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<blockquote data-quote="Voadam" data-source="post: 7297691" data-attributes="member: 2209"><p><strong>2015 Gongfarmer's Almanac 1-6</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/192706/2015-Gongfarmers-Almanac-consolidated-edition-Vols-16?affiliate_id=17596" target="_blank">2015 Gongfarmer's Almanac 1-6</a></p><p>Dungeon Crawl Classics RPG</p><p><strong>Ghost:</strong> You are a tortured soul, cursed to live beyond the grave. You have returned from the next world to seek revenge or atonement for your past life.</p><p><strong>Skeletal Warrior:</strong> You are a warrior of a bygone age, a casualty of a battle long-forgotten. You have been risen from your grave to fight once more by some foul necromancy, and you march on to battle without fear of death.</p><p><strong>Vampire:</strong> You are an un-dead being cursed to feed upon the blood of the living. You were human once, but in death you have been changed to something far more dreadful.</p><p><strong>Fright of Ghosts:</strong> ?</p><p><strong>Hungry Dead:</strong> ?</p><p><strong>Hag of Hecate:</strong> ?</p><p><strong>Damned Skeletal Army:</strong> ?</p><p><strong>Damned Banshees:</strong> ?</p><p><strong>Elahi the War Witch, Mummy:</strong> Centuries under the thrall of the jewel after being burned at the stake, has transformed Elahai from a powerful witch into a powerful mummy.</p><p><strong>Grey:</strong> Agents of the Demi-Lich, these un-living forms comprise that sliver of a soul each has to give up to be able to leave the pass un-cursed.</p><p>Greys who gather 5 luck points may duplicate themselves by mitosis as a free action, creating a duplicate Grey at full health.</p><p><strong>Rj’Nimajneb~Yor, Demilich:</strong> </p><p><strong>Juju Zombie:</strong> Wand of a Thousand Punishments activation critical success.</p><p><strong>Ghast:</strong> Wand of a Thousand Punishments activation critical success.</p><p><strong>Wight:</strong> Wand of a Thousand Punishments activation critical success.</p><p><strong>Wraith:</strong> Wand of a Thousand Punishments effect.</p><p></p><p>Wand of a Thousand Punishments: This wand, crafted by Rj’Nimajneb~Yor himself was created from the spine of the offspring of a daemon and a unicorn – an experiment that was disastrous, and successful in its own right. Use of the wand requires a successful classic intelligence check of a 5th level or higher Wizard, or DC15 Thief “Use Scroll” to activate each round. Failure to activate the wand renders it inoperable for 1d9 days, and a critical fumble destroys the wand – causing a phlogiston disturbance (caster is forced to cast a spell vs. a spell on chart below, Judge rolls for wand’s Spell check+CL7+5) then explodes for 5d7 points of damage creating a rip in space time. The wand itself has a Spell check of 19, plus the Caster’s Level, and Int Bonus. If the bearer has a 15 or higher Intelligence, he can choose the spell below, otherwise roll 1d5 per use:</p><p>1. Flaming Hands</p><p>2. Magic Missile</p><p>3. Scorching Ray</p><p>4. Fireball</p><p>5. Lightning Bolt</p><p>A critical success in activating the wand bestows un-dead henchmen permanently loyal to the bearer in addition to the Spellcasting, Roll 1d3:</p><p>1. 1d7 Juju Zombies</p><p>2. 1d5 Ghast</p><p>3. 1d3 Wights</p><p>The un-dead are either created from nearby remains, or are the closest convenient creature teleported to the bearers location. They appear and act the next round, surrounding the caster if possible, with elite morale.</p><p>While the bearer has the wand in his possession, the un-dead can be psychically commanded as a free action. If the wand is held by another, or is more than 5’ away from the bearer for more than 2 rounds, roll 1d100:</p><p>1-20 The un-dead suddenly vanish, leaving behind permanently burned shadows from where they stood.</p><p>21-25 The un-dead are destroyed in an explosion of positive energy. Adjacent targets take 3d6 damage: Law characters no damage, Neutral Half, Chaos Full; DC15 Will for half, post alignment determination.</p><p>26-37 The un-dead explode, causing 2d6 damage to all adjacent targets. DC10 Sta check for half.</p><p>38-40 The un-dead implode, pulling anyone adjacent to each creature into the 9 hells. DC15 Agi check or be pulled in.</p><p>41-58 The un-dead remain, unloyal to anyone, acting next round per Judge’s determination.</p><p>58-69 The un-dead remain, loyal to the original bearer of the wand at time of bestowment.</p><p>70-73 The un-dead remain, loyal to whoever bears the wand.</p><p>74-80 The un-dead remain, turned to stone. Bearer gains corruption; roll 1d3: 1. Minor, 2. Major, 3. Greater.</p><p>81-84 Arrival. The un-dead remain, and an angel arrives and starts to fight the creatures. Party must choose sides. If the angel wins, it bestows the party boons per Judge’s discretion. If the undead win, they become loyal to the original bearer of the wand and those present at the time of bestowment. A Wraith appears, pledging fealty to the champion of the un-dead.</p><p>85-90 Contest. A demon arrives and offers the bearer 50 smoldering gold coins per remaining un-dead. The demon is true to his word and pays if accepted, if denied he fights the bearer and allies for the un-dead disappearing before the final death blow if defeated, cursing the party. The bearer and allies make a mortal enemy.</p><p>91-98 If the original bearer of the wand bestowed un-dead is still of mortal life, he must make a DC 15 Will save or be transmogrified into a Wraith. All objects at time of fail turn into ethereal variants and are subject to those effects per Judge’s discretion.</p><p>99-100 Special, The Judge’s discretion on the event.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7297691, member: 2209"] [b]2015 Gongfarmer's Almanac 1-6[/b] [URL=http://www.drivethrurpg.com/product/192706/2015-Gongfarmers-Almanac-consolidated-edition-Vols-16?affiliate_id=17596]2015 Gongfarmer's Almanac 1-6[/URL] Dungeon Crawl Classics RPG [b]Ghost:[/b] You are a tortured soul, cursed to live beyond the grave. You have returned from the next world to seek revenge or atonement for your past life. [b]Skeletal Warrior:[/b] You are a warrior of a bygone age, a casualty of a battle long-forgotten. You have been risen from your grave to fight once more by some foul necromancy, and you march on to battle without fear of death. [b]Vampire:[/b] You are an un-dead being cursed to feed upon the blood of the living. You were human once, but in death you have been changed to something far more dreadful. [b]Fright of Ghosts:[/b] ? [b]Hungry Dead:[/b] ? [b]Hag of Hecate:[/b] ? [b]Damned Skeletal Army:[/b] ? [b]Damned Banshees:[/b] ? [b]Elahi the War Witch, Mummy:[/b] Centuries under the thrall of the jewel after being burned at the stake, has transformed Elahai from a powerful witch into a powerful mummy. [b]Grey:[/b] Agents of the Demi-Lich, these un-living forms comprise that sliver of a soul each has to give up to be able to leave the pass un-cursed. Greys who gather 5 luck points may duplicate themselves by mitosis as a free action, creating a duplicate Grey at full health. [b]Rj’Nimajneb~Yor, Demilich:[/b] [b]Juju Zombie:[/b] Wand of a Thousand Punishments activation critical success. [b]Ghast:[/b] Wand of a Thousand Punishments activation critical success. [b]Wight:[/b] Wand of a Thousand Punishments activation critical success. [b]Wraith:[/b] Wand of a Thousand Punishments effect. Wand of a Thousand Punishments: This wand, crafted by Rj’Nimajneb~Yor himself was created from the spine of the offspring of a daemon and a unicorn – an experiment that was disastrous, and successful in its own right. Use of the wand requires a successful classic intelligence check of a 5th level or higher Wizard, or DC15 Thief “Use Scroll” to activate each round. Failure to activate the wand renders it inoperable for 1d9 days, and a critical fumble destroys the wand – causing a phlogiston disturbance (caster is forced to cast a spell vs. a spell on chart below, Judge rolls for wand’s Spell check+CL7+5) then explodes for 5d7 points of damage creating a rip in space time. The wand itself has a Spell check of 19, plus the Caster’s Level, and Int Bonus. If the bearer has a 15 or higher Intelligence, he can choose the spell below, otherwise roll 1d5 per use: 1. Flaming Hands 2. Magic Missile 3. Scorching Ray 4. Fireball 5. Lightning Bolt A critical success in activating the wand bestows un-dead henchmen permanently loyal to the bearer in addition to the Spellcasting, Roll 1d3: 1. 1d7 Juju Zombies 2. 1d5 Ghast 3. 1d3 Wights The un-dead are either created from nearby remains, or are the closest convenient creature teleported to the bearers location. They appear and act the next round, surrounding the caster if possible, with elite morale. While the bearer has the wand in his possession, the un-dead can be psychically commanded as a free action. If the wand is held by another, or is more than 5’ away from the bearer for more than 2 rounds, roll 1d100: 1-20 The un-dead suddenly vanish, leaving behind permanently burned shadows from where they stood. 21-25 The un-dead are destroyed in an explosion of positive energy. Adjacent targets take 3d6 damage: Law characters no damage, Neutral Half, Chaos Full; DC15 Will for half, post alignment determination. 26-37 The un-dead explode, causing 2d6 damage to all adjacent targets. DC10 Sta check for half. 38-40 The un-dead implode, pulling anyone adjacent to each creature into the 9 hells. DC15 Agi check or be pulled in. 41-58 The un-dead remain, unloyal to anyone, acting next round per Judge’s determination. 58-69 The un-dead remain, loyal to the original bearer of the wand at time of bestowment. 70-73 The un-dead remain, loyal to whoever bears the wand. 74-80 The un-dead remain, turned to stone. Bearer gains corruption; roll 1d3: 1. Minor, 2. Major, 3. Greater. 81-84 Arrival. The un-dead remain, and an angel arrives and starts to fight the creatures. Party must choose sides. If the angel wins, it bestows the party boons per Judge’s discretion. If the undead win, they become loyal to the original bearer of the wand and those present at the time of bestowment. A Wraith appears, pledging fealty to the champion of the un-dead. 85-90 Contest. A demon arrives and offers the bearer 50 smoldering gold coins per remaining un-dead. The demon is true to his word and pays if accepted, if denied he fights the bearer and allies for the un-dead disappearing before the final death blow if defeated, cursing the party. The bearer and allies make a mortal enemy. 91-98 If the original bearer of the wand bestowed un-dead is still of mortal life, he must make a DC 15 Will save or be transmogrified into a Wraith. All objects at time of fail turn into ethereal variants and are subject to those effects per Judge’s discretion. 99-100 Special, The Judge’s discretion on the event. [/QUOTE]
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