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<blockquote data-quote="Voadam" data-source="post: 8113100" data-attributes="member: 2209"><p><a href="https://www.drivethrurpg.com/product/237631/Crawling-Under-a-Broken-Moon-Compilation-DCC?affiliate_id=17596" target="_blank">Crawling Under A Broken Moon Compilation</a></p><p>Dungeon Crawl Classics</p><p><strong>Autogeist:</strong> Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread Autogiest.</p><p>The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living.</p><p><strong>Keeper Large Car Autogeist:</strong> ?</p><p><strong>Wight Lady:</strong> In the guise of a virtuous Unicorn, Nercocornicons lurk at the edge of settlements and entice young ladies to follow them deep in the wilds … to their doom. After a dark and beguiling ritual, such maidens are impaled through their innocent hearts by the Nercocornicon’s gleaming ebony horn, extinguishing their life and reanimating them, via nano-necrotech, as Wight Ladies to serve the Nercocornicon for eternity.</p><p><strong>Zombie:</strong> Anyone struck by the Nercocornicon’s horn in battle must make a Fort save (DC 10) or be instantly killed. The horn absorbs the victim’s life force as a number of spellburn points equal to the victim’s HD. These points can be stored for up to 24 hours and the horn cannot hold more than 10 points at any one time. If the victim’s body is not properly sanctified and buried, rarely done nowadays, there is a 33% chance of the corpse raising as a zombie.</p><p>Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds.</p><p><strong>Chilly Man:</strong> When a Chilly Man has no opponents to attack or is ordered by Coney to retreat they will pick up any paralyzed victims for conversion into Chilly Men.</p><p><strong>Mannekill:</strong> Corpses that are mostly intact are dragged to the fitting rooms for conversion.</p><p>The Fitting Rooms: This area smells faintly of burnt plastic and chemicals. Each of the fitting booths have been set up with full body moulds for embalming a body and coating it with plastic.</p><p><strong>Skull-Or, Lich Wizard 5:</strong> Skull-Or was once a powerful and corrupt wizard-hero of Aetheria who cared only for personal power and advancement. Decades ago, the Masters of Aetheria took captive the evil wizard and imprisoned him in the bowels of Castle Oldskull where he learned the castle’s secret: it fed off the energies of spellcasters and lied to its heroes. The wizard escaped but had little strength left in his bones. Dying on the fields of the Dark Lands, the wizard called out to Sezrekan who extended the wizard’s life in exchange for the secrets of Castle Oldskull. The wizard rose again as the lich Skull-Or, pledging to deliver the castle into the hands of his patron... and then destroy it.</p><p><strong>Ghoul:</strong> ?</p><p><strong>Petrol Zombie:</strong> Petrol Zombies are a form of mutated undead that store petrol in their guts.</p><p>Dying from Petrol Sickness.</p><p><strong>Business Revenant, Undead Project Manager:</strong> The Business Revenant is a creature from the distant past. A human kept alive to complete a long forgotten project by advanced technology.</p><p><strong>Cihuateteo:</strong> Cihuateteo is the name given by superstitious barbarians in the lands south of Umerica to corpses reanimated by a faulty nanovirus developed in the 21st century. Characters that suffer damage from both the Cihuateteo’s claw and Cognitive Distortion attack must make a DC 10 Will save. Failure means that the character is a carrier of the mystic disease and will become a Cihuateteo themselves in 27.3 days unless the nanovirus is purged from the blood. Each day for the next two weeks, persons in close contact must make a DC 5 Fort save to see if the nanovirus invades their bodies. Failure means the person will become a carrier as well.</p><p><strong>Undead Dire Wolf:</strong> The Cyberhive buzzes with tales of undead dire wolves infected by a unique reanimator fungus. PCs meet a Robolich whose specialty is the discreet study of MULEs; he suspects this unusual strain was created when the cosmic event interacted with the vegetization mutation.</p><p><strong>Wraith Rider, Undead Engine of Vengeance:</strong> Empowered by an unknown spirit from the plane of Eternal Unrest after suffering a traumatic violent death, a murdered human may transform into a Wraith Rider.</p><p>Killed by a roadgang while trying to make a delivery.</p><p>Doublecrossed on a mission for the 3 Royals. Killed for knowing too much.</p><p>Killed by a local community for a crime they did not commit.</p><p>Killed by one of the characters during a previous adventure.</p><p><strong>Undead:</strong> In the ruins of Old Seattle and the lands that surround it dwell an inordinate number of necromancers. This, of course, means there is also a startling amount of undead in the region as well.</p><p>Elevating Repose ManaJava.</p><p><strong>Gary the Skeletal Warrior:</strong> Gary was an adventurer from bygone days but his success as one ended in the Space Needle as he and his group ran afoul of a powerful Necromancer. During Gary’s resurrection something funky happened and he retained all of his intelligence and freewill which he quickly turned on his new-found master and slew him.</p><p><strong>Annanita the Fashion Lich:</strong> ?</p><p><strong>Skeleton:</strong> ?</p><p><strong>Shadow:</strong> Die within one day per shot of Nexpresso taken.</p><p><strong>Caffeinated Corpse, Coffee Animated Ghoul:</strong> Raised by pouring a rare brew of ManaJava into a corpse’s mouth, these undead will only be animate for a short time unless they get more coffee… and they know it.</p><p>Raise Mocha ManaJava.</p><p><strong>Rave Zombie:</strong> These crazed undead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of 3 or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy.</p><p><strong>Ghastrista, Greater Coffee Ghoul:</strong> ?</p><p><strong>Power Wight:</strong> Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies.</p><p><strong>Lesser Power Wight NecroTech Enhanced Corpse:</strong> Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies.</p><p><strong>Greater Power Wight, Reanimatronic Juggernaut Intellectual:</strong> Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies.</p><p><strong>Corpsenado:</strong> The Corpsenado is a sentient funnel cloud of rageful, anti-life energy whose goal is to scour the life from the surface of whatever plane of existence they inhabit.</p><p><strong>Parts Pile, Swarm of Reanimated Parts:</strong> ?</p><p><strong>Guile Pile:</strong> ?</p><p><strong>R.A.T.S., Fire Breathing Zombie Rodents:</strong> These R.A.T.S. are not a side effect of necromantic energies gone awry, but are a deliberate creation from one of the Necromancers in the space needle.</p><p></p><p>Petrol Sickness (1d3 Sta damage and roll 1d7 on the table below)</p><p>1 Make another Fort save DC 12. Failure means all the effects below plus a final Fort save DC 12 vs. death in 3d7 days as cancerous boils erupt on the body. Upon death the character resurrects as a new Petrol Zombie.</p><p>2 Unconsciousness – Unconscious for the next 1d6 hours.</p><p>3 Acid Damage – The extreme toxicity does an additional 1d6 acid damage to all exposed skin.</p><p>4 Extreme Fatigue – For the next 1d5 hours all rolls are reduced by 2 on the dice chain.</p><p>5 Vision Loss – For the next 1d3 hours, all vision related skills are reduced by 2 on the dice chain.</p><p>6 Confusion – For the next 1d3 rounds, the mind is racked with hallucinations making combat difficult. Roll 1d3: 1 – attacks are directed towards allies 2- no attack possible 3- attacks are rolled as normal but crits are not possible.</p><p>7 Difficulty Breathing – For the next 1d3 rounds, exerting the body is much more difficult and scales down one die to reflect the extra labor required.</p><p></p><p>nexpresso - A potent potable that only a select few can brew. The drinker gains a pale pallor and similar qualities and immunities as an undead (while still being alive) for 1d3+1 hours. They are immune to critical hits, disease, poison, sleep spells, charm spells, and paralysis spells, as well as other mental effects and cold damage. If a double shot is taken, the imbiber also uses Crit Table U: Un-dead (DCCRPG, pg 390) if they score a critical hit on an opponent. A triple shot grants the imbiber power similar to the Chill Touch spell (DCCRPG, pg 133). They receive a +1 to attack rolls, and every creature the imbiber attacks takes an additional 1d4 cold damage.</p><p>The drawback of this brew is threefold: firstly, the drinker can no longer feel their body as a living person can so they are unaware of how much damage they take from any attack, other than general observations based on the size of the wound. The GM will track all damage taken during the duration of the effect. Next, the during the duration of the effect, the imbiber can be turned as an undead of equal hit dice plus one. Finally, should the imbiber die within one day per shot taken, they will automatically raise in a few hours as a Shadow. (70-100gp)</p><p></p><p>elevating repose - This brew was developed by the Anti-Life League and is only available on request from the few baristas that they are allied with. In addition, it takes months for the meticulous preparation and brewing process to be done correctly so it is VERY expensive (~1000gp).</p><p>When imbibed, the drinker will experience the ultimate coffee experience and then gently drift off into a peaceful sleep as they die. 2d24 hours later they may raise as an intelligent undead. Below is a list of saving throws that must be made (rolled in order) to see how the conversion process went:</p><p>a Fort save (DC 13) versus Death (no reanimation possible). On a success, they roll on Table 9-5: Physical Appearance of Un-dead to determine the nature of their undeath.</p><p>a Will save (DC 13), success indicates the imbibers class abilities, alignment, memories, and personality remain in tact. Failure could mean they are a different person now or that they were possessed upon reanimation.</p><p>a Fort save (DC 13), success indicates their Hit Die is increased by +1 die step (reroll all HP). Failure means their Hit Die is reduced by -1 die step (reroll all HP). If the save result was over 20 they also gain 1d3 additional hit dice.</p><p>a Will save (DC 13), success indicates they may roll one time on Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381) to determine what powers unlife has bestowed upon them. If the save result was over 20 than they may roll twice and keep both powers.</p><p></p><p>Raise Mocha - When fed to a dying person or recent corpse this draught will temporary animate the body as a Caffeinated Corpse under the control of the cup holder. (40-70gp)</p></blockquote><p></p>
[QUOTE="Voadam, post: 8113100, member: 2209"] [URL=https://www.drivethrurpg.com/product/237631/Crawling-Under-a-Broken-Moon-Compilation-DCC?affiliate_id=17596]Crawling Under A Broken Moon Compilation[/URL] Dungeon Crawl Classics [b]Autogeist:[/b] Deep in the wastelands lie a multitude of corpses wrapped in rusting caskets of twisted chrome and faux-leather upholstery. From these mass graves of crushed hopes and unquenched road rage rises a horror that all wastelanders fear, the dread Autogiest. The fiend is a conglomerate spirit of those who have died in violent car wrecks that have joined together to punish the living. [b]Keeper Large Car Autogeist:[/b] ? [b]Wight Lady:[/b] In the guise of a virtuous Unicorn, Nercocornicons lurk at the edge of settlements and entice young ladies to follow them deep in the wilds … to their doom. After a dark and beguiling ritual, such maidens are impaled through their innocent hearts by the Nercocornicon’s gleaming ebony horn, extinguishing their life and reanimating them, via nano-necrotech, as Wight Ladies to serve the Nercocornicon for eternity. [b]Zombie:[/b] Anyone struck by the Nercocornicon’s horn in battle must make a Fort save (DC 10) or be instantly killed. The horn absorbs the victim’s life force as a number of spellburn points equal to the victim’s HD. These points can be stored for up to 24 hours and the horn cannot hold more than 10 points at any one time. If the victim’s body is not properly sanctified and buried, rarely done nowadays, there is a 33% chance of the corpse raising as a zombie. Anyone that dies within a corpsenado's funnel will raise as a zombie within 1d4 rounds. [b]Chilly Man:[/b] When a Chilly Man has no opponents to attack or is ordered by Coney to retreat they will pick up any paralyzed victims for conversion into Chilly Men. [b]Mannekill:[/b] Corpses that are mostly intact are dragged to the fitting rooms for conversion. The Fitting Rooms: This area smells faintly of burnt plastic and chemicals. Each of the fitting booths have been set up with full body moulds for embalming a body and coating it with plastic. [b]Skull-Or, Lich Wizard 5:[/b] Skull-Or was once a powerful and corrupt wizard-hero of Aetheria who cared only for personal power and advancement. Decades ago, the Masters of Aetheria took captive the evil wizard and imprisoned him in the bowels of Castle Oldskull where he learned the castle’s secret: it fed off the energies of spellcasters and lied to its heroes. The wizard escaped but had little strength left in his bones. Dying on the fields of the Dark Lands, the wizard called out to Sezrekan who extended the wizard’s life in exchange for the secrets of Castle Oldskull. The wizard rose again as the lich Skull-Or, pledging to deliver the castle into the hands of his patron... and then destroy it. [b]Ghoul:[/b] ? [b]Petrol Zombie:[/b] Petrol Zombies are a form of mutated undead that store petrol in their guts. Dying from Petrol Sickness. [b]Business Revenant, Undead Project Manager:[/b] The Business Revenant is a creature from the distant past. A human kept alive to complete a long forgotten project by advanced technology. [b]Cihuateteo:[/b] Cihuateteo is the name given by superstitious barbarians in the lands south of Umerica to corpses reanimated by a faulty nanovirus developed in the 21st century. Characters that suffer damage from both the Cihuateteo’s claw and Cognitive Distortion attack must make a DC 10 Will save. Failure means that the character is a carrier of the mystic disease and will become a Cihuateteo themselves in 27.3 days unless the nanovirus is purged from the blood. Each day for the next two weeks, persons in close contact must make a DC 5 Fort save to see if the nanovirus invades their bodies. Failure means the person will become a carrier as well. [b]Undead Dire Wolf:[/b] The Cyberhive buzzes with tales of undead dire wolves infected by a unique reanimator fungus. PCs meet a Robolich whose specialty is the discreet study of MULEs; he suspects this unusual strain was created when the cosmic event interacted with the vegetization mutation. [b]Wraith Rider, Undead Engine of Vengeance:[/b] Empowered by an unknown spirit from the plane of Eternal Unrest after suffering a traumatic violent death, a murdered human may transform into a Wraith Rider. Killed by a roadgang while trying to make a delivery. Doublecrossed on a mission for the 3 Royals. Killed for knowing too much. Killed by a local community for a crime they did not commit. Killed by one of the characters during a previous adventure. [b]Undead:[/b] In the ruins of Old Seattle and the lands that surround it dwell an inordinate number of necromancers. This, of course, means there is also a startling amount of undead in the region as well. Elevating Repose ManaJava. [b]Gary the Skeletal Warrior:[/b] Gary was an adventurer from bygone days but his success as one ended in the Space Needle as he and his group ran afoul of a powerful Necromancer. During Gary’s resurrection something funky happened and he retained all of his intelligence and freewill which he quickly turned on his new-found master and slew him. [b]Annanita the Fashion Lich:[/b] ? [b]Skeleton:[/b] ? [b]Shadow:[/b] Die within one day per shot of Nexpresso taken. [b]Caffeinated Corpse, Coffee Animated Ghoul:[/b] Raised by pouring a rare brew of ManaJava into a corpse’s mouth, these undead will only be animate for a short time unless they get more coffee… and they know it. Raise Mocha ManaJava. [b]Rave Zombie:[/b] These crazed undead can spontaneously raise from the corpses of Technos Discos followers (usually in groups of 3 or more) or can be created by necromancers that have learned to raise the dead with enchanted music. It is unknown if this necromantic raising process taps into the power of the Terrible Bringer of Beats or another, more vile, source of horrifying melodic energy. [b]Ghastrista, Greater Coffee Ghoul:[/b] ? [b]Power Wight:[/b] Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies. [b]Lesser Power Wight NecroTech Enhanced Corpse:[/b] Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies. [b]Greater Power Wight, Reanimatronic Juggernaut Intellectual:[/b] Using the secrets of both golemcrafting and necromancy, these creatures are always planned works created in a lab and never spontaneously occur. They are creations formed from the finest parts of various corpses and incorporate NecroTech devices within their bodies. [b]Corpsenado:[/b] The Corpsenado is a sentient funnel cloud of rageful, anti-life energy whose goal is to scour the life from the surface of whatever plane of existence they inhabit. [b]Parts Pile, Swarm of Reanimated Parts:[/b] ? [b]Guile Pile:[/b] ? [b]R.A.T.S., Fire Breathing Zombie Rodents:[/b] These R.A.T.S. are not a side effect of necromantic energies gone awry, but are a deliberate creation from one of the Necromancers in the space needle. Petrol Sickness (1d3 Sta damage and roll 1d7 on the table below) 1 Make another Fort save DC 12. Failure means all the effects below plus a final Fort save DC 12 vs. death in 3d7 days as cancerous boils erupt on the body. Upon death the character resurrects as a new Petrol Zombie. 2 Unconsciousness – Unconscious for the next 1d6 hours. 3 Acid Damage – The extreme toxicity does an additional 1d6 acid damage to all exposed skin. 4 Extreme Fatigue – For the next 1d5 hours all rolls are reduced by 2 on the dice chain. 5 Vision Loss – For the next 1d3 hours, all vision related skills are reduced by 2 on the dice chain. 6 Confusion – For the next 1d3 rounds, the mind is racked with hallucinations making combat difficult. Roll 1d3: 1 – attacks are directed towards allies 2- no attack possible 3- attacks are rolled as normal but crits are not possible. 7 Difficulty Breathing – For the next 1d3 rounds, exerting the body is much more difficult and scales down one die to reflect the extra labor required. nexpresso - A potent potable that only a select few can brew. The drinker gains a pale pallor and similar qualities and immunities as an undead (while still being alive) for 1d3+1 hours. They are immune to critical hits, disease, poison, sleep spells, charm spells, and paralysis spells, as well as other mental effects and cold damage. If a double shot is taken, the imbiber also uses Crit Table U: Un-dead (DCCRPG, pg 390) if they score a critical hit on an opponent. A triple shot grants the imbiber power similar to the Chill Touch spell (DCCRPG, pg 133). They receive a +1 to attack rolls, and every creature the imbiber attacks takes an additional 1d4 cold damage. The drawback of this brew is threefold: firstly, the drinker can no longer feel their body as a living person can so they are unaware of how much damage they take from any attack, other than general observations based on the size of the wound. The GM will track all damage taken during the duration of the effect. Next, the during the duration of the effect, the imbiber can be turned as an undead of equal hit dice plus one. Finally, should the imbiber die within one day per shot taken, they will automatically raise in a few hours as a Shadow. (70-100gp) elevating repose - This brew was developed by the Anti-Life League and is only available on request from the few baristas that they are allied with. In addition, it takes months for the meticulous preparation and brewing process to be done correctly so it is VERY expensive (~1000gp). When imbibed, the drinker will experience the ultimate coffee experience and then gently drift off into a peaceful sleep as they die. 2d24 hours later they may raise as an intelligent undead. Below is a list of saving throws that must be made (rolled in order) to see how the conversion process went: a Fort save (DC 13) versus Death (no reanimation possible). On a success, they roll on Table 9-5: Physical Appearance of Un-dead to determine the nature of their undeath. a Will save (DC 13), success indicates the imbibers class abilities, alignment, memories, and personality remain in tact. Failure could mean they are a different person now or that they were possessed upon reanimation. a Fort save (DC 13), success indicates their Hit Die is increased by +1 die step (reroll all HP). Failure means their Hit Die is reduced by -1 die step (reroll all HP). If the save result was over 20 they also gain 1d3 additional hit dice. a Will save (DC 13), success indicates they may roll one time on Table 9-6: Traits or Properties of Un-dead (DCC RPG, pg 381) to determine what powers unlife has bestowed upon them. If the save result was over 20 than they may roll twice and keep both powers. Raise Mocha - When fed to a dying person or recent corpse this draught will temporary animate the body as a Caffeinated Corpse under the control of the cup holder. (40-70gp) [/QUOTE]
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