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Undead Origins
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<blockquote data-quote="Voadam" data-source="post: 7903154" data-attributes="member: 2209"><p>Acquisitions Incorporated</p><p>5e</p><p><strong>Jelayne, Unusual Skeleton:</strong> Jelayne wasn't one to let death keep her down, however, and she continues to lead the group as an unusual skeleton.</p><p>If the adventurers defeat the crew and study Jelayne, a successful DC 10 Intelligence (Arcana or Religion) check confirms that she was raised as undead by a unique ritual that allowed her to keep her intellect and ability to speak. </p><p><strong>Undead Cocatrice:</strong> ?</p><p><strong>Talanatha, Vampire Spawn:</strong> As soon as Hoobur escapes, a glowing draconic skull with a sword piercing it appears on Talanatha's fore head as she struggles against her bonds. A character who succeeds on a DC 15 Intelligence (Arcana or Religion) check can tell she's turning into an undead creature. If the check succeeds by 5 or more, the character knows the group has 2 rounds to stop the transformation. A character within 5 feet of the table must succeed on a DC 15 Intelligence (Arcana or Religion) check to remove the draconic sigil and stop the transformation. If 1he characters kill Talanatha in the hope of s topping the ritual, the change occurs immediately. </p><p><strong>Patsy McRoyne, Ghost:</strong> The ghost and the corpse are all that remain of a deceased member of the Order of the Stout Half-Pint, Patsy McRoyne. An examination of the body reveals no weapon wounds, but a successful DC 10 Intelligence (Arcana) or Wisdom (Medicine) check finds evidence of necrotic damage. A familiar sigil has been carved into the corpse's chest-a draconic skull pierced by a sword thrust upward through it. </p><p><strong>Lottie, Lich:</strong> ?</p><p><strong>Lottie's Palace Staff Skeleton:</strong> ?</p><p><strong>Jeff Magic, Lich:</strong> ?</p><p></p><p><strong>Undead:</strong> As a necromancer, you've always had an easy time making friends. Hah! That's hilarious because your friends are undead. </p><p>Savvy players might note that the undead minions Hoobur creates to harry the party don't follow the standard rules by which a spellcaster character might create undead.</p><p><strong>Ghost:</strong> ?</p><p><strong>Ghoul:</strong> Hiding in the wardrobes and chests are four ghouls made from gnome and halfling corpses of members of the Order of the Stout Half-Pint. </p><p><strong>Ghast:</strong> Courtesy of the magic of Hoobur Gran'Shoop, the rotting dragonborn reanimates as a ghast moments after anyone opens the north cell. </p><p><strong>Lich:</strong> ?</p><p><strong>Shadow:</strong> Hoobur Gran"Shoop's necromantic rituals have caused the humanoids slain here to come back as three shadows. </p><p><strong>Warhorse Skeleton:</strong> The gnome archmage Hoobur Gran'Shoop animated these dead horses in the aftermath of the attack on Tresendar Manor, commanding them to lie still and attack any humanoid creatures that approach them. </p><p>If the characters poke around the rotting flesh that fell off the horses during the battle, they see that each horse bore scars on its sides that form the image of a draconic skull with a sword driven up through it from the bottom. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the sigil as part of a unique necromantic ritual that can turn any creature into an undead creature when it dies. </p><p><strong>Vampire:</strong> ?</p><p><strong>Will-o'-Wisp:</strong> ?</p><p><strong>Zombie:</strong> ?</p><p><strong>Ogre Zombie:</strong> ?</p></blockquote><p></p>
[QUOTE="Voadam, post: 7903154, member: 2209"] Acquisitions Incorporated 5e [b]Jelayne, Unusual Skeleton:[/b] Jelayne wasn't one to let death keep her down, however, and she continues to lead the group as an unusual skeleton. If the adventurers defeat the crew and study Jelayne, a successful DC 10 Intelligence (Arcana or Religion) check confirms that she was raised as undead by a unique ritual that allowed her to keep her intellect and ability to speak. [b]Undead Cocatrice:[/b] ? [b]Talanatha, Vampire Spawn:[/b] As soon as Hoobur escapes, a glowing draconic skull with a sword piercing it appears on Talanatha's fore head as she struggles against her bonds. A character who succeeds on a DC 15 Intelligence (Arcana or Religion) check can tell she's turning into an undead creature. If the check succeeds by 5 or more, the character knows the group has 2 rounds to stop the transformation. A character within 5 feet of the table must succeed on a DC 15 Intelligence (Arcana or Religion) check to remove the draconic sigil and stop the transformation. If 1he characters kill Talanatha in the hope of s topping the ritual, the change occurs immediately. [b]Patsy McRoyne, Ghost:[/b] The ghost and the corpse are all that remain of a deceased member of the Order of the Stout Half-Pint, Patsy McRoyne. An examination of the body reveals no weapon wounds, but a successful DC 10 Intelligence (Arcana) or Wisdom (Medicine) check finds evidence of necrotic damage. A familiar sigil has been carved into the corpse's chest-a draconic skull pierced by a sword thrust upward through it. [b]Lottie, Lich:[/b] ? [b]Lottie's Palace Staff Skeleton:[/b] ? [b]Jeff Magic, Lich:[/b] ? [b]Undead:[/b] As a necromancer, you've always had an easy time making friends. Hah! That's hilarious because your friends are undead. Savvy players might note that the undead minions Hoobur creates to harry the party don't follow the standard rules by which a spellcaster character might create undead. [b]Ghost:[/b] ? [b]Ghoul:[/b] Hiding in the wardrobes and chests are four ghouls made from gnome and halfling corpses of members of the Order of the Stout Half-Pint. [b]Ghast:[/b] Courtesy of the magic of Hoobur Gran'Shoop, the rotting dragonborn reanimates as a ghast moments after anyone opens the north cell. [b]Lich:[/b] ? [b]Shadow:[/b] Hoobur Gran"Shoop's necromantic rituals have caused the humanoids slain here to come back as three shadows. [b]Warhorse Skeleton:[/b] The gnome archmage Hoobur Gran'Shoop animated these dead horses in the aftermath of the attack on Tresendar Manor, commanding them to lie still and attack any humanoid creatures that approach them. If the characters poke around the rotting flesh that fell off the horses during the battle, they see that each horse bore scars on its sides that form the image of a draconic skull with a sword driven up through it from the bottom. A character who succeeds on a DC 10 Intelligence (Arcana) check recognizes the sigil as part of a unique necromantic ritual that can turn any creature into an undead creature when it dies. [b]Vampire:[/b] ? [b]Will-o'-Wisp:[/b] ? [b]Zombie:[/b] ? [b]Ogre Zombie:[/b] ? [/QUOTE]
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