StupidSmurf
First Post
Hmmm...I tend to think that undead in 3.5 are more deadly. Like everything else in the game, undead now have far more options, which makes it easy for sick DMs like me to wreak havoc on parties (not to be confused with wreaking havoc AT parties).
Por examplo, our current Forgotten Realms campaign centers around a ghost who brought the party together to fetch something that he cannot, since the area is warded against undead. Of course, when the party was first recruited, they had no idea he was a ghost. They do now. They are not pleased.
Fact is, a ghost brought down to Zero hp isn't gone. They "reincorporate" after a matter of days. The only way to get rid of a ghost permanently is to rectify/remove the conditions which created the ghost in the first place. With this particular ghost (Portifoy), he's trying to bring back his ancestor (and for that, he needs his ancestor's ashes). He failed to do so in life, so now he's fated to keep trying, once every 24 years, in death. Unfortunately, the ritual to bring back the ancestor also requires the blood of five innocents. Not cool.
The party has the ashes, but since they've ascertained that Portifoy is evil, and the ancestor was a vampire, and bringing back said ancestor would be considered "Not a Good Idea," they're naturally reluctant to hand over the ashes. And yet, Portifoy is now visiting them...every night., demanding the ashes, and throwing a fit (which includes attacking the party) when he doesn't get his way. Sure, hit him...bring him down to zero...he'll be back. He'll be back until he gets what he wants. The ghost in AD&D was never this powerful, this hard to kill, this relentless.
It helps to try and look at the situation from the perspective of someone who's dead. You don't need to breathe or eat. You don't feel pain, and you can't be reasoned with by means of those pesky Charisma-based skills. If you're incorporeal you can simply pass through walls, doors , PCs' armor...Run the undead properly, and in 3.5, they are truly a challenge.
Por examplo, our current Forgotten Realms campaign centers around a ghost who brought the party together to fetch something that he cannot, since the area is warded against undead. Of course, when the party was first recruited, they had no idea he was a ghost. They do now. They are not pleased.
Fact is, a ghost brought down to Zero hp isn't gone. They "reincorporate" after a matter of days. The only way to get rid of a ghost permanently is to rectify/remove the conditions which created the ghost in the first place. With this particular ghost (Portifoy), he's trying to bring back his ancestor (and for that, he needs his ancestor's ashes). He failed to do so in life, so now he's fated to keep trying, once every 24 years, in death. Unfortunately, the ritual to bring back the ancestor also requires the blood of five innocents. Not cool.
The party has the ashes, but since they've ascertained that Portifoy is evil, and the ancestor was a vampire, and bringing back said ancestor would be considered "Not a Good Idea," they're naturally reluctant to hand over the ashes. And yet, Portifoy is now visiting them...every night., demanding the ashes, and throwing a fit (which includes attacking the party) when he doesn't get his way. Sure, hit him...bring him down to zero...he'll be back. He'll be back until he gets what he wants. The ghost in AD&D was never this powerful, this hard to kill, this relentless.
It helps to try and look at the situation from the perspective of someone who's dead. You don't need to breathe or eat. You don't feel pain, and you can't be reasoned with by means of those pesky Charisma-based skills. If you're incorporeal you can simply pass through walls, doors , PCs' armor...Run the undead properly, and in 3.5, they are truly a challenge.