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Undead Origins

Voadam

Hero
Old-School Essentials Classic Fantasy: Rules Tome
Basic
Undead: A victim killed by blood drain [from a giant vampire bat] becomes undead (possibly a vampire) after 24 hours (save versus spells).
Ghoul: ?
Mummy: ?
Skeleton: Skeletal remains of humanoids, reanimated as guardians by powerful magic-users or clerics.
Animate Dead spell.
Spectre: A person drained of all levels [by a spectre] becomes a spectre next night, under the control of the spectre that killed them.
Vampire: A person drained of all levels [by a vampire] becomes a vampire in 3 days.
A victim killed by blood drain [from a giant vampire bat] becomes undead (possibly a vampire) after 24 hours (save versus spells).
Wight: Corpses of humans or demihumans, possessed by malevolent spirits.
A person drained of all levels [by a wight] becomes a wight in 1d4 days, under the control of the wight that killed them.
Wraith: A person drained of all levels [by a wraith] becomes a wraith in one day, under the control of the wraith that killed them.
Zombie: Listless, humanoid corpses, reanimated as guardians by powerful clerics or wizards.
Animate Dead spell.

Magic-User Spells
5th Level Spells
Animate Dead
Duration: Permanent
Range: 60’
This spell turns the bones or bodies of dead creatures into undead skeletons or zombies:
Obedient: They obey the caster’s commands.
Special abilities: They are unable to use any special abilities (including spell casting) that they possessed in life.
Duration: They remain animated until they are destroyed or until a dispel magic spell is cast upon them.
Number: The spell animates a number of Hit Dice of zombies or skeletons equal to the caster’s level:
Skeletons: Have AC 7 [12] and HD equal to those the creature had in life.
Zombies: Have AC 8 [11] and HD one greater than the creature had in life.
Classed characters: If a PC or NPC with levels in a class is reanimated by this spell, the levels are not counted as HD. For example, the reanimated corpse of a 5th level fighter would have 2 HD (1 HD as a normal human, +1 for being reanimated as a zombie).
 
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Voadam

Hero
The Hole in the Oak
Basic
Spectral Hunter: ?
Spectral Hound: ?
River Ghoul, Sodden Ghoul: ?
Demi-Ghoul: ?
Jorg the Defiler, Wight: ?
Wight: A person drained of all levels [by a wight] becomes a wight in 1d4 days, under the control of the wight that killed them.
Undead: ?
Reanimated Serpent: ?
Mummified Reptile: ?
Black Skeleton: ?
 
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Voadam

Hero
OD&DITIES 04
Basic
Skeleton: Animate Undead Army spell.
Zombie: Animate Undead Army spell.
Wall of Doom spell.
Vampire: ?
Nosferatu: ?
Mummy: ?
Lich: Lichcraft spell.
Undead: Alternative spells exist that create more unusual undead, summon stranger fiends, and perform nastier rituals, However, those are rare and unusual, and may be found only in the most potent and well-guarded Grimoires.
Undead Dragon: Animate Undead Dragon spell.
Undead Pawn: ?
Animated Undead: ?
Wraith: Create Greater Undead (Wraiths and Mummies) spell.
Mummy: Create Greater Undead (Wraiths and Mummies) spell.
Ogre Mummy: ?
Ghoul: Create Lesser Undead (Ghouls and Wights) spell.
Wight: Create Lesser Undead (Ghouls and Wights) spell.
Ogre Wight: ?
Spectre: Create Major Undead (Spectres and Vampires) spell.
Vampire: Create Major Undead (Spectres and Vampires) spell.
Ogre Vampire: ?
Banshee: ?

Animate Undead Army
Ninth Level Necromancer Spell
Range: 1-mile radius
Duration: One day per necromancer level
Effect: Raises an army of the dead
This 1-turn long ritual spell, when cast near an unhallowed graveyard or battle site, will temporarily raise an army of the dead from the ground, to serve and battle for the necromancer. Ten hit dice of skeletons and, if appropriate, zombies, will rise from the earth per level of the necromancer, provided the DM adjudicates that that many dead might be in the area. Note that this spell will not affect the dead resting in properly consecrated and maintained holy grounds.
The army will be armed if weapons are available (such as on a battlefield), as appropriate.
Material Components: The tibia of a Chaotic fighter of no less than 12th level, the thighbone of a Chaotic cleric of no less than 12th level, and the skull of a necromancer of no less than 12th level. Also, the necromancer must permanently sacrifice 1d4 hit points.

Animate Undead Dragon
Eighth Level Necromancer Spell
Range: 20'
Duration: Permanent
Effect: Animates one dead dragon
This week long ritual will create an undead dragon (DMR2, Creature Catalog, pgs. 32-34) that will be at the beck and call of the necromancer. The dragon to be animated must have been slain by the necromancer and his undead minions and pawns; random dragon corpses will not suffice. The necromancer can animate any dragon that has hit dice less than or equal to his level. Note that this counts hit dice before the halving after animation. Thus, only a 22nd or greater level necromancer can animate a huge gold dragon.
Material Components: One dead dragon, essences, unguents, and incense totalling in gold piece value equal to the base XP value of the original dragon, and the permanent sacrifice on the part of the necromancer of one hit point per final hit die of the undead dragon.

Create Greater Undead (Wraiths and Mummies)
Seventh Level Necromancer Spell
Range: 20'
Duration: Permanent
Effect: Creates wraiths and mummies
This more powerful version of animate dead creates wraiths and mummies from the recent dead (or, more horribly, from the living). The casting of this ritual spell requires four full, uninterrupted hours to cast; if the spell is interrupted, it is lost, and the material components are wasted. These created wraiths and mummies will obey the necromancer until they are destroyed or until another undead liege usurps their loyalty. Note that in the latter case the necromancer may try to retake his former minions, but then they will count against his total undead pawn hit dice.
Only humans, demihumans, and humanoids may be animated as (or transformed into) wraiths and mummies. A necromancer may create with one spell as many hit dice of wraiths and mummies as he has levels. A wraith will have three more hit dice than the base type, and a mummy will have four extra hit dice (+1 hit point) over the base type. Each also costs an additional two "hit dice" per wraith or mummy, due to their magical powers. For example, a standard human wraith would have four hit dice, one above the base for the normal of its type, and cost an additional two hit dice due to its abilities. An ogre mummy, on the other hand, would have 8+2 hit dice and count as 10 hit dice for spellcasting purposes due to its abilities.
If living beings are being turned into wraiths or mummies they may make a saving throw against spells to resist; if the save fails, they are slain and become wraiths or mummies. Living beings transformed into wraiths and mummies will generally have a higher intelligence (average the living being's intelligence with the standard creature's intelligence) and have maximum hit points. Living beings that have been transformed into wraiths or mummies can never be raised.
Material Components: The ashes of a body slain by a wraith for every wraith to be created, and the dust of one mummy for every mummy to be created, as well as the proper number of bodies to be animated or living victims to be transformed. Naturally, the living victims must be bound and conscious during the ritual for it to succeed. Additional costs are 750 gold pieces in incense, oils, and such per wraith and mummy.

Create Lesser Undead (Ghouls and Wights)
Sixth Level Necromancer Spell
Range: 20'
Duration: Permanent
Effect: Creates ghouls or wights
This more powerful version of animate dead creates ghouls and wights from the recent dead (or, more horribly, from the living). The casting of this ritual spell requires a full, uninterrupted hour to cast; if the spell is interrupted, it is lost, and the material components are wasted. These created ghouls and wights will obey the necromancer until they are destroyed or until another undead liege usurps their loyalty. Note that in the latter case the necromancer may try to retake his former minions, but then they will count against his total undead pawn hit dice.
Only humans, demihumans, and humanoids may be animated as (or transformed into) ghouls and wights. A necromancer may create with one spell as many hit dice of ghouls and wights as he has levels. A ghoul will have one more hit die than the base type, and a wight will have two extra hit dice over the base type. Each also costs an additional "hit die" per ghoul or wight, due to their magical powers. For example, a standard human ghoul would have two hit dice, one above the base for the normal of its type, and cost an additional hit die due to its abilities. An ogre wight, on the other hand, would have 6+1 hit dice and count as 7 hit dice for spellcasting purposes due to its abilities.
If living beings are being turned into ghouls or wights they may make a saving throw against spells to resist; if the save fails, they are slain and become ghouls or wights. Living beings transformed into ghouls and wights will generally have a higher intelligence (average the living being's intelligence with the standard creature's intelligence) and have maximum hit points. Living beings that have been transformed into ghouls may be saved from their fate by the casting of a raise dead fully upon them (within standard time limits), upon which they are restored to their natural life. Those that are transformed into wights, however, have no such out, as their soul has been mostly obliterated by the possession of an entropic spirit.
Material Components: The brain dust of one ghoul for every ghoul to be created, and the ashes of one wight for every wight to be created, as well as the proper number of bodies to be animated or living victims to be transformed. Naturally, the living victims must be bound and conscious during the ritual for it to succeed. Additional costs are 500 gold pieces in incense, oils, and such per ghoul and wight.

Create Major Undead (Spectres and Vampires)
Eighth Level Necromancer Spell
Range: 20'
Duration: Permanent
Effect: Creates spectres and vampires
This more powerful version of animate dead creates spectres and vampires from the recent dead (or, more horribly, from the living). The casting of this ritual spell requires eight full, uninterrupted hours to cast; if the spell is interrupted, it is lost, and the material components are wasted. These created spectres and vampires will obey the necromancer until they are destroyed or until another undead liege usurps their loyalty. Note that in the latter case the necromancer may try to retake his former minions, but then they will count against his total undead pawn hit dice.
Only humans, demihumans, and humanoids may be animated as (or transformed into) spectres and vampires. A necromancer may create with one spell as many hit dice of spectres and vampires as he has levels. A spectre will have five more hit dice than the base type, and a vampire will have six extra hit dice over the base type. Each also costs an additional two "hit dice" per spectre or vampire, due to their magical powers. For example, a standard human spectre would have five hit dice, one above the base for the normal of its type, and cost an additional two hit dice due to its abilities. An ogre vampire, on the other hand, would have 10+2 hit dice and count as 12 hit dice for spellcasting purposes due to its abilities.
If living beings are being turned into spectres or vampires they may make a saving throw against spells to resist; if the save fails, they are slain and become spectres or vampires. Living beings transformed into spectres and vampires will generally have a higher intelligence (average the living being's intelligence with the standard creature's intelligence) and have maximum hit points. Living beings that have been transformed into spectres or vampires can never be raised.
Material Components: The ashes of a body slain by a spectre for every spectre to be created, and the dust of one vampire for every vampire to be created, as well as the proper number of bodies to be animated or living victims to be transformed. Naturally, the living victims must be bound and conscious during the ritual for it to succeed. Additional costs are 1,000 gold pieces in incense, oils, and such per spectre and vampire.

Lichcraft
Ninth Level Necromancer Spell
Range: 0 (necromancer only)
Duration: Permanent
Effect: Transforms the necromancer into a lich This spell, the ultimate goal of any necromancer, will raise the necromancer to the highest level of undead stature. Upon completion of the month-long ritual, the necromancer must make a saving throw versus spells. If successful, she dies and becomes a lich, with attendant powers and abilities. If she fails the save, she dies permanently, and her soul goes on to its appropriate reward; she can never be raised.
Material Components: 100,000 gold pieces must be invested in the creation of the phylactery before the ritual may even begin. The ritual also requires the blood of a mortal king, the ichor of a Roaring Fiend, the heart of a huge red dragon, and the breath of a titan.

Wall of Doom
Eighth Level Necromancer Spell
Range: 60'
Duration: Concentration plus 1d20+1 rounds
Effect: Creates 1,200 cubic feet of glowering violet energies This spell creates a 1' thick vertical wall of glowering violet energies, of any dimension and shape, determined by the spellcaster, totalling 1,200 square feet. The wall is opaque and will block sight. The wall cannot be cast in a space occupied by another object. The wall lasts as long as the necromancer concentrates, unmoving, on maintaining it. Thereafter it will remain standing for 2 to 21 rounds, then fade and disappear in one round.
Any creature can pass through the wall after passing a morale check. Those that pass through must make a saving throw against spells or die. Those that save still take 8d6 damage. Those that die on the passage through come out the other end of the wall as zombies under the control of the necromancer that cast the wall spell.
Material Components: A vial of Fiend ichor, which is consumed in the casting.
 

Voadam

Hero
OD&DITIES 05
Basic
Undead: ?
Vampire: ?
Ranjit Virishana, Prince of Surabad, Black Lama of Angorit, Nosferatu Chambahara Wizard-Priest 16: He became a nosferatu through a curse that struck him from a rotted ancient tome he discovered in an antediluvian ruin far to the east.
Ghost: ?
Ghoul: ?
Mummy: ?
 

Voadam

Hero
OD&DITIES 06
Basic
Skeleton: ?
Zombie: ?
Jondar, Ghost: ?
Velon, Ghost: ?
Ghoul: ?
Ferazar, Zombie: ?
Durgan, Zombie: ?
Demora, Zombie: ?
Olmger, Zombie: ?
Hyrrmor, Zombie: ?
 


Voadam

Hero
OD&DITIES 08
Basic
Skeleton: The skeletons were raiders who lived in these caves decades ago, before the arrival of Kralthragg. They were killed in a rock fall not long before the dragon's arrival, and have lain here ever since. The PCs' digging awakened them, and now they will not rest until they or the PCs are dead.
Zombie: ?
 

Voadam

Hero
OD&DITIES 09
Basic
Undead: ?
Govenai, Vampire: In life, Govenai was a native of Jerek'Ha, in the Old Countries; he was a Master of Brands who grew more and more afraid of death as he grew older. In a desperate attempt to stave off death, he created the Vivicant Brand, which reanimated him as Herol's first Vampire - an act which earned him the right to seek Immortality in the Sphere of Entropy, despite his limited "level".
Elbrolac: Hither and Yon were commissioned a century ago by one Elbrolac, a cold, ruthless assassin for hire operating from the free city of Port Jansor. Elbrolac, known also as Jansor's Scourge, slew no less than three score minor nobles and well known politicians during his short but pestilent career. In what some posit a bid to incite war with neighbouring Nadoria, Elbrolac was hired to commit a wave of politically motivated slayings in which he wielded Hither and Yon with a deadly efficiency that culminated in the bold murder of Port Jansor's popular Lord Mayor.
The assassination incited unanticipated outrage, and Elbrolac, who sought to flee Port Jansor, was foiled through the renewed vigour of the local constabulary and his betrayal by other underworld figures who believed that Jansor's Scourge had finally gone too far. Within a week of the Lord Mayor's death, Elbrolac was rooted out and summarily sentenced to death.
The Silent Square within Port Jansor's Founding District is so named for Elbrolac's execution, for while he was set on a pyre fueled by Elemental flame, he uttered not a sound of protest, spite, or agony whilst he burned, instead fixing his gaze firmly upon a rising sun of full, radiant glory. Elbrolac's ashes were left to wash away in the rain, and his fearsome blades were sequestered in the City Treasury.
Ghoul: ?
Skeleton: ?
Vampire: ?
 

Voadam

Hero
OD&DITIES 10
Basic
Undead: Any intelligent, humanoid creature - Human, Demi-Human, Goblinoid, even monsters - can be transformed into an intelligent Undead on Herol.
Unquiet Guardian spell.
Ghoul: Ghouls - lesser followers of Govenai, these creatures are reanimated by a weaker variant of the Vivicant Brand, developed by Govenai’s Priests, which must be placed on their chests before death.
Vampires - the most favoured followers of the Immortal Govenai, Herolian Vampires are former NPCs who received the Vivicant Brand in life; once killed - either in the course of their lives, or via suicide - the Brand activated, returning them to Unlife as Vampires. The majority of Herol’s Vampires possess high-level Clerical or Magical abilities, in addition to their Vampiric powers - which do not include the ability to turn their victims into lesser Vampires, unless the Vampire himself has the Branding skill; those who do can use that skill on Charmed slaves before killing them, transforming them into Ghouls or lesser Vampires, if desired.
Skeleton: Zombies and Skeletons, of course, can be animated from any dead body.
Zombies and Skeletons - the spell Animate Dead is available to both Clerics and Magi on Herol; however, Undead created by this spell are often weak, pathetic things, easily destroyed. Most “permanent” Undead of this type are created by Branding dead bodies (for Zombies) or etching a Brand-like sigil into the skulls of Skeletons.
The Brands used to create these constructs were originally designed by followers of Govenai, but knowledge of their design has passed into common lore.
Awakened Army spell.
Spectre: Wraiths and Spectres - unlike most corporeal Undead, these monsters do not owe their existence to Govenai; most are ancient, created thousands of ago in a ritual employing the lost spell Unquiet Guardian. Those created since were made by the Undead themselves, since those slain by a Wraith or Spectre will rise again as the same sort of Undead which killed them.
Unquiet Guardian spell.
Vampire: Vampires - the most favoured followers of the Immortal Govenai, Herolian Vampires are former NPCs who received the Vivicant Brand in life; once killed - either in the course of their lives, or via suicide - the Brand activated, returning them to Unlife as Vampires. The majority of Herol’s Vampires possess high-level Clerical or Magical abilities, in addition to their Vampiric powers - which do not include the ability to turn their victims into lesser Vampires, unless the Vampire himself has the Branding skill; those who do can use that skill on Charmed slaves before killing them, transforming them into Ghouls or lesser Vampires, if desired.
Wight: ?
Wraith: Wraiths and Spectres - unlike most corporeal Undead, these monsters do not owe their existence to Govenai; most are ancient, created thousands of ago in a ritual employing the lost spell Unquiet Guardian. Those created since were made by the Undead themselves, since those slain by a Wraith or Spectre will rise again as the same sort of Undead which killed them.
Unquiet Guardian spell.
Zombie: Zombies and Skeletons, of course, can be animated from any dead body.
Zombies and Skeletons - the spell Animate Dead is available to both Clerics and Magi on Herol; however, Undead created by this spell are often weak, pathetic things, easily destroyed. Most “permanent” Undead of this type are created by Branding dead bodies (for Zombies) or etching a Brand-like sigil into the skulls of Skeletons.
The Brands used to create these constructs were originally designed by followers of Govenai, but knowledge of their design has passed into common lore.
Awakened Army spell.
Ghoul Elder: ?
Mummy: Mummies - like Wraiths and Spectres, most ancient Mummies owe their existence to a variation of the Unquiet Guardian spell, and were created during the era of the Lost Empires; however, the mummification process is also known to occur when powerful worshippers of Entropic Immortals (other than Govenai) die a natural death; the power residing within them both corrupts and preserves them in a withered, desiccated husk. Those who achieve the state in this fashion retain much of their magic, in the manner of Liches.
Unquiet Guardian spell.
Lich: Liches - Lichdom is achieved in the same manner on Herol as it is on Mystara; only high-level Magi can use this method.
Gorend: Gorends are horrid undead constructs, made from the fleshy tissue of unfortunate elves.

Awakened Army
Level: 6
Range: 90’ radius
Duration: one night
Effect: summons Undead horde
This mighty enchantment is only available to the most powerful of Govenai's Clerics- Vampire or otherwise – who must be in good standing with their Immortal, as it allows them to directly channel his Immortal essence on this Plane.
The spell requires a moonless night to function, and must be cast in an area of death; a battlefield or cemetery is ideal. The spell is normally started shortly after sunset, to maximise the time available. The caster must invoke the power of Govenai, beseeching him to raise up the dead to serve the caster’s will; this can take an hour or more. If successful, all dead bodies within 90’ of the caster will jerk into a mockery of life, digging themselves out of their own graves if necessary. The strain of channelling Immortal power causes 2d6 hp of damage the caster at this point, which may be healed normally (but not magically); a Vampire caster cannot regenerate this damage until he sleeps again. Conversely, a mortal caster gains the ability to regenerate any further damage received, at the rate of 1 hp per Turn, for the duration of the spell.
The size of the Awakened Army is dependent on both the number of corpses available, and on the caster’s level – use the “Undead Liege” rules in the RC to determine how many Undead the Cleric can command. Vampire casters, who may already function as Lieges, can command 50% more HD of Undead than living casters when using this spell. The animated corpses will be either Zombies or Skeletons, with the lowest possible HD for their type. They will obey the spoken or mental commands of the caster, no matter how complicated, but may move no further than 500’ from the caster without collapsing; however, if the caster moves back into range, they reanimate immediately. If slain in combat, they do not reanimate. Awakened Army Undead cannot be Turned at all for the duration of the spell.
If the caster is slain, the spell is immediately broken, and the Awakened Army collapses. Even if not interrupted, the spell lasts only until the first rays of dawn strike the Awakened Army, at which point they crumble into dust, like a Vampire. This spell is not often used, both because of the damage it causes to the caster and because of the wholesale destruction of “raw materials” that results. The occasions when Awakened Army has been employed, over the centuries, have gone into folklore and legend; indeed, in parts of the Old Countries, an ancient and popular Autumnal festival has been based around the “night of the walking dead”.

Unquiet Guardian
Level: 7
Range: 10’
Duration: permanent
Effect: creates Undead being
This spell is ancient, and believed lost by those few who know of it. It was created many thousands of years in the past, in a period now known as the “Lost Empire” Era (the “Lost Empire”, actually several such empires which succeeded each other over a period of nearly 5,000 years, occupied the area of Draman now known as the Old Countries).
Unquiet Guardian was originally devised to provide untiring, deathless protectors for the tombs of the great kings. It required the sacrifice of an intelligent being in a long, dangerous ritual lasting up to three days, during which the still-living victim was chained to an altar and had slender needles of silver pushed slowly into different parts of his body.
The ritual has several variations depending on the type of Undead to be created. In order to create a Mummy, for instance, the body is drained slowly of blood, creating a desiccated husk; to create a Spectre or Wraith, the heart must be cut from the body and burnt, and the feet removed (to free the spirit from earthly ties). Both these procedures require constant, droning chants to be performed for the entire duration, invoking Entropic powers (both magical and clerical versions invoke the same powers, although the former command, while the latter beseech). Most casters used a succession of trained slaves to do the chanting, rather than risk faltering by themselves; this meant they could catch a few hours of sleep during the spell’s duration.
To determine whether the spell has been cast successfully, the caster must make three successive Saves vs. Death Ray. If creating a Mummy, all three saves must succeed. When creating an incorporeal Undead, however, three successful saves transforms the victim into a Spectre, while two successes and one failure creates a Wraith. More than a single failure will ruin the spell, either destroying the victim (with a magical backlash which deals 6d6 damage to the caster and either infects him with Mummy Rot or drains a level from him, depending on the type of Undead that was being created), or creating a free-willed Undead which immediately attacks the caster and those with him.
If the spell is successful, the resulting Undead must obey the first command given by the caster as if Geased - usually to guard a tomb, treasure-house, or other location from intruders, but possibly to hunt down and slay a particular foe. If the task is completed, the Undead becomes free-willed.
If the spell were to be rediscovered (or granted anew by one of the current Immortals), it might easily be adapted to create other forms of Undead - perhaps even new forms never seen before.
 


Voadam

Hero
Wormskin Issue 2
Basic
Bog Zombie: Sodden corpses of those hapless mortals who have died, accursed, in the bogs and swamps of the forest. Inhabited by the spirits of marsh-fires, they rise at night to wreak death and jealous vengeance upon the living.
Upon a successful hit with a damage roll of 4 or greater, a bog zombie clasps its hands around the throat of the victim, attempting to strangle it. The victim thence suffers 1d6 hit points’ automatic damage per round, until the zombie is killed. A victim killed in this way will be dragged into the bog and will rise the following night as a bog zombie.
Ritualistic bog-graves. The zombies are the victims of tribal sacrifices, buried in the marsh in order to appease ancient, heathen deities.
 


Voadam

Hero
Wormskin Issue 4
Basic
Wight: The Miracle of Resurrection.
Cadaverous Monk Zombie: ?
Monk Husk: ?
Brother Bertram, Zombie: ?
Skeleton: The Miracle of Resurrection.
Zombie: The Miracle of Resurrection.
Ghoul: The Miracle of Resurrection.
Chaotic Undead: ?

The Miracle of Resurrection
In this area, the most celebrated miracle of St Clewd (the resurrection of Gondyw) is relived, in a twisted form, via the chaotic influence of the cataract. If a corpse is placed inside one of the coffers here, roll on the following table at dawn each day to determine what happens to it:
1. The flesh rots at a frightening rate.
2. The eyes are revitalised, rolling in their sockets and blinking. *
3. Begins to dance with macabre glee. *
4. Crawls about in search of meat. *
5. Wails and moans, but cannot move. *
6. Shouts obscenities and moves about in a fumbling fashion, attempting to grope any living flesh that comes within reach. *
7. Reanimated as a non-sentient undead monster (zombie or skeleton).
8. Reanimated as a sentient undead monster (ghoul or wight).
9. Returned to life with an utterly different personality.
10. Returned to life with an unusual (possibly supernatural) physical mutation. (Tables of mutation may be utilised.)
11. Returned to life, but with several mental aberrations or oddities. (Tables of insanity may be utilised.)
12. A perfect resurrection.
(*The corpse is reanimated, but non-sentient. It may be turned as a zombie.)
 

Voadam

Hero
Wormskin Issue 5
Basic
Undead Wanderer: Bafflestone was irrevocably warped by the arrival of the Nag-Lord in Dolmenwood. Beneath the weight of Old Shub’s smothering psychic miasma, the stone’s inner magical structure erupted with a grievous and invisible wound that bled into the dreams of the Wood’s inhabitants for a long, dark time. The Drune — being self-appointed stewards of all the standing stones in Dolmenwood — attempted to clot Bafflestone’s wound and put an end to its leaking nightmares. They failed miserably at this task, effectively amplifying Bafflestone’s unnatural radiance.
Any who stand within a mile of its location will perceive Bafflestone’s psychic malaise and must save vs spells. Failure indicates that the character is sympathetic to the stone’s deep malignity. Sympathy manifests as follows:
• Inability to sleep.
• Unwillingness to leave the stone’s presence (must be physically forced to go beyond Bafflestone’s reach, a roughly one-mile radius extending from the site of the stone in all directions).
• Unwillingness to eat or drink, despite feelings of hunger and thirst.
Unless sympathetics are dragged, pulled, or otherwise coerced away from the stone, they will wither and die, remaining on this plane as morose and disconsolate undead wanderers who are compelled to patrol the environs of Bafflestone without rest. These desiccated corpses will seek to drag outsiders to the site of the stone in order to test their wills against the monument’s eldritch presence. Close proximity (within 10 feet) to the stone requires a second save vs spells to resist its pull (-3 modifier to roll).
Zombie: ?
Ghoul: ?
 


Voadam

Hero
The Haunted Tower (Basic)
Basic
Zombie: ?
Ghost: ?
Vampire: ?
Skeleton: ?
Ghoul: ?
Wight: ?
Wraith: ?
Mummy: ?
Sir Matthew, Mummy: When the spell was cast by the Mad Mage during the War of Sword and Wand, he was caught outside. The ground beneath him became a huge bog. Sir Matthew was unable to reach solid ground and was sucked beneath the bog’s surface. The evil of the fens mixed with his angry spirit, which was frustrated at not dying nobly in battle, and he rose from the bog as a mummy.
Sir Jameson the Defender, Specter: This tower was formerly a fighters’ academy established by Sir Jameson the Defender. Sir Jameson and all who were in the tower died in the horrible spell cast by the Mad Mage. Sir Jameson’s vengeful spirit has refused to seek final rest, and it tries with all its might to gain revenge even in death upon the magic-users of Wizardspire.
Lord Ursus Longmane, Vampire Magic-User 5: ?
Specter: ?

Haunted Tower Game
Sir Jameson, Specter: ?
Ghoul: ?
Mummy: ?
Skeleton: ?
Vampire: ?
Wight: ?
Wraith: ?
Zombie: ?
 
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Voadam

Hero
PC3 Creature Crucible: The Sea People (Basic)
Undead: ?
Spectre: ?
Sasskas, Devilfish Vampire: ?
Wight: ?
Triton Wight: The triton swam upwards but was caught by devilfish warriors and a vampiric devilfish cleric. The warriors ripped up his body, but left him barely alive so that the cleric could drain his remaining life energy and turn him into a wight.
Caxctiou, Baron of Calitar, Velya Triton Cleric 14: As a youth, Caxctiou loved to explore old ruins. He and his companions entered large numbers of Taymora tombs to lay the dead to rest. One day they set off to explore the ruins on the Terraces. Led by their shark-kin guide, they entered an ancient temple and were confronted by the horrific form of Saasskas the Hissing Demon. Using her demonic powers, Saasskas claimed their minds and souls. Her undead servants leeched the life out of them and turned them into velya-the dreaded vampires of the deeps.
Velya: As a youth, Caxctiou loved to explore old ruins. He and his companions entered large numbers of Taymora tombs to lay the dead to rest. One day they set off to explore the ruins on the Terraces. Led by their shark-kin guide, they entered an ancient temple and were confronted by the horrific form of Saasskas the Hissing Demon. Using her demonic powers, Saasskas claimed their minds and souls. Her undead servants leeched the life out of them and turned them into velya-the dreaded vampires of the deeps.
Zombie: Skeletons and zombies can be created from any race that exists in the sea as well as from humans.
The devilfish are fanatical in their devotion. The appearance of Saasskas the Hissing Demon has convinced them that they are the chosen people of the depths. Their mission is to bring death to all they find. Corpses are either eaten or turned into zombies or skeletons by the clerics.
Mesmer: ?
Skeleton: Skeletons and zombies can be created from any race that exists in the sea as well as from humans.
The devilfish are fanatical in their devotion. The appearance of Saasskas the Hissing Demon has convinced them that they are the chosen people of the depths. Their mission is to bring death to all they find. Corpses are either eaten or turned into zombies or skeletons by the clerics.
Shark-Kin Skeleton: ?
Shark-Kin Zombie: ?
Wraith: ?
Devilfish Vampire: In the depths of the seas and oceans of the world, their vampiric clerics sacrifice many who fall into their clutches. Others they drain of their life energies, turning them into wights. Vampiric devilfish never create other vampires, except among their own kind. Once a devil fish cleric has proved itself, it is transformed during a diabolical ceremony into a vampire.
Undead Fish: The fish are undead created by the sea hag.
Deep Sea Ghoul: ?
Ghoul: ?
Ghoul Fish: Once scavengers and hunters, they have been turned into ghouls by the devilfish.
Elder Ghoul Fish: ?
Mummy: ?
Vampiric Devilfish Patriarch: ?
Super Zombie: ?
Kna Zombie: Standing on the deck is a kna zombie which was created by the lama on the preceding day.
Devilfish Zombie: The zombies have been recently animated by a devilfish bishop hiding in the darkness, and they bear numerous fish gun darts and trident wounds.
 
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