Undead Creatures
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Undead CreaturesDevelopment TeamDevelopment TeamDevelopment
TeamDevelopment Team
Writer/DesignWriter/DesignWriter/DesignWriter/Design Ruel Knudson
EditorEditorEditorEditor Nadine Mackall
TestingTestingTestingTesting The Lakeland Role-Playing Guild, The
Ironwood Nexus, Nadine Mackall, Juan Soto, James Arrington, Willie
and Kara Santana
© Copyright 2008 Ironwood Omnimedia Company LLC. Sagas, E-RPG,
Iron- wood Nexus, DPnP, and their respective logos are trademarks
of Ironwood Om- nimedia Company LLC. Permission granted to photo
copy contents for per- sonal use only. Redistribution, sale, or any
use not related to personal game play is strictly forbidden.
This product is a work of fiction. Any similarity to any real
people, living or dead, is purely coincidental.
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DRAUGRDRAUGRDRAUGRDRAUGR................................................................................................................................................................................................................................................................................................................................................................................................................................
9999 Draugr
Origins..................................................................................................10
PC as Draugr
......................................................................................................10
Combating Draugr
..........................................................................................
11 Plot Options
.......................................................................................................
11 Sample Draugr Adventure
.........................................................................
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IntroductionIntroductionIntroductionIntroduction This book serves
as a collection of creatures created for use by both players and
Game Masters. These creatures contain all the information required
for use with the E-RPG system, including racial statistics, a
sample creature, background information and even a sample
adventure. This section deals with how to apply the information
contained in each creature entry.
About tAbout tAbout tAbout the Undeadhe Undeadhe Undeadhe Undead
Undead creatures have found a home in myth, legend, and popular
media. They are creatures that are easily adapted for any campaign
and genre. The undead collected here are corporeal undead. They
have physical bodies, and can be destroyed. These creatures are
horrific legends that have sent chills and fear crawling throughout
the ages.
The undead we have collected here are drawn from actual myth. We
have taken the legends of these ancient myths and added reasonable
methodology to them. These are not simply supernatural creatures.
They have a reason for ex- isting. They have motivations, some
primitive, and physical and psychological needs. These creations
can be used as both random challenges, or part of engag- ing
stories of mystery and horror. Some may even draw on the actions,
histories, or social relationships of the characters, adding a more
personal edge to the sto- ries you can tell.
Using Creatures as RaceUsing Creatures as RaceUsing Creatures as
RaceUsing Creatures as Racessss Each creature entry has a section
specifically for applying the creature as a race (see races in the
Game Master Lodestar). The entries can be applied to any character,
including player characters, for creating custom creatures. For un-
dead, this feature is extremely useful as it can be applied to any
creature that has died and can return as an undead. A racial entry
can be applied with any number of other racial entries. Simply
combine the modifiers of one race with another by adding entries
together. For instance, a race that grants a dexterity bonus of +2,
combined with a race that has a dexterity penalty of -1 will have a
total racial modifier of 1 (2-1=1).
While all creatures can be applied as player races by using the
statistics, to actually play some races as a player character can
be difficult. Therefore, each entry has suggestions for how a
specific creature would work as a player char-
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acter. If a creature is difficult to use as described here you can
still use the crea- ture’s racial modifiers, but still not use the
creature as a race. For instance, you could use Draugr as a player
character race, but not use the creature descrip- tion as how the
creature behaves. Creature descriptions help to guide the crea-
tion of the racial modifiers, but do not affect them in the game.
For instance, you will not find a creature that has high statistics
balanced by a behavior trait found in the creature
description.
Creature EntriesCreature EntriesCreature EntriesCreature Entries
The following describes the different sections of a creature entry.
Each of these entries represents a likely version of such a
creature. However, these creatures can work any way you like. The
statistics represent the creature’s physical at- tributes, but the
information contained in these sections is examples of how to use
the creatures in an E-RPG Sagas game. You can modify or change any
of the creatures’ background or behavior information to suite your
story or world with little to no regard for what is printed here.
It is your story, and these are characters for you to use as you
see fit. Furthermore, modifications to creatures will also mean
that characters familiar with their use from reading this infor-
mation, or playing in a game where they were used, will be
surprised with your own original version.
OriginsOriginsOriginsOrigins
This describes possible origins, creation, or evolution of the
creature. This helps to understand motivations for the creature’s
behavior. Furthermore, origins can sometimes help with back stories
for creatures if used as player character races. Origins are also a
great method of introducing many creatures to the game.
PC asPC asPC asPC as…
This section deals with how the creature would most likely be used
as a player character race, if at all. While a creature racial
entry can be applied to any PC, to play the actual creature may
require special rules or background that is de- scribed in this
section.
CombatingCombatingCombatingCombating
This section describes how the creature is likely to behave in
combat. It de- scribes its willingness to fight, its motivations in
combat (such as defending to
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survive or to eat) and how likely the creature is to avoid combat.
It also de- scribes the weapons and tactics the creature will
likely employ in a battle.
This section can also be used for basing stories, myths, or legends
told of en- counters other characters may have had with similar
creatures. Characters of- ten research past encounters with
creatures, or have lore or knowledge skills that may apply to such
information, that can be gleamed from this section.
Plot OptionsPlot OptionsPlot OptionsPlot Options
This section deals with the many ways of bringing the creature into
your ad- ventures, or creating entire adventures or campaigns
specifically about this creature type. It can also serve as an
in-character reference for legends or sto- ries about the
creature.
Sample AdventureSample AdventureSample AdventureSample
Adventure
This is an original story outline for an adventure created
specifically with this creature as a focus. Game Masters can use or
modify the story to best fit their games. These stories are often
designed to work with any setting and as addi- tions to running
campaigns. You can also add this story to an already estab- lished
story line as a kind of plot detour to change up your game’s feel
or pace for a brief period.
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Draugr Racial Modifiers Draugr Racial Modifiers Draugr Racial
Modifiers Draugr Racial Modifiers (these can be applied to any
archetype) Speed 0 Strength +9 Intelligence 0 Beauty -3
Dexterity 0 Stamina +3 Perception 0 Personality 0
Special Abilities Undead, Pain Immunity
Draugr Possessed NobleDraugr Possessed NobleDraugr Possessed
NobleDraugr Possessed Noble
Template Applied to Noble Archetype Attributes
Spe: 9/3/d8 Str: 19/6/d14 Int: 11/3/d8 Bea: 11/3/d8
Dex: 12/4/d10 Sta: 11/3/d8 Perc: 15/5/d12 Pers: 15/5/d12
Rea: 11/3/d8 Tou: 15/5/d12 Wis: 13/4/d10 Cha: 13/4/d10
LP/WS 15/- Ini. 12/4/d10 Move 15/30 Detect 60
Block d8 Dodge d8+1 Parry d8 Armor -
Weapon Attack Damage Parry ALM Unarmed d10 d14 - -
Bite d10-2 d14+4 - -
Skills: Dodge(1),Detection(3),Telekensis(5)
Abilities: Undead,immunetopain/wounds.Cannotbekilledbyre-
ducinglifepoints. Equipment:
Ringsandotherjewelryworthd10×ReputationLevel,
alsomayhavedecorativeweapons(doesnotuse),othertreasurein
lairworthanumberofd12equaltoreputationlevelormore.
DDDDraugrraugrraugrraugr
Draugr are spirits that inhabit corpses. Most draugr spirits are
sentient spirits, but typically not the spirits of dead people.
They can be spirits drawn or sum- moned by spells, or elemental
spirits that have gone mad. These spirits can be of any type, and
possess any skills. Magical or psychic skills behave normally for
the draugr as they retain their own mental faculties even when
possessing a host. They covet the wealth of the living; perhaps in
a desire to be more like the living they crave what the living
desire.
Draugr corpses continue to rot. The spirit cannot undo the natural
course of
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death on the host body. So they are easily identified as they are
often quite pale, or in some stages of decomposition appear bloated
and blackened. The latter gives rise to the myth that these
creatures can actually enlarge them- selves or change shape and
color. They possess all the attributes of the rotting corpse;
however, they have the perception, intelligence, and personality of
the possessing spirit. The draugr also possess all the physical
strengths and limita- tions of the host corpse.
DraugrDraugrDraugrDraugr Origins Origins Origins Origins
The draugr are, in their natural form, incorporeal beings. They
choose a corpse among the newly slain, preferably someone who is
rich, or possesses elaborate treasure. They fiercely guard the
tombs of their host, and will frequently wan- der at night in
search of new loot to add to their collection.
Draugr also seem to attract more spirits of their kind. It is
common for any person killed by a draugr to become possessed by the
spirits that stray near to the original. These new draugr tend to
start building their own collections of valuables as well.
PC as PC as PC as PC as DrauDrauDrauDraugrgrgrgr
PC’s cannot die and then become draugr, unless the creature is to
be reincarnated as an NPC. The spirits that inhabit the corpses
have little to do with the host body. The body itself is little
more than a tool the draugr can use to ma- nipulate the living
world.
If a player chooses to create a draugr they will constantly have a
desire to horde treasure,
theirs or others. They have little love for any- thing else. The
promise of treasure, or
reward, is useless to a draugr. It is the physical object that they
see that
they will want. They will not wait to do a job to get the loot, and
instead will
attack the person possessing the object. In short, unless a
player
wants to simply, and mindlessly, attack
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everyone and everything to get loot then this character will not
make for a good playing experience.
Combating DraugrCombating DraugrCombating DraugrCombating
Draugr
Draugr will attack any living thing they see. They do this to
protect their loot, to protect themselves from discovery if seen in
their wanderings for more treas- ure, or to murder the possessor of
an item they desire.
They will fight relentlessly and use all the benefits of both their
host, and their own powers (if any). Most commonly they will use
their undead strength and iron stamina to greatest benefit by
simply crushing their victims in a grap- ple. Although they are
immune to pain, they do believe they feel pain and hurt. This
belief in being alive in their host’s body also makes them believe
they can be killed just as a normal person. However, if the body is
not destroyed by fire the creature will wake up within a night or
two and begin their reign of terror as though the encounter had not
happened. However, this perception of death means the draugr are
more easily killed than other undead that are immune to pain. They
can be “killed” leaving the body at the hands of the killers to
destroy at their leisure.
Plot OptionsPlot OptionsPlot OptionsPlot Options
These creatures make excellent guardians of tombs. They do not
require any explanation for being there, except for treasure. They
are also versatile crea- tures that can be used with any type of
corpse or spirit combination.
Adventures with draugr as the central focus may involve stories of
walking corpses attacking people at night, or haunted crypts that
must be exorcized. Similarly, characters may have to face a draugr
who is guarding a key item in its hoard such as a devastating
weapon, spell, key, or some other item in which the current
adventure relies on heavily.
Sample Sample Sample Sample DraugrDraugrDraugrDraugr Adventure
Adventure Adventure Adventure
The PCs have gone to great lengths to retrieve a valuable item for
a benefactor. Unfortunately the item is possessed in a crypt
inhabited, and now guarded by a newly possessed draugr. The corpse
of the draugr is still fresh, and so seems to be a living person.
The players will have to defeat it to get the item, but will not
expect it to be an undead. Several days later the draugr catches up
to the PCs who will have to defend themselves from the
creature.
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Mummy Racial Modifiers Mummy Racial Modifiers Mummy Racial
Modifiers Mummy Racial Modifiers (these can be applied to any
archetype) Speed -3 Strength +4 Intelligence 0 Beauty -5
Dexterity -2 Stamina +6 Perception 0 Personality 0
Special Abilities Undead, Pain Immunity
After a few encounters the PC’s will probably figure out that the
creature they continue to kill is already undead. Furthermore, they
will discover that the trail the draugr follows to find them is
littered with the victims of the creature, and even more draugr.
The PC’s will not only have to destroy the one they have pursuing
them, but travel back along the road to destroy those they have un-
wittingly had a hand in creating. If they do not, their reputations
for breeding trouble with the undead will begin to spread. This
could lead to bounties or other ill reputation effects from their
actions.
Mummy Mummy Mummy Mummy
Mummy is a loose term applied to any undead priest or spell caster
who has been brought to life either by a magical curse or other
spell. In most cases, the mummy’s body is preserved so that it
retains as much of its physical nature as possible at the time
appointed for resurrection. Mummies are often used to guard the
tombs of great kings or other rulers as well as treasure vaults.
Some mummies are cursed individuals doomed to return to life to
fulfill some oath or promise. Mummies retain all their skills and
powers. Because the bodies are often healed, stitched, or otherwise
repaired during the entombment process, the corpse does not feel
the pains of their mortal flesh as do other undead such as zombies
or revenants. As such, mummies can cast any spell or use any skill
they knew in life.
Mummy OrigMummy OrigMummy OrigMummy Originsinsinsins
Mummies are created when the person to become a mummy has died and
a spell or curse is placed on them during entombment. The curse
usually has a trigger, such as the removal of a sacred object, or
the opening of the tomb. At that point the spell is activated and
the person’s spirit returns to the corpse and is so resurrected.
The spells required are usually inscribed either on scrolls sealed
with the mummy or carved on the sarcophagus or on the containers or
doorways that can be manipulated to trigger the spell. Sometimes
the spells are
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