Posts Tagged ‘ undead ’

Willkommen!

One of the roads leading away from Galgenbaum travels for about two miles and ends in Galgenwälder, a rugged draw. Instead of trees, Galgenwälder is crowded by gibbets from which hang those condemned by Galgenbaum’s zealous magistracy. Not only are those hanged in Galgenwälder condemned to death, but ancient and carefully worded contracts between the magistracy and several minor death gods also condemn the hanged to undeath. Any of Galgenbaum’s Mayor-Justices can call and command the hanged dead of Galgenwälder. The nature of the undead called depends on how much time has passed since the criminal’s death.

For the first 1d3 days after death, those hanged serve Galgenbaum’s as zombies. After this, for the next 1d3 days, the criminal’s body starts to bloat. Bloody foam leaks from its mouth and nose. This sort of undead is much like a zombie, but its bite may cause disease. After this stage, for the next 1d4 days, the criminal’s body turns various shades of green to red. Internal organs fill with decomposition gases. These sorts of zombies expel a cloud of debilitating stench when pierced or cut. After ten days, a criminal’s body is too rotted and damaged to call into service as a zombie, but doesn’t mean the danger to those who threaten Galbenbaum’s public order has passed. For another 1d6 days, the criminal’s cursed spirit lingers in Galgenwälder as a shadow.

The Mayor-Justices of Galgenbaum welcome merchants and travelers, encouraging them to enjoy the town’s many fine amenities. The ale-houses along Flusstraße are especially friendly, catering to visitors from throughout the region.

But don’t forget: Galgenwälder waits only two miles away, and the dead are contractually obligated to help enforce the law.

May 16th, 2017  in RPG No Comments »

Have No Fear!

The Lord is my light and my salvation, whom shall I fear? The Lord is the protector of my life: of whom shall I be afraid? (Psalm 26:1, Douay-Rheims)

Last Sunday, I wrote about using turn undead as a way of transforming the Cleric into a melee master against affected undead. This seems especially appropriate for Clerics who follow deities devoted to battle, undead smashing, et cetera. Not all Clerics, however, fit that mold, so this Sunday I want to turn my attention to Clerics who seek to encourage their allies in conflict with the soul-rending terrors of the undead. Such a Cleric’s player rolls 2d10 and refers to the table for turning the undead as normal, but the results of success differ as follows:

* If the number on the dice is equal to or greater than the number shown on the table, the Cleric’s allies gain for 3d6 rounds a +1 “to-hit” bonus when fighting affected undead. Those allies also gain a +1 saving throw bonus against special attacks from the affected undead.

* If the table indicates “T”, the Cleric’s allies gain for 3d6 rounds +1 bonuses both “to-hit” and to damage. The saving throw bonus increases to +2. Furthermore, any ally who fails or who has failed a saving throw against a special attack from the affected undead immediately gains a reroll on that saving throw with that +2 bonus.

* If the table indicates “D”, the Cleric’s allies gain for 3d6 rounds a +2 “to-hit” and +2 damage bonus against the affected undead. Furthermore, the allies become immune to the special attacks of the affected undead.

January 22nd, 2017  in RPG No Comments »

Smite Those Undead!

…I am glorified in the eyes of the Lord, and my God is made my strength. (Isaiah 49:5)

Certain Lawful Clerics do not “turn” undead monsters. Instead, these Clerics call for divine assistance in direct combat with the undead. Such a Cleric’s player rolls 2d10 and refers to the table for turning the undead as normal, but the results of success differ as follows:

* If the number on the dice is equal to or greater than the number shown on the table, the Cleric gains for 3d6 rounds a +1 “to-hit” bonus and a damage bonus equal to the half Cleric’s level (round up) when fighting affected undead.

* If the table indicates “T”, the Cleric gains for 3d6 rounds a +1 “to hit” bonus and a damage bonus equal to the Cleric’s level when fighting the affected undead. Furthermore, the Cleric makes one attack per level each round against the affected undead.

* If the table indicates “D”, the Cleric gains for 3d6 rounds a +1 “to hit” against the affected undead. Any hit automatically destroys the undead monster, reducing it to dust. Furthermore, the Cleric makes one attack per level each round against the affected undead.

January 15th, 2017  in RPG No Comments »

Death Shuffles on Two Feet

One of the great things about Swords & Wizardry (and the original fantasy RPGs that inspire it) is the lack of pages and pages of detailed rules about how monsters function and are built. S&W embraces my favorite paradigm, which is that the rules for the players and their characters are not the same rules for Referees and their characters.

This paradigm facilitates introducing new monsters and variations of old monsters to adventures. The players probably know the stats for, say, a zombie. They’re right there in the book and are available on-line. What the players don’t know, however, is that this time the zombies their characters face should be handled with a little bit more care.

The Walking Dead

Zombies are mindless creatures. Their origins are uncertain. Some blame evil magic commanded by necromancers. Others hold a disease responsible. Another theory posits that Hell is full, and the souls of the damned are being released to make room. Whatever the truth, zombies pose a serious threat to any community.

A zombie attacks by grabbing, twisting, and tearing at flesh. If both hands hit a single victim, the zombie grabs hold and attempts to bite, requiring an attack roll with a +2 bonus and inflicting 1d4+1 points of damage if successful. Anyone bit by a zombie must make a saving throw to avoid suffering 2d4 points of damage per round until dead as flesh begins to corrupt, starting at the wound and spreading out from there. One who dies from a zombie’s bite rises as a new zombie 1d6 rounds later.

Zombies are most often unarmored, but they are typically encountered wearing whatever they wore at the moment of death.

Zombie: HD 2; AC 9 [10]; Atk 2 strikes (1d4); Move 6; Save 16; AL N; CL/XP 3/60; Special: deadly bite, grab (open doors check to break grapple), undead.

August 15th, 2015  in RPG No Comments »

The Barabashka

Meet the barabashka, a horrible poltergeist, just one of the monsters you might have the misfortune to meet while exploring a ghost-haunted ruin in the world of Buyan.

Anger, remorse, guilt. Some emotions live on after death, coalescing into an invisible, malevolent entity. It lashes out, hurling objects and creatures with destructive force. Invisible, incorporeal, and vicious, a barabashka seeks to harm those who trespass on its haunt.

For Dungeon World

Solitary, Terrifying
Telekinetic force (d8 damage)
20 HP, 0 Armor; Close, Near, Reach
Special Qualities: Incorporeal, Invisible to Normal Sight

Instinct: To drive away

* Fool the senses
* Throw something
* Unleash a whirlwind of destruction

For Fate Accelerated Edition

High Concept: Incorporeal, Invisible Malevolent Entity of Telekinetic Force
Trouble: Driven by Powerful Emotions
Other Aspects: My Illusions Terrify, No One Trespasses on My Haunt

Approaches: Careful – Mediocre (+0), Clever – Average (+1), Flashy – Average (+1), Forceful – Good (+3), Quick – Fair (+2), Stealthy – Fair (+2)

Stunts:
* Boo!: Because I create terrifying illusions, I gain a +2 to Cleverly create advantages related to fear.

* Unleash My Fury: Because I can hurl objects and creatures, I gain a +2 to Forcefully attack by throwing something or someone.

For Mini Six Bare Bones Edition

Scale: 0

Might: 0D
Agility: 3D+2
Wit: 4D
Charm: 2D+2

Skills: Brawling 5D+2, Dodge 4D+1, Illusions 8D, Stealth 5D, Throwing 4D+1
Perks: Illusions (as the spell), Incorporeal (cannot be harmed by normal weapons, uses Wit in place of Might); Invisible to Normal Sight
Static: Block 17, Dodge 13, Soak 12

For Swords & Wizardry

HD 6+6; AC 1 [18]; Atks 0; SV 11; Special incorporeal (immune to non-magic weapons), invisible, telekinesis, undead; MV 15 (flying); AL C; CL/XP 10/1,400

Telekinesis: Once per round, a barabashka can lift and throw up to 360 pounds of objects or creatures with a range of 120 feet. It can hurl a single 360 pound object or creature up to 10 feet. Damage inflicted by such throwing is up to the Referee, but about 1d6 per 10 feet thrown or about 1d6 per 30 pounds seems fair. Saving throws may apply, which could negate or reduce effects.

August 3rd, 2015  in Product Development No Comments »