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Undead Origins

Voadam

Legend
Rappan Athuk Bestiary Swords and Wizardry Edition
Swords & Wizardry
Barrow Wight: Creatures hit by a barrow wight’s slam attack are drained of one level. Creatures killed by this level drain rise as barrow wights in 1d4 rounds and remain under their creator’s control until it is destroyed.
Devouring Mist: Spawned of the dreams of the Bloodwraith, devouring mists are undead composed of equal parts blood and malice, wedded together by negative energy.
If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds.
Juju Zombie: When a humanoid or monstrous humanoid is slain by an energy drain or a similar spell or spell-like ability, it may rise as a juju zombie.
Crimthann, Ghast Lord: The Mojango belonged to Crimthann, a dark priest of Orcus who abandoned the swamp to oversee a temple to his demon lord. The ship, powered by 11 juju zombies, still plies the swamps, searching on its own for a missing power source named the All-Seeing Eye of Mojango. This malevolent orb fits neatly into the empty tree trunk and foretells doom for all it surveys.
The Eye is also searching for the ship, appearing in the tallest trees randomly throughout the swamp to gain the best vantages. The Eye is dangerous, draining 1d4 levels from anyone touching it. Crimthann himself cast the orb off the boat for fear it would someday become powerful enough to overthrow even his master. His action cost him his life, and turned him into a ghast lord.
Meat Puppet: Meat puppets are boneless, skinless corpses reanimated after being exposed to necromantic energies.
The Bone Crusher artifact.
Otyugh Meat Puppet: The unfortunate otyugh, which the laboratory’s alchemist used as waste disposal, suffered from a necromantic explosion in the lab. The catastrophe transformed the creature into its current undead state.
Mordnaissant: Occasionally when a pregnant mother dies violently in a place infused with unholy or negative energies, the unborn child within her does not simply perish, but instead continues to grow, vitalized by dark power, until it is capable of clawing its way free from its dead mother.
The earth mother idol is a massive emerald-and-bamboo construction standing 15-feet-tall in the center of a jungle clearing. A low altar of black igneous rock stands before the statue of the earth goddess. Piled-up emerald stones form her head, shoulders and arms. Sharpened bamboo branches curve to form her fertile belly. Her legs are stone arches rising from the ground. The superstitious villagers sacrifice virgins each full moon by tying the women to the fast-growing bamboo. The sharp shoots slowly impale and kill the struggling women. Skeletons are still entwined in the thick bamboo, with more bones littering the jungle floor around the statue.
Unfortunately for the villagers, the last woman sacrificed was not a virgin. She was a few months pregnant, but hid her condition from the villagers. When the woman died on the sharpened stakes, her unborn child became a mordnaissant that inhabits the idol’s barren bamboo womb.
Undead Soldier: When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.
Undead General: When not warring against rival demon princes, Orcus likes to travel the planes, particularly the Material Plane. Should a foolish spellcaster open a gate and speak his name, he is more than likely going to hear the call and step through to the Material Plane. What happens to the spellcaster that called him usually depends on the reason for the summons and the power of the spellcaster. Extremely powerful spellcasters are usually slain after a while and turned into undead soldiers or generals in his armies.
Black Skeleton: ?

Zombie: ?
Skeleton: ?
Ghoul: ?
Ghast: ?
Wraith: ?
Wight: ?
Spectre: ?
Vampire: If a victim’s constitution is reduced to 0 due to the devouring mist’s ability drain, the blood from the victim’s body forms into a new devouring mist in 1d4 rounds. Further, the victim’s corpse rises as a vampire in 1d4 days unless the remains are blessed before this rising.

The ground rumbles and shakes as the Bone Crusher (AC 3 [16], 300 hit points) approaches. This five-ton contraption from hell is a massive stone roller carved with thousands of grinning skulls. Massive femurs attached on each end of the roller support a cobbled-together platform of bone that hovers above and slightly behind the massive roller. A single stone wheel below the platform serves as a steering mechanism. The roller inflicts 10d6 points of crushing damage to anything caught in its path.
Despite moving at a mere 15 ft., the Bone Crusher animates any living corporeal creature it crushes as a meat puppet in its wake. Currently, 6 human meat puppets follow the Bone Crusher. Commanding the massive crusher is the vrock, Beek Vrut, who carries a wand of paralyzing (15 charges) and a long spear.
Only those who serve Orcus can command the Bone Crusher or access its powers. If the juggernaut’s commander is slain, the entire machine falls into thousands of jumbled bones and stones. The Bone Crusher can only reform through months of vile rituals and the desecration of at least 100 graves.
 
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Voadam

Legend
Rappan Athuk Expansions 1 - Swords and Wizardry
Swords & Wizardry
Fragmented Skeleton: The foul magic binding these skeletons together may disintegrate at any moment, and even if the skeletons survive the combat, they usually fall apart after an hour.
Undead Hummingbird: The darting shapes are undead hummingbirds, a wicked and terrible creation.
Shade: A shade is an undead creature that rises when a living creature willingly sacrifices itself in a ritual to Orcus.
White Lady: A white lady is a twisted 9ft tall monstrosity warped by the foul presence of the club it carries.
The ladies are not creations of this place; rather, it is their clubs that curse them and twist their flesh into their current form. The clubs were created by a priest of Orcus many years ago as an experiment and have no goodly use.
The marble table has a single twisted iron club resting on it. It is visually identical to the ones carried by the white ladies, except it looks cleaner and somehow fresher. It radiates a magical aura. An inscription next to the weapon reads: “To achieve victory, you will need to sacrifice part of yourself. The safety of the world must overrule the safety for one’s own self. Take up this weapon, and lose that which would doom you to defeat”
The weapon is a trap. The first person to pick up the weapon must make a saving throw each round he holds onto the weapon. If someone holding the club fails a save, he gains a sudden understanding of his own might as his muscles bulge. The victim’s strength and constitution immediately increase by 3 points each (to a maximum of 18). The curse continues to raise his strength by 1 point each day for the next 10 days (to a maximum of 18). Over that time, the person becomes increasingly emotionally distant, focusing only on killing those who stand between him and his goals. After the 10th day, he gains the ability to regenerate 3 hit points per round, like a troll. He marches inexorably toward his goal with no regard for personal safety, destroying everything in his path. He likely is killed in short order, although that doesn’t slow him down. The corpse continues its doomed march. Over the days that follow, he violently twists and morphs until he becomes another white lady.
Old Jim, Ghoul: Jim fell overboard during a violent storm “some time ago” and washed up on shore. He is now waiting for a boat to rescue him. If pressed, he tersely admits that he has not seen a single ship during his vigil.
Jim survived by going to the nearby stream and filling his helmet with water and scraps of meat floating by. He built a small fire on the beach and boiled a stew using the water and meat scraps. Because the wood was driftwood, it did not attract the attention of the aelom, although Jim’s unwise choice of food explains his current condition.
Alumaxis, Knight Gaunt: This is the last resting place for the former captain-of-the-guard-turned-architect, Alumaxis. A good soldier to the end, Alumaxis volunteered for the role of leader of this building site when he understood it would further the reach of Orcus in the world. What he didn’t know was the depth of deceit in the ranks of his “advisors”. As a man used to facing foes head-to-head, he did not see the treachery of the clergy until it was too late. To cover any evidence of their assassination, the clergy ordered this pyre built to honor their fallen “leader”. The captain’s body was laid to rest atop the bonfire, and he was immolated. Unexpectedly, the fire never burned itself out; it smolders even to this day, wafting smoky tendrils to remind the very stones of the dungeon what happened here.
Alumaxis himself was not fully consumed by the flame. He regained his material body after being scorched, and returned to the mortal realm as a knight gaunt, an undead horror normally created when a paladin falls in righteous combat against Chaos. Orcus himself found the humor in returning his soldier to the field in such a form.
Kenard, Warden of the Dead, Vampire: Along the southern wall, in a mundane but comfortable chair, flanked by two doors, sits the Warden of the Dead, a former ranger and hero who chose to be infected with vampirism to ensure the feral vampires in Area 3D-24 are never released from their prison.
In an abbreviated version of a long and tragic tale, the 3 feral vampires were brothers in life; terrible and loathsome louts that beat and stole from any who were weaker than them. One day, Judith, a fair and frail maiden, was travelling to meet her betrothed, Kenard, a ranger and protector of Good Hope Forest (as it was called, long ago by the local woodsman). She never made it, as she was set upon by the foul brothers. Rather than have a shred of kindness, and just kill her quickly, the brothers made sport of her torment. Eventually, Kenard discovered the abduction, and he raced to save his future bride, but when he found the trio of brutes and his love, it was far too late to save Judith. Unable to control his monumental rage, Kenard took spear and short sword to the brothers, unleashing all his hate and fury. So powerful was his retribution, the forest itself was shocked and outraged by the display. Kenard took days to dispatch the brothers, and in that time a powerful forest spirit, Aspen, came to the site. “This cannot go unpunished, Kenard. You are a good and lawful man. You did the wrong thing. You must atone for your own sins.” And with that, the brothers rose, staggered about, and were cursed as vampires.
Judith, with her last few breaths, smiled to Kenard and said, “You know Aspen to be true. Stop this hateful action, Protect. It is what you do.” “I will protect, Lady Judith. I will protect the land from such beings as those.”
The brothers looked to each other, and fell upon the pair, their newfound bloodlust too overpowering to be ignored. As the pair fell to the foul vampires, Kenard’s will kept him “alive” in a sense. He too rose as a vampire, able to overpower the brothers.
Feral Vampire Spawn: In an abbreviated version of a long and tragic tale, the 3 feral vampires were brothers in life; terrible and loathsome louts that beat and stole from any who were weaker than them. One day, Judith, a fair and frail maiden, was travelling to meet her betrothed, Kenard, a ranger and protector of Good Hope Forest (as it was called, long ago by the local woodsman). She never made it, as she was set upon by the foul brothers. Rather than have a shred of kindness, and just kill her quickly, the brothers made sport of her torment. Eventually, Kenard discovered the abduction, and he raced to save his future bride, but when he found the trio of brutes and his love, it was far too late to save Judith. Unable to control his monumental rage, Kenard took spear and short sword to the brothers, unleashing all his hate and fury. So powerful was his retribution, the forest itself was shocked and outraged by the display. Kenard took days to dispatch the brothers, and in that time a powerful forest spirit, Aspen, came to the site. “This cannot go unpunished, Kenard. You are a good and lawful man. You did the wrong thing. You must atone for your own sins.” And with that, the brothers rose, staggered about, and were cursed as vampires.
Tabitha Mirax, Shade: With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will.
The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead.
Davith, Half-Orc Warrior of Orcus, Shade: With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will.
The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead.
Vallis Blacklocke, Shade: With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will.
The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead.
Kenneth, Lord Darkblade von Nightkill, Shade: With a squad of undead on hand to keep the place clean and in good repair, they performed dark rituals to allow themselves to become ghost-like creatures while retaining their memories and free will.
The four shades that haunt the level are the spirits of the adventurers who built this place. While comparable to ghosts, these undead creatures are something new, a result of living creatures willingly sacrificing themselves as part of a ritual to rise again as intelligent undead.
Kenneth, like many evil magic-users, turned to necromancy as a way of discovering a path to immortality, which he eventually found.
Kenneth Junior, Black Skeleton: ?
Juju Zombie Soldier: ?
Skeleton Archer: ?
Black Skeleton Champion: ?
Jawbone: Neither Vallis nor Kenneth has the power to properly animate such a creation, so they’ve taken a shortcut. As long as Vallis is not pinned by the Ghostbind, she can use her essence to activate the creature (Vallis assumes her incorporeal form and occupies the skeleton’s space, wearing it like armor). If Vallis is not present, one of the other shades takes control, although Jawbone loses its regeneration if controlled in this manner.
Kallinstraids, Vampiric Red Dragon, Bone Dragon, Undead Dragon: ?
Risen Goblin, Ghast: No one that goes into Rappan Athuk comes out the same, if they come out at all. This is just as true for monsters as it is for adventurers. These six goblins snuck into the early levels of Rappan Athuk hoping for treasure, or at least a place to hide. What they found was something darker, and in their desperate search for a way back to the surface they took to cannibalism to survive. Now they have escaped and roam the surface, their goblin appetites augmented with a hunger for flesh, bone and marrow.
One turn after one of these corrupted goblins dies its flesh tightens over its frame (regenerating if needed) and with a sickening crunch the now intact body rises as a ghast.
[Ravenous] Goblins that drop to 0 hit points or below rise as ghasts on the next combat round, retaining their place on the initiative order. This can be prevented by destroying the corpse with 5 points of fire damage, or pouring holy water over the corpse.

Skeleton: The ‘priest’ of this foul place is the goblin Jedra, who found a book about Orcus left here by a previous inhabitant. Jedra rather liked the idea of Orcus and built this chapel to honor him. Orcus was amused by this and granted Jedra some limited power which she is using to learn to raise undead. She hopes one day to replace her raiding parties with teams of undead lead by goblins, to supply them with all the food they could want.
At any time Jedra will be in the chapel, praising Orcus or experimenting on any bodies on which she can get her hands. She has so far carefully managed to raise a pair of skeletons, and is working on a corpse, this time attempting to make a zombie.
Ghoul: ?
Ghast: ?
Coffer Corpse: ?
Shadow: ?
Mummy: ?
Cadaver Lord: ?
Cadaver: ?
Strangling Ghost: ?
Fear Guard: The fear guards were former temple warriors, bound to this place after death.
Undead Mimic: The font is actually an undead mimic, a hideous creature that wandered into this place as a normal variety of mimic, and replaced the existing font, thinking to trap petitioners when they came to gather some of the water. The mimic waited so long, and was eventually infused with so much dark energy, when it perished from starvation it transformed into this undead version.
Guardian Cimota: The former collector of these scrolls, an injured soldier and neophyte acolyte of Orcus, was slain in here by a rival over hierarchy in the lower orders of the clergy. Maintaining his soldier’s sense of duty towards his collection, the acolyte rose eventually rose from death as a guardian cimota, forever tasked to guard these scrolls.
Undead Troll: This beast was a former guardian of the path to Level 3D, Section 2. After most of the living inhabitants died, the troll starved to death. The power of the chapel kept the beast from entering the afterlife, so he is confined here as an undead troll.
Pyre Zombie: ?
Brain-Eating Zombie: ?
Zombie: ?
Vampire: ?
 
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Voadam

Legend
Rappan Athuk Expansions 2 - Swords and Wizardry
Swords & Wizardry
Devron the Necromancer, Lich: Devron the necromancer swears himself to Arvonliet’s true nature, transforms into lich and is imprisoned below Barakus.
Gremag, Lich: ?
Lich-Queen Trystece: ?
Nadroj the Wraith: ?
Zelkor: Nadroj the wraith breaks Zelkor and makes him an undead minion of Orcus.
Slavish, Lich: ?
King Goov: ?
Zelkor, Lich: ?
Restless Spirits: ?
Exploding Skeleton: ?
Dissolving Zombie: ?
Bartholomew Ragusovitch, Red Jester: As one of Orcus’ few amusing creations, Bartholomew can be permanently destroyed only if the characters slay him while he is prone (Orcus granted him his deathly reward after accidently breaking his neck in a pratfall.)
Azraggad, Vampiric Cleric of Orcus: When Tsathogga’s followers infiltrated Rappan Athuk, Azraggad, a devout cleric of Orcus, swore his undying loyalty to the demon lord. To cement his pact, the priest joined the ranks of the undead as a vampire.
The Conductor, Lich MU 18: He amassed enough magical might that he was able to thwart death, and he has lived as a lich for millennia.

Black Skeleton: ?
Ghast: A human treasure-hunter became trapped in the oyster, transforming into a ghast after drowning.
Skeleton: This staff’s single purpose is to command the infamous Army of the Shoreline Dead. The members of this skeletal fighting force are believed to have been among the first settlers in the area around Rappan Athuk, and among its first victims. They died on or near the shore on which they arrived, falling prey to disease, in-fighting, native hazards, and sahuagin raids.
Nihiloplasm magic item.
Wraith: Unbeknownst to the sahuagin, this cave was once the private chamber of a high priest who swore fealty to the Profane Tides. Slain by a wraith while he slept, the priest was interred in the floor directly below his bed. Though that bed and all other evidence of the priest’s existence are gone, his spirit lingers. A successful search for secret doors reveals a section of mismatched stones in the floor, 6ft long by 2ft wide. Anyone spending half an hour with the proper tools can unearth a copper casket buried a few inches below the surface. The casket is sealed shut by time and moisture, requiring successful open door checks from 2 characters working together to lift the lid. Inside is a mostly crumbled skeleton … and the wraith the priest became after death.
Bone Swarm: Composed of tiny bits of bone culled from the remnants of fallen undead monsters as well as Azraggad’s past victims.
Wight: ?
Shadow Rat: ?
Feral Undead Cat: ?
Specter: ?
Ghost: The library is attended by a ghost, the damned spirit of a scribe who came here to steal but was slain by the lich in Area 5C-14.

Nihiloplasm
Appearing as a dull green, viscous fluid that has the instant effect of cause disease when it contacts living flesh. No saving throw is allowed. Nihiloplasm may be used as an ingredient in any number of malign magic items, but its primary purpose is to create skeletons and infuse them with negative energy so that they seek retribution on the living. For every cup of nihiloplasm poured onto the ground, 2d4 skeletons rise from the sizzling liquid, their eye sockets burning the same dull green color as the unusual material that created them. On the round following their appearance, the skeletons attack any living creature they see — including the person who summoned them. The skeletons behave as standard undead of their type. Despite the skeletons’ tendency to attack the nihiloplasm’s owner, clever users devise means of using the substance to their advantage.
 

Voadam

Legend
TG1 Lost Temple of Ibholtheg (SnW)
Swords & Wizardry
Wraith: The spectral remains of Ibholtheg’s human servants from Xilonoc, the wraith is a shadowy form of a near-naked man with an elaborate headdress.
Spectral Crocodile: The crocodiles of the Great Jungle have always been a sacred beast to the faithful of Ibholtheg (the creatures being one third of the Squamous Toad’s being). When the golden temple was built, the spirits of several of the animals were bound to defend it, creating spectral crocodiles.
Ghast: Human servants of Ibholtheg the Squamous Toad left to rot in the golden temple have devolved into ghasts.
There are 5 ghasts here who were once priests of Ibholtheg. The croaking in the chamber is a result of Ibholtheg’s movements and used to only occur on an infrequent basis. Now it never stops and it has called its priests back to the world of the living.
Slime Zombie: A slime zombie is the undead remnant of a Xilonoc resident who was not faithful to Ibholtheg. Now cursed with a vibrant green slime that coats their skin and oozes from their mouths, they exist only to serve the Squamous Toad.
 

Voadam

Legend
TG2 Tongues of the Screaming Toad (SnW)
Swords & Wizardry
Zombie: In his studies of the forbidden arts, Natan has learned to create zombies from the corpses of the living. He has passed this knowledge down to his most devout disciples, who in turn use it to make good use of fallen enemies. The ritual to create a zombie takes many hours, however.
Inside, the stench of death is overpowering. The Noviortum House agents have reanimated the corpses of the Carrico family so that they serve now as 6 zombies in the house that lurch forward to attack anyone who isn’t affiliated with Noviortum House.
Black Tongue Victim: People who consume the egg of a cipactli are doomed to become black tongue victims. The abominable process generally takes a day or so to manifest, but when it does it takes over quickly, turning the victim into a brute that can withstand the toughest hits.
Natan experimented with the cipactli eggs on native slaves before unleashing them on Kraden’s Hill, and the 5 black tongue victims here were the first successful creations. They quickly fell to worshipping the statue of Ibholtheg the wizard brought here to study, a curious practice that Natan was studying to understand the effects of the black tongue better.
Lambert Glover, Black Tongue Victim: You’re just about to order another round of that spicy viper fruit drink when a gurgled choke catches your attention at the door. Night has fallen completely on Kraden’s Hill, and in from the darkness staggers a man clawing at his throat. He leans heavily on the wall, gasping and muttering for a moment, as the rest of the Thirsty Serpent patrons turn to see. “Lambert?” one man asks in a concerned voice as the man – Lambert apparently – lets loose a choked cry and falls to the floor. He retches and black vomit hits the dirty floor with a sickening splash.
Lambert Glover is currently suffering from the end of the second phase of the black tongue of Ibholtheg. People around him back up after the black vomit hits the floor and Lambert begins to mutter incoherent words – “ozalko,” z’dyrr’kuu,” and “yongulluu,” followed by a drawn out “Ibholtheg.”
The characters can try to push through to get to him but by the time they arrive the curse has taken full effect. Lambert Glover stands up suddenly, now fully a black tongue victim, his elongated tongue pitch black and hanging out of his mouth.
 

Voadam

Legend
TG3 Shadow Out of Sapphire Lake (SnW)
Swords & Wizardry
Wraith: In the Black Gulfs, victims that give in to the despair inherent on the plane are eventually transformed into wraiths – twisted, evil, shadowy apparitions of their former selves.
Mummy: The practice of mummification was common in Xilonoc, and priests and other leaders often enchanted loyal guards as mummies to live forever guarding a sacred site.
 

Voadam

Legend
The Black Monastery (S&W)
Swords & Wizardry
Cimota: These undead creatures are the images of evil still imprinted on the place, acting out the roles and deeds of the long-dead monks.
Cimota are the physical manifestations of evil thoughts and actions. They manifest in the Prime Material as cloaked figures. Their existence is always tied to a specific area or artifact that is imbued with ancient and highly malevolent evil. A cimota is able to manifest itself anywhere within an accursed locale that has given it life, or within 300 feet of an evil artifact to which it is attached.
Cimota are bound to repeat the evil thoughts and actions that created them. When they manifest they will endlessly repeat the deeds that spawned them. So, for instance, a group of cimota may haunt a ruined temple, re-enacting evil rituals. Cimota may guard an unholy site such as a city, forest or building. They will fight to the death to defend these places. Cimota who are bound to an artifact may act out the intentions of that artifact.
These undead creatures are the images of evil still imprinted on the place, acting out the roles and deeds of the long-dead monks. The acts of human sacrifice and other evil deeds associated with the oracle stone are what have given the cimota power within the Black Monastery. They are echoes and reflections of the Black Brotherhood and the vile deeds they committed here. As long as the oracle stone exists, the Black Monastery will return and the cimota will continue their dark existence.
Ghost Strangling: Anyone strangled by a strangling ghost will rise as a strangling ghost within 1d6 days.
The ghosts of intruders who have died in the Black Monastery are trapped here, held prisoner in death.
Mohrg: Mohrgs are the animated corpses of mass murderers or similar villains who died without atoning for their crimes.
Buried six feet below the garden’s surface are the bodies of seven former members of the Black Brotherhood, condemned by their brethren for betraying the order. Digging in the garden has the potential of disturbing these corpses, which will rise as morhgs.
Black Skeleton: The Black Brotherhood created these undead warriors as the special guardians of their monastery and the dungeons below.
Black skeletons are the remnants of living creatures slain in an area where the ground is soaked through with evil. The bodies of fallen heroes are contaminated and polluted by such evil and within days after their death, the slain creatures rise as black skeletons, leaving their former lives and bodies behind.
Soul Knight: A soul knight is a suit of armor animated by the lingering soul of an evil knight, cursed to undeath as punishment for having committed betrayal, murder or other crimes. The evil spirit continues to inhabit its old armor, repeating the deeds that brought about the living knight’s ruin.
The Black Monastery: The twisted thoughts and evil deeds of the Black Brotherhood are long ended. There is no need to fully recite them here. Suffice to say that their actions included necromancy, pacts with evil outsiders and the human sacrifices those evil outsiders demand. The Black Monastery was the scene of dark sorcery and magical research that left behind many deadly traces. What manifests atop the Hill of Mornay from decade to decade is a lethal ghost of those repugnant deeds.
Ghost Relatively Weak: ?
Leader Cimota: ?
High Cimota: If the cloak of the high cimota is worn for a full 24 hours, the wearer will begin to fade out of existence, becoming the new high cimota. Nothing short of a wish spell can reverse this terrible fate.
Gareth the Reaper, Soul Knight: One of these soul knights was Gareth the Reaper, an adventurer who turned upon his comrades while adventuring in the Black Monastery out of greed and spite. Gareth himself was slain before he could escape the monastery’s halls and has remained to haunt this room ever since.
Undead: An appearance of the Black Monastery also carries curses for the local countryside. In an area of 20 miles around the monastery there is usually an outbreak of magical diseases announcing the return of the Black Brotherhood. Cases of fevers that cause the dead to rise as undead occur among local people without any known source of infection.
Banshee: ?
Ghoul: The four cots are all occupied by human commoners, including three women and a man. These are local peasants who have been infected with ghoul fever. In their growing madness, they have been drawn to the Black Monastery and have laid down on the cots. These sufferers are victims of the curses that always accompany Black Monastery’s evil presence. Although they are in the last stages of the disease, they are not beyond saving. A cure disease, or similar magical intervention, will revive them and allow these innocent people to return to their homes. If the party does not heal them within 24 hours, all four victims will be gone from this room. They will be transformed into full ghouls and off to run through the monastery halls in search of food.
Doctor Brutus, Ghoul: When the Black Monastery fell, Doctor Brutus was destroyed along with the other black monks, but it was not his fate to stay dead. Some of the potions Doctor Brutus tested on himself took hold and raised him to undeath as a powerful and abnormal ghoul. It is now his curse to live in undead twilight, bound to the Black Monastery.
Sacavious, Lich: Inside the room is a clay vessel studded with gems and bound with gold bands. The vessel has a value of at least 8,000gp. It is the jar that the lich Sacavious used to hold most of desiccated internal organs as part of the necromantic rituals that were intended to turn him into a lich.
At the time of the Black Monastery’s fall, Sacavious was coming to the end of his mortal life. His potions and experiments were no longer able to sustain his failing body, so he had completed the research, potions and incantations to transform himself into a lich. Sacavious had put off his final transformation for more than a decade when the monastery was besieged. His plan had included a betrayal of his brothers, whom he had intended to make his undead minions.
The Black Brotherhood’s violent end frustrated Sacavious’ plans and forced him to undergo his transformation only moments before the Black Monastery was immolated and disappeared in arcane fire. With his spells exhausted, and the monastery gates about to be breached, Sacavious rushed to his tower and drank down the final potion. He expected to become an immortal being of ultimate power. The result was something quite different.
The immolation of the Black Monastery unleashed forces unknown to Sacavious. Instead of falling to the floor and rising up as a free-willed wraith, ready to dominate his enemies, Sacavious’ mind was badly damaged by the arcane powers unleashed around him. The pieces of his conscious mind were scattered as wisps, blowing between the planes. Only fragments of these wisps returned to his animated corpse, trapping him forever in a dead shell, re-living his final moments as a mortal. What is left of Sacavious may be found in the large chamber at the top of his tower, waiting to destroy anyone who dares intrude on his eldritch domain.
Lich: The floor of this large chamber is covered with scrawled magical symbols and diagrams. These are various necromantic spells, spells a necromancer must gather and cast in order to become a lich. There are rags, pieces of candles, feathers, and patches of glittering dust scattered everywhere on the floor.
Sacavious, Lich Fully Armed and Operational Sacavious: In this variation, the Referee assumes that Sacavious completed his transformation into a lich and has been able to recuperate all of his spells.
Sacavious, Lich Depleted Sacavious: The necromancer has completed his botched transformation into a lich, but his spells have been seriously depleted by the final siege of the Black Monastery. This version of Sacavious is still a deadly threat, but has already exhausted most of his spells in the final battle. This broken remnant of the Black Brotherhood’s pet necromancer has been lying face down on his spell book ever since.
Sacavious, Lich Deranged and Crawling Sacavious: The necromancer’s failed transformation has left him almost completely broken. The Referee should assume that Sacavious has no spells, or possibly just a few left. At the Referee’s discretion, Sacavious should have his hit points and armor class reduced to reflect the fact that he has not cast spells in preparation for the party’s arrival. After he turns toward the party from his workbench, the lich emits a ragged gasp and either staggers toward the adventurers or falls to the floor. Sacavious is still capable of harming the party with his innate lich and necromancer powers, but is only a shell of what he might have been.
Mummy: When they drank the potions that Sacavious said would make them powerful and immortal, all four assistants were transformed into the equivalent of mummies. The transformation was agonizing and maddening.
Whenever these particular mummies move or fight a fine dust fills the air around them. This dust also covers the bodies on the floor. Anyone who suffers a wound from these mummies, or any other type of wound in this room, will be afflicted with a special type of mummy rot. Once a victim has succumbed to the disease, the corpse will rise as a mummy (although not wrapped) and shamble across any distance to return to this room. There, the victim will take his place as a new guardian of the dungeons beneath the Black Monastery.
Shadow: There is a bowl on top of a table in the middle of the room. The bowl is filled with water and inscribed with runes on its exterior. A Magic-User reading the incriptions will be able to identify that the inscriptions on the bowl are used as part of a necromantic ritual. If the Magic-User has an Intelligence score over 15, he will also discern that the bowl is specifically used in a ritual to create shadows.
These are the shades of 13 brothers who took the most pleasure in the displays put on here. Their doom, in death, has been to haunt the place where they did so many evil acts while they were living.
The Shadow of Kran the Dungeon Master is akin to a normal shadow, but much more powerful. If it drains a character’s strength to 0, the character will die and within 1d3 rounds the character’s spirit will rise as a normal shadow in Kran’s service.
Kran the Dungeon Master, Powerful Shadow: What remains of Kran the Dungeon Master is standing in this room. Kran’s body was destroyed in battle but his evil soul survived, cursed to haunt his tower forever as a powerful shadow.
Troll Skeleton: ?
Skeleton: ?
Undead Menagerie Human Skeleton: These animals were given experimental draughts of the various potions that Sacavious intended to use to transform himself into a lich.
Undead Critter: These animals were given experimental draughts of the various potions that Sacavious intended to use to transform himself into a lich.
Undead Menagerie Human Skeleton: ?
Undead Menagerie Wolf Skeleton: ?
Undead Menagerie Dried Dwarf Corpse: ?
Undead Menagerie Dried Elf Corpse: ?
Manticore Skeleton: ?
Spectre: ?
Vampire: ?
Samuel Knock, Wight: His former comrades locked him in this room weeks ago when he fell under the influence of a cursed amulet that changed him into a wight.
The amulet is still around Samuel’s neck. It is a silver skull, marked with the teardrop and pentagram symbol of the Black Brotherhood. The amulet can be removed by a remove curse spell, if it is cast within two hours of the moment the victim put it around his neck. It comes off easily if the wearer is slain.
Anyone who puts on Samuel’s amulet will immediately begin to scream gibberish and tear at his face and clothing. The transformation will be complete 12 hours later. Party members may only save their companion from a hideous fate by acting quickly to remove the amulet, or the new victim will suffer Samuel’s fate.
Wight: This unfortunate person was a member of an adventuring party that was trapped by the iron doors. The horror of his situation transformed him into a wight.
Wraith: ?
Zombie: Any character killed by mohrg will rise after 1d4 days as a zombie under the morhg’s control.
Two gold bracelets with a teardrop and pentagram engraved on each of them are suspended five feet off the ground, floating in mid-air. This is a pair of bracelets of undeath. If both bracelets are placed on both arms, the wearer gains certain traits of the undead: immunity to sleep, charm and hold spells. Cold-based attacks also have no effect on the wearer, who is also immune to all poisons.
Choosing to wear the bracers of undeath may be a fateful decision for a player character. For each week the bracers are worn the wearer must succeed on saving throw or fall under the bracers’ control, permanently changing the character’s alignment to Chaotic. A second failed saving throw means that the character will begin to lose 1d4 constitution points per day until death, or until a remove curse spell is cast on the character.
Anyone who dies from this effect will immediately rise as a zombie. The newly risen zombie will have the overwhelming urge to return the bracelets of undeath to their place in this room of the Black Monastery.
Sir Ralph Halifax, Zombie: ?
Zombie Sea Cat: ?
 
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Voadam

Legend
The Ghost Woods Adventure
Swords & Wizardry
Valen Darkfast, Lich Lord: ?
Cursed Headless Woman: ?
Undead Raven: ?
Skeletal Horse: ?

Undead:?
Ghoul: ?
Zombie: Valen Darkfast's touch drains a level (save to avoid loss, if all levels are lost the character dies and turns into a zombie).
Skeleton: ?
Spectre: A spectre haunts this area, looking to kill and transform characters into new spectres.
 

Voadam

Legend
The Kingdom of Richard
Swords & Wizardry
Valen Darkfast, Lich: The Darkfasts were cunning necromancers and when the father was mortally wounded in a battle, he was turned into a lich.
Ghost: The ruined villages along the Ruined Coast on the Katarian Sea have been largely ignored by the Elves who sacked them since their destruction over 100 years ago. Today, they are a strange and dangerous collection of ruins that are haunted by monsters, pirates, and the ghosts of those who died there.
Undead: ?
 

Voadam

Legend
The Lost City of Barakus (S&W)
Swords & Wizardry
Undead Doppelganger: ?
Undead: Many years ago, a wicked cleric named Asgaroth came to this area to build a shrine to himself and his god. He gathered about him a cluster of undead and began the construction of his temple. Unfortunately, while searching for a powerful evil relic, he was slain by a paladin named Van-Doren, and thus his shrine remained incomplete.
The undead, however, remained. Asgaroth had succeeded in infusing so much evil into the place that the undead he placed here to guard it remained, ever vigilant. Over the years, other undead, primarily ghouls and ghasts, have been attracted to this place for its evil aura. What’s more, all creatures slain anywhere in these caves eventually rise as an undead creatures themselves.
Girda, Ghost: The hovel is haunted by the ghost, Girda, the deceased half-orc wife of Klar, the orc vampire who now resides in Barakus. When Klar was transformed into a vampire, instead of draining Girda’s blood so she could join in his hellish undeath, he chose to kill her in her sleep with his bare hands and then banished himself to Barakus. Girda, tormented by her terrible end, haunts this shack where she and Klar once lived.
Gilbert, Ghoul: ?
Klerk, Ghoul: ?
Ghoul: The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead].
Heaped in the northern corner of this small cave are the bodies of two humans: One dressed in chain mail and carrying a quarterstaff, the other dressed in leather armor with a rapier at his side. These two unfortunate fellows, along with three other party members, perished at the hands of the ghouls. The ghouls ate the other three, but Thelkor instructed his minions to leave these bodies be as he wished to add them to his ranks once they have risen. In two days they become ghouls. If the party cleric casts bless on the bodies, however, they can prevent this from occurring.
Thelkor, Ghoul Lord: ?
Devron, Lich Magic-User 8: ?
Lich: ?
Devron, Lich Magic-User 14: ?
Mummy: ?
Shadow: ?
Cave Bear Skeleton, Large Skeleton: Within the offering bowl is a medallion depicting a beautiful human eye attached to a simple silver necklace. Wearing the amulet grants the wearer protection from charm and sleep (see Sidebox). However, if the amulet is removed by anyone with an alignment other than Neutral, the bones on the cave floor below assemble themselves into a large skeleton that attacks the possessor of the amulet and anyone associated with him.
Skeleton: The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead].
Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders.
Vampire: ?
Osmund Pulanti, Vampire: ?
Kurant Pulanti, Vampire: ?
Esmerelda Pulanti, Vampire: ?
Thelonius Pulanti, Vampire: ?
Klar, Orc Vampire: Further, the Pulantis have recently been in contact with Klar, the orc vampire residing in Barakus. Klar, an old victim of theirs, has invited them to join him in Barakus “away from the prying eyes of daylight-afflicted society.”
Wight: ?
Wraith: At one time, a small number of frog-cultists, including four under-priests, rebelled against their demonic master, forsaking their perverted ways. Alas, the revolt was short-lived and the priests were placed alive in this former ante-chamber in perpetual imprisonment. Four barred niches, too low to stand up or move comfortably, contain the corpses of the priests. They remain as wraiths, envious of the living.
Zombie: The cave floor [of the Totem Cavern of the Cave of the Dead] is strewn with the discarded belongings of defeated explorers who arose as zombies or ghouls themselves [from dying in the Caves of the Dead].
Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders.
Human Zombie: Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow.
Orc Zombie: Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow.
Dwarf Zombie: Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow.
Drow Zombie: Years ago, Asgaroth, the evil cleric described in Area I in the Wilderness, discovered Area 2-12 and placed special guards here to protect it. Using a ritual similar to that in Area I2, he placed several totems in this area which enacted a permanent animate dead spell that is recast on the area once per week. Thus, anyone slain within the shaded area comes back to life as a zombie (or, in the case of the hobgoblin, should he be moved, a skeleton) and like the creatures that slew him, is charged with guarding the chamber against intruders. A number of curious souls have met their end here, and at the moment there are 5 zombies standing around the chamber: 2 humans, 1 orc, 1 dwarf, and 1 drow.
Gaston, Ghast Butler: ?
Ghast: ?
Basil, Strangling Ghost: ?
Allip: ?
Fear Guard: ?
Juju Zombie: ?
 

Voadam

Legend
The Lost Lands: Stoneheart Valley Swords and Wizardry Edition
Swords & Wizardry
Font of Bones Skeleton, Font Skeleton: Font of Bones skeletons are created by the Font of Bones, a corrupted artifact of great power, in the burial halls of Thyr and Muir.
These skeletons are called “font skeletons” because they were created by the Font of Bones at Area 6 of the Entrance Level of the dungeon.
Disturbing the second sigil, which is highly unusual in appearance, causes the Font of Bones in Room 6 to create 8 font skeletons and send them toward the door.
This great hall contains over twenty stone sarcophagi and was once the main burial room. The holy symbols within the room have been desecrated and defiled. In the center of the room is something that is an abomination to behold: a fountain of what once was white marble, now stained crimson, filled with blood and bones. A glowing red rune, radiating pure Chaos, has been rudely carved into the once-pure fountain base. Gouts of blood bubble a spurt grotesquely from the top of the fountain, spattering the floor around the font with red ichor. The pall of evil hangs heavy here.
The sarcophagi are now all empty; their contents pillaged and piled in the Font of Bones. The entire room radiates unhallow. The presence of any Lawful-aligned character in the room cause 4 font skeletons to animate every other round within the font and move out to attack. There is no limit to the number of skeletons that may be generated this way; the skeletons continue to animate as long as any Lawful-aligned character remains in the room. After 10 rounds, the Font begins to produce skeletons every round. If any Lawful-aligned characters remain in the room after 20 rounds, the Font pauses for 1 round, then summons 1 vrock demon to the room, in addition to producing 2 skeletons. This continues every round a Lawful-aligned character remains in the main burial hall. The Font stops producing creatures as soon as no Lawful-aligned characters are in the room, restarting the cycle from where it left off should they re-enter. After 24 hours of no Lawful-aligned characters in the room, the Font resets to begin the cycle anew. The glowing rune on the font is a rune of undeath, learned by the priests of Orcus from Balcoth, the undead rune mage on Level 2A.
Presence of Lawful-aligned characters in these rooms triggers the creation of 4 font skeletons every other round.
Lich: Finally, in his darkest moment, Eralion turned to Orcus, the Demon-lord of the Undead, imploring the dread demon for the secret of unlife—the secret of becoming a lich. Orcus knew that Eralion lacked the power to complete the necessary rituals to become a lich, as Eralion had barely managed the use of a scroll to contact him in the depths of the Abyss in his Palace of Bones.
Zombie: ?
Eralion The Shadow-Mage, Shadow Magic-User 3: Orcus smiled a cruel smile as he promised the secret of lichdom to Eralion. But there was a price. Orcus required Eralion to give to him his shadow. “A trifling thing,” Orcus whispered to Eralion from the Abyss. “Something you will not need after the ritual which I shall give to you. For the darkness will be your home as you live for untold ages.”
In his pride, Eralion believed the demon-lord. He learned the ritual Orcus provided to him. He made one final trip to the city of Reme to purchase several items necessary for the phylactery required by the ritual. While there, he delivered a letter to his friend Feriblan the Mad, with whom he had discussed the prospect of lichdom—though only as a scholarly matter. Feriblan, known for his absent-mindedness, never read the letter, but instead promptly misplaced it and its companion silk-wrapped item.
Eralion returned to his keep and locked himself in his workroom. He began his ritual, guarded by zombies given to him by Orcus—servants that would make sure Eralion went through with the ritual, although supposedly just to “offer him aid.” As he uttered false words of power and consumed the transforming potion he realized the demon’s treachery. He felt his life essence slip away—transferring in part to his own shadow, which he had sold to the Demon Prince. Eralion found himself Orcus’s unwitting servant, trapped in his own keep.
This room is the home of Eralion, who, transformed by Orcus’ treachery, is now a shadow.
Eralion was, long ago, the mage of this keep. His failed attempt at lichdom, as a result of treachery by Orcus, turned him into a vile shadow. He was, at his peak, a 9th level magic-user. He retains some small bit of his prior arcane knowledge, though it has been twisted by his evil fate.
Skeleton: Once a force of law enters the room, the 6 skeletons animate.
Zombie Child: ?
Ghoul: This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead.
Ghast: This room once held graves of the faithful of Thyr and Muir, but they have since been unearthed—leaving foul-smelling open pits—and the contents turned into vile undead.
Shadow: ?
Giant Rat Shadow: The shadows at Area 10 captured a pack of giant rats that lived in the nest to the east of their room and turned them into 5 giant rat shadows. These rather strange undead befuddle anyone familiar with the power of normal shadows, which usually create only human shadows.
Draeligor the Wight: ?
Balcoth the Rune-Mage, Wraith Magic-User 9: Balcoth is a wizard from a far-off plane who specializes in rune magic. By an arcane and chaotic ritual Balcoth long ago turned himself into a wraith, but with the ability to temporarily manifest into a corporeal form (3/day, for 1d6 rounds). Balcoth is Chaotic because of his undead nature, but above all he seeks knowledge and will barter with the players for information.
This relatively small level contains the lair of Balcoth—a wizard from another dimension who practices strange magic and has transformed himself into a wraith.
Zombie Guard: ?
Zombie Servant: ?
Dargeleth The Bleeding Horror Dwarf Fighter 10: This cave is the home of Dargeleth—once a famed dwarf warrior, now an undead servant of the axe of blood. He came to these caves through the tunnel to the Under Realms at Area 15. He skirted the temple at 4 by heading past Area 1 and to the large cave at 21. There he fought a group of frog-priests. He was sorely pressed and fed the axe one final time—leading to his death and his current fate.
Bleeding Horror: If reduced to 0 hit points as a result of feeding the Axe of Blood, the wielder becomes a bleeding horror.
Mummy: Unfortunately, as soon as a stone begins to fall, the stone-encased spirits of the guardians awaken as mummies and claw through the stone to assault intruders.
Gremag the Lich, Magic User 18: ?
Vampire: ?

Minor Artifact
The Axe of Blood
The axe of blood is rather nondescript, being made of dull iron. Only the large, strange rune carved into the side of its double-bladed head gives any immediate indication that the axe may be more than it seems. The rune is one of lesser life stealing, carved on it long ago by a sect of evil sorcerers. This is, in fact, the only remaining copy of that particular rune, thus making the axe a valuable item. Further inspection reveals another strange characteristic: the entire length of the axe’s long haft of darkwood is wrapped in a thick leather thong stained black from years of being soaked in blood and sticky to the touch. When held, the axe feels strangely heavy but well balanced, and it possesses a keenly sharp blade.
Until activated, the axe is just a +1 battleaxe. The wielder must consult legend lore or some other similar source of information to learn the ritual required to feed the axe. Despite the gruesome ritual required to power the axe, the weapon is not Chaotic but is instead Neutral. Bound inside it is a rather savage earth spirit. The axe draws power from its wielder in order to become a mighty magic weapon. Each day, the wielder of the axe can choose to “feed” the axe, sacrificing some of his blood in a strange ritual. This ritual takes 30 minutes and must be done at dawn.
Using the axe, the wielder opens a wound on his person (dealing 1d6 points of damage) and feeds the axe with his own blood. The wielder sacrifices blood in the form of hit points. For each 1d6 hit points sacrificed, the wielder gains a +1 bonus on attack rolls and weapon damage rolls with the axe (to a maximum of +3). Hit points sacrificed to the axe cannot be healed magically, but heal at the rate of 1 point per day. Similarly, the damage caused by the opening of the wound may not be healed by any means until the sacrificed hit points are regained.
There is a chance that the hit points sacrificed to the axe is lost permanently. If the wielder always skips a day in between powering the axe and always powers the axe with the morning ritual, there is no chance of permanent loss. If, however, the axe is fed on consecutive days, there is a 1% chance plus a 1% cumulative chance per consecutive day the axe is powered that hit points sacrificed to the axe on that day is permanently lost. If reduced to 0 hit points as a result of feeding the axe, the wielder becomes a bleeding horror.
 
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Voadam

Legend
The Midderlands Expanded
Swords & Wizardry
Undead: Locals tell tales of a Deadlord that visited the island many years ago, and raised the deceased from their graves. The pirates fought back, destroying the Deadlord and his creations. For years after, anyone buried in the defiled earth rose again the following night. These undead would leave Piratetown alone, and walk into the sea, heading northeast, presumably towards Deadford in the Midderlands.
Ghost: ?
 

Voadam

Legend
The Northlands Saga Complete Swords and Wizardry Edition
Swords & Wizardry
Baykok: Baykoks are flying corpses of hunters whose pursuit of game in the Northlands has tainted their souls to continue their passion long after death.
Blood Eagle: A form of torture and execution known as the blood-eagle was long ago outlawed in the Northlands, according to legend at the time when the ancestors of the modern Northlanders first arrived in the Vale. The act was considered too barbarous and devoid of honor and mind’s-worth to be tolerated within Northlander culture, and when discovered its practice resulted in the execution by burning of the offender to completely remove such a twisted and darkened soul from further corrupting Northlander society. Nevertheless, there continue to exist a few individuals depraved or wicked enough to conduct this practice, and the combined animus of the Northlander conscience sometimes causes the victims to return to horrid unlife in outrage over the injustice done them.
The act of the blood-eagle involves forcing the victim facedown on the ground or a sacrificial altar. The victim’s back is then opened with a blade to expose the ribcage beneath. The ribs are broken where they connect to the spinal column and the sides of the ribcage then opened in opposite directions out from the back to simulate bloodstained wings. The victim’s lungs were then likewise pulled out through these gaping wounds in his back. Sometimes the wounds were salted to add a further level of cruelty, but it normally didn’t matter as the victim had usually long-since expired from blood loss, shock, or suffocation.
Execution in this manner was considered a coward’s death that consigned the victim to the shadowy realm of Hel rather than the warriors’ halls of Valhalla. As a result, when it is performed upon a Northlander there is a 10% chance that the victim’s troubled soul reanimates the corpse as a blood eagle 1d4 rounds later. A risen blood eagle usually seeks vengeance upon its executioner, but in these times after the practice was forbidden, the ceremony is usually not performed in the name of justice but by a necromancer or one with similar powers specifically in order to raise the blood eagle and gain command of it.
Bog Hag: In ages past when the Andøvan ruled the region, those ancients would sacrifice to their gods by throwing bound captives into deep kettle ponds and letting them drown. Thus, the bog lands of the Northlands are often the home to bog mummies and, worse, the dreaded bog hag.
Bog hags are wretched creatures, their hair and skin, as well as their clothes, corrupted by their own hatred as well as centuries in a stagnant pond. Their bodies have withered, except where the waters have grotesquely swollen them, and their skin is stretched taut or hangs in loose folds.
These former sacrificial victims have come to hate all life, for to become a bog hag one must have been sacrificed unwillingly.
Bog Horse: A bog horse is the animated corpse of an animal sacrificed by the Andøvan to their gods in ages past by being cast into a bog and allowed to slowly sink to its watery death. Most such beasts become rotting corpses in short time, eventually dissolving entirely in the fetid pools. Those that end up in bogs that create a bog hag find themselves brought back from death into a state of undeath, summoned from their stagnant graves to carry their bog hag mistresses across the dry world.
Bog Hound: Much like the bog hag and bog horse, bog hounds were sacrificed by the ancient Andøvans by drowning them in fetid pools of water. The Andøvans seemed to either not know what undead horrors they were producing, or they simply didn’t care, for some of their victims rose from the dead with hearts full of vengeance.
Even small dogs sacrificed in this way swelled with evil and corruption, so that all bog hounds are the size of a war dog.
Winterwight: ?
Witchfire: ?
Kraki Haraldson, High Koenig, Wight: ?
Folkmar: His downfall came as he was aging, his old wounds catching up to him and driving him to increasingly more desperate acts. His men began to drift away, for there was less and less reward for the increasing risk, and it is hard for an old man to recruit young warriors to his cause when all he has to offer is a lifetime of pillaging. Finally, Folkmar sailed his ship to Yrsa’s Rock and attempted to force the daughter of Skuld to extend his life and give back his youth. Needless to say, he was less than heroic in his endeavor, and instead of being rewarded, Folkmar was cursed for having the temerity to make demands of a child of the gods. For all eternity, he would live, but he would continue to age, as would his ship and his men, cursed to rot yet remain alive.
Thus, he does to this day, an undead apparition of moldering bones leading a crew of rotted men.
Rotted Man: His downfall came as he was aging, his old wounds catching up to him and driving him to increasingly more desperate acts. His men began to drift away, for there was less and less reward for the increasing risk, and it is hard for an old man to recruit young warriors to his cause when all he has to offer is a lifetime of pillaging. Finally, Folkmar sailed his ship to Yrsa’s Rock and attempted to force the daughter of Skuld to extend his life and give back his youth. Needless to say, he was less than heroic in his endeavor, and instead of being rewarded, Folkmar was cursed for having the temerity to make demands of a child of the gods. For all eternity, he would live, but he would continue to age, as would his ship and his men, cursed to rot yet remain alive.
Thus, he does to this day, an undead apparition of moldering bones leading a crew of rotted men.
Barrow King: ?
Spirit of the Slave Master: During the fall of the prince, the slaves ran amok and broke in here to slay their cruel master. He was hacked apart in his bed, and his remains still lay there, frozen beneath the snow-dusted blankets. His spirit haunts this room.
Frozen Acolyte of Althuank: ?
Frozen Temple Guards: ?
Ghastly High Priest of Althunak: During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath.
Ghastly Temple Guard Captain: During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath.
Ghastly Servant of Althunak: During the chaos of the fall of the prince, these two loyalists were lured in here and quickly entombed by the locking of the sturdy storehouse doors. They died after consuming the last of the supplies but have been blessed by their demon lord with undeath.
Sea Ghoul: ?
Wraith, Hvram Kalsong the Third: Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths.
Wraith, She of the Fair Eyes: Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths.
Wraith, Hvram the Half-Born: Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths.
Kelvani, Fetch: Althunak chooses approximately this moment to unleash the rest of his curse. The ice encasing Kelvani cracks open, and he rises as a fetch.
Kaliope, Glacial Haunt: Unfortunately of the many heroes of old who died here, not all sleep well, troubled by the wickedness of Althunak that stirs once again across these frozen plains. The woman Kaliope now exists as a special, and very powerful, glacial haunt.
The Wight of Sven Oakenfist, the Jarl of the Seas, the Ravager of the Cymu Islands, Terror of Gatland, Estenfird, Hordaland, and the Vale, Slayer of a Thousand Men, He Who Broke the Back of Kathisizk the Great Serpent of the Sea, Reaver of the Dnipir River, The Bloody-Handed Horror of Seagestreland, Unique Wraith: Sixty years ago, a viking named Sven Oakenfist was famed as a great warrior and a man touched by otherworldly powers. His grandfather was none other than Wotan himself, and his grandmother was an uncommonly comely milkmaid of Gatland who unwittingly tempted the All Father with her beauty. While by no means an immortal scion or demigod in his own right, this lineage did give Sven a spark of divinity and an inhuman courage and ferocity in battle, even allowing him to turn himself into a man-wolf when in the throes of a consuming passion for bloodletting. He led a band of Ulfhandars, savage berserkers who laid their hearts at the feet of Wotan’s darker nature in return for martial prowess and spiritual fulfillment. Sven and his men pillaged and plundered their way across the Northlands in their longship, the Terror of the North, taking great pride in their divine patronage and “heroic” deeds.
While raiding a fishing village along the coast of Estenfird, a peasant boy named Anud fatally stabbed Sven in the back. In his last moments, Sven cursed the boy with prosperity, with wealth, and with fame, for all of sixty-six years, so that in the end, Sven’s wight could come and take it away before Anud’s very eyes.
Skeletal Housecarl: ?
The Shadow of Death, Shadow Bear: In centuries past when the skraelings were more numerous in the western forests, they came to be preyed upon by a beast of terrible savagery and power. It tore through entire villages in its bloodlust before the skraeling tribes managed to trap it within a cave in the Wolf Cairn Mountains where it slowly succumbed to starvation. The beast did not sleep well, though, and on some nights it slips out of its cavern tomb as a shadow of its former self to prey upon those it catches wandering its former woodland home.
Ekimmu Icebound: The godi was killed when he was caught here by the flash freezing that the chamber underwent. Unfortunately, the horrific death and omnipresent taint of Althunak that Hengrid left upon the hall has caused the godi’s spirit to not rest easy.
Brykolakes: Hengrid was heedless of the danger when she arrived here during a storm and drove her ship straight into the beach, causing its beam to snap and many of her crewman to be thrown overboard to drown in the lashing seas. These dead crewman now exist under the waves as 8 brykolakases.
Winterwight, The First Winter King: The wendigo unleashes a single howl from a distance of 120ft, requiring those inside and outside the mound to make a save or be panicked for 1d4+4 rounds. It then swoops into the mound, past the startled characters, and sinks directly into the seated skeleton. This animates the headless First Winter King as a winterwight.
Ghost, Bvalin the Ageless: Though Hengrid dragged the dying Bvalin into this chamber and tied his blade in hand before killing him by nailing him to the statue, the guardian’s duties did not end with his death. Bvalin’s oath to Gunnlöd to guard the Gates of Hell until Ragnarök prevents him from departing the mortal world. He remains here guarding the gate as a ghost.
Death Naga, Hlundel: A great beast from the Ginnungagap called Hlundel challenged Wotan to battle for control of the mead hall of Valhalla. If Hlundel won, he would devour the souls of the warriors found within Valhalla like the serpent Nidhogg feasts on the corpses of adulterers, murders, and oath-breakers. Wotan defeated the beast in battle and cast it down to the Middle World where it was buried under a hill called Skirnyth Crull.
Juju Zombie, Hróarr Skjálgr: These are the Skjálgr Brothers, the last-known victims of Hlundel.
The Skjálgr Brothers were powerful warriors from deep in the Olf Mountains that lived generations ago. It was said that they had the blood of trolls and stood as giants among men. They sought the power that could be had at the testing upon Skirnyth Crull and climbed the hill to claim it. They were never seen again.
A primordial creature known only as Hlundel was buried beneath Skirnyth Crull. The accursed creature longs to escape the prison imposed upon it by Wotan. A mortal who dares can ascend the hill to challenge Hlundel to a battle called the Test of Hlundel. Great glory awaits the victor. Those who are defeated join Hlundel in his cursed corpse-hall beneath the hill. With every victory over its challengers, Hlundel grows closer to breaking free from its earthly prison.
The troll-kin brothers, Hróarr and Örn Skjálgr came to Skirnyth Crull to take the Test of Hlundel nearly two centuries ago. They climbed the hill at sunset and were never seen again.
Juju Zombie, Örn Skjálgr: These are the Skjálgr Brothers, the last-known victims of Hlundel.
The Skjálgr Brothers were powerful warriors from deep in the Olf Mountains that lived generations ago. It was said that they had the blood of trolls and stood as giants among men. They sought the power that could be had at the testing upon Skirnyth Crull and climbed the hill to claim it. They were never seen again.
A primordial creature known only as Hlundel was buried beneath Skirnyth Crull. The accursed creature longs to escape the prison imposed upon it by Wotan. A mortal who dares can ascend the hill to challenge Hlundel to a battle called the Test of Hlundel. Great glory awaits the victor. Those who are defeated join Hlundel in his cursed corpse-hall beneath the hill. With every victory over its challengers, Hlundel grows closer to breaking free from its earthly prison.
The troll-kin brothers, Hróarr and Örn Skjálgr came to Skirnyth Crull to take the Test of Hlundel nearly two centuries ago. They climbed the hill at sunset and were never seen again.
Death Knight, Islaug the Breathless: He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages).

Undead: ?
Banshee: ?
Ghost: ?
Ghoul: The first chamber is where the thralls most loyal to the Jarl of the Seas brought the grave goods that would see him through a long afterlife. Their reward was to be strangled and placed here, perpetual servants of a madman.
He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages).
Ghast: ?
Shadow: ?
Skeleton: However, the statuette is mounted on a vertical ice rod that can be broken if the skull is not lifted directly upward (and even then, a delicate tasks roll must be made successfully). If the ice rod breaks, it sets off a magical alarm that can be heard ringing throughout this level of the palace. This also immediately animates 6 skeletons that spring from the bas-reliefs to attack.
Spectre: ?
Vampire: ?
Wight: All that remains of the former sealing camp are the bones of several seals and fifteen cairns of stone carefully mounded facing the sea. It would be a great sacrilege to disturb these stones, especially if the intention is to loot them. If some foolish character should attempt this, any Northlander NPCs become not only hostile but violently so. Furthermore, any disturbed dead have a 50% chance to rise as wights within 1d2 days, seeking out those who committed the sacrilege.
Wraith: Anyone disturbing the skulls or boulders, or basically doing anything other than looking at the murals, awakens the sleeping souls of the deceased and causes them to rise as 3 wraiths.
Zombie: Six slaves who died here during the punishment of Uth’ilopiq have risen as 6 zombies and still shuffle around in the debris.
Apparition: Apparitions are undead spirits of creatures that died as the result of an accident. The twist of fate that ended their life prematurely has driven them totally and completely to the side of evil.
When the palace was abandoned, the prisoners were left here. In a few days, they were themselves forced into cannibalism to eke out one more day. This pleased Althunak, and he “blessed” them with undeath and eternal hunger.
Less than a quarter mile into the pass, the characters come upon the decayed bodies of 3 skraeling warriors and 12 women and children. They appear to have been left to the elements for some time, and are little more than bones covered in places with flesh cracking with dry rot. Strangely, they appear to have been left unmolested by scavengers; their bodies remain whole and their equipment remains with them. Examining the corpses can discern no cause of death. They were actually killed by a release of gas from the lake after a landslide over a year ago. Since the gas that killed them was carbon dioxide, it did not leave any residue to be detected as poison. The skraelings superstitiously avoid the corpses — they do not know the cause but these are not the first they have found over the years — and local scavengers tend to avoid the pass as well out of instinct.
The arrival of Half-Face in the valley has disturbed the peace of these skraelings, and the warriors have arisen as 3 apparitions
Shadow Bear: ?
Crucifixion Spirit: The Jomsvikings used this as a torture chamber where they could question prisoners before the Jomsking Ût had these activities moved into the tower for his personal amusement. Since then, the room has fallen into disuse and its last victim left hanging where he died. This victim has now risen as a crucifixion spirit, an incorporeal image of the prisoner as he appeared in death that suddenly steps from the wall and attacks interlopers.
Bog Mummy: Humanoids killed by a bog mummy rise as bog mummies themselves in 1d4 days unless their bodies are removed from the swamp or a cure disease spell is cast on the corpse.
In ages past when the Andøvan ruled the region, those ancients would sacrifice to their gods by throwing bound captives into deep kettle ponds and letting them drown. Thus, the bog lands of the Northlands are often the home to bog mummies and, worse, the dreaded bog hag.
Long ago, before the Beast Cult took over this site, the original builders placed their honored dead in this bog as sacrifices to their own fell gods. These dead remain, and are now thralls of the cult, rising up as 2 bog mummies every 60ft that the characters travel to kill and drag down trespassers.
Glacial Haunt: Humans who freeze to death in the icy wastes may rise as undead glacial haunts, resembling zombies.
Brine Zombie: Zombies of those who have drowned, with a certain resistance to fire.
Brine zombies are the remnants of a ship’s crew that has perished at sea.
Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night.
Manning the ship are the common crew of the Jarl of the Seas, a group of wretched men caught in the death curse and fated to continue their existence long after they should have passed to whatever afterlife awaited them.
Juju Zombie: Unfortunately, these are actually all Mulstabhin prisoners that have already been sacrificed and now exist as 48 juju zombies created by the devouring mist that lurks within the barrel marked with an asterisk on the map.
If the characters manage to destroy Mulstabha’s Black Heart, all of the juju zombies and the devouring mist are instantly destroyed as undead that were created using the stone.
Draug: Storms are swift and sudden on the North Sea, and these gales have left the wrack of many a longship of doughty warriors upon some desolate shore or at the bottom of Rán’s domain. As a result, ghost ships crewed by draug and worse haunt the campfire tales of many a stalwart sword brother, and it is not unknown for brine zombies to rise from the surf on a foggy coastal night.
Fetch Horde: Loptr sent agents to slay every inhabitant of Mir and set up a special reception for the characters.
Fetch: If the fetch horde is broken up (reduced to 0hp), 2d6 fetch survive and attack the characters until destroyed.
Greater Shadow: ?
Lacedon, Aquatic Ghoul: Brykolakes's Create Spawn power.
Eyeless Filcher: ?
Spider Lich: ?
Devouring Mist: A stretch of road that leads more or less toward Jem Karteis — at least for a short way — has been used by the Mulstabhins to dispose of and make an example out of many Northlander prisoners that they were able to take in the fighting over the many months of Njal’s invasion. The first hint that the characters will have of this abominable sight will be what appears to be rows of thin, dead, branchless trees growing along either side of the dirt track. As the characters get closer, they see that it is actually ranks of wooden poles ranging in height from 8ft to just over 15ft, and atop each of them is a single skull or the desiccated remains of a bearded Northlander head. Upon getting closer still, the characters see that at the base of each of these poles is the skeletal or desiccated corpse of a Northlander warrior, spread eagle on the ground and held in place by stakes before being ritually disemboweled. Afterward, each of the sacrificed corpses was beheaded and its head mounted on the pole that stands where the corpse’s head should actually be. There are several hundred of these corpses lining either side of this road for almost a mile, fresher corpses lying closer to the city and older corpses lying farther away.
Anyone seeing this foul desecration can recall that this is similar to how the murdered citizens of Hrolfsberg were found. The staking to the ground and ritual disemboweling is a form of human sacrifice, likely to some evil deity or power (if the characters identified the footprints found at The Killing Fields above, then they may be starting to get some inkling of the true situation in Mulstabha). However, the beheading and mounting of the warriors’ heads is something different entirely — like some sort of second religious tradition tacked onto the first. Some of Mulstabha’s legendary diviners use the heads of their slain enemies as a sort of divinatory power. But the ritual sacrifice of the sort displayed here and previously in Hrolfsberg is not something typical of the Mulstabhins’ religious practices.
The fact of the matter is that, like the citizens of Hrolfsberg, the reason and method of the sacrifice of these many Northlander prisoners is a part of the obeisance practiced by the vile Huun for their dark deity Nergal in order to bring them further victory in their conquest, though the characters do not yet have any way of knowing this. The decapitation and head mounting is a part of the Mulstabhin tradition of diviners known as deathspeakers, oracles who claim to receive divine revelation through consorting with the dead. The Grand Necromancer (see Area E in Chapter 1) is ostensibly the head of this tradition, though in truth the one who holds that position is often not a diviner at all (as in the case of Shith Kalhe) and holds only an honorary title as such with the deathspeakers. Like the astrology-based ephemerides, the deathspeakers use their divinatory powers for the masters of Mulstabha to further the interests of their city-state.
In regards to this particular display of the deathspeakers’ practice, the Nergal-worshipping priests of the Huun didn’t care where the sacrifices were carried out so long as they were conducted to honor their foul god. It was the prophecy of a deathspeaker who stated that if the Northlander prisoners were sacrificed along this particular road and their spirits made accessible to the death oracles of the city, then once the road of corpses had reached a certain length the war against the Northlanders would be won. Unfortunately, the deathspeakers and ephemerides couldn’t agree on exactly what length the “Road of Souls” — as they called it — had to be to fulfill the oracle’s prophecy, so for nearly a year a deathspeaker has remained at this site daily consulting the spirits of the dead to find the answer and the means to finally defeat the Northlanders. A deathspeaker remains at the site even now, walking among the poles and using a hooked staff to carefully bring down one skull after another to seek to gain its secret knowledge. It just so happens that the deathspeaker here today is the most powerful member of the order and second only to the Grand Necromancer in rank, so important are the current portents believed to be. When the characters arrive, he spots them unless they are particularly stealthy and attempts to hide among the ranks of poles. If spotted and attacked, he taps upon the necromantic power inherent to this site and calls forth the host of cursed spirits that have been trapped here by the foul work of the Huun and the deathspeakers. These spirits rise as a devouring mist composed of motes of negative energy that are equal parts necromancy and malice that fight for the deathspeaker.
At the Road of Souls, Deathspeaker Artrais can call forth the spirits of the sacrificed Northlander dead. This takes a full round but cannot be disrupted by attacks or damage. On the following round, the spirits of the dead Northlanders rise as a devouring mist under the control of the deathspeaker.
Victims of a devouring mist turn into devouring mist in 1d4 rounds.
If the characters manage to destroy Mulstabha’s Black Heart, all of the juju zombies and the devouring mist are instantly destroyed as undead that were created using the stone.
Mohrg: ?
Flenser Huntmaster: ?
Ghoul Dire Wolf: ?
Hanged Man: ?
Cadaver Lord: ?
Skeleton Warrior: He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages).
Crimson Ghoul: He introduces himself and explains that after he was ousted as an old man from the Jomsking’s throne, he and his few loyal crewmen were set afloat from the Jomsburg in a leaky longship without sail, oar, food, or water. He tells how they drifted for 8 months upon the seas until their half-sunken boat came to rest in the swamps of Mulstabha. They should have long been dead but for the gift of the Dark God of the Jomsvikings who gave him and his officers the gift of immortality, and changed the strongest among his crew who were willing to do whatever was necessary to survive, including develop an appetite that could sustain them beyond the grave (here he gestures and the ghouls step from their side passages).
Skeleton Horde: This is the army brought forth by Islaug the Breathless from the now-exposed tunnels of the bitumen mines that ran underneath the field of battle. It is composed primarily of skeletons and zombies, all of which are stained black with long exposure to the bitumen mines, and more than a few of which are actually still on fire from the explosion. Assorted ghouls and more intelligent undead are mixed among these hordes, but not enough to constitute an army of their own or change the overall complexion of these armies.
Zombie Horde: This is the army brought forth by Islaug the Breathless from the now-exposed tunnels of the bitumen mines that ran underneath the field of battle. It is composed primarily of skeletons and zombies, all of which are stained black with long exposure to the bitumen mines, and more than a few of which are actually still on fire from the explosion. Assorted ghouls and more intelligent undead are mixed among these hordes, but not enough to constitute an army of their own or change the overall complexion of these armies.
 
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Voadam

Legend
The Northlands Series 3: The Drowned Maiden (S&W)
Swords & Wizardry
Brykolakas: The illusion of its movement is caused by 3 brykolakas, rotting humanoid corpses with sunken eyes and bluish-gray skin that are animated by a ravenous diseased fury to prey upon the living.
Narwight: Not just ordinary narwhals that have been transformed into wights, narwights are actually the undead remnant of an entire species of sentient whale-like creatures called primecetans. In fact, narwights represent all that remains of the primecetan race, apparently the result of some primordial cataclysm that destroyed all primecetans that were not transformed into narwights. Whether this ancient cataclysm caused all surviving primecetans to become narwights or if some ancient primecetans used necromancy to transform themselves into narwights to escape the cataclysm is unknown.
The creature that the characters face is a narwight, a powerful undead creature of the depths infused with the dark powers of the Underworld.
Vampire: ?
Wight: ?
Sings-To-The-Deep-He-That-Cometh, Narwight: ?
Cold-On-Darkness-Below-In-Blood, Narwight: ?
Bones-Of-The-Sea-Evermore, Narwight: ?
Elder Narwight: ?
 

Voadam

Legend
The Northlands Series 4: Oath of the Predator (S&W)
Swords & Wizardry
Tree Ghost: ?
Elk-Running, Groaning Spirit: Unfortunately, Elk-Running has been exposed to the powerful corruption of the Black Oak for many long years, and its effects have been held at bay only by the magic of the circle. If the characters are successful in breaking the circle’s enchantment, the years of dark magic it has contained suddenly floods in upon the Nûk woman, and she falls to the ground, writhing in pain as evil energy visibly devours her. Sores and wounds open on her body as the energy engulfs her. If quick-thinking characters immediately begin casting healing spells to protect Elk-Running, they can protect her from the negative effects of the tree’s corruption if they give her the equivalent of 20 hp of healing within 3 rounds. Otherwise, at the end of the third round she is fully consumed by the long-denied dark forces of the tree, leaving only her equipment and empty clothing behind. Worse than even this fate, Elk-Running rises in 1d6 rounds as a groaning spirit and pursues the characters for vengeance until destroyed.
Wight: These poor souls are the last wretches who died in the service of Thorvald’s ill-fated quest into the deep woods. The life-sapping energy of the Black Oak, combined with Ivar’s oath, have bent them to the service of the evil power whose temple lies at the farthest height of the tree.
Thorvald the Betrayed, Blood Wight: When Ivar betrayed and murdered his friend and mentor in the name of dark powers, he cut the hero’s throat and drained his blood into the pool at the roots of the Black Oak. From this morass of blood and vile mud, Thorvald’s spirit rose again as a vengeful blood wight.
 


Voadam

Legend
The Northlands Series 6: One Night in Valhalla (S&W)
Swords & Wizardry
Fallen Northlander: The red eyes belong to 5 fallen Northlanders brought into Valhalla by the same power as that behind the thieves. They are ghostly images of armed and armored Northlanders (much like the characters) who were once-noble warriors denied the honor of a proper burial or funeral pyre and now find their souls at the mercy of the goddess Hel, their wills twisted to her dark purposes.
Mimir, Demi-Lich: ?
 

Voadam

Legend
The Treasure Vaults of Zadabad [Swords & Wizardry]
Swords & Wizardry
Undead Bodyguard: ?
Shrunken Head of Bartholeus: ?
Plague Wraith: The founding of the village of Sindanore was not the first time in history that Kalmatta was used as a plague colony. Generations before, the small islands called The Damned Cays were used as a settlement for sufferers of vermilion ague, a terribly infectious disease. When the fever broke out on the mainland, warships arrived and slaughtered all of the colonists and torched the settlements.
Today the islands are universally avoided by the villagers at Sindanore, as well as the few ships that navigate The Plague Waters. Old timers in the village tell tales that the spirits of the betrayed colonists haunt the islands and devour any who dare stay on the cays after nightfall.

Ghoul: Inside the coffins are the cursed remains of 4 criminals who were meant to guide the dead king through the perils of the underworld to paradise.
Book of the Dead magic item.
Mummy: ?
Demi-Lich: Book of the Dead magic item.

Book of the Dead
This is an age-blackened book constructed of thin sheets of bronze. It has only one purpose, and that is to be used with The Bell of Khodun Nudohk and The Candle of Khodun Nudohk to resurrect a mortal. The ritual described in the book must be performed by a magic-user or cleric. Additional casters may help in the ritual, for up to 11 total participants.
Some remains of the deceased must be present (although it can be a very small part, even a finger bone or some teeth will work), The Bell of Khodun Nudohk must be struck to summon the spirit of the deceased, and The Candle of Khodun Nudohk must be lit to bind the spirit in place until the ritual is finished, 12 hours later.
At that time the primary caster must make a Save. If successful the deceased is returned to life, completely healthy and healed of any adverse effects, and at the same age, appearance and general condition as the time of death. Each additional assistant that participates in the ritual adds 1 to the Save.
If the Save fails, the deceased instead reanimates as a ghoul. If a natural 1 is rolled on the Save, the spirit of the deceased is bound to the body but it remains in a state of undeath, becoming a powerful demi-lich with only one purpose; kill all those responsible for the ritual!
 

Voadam

Legend
The Winter Witch for Swords & Wizardry
Swords & Wizardry
Child Spirit, Navky: The navky is the ghost of a child that has died due to starvation or hunger.
Child Spirit, Utburd: The utburd is locked to this realm to perform a task. The task is to get revenge on the mother who killed it. The name comes from an old Scandinavian word meaning the child who was carried outside, meaning many were originated from children left out to die from exposure.
Draugr: A Draugr is the undead remains of an ancient warrior, generally found only in its ancient crypt.
Draugr Greater: The greater draugr are undead warriors who often are cursed into being so by a wizard or god or have made a pact to protect their loot or personal possessions into death itself.
Undead Warrior: ?
Giant Frost Giant Undead: ?
Wight: ?
Vampire: ?
Undead: ?
Skeleton: ?
Zombie: ?
Mummy: ?
Lich: ?
Hungering Undead: ?
Ghoul: ?
Ghost: ?
 

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