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The Coming of the Night Train
The Alby train station, which has laid vacate since the R&L Railway declared bankruptcy in the late 1940s, has recently entered into the local news and social media spheres as several bodies have been found on the tracks leading to the station. While investigation by local police have determined that the bodies had been moved to the tracks from elsewhere, a few people in town aren't so sure.
Chief among the dissenters to the official investigation is Jacob Greely, the uncle to one of the murder victims who believes that the station must be central to the murders. Unable to find local help and afraid to investigate on his own he hires outside help; the adventurers.
In truth the station is a focal point of magical energies and was the site of an occult experiment nearly a century ago. Since then the train station has collected spirits, ghost and other forms of undead within its walls and has slowly feed on the necrotic power of these otherworldly beings. For at least twenty years the station has been alive … in a sense, and has lured hobos, transients and others who would not be missed to it for reasons dark and yet strangely simple. The Station wishes to become a focal point again … and the coming of the Night Train will make that happen.
The living servant of the Station, a former hobo who now calls himself the Conductor murdered the young men and women who have been found and tied their souls to the rails of that lead to and from Alby station. With the souls of the innocent bound to the station it can now summon the Night Train to it … and if that happens the whole of the area will be warped over time for the Night Train is the Devil's train a form of mobile hell in the modern world.
The Coming of the Night Train takes place over three acts. The adventurers mission focuses on investigating the Alby Train Station and discovering by what means it was used in the murder of the victims found nearby. The adventure is planned for only one session, however, as with everything in life human interaction, chance and good times may extend it beyond that time limit or cut it short.
Act One, opens with the players meeting Jacob Greely at a roadside diner outside the town of Alby. Players may quickly figure out that Greely has personal reason for why he thinks the train station is at the center of the murders. Investigation, either through questioning or researching old town newspapers will reveal that Greely was arrested and charged with his girlfriend's murder nearly twenty years before. The players will also be confronted by local police and an FBI investigator who attempt to “scare them off” with threats of impeding an investigation and tampering with a crime scene.
Act Two finds the players at the Alby train station and meeting, very briefly, the Conductor who comes off as a Historical Site Worker who works at the train station while the local government attempts to remake it into a tourist attraction. While in and around the train station the players experience several minor and major hauntings, ending with an attack by Conductor and his death.
Act Three is a race against time as the players are forced to discover how to free the trapped souls before the Night Train breaks into reality while the station does everything it can to stop them from this task and in the process showing just how much of the local landscape it controls. The players also once again come up against Agent Crane who attempts to arrest them but who can possibly be convinced to aid them.
While it is possible for the players to interact with a number of other characters throughout the adventure (it is strongly suggested the GM have fun with this) the following named NPCs are part of the main story of the game.
Jacob Greely – Uncle to one of the murdered people, Jacob is the employer of the players in this adventure. He is a pouchy, balding man in his mid-thirties, who smells of stale beer and has a slightly wild look in his eyes. Twenty years ago he and his girlfriend went to the Station after a football game to get drunk and make love, she died and he ended up in an Asylum for five years due to his utter believe that the shadows killed her.
Agent Crane – An FBI agent from the Harrisburg branch office, Crane is obsessed with solving the case in hopes that it will get her an appointment to the main branch. Crane is young and athletic and typically very rational. She is afraid that if a third party solves the case she will lose out on her promotion and be stuck at the Field office for the rest of her life.
ACT 1 – A Dark History
Jacob's letter to the adventurers asked them to meet him at an old worn dinner on the outskirts of Alby. On the night the players arrive the ground is wet from a recent storm and the smell of oil and fresh rain mix in the autumn breeze. The parking lot is empty save for a broken looking old pick-up and a glowing reflection of the “Rich's” on the rain-soaked asphalt of the parking lot. The diner itself is a small tin pill-shaped building, the kind that was common in the 1950s. The Red trim is faded and chipping and the metal is tarnished and showing signs of rust. The windows – the ones that have not been replaced by plywood – are fogged from decades of grease and cigarette smoke.
A wisdom-based check with a Success Rating (SR) of 12 will reveal a car partially hidden behind a nearby sign that proclaims “Free Coffee with every Order!”. A Street-Thug or Street-Wizard will recognize this car as an unmarked police vehicle if they notice it or it is pointed out to them.
The police car is occupied by Agent Crane and a local police officer who is aiding Crane with murder case. If approached, Crane will attempt to use her authority and badge to intimidate the players, but will not inform them as to the reason for her presence. In truth she is there to observe the meeting between Jacob and the players. Her hope is to convince the players (through either reason or strong-arm tactics) to not take the case.
The inside of the diner is not much better than its exterior. The stench of stale cigarette smoke and ancient coffee wafts through the air in a pungent miasma, mixing with the smells of hamburgers and eggs. The narrow diner is lined with booths that look as if they're rarely cleaned and are covered in graffiti spanning at least two generation. From Somewhere unseen “Hey Jude” plays.
Jacob Greely is sitting near the back of the diner, his back to the wall, his eyes darting wildly around. When he notices the players Jacob will make them over. Despite his jumpy manner Jacob proves to be rather friendly and open with the players. While talking with Jacob the players can discover the following through interaction and roleplay:
- Jacob is the guardian of Samantha Greely, his brother's daughter. She went missing three months ago and was the last of the victims found.
- Jacob started to care for his niece after his brother and sister-in-law went missing ten years prior.
- Jacob is a suspect in the murders but has not yet been formally arrested. This is due to the death of his girlfriend, Kim, twenty years ago.
- Jacob believes the station is a portal to hell.
- A total of 6 bodies where found on the tracks, 3 (all males) about a mile north of the station and 3 (all female) about a mile south of the station.
- The sites were the bodies were found have been taped off by local police and have a patrol attached to them. However, the abandoned train station has been left alone.
The last thing Greely does before leaving the diner is to press a small locket into one of the players' hands. If questioned he'll simply state “I was holding it when I came to, if she had it then maybe ...” Greely. When the players leave they find that their vehicle has been towed and Agent Crane and two police officers are waiting where the vehicle had been parked. Again, Crane attempts to dissuade the players from taking the case, threatening to arrest them if they get in the way of her investigation.
If the players decide to ask questions around town or of the staff inside the diner they won't find much as the town folk aren't very trusting to strangers and are already spooked due to the presence of the FBI and the murders.
- There's talk of turning the station into a museum like the folks in the Electric City did to bring in tourism. (False)
- Greely was the star quarterback for the high school football team before he went crazy. (True)
- Every so often a train whistle, like the ones from the old steam trains, can be heard in the distance. (True)
- Those kids weren’t actually murdered, its all a hoax by the Sheriff’s department to get Alby attention. (False)
- Strange lights can be seen at the end of the old train tunnels to the north of the old station. (True)
- There's an old hobo that leaves in an abandoned boxcar near the tracks who talks to God … and gets replied to. (False)
ACT 2 – Last Stop
The forest of the Allegheny foot hills have long since swallowed up the tracks and train station that once serviced as a major hub for the people of the Alby area. Oak and maple trees fight for precious soil and the cool breeze threatens of another cold rain. The station itself is only fifty yards into the young forest, its old and weathered stone chipping and discolored to a faint moldy yellow. Besides the breeze rustling the autumn leaves there are no sounds that would normally be associated with a forest.
Once the players step foot in the station they notice that despite its age and lack of upkeep it appears very well persevered. No animals have made their dens here, the wood floors are free of all but a few fresh leaves, there is still electricity, and the windows and doors remain intact. While in the Station a number of strange things can possibly occur.
- No door while remain open for more than six rounds. Even doors that are wedged open will close.
- Lights, whether electrical or flame, while either burn too brightly or go completely out in six rounds.
- Every so often a previously closed window will open or an open window will close (hard).
- The old clock in the Waiting area will chime midnight every twelve rounds, the chimes will sound like they belong to a much larger clock than the small one in the Waiting Area.
- Any player left alone for more than three rounds in General Waiting will blink and find themselves pulled through time to the 1940s as a unit of soldiers readies to get on a training. To all other players this player is standing utterly still as if in a trance.
- Any failed SR checks will result in the player seeing shadowy figures in the forest around the old station.
- Temperatures inside the station fluctuate greatly between extremely cold and extremely hot. The only room that does not seem subjected to this is General Waiting.
- The distance from one side of General Waiting to the other changes every time the players enter it. From wither Waiting or the Office areas.
- The toilets in either the Men's or the Lady's Toilet overflow with blood only to quickly disappear.
- A scream can be heard from the adjoining area and black blood will seep from under the door. When investigated nothing is amiss.
- A Figure, typically a young girl stands just at the edge of a single player's vision. When that player turns to look a cold wind comes from nowhere to wash over him or her.
While it is the Game Master's realm to decide such things it is recommended that must of these situations only occur once or twice. However, the doors and station clock are recommended to be reoccurring.
Area 1 – General Waiting
Pristine hardwood floors lay bare of any scratch or marking. The smell of pine wafts through the area, barely covering the smell of burning coal and engine grease. Benches line the walls, waiting eagerly for travelers to sit and rest. Four pillars of carved wood hold up the arched roof, each describing two of the levels of Dante's hell.
Besides the random phenomena listed above the reliefs switch pillars on every visit to the General Waiting area. If the players have Greely's locket, a faded chalk outline of a woman's body will appear on the floor after the third time the players enter the area.
Area 2 – Lady's Toilet
The small room is immaculately white, the tiles reaching from floor to ceiling are carved into reliefs of ivy that seem to constantly move and pulse like veins in a body. The old-style pull toilet’s string has been replaced by a gilded noose and the smell of flowery perfume is overpowering.
Besides the random phenomena listed above on the first entrance to this area the players most overcome a SR 15 Constitution check or be overcome by the stench of the phantom perfume. After this first encounter the perfume can still be smelled but is no longer dangerous. During every other visit after the first it is possible that the pulsing ivy reliefs will be replaced with giant cockroaches that will attempt to overtake and cover the player. After several rounds everything returns to normal as if the roaches had never been there.
Area 3 – Waiting
Marble floors echo every foot fall. Old electric lights, shaped and designed to mimic gas lanterns line the walls. All the shutters to the windows have been closed tight. This room appears to be empty save the dozens of benches that line the room, turning the area into four corridors leading to two sets of double doors.
On a random bench is a single briefcase of the style popular in the 1920s, every time the players enter this area the briefcase is on a different bench.
If the players have figured out the meaning of the tickets found in the Ticket Counter area after the chalk outline appears they may attempt to open the briefcase. However, this will illicit the first aggressive action by the Station. When the players attempt to open the case a woman's voice will be heard whispering “run” just as the Waiting area is filled with deranged looking ghosts dressed in style ranging over a two-hundred year period. If the players do manage to open the case they will find in it a single brass key.
Enemies – Deranged Dead (12)
Area 4 – Ticket Counter
The ticket counter stands empty of any adornment it once had. The cold, hardwood floors are pristine and slightly reflective like a mirror. The windows overlooking both General Waiting and the Platform are closed, but a soft breeze can still be felt. A single teller window stands open to the Waiting area as if no one ever thought to close the slim glass window that stands latched to the wall beside it.
During the first visit to the Ticket Counter the players will find some money laying on teller window. If any player attempts to pick-up the money a hand from the other side will grab hold of the player and attempt to pull him or her though. If the players look out the teller window they will see nothing but darkness from the Waiting area. If the grabbed player fails an SR 20 Strength Check he or she is pulled through the window (under the bars) and will be dealt 2d6 damage.
After the chalk outline appears in General Waiting the players will discover three tickets laying on the ticket window. The three tickets have no origin or arrival station but list three trains: Train 2 arriving at 1248, Train 4 arriving at 0610, Train 8 arriving at 1756.
The numbers on the ticket, when placed in the correct order (from earliest arriving to latest arriving) are the combination for the briefcase in General Waiting. Once the players take the tickets the room's door will shut and lock. Whatever players are trapped inside will feel the temperature falling quickly to below 0. A SR 15 Constitution Check will allow the trapped characters to survive several rounds, however the temperature will continue to drop during this time and it is imperative to find a way out. Game Masters are asked to be fair and creative with the results.
Area 5 – Men's Toilet
The small restroom is covered in tiles of rustic earth tones and smells, new. The sink in the corner drips slightly and the door to the stall is locked tight.
Besides the random paranormal events listed above any player who stare into the mirror over the sink will see a small boy standing halfway in the doorway to the stall. Should the player turn away from the mirror two hands will shoot out from the mirror and grab hold of the players head. If the player succeeds a SR 15 strength check he or she can break away from the hands and nothing else will occur. However, should the player fail the SR strength check they will be pulled into the mirror and replaced by the young boy from the image who will proceed to attack the players with an overly large butcher's knife; this event happens only once. Once the boy is defeated the missing player will be found in the stall of the Lady's Toilet covered in blood and may suffer from a Major Sanity Event (SR 17).
Enemies – Butcher Boy
Area 6 – Offices A
A large oriental rug covers the hardwood of the floor, several large leather easy chairs are scattered in careful appointment around the room and a large ebony desk dominates the far corner, stacked with paperwork as a small desk lamp burns with hellish light.
The first office area looks to have been preserved with time. The first time the players enter this room they will find a large, well built gentleman with iron colored hair and beard. He is dressed in a business suit reminiscent of the height of the railroad and is busily scrapping away at paperwork.
If noticed the man will address the players with a small bit of surprise but eagerly engage them in conversation. The man will introduce himself with a chuckle as “Conductor” and will explain to the players that he is working with the National Park Service and the City Council of Alby to convert the old station into a museum. While happy for the company he does inform the players that currently the station is closed and that they are trespassing. If asked about the ghosts and other weird phenomena he will dismiss it all as superstition. If Conductor is bother too much by the players he will fly into a fit of anger sweeping things off the desk and become threatening.
After the first encounter with Conductor in this area the Offices A will be abandoned during any other visit and the desk clear of anything.
Area 7 Offices B
Large picture windows look out over the track and platform, dozens of small oak desks form four corridors and an old analog clock rests above the door, forever stopped at 6:06:06. A single die-cast type-writer lay on the floor in the center corridor, a piece of paper sticking out of it. The smell of coffee and cigarette smoke fill the air with a small undertone of floral perfume.
Whenever the players are at the door to this area they will be able to hear the sound of someone typing on a typewriter. A SR 18 Wisdom Check will also reveal the sounds of a woman sobbing. Whenever the players enter this area the piece of paper in the type-writer will have one of eight messages typed on to it.
- … it locked us all away ... away into the iron ... the cold, cold iron …
- … tell him I love him still … tell him he is not to blame … tell him he doesn't have to wait … tell him for me …
- … we didn't know what we did … it was only meant to test an idea … only meant to confirm a suspension … the tracks are the key … the tracks are a rouse … the wood holds the memory of our misdeeds.
- … mommy … mommy I'm scared … teddy fell of the platform … mommy why did you push me … mommy …
- … his ring is still here ... he was going to give it too me … find his ring … tell him I love him … my Jacob … tell him …
- … at first it was only animals … found dead by the tracks … birds, dogs, raccoons … nothing strange … but … but then the “accidents” started … god forgive us … god forgive us we know not what we did …
- … hands of ice and cold … he is as much a victim as … the night train comes … the night train comes … the night train comes … soon it … I … we … will have voice … the NIGHT TRAIN COMES …
- I … love … you … mommy … please … please … the train was coming … mommy … mommy I love you … mommy help me up … mommy help me up … mommy … mommy …
If the players should happen to read any of the messages out loud a scream will echo through the offices as the file cabinets and desk drawers fly open and hundreds of pieces of paper beginning to twist and swirling in the room as if carried by tornado and attack the players.
During any visit if the players open any of the drawers or filing cabinets they will find them bare. However, there is a 2 in 6 chance that one of the drawers will hold a high school ring. A SR 10 Wisdom Check will reveal the name “Jacob Greely” on the inside of the band.
Enemies – Paper Storm (6)
Area 8 – Baggage
A plain stone floor lay bare save the drain in the middle. Rust marks flow from the drain to the walls where hooks lay empty save for several mail bags left empty. The smell of mildew and rot fill the air.
There is a 2 in 6 chance that when the players come to this area they will find six bodies on the hooks (three male and three female, all charred as if burned to death). Each with a ticket locked in a cadaveric grip in their hand. Should the player examine the tickets they will find each is for the Night Train with an arrival time of 6:06:06 PM.
If the players attempt to remove the tickets from the grip the dead will attempt to attack the players, ripping themselves from the hooks.
After the first encounter with the bodies any other visit to this area will show a plain room full of empty luggage and mail bags.
Enemies – Burned Dead
Area 9 – Platform
The long platform extends about fifteen feet out from the train station proper and covers the length of the building. The hard wood is painted in forest green with a narrow line of yellow and then another length of red as the platform nears the tracks to indict where travelers should and should not stand. The branches of large ash trees from the far-side of the tracks hang over the platform obscuring the sky.
The first time the players visit this area they will hear a little girl singing from the tracks below. If any player investigates (and crosses the yellow line) he or she will feel hands on his or back and be forcibly pushed onto the track. This can be avoided by a successful SR 13 Dexterity or Strength Check.
Should the player be pushed onto the tracks the whistle of an oncoming train will be heard. If the player does not succeed an SR 17 Dexterity Check they will be hit by a wall of force that deals 3d6 damage and carries them to the end of the platform.
The Child's Song
While it is not required to actually sing the song the child is singing it could help maintain the atmosphere of the game.
'Come follow, follow, follow, follow me.
Whither shall I follow follow follow,
Whither shall I follow follow thee.
To the Gallows
To the Gallows
To the Gallows, Gallows Tree'
Area 10 – Storage
This small room has a sickly red cast to its light. The sound like the beating of drum comes from all sides, the wall pulsing in time with the beating. A small, filthy cot lay against one way, a rat's nest of rotting coats and blankets resting a top it. Against one wall, hanging on a hook is a Conductor's uniform.
This area can only be accessed after the players receive the brass key from Area 3. Once inside an inspection of the area will find a notebook with hurried, mad writing in an unknown language. A Council Mage with an SR of 18 will be able to tell the writing is antkoin but is unable to read it as the Council has forbidden the language from being learned.
Antikoin is an artificial language created by the followers of the Morning Star during the time of Alexander. The only known complete work in Antikoin was in the Great Library but it vanished when the Library was destroyed. It is rumored that the Council were the ones truly responsible for the fire that destroyed the Library.
Antikoin is typically used by black hat mages and demonologists in their summonings and other black practices.
An SR 15 Wisdom Check will reveal a small crate of black railroad spikes under the cot, each head etched with a blood red pentagram and sides etched with more Antikoin writing. Another SR 15 Wisdom check will reveal that the Conductor's uniform on the wall appears to be made of dyed human flesh.
Once the Storage Area has been explored a return trip to General Waiting will find the players encountering Conductor again. This time, however, the man is visible agitated from the beginning and doesn't at first notice the players as he appears locked in an argument with himself. When he does notice the players or when the players attempt to speak with him read the following:
“You … you its fault, its all your fault … you and your bugs … little bugs, little bugs, little bugs. I'm the master's hand, not you … no you wanna cut off the hand (laughs) but where's the hand, I don't know, do you? ANSWER ME!!! No, no little bugs won't answ … of course I'm going to kill them my lord, be patient … er me. (laughs). No, no little bugs you're all to late … the girl can't help you, I locked her away, locked her like all the others … she tried oh she tried but I'm master's hand (laughs) and you can't me off!”
The Conductor will after this rush toward the nearest player at near super human speed and attempt to cut him or her with a small knife he holds in his hand. For the first half of combat the Conductor is near impossible to hurt, only taking half damage from any attack made against him. When he has reached half health, however, read the following.
The crazed man lets out a laugh the strangles in his throat as the chalk outline of the woman begins to glow a brilliant white. “No, nonononononononono … I locked you away little sparrow, I locked you aw ...” A form of a young woman dressed in a cheerleader's uniform rises up from the glowing outline and zips toward Conductor and right through him. The man lets out an anguished cry and falls to one knee before charging again.
After this event Conductor can be hit for full damage and his speed is reduced to that of a normal human. When Conductor has been defeated the Alby station will shake and the wood of the area around Conductor will split apart like the teeth of a predator and swallow him whole. Any player within ten feet of Conductor when this happens must succeed an SR 12 Dexterity Check or be swallowed with Conductor.
After the battle is completed the sound of a train can be heard from the north and the whole station begins to quiver. The cheerleader ghost will appear again, and picking one player at random will zip into him and her causing the following:
Images and faces flash before you, Conductor and others. Blood and gore feel your vision, and you see the conductor mouthing words in an indescribable language while soaking black railroad spikes in blood. The scene changes and you see Conductor hammering in blood red spikes into the railroad tracks still mouthing words in that indescribable language. A voice, a soft whisper fills your head. “Time is short. The Night Train comes and brings hell in its wake. The spikes are the key!”
Note – The possession of the player counts as a Minor Sanity Event SR 12 and the player should roll to preserve their sanity after the possession ends.
After the possession is over the player knows that in order to stop what is about to happen the spikes that were soaked in the blood of the murder victims need to be found and removed from the railroad tracks and soon as the train is coming.
Enemies - Conductor
Act Three – End of the Line
As the possessed player finishes explaining the situation to the other players a blinding light overtakes them from the station's stairwell and a female voice bellows “hands up, don't move!” The light pulls away and Agent Crane is visible moving toward the players her weapon drawn and taking in each of the players. She explains in a matter-of-fact tone that the players are under arrest for trespassing, tampering with a crime scene, and impeding a federal investigation. Agent Crane can be convinced of the player's motives and the Night Train with either a SR 18 Charisma Check or leading her to one of the haunted areas.
Roleplay over SR Check
While all that is needed to convince Agent Crane of the situation is a good SR check it is recommend that the Game Master and players roleplay through the situation and even allow the convincing to take place without the need for a roll if the players do well in their roleplay.
If the players are unable to convince Agent Crane she will attempt to arrest them and lead them back to her vehicle (a local police van big enough to hold up to 8 passengers). IF the players attempt to get away from Crane she will shoot them, causing the need for a successful SR 15 Dexterity check to avoid. If Agent Crane is convinced she should be treated as a 3rd lvl Soldier Hireling for the duration of the adventure and will aid the players in the location of the spikes and destruction of the station.
Thanks to the possession the players should know that there are a total of twelve spikes. Six of these spikes are to the south of the station and six are to the north. It takes an SR 13 Wisdom Check to find the spikes and an SR 15 Strength Check to remove them. While moving up and done the line the players have a chance of encountering the following every one hundred yards on a roll of 15 or better on a d20.
1d6 Deranged Dead
The players have a total of 30 minutes real-world time to locate and remove all twelve spikes. If this task is not completed in time the night turns a blood red, the sound of an oncoming train bellows in the minds of everyone within a mile of the tracks and then there is a blaze of hellish white light and then nothing more. The train has come and all within a mile of the station died when it broke into reality.
If the players are successful at removing the spikes they will hear an explosion from the direction of Alby Station followed by the light of hungry flame. Returning to the station they find their employer, Jacob Greely, standing nearby (a gas can in his hand) watching the station burn with a solemn face.
The night, however, is not long silent as the crackling of burning wood is replaced with the sounds of snapping and grinding wood. The players watch as part of the station twists and buckles into a vaguely humanoid shape. In it center, lashed to the pulsing Storage Area, is Conductor, he appears partially burnt and black spikes have been hammered though parts of his body.
I will be free! Comes an inhuman voice from the Conductor's mouth. I will have my will!
The station has, at least in part, managed to finally get its wish to be free of its birthplace.
Enemies – Alby Station
After the battle thousands of motes of light rise from Alby Station toward the sky. One lingers and forms into the shape of the cheerleader. If Greely is still alive he will whisper his dead girlfriend's name, she will smile sadly at him and after a nod to the players vanish with the other motes.
Concluding the Adventure
While not happy about having to partially falsify a report Agent Crane agrees to leave out the supernatural aspects of the murder and will call in a forensics team to collect Conductor who she charges with being the murdered.
If the players recovered Greely's ring and give back to him he will break down into quiet tears but state that he finally feels that he can move on and that he knows that Kim is now safe. No matter what he pay the players their $1,500 fee and offer them a ride back to town.
Once back in town the players find their vehicle has been returned to the diner. On the windshield is Agent Crane's business car with a small note of thanks and a cell number written on the back.
Concluding Adventure Experience Points: 700 + creature defeat XP.
Alby Station: HD 6; AC 4; Atk 2 Bash (1d8+2); Move 1; CL/XP: 8/800; SPC Arcane magic half damage.
Butcher Boy: HD 2; AC 6; Atk 1 slashing (1d6+1); Save 15; Move 18; CL/XP 3/60
Conductor: HD 4. AC 5; Atk Slashing (1d6+2), Save12; Move 12l CL/XP 6/480, SPC see game text.
Deranged Dead: HD 2; AC 7; Atk 1d6; Save 15; move 6; CL/XP: 3/60 SPC Receive half damage from mundane weapons and can only be banished for a time equal to 1d6 days, immune to charm and sleep.
Invisible Hound: HD 4; AC 4; Atk 1 bite (1d6); Move 12; Save13; CL/XP 5/240; Special: Invisible (SR 14 Wisdom Check to see).
Paper Storm: HD 1d6hp; AC 8; Atk 1 slashing (1d3); Move 0 (Fly 6); Save 18; CL/XP B/10; Special: Immune to sleep, charm, fear and cold
Possessed Tree: HD 3; AC 6; Atk: Bash (Limb 1d8); Move 12; Save 14; CL/XP: 4/120; Special: ½ damage normal weapons, cold, electricity, acid, double damage fire.
Possessed Vine: HD 4; AC 6; Atk 4 vines (1d6); Save 13; Move 0; CL/XP 4/120.
Zombie: HD 2; AC 8 or with shield 7; Atk 1 weapon or strike (1d8); Move 6; Save 16; CL/XP 2/30; Special: Immune to sleep and charm.