Tuesday, October 20, 2015

Southland: Argula

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)



Argula (Dracolisk)
HD 7, Hp 56, AC 16* (Natural, Anyone making a successful melee hit on the Dracolisk with a non-magical weapon must make an immediate DC 12 Fort Sv or be turned to stone)
Fort +7, Ref +4, Will +7
Melee: 3 attacks/rd, Bite + 7 to hit 3d4 and 2 x Claw +7 to hit 1d6 each, any hit also requires a DC 12 Fort Sv or be turned to stone (just one Save if hit multiple times in a rd).  Argula’s petrifaction is a willful act, he can bite and be touched without necessarily causing the opponent to be turned to stone. 
Ranged: Acid Spray 4d6 and -1 to non-magical AC, ½ dam with DC 18 Ref Sv. DC 12 Fort Sv to attempt to breathe again, DC 18 for a third time in an encounter.
Petrifying Vision: Everyone within S range must make a DC 12 Fort Sv or be turned to stone.  This power can be used once per encounter.
Flight ability

Argula is a cruel wyrm, preening with pride.  Not only is he a dragon, but a unique, one-of-kind one as well, and he single-handedly destroyed the city (albeit against a bunch of pacifists).  With the sudden end of the war, Argula was at loose ends without his master’s direction and decided to settle in the city.  He ranges over 100’ mile range, killing large livestock, Humanoids, and the occasional human traveler for food.

Still, the dragon is a bit lonely.  While he doesn’t take well to uninvited visitors in his city, Argula has been known to chat pleasantly (as much as an egomaniac is capable).  This might happen if he’s been recently well fed and already petrified someone that day.  He usually sleeps at night.  (Given the city’s other inhabitants, he can sleep soundly.)  His lair is unknown.  Argula is aware of other dragons in the Southland (including sleeping ones), but they have all shunned him.

(If you want to put in a bunch of Basilisks, Medusae, Cockatrice, and Gorgons in the city too, go ahead.  Your players will hate you and derail your adventure on purpose for it.  I’m thinking mirrored armor.)

Monday, October 19, 2015

Southland: Stone City

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Stone City (Ancient-Pintupi)





[In this area you can drop in your favorite lost city map.]

Seven Sisters Myth: The Sisters came to this hidden city begging for food and water, but were turned away for fear they would be destroyed in the war if discovered.  The Sisters cursed it to stand forever.

Most Ancient cities were built up using magic.  Another side effect of the Catastrophe is that it collapsed nearly all of their structures.  Nearly all of the grand Ancient civilization has essentially been reduced to dust, which is why there are so few above ground ruins to explore.  There is only one known standing Ancient city.  Its location is well-known, and it’s even un-plundered.  Of course, there’s a reason for that.

Pintupi was a secret refuge for those not wanting to fight in the Civil War.  (If you’re using Demi-humans in this setting, this could be an Elvish city.)  The city was hidden by a powerful magical cloak.  It was small and unimportant enough to escape anyone’s attention.  Anyone inside was not allowed to leave, yet somehow word got out.  At first, anyone who found Pintupi, in spite of the cloak, was allowed in, but not out.  A steady stream quickly became a flood and city became way overpopulated.  Pintupi refused any further refugees and finally turned their cloak into a shield.

It was too late to pretend to be a secret anyway.  A Wizard-King army soon came and laid siege to it.  They found its shield nearly impenetrable, but not completely.  They opened up a hole just big enough to admit one of their special creations, Argula the Dracolisk.  Against a garrison of warriors and wizards, Argula by himself, wouldn’t have lasted long, but against a city of unarmed pacifists, the inhabitants quickly became victims, stoned victims.     

Argula found the magical device powering the shield and deactivated it, as per orders.  The Wizard-Kings immediately stormed inside, took possession of it, and fled back to Circumsphere with their own ideas about how to modify it.  Argula was left behind to hold the city.  He proceed to eliminate anyone else living inside and even took to petrifying the buildings in boredom (though the contents within them would be untouched).  Argula would still be sitting on the rocks, awaiting orders, when the Catastrophe finally ended the war a short while later. 

Friday, October 16, 2015

Southland: Master Demons and Devils

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Master Demons and Devils
These creatures are the overlords of the minor demons.  They are generally the ones with the brains and some courage (but no heart).

Erinyes (Devil)
HD 9, Hp 72, AC 19* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +11, Ref +11, Will +10
Melee: 2 attacks/rd Longsword +14/+9 to hit 1d8+5
Ranged: 2 attacks/rd +1 Flaming Composite Longbow +15/+10 to hit 1d8+6 +1d6 fire/rd until smothered  
Or Rope +14 to hit, DC 18 Str or Escape Artist or Entangled (generally used to capture opponents)

Teleport: Used to escape
Summon: 1d4 minor demons, 50% chance of success, once per day
True Seeing: Never fooled by illusions or invisibility

Female hunters, typically relying on ranged attacks and calling in minor demons to engage in melee.  They have a natural enmity with the glamorously beautiful Succubae and hideous Hags.  

Chain Devil (Kyton)
HD 8, Hp 64, AC 18* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +8, Ref +8, Will +6
Melee: 2 attacks/rd Chains +10 to hit 2d4+2, on Natural hit foe is also knocked down

Typical bully of minor demons and torturer. 

Babau (Demon)
HD 7, Hp 56, AC 17* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire), Protective Slime-destroys any non-magical melee weapon that hits, Enhanced Init +3
Fort +10, Ref +6, Will +6
Melee: 3 attacks/rd 2 X Claws +12 to hit 1d6+5 and Bite +7 to hit 1d6+2

Stealth +7
Summon: Another Babau 40%, 1d4 minor demons 60%, once per day
Teleport: Used to escape
Darkness: Used to hide before attack
See Invisible  

Typically used for assassinating foes.

Hag (Demon)
HD 7, Hp 45, AC 17* (Magic or silver to hit, immune to electricity, poison, acid, and any fire), Enhanced Initiative +3
Fort +6, Ref +6, Will +6
Melee: Claw +13 melee 1d6+7
Stealth +7
Mind Control: DC 18 Will Sv or controlled for 1d4 rds, can be attempted on an opponent once per encounter, can control one victim at a time, the Hag will lose control if hit by an attack
Disguise Self: At will.  This is an illusion, not a physical change.  DC 18 Will Sv for viewer to disbelieve, but viewer must be concentrating.  If the Hag is injured, DC 18 Will Sv to maintain disguise.
Fog Cloud: At will

Hags are often sent on infiltration and abduction tasks.  They hate Succubae and highly dislike Erinyes to the point they’d sabotage the mountain’s defenses if they could implicate either of them in the process.    

The General (Hezrou Demon)
HD 10+20, Hp 100, AC 20* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +16, Ref +7, Will +9
Melee: 3 attacks/rd Bite +14 to hit 4d4+5 and 2 X Claws +9 to hit 1d8+2
If both Claws hit the same opponent in a rd, they are grappled.  DC 18 Str or Escape Artist to get free or next rd, automatic Bite damage.  Will drop victim if successfully attacked
Stench: Produced in combat, DC 18 Fort Sv to everyone in C range or Sickened 1 turn (all Bonuses go to 0), other demons are not immune to this
Teleport: Used to escape
Summon: 60% another master demon, 80% 1d4 minor demons, once per day True Seeing: Never fooled by illusions or invisibility

He’s crazy.  He’s a sociopathic, brooding mad man.  The General rules by fear, pure and simple.  His motivations are to live another day, hold the fortress, and to destroy anyone (human or demon) that gets in his way.  There’s little subtly to the General’s tactics in personal combat, he simply uses his high AC and Hp and superior melee abilities to eviscerate his foes. 

Thursday, October 15, 2015

Southland: Minor Demons and Devils

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Minor Demons and Devils
[Disclaimer: The usual D&D mythology puts demons and devils at each other’s throats as bitter enemies.  I’m not actively using that here, as I don’t see that much difference between the two.  Perhaps devils could be seen as having better, more “noble” breeding.  Hells Gate could be seen a refuge of sorts for some, fleeing their tyrannical masters and their species’ pointless, unending wars.  Certainly there could still be some antagonism between the groups here that could be used to the characters’ advantage.]

These minor creatures are numerous, but generally disorganized and even prone to fighting one another.  They’ll flee from more powerful opposition unless a higher demon is present.  Only the harsh discipline of their masters keeps them in line.

Hellcat (Bezekira, Devil)
HD 4, Hp 32, AC 14* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire), Enhanced Init +3
Fort +5, Ref +6, Will +4
Melee: 3 attacks/rd, 2 X Claws +7 to hit 1d8+3 and Bite +4 to hit 2d8+3
Stealth +4

Stalking predator.  Usually found in patrolling packs.

Breaded Devil (Barbazu)
HD 6, Hp 45, AC 16* (Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +8, Ref +7, Will +5
Melee: 2 attacks/rd Glaive +9/+4 to hit 1d10+3 + Infernal Wound DC 18 Fort Sv or bleed 2 hp/rd until treated by magic healing

Typical frontline, melee warrior.  The Glaive is magical.  If used by a character, it requires a DC 12 Will Sv or the character becomes possessed.  Also requires +2 Str and Con to wield.

Dretch
HD 2+4, Hp 13, AC 12* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +5, Ref +3, Will +3
Melee: 3 attacks/rd 2 X Claws +4 to hit 1d6+1 and Bite +2 to hit 1d4

Mindless, throwaway troops used to soften up and harass enemies.

Quasit
HD 3, Hp 13, AC 13* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +3, Ref +6, Will +4
Melee: 3 attacks/rd 2 X Claws +8 to hit 1d3–1 + Poison DC 12 Fort Sv or 0 Bonuses 1 turn and Bite +3 to hit 1d4–1
Invisibility at will-Must become visible to attack.  0 bonuses to hit and +4 to Saves while invisible, if hit, Quasit immediately becomes visible for 1 turn

Used to weaken and spy on foes.  Will usually run from combat.

Succubus
HD 6+6, Hp 33, AC 16* (Natural, Magic or silver to hit, immune to electricity, poison, acid, and any fire), Enhanced Init +3
Fort +6, Ref +6, Will +7
Melee: 2 attacks/rd Claws +7 to hit 1d6+1, if both Claws hit opponent they are also stunned, will attempt immediate energy drain.   
Energy Drain Kiss: Used on any stunned opponent, DC 18 Will Sv or lose 1d4 Negative Hp.  The Succubus is functionally helpless while engaged in the act.
Charm: If not engaged in combat, DC 18 Will Sv for victim to resist.  May be attempted once on an individual per encounter.  Can control one person at a time for 1d4 rds. 
Summon 1d4 minor demons, 30% chance of success, once per day
Flight: Has ethereal wings

Not all of Hells Gate defenses are overt.  Groups of Succubae are stationed to attempt to charm would be intruders.  If nothing else, they are gregarious creatures, preferring willing victims for energy draining.  Succubae are generally despised by master demons, especially female ones, as they are completely self absorbed.  It is not unheard of that they’ll even betray their own kind to powerful opponents in return for their own lives and with a kiss to seal the bargain. 

Spider Demon
HD 6, Hp 24, AC 18* (Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +5, Ref +2, Will +2
Melee: Bite 2 att, +6 to hit 1d8 each + Poison (DC 12 Fort Sv, unconsciousness immediately, 1 + Con bonus days to live, unless a venom antidote is found).
Web: 20’ area, DC 12 Ref Sv to avoid, DC 18 Str or Escape Artist to get free (can also be cut loose in 2 rds), otherwise held for 1 turn, can be used up to 3 X in an encounter, used for capture

A half-human/half-giant spider.  Usually lairs in a concealed area to act as a guard. 

Ogre Mage
HD 5+15, Hp 37, AC 18* (Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +7, Ref +1, Will +3
Melee: Greatsword +7 to hit 3d6+7
Ranged: Longbow +2 to hit 2d6
Flight: At will
Darkness and Invisibility at will, but must become visible to attack (0 BAB to hit while invisible)
Once a day spells, automatic success casting
Charm Person: DC 15 Will Sv, 1 day
Ice Blast: Hail deals 3d8 freezing damage. DC 15 Ref Sv
Gaseous Form: Used for escape
Polymorph: (into an object or harmless, small animal) 1 day, DC 15 Will Sv
Sleep: Puts 4 HD of creatures into magical slumber 1 turn, DC 15 Fort Sv
Summon: 1d4 Oni, 50% chance of success, once per day

An import from the Oriental Empire.  These are ambassadors and advisors sent by their master demon, Yomi, to the General of Hells Gate.  The nature of this alliance is unknown.  Perhaps it mirrors the relationship between the Commonwealth and the Empire, with these demons trying subtly undermine the current rulers.  These Ogres are intelligent, gentile, and well dressed.  They pick their fights carefully.  Unlike the other demons at Hells Gate, Ogre Mages and their Oni servants can come and go from the keep.  However, their influence and the time they can spend manifested outside of the fortress roaming the Southland appears to be very limited.

Oni
HD 3, Hp 20, AC 15* (Magic or silver to hit, immune to electricity, poison, acid, and any fire)
Fort +3, Ref +1, Will +1
Melee: Claw +3 to hit 1d6
Or Gore Attack charge 1d8x2, once per encounter
Ranged: Fire Blast 3d6 fire damage, DC 12 Ref Sv, ½ dam
Lightning Bolt: 3d6 electrical damage, DC 12 Ref Sv, ½ dam

Shapechange: At will, any humanoid form.  As the Oni is actually taking the physical form of another, it is impossible to physically detect the disguise, short of magical means.  However, if physically harmed the Oni must make a DC 12 Will Sv to avoid reverting to their true form.
Telepathy: At will, read minds
Gaseous Form: At will
Teleport: Once per day, line of sight.

Also from the Oriental Empire .  Horned, minor demons.  Oni come in many different, bright colors with varying powers and abilities.  These are attendants for Ogre Mage ambassadors and advisors and are their personal troops.  

Wednesday, October 14, 2015

Southland: Hells Gate

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Hells Gate (Ancient-Malu)


[This location is just an excuse for you to stuff in your favorite funhouse style dungeon into Southland.  Like Mount Conner, anything goes.]

Surrounded by a swarming jungle and carved out of a mountain, Malu, was the mightiest fortress of the Ancients.  During the Civil War, the General in charge was ordered to hold it at all costs.  Under intense siege, the General allowed himself to be possessed by a powerful demon.  The entire mountain was then turned into a giant Ward Cage.  He sacrificed the rest of his human troops in a mass summoning ceremony to bring in a horde of demons.  Because the demons were inside the cage they were kept in the fortress permanently (24 hours is usual maximum). 

The demonic fortress garrison held, and the siege would be destroyed by the Catastrophe.  The demons inside survived, holding a position that no longer mattered, in a war that was now over.  Further, the summoned demons were trapped in the mountain fortress by the powerful ward.  While the General is content to man his post indefinitely, some of his demon officers are continuously plotting ways of expanding the Ward Cage to encompass a larger area, perhaps the entire continent.  Others are plotting rebellion, so that they can break the cage and return to the Abyss.  

The fortress isn’t a defensible position anymore, so much as a potential torture chamber for unwary explorers.  As potent as the demons and devils holding the mountain are, they are continually at odds with one another and “lead” (in the loosest sense of the word) by a maniac.  As such, ironically for a military base, there’s no discipline and little active security. 

While the “Master” demons are capable of Summoning more demons from the Abyss, they are reluctant to do so without stressing need.  Any demon they bring in is trapped, just like they are.  Many don’t take well to it and may turn on the summoning master as soon as they find out what their situation is, and usually they talk others into rebelling with them.  (“Death” for a demon sends them back to the Abyss, but in larval form, to begin the long, dangerous, demonic lifecycle again.)

The Ward Cage has turned the fortress into a mirror of the Abyss, in that it is a logic-defying deathtrap for humans.  No one has left the keep with a consistent tale of its contents or layout.  Some say it’s completely deserted and empty.  Others say it’s swarming with demons.  Others, sole survivors, escape shaken and insane.  A very few have come away with a bag of treasure and magical weapons, hard won from traps and monsters. 

The colonial government has a definite interest in the place for the potential booty (especially that arsenal of magic weapons).  Even more, they’d love to occupy the fortress to buttress northern defenses.  For now, they’re hoping adventuring groups will be able to scout the place and wear down its defenses before they make their move.

I wouldn’t want to cramp your style, but I’d suggest at least somewhat randomizing encounters inside Hells Gate, even randomizing the map, in between character visits.  It’s one of the reasons why it hasn’t been invaded by the humans or the Humanoids.  (So you could use multiple “funhouse” dungeons in this location.) 

The characters should have some opportunity to learn that there are four “link pins” to the Ward Cage that keeps the demons in and scrambles the landscape.  Undoing these links, brings part of the fortress back to reality and sets free whatever is in those areas.  (The General himself is the final link pin.)  Demons that were summoned into the fortress will have to return to the Abyss within 24 hrs.  (That could be a long time if they decide to start teleporting around the continent raising hell.  Canny characters might able to work a deal to get their aid before they go.  Devils are always looking to work a deal for willing souls.)    

Sure, I’ve got a few goofy ideas for this area to get you started.
--A mirror maze
--A demonic dentist office
--A mad alchemist lab
--Acid steam baths
--A Succubus pleasure den
--Torture chambers (seems redundant, but there’s always room for more torture) --An unholy cathedral (how cliché)
--A treasury filled with poisonous Gold bugs (+1 to hit, auto hit if handled, 1 damage + Poison DC 12 Fort Sv or Die in 1 + Con bonus hrs)
--An armory with animated weapons and armor (and magic weapons)
--Teleport traps, anyone?
--Candyland, filled with evil cookie and candy creatures
--Encounter with the demonic custodial crew
--A totally trapped corridor (every square is a trap)
--The mess kitchen with a giant oven for baking humans

[Full disclosure: There is an actual Hells Gate town in Australia in this general area, though it appears to just be a roadhouse and signage.  The mountain picture, however, isn’t from the area.  I’m not sure where in country that’s from, maybe somewhere on the east coast.  The original name for this encounter site was Doom Keep.  The image just fit too well.  A little dramatic license.]

Tuesday, October 13, 2015

Southland: The Necromancer

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


The Necromancer
The most mysterious entity in the Southland.  No one doubts his presence, but there’s no hard evidence of his existence, a true enigma.  Frontier towns and caravans have been devastated by attacks of the undead, sometimes in coordination with humanoid tribes.  Survivors have noted a red-cloaked human observing the attacks.  Is he working with the Humanoids?  How is that even possible?  No one knows who is (even his real name), where he came from, or, most importantly, what his goals are.

The Necromancer
+4 Int, +4 Wis, +4 Dex
HD 10+ (d6 Wizard), Hp 52, AC 16 (Leather)
Fort +3, Ref +7, Will +11
Melee: None
Ranged: None

Contingency spell: If rendered unconscious or brought to 0 or less Hp, the Necromancer immediately teleports away.

Arcane Eyes: Invisible floating eyes with Permanency cast on them.  The Necromancer maintains a network of these creations around the continent to monitor and observe certain places and individuals.  He can only monitor and move 1 at a time though.

Spellcheck +10, Save Against DC 17, 3 Failures/encounter
(The Necromancer has +2 to his Spellcheck from his magic research and experience.  He has a wider spell selection, but these are his favorites.)

1ST-LEVEL WIZARD SPELLS (DC 13 to cast)
Comprehend Languages: You understand all spoken and written languages. 10 turns.
Expeditious Retreat: Your speed increases by 30 ft. 10 turns.
Magic Missile: 14 impact damage + Knocked down. (Ref Sv all damage) Short range.
Sleep: Puts 4 HD of creatures into magical slumber, 1 turn. (Fort Sv)

2ND-LEVEL WIZARD SPELLS (DC 14 to cast)
Acid Arrow: 14 acid damage + -1 to non-Dex bonus AC. (Ref Sv all damage) Short range.
Command Undead: Undead creature obeys your commands. Up to 10 HD. (Will Sv) Forbidden spell.
Invisibility: Subject is invisible for 1 rd/level or until they attack. 0 Bonuses to hit by melee or ranged, +4 Saving Throws vs spells. Disrupted by any hit. 
Scare: Panics targeted creatures of less than 6 HD.  All in immediate area.  10 turns. (Will Sv)

3RD-LEVEL WIZARD SPELLS (DC 15 to cast)
Fireball: 16 fire damage + 1d6 continuing damage until extinguished, 20-ft. radius. (Ref Sv ½ damage) M range. Note that this spell does have the capacity to set off flammable objects in the area, especially on successful saves, and go out of control quickly.
Fly: Subject flies at speed of 60 ft./rd, 10 turns. Disrupted by any hit
Gaseous Form: Subject becomes insubstantial and can fly slowly. 10 turns.
Tongues: Speak any language. 1 turn/level.

4TH-LEVEL WIZARD SPELLS (DC 16 to cast)
Animate Dead: Creates undead skeletons and zombies 20. Can directly control up to 20. Forbidden spell. Ceremony Spell. 
Charm Monster: Makes monster believe it is your ally.  Encounter/turn. (Will Sv)

5TH-LEVEL WIZARD SPELLS (DC 17 to cast)
Dominate Person: Controls humanoid telepathically. 10 turns. (Will Sv)
Mage's Private Sanctum: Prevents anyone from viewing or scrying an area for 24 hours.

6TH-LEVEL WIZARD SPELLS (DC 19 to cast, can only be attempted once per encounter/turn)
Antimagic Field: Negates magic within 10 ft. Encounter. (Will Sv)
Chain Lightning: 20 electrical damage + Stun 1 rd + Knocked Down + Two secondary bolts 14 electrical damage + Stun 1 rd. All three bolts may be aimed at different targets. (Ref Sv ½ damage) Medium range main bolt, Short range, secondary.
Create Undead: Creates 1 ghoul or wight.  Can control 1/level.  Ceremony spell.  Forbidden spell.

7TH-LEVEL WIZARD SPELLS (DC 20 to cast, can only be attempted once per encounter/turn)
Finger of Death: Magically kills one subject. Must be of lower level or HD than caster. Forbidden spell. (Will Sv) Medium range.

Simon, Summoned Minor Demon
HD 5 (d8), 40 hp, AC 15 (Natural) 
Fort +4, Ref +4, Will +4
Melee: Claw +5 to hit, 1d6+5
Ranged: Acid Spit +5 to hit 2d4

Detect Thoughts: Allows "listening" to surface thoughts. 10' range.
Never sleeps
Necklace of Freedom: Keeps Simon permanently on the material plane (Summoned demons normally have a 24-hr time limit), made of diamonds

Though usually in the company of a Humanoid army or a group of undead (zombies and skeletons usually), Simon is always by the Necromancer’s side as a bodyguard.

Monday, October 12, 2015

Southland: Undead Inhabitants

THE SOUTHLAND
A Fantasy Core Setting
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)


Undead Inhabitants

Skeleton             
HD 1, Hp 4, AC 12 
Fort +2, Ref +0, Will +0                      
Melee: Short Sword +1 to hit, 1d6
Ranged: Short Bow +1 to hit, 1d6

Many of the people killed in the attack were eaten on the spot, leaving only their bones behind.  These have been reanimated into warriors. 

Zombie                         
HD 2, Hp 8, AC 11 (Always strike last)
Fort +3, Ref +0, Will +0                                         
Melee: Slam +2 to hit, 1d8                                      
Swarm: If 2 or more make successful attacks one 1 victim in 1 rd, they Grapple the opponent.  DC 12 + 1 per additional attacker (up to DC 15 for 4 attacking the same victim) Str check or Escape Artist to break or automatically take 1d4 Bite/attacker/rd        

The buried bodies, along with the Humanoid bodies that weren’t burned in the bonfire set by the relief column, have been reanimated into warriors.  Those who die in the town and their bodies are left there, will rise as zombies the next day.

Poltergeist
HD 1, Hp 8, AC 10* (Magic to hit)        
Fort +0, Ref +0, Will +1
Melee: None
Ranged: Flinging objects, 4 attacks in rd at +5 to hit 1d6 (small objects) + DC 12 Will Sv or panic 1d4 rds.
Or 1 attack +10 to hit 1d10 (large objects) + DC 18 Will Sv or panic 1d4 rds.  (Paladins are immune.) 
Always Invisible and Intangible (0 Bonuses to attack)

Invisible psychic force.  Many of the burned out buildings and houses contain these violent supernatural forces, if not several of them.  They simply want the intruders out.  Their spirits are chained to building where they died.  Poltergeists will reform by the next night if destroyed, if they are not exorcised. 

Ghost
HD 10 (d12), Hp 60, AC 13* (Magic to hit)     
Fort +0, Ref +0, Will +10
Melee: Life Draining Touch +10 to hit, DC 18 Will Sv or lose 1d8 Negative Hp
Can become invisible and intangible at will (0 BAB to attack when invisible), but the Ghost cannot attack in those forms.
Fright: On initial visible appearance in Encounter, DC 18 Will Sv or panic 1d4 rds.  (Paladins are immune.)
Moan Scare: When visible, the Ghost can make an audible moan, DC 18 Will Sv or panic 1d4 rds.  (Paladins are immune.)
Possession:  When visible, the Ghost may attempt to move into a person and take them over.  DC 18 Will Sv or controlled for 1d4 rds.  Smite, Divine Light, Consecrate, Exorcism, magic weapons, and magic spell attacks on the host will affect the Ghost instead (use Ghost stats), but any other type of attack damages the host (use host stats).  This attack may be attempted on a person once per encounter.

Translucent undead human.  Unlike Poltergeists, Ghosts can move around the town freely.  They may or may not have physical remains.  Because of the manner of their death, they are totally mad, but sometimes quite talkative and desperately wanting help.  Unfortunately, their inability to coherently communicate their needs or end their suffering can make them violent.  Ghosts will reform by the next night if destroyed, if they are not exorcised.  Finding and properly burying their remains may put them to rest.