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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: misterguignol on September 06, 2011, 10:47:26 AM

Title: What's in the coffin?
Post by: misterguignol on September 06, 2011, 10:47:26 AM
I have a few pages of basic adventure notes that I tend to use when introducing new players to role-playing games.  I think I nicked the adventure outline from an older edition of Talislanta; the plot has the characters acting as caravan guards for a coffin that is being transported to a strange collector.

In fact, their patron is a collector of rare undead creatures and whatever is in the coffin is his newest acquisition.  Throughout the adventure I make it tempting for the players to have their characters open the coffin to peak inside.  Doing so, of course, releases the creature--which they must then recapture, subdue, etc. or risk losing their commission.  

Here's the thing, though: the player's don't know what is in the coffin until they open it and neither do I.  Instead of decided what kind of undead monstrosity they've been toting around the badlands, I roll to determine what it is only when it's time for the monster to be revealed.  And I do so by rolling on this table:

What's in the Coffin?
1. Flayed Walker
2. Hungry Shroud
3. Glasseye Zombie
4. Daughter of the Grave
5. Zombie Liege
6. Taxidermy Avenger
7. Taxidermy Pet
8. Ectoplasmic Fiend
9. Whispering Ghoul
10. Sons of the Hydra's Teeth
11. Galvanic Zombie
12. Accursed Wight

As with my Tomes of Fearful Symmetry thread, I'll be detailing these beasties in the posts to come.  Feel free to steal them for your own games.
Title: What's in the coffin?
Post by: misterguignol on September 06, 2011, 10:58:59 AM
Flayed Walker

Hit Dice: 3 (13 hp)
Attack Bonus: +4
No. of Attacks: 1 (claw 1d6)
Armor Class: 10
Special Abilities:
Disquieting Aura - because of their horrific appearance, anyone who sees a Flayed Walker must make a saving throw or suffer the effects of a Cause Fear spell.

Brutalized Physiognomy - due to the damage already inflicted upon them, Flayed Walkers are tough and difficult to wound further.  All weapon attacks directed against them do half the normal amount of damage.  

Undead Immunities

Flayed Walkers are zombies that are created through unwholesome rites known only to the Jarlanki tribes of the Scavenger Lands.  The victim of these rites is first stripped of his or her skin whilst still alive, dosed with poisonous, necromantic potions, and then buried prematurely.  When the victim claws their way out of their grave seven days later they emerge as a Flayed Walker, a skinless zombie whose musculature has become dense and hardened.
Title: What's in the coffin?
Post by: misterguignol on September 06, 2011, 01:49:46 PM
Hungry Shroud

Hungry Shrouds are undead creatures made of burial shrouds that have been stitched together in a humanoid shape.  The Hungry Shroud is then inflated (and this animated) by an angry ethereal spirit captured from the Wailing Labyrinth.

Hit Dice: 2 (9 hp)
Attack Bonus: +3
No. of Attacks: 1 (chilling touch 1d8)
Armor Class: 10
Special Abilities:
Prone to Leaks - With each attack that hits a Hungry Shroud, it sustains a wound and begins to leak its spectral essence.  Once it has sprung a leak, the Hungry Shroud takes a -1 penalty to attack rolls and damage rolls.  If the Hungry Shroud is damaged again it receives another cumulative -1 penalty to attack and damage rolls.  Additionally, the round after a Hungry Shroud has sprung a leak it emanates spectral essence that has the effects of a Stinking Cloud spell, but this cloud of choking spectral gas only lasts 1 round.

Undead Immunities
Title: What's in the coffin?
Post by: RPGPundit on September 07, 2011, 01:11:22 PM
Hmm, it strikes me as a lot of description for a random encounter, for something the PCs are gonna hack to true-death in a few rounds.

RPGPundit
Title: What's in the coffin?
Post by: misterguignol on September 07, 2011, 01:27:37 PM
Quote from: RPGPundit;477406Hmm, it strikes me as a lot of description for a random encounter, for something the PCs are gonna hack to true-death in a few rounds.

RPGPundit

That's the point though; it's not a random encounter.  Whatever is in the coffin is not necessarily something to hack to death: it's something they're supposed to be transporting and won't get paid for if they wreck it.

In other words, if the PCs let the monster out of the box--whatever it is--they are going to need to find a way to get it back in the box without destroying it.

Alternately, if the monster decides to hoof it, they need to figure out out to give chase and capture it before it causes havoc elsewhere.
Title: What's in the coffin?
Post by: skofflox on September 07, 2011, 02:13:33 PM
:cool:
yet more great stuff from Mr. G...how do you find the time man?!

Hungry Shroud, LOVE IT.

Will be using some of these for sure.
Thanks!
Title: What's in the coffin?
Post by: Philotomy Jurament on September 07, 2011, 04:49:17 PM
Cool adventure idea.  They need to be stalked by an NPC team convinced all the jewels of the ancient kingdom are in that box, too.  And a sorcerer convinced the fabled Heart of Aruman is at last within reach.  Et cetera.
Title: What's in the coffin?
Post by: misterguignol on September 07, 2011, 06:30:06 PM
Quote from: skofflox;477418:cool:
yet more great stuff from Mr. G...how do you find the time man?!

Hungry Shroud, LOVE IT.

Will be using some of these for sure.
Thanks!

Thank you for saying so!  I find the time because I teach at a university and am required to hold office hours every week.  The thing is, students only come to office hours at the end of the semester when they realize that they're failing, so I have a few hours each week where I sit in my office and draw dungeons and make stuff up.
Title: What's in the coffin?
Post by: misterguignol on September 07, 2011, 06:35:02 PM
Quote from: Philotomy Jurament;477443Cool adventure idea.  They need to be stalked by an NPC team convinced all the jewels of the ancient kingdom are in that box, too.  And a sorcerer convinced the fabled Heart of Aruman is at last within reach.  Et cetera.

Yeah, those are all also things you can do with this basic adventure idea.  The point is that the characters have a "hot potato": they've been paid to transport something dangerous and all manner of adventurous hilarity ensues along the way from point A to point B:

The PCs notice that their caravan is being circled by giant vultures.  The vultures have decided that whatever in the coffin would make for a tasty treat...can the PCs fend them off before one of the carrion-eaters breaks into the coffin and lets out whatever is within?

The PCs are accosted by bandits who assume that their unwillingness to open the coffin means that it holds a king's ransom in jewels...do they defend the coffin to the death or let the bandits open it in hopes that the monster inside does the dirty work for them?  (And if they do the latter, how do they get the monster back in the coffin.)

The monster in the coffin might be sentient and attempt to tempt the PCs to let it free in exchange for...something they want very badly.

Etc.
Title: What's in the coffin?
Post by: RPGPundit on September 08, 2011, 06:21:13 PM
Quote from: misterguignol;477410That's the point though; it's not a random encounter.  Whatever is in the coffin is not necessarily something to hack to death: it's something they're supposed to be transporting and won't get paid for if they wreck it.

In other words, if the PCs let the monster out of the box--whatever it is--they are going to need to find a way to get it back in the box without destroying it.

Alternately, if the monster decides to hoof it, they need to figure out out to give chase and capture it before it causes havoc elsewhere.

Hmm, very good rebuttal.

RPGPundit
Title: What's in the coffin?
Post by: misterguignol on September 12, 2011, 01:10:13 PM
Hey guys, I'll pick up this thread in a few days.  Got flooded out in New York; just got power back yesterday, haven't gotten internet back at my house.
Title: What's in the coffin?
Post by: DavetheLost on September 12, 2011, 02:13:36 PM
I had a great deal of fun with a variant of this. The PCs we sharing transport with a load of oblong boxes. The boxes we filled with...earth. Of course they had to open some and see what was in them. When they saw the dirt they immediately freaked out and started getting paranoid about all sorts of nasty. Undead.  The kicker, the boxes were full of ordinary dirt from a special garden on. Consignment to an eccentric horticulturist. No undead anywhere. Naturally they had some heavy explaining to do about what had happened to the dirt, and everything else they rewrites on their hunt for the undead they just *knew* was lurking.
Title: What's in the coffin?
Post by: skofflox on September 12, 2011, 04:51:00 PM
Quote
Quote from: misterguignol;477449Thank you for saying so!  I find the time because I teach at a university and am required to hold office hours every week.  The thing is, students only come to office hours at the end of the semester when they realize that they're failing, so I have a few hours each week where I sit in my office and draw dungeons and make stuff up.
Sweet...getting paid while creating RPG material. We all benefit! :p


Quote
Quote from: Philotomy Jurament;477443Cool adventure idea.  They need to be stalked by an NPC team convinced all the jewels of the ancient kingdom are in that box, too.  And a sorcerer convinced the fabled Heart of Aruman is at last within reach.  Et cetera.

Quote from: misterguignol;477452Yeah, those are all also things you can do with this basic adventure idea.  The point is that the characters have a "hot potato": they've been paid to transport something dangerous and all manner of adventurous hilarity ensues along the way from point A to point B:

The PCs notice that their caravan is being circled by giant vultures.  The vultures have decided that whatever in the coffin would make for a tasty treat...can the PCs fend them off before one of the carrion-eaters breaks into the coffin and lets out whatever is within?

The PCs are accosted by bandits who assume that their unwillingness to open the coffin means that it holds a king's ransom in jewels...do they defend the coffin to the death or let the bandits open it in hopes that the monster inside does the dirty work for them?  (And if they do the latter, how do they get the monster back in the coffin.)

The monster in the coffin might be sentient and attempt to tempt the PCs to let it free in exchange for...something they want very badly.

Etc.

Quote from: DavetheLost;478158I had a great deal of fun with a variant of this. The PCs we sharing transport with a load of oblong boxes. The boxes we filled with...earth. Of course they had to open some and see what was in them. When they saw the dirt they immediately freaked out and started getting paranoid about all sorts of nasty. Undead.  The kicker, the boxes were full of ordinary dirt from a special garden on. Consignment to an eccentric horticulturist. No undead anywhere. Naturally they had some heavy explaining to do about what had happened to the dirt, and everything else they rewrites on their hunt for the undead they just *knew* was lurking.
Nice thread here...great ideas!
:hatsoff:


Quote
Quote from: misterguignol;478155Hey guys, I'll pick up this thread in a few days.  Got flooded out in New York; just got power back yesterday, haven't gotten internet back at my house.

I trust all is well with you and yours.:)
Title: What's in the coffin?
Post by: RPGPundit on September 13, 2011, 01:23:59 PM
Quote from: misterguignol;478155Hey guys, I'll pick up this thread in a few days.  Got flooded out in New York; just got power back yesterday, haven't gotten internet back at my house.

Wow, that sucks!  

RPGPundit
Title: What's in the coffin?
Post by: misterguignol on October 11, 2011, 08:43:49 PM
Wow, I forgot that I left this thread hanging after the flood.  Time to roll up my sleeves and get back to work.

Glass Eye Zombie

Glass Eye Zombies are made from normal zombies that have had their eyes removed by dwarf necro-artificers; after removing the original eyes, the dwarfs replace them with enchanted glass eyes that give the undead creature additional powers.  Glass Eye Zombies are often found guarding the ancient treasure vaults deep with dwarf mountain fortresses.

Hit Dice: 4 (18 hp)
Attack Bonus: +5
No. of Attacks: 1 (slam 1d8)
Armor Class: 12
Special Abilities:
Baleful Eye Rays - in addition to its normal slam attack, a Glass Eye Zombie can use the power granted by its enchanted glass eyes once per round.  The power granted by the necro-artificial eyes is determined by their color (choose or roll 1d6):

1. Blue - Domination as per the 5th level magic-user spell
2. Brown - Ray of Enfeeblement as per the 2nd level magic-user spell
3. Green - Feeblemind as per the 5th level magic-user spell
4. Hazel - Hold Person as per the 3rd level magic-user spell
5. Gray - Disintegrate as per the 6th level magic-user spell
6. Violet - Enervation as per the 4th level magic-user spell

Rare Glass Eye Zombies are fitted with two differently-colored glass eyes.  Such creatures gain both powers granted by their magical glass eyes, but can only use one per round.  Some claim that if an enchanted eye is taken from a Glass Eye Zombie it can be fitted to the empty socket of a living creature; researchers at the Mandrake Academy of Magical Sciences believe that a living creature could learn to call forth the powers of such an item--albeit in a much more limited fashion.
Title: What's in the coffin?
Post by: Dixon Hill on October 11, 2011, 10:22:22 PM
Thanks for the unusual undead write-ups.  This thread give me an idea for a ghostbusting campaign.  The PCs would answer to a central agency that tasks them with finding and putting in coffins/traps a creative undead monster of the week.  

I'm envisioning it as having a sort of a TV show format where each session or two I give the players a different undead to catch, and later playing with the formula.  I'm not sure what setting I'd use.  Right now I'm thinking something modern day as I've always wanted to try a Buffy/Supernatural/Fringe type of campaign.  I'd like to work in the random encounter factor to give the game a sense of unpredictability, but I'm not sure how that would work-out.  

Anyhow, this thread has me thinking of new ideas for games which makes it the best kind of thread possible on an RPG board.
Title: What's in the coffin?
Post by: Simlasa on October 12, 2011, 03:52:35 AM
This is great stuff!... definitely going to use in my Saturday morning game.
The guys have been sent out to recover a treasure by their necromancer boss... but were given more details about location than what the treasure actually is.
This will make the return trip so much more fun...
Title: What's in the coffin?
Post by: misterguignol on October 12, 2011, 11:07:38 AM
Quote from: Dixon Hill;484664Anyhow, this thread has me thinking of new ideas for games which makes it the best kind of thread possible on an RPG board.

Quote from: Simlasa;484695This is great stuff!... definitely going to use in my Saturday morning game.
The guys have been sent out to recover a treasure by their necromancer boss... but were given more details about location than what the treasure actually is.
This will make the return trip so much more fun...

Thanks to both of you!  Now I'm glad I remembered to pick up this thread again.  Both of your campaign ideas sound great!
Title: What's in the coffin?
Post by: misterguignol on October 12, 2011, 11:23:52 AM
Daughter of the Grave

When a pregnant woman is seduced and converted to unlife by a vampire there is a chance that her unborn child will can still be delivered.  However, the child too is altered by her mother's unholy transformation; such children are always born female and always born as evil monstrosities known as Daughters of the Grave.  The upper torso of a Daughter of the Grave is generally that of a comely, if pale, woman, but below the waist she has the form of a great skeletal snake.

Hit Dice: 5 (22 hp)
Attack Bonus: +6
No. of Attacks: 2 (burning touch 1d6)
Armor Class: 14
Special Abilities:
Anti-temporal Touch - any living creature touched by a Daughter of the Grave also grows 1d4 years younger in addition to the burning damage inflicted by the Daughter's hands.  Characters who have their ages reduced have their Ability scores modified accordingly.  It is possible for a Daughter of the Grave to reduce a character's age to the point where they simply cease to exist.  Of course, some elderly or vain folk see entering into strange bargains with a Daughter of the Grave as a possible way to achieve eternal youth.
Title: What's in the coffin?
Post by: misterguignol on October 12, 2011, 07:14:10 PM
Zombie Liege

For reasons not yet known by researchers into the necromantic arts, zombies occasionally "awaken"--gaining sentience, intelligence, and power over their fellow undead.  These awakened zombies are known as Zombie Lieges.

Hit Dice: 13 (58 hp)
Attack Bonus: +14
No. of Attacks: 2 (slam 1d10)
Armor Class: 16
Special Abilities:
Lord of the Dead - Zombie Lieges can control undead as a 13th level cleric.  Also, even if uncontrolled by the Zombie Liege, mindless undead will never attack such a creature.   If commanded to do so, mindless undead will simply stand inert in the presence of a Zombie Liege.  Even intelligent undead will be reluctant to attack a Zombie Liege.

Secrets of the Grave - Zombie Lieges cast spells as a 10th level cleric or magic-users, but they can only cast necromantic spells.
Title: What's in the coffin?
Post by: misterguignol on October 13, 2011, 10:51:48 AM
Taxidermy Avenger

The wizards of the Dreamlands have a special way of taunting their enemies: if they manage to kill an especially hated foe, they perform unholy rites of taxidermy on the corpse and then reanimate the body as a sentient undead creature so that it must forever endure the wizard's insults and deprecations.  However, this form of necromantic torture sometimes backfires; occasionally a person reanimated in this way regains the ability to move via pure force of will and a burning desire for revenge.  When this happens, the creature is known as a Taxidermy Avenger--a monster that will stop at nothing to gain revenge on the wizard who desecrated their corpse and violated their eternal rest.

Hit Dice: 8 (36 hp)
Attack Bonus: +9
No. of Attacks: 1 (fist 1d8)
Armor Class: 12
Special Abilities:
Strangulating Killer - any character hit by a Taxidermy Avenger's fist attack must make a Saving Throw or be strangled by the monster for an additional 1d6 points of damage.  Once a Taxidermy Avenger latches on to a victim it can opt to forgo attacking to deal and automatic 1d6 points of strangulation damage to its victim.  A character who opts to do nothing else on its turn except struggle to free itself from the creature's grasp may make an additional Saving Throw to escape.

Transfixing Gaze - once per round a Taxidermy Avenger can attempt to transfix a living creature with its gaze.  This gaze has the effect of the Hold Person spell.

One Track Mind - if the wizard who created the Taxidermy Avenger is nearby (a Taxidermy Avenger can unerringly sense its creator) it will ignore all other creatures (even if they attack the Taxidermy Avenger) to find and attack their tormentor.  When the wizard who created it is nearby, a Taxidermy Avenger gets a +3 bonus to hit and inflicts double damage.