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The Ghoul

Discuss the creation of new Monsters and share Monsters you've created.

Re: The Ghoul

Postby Weltenlaeufer » Tuesday May 11th, 2021 5:41am

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Re: The Ghoul

Postby Weltenlaeufer » Sunday July 30th, 2023 8:22am

I dont know why I remembered this thread today :lol: :mrgreen:, this goes out to @Thor-in

here is more german oldschool John Sinclair pulp goodness translated into english on spotify, they seem to have all the episodes I gotta dive into this, it sounds friggin awesome :lol:

https://open.spotify.com/artist/2SkSnLqpmquytMLHSc8rcp


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Re: The Ghoul

Postby Bareheaded Warrior » Monday August 7th, 2023 12:09pm

Davane wrote:The "lore" on Ghouls is varied, depending on the setting and system.

In WFRP, and in other common forms of fantasy, the Ghoul is a living creature that acquires undead status by living off of dead, and sometimes undead, flesh. This is why it tends to bear similarities to the Morlocks from H. G. Well's Time Machine, as well as with Wights in certain settings (which are often also corporeal corpse feeders).

As such, Ghouls are often more hanger's on in crypts and tombs, rather than directly reanimated and/or controlled by magic. This makes them significantly more intelligent than Zombies, but depending upon how "corpsified" their bodies, are often faster, but weaker, than Zombies.

It's also worth noting that whilst Ghoul Paralysis is magical in systems like D&D, in WFRP, it's actually down to the venom that Ghouls often have on their claws, as a result of feasting off the dead and becoming Undead.

So, in general, Ghouls like to move fast, striking hard, but being physically weak.

Ghoul Paralysis could be represented by providing additional Mind damage per successful attack, or by having a successful attack have an additional effect like a Sleep spell. If you want to be really mean, make it a Tempest spell instead, but beware the dangers of "stun-locking" a single Hero.

Alternatively, you could have Ghoul Paralysis work as a penalty to ALL dice (minimum 0), so that most Heroes become unable to Move after 2 hits (1 with Plate Mail), become unable to Defend with 2 hits (More with armour equipped), and unable to Attack depending on their equipped weapons). In this case, the Ghoul could become a Wizard hunter rather than a Barbarian hunter. You may need to decide what happens with Spells, but it might be an idea to have the Wizard and the Elf be able to discard Spells to resist Ghoul Paralysis...


Initial disclaimer: I use the EA Second Edition (having started with the First Edition) but long ago adopted some Body point adjustments tweaks from Games International Magazine #9 Sep/Oct 1989 so my Skeleton/Zombie/Mummy stats are as below, less of a "gap" between Zombies and Mummies than in the official editions, but the "gap" for me in the ranks of the Undead was for something fast moving, hard striking, and having a mind, as both Zombies and Mummies are slow and lean more towards defence or at least resilience than offence.

Skeleton
Undead, Diagonal
The animated remains of long dead warriors, Skeletons form the bulk of the Armies of the Undead. They are slow but relentless, controlled by chaos magic.
• Move 6 squares
• Attack 2 dice
• Defend 2 dice
• Mind 0 dice
• Body 1 point


Zombie
Undead
Like Skeletons, Zombies are magically animated corpses. Unlike Skeletons, some still bear traces of decaying flesh and muscle. Their movements are slow and awkward, and they carry the stench of the grave wherever they go.
• Move 4 squares
• Attack 2 dice
• Defend 3 dice
• Mind 0 dice
• Body 2 points


Mummy
Undead, Diagonal, Regenerate
Embalmed and preserved by secret and magical arts, Mummies are controlled by a more powerful version of the magic that animates Zombies and Skeletons. They are very hard to overcome in single-handed combat.
• Move 4 squares.
• Attack 3 dice
• Defend 4 dice.
• Mind 0 dice
• Body 2 points


I also created a new Undead monster, the Reaper, inspired by a fusion of Fanrax's Special Creations from WOM and "Morcar's latest creation" from the comic strip "United We Stand" in the Marvel Winter Special - which I have made into a Quest - (with a dash of the Spirit Riders from ROTWL, the tough pop-up skeletons from Golden Axe and the Wither Skeletons from Minecraft to name a few...)

Reaper
Unlike normal skeletons, Reapers are summoned directly from the Realm of the Dead, armed with a scythe of icy death.
#Use Skeleton figures for Reapers (but paint them black)
Undead, Diagonal, Chill Attack
• Movement 6 squares
• Attack 2 dice
• Defend 2 dice
• Mind 0 dice
• Body 2 points


Note: The chill attack ignores armour so no defence which makes them more potent than their profile suggests.

I have adopted the Ghoul for a Quest Pack, not yet completed or published and used stats as follows:

Ghoul
Undead, Poisonous Attack
• Move 9 squares
• Attack 3 dice
• Defend 2 dice
• Mind 3 dice
• Body 2 points

With only 2 defend dice and 2 Body points they are weaker than either the Zombie or Mummy but with a Movement of 9 squares and 3 Attack Dice, if used sparingly and in a group, they can provide a nasty twist for players in an Undead dungeon (particularly with their poison attacks)

My plans for the Quest pack also include the Hag (a Ghoul Queen and spellcaster) which predates but is similar to Zoryana, in one of the new online quests.
:skull: = white skull, one "hit"
:blackshield: = black skull, one "hit"
:whiteshield: = shield, cancels out one "hit"

HQ Editions: 1989 Original Edition (First Edition [FE] and Second Edition [SE]), 1990 Remake [90], 2021 Remake [21]

HQ Golden Rules Rule Fixes based on Original 1989 HeroQuest.

HQ Common Notification System to identify squares on the board


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