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<blockquote data-quote="Voadam" data-source="post: 8064890" data-attributes="member: 2209"><p>Fight On #2</p><p>0e</p><p><strong>Howling Ghost:</strong> ?</p><p><strong>Electric Death:</strong> ?</p><p></p><p><strong>Ghoul:</strong> Unlike normal ghouls, these foul creatures are the result of a powerful curse placed upon a pirate crew whose ship ran aground along the nearby coast after a powerful storm. Those slain in the shipwreck rose as ghouls and now act as guardians for an immense diamond stolen from a prince in a faraway land and whose theft brought the curse upon them. Until the diamond is either destroyed or returned to its rightful owner, the ghouls cannot be permanently slain but will return to unlife 1D6 turns after being “slain,” when they will unerringly pursue anyone absconds with the diamond. Likewise, anyone who possesses the diamond will suffer the same fate as the pirates should they ever been killed. Remove curse can be cast upon the diamond to rid it of its evil, but doing so will also turn the diamond into worthless quartz. </p><p><strong>Skeleton:</strong> Animating.</p><p>Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). </p><p><strong>Zombie:</strong> Animating.</p><p>Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). </p><p>The Dust of Khalil Azim magic item.</p><p><strong>Vampire:</strong> Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). </p><p><strong>Specter:</strong> Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). </p><p><strong>Ghost:</strong> ?</p><p></p><p>The Dust of Khalil Azim: A mixture ground from rare spices and the innards of unearthed mummies. It functions as an airborne poison. Beings slain by the dust return as zombies in 1d4 rounds, and may be given verbal commands as usual. 2d4 pinches are usually found. </p><p></p><p>Empire of the Petal Throne</p><p><strong>Hra:</strong> ?</p></blockquote><p></p>
[QUOTE="Voadam, post: 8064890, member: 2209"] Fight On #2 0e [b]Howling Ghost:[/b] ? [b]Electric Death:[/b] ? [b]Ghoul:[/b] Unlike normal ghouls, these foul creatures are the result of a powerful curse placed upon a pirate crew whose ship ran aground along the nearby coast after a powerful storm. Those slain in the shipwreck rose as ghouls and now act as guardians for an immense diamond stolen from a prince in a faraway land and whose theft brought the curse upon them. Until the diamond is either destroyed or returned to its rightful owner, the ghouls cannot be permanently slain but will return to unlife 1D6 turns after being “slain,” when they will unerringly pursue anyone absconds with the diamond. Likewise, anyone who possesses the diamond will suffer the same fate as the pirates should they ever been killed. Remove curse can be cast upon the diamond to rid it of its evil, but doing so will also turn the diamond into worthless quartz. [b]Skeleton:[/b] Animating. Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). [b]Zombie:[/b] Animating. Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). The Dust of Khalil Azim magic item. [b]Vampire:[/b] Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). [b]Specter:[/b] Mysterious Ruins - Located in a natural canyon, this ruined city is built into its walls. Judging from their extent, which extends deep beneath the surrounding plateau, this city once held thousands of people, although exactly who these people were or where they went remains a mystery. The ruins are decorated with a variety of strange symbols and sigils, none of bear any resemblance to local languages living or extinct. The ruins consist of innumerable rooms, chambers, and corridors, in many of which are valuable items of precious metals and jewels. During the day, there are no inhabitants in the ruins and adventurers may freely explore them without fear. During the night, the ruins are overrun with all manner of undead, from skeletons and zombies to specters and vampires. These are the cursed former inhabitants of the city and they will relentlessly pursue any who steal from their home – even if they leave the ruins. Only the death of the thieves or the return of the stolen items will stop the undead from seeking them out, in ever-increasing numbers if need be. This curse the dervish prophetess knows and fears (hex 2516). [b]Ghost:[/b] ? The Dust of Khalil Azim: A mixture ground from rare spices and the innards of unearthed mummies. It functions as an airborne poison. Beings slain by the dust return as zombies in 1d4 rounds, and may be given verbal commands as usual. 2d4 pinches are usually found. Empire of the Petal Throne [b]Hra:[/b] ? [/QUOTE]
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