeat her but their descendants will do perhaps their spirits could be tormented or trapped
39 Woman warrior - betrayed and murdered now hates bards and pretty men, she is enraged by her condition and her killers are free
40 Princess - laughs and moves curtains disturbing sleepers, will look for treats like any treasure it can hide. Seeks fancy posh food but then becomes angry and start a tantrum because she can't eat. Some might suggest leaving them as offerings to appease them
41 Angry old man - animates a pair of wood and ivory dentures to nip people and throw stuff around, growling like a beast. Some will be surprised if they can see he is wild mad human 
42 Murderer - will use a knife or tools and might even add local herbal poison to food
43 Zealout - outraged by modern contrivances and manners and will throw buckets of water at the whip any loathsome dog sinners in their presence
44 Duelist - will use a light fencing blade or dagger or slap people with a glove
45 Boss - will use a stick to beat people doing anything they don't like especially the weak or lazy. Will write creepy notes telling people "get back to work"
46 Prisoner - was hidden and chained up now ratttles chains and may lash people with them as part of some deluded escape scheme. They are sure they are alive but cursed
47 Old creep - likes to pinch bottoms, make creepy sniggers and feel peoples clothes and bedsheets. Everyone looks the same bending over to them so species or gender is no limit
48 Doomed knight - thinks strangers are invaders or up to no good and may attack them, leaves locals alone as has seen them grow up 
49 Angry Butler - attacks any causing a mess or noise, often uses a mop or broom or duster
50 Mean brute - cruel bully was poisoned buy unwilling inlaws but now gets to torment the living. Piles of dead headless insects and vermin can be found. Loves to scare and beat people
51 Old woman - angy and vindictive likes to stab people with knitting needles or strangle people with yarn. Sometimes she presents people with woolen ware that if not worn angers her more
52 Mean nanny - will whip any who swears, farts, kisses, uses left hand, makes a spelling error or dozens of other things about the modern world she resents. Will hide horse crops, whips, sticks, fly swatters, slippers and other objects
53 Creepy grandma - likes children but angered if they are taken away or try to leave, sometimes he thinks strangers are one of her grandchildren and she will bring them treats and poppets
54 Wronged lady - was influential and important and murdered by inferior rivals, now she hates weapons and will try and throw them down wells
55 Witch woman - cackling old woman likes to scare and unsettle regular people who are not witches. Will scrawl messages in animal blood and leave their remains as a warning and might demand an offering 
56 Old noble woman - had influential children who all tried to keep her locked up as a danger to their plans, likes to beat people with expensive artworks who wronged or disturbed her
57 Spurned wife - abandoned and children starved when her husband died with no family support. Angered by wealth and status, especially of bloodlines or nobility
58 Old nun - burned as a heretic for challenging the patriarch of the state church. Now she might start a fire or torment conformist religious followers
59 Fierce queen - barbarian queen martyred for slaughtering foreign settlers, civilised peoples have misused her image for contemporary nation-building and she has had enough. Likes to smash false images of her and beat people who mention her as anything other than an anti-authoritarian slayer of dirty foreign wizard lovers. She may move on attracted to her monuments and icons people prey to. She might help women in trouble and pass them a weapon
60 Wrathful mother - had her children all killed in wars so now she hates weapon bearers and warmongers. She will damage weapons or throw them down wells. In her wrath she made a pact with hell then renounced it and is stuck here. She will attack anyone in hells regalia since her troubles and some other poltergeist might help her in hopes of advancing to the next life
61 Strange Odour - a mystery nauseous stench horrifies people suddenly and makes a place shunned. The spirit enjoys making people sick and strangling them if alone. The body is in a septic tank or sewer nearby
62 Severed head - manifests to frighten people and hurls itself at people splattering them with ectoplasm. Its eyes move wildly like it lacks any purpose but it seeks its body and to break a curse preventing the split would from uniting and moving on
63 Phantom hand - makes noises, throws things and may manifest as a gloved hand and make rude gestures or write notes in stunning handwriting of a style from centuries ago. If manifests might slap someone
64 Giggling idiot - likes to throw food and chamberpots at people and laugh at them
65 Heavy Breather - follows people alone and creeps them out, makes slow dragging feet, it has forgotten its life and now is the Breather
66 Weird ooze, leaves wet ectoplasmic footprints, makes areas slippery like stairs, ruins carpets
67 The knocker - taps away inside gutters, pipes, sewers, air vents, underfloors, crawlspaces and even inside walls. Gives the impression of being infested with vermin but no traces are found after
68 The crimson spirit - wants wine or it will turn violent seeking bloodshed. People leave it offerings of wine to cross their paths and leave cups for it. Touching its drinks also enrages it and it will have some knives and a hatchet hidden around
69 The strange presence - gives people the feeling they are being watched and people find chill spots and hair stands on end. Any sleeping here will have a shadowy phantom enter their dreams and request help to enter the mortal world
70 Angry cultist - decorates places as cult ritual locations with skulls, cobwebs, candles and graffiti. Angry at critics and any changes. Wants cult approval because they were used as sacrifice  
71 Ancient folk spirit - from earliest humans killed and eaten by family, now highly resentful against humans which it is related to almost everyone. It may scare with a snake rattle or leave feathers from its cloak to scare victims. Has hidden stone knives in area 
72 Ancient soldier - killed in battle against magic and resentful to wizards. It will help enemies of wizards and might attach itself to wizards as a spirit parasite bringing bad luck. It will not be obvious and has killed many wizards finally by strangling them in bed
73 Ancient zealot - warning of the end of the age of Exilon over 5000 years ago, now the spirit is angry and lashes people with sticks for being stupid and not listening 
74 Ancient merchant - travelled widely and almost home when murdered and his journal burned by bandits. Lashes out at possible bandits with a whip or stick may bother local watch and militia if lax in their duty. Keeps sleeping guards awake with petty hauntings
75 Ancient occultist - tries to steal magical paraphernalia and books and stash them somewhere
76 Ancient hunter - seeks to scare people then pursue them with a weapon, may make snares or other simple traps
77 Ancient tanner - occasionally skins an animal neatly and leaves its skin out to dry 
78 Ancient barbarian - young barbarian killed by vulture folk wizards and hates all magicians, likes to throw rocks or feces at them
79 Ancient heretic - servant of expansionistic elementalist cult now long gone. They seek books and knowledge and may offer treasure if they can be brought back from the dead. More recently a priests placed signs outside area warning not to give it what it wants
80 Ancient shopkeeper - hates shoplifters and intruders and will throw garbage and any objects at intruders
81 Blind dwarf - taps and moans and will use chains or objects on the soap as a flail
82 Crazed elf - who will kill anyone walking on the grass or hurting favourite flowers, sometimes used gardening tools to attack, in a dungeon will protect moss or lichen or fungus and ants
83 Cranky gnome - uses skills to make traps and dangerous weapons to hurl at people like bola or spiked clubs, With access to alchemy supplies, they could make explosives or incendiaries
84 Halfling gorger - steals food and makes a mess, will throw food and knock over stuff, may flee to sewers 
85 Lizardfolk - hunter angry at upstart upright apes and when alone will attack people, may make darts and even poison them 
86 Angry snake - folk are furious with mammals who ruined their supremacy 
87 Bat folk -slain by servant humans and now vindictive them, she also attracts wild bats 
88 Rat spirit hates humans who persecuted her people and killed her, her nips can cause disease and she can spread fleas to any who rest in her area or worms to any who eat here
89 Croaking frog - a spirit whose land was taken before humans even existed and makes lots of noises with croaks and as if a giant clumsy invisible frog at work
90 Draconian warrior - now weak and important but keen to start fires, if remains taken to a dragon shrine will be appeased but need some means to speak as it wont initiate discussion 
91 Shadow person - sinister moving shadow of spite if seen will begin to snuff lights and hurl objects, so old it only remembers its desire to spy on people and resent those who see it. May spy on people's dreams fascinated by secrets and inner lives of others
92 Rustling green - a spirit may move branches and leaves, even make living plants and moss grow. Sometimes in a cloud of leaves forms the face of a woodland spirit 
93 Dinosaur soul - remnant of an angry prehistoric beast now a petty spirit but it can nip and takes meat or spilled blood or rats, fights pets for territory
94 Cloud thing - misty vapour forgotten its original life and now seeks to torment living in fearful forms of vapour
95 Damp thing - spirit brings humidity up and causes leaks and drips in any structures and will flood areas then move on, likes to feel people through their sweat and breath. Will ruin books and wooden items and encourage mould
96 Stone thing - will tear up cobblestones and bricks from wall to hurl at people  
97 Fire thing - once a fire keeper of prehuman forgotten folk now just likes fire and light sources and will be interested in unusual or magic lights and will take them to some hidden place with its treasures
98 Cold thing - areas grow cold and ice may even form when this spirit angry, it cant remember why but it hates hot-blooded life like mammals and will stab them with icicles or dump snow from a roof onto a victim
99 Iron thing - a prehuman flint knapper and metal user now likes to take metal items of fine quality like weapons
100 Slime thing - will pour from drains and vents or cracks as filthy viscous water and ectoplasmic slime, will slobber on people to frighten them away and likes to cultivate slimes and oozes

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