Open Grave: Japanese Poster at RPG.net has a Copy

Shroomy

Adventurer
I didn't see a link to this thread (and I've already seen some EN World regulars over there), so I thought I would post a link to a thread and some of the highlights:

Open Grave: Opening Tomorrow! - RPGnet Forums

Highlights

SpringsBoundlessThorns said:
*Open Grave is a 99.8% DM book so no prestige classes or playable races were introduced. There is some mention of the trials and of the roleplaying potential of playing with recently undeaded PCs in your adventurer group.

Other PC offerings: a handful of rituals and the very dark (and possibly evil) practice of undead grafting... taking a piece of the undead and fusing it onto the living for benefit (ex. taking vampire fangs and part of their digestive system and operate on the living and now you have blood drinking, hp regaining mortal) but it lists many ill effects to taking these as well, including the fact that it is just plain wrong.

*Oh, I forgot the mention that there are a quite of few interesting templates to apply to monsters and alternate powers for the undead in the back of the book.

*Art: This book is the first book to really let me down in the art department. I have loved all the other books art but this one has mostly meh artwork. The most hideous example is in the Undead Hall of Infamy. The picture they chose for Strahd von Zarovich makes me want to weep tears of blood. That being said there are a few redeeming pieces scattered throughout the book, mostly in the monsters section.

Not what I wanted, but a great book anyway: I wanted a book that was all about introducing necromancers and their powers. I wanted a book that had a lot of support for Ravenloft style campaigns. I wanted a book with special PP for characters closely tied to the undead. I got NONE of this, but the book still manages to be yet another excellent supplement in the 4th edition line. Why?

1. The DM advice is amazing. With explanations of undead mentality and how this affects undead motivations to practical nuts and bolts of using undead in skill challenges, traps, hazards, and even terrain.

2. Just like in the Draconomicon, the lairs section is a gold mine of plug and play ideas which is important to a prep time limited DM such as myself.

3. Grafting... it's just so wicked cool.

4. A slew of undead things to throw at your PCs with a big ghoulish shout out to the brain in the jar and the Calvary Creekrotter!

*Strahd von Zarovich
Level 20 Solo Skirmisher

(with 930 HP)

Crippling strike
Blood Drain
Dominating Gaze
Strahd's Choking Fog
Animal Forms (Wolf and Bat Swarm)
Mist Form
Scent of Blood
Second Wind
Indestructible

*No races, powers, epic destinies, or paragon paths.

Artifacts (which as an aside can I just say how much I love 4th edition's system for dealing with them!!!)

Jet Black Ioun Stone

Mirror of Secrets

Orb of Light

Silver Mask of Kas

Soul Sword

Tome of Shadow

Van Zarovich Family Sword

***** Rituals *******

Corpse Gate

Corpse Light

Gravesight

Last Sight Vision

Skull Watch

Undead Servitor

Undead Ward

*Sure are, but the DM has a number of options to make keeping such a graft unattractive and plus non-adventuring types think characters who have them are sick and twisted.

*Listed Grafts:

Blazing Skeletal Claw (Blazing Claw and Flame Orb)

Lich's Brain (Grafted Spell Master)

Mummy's Eye (Eye of Despair)

Thirst of the Vampire (Blood Drain)

Wight's Claw (Wight Claw)

Zombie Arm (Zombie Slam)

*One last post before I have to go do my living responsibilities

Introducing the MONSTER THRONG, the swarm all grown up... and hungry for brains!

- 1/2 damage from melee and ranged. Vulnerable to close and area.

- Immune to forced movement (close and area move effects still apply)

- A throng is represented as a large creature on the battlemat. HUGE if the throng is composed of larger creatures

- a throng can move through occupied spaces and doesn't provoke AoO, but moving into a throng counts as difficult terrain and provokes a AoO from the throng.

- an example of a Zombie Throng is given (and it is pure win!)

*Unrisen DC15: (you passed your check, right? )

An unrisen is the corrupt result of a failed attempt to resurrect a beast or humanoid. After the failed ritual, a short time passes after the creature is buried before it rises up to take revenge on nearby creatures, which it views as responsible for its death.
The most common types or unrisen are children, pets, mounts, and figures of prominence in a community, such as mayor or priests. These figures are sorely missed upon their deaths, so companions of the people or creatures often go to great lengths to attempt to resurrect them.

Very pet cemetery-esque. Grotesque mockeries of what they were like in real life.

*Vecna
Level 35 Controller (leader)

1580 HP

Attackers must be epic level for an attack to have any effect.

Vecna's Aura
Paralyzing Touch
Banish to the Dread Realm
Ray of Death
Necrotic Web
Divine Discorporation
Esoteric Action
Immortal Resistance
Vecna's Ambition

He also listed every monster in the book by power level.
 

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I'm having problems accessing RPG.net from work, but I did see that poster said that the ghouls section includes "stench ghouls" and "sodden ghouls," so I'm guessing that the ghast and lacedon are back in some form. Also, it appears that the undead grafts are templates (not sure how they work) and Kyuss worms are modeled as a disease, which is great, given how much I really like the 4e disease mechanic.
 

Well, I was just looking over the Delve I am going to run tonight, and 90% of the monsters are new (and probably from Open Grave). Minor spoilers follow for The Sewers of Silence January Delve:


Skeletal Archer Level 3 Artillery
Poltergeist Level 6 Artillery
Forsaken Shell Level 6 Skirmisher
Stonespawned Skeleton Level 7 Lurker
Blood Sea Zombie Level 7 Brute
Bloodrot Level 7 Elite Soldier
Corpse Vampire Level 8 Skirmisher
Osteopede Level 8 Skirmisher
Pale Reaver Lord Level 8 Elite Controller
Battle Wight Level 9 Soldier
Sodden Ghoul Wailer Level 9 Soldier

Only two creatures are ones I have ever seen before in any of the 4E books and LFR modules.
 

Well, I was just looking over the Delve I am going to run tonight, and 90% of the monsters are new (and probably from Open Grave). Minor spoilers follow for The Sewers of Silence January Delve:
I presume this is LFR stuff.

Do they not provide any details about the monsters?

Or... might you provide details about them? :D

Granted, I've seen Return to the moathouse. The Iuz zombies, the toad, the Runeflame skeletons, I haven't seen those in any products.
 

I presume this is LFR stuff.

Do they not provide any details about the monsters?

Or... might you provide details about them? :D

Granted, I've seen Return to the moathouse. The Iuz zombies, the toad, the Runeflame skeletons, I haven't seen those in any products.

It's RPGA stuff, not LFR. There is a difference :)

I have full stat blocks for the critters but didn't want to post wholesale as it's probably not cool to do. Go find someone running the delve at a nearby FLGS and take a look perhaps?

The only reason I drew the conclusion that they might be critters from open grave was the sodden ghouls were already mentioned in this thread. I am willing to bet that you will see all of those I listed in the book.
 

This "Delve" thing that the RPGA is doing, are these excerpts from Dungeon Delve?

(Alas, no FLGS in sight).

Looking at the Open Grave ToC, I can see from your list:
Bloodrot
Pale Reaver
Osteopede
Forsaken Shell

Also, you don't have to cut'n'paste statblocks to tell us what the monbters are and what they do, in your own words. After all, the Osteopede should have its keywords, (Natural humanoid (Undead) or somethingorother).
 
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This "Delve" thing that the RPGA is doing, are these excerpts from Dungeon Delve?

(Alas, no FLGS in sight).

Looking at the Open Grave ToC, I can see from your list:
Bloodrot
Pale Reaver
Osteopede
Forsaken Shell

Also, you don't have to cut'n'paste statblocks to tell us what the monbters are and what they do, in your own words. After all, the Osteopede should have its keywords, (Natural humanoid (Undead) or somethingorother).

I hope these are not excerpts from the Delve book, since they are free... I would just wait till they released them all instead of buying the book. Probably not the same.

What I don't have is description text for the creatures, so I can't tell you what they look like however:
Skeletal Archer Level 3 Artillery - A skeleton with a bow that is able to split the tree like a ranger could
Poltergeist Level 6 Artillery - Does what you might expect one to do... fighters will have trouble approaching one
Forsaken Shell Level 6 Skirmisher - Don't die next to one of these unless you like undeath
Stonespawned Skeleton Level 7 Lurker - Skeletons with stone bones that can merge and move walls... annoying
Blood Sea Zombie Level 7 Brute - Higher level zombies with a very fast swim speed
Bloodrot Level 7 Elite Soldier - What was that I just stepped in (yes, it's an ooze). Nasty ability to suck away healing surges.
Corpse Vampire Level 8 Skirmisher - Shifty bloodsucker
Osteopede Level 8 Skirmisher - I don't know what this is, but it has CA against those who have ongoing necrotic damage
Pale Reaver Lord Level 8 Elite Controller - Is it a gas or a solid... this is going to be annoying to players who face it.
Battle Wight Level 9 Soldier - Does what you might expect a wight to do (drains life)... with freaking heavy armor and weaponry (Hmm, was there a DDM recently of this?)
Sodden Ghoul Wailer Level 9 Soldier - Stuns those around it with it's awesome singing voice. It's your basic Lacedon after that.

I am terrible with this stuff.
 

Poltergeist Level 6 Artillery - Does what you might expect one to do... fighters will have trouble approaching one

Stonespawned Skeleton Level 7 Lurker - Skeletons with stone bones that can merge and move walls... annoying
Most intriguing of the lot. I'm curious about the poltergeist, particularly if it's invisible, or quasi-invisible.
 

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