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<blockquote data-quote="Voadam" data-source="post: 7415859" data-attributes="member: 2209"><p><strong>Crypts & Things Remastered</strong></p><p></p><p><a href="http://www.drivethrurpg.com/product/190299/Crypts-and-Things-Remastered?affiliate_id=17596" target="_blank">Crypts & Things Remastered</a> </p><p>Swords & Wizardry</p><p><strong>Undead:</strong> With the Gods departed from Zarth there is no clear passage to the afterlife, so many people return from the grave as grisly animated rotting corpses.</p><p>Evil Priest powers that require blood soaked rituals to invoke include raising the undead</p><p><strong>Corpse Colossus:</strong> “I watched in horror as the necromancer’s acolytes set about their master’s grisly work in that hellish ruined castle. From the great pile of bodies gathered from local graveyards, they stripped the flesh from them and tossed them into giant cauldrons. The bones were ground up and similarly prepared. Great black magics were cast that night, and in the light of a fearful and hesitant dawn the rotting Giant stood there, eyes burning like fire ready to terrorize the lands of the living.”</p><p>Made of a small mountain of freshly dead bodies, that are reanimated by ancient and powerful magics in a long and expensive ritual, a Corpse Colossus usually serves the evil will of a necromancer.</p><p><strong>Crypt Fiend:</strong> ?</p><p><strong>Faceless:</strong> ?</p><p><strong>Ghoul:</strong> Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.</p><p>The woman is the Countess, the would be bride of the Nizur-Thun slain in her sleep before her wedding night day and returned from the grave as a Ghoul.</p><p>Anyone wearing the Countess' diamond wedding ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death.</p><p><strong>Hanged Man:</strong> These undead assassins are created by foul black magic that reanimates thieves after their death by hanging.</p><p><strong>Lich:</strong> “The priests of the Isle of the Dead have formed an unholy pact with their master the Silent One. In return for perpetual life, they form and act out plans to bring the whole of Zarth under the Silent One’s Eternal Night.”</p><p>A Lich is the undead remnants of a wizard, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry).</p><p><strong>Mummy:</strong> “Some Kings and High-Priests are rich enough and powerful enough to cheat death.”</p><p><strong>Red Zombie:</strong> These plague infected zombies are becoming a distressingly more common sight, as the Red Death spreads outwards from the Locust Star into the world. Primary carriers of the disease are the Red Zombies themselves and they seem to seek out living beings to pass it on. Any victim of their attack will rise two hours after death as one, and anyone wounded by them can be infected by the disease. Player characters may Test their Luck to avoid infection.</p><p>This was once the Merchant’s guild house and the Red Zombies are the inner circle of the guild who failed to escape being transformed when Wimble entered the Shroud.</p><p><strong>Reincarnate:</strong> The Reincarnate is a sorcerer who has ritually sacrificed their living soul to join the ranks of the undead.</p><p><strong>Skeleton:</strong> Skeletons are animated bones of the dead, usually under the control of some evil master.</p><p>Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.</p><p>Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round.</p><p><em>Animate Dead</em> spell.</p><p><strong>Spore Zombie:</strong> “In accordance with the mistress’s wishes I placed Ozric’s corpse in the dungeon with the giant mushroom fiend he had discovered. She was pretty certain he had been infected but wanted to be sure. I was ordered to watch through the door panel. The next day I observed his corpse, ridden with mini-mushrooms, shambling around the room.”</p><p>Spore Zombies are victims of a Spore Fiend risen under the control of the fiend, to protect it from harm and to gather more food.</p><p>Spore Fiends are otherworld mushroom monsters, who trap living beings using their spores which cause madding hallucinations on a failed Test vs Luck. These hallucinations in turn lead to a Sanity check. While the victim is incapacitated the Spore Fiend moves in to kill the victim, sucking its life force out with a bite from a ‘mouth’ hidden under its hood. A day later the slain victim rises as a Spore Zombie under control of the Fiend.</p><p><strong>Tattooed Warrior:</strong> “A famed warrior, long dead but preserved by</p><p>black arts to fight on the tribes behalf.”</p><p>Created by foul black arcane rituals from the dead bodies of tribal champions, these are the elite of the undead.</p><p><strong>Wight:</strong> Any human killed or completely drained of levels by a wight becomes a wight.</p><p>Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.</p><p><strong>Wind Wraith:</strong> Wind Wraiths are created by special rituals to act as advanced shock troops for invading armies, or from deaths during server storms.</p><p><strong>Zombie:</strong> The standard zombie is simply a corpse animated to do its creator’s bidding.</p><p>A crypt fiend raises 2D6 of the dead as Zombies per round with its right hand.</p><p>Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night.</p><p>Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round.</p><p><em>Animate Dead</em> spell.</p><p><strong>Zombie Contagious:</strong> If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience.</p><p><strong>Great Undead Whale:</strong> ?</p><p><strong>Hollow:</strong> The Hollows are the soulless husks of the victims of the House. Cast away but some how still linked to the House, which psychically controls them.</p><p><strong>Ozzark the Dead King, The Plague Lord:</strong> ?</p><p><strong>Blood Pope:</strong> ?</p><p><strong>The Green Man, Minor Corpse Colossus:</strong> When the Haunted lands initially went to the Shroud, the surviving villagers buried the people who died of shock in a mass grave (see the pit below). Malek’s apprentice, a suitably half mad and childlike young man called Mildark, used the last of his magical knowledge to summon them back into undead life as a small Corpse Colossus (his magical power was not great enough to summon a full version of this monster and besides there wasn’t enough corpses).</p><p>A large mass grave where the villagers of Wimble buried the folk who died of shock when the Village moved to the Shroud. Although Windy Mildark reanimated the dead as the Green Man.</p><p><strong>Giant Undead Pike:</strong> ?</p><p></p><p>Animate Dead</p><p>Spell Level: 5th Level</p><p>Colour: Black</p><p>Range: Crypt Keeper’s Discretion</p><p>Duration: Permanent</p><p>This spell animates skeletons or zombies from dead bodies. 1D6 undead are animated per level of the caster above 8th. The corpses remain animated until slain.</p><p></p><p>The Countess’ diamond Wedding ring. </p><p>This is worn by the Countess and will have to be taken from her cold undead fingers. It is engraved with “Death shall not part us!”’Anyone wearing the ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death. Of course they must pass another Saving Throw or else go insane from the transformation. Further Sanity rolls are required when ever the character feeds on raw sentient flesh, which they need to do at least once a weak, or uses their Ghoulish abilities. Furthermore the now Ghoul only heals Hit Points and lost Constitution via feeding (full Hit Points and 2D6 Constitution per corpse) and must make a Saving Throw whenever passing a fresh corpse or stop and feed. The ring has a monetary value of 100 GP.</p></blockquote><p></p>
[QUOTE="Voadam, post: 7415859, member: 2209"] [b]Crypts & Things Remastered[/b] [URL=http://www.drivethrurpg.com/product/190299/Crypts-and-Things-Remastered?affiliate_id=17596]Crypts & Things Remastered[/URL] Swords & Wizardry [b]Undead:[/b] With the Gods departed from Zarth there is no clear passage to the afterlife, so many people return from the grave as grisly animated rotting corpses. Evil Priest powers that require blood soaked rituals to invoke include raising the undead [b]Corpse Colossus:[/b] “I watched in horror as the necromancer’s acolytes set about their master’s grisly work in that hellish ruined castle. From the great pile of bodies gathered from local graveyards, they stripped the flesh from them and tossed them into giant cauldrons. The bones were ground up and similarly prepared. Great black magics were cast that night, and in the light of a fearful and hesitant dawn the rotting Giant stood there, eyes burning like fire ready to terrorize the lands of the living.” Made of a small mountain of freshly dead bodies, that are reanimated by ancient and powerful magics in a long and expensive ritual, a Corpse Colossus usually serves the evil will of a necromancer. [b]Crypt Fiend:[/b] ? [b]Faceless:[/b] ? [b]Ghoul:[/b] Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. The woman is the Countess, the would be bride of the Nizur-Thun slain in her sleep before her wedding night day and returned from the grave as a Ghoul. Anyone wearing the Countess' diamond wedding ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death. [b]Hanged Man:[/b] These undead assassins are created by foul black magic that reanimates thieves after their death by hanging. [b]Lich:[/b] “The priests of the Isle of the Dead have formed an unholy pact with their master the Silent One. In return for perpetual life, they form and act out plans to bring the whole of Zarth under the Silent One’s Eternal Night.” A Lich is the undead remnants of a wizard, either made undead by their own deliberate acts during life, or as the result of other magical forces (possibly including their own magics gone awry). [b]Mummy:[/b] “Some Kings and High-Priests are rich enough and powerful enough to cheat death.” [b]Red Zombie:[/b] These plague infected zombies are becoming a distressingly more common sight, as the Red Death spreads outwards from the Locust Star into the world. Primary carriers of the disease are the Red Zombies themselves and they seem to seek out living beings to pass it on. Any victim of their attack will rise two hours after death as one, and anyone wounded by them can be infected by the disease. Player characters may Test their Luck to avoid infection. This was once the Merchant’s guild house and the Red Zombies are the inner circle of the guild who failed to escape being transformed when Wimble entered the Shroud. [b]Reincarnate:[/b] The Reincarnate is a sorcerer who has ritually sacrificed their living soul to join the ranks of the undead. [b]Skeleton:[/b] Skeletons are animated bones of the dead, usually under the control of some evil master. Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round. [i]Animate Dead[/i] spell. [b]Spore Zombie:[/b] “In accordance with the mistress’s wishes I placed Ozric’s corpse in the dungeon with the giant mushroom fiend he had discovered. She was pretty certain he had been infected but wanted to be sure. I was ordered to watch through the door panel. The next day I observed his corpse, ridden with mini-mushrooms, shambling around the room.” Spore Zombies are victims of a Spore Fiend risen under the control of the fiend, to protect it from harm and to gather more food. Spore Fiends are otherworld mushroom monsters, who trap living beings using their spores which cause madding hallucinations on a failed Test vs Luck. These hallucinations in turn lead to a Sanity check. While the victim is incapacitated the Spore Fiend moves in to kill the victim, sucking its life force out with a bite from a ‘mouth’ hidden under its hood. A day later the slain victim rises as a Spore Zombie under control of the Fiend. [b]Tattooed Warrior:[/b] “A famed warrior, long dead but preserved by black arts to fight on the tribes behalf.” Created by foul black arcane rituals from the dead bodies of tribal champions, these are the elite of the undead. [b]Wight:[/b] Any human killed or completely drained of levels by a wight becomes a wight. Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. [b]Wind Wraith:[/b] Wind Wraiths are created by special rituals to act as advanced shock troops for invading armies, or from deaths during server storms. [b]Zombie:[/b] The standard zombie is simply a corpse animated to do its creator’s bidding. A crypt fiend raises 2D6 of the dead as Zombies per round with its right hand. Necromancers can automatically raise any bodies as skeletons or zombies depending on their decomposition, at a rate of 1D6 per round. Given time and ritual conditions they can create higher forms of undead, such as Ghouls and Wights, at the rate of one per night. Knights of death are able to raise 2D6 undead (skeletons or Zombies depending on state of decay) every round. [i]Animate Dead[/i] spell. [b]Zombie Contagious:[/b] If their Undeath is contagious, they should be worth a few more experience points than described here, and if a single hit from a zombie causes contagion or any other sort of disease they should be worth considerably more experience. [b]Great Undead Whale:[/b] ? [b]Hollow:[/b] The Hollows are the soulless husks of the victims of the House. Cast away but some how still linked to the House, which psychically controls them. [b]Ozzark the Dead King, The Plague Lord:[/b] ? [b]Blood Pope:[/b] ? [b]The Green Man, Minor Corpse Colossus:[/b] When the Haunted lands initially went to the Shroud, the surviving villagers buried the people who died of shock in a mass grave (see the pit below). Malek’s apprentice, a suitably half mad and childlike young man called Mildark, used the last of his magical knowledge to summon them back into undead life as a small Corpse Colossus (his magical power was not great enough to summon a full version of this monster and besides there wasn’t enough corpses). A large mass grave where the villagers of Wimble buried the folk who died of shock when the Village moved to the Shroud. Although Windy Mildark reanimated the dead as the Green Man. [b]Giant Undead Pike:[/b] ? Animate Dead Spell Level: 5th Level Colour: Black Range: Crypt Keeper’s Discretion Duration: Permanent This spell animates skeletons or zombies from dead bodies. 1D6 undead are animated per level of the caster above 8th. The corpses remain animated until slain. The Countess’ diamond Wedding ring. This is worn by the Countess and will have to be taken from her cold undead fingers. It is engraved with “Death shall not part us!”’Anyone wearing the ring at the time of death, on a successful Saving Throw, will return from the dead as a ghoul 1D6 nights after their death. Of course they must pass another Saving Throw or else go insane from the transformation. Further Sanity rolls are required when ever the character feeds on raw sentient flesh, which they need to do at least once a weak, or uses their Ghoulish abilities. Furthermore the now Ghoul only heals Hit Points and lost Constitution via feeding (full Hit Points and 2D6 Constitution per corpse) and must make a Saving Throw whenever passing a fresh corpse or stop and feed. The ring has a monetary value of 100 GP. [/QUOTE]
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