![Twisted Evil :twisted:](./images/smilies/icon_twisted.gif)
Wondering what good starting level ideas and threats are floating around out there that people are willing to share
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Moderators: Immortals, Supreme Beings, Old Ones
RavenStarver wrote:Well, so far I've got a Wolfen Knight, a Coyle Thief, and a Bearman Warrior Monk, last player hasn't decided yet.
So I think I'll have to set it in the Disputed Lands and North.
The Dark Elf wrote:RavenStarver wrote:Well, so far I've got a Wolfen Knight, a Coyle Thief, and a Bearman Warrior Monk, last player hasn't decided yet.
So I think I'll have to set it in the Disputed Lands and North.
thats no adventure! Set it the oposite side of the world!
Those 3 are captured slaves on board a slave ship when its attacked by pirates and wrecked. they must battle pirates, survive being shipwrecked at the Yin Sloth jungles and have to find their way home! - adventure written.
RavenStarver wrote:Well, so far I've got a Wolfen Knight, a Coyle Thief, and a Bearman Warrior Monk, last player hasn't decided yet.
So I think I'll have to set it in the Disputed Lands and North.
RavenStarver wrote:Given we've already agreed to start in the Eastern territories I don't think I'll spring a "surprise you're all prisoners give up all your equipment" on them.
I'm going to work on the starting settlement they'll be based in and I've got two short adventures lined up, but I'm not sure which to start with.
1) adapting the Fire Brand and his Raiders from the Old Ones book.
2) a tremor shakes the town, afterwards the well is dis roved to be dry. Upon inspection it's discovered that the tremor opened up a cave system in the well and the water has drained out. The well in itself isn't disastrous to the town, they have other wells to use. But what is a problem is the few people who've gone down there report strange noises and one man has gone missing.
kiralon wrote:RavenStarver wrote:Given we've already agreed to start in the Eastern territories I don't think I'll spring a "surprise you're all prisoners give up all your equipment" on them.
I'm going to work on the starting settlement they'll be based in and I've got two short adventures lined up, but I'm not sure which to start with.
1) adapting the Fire Brand and his Raiders from the Old Ones book.
2) a tremor shakes the town, afterwards the well is dis roved to be dry. Upon inspection it's discovered that the tremor opened up a cave system in the well and the water has drained out. The well in itself isn't disastrous to the town, they have other wells to use. But what is a problem is the few people who've gone down there report strange noises and one man has gone missing.
Losing all their equipment does bug the players at the start I have noticed
One man has gone missing is a little fun, how about one man went missing then came back a little strange, his hair has gone black, he will only talk to peoples shadows, often have conversations with things that aren't there and occasionally have his shadow leave him and go to the well at the same time everyday.
RavenStarver wrote:Well, so far I've got a Wolfen Knight, a Coyle Thief, and a Bearman Warrior Monk, last player hasn't decided yet.
So I think I'll have to set it in the Disputed Lands and North.
The Dark Elf wrote:RavenStarver wrote:Well, so far I've got a Wolfen Knight, a Coyle Thief, and a Bearman Warrior Monk, last player hasn't decided yet.
So I think I'll have to set it in the Disputed Lands and North.
Seriously buy the "Adventures in the Northern Wilderness" sourcebook - First edition one. Its REALLY easy to adapt to 2nd edition and the adventures are FANTASTIC!
Its a better buy than the 2nd edition Wolfen Empire book.
Lukterran wrote:There is the standard stuff like Vampires, Mummies, Ghosts, Spirits, Entities and Zombies and other animated corpse type undead.
You also have the Land of the Damned II: Eternal Torment which has a ton of specific undead creatures. Abberations, Blighters, Blood Wraiths, Bone Fiends, Eviscerals, Festulents, Gravediggers, Harbingers, Jaliquettes, Morteii, Rawheads, Revenants, Sladka and Sleepwalkers
There are a few things in the Monsters and Animals book like Maxpary Shamblers and Yema for example.
There are also some demonic creatures that are undead like. Ghouls & Nasa for example.
I think Rifts might have a few unique undead creatures as well as someone other games (Nightbane or Beyond the Supernatural - however those I am not sure about. I don't play them.)
I personally stated up "Evil's" servants from the Time Bandits movie because I thought they were completely terrifying as a child.
Horrific 8ft tall cow-skull headed figures dressed in long black sackcloth and floated along the ground as they moved like shambling bones and screeched a terrible squeals. The could shoot fire balls from their eyes. I called them Estin Guard.
Estin Guard
Image II
Image III
Estin Guard
Attributes: I.Q. 9, P.S. 20, P.P. 18, P.E. 24, P.B. 3, Spd 10
Size: 8 ft tall
Horror Factor: 18
Natural A.R: 16
Hit Points: 90
S.D.C.: 180; completely regenerate within 48 hours unless the head and body are burned and buried separately.
Attacks: 5
Damage: 4D6+5 from claw
Bonuses: +4 to strike, parry and dodge; +3 vs all saves
Fearless:
Only magic and silver weapons inflict full damage; magic energy, fire and cold attacks do half damage, impervious to normal weapons.
Special abilities: Nightvision 200 feet, supernatural P.S. and endurance (never fatigues), impervious to poisons, drugs, disease, heat, cold, horror factor, phobias, fear magic, illusions and most psionics (including empathy, telepathy, and bio-manipulation). Magic fire and energy does half damage, but all magic weapons do full damage. It does not eat, drink, breathe, or sleep. Bio-regenerates 2D6 Hit Points/S.D.C. per melee round.
Shoot Fireballs (from eyes): Range: 200 feet, inflicts 6D6 damage and can be used as often as three times per melee round.
Sackcloth Robes: Works like a cape of dimensions.
They were a very deadly enemy for my players probably top ten scariest thing I made them face.
Lukterran wrote:You don't need that book to make great undead. Making undead is easy it will be easier to stat out your own homebrew undead anyway. What is important is just how they look, act and any unique properties that you want them to have. Write those out and that will give you something to work with. If you need inspiration either Google up some images or just look at some DnD creations. Then decide how tough you want them to be. Give them HP/SDC, bonuses and any spells, powers or natural abilities, weapons or armor and you are done.