Undead Origins

Voadam

Legend
Book of Scarlet Abomination
Dungeon Crawl Classics
Undead: Calling the Scarlet Chaos from the Queen’s Doom spell.
Giant Undead Fate Raven: ?
Abysspawn: Undead spirits of uncertain but ghastly origin given animation, sentience, and ghostly purpose by the Red Queen.

Calling the Scarlet Chaos from the Queen’s Doom
Level 3 Range: Conversational (Self to 60”)
Duration: Variable
Casting time: 1 round Save: Spell check DC or None
General: Caster is calling the essence of the Queen’s Doom, bringing Tamarah’s plane into limited but direct contact with the world. Dangerous.
Manifestation: 1. Caster reaches a single perfect pitch note and the air shimmers and warbles before disgorging its fell contents. 2. The character’s features become flush with colour – depending this could be as simple as a blush to a temporary reddening of the skin, hair, and eyes though taking on an actual foreign hue with increasing success 3. The invoker ritually – and literally – cuts a jagged hole in any surface, or in the air and the spell effect pours out like a bloody wound.
1 Lost, failure, and Patron taint!
2-11 Failure. Depending on the results of the Patron bond, the caster may or may not be
able to cast it again.
12-15 Revealing Swarm – Summons (at pressure) a small jet of scurrying weird mutant living creatures from one of the planes of the Queen’s Doom; they immediately clear away debris, reveal secret doors or concealed things, and will locate any one thing desired by the caster, if so instructed. Adds ten to relevant perception tests. Lasts no more than 60 seconds.
Otherwise, the Red Queen is too busy for the likes of you. For the next d5 rounds, natural creatures (mundane animals) will be (roll a d6; even = drawn to you odd = frightened by something out of race instinct and display threat behavior. They will attack if the character approaches but will otherwise avoid. However for the duration you will save v. fear and fear effects/attacks at +2.
14-15 Grasping arms of the Hungry Pit - opens an small irregular channel allowing abyssal energies into the world – Tamarah hears your pleas for aid and lends several arms; 1d4+1
extremities; a combination of arms, tentacles, and less recognizable grasping appendages erupting out of any near drain, pit, hole, or similar defect from abyssal space; they will set about attacking (at +4) and immobilizing/entangling (spellcheck DC Ref to avoid or escape, check once/round) up to four of the caster’s enemies for the next CL+1 rounds.
16-17 21 Tamarah reminds her followers that, in the end, there is no problem that cannot be overcome by consumption; q.v. by eating the problem itself.
The caster’s jaw visibly distorts and distends, and the whole of their face seems to take on a monstrous yet painful aspect. The caster’s mouth has now become a form of gate, a Hell gullet to the Queen’s Doom. Anything that is slain and so devoured by this mouth has its soul sucked out and devoured by the Red Queen.
Each round the Hell gullet can chomp down on a target with mighty force, this is a bite attack that strikes at +3 and inflicts 2d16+STR+CL with each sharp tearing bite.
18-21 Invocation of the Hungry Pit - opens an irregular but generally circular hole in a surface within 1d3x8” of the caster; to all appearances a pit but anything thrown in will be as though thrown into the jaws of a great multiplanar beast (as 20-21 above). After d3 rounds, from this terrible obscene mouth rises the ‘Pillar of the Consumed’, a great proboscis-like tongue. The Consumed - A semi digested mass of bodies and souls of Tamarah’s (former) enemies - kept a semi molten composite of shifting desperate arms, hands and mouths, reaching and shifting, and takes its existential rage on anything within its 16” reach burning with pain and cold. It strikes with 1d24 action die inflicting 2d6 hp damage and 1d4 stamina drain with a successful strike.
When the duration expires there is a 1 in 20 chance that the Pit once summoned, will wander off, a permanent portal to somewhere in the Red Queendoom.
22-23 Reaching into the Spawning Pits - opens a portal to the least plane of the Red
Queendoom, where her countless thousands of abandoned children writhe in scented
darkness.
This momentary portal exists to allow 1d6 tamlyngs to flee into the world of the caster, appearing at the end of the round. They will be compelled to fight the focus of the invoker’s ire for 1d3 rounds before they are distracted by something shiny like their freedom.
24-26 A vast and spectacular demonic blood rose appears anywhere in the caster’s
immediate line of sight, erupting from the ground or another surface, immediately opening, unfurling it’s pollenating tendrils to puff orange smoke in a 20” radius/caster level centered on the flower. Everything inside that is living will suffer a loss of 1d6 Pers and become very susceptible to suggestion -1 to will saves but this susceptibility is triple strength with regard to the caster who are especially weak willed toward them and save at minus 3; further for 1d6 minutes those affected will not be disposed toward violence toward the caster at all unless provoked. 1d3 rounds after it manifests, the rose will disgorge one of the following.
a) Swarm of bats, b) 1d3 killer bees, c) a pair of Red Wasps, d) A tangle of two headed snakes
27-31 Tamarah cannot be bothered with your petty nonsense … but as she values you for some inexplicable reason of her own, she sends you Starbow. Starbow (pp. 50-51) can ferry passengers literally anywhere in the omniverse, in as much or as little time as she wishes.
Starbow can, per her half-demonic nature, move through the phenomenal universe at the
speed of light, to the benefit (and terror!) of those astride her. Starbow is immune to attacks from light, attempts to bend time or space, and suffers no ill effects from either radiation or cosmic energy. Note that the steed may deposit the invoker anywhere that it’s whim, and the whims of its mistress, regardless of any stated or given request. The creature has many other capabilities but likely the caster will not be able to make use of them save as it pleases Tamarah.
32-33 It is said that Tamarah’s laughter causes violence. Tamarah manifest through the invoker with the lilting high laughter of an amused demon. For the next 2d6+CL rounds, everything within hearing range is inspired to pick a target and go to town, striking at +4 to hit with their best weapon or most powerful attack. Further, threat range for all critical hits is doubled and all criticals occur at +6 on the roll for the duration. Finally, a single target chosen by the caster experiences the sudden growth of thorns of bone , rapidly growing within the target’s chest and lungs, inflicting 1d4 hp damage initially; for each subsequent round, the target takes 1d6 damage and is depleted a point each of Agility and Stamina as their breathing becomes a bloody mess.
34-35 The sky above shimmers and seemingly turns to liquid as you bring a small fraction of her plane to yours. For 5d12 rounds, the luminescent churning multispectral liquid sky from several of the planes of the Red Queen’s Doom pours forth into the skies above, polluting the natural world with its foul essence and overwhelming possibilities.
2 in 5 Chance of (d5) 1. Hot hail 2. Black lightning 3. Ghost winds 4. Rain of hot multicolored mud balls, covering the landscape in the aftermath of a Play-Doh fight 5. Phantom fog that will throw d3 illusions at each party member journeying through it
Meanwhile, the Horned Queen’s Hunting Party (comprised of 1d8 Abysspawn 1d6 vapour dogs and 1d12 hunger dogs and 2d6 tamlyngs) comes charging out of this chaotic miasma to kill or capture the invoker’s enemies … and anyone else that gets in their way. The tamlyngs may however flee immediately.
36+ Having attracted a considerable degree of her attention, Tamarah momentarily sends a minor aspect of herself to possess the caster, lending a fraction of her power, influence, and sense of authority to the invoker who uses it to persuade, control, or influence those around them. The spell represents a tiny fraction of Tamarah’s attention as it is loaned to her most especial followers for d5 (modified by Personality) hours.
For that duration, the caster gains / recovers 2d6 additional hit points, and recovers up to 1d4 spellburn or ability drain from Personality, Strength, or Intelligence (each). The caster is at +2 to hit, damage, and saving throws for the duration. Further, the shimmering, vertiginous aura nauseates all living creatures within a 5’ radius of the caster that fail a will save, who suffer -1 to action die rolls for the duration and up to d3 rounds thereafter.
At this point, 0 levels have no choice but to obey the caster. The effect persists for d5 weeks plus 1 per caster level; Caster gains a minor corruption and during this time, paladins, witch hunters, lawful clerics, and others concerned for the world around them may come for the character. For the duration, any who attempt to defy the caster’s wishes must succeed on a Will save, DC = to the Spell check result.
Further, 5d24 days after this invocation, Tamarah herself will visit the caster in dreams and offer them a sip of RED. She will appear in the guise of the Chalice Goat; the goat will kneel that one may drink of the cup (taking the form of a bowl shaped defect in its skull) and thus drink directly from her mind. Up to (level) may partake including the caster. Those who do will receive 1d4 points of floating attribute recovery (the caster receives 1d6+pers mod), heal 2d5+pers mod HP, and experience a moment of demonic ‘enlightenment” which occurs at +30 on the roll. Results must be applied immediately. The invoker’s alignment becomes chaotic and they detect as Demonic to spells and abilities that detect and affect such. They have for all intents and purposes fallen.
Finally, should the caster die during this spell’s duration - the deceased invoker rises as an NPC after a number of nights determined by their action die; They rise at night with full hit points and geased to annihilate without delay those who slew them. The deceased is treated as undead for the duration and functionally indestructible until banished by high level magic, or it runs out of enemies on its list. At which point the vengeance seeker will be torn apart by red and crimson flames as their body and soul are reduced to howling madness and claimed by Tamarah herself, forever damned.
 

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Voadam

Legend
Crawling Under A Broken Moon Compilation
Dungeon Crawl Classics
Autogeist: Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread Autogiest.
The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living.
Keeper Large Car Autogeist: ?
Wight Lady: In the guise of a virtuous Unicorn, Nercocornicons lurk at the edge of settlements and entice young ladies to follow them deep in the wilds … to their doom. After a dark and beguiling ritual, such maidens are impaled through their innocent hearts by the Nercocornicon’s gleaming ebony horn, extinguishing their life and reanimating them, via nano-necrotech, as Wight Ladies to serve the Nercocornicon for eternity.
Zombie: Anyone struck by the Nercocornicon’s horn in battle must make a Fort save (DC 10) or be instantly killed. The horn absorbs the victim’s life force as a number of spellburn points equal to the victim’s HD. These points can be stored for up to 24 hours and the horn cannot hold more than 10 points at any one time. If the victim’s body is not properly sanctified and buried, rarely done nowadays, there is a 33% chance of the corpse raising as a zombie.
Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds.
Chilly Man: When a Chilly Man has no opponents to attack or is ordered by Coney to retreat they will pick up any paralyzed victims for conversion into Chilly Men.
Mannekill: Corpses that are mostly intact are dragged to the fitting rooms for conversion.
The Fitting Rooms: This area smells faintly of burnt plastic and chemicals. Each of the fitting booths have been set up with full body moulds for embalming a body and coating it with plastic.
Skull-Or, Lich Wizard 5: Skull-Or was once a powerful and corrupt wizard-hero of Aetheria who cared only for personal power and advancement. Decades ago, the Masters of Aetheria took captive the evil wizard and imprisoned him in the bowels of Castle Oldskull where he learned the castle’s secret: it fed off the energies of spellcasters and lied to its heroes. The wizard escaped but had little strength left in his bones. Dying on the fields of the Dark Lands, the wizard called out to Sezrekan who extended the wizard’s life in exchange for the secrets of Castle Oldskull. The wizard rose again as the lich Skull-Or, pledging to deliver the castle into the hands of his patron... and then destroy it.
Ghoul: ?
Petrol Zombie: Petrol Zombies are a form of mutated undead that store petrol in their guts.
Dying from Petrol Sickness.
Business Revenant, Undead Project Manager: The Business Revenant is a creature from the distant past. A human kept alive to complete a long forgotten project by advanced technology.
Cihuateteo: Cihuateteo is the name given by superstitious barbarians in the lands south of Umerica to corpses reanimated by a faulty nanovirus developed in the 21st century. Characters that suffer damage from both the Cihuateteo’s claw and Cognitive Distortion attack must make a DC 10 Will save. Failure means that the character is a carrier of the mystic disease and will become a Cihuateteo themselves in 27.3 days unless the nanovirus is purged from the blood. Each day for the next two weeks, persons in close contact must make a DC 5 Fort save to see if the nanovirus invades their bodies. Failure means the person will become a carrier as well.
Undead Dire Wolf: The Cyberhive buzzes with tales of undead dire wolves infected by a unique reanimator fungus. PCs meet a Robolich whose specialty is the discreet study of MULEs; he suspects this unusual strain was created when the cosmic event interacted with the vegetization mutation.
Wraith Rider, Undead Engine of Vengeance: Empowered by an unknown spirit from the plane of Eternal Unrest after suffering a traumatic violent death, a murdered human may transform into a Wraith Rider.
Killed by a roadgang while trying to make a delivery.
Doublecrossed on a mission for the 3 Royals. Killed for knowing too much.
Killed by a local community for a crime they did not commit.
Killed by one of the characters during a previous adventure.
Undead: In the ruins of Old Seattle and the lands that surround it dwell an inordinate number of necromancers. This, of course, means there is also a startling amount of undead in the region as well.
Elevating Repose ManaJava.
Gary the Skeletal Warrior: Gary was an adventurer from bygone days but his success as one ended in the Space Needle as he and his group ran afoul of a powerful Necromancer. During Gary’s resurrection something funky happened and he retained all of his intelligence and freewill which he quickly turned on his new-found master and slew him.
Annanita the Fashion Lich: ?
Skeleton: ?
Shadow: Die within one day per shot of Nexpresso taken.
Caffeinated Corpse, Coffee Animated Ghoul: Raised by pouring a rare brew of ManaJava into a corpse’s mouth, these undead will only be animate for a short time unless they get more coffee… and they know it.
Raise Mocha ManaJava.
Rave Zombie: These crazed undead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of 3 or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy.
Ghastrista, Greater Coffee Ghoul: ?
Power Wight: Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies.
Lesser Power Wight NecroTech Enhanced Corpse: Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies.
Greater Power Wight, Reanimatronic Juggernaut Intellectual: Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies.
Corpsenado: The Corpsenado is a sentient funnel cloud of rageful, anti-life energy whose goal is to scour the life from the surface of whatever plane of existence they inhabit.
Parts Pile, Swarm of Reanimated Parts: ?
Guile Pile: ?
R.A.T.S., Fire Breathing Zombie Rodents: These R.A.T.S. are not a side effect of necromantic energies gone awry, but are a deliberate creation from one of the Necromancers in the space needle.

Petrol Sickness (1d3 Sta damage and roll 1d7 on the table below)
1 Make another Fort save DC 12. Failure means all the effects below plus a final Fort save DC 12 vs. death in 3d7 days as cancerous boils erupt on the body. Upon death the character resurrects as a new Petrol Zombie.
2 Unconsciousness – Unconscious for the next 1d6 hours.
3 Acid Damage – The extreme toxicity does an additional 1d6 acid damage to all exposed skin.
4 Extreme Fatigue – For the next 1d5 hours all rolls are reduced by 2 on the dice chain.
5 Vision Loss – For the next 1d3 hours, all vision related skills are reduced by 2 on the dice chain.
6 Confusion – For the next 1d3 rounds, the mind is racked with hallucinations making combat difficult. Roll 1d3: 1 – attacks are directed towards allies 2- no attack possible 3- attacks are rolled as normal but crits are not possible.
7 Difficulty Breathing – For the next 1d3 rounds, exerting the body is much more difficult and scales down one die to reflect the extra labor required.

nexpresso - A potent potable that only a select few can brew. The drinker gains a pale pallor and similar qualities and immunities as an undead (while still being alive) for 1d3+1 hours. They are immune to critical hits, disease, poison, sleep spells, charm spells, and paralysis spells, as well as other mental effects and cold damage. If a double shot is taken, the imbiber also uses Crit Table U: Un-dead (DCCRPG, pg 390) if they score a critical hit on an opponent. A triple shot grants the imbiber power similar to the Chill Touch spell (DCCRPG, pg 133). They receive a +1 to attack rolls, and every creature the imbiber attacks takes an additional 1d4 cold damage.
The drawback of this brew is threefold: firstly, the drinker can no longer feel their body as a living person can so they are unaware of how much damage they take from any attack, other than general observations based on the size of the wound. The GM will track all damage taken during the duration of the effect. Next, the during the duration of the effect, the imbiber can be turned as an undead of equal hit dice plus one. Finally, should the imbiber die within one day per shot taken, they will automatically raise in a few hours as a Shadow. (70-100gp)

elevating repose - This brew was developed by the Anti-Life League and is only available on request from the few baristas that they are allied with. In addition, it takes months for the meticulous preparation and brewing process to be done correctly so it is VERY expensive (~1000gp).
When imbibed, the drinker will experience the ultimate coffee experience and then gently drift off into a peaceful sleep as they die. 2d24 hours later they may raise as an intelligent undead. Below is a list of saving throws that must be made (rolled in order) to see how the conversion process went:
a Fort save (DC 13) versus Death (no reanimation possible). On a success, they roll on Table 9-5: Physical Appearance of Un-dead to determine the nature of their undeath.
a Will save (DC 13), success indicates the imbibers class abilities, alignment, memories, and personality remain in tact. Failure could mean they are a different person now or that they were possessed upon reanimation.
a Fort save (DC 13), success indicates their Hit Die is increased by +1 die step (reroll all HP). Failure means their Hit Die is reduced by -1 die step (reroll all HP). If the save result was over 20 they also gain 1d3 additional hit dice.
a Will save (DC 13), success indicates they may roll one time on Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381) to determine what powers unlife has bestowed upon them. If the save result was over 20 than they may roll twice and keep both powers.

Raise Mocha - When fed to a dying person or recent corpse this draught will temporary animate the body as a Caffeinated Corpse under the control of the cup holder. (40-70gp)
 

Voadam

Legend
Dead In The Water (MCC RPG)
Dungeon Crawl Classics
Drenched: During the Times of the Ancients, mutations were nonexistent (or at most, rare), and thus many experiments were performed to try to alter and improve humanity’s genome. One such experiment was Operation Deep Six, an attempt to biologically introduce the ability to breathe underwater. The secret experimental laboratory was disguised as a nondescript oil-drilling derrick located in the gulf, where scientists could conduct their underwater research away from prying eyes. After years of genetic manipulation of a captive Architeuthus dux (giant squid), the Deep Six scientists cultivated a small squidlike creature capable of bestowing waterbreathing on a human subject. If the subject held the creature’s larvae in the mouth and allowed it to attach itself to the subject’s soft palate, the creature extracted breathable oxygen from the water for the subject, allowing them to function underwater. Although the experiments were promising, the researchers were unaware of another mutational effect: all those who underwent the process were now in metaconcert with each other and mind-linked to the host “parent”, which was now becoming overwhelmed with each new “voice” in its primitive brain. Enraged, the giant squid (nicknamed “The Sea-wraith”) broke loose from its captors and sent its mind-controlled thralls into the underwater research facility. Its minions forced the panicked scientists to join the hive-mind by dragging them into the seas, where they could either drown or accept one of the larva offspring, letting them live but as yet another mindless drone.
 

Voadam

Legend
Dungeon Crawl Classics #66.5 Doom of the Savage Kings
Dungeon Crawl Classics
Tomb Ghoul: Any human that dies within the Tomb of Ulfheonar is cursed to rise as a tomb ghoul within 2d14 rounds.
The tomb ghouls are animated by the spirit of the serpent mound and cannot leave the mound.
The foul bite of a ghoul serpent inflicts necrosis; a victim must succeed on a DC 5 Fort save or take an additional 1 hp per hour as the dying flesh rapidly rots. The necrosis continues until the original wound is magically healed or the target dies (rising as a tomb ghoul upon the following dusk).
Ghoul Serpent: The ghouls seem to shift about in their gray, lifeless skins. Indeed, the once-human form is merely a husk. Each ghoul is in process of molting into its true form. Damaging the ghoul speeds this process along, shearing away the ghoul’s skin, arms, legs, and head, revealing a large humanoid-headed snake hidden within the ghoul’s belly.
“Slaying” the ghoul frees the molting serpent. The snake-thing erupts from the corpse’s belly, striking out with long fangs.
 


Voadam

Legend
Foe Folio
Dungeon Crawl Classics
Phagent: Phagents worshipped Pestilence in life and now serve her in death by spreading death and disease.
If a creature’s Stamina is reduced to 0 by a phagent, they become a phagent in 2d6 turns. Any Stamina loss by a Phagent returns at 1 point per day of complete rest.
Umbral: Umbrals are the shades of thieves and assassins.
Upir: ?
 


Voadam

Legend
Dungeon Crawl Classics #68: People of the Pit
Dungeon Crawl Classics
Mindless Ghost: This cave was once used to bury evil chaos warriors from a bygone age. Now their ghosts have been awakened by the evil energies of the cult, and they wait here to attack interlopers.
They have been awakened by the cult’s supernatural activities and are not inherently intelligent of their own accord.
 
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