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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7788493" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/50151/EBERRON-The-Forge-of-War-35?affiliate_id=17596" target="_blank">Eberron The Forge of War</a></p><p>3.5</p><p><strong>Karrnathi Dread Marshall:</strong> The result of substantial necromantic experimentation was the dread marshal, an undead officer of greater skill, higher Intelligence, and a substantially stronger sense of personality, than any Karrnathi undead before.</p><p><strong>Skeletal Heavy Warhorse:</strong> ?</p><p><strong>Avlast, Ghast Fighter 2:</strong> ?</p><p><strong>Shiril, Wight Rogue 2:</strong> ?</p><p><strong>Lavro, Mummy:</strong> ?</p><p><strong>Mathir, Ghoul Adept 4:</strong> ?</p><p><strong>Woeforged:</strong> The necromancers of Karrnath have made a horrific discovery deep in the gray mist. A band of warforged once assumed to be part of the Lord of Blades’ cult are in fact nothing of the kind. Just as the warforged are “sort of” alive, they can apparently become “sort of” undead. These “woeforged,” as the necromancers have come to call them, are rusted and broken, just as normal undead are often decayed, and they show the same affinity for negative energy as other undead. Where they come from, who created them, and what they can do remain unclear.</p><p><strong>Lord Vladimar Kronen, Ghoul Fighter 5, Cleric 4:</strong> ?</p><p></p><p><strong>Undead:</strong> During the spring and summer of 898, new armies arose within the catacombs of the City of Night, as necromancers and corpse collectors created the first undead Legion of Atur.</p><p>In mid-994, Cyre launched a deep-strike invasion of Karrnath aimed at the undead-producing crypts of Atur.</p><p>Next, the flashback PCs find themselves dispatched to investigate why an entire town in Thrane has fallen silent. Their discovery is horrific: The townsfolk have been wiped out by a virulent plague, very much like the one they faced years ago. Some of the townsfolk have not remained dead, and the PCs must prevent the spread not of plague, but of plague-spawned undead!</p><p><strong>Karrnathi Skeleton:</strong> ?</p><p><strong>Karrnathi Zombie:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Zombie:</strong> Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes.</p><p><strong>Human Warrior Skeleton:</strong> ?</p><p><strong>Human Commoner Zombie:</strong> ?</p><p><strong>Bleakborn:</strong> ?</p><p><strong>Bodak:</strong> ?</p><p><strong>Ghoul:</strong> Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes.</p><p>Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed.</p><p><strong>Ghost:</strong> In the weeks after the fire, the Knights of Thrane and their cleric allies struggled to destroy the remaining undead and rid the city of its Karrnathi stench, but the damage and loss of life were staggering. The city never recovered, and most today believe it is haunted by the ghosts of its burned residents.</p><p>Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes.</p><p>The citizens of Valin never stood a chance. Their few defenders were swiftly overrun by the Knights of Thrane, and those who died by the sword or the lance were the fortunate ones. At Kronen’s orders, the survivors were rounded up, impaled, and burned, their bodies scattered across the surrounding fields in symbols of great occult significance that Kronen believed were honoring the Silver Flame. Ash and boiling blood spilled over the fields; screams drowned out the crackling of flames and the shrieks of crows in the sky, come to feast on the body.</p><p>Legends disagree on the reason for what happened next. Did the ghosts of the dying call down vengeance on their attackers? Did the land itself rebel against the horrors committed upon it? Did the Silver Flame punish those who committed such atrocities in its name? Whatever the cause, the carrion birds and scavengers—crows and vultures, dogs and wolves—turned talons and jaws not upon the bodies, but upon the soldiers of Thrane. To the last individual, everyone who followed Kronen’s mad orders was ripped apart and consumed. Of Kronen himself, no trace was found, except for his emblem of the Silver Flame, scored and defaced by the raking of a thousand claws.</p><p><strong>Ghost Brute:</strong> Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes.</p><p><strong>Deathshrieker:</strong> ?</p><p><strong>Ghast:</strong> Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed.</p><p><strong>Spectre:</strong> ?</p><p><strong>Wraith:</strong> ?</p></blockquote><p></p>
[QUOTE="Voadam, post: 7788493, member: 2209"] [URL=https://www.drivethrurpg.com/product/50151/EBERRON-The-Forge-of-War-35?affiliate_id=17596]Eberron The Forge of War[/URL] 3.5 [b]Karrnathi Dread Marshall:[/b] The result of substantial necromantic experimentation was the dread marshal, an undead officer of greater skill, higher Intelligence, and a substantially stronger sense of personality, than any Karrnathi undead before. [b]Skeletal Heavy Warhorse:[/b] ? [b]Avlast, Ghast Fighter 2:[/b] ? [b]Shiril, Wight Rogue 2:[/b] ? [b]Lavro, Mummy:[/b] ? [b]Mathir, Ghoul Adept 4:[/b] ? [b]Woeforged:[/b] The necromancers of Karrnath have made a horrific discovery deep in the gray mist. A band of warforged once assumed to be part of the Lord of Blades’ cult are in fact nothing of the kind. Just as the warforged are “sort of” alive, they can apparently become “sort of” undead. These “woeforged,” as the necromancers have come to call them, are rusted and broken, just as normal undead are often decayed, and they show the same affinity for negative energy as other undead. Where they come from, who created them, and what they can do remain unclear. [b]Lord Vladimar Kronen, Ghoul Fighter 5, Cleric 4:[/b] ? [b]Undead:[/b] During the spring and summer of 898, new armies arose within the catacombs of the City of Night, as necromancers and corpse collectors created the first undead Legion of Atur. In mid-994, Cyre launched a deep-strike invasion of Karrnath aimed at the undead-producing crypts of Atur. Next, the flashback PCs find themselves dispatched to investigate why an entire town in Thrane has fallen silent. Their discovery is horrific: The townsfolk have been wiped out by a virulent plague, very much like the one they faced years ago. Some of the townsfolk have not remained dead, and the PCs must prevent the spread not of plague, but of plague-spawned undead! [b]Karrnathi Skeleton:[/b] ? [b]Karrnathi Zombie:[/b] ? [b]Skeleton:[/b] ? [b]Zombie:[/b] Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. [b]Human Warrior Skeleton:[/b] ? [b]Human Commoner Zombie:[/b] ? [b]Bleakborn:[/b] ? [b]Bodak:[/b] ? [b]Ghoul:[/b] Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed. [b]Ghost:[/b] In the weeks after the fire, the Knights of Thrane and their cleric allies struggled to destroy the remaining undead and rid the city of its Karrnathi stench, but the damage and loss of life were staggering. The city never recovered, and most today believe it is haunted by the ghosts of its burned residents. Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. The citizens of Valin never stood a chance. Their few defenders were swiftly overrun by the Knights of Thrane, and those who died by the sword or the lance were the fortunate ones. At Kronen’s orders, the survivors were rounded up, impaled, and burned, their bodies scattered across the surrounding fields in symbols of great occult significance that Kronen believed were honoring the Silver Flame. Ash and boiling blood spilled over the fields; screams drowned out the crackling of flames and the shrieks of crows in the sky, come to feast on the body. Legends disagree on the reason for what happened next. Did the ghosts of the dying call down vengeance on their attackers? Did the land itself rebel against the horrors committed upon it? Did the Silver Flame punish those who committed such atrocities in its name? Whatever the cause, the carrion birds and scavengers—crows and vultures, dogs and wolves—turned talons and jaws not upon the bodies, but upon the soldiers of Thrane. To the last individual, everyone who followed Kronen’s mad orders was ripped apart and consumed. Of Kronen himself, no trace was found, except for his emblem of the Silver Flame, scored and defaced by the raking of a thousand claws. [b]Ghost Brute:[/b] Any living creature that dies by violence or disease in Valin Field has a 5% chance of rising as an undead on the second nightfall after its death, unless it is removed from the area. Sentient beings rise as ghouls or ghosts, while nonsentient beings become zombies or ghost brutes. [b]Deathshrieker:[/b] ? [b]Ghast:[/b] Although Lake Brey is normal everywhere else, a haven for fishermen and boaters, the water turns dark where it nears Valin Field. The tide and the waves leave a bloody stain where they wash over the shore. Plants rot and fish lie dying. Anyone who comes into contact with the water in this location for more than 1 round risks contracting ghoul fever, just as if he or she had been injured by a ghoul. Anyone who eats a plant or animal from this portion of the lake contracts ghoul fever with no save allowed. [b]Spectre:[/b] ? [b]Wraith:[/b] ? [/QUOTE]
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