Wednesday, 13 November 2024

d20 Chagrinspire Zombies + Game Log



d12 Chagrinspire Alt Zombies
1 Cursed Lurkers - blind with sewn-up eyes and mouths, sense life, normal initiative and movement and able to track for up to a d4 days by night. Sniff while hunting 
2 Candle Creepers - covered in lit candle nubs that alight in darkness and the creatures are wax-covered and take no damage from normal fire. Once a day cast burning hands
3 War Dead - in ancient uniforms with weapons and armour, smart enough to load guns and resent the living who did not die in the war. Will sometimes speak accusations. On death releases a poltergeist
4 Skinless Ones - hideous skinless monstrosities of bone and flesh who crave living flesh and have 
normal initiative and movement. They kill humanoids to wear their skins for a d4 days before needing a new one. Seeing them shed their skin disguises causes fear in 3 range if 4HD or less. Cunning and malicious
5 Reanimated - injected with glowing green alchemical formula, then arise and are usually resentful. If killed a d4-2 undead body parts and organs continue to act independently until destroyed. 1in12 retains intellect and mobility as well as it seeks to create more and will inject its glowing blood into victims or corpses
6 Mine Walkers - awake and either lights a fuse or pulls a pin of a clockwork bomb timer then move to enemies. Sometimes they don't make it but good guards in tight places. 2d4 damage over 3m save halves, if the zombie survives the blast it attacks as normal 

7 Bog Wanderer - can walk, float or sink in mud at will in order to ambush victims, covered in mud and dripping foul water, half damage from fire, cold slows it a d3 rounds
8 Spore Stalker - growing with fungus, if hit a 1-range cloud of spores erupts around the creature for a d4 rounds. Each round exposed anyone in range needs to save or take 1pt damage and -2 all dice while weakened by coughing. Any killed arise as spore stalkers
9 Hell Razor - dead of a cultist, has horned masks, robes and fiery glowing eyes. Use a weapon with flaming +d4 damage and melts when defeated, they 
have normal initiative and movement, silver does +1 damage to them, may laugh when they hurt people  
10 Wounded Walker - covered in stitches and parts of different blasted body parts into a new soldier, some have weapon hands like hooks, flails, knives or axes. Collect parts of kills and found parts to their creator so often have sacks of body parts and organs 
11 Ice Lurker - frozen body covered in frost, 1pt cold damage per round to living beings in 1 range circle. Attacks with two claws and make a free grapple if both claws hit, immune to cold, half damage from ice weapons or creatures. Hisses at enemies light cold fog auraura surrounds them
12 Crystal Rambler - has crystal spikes all over body, living can sense scattered confused memories of the dead in their minds in range 3. These undead are naturally fast with +1 initiative and Mov 15 and any they punch must save or get crystal fragments stuck in them. The target gets weird dreams with local undead spirits taunting them and when they die crystals grow all over the body and the corpse arises 
13  Remade Ones - sewn together from various parts some may have surgical mutations like extra limbs, built-in weapons or armour. They scream and the various spirits in them conflict and causes confusion to beings in 3 range under 4 HD who fail a sve. +d8 HD as more durable. Animated with alchemical potions prone to being possessed by poltergeists (save once per day to lose control) and going wild. Used to make new soldiers in the war from remains and scraps of the old
14 Storm Chasers - often arise when clouds dark and distant thunder starts but also may arise if lightning magic used in area. They will awaken and look withered with metallic head implants usually an antenna, several bolts, lightning rod (various designs) or a lightning arrestor (ceramic insulating disks around a metal rod like on some power poles). Anyone hitting or touching them with unarmed attacks or metal weapons takes a d3 electric damage. They move normally for initiative and electrical damage repairs them. They might hang around electrical creatures and protect them. Any in an area are aware of each others condition and location within 100 range
15 Boneless Ones - these have had their bones removes and can crawl and climb. They grapple foes the first round then wrap around them and crush each round after until dead. They can stand but are clumsier and slower than normal zombies. Used as assassins, guards, pittraps or storing easily. Easier to knock prone but they get no penalties from this position
16 Bloated Ones - rotting swollen purple and green fleshed dead if destroyed bursts into a stinking cloud effect for a d4 rounds
17 Worm Walkers - crawling with maggots, on action a swarm of flies surrounds them inflicting 1HP damage per round within 1 range to anything made of flesh. The flies persist in the same spot after the zombie dies for a d4 rounds. The maggots from a destroyed one will crawl into cracks and burrow into the earth or crawl into a better-condition corpse to animate it. They serve the worm cult 
19 Star Walkers - are immune to normal missile weapons and if they get in range 3 of a living foe will glow blue and leech 1HP a round from living to repair themselves. This can heal up to to full HP for their HD and the arcing life force is painful and visible to all like electrical energy. If destroyed every living person in 3 range heals 1 HP These come from the corpses and bodies taken by the star people
20 Undying Ones - if killed breaks into a d4 body part each AC+1 HD D4 Att d3 Mov 3, some may make grappling attacks or stab with broken bones

Had a game exploring the no-mans-land, a haunted zone full of boobytraps, monsters and poltergeists. The Man-With-No-Name (rumoured to be from Shadelport) now a guild chapter boss, his Rat lady pal Sonja, the Priest of light and one of his lieutenants wanted to scout across the wasteland. Started from the ancient Allied Telecommunications Centre guild camp and took a train tunnel through to a gun emplacement close to the front. Ambushed by kobolds who after two volleys at a party with no effect fled.

Walked down the hill to the trenchlands and saw green fog roll in. The priest cast invisibility to undead on the party and detected traps (i make this more useful than many editions im fine with dangerous floors and loose rocks being a trap hazard). Met some local scavengers of the guildand moved on and battled some mutant dogs. Scavengers came to help and scored the dead dogs and began cooking. Invited party to come back. Marched on and fought some more kobolds then saw a ghost gorilla in a spiked helmet waiting and a woman in a dress waiting looking bored. The invisibility to the undead avoided dozens of poltergeist and petty spirit encounters. The priest is a bit off about the party trading with the undead and not destroying them but realises some are bound by oaths and awaiting victory. Millions died here so the area is full of spirits.

Found a hole that the ape thing and woman lived in robbed its treasure and found a propaganda poster the spirit adopted the form of the ape and woman from. They were the same thing and it used her screams as bait. Avoided a sniper and finally got through the trench lands to the combat zone in between. Four lesser devils were marching with muskets. They were 4 foot tall gargoyle-like horrors who marched to the party. The priest asked if the were demons and they were offended. They demanded the party sign a devil contract for a pass and the party said no. A fight started. While three devils battled one summoned an extra devil. They killed one and wounded another and the wounded hung back and summoned more devils while flying. The last few devils were confused as to why they were here and had no personal stake so they left. Did find a pre-war ruined basement and lab and a formula for a potion to make ghouls and a sample potion.

Saw the walls of the Starfort around Chagrinspire and the plateau. See on the lakes and wetlands at least four bulwarks built on the lake. Decided going back through wetlands worth a trek so followed towards the lake and found Marsh Town. A village of green skinned swamp folk. They lived as fishers in the swamp and welcomed the party to stay and trade. They were advised about the places around the lake. One location was a village of farmers from the south and their church now a ruin as slavers took them. The priest wanted to see it so they asked the best route. The coast was dangerous as slavers and lake monsters might see you on the shore so they went by the swamp and avoided getting lost. In the ruined village was a huge mud hog wallowing so they avoided it and searched the village and used detect enemies. 

The chapel and three huts were inhabited so the went to the lowest threat level first and met a fish folk heretic banished from the Bulwark of Dagon and worshipped a benevolent fish goddess. He wasnt a great guy but the priest with a comprehended language managed to make peace. The fish man told them about a slime and a lizard in other huts so they went to the slime hut and threw grenades and incendiaries into the hut destroying it. The damaged burning slime attacked and didn't mind fire but died to weapons.

 Finally, chased away the big lizard and confronted the evil of the chapel. A wight and its four thralls. The cleric vapourised the thralls as he was an exorcism specialist and the wight fled. Found a sword of law and a book about how slavers kept raiding the village.

The priest was keen to take the village back in the future and they decided to head back to Marsh Town after a rest. The fish man told all about how fish folk invaded the wastes in the apocalypse and invaded Chagrinspire and its sub levels by waterways and saved the cosmos and other awesome stuff. The priest listened thoughtfully. 

A horrible sea serpent creature 12 yards long with tiny limbs and mostly all necks surprised the party and chomped the cleric's assistant and lifted it over the lake water. While the priest prepared to walk on water charged out and attacked the neck from behind. Other characters fired missiles and the creature dropped the priest and fled.

The party rested in Marsh Village and managed to get the fishermen to sneak them by lake to river to the Flatspur ferry point on the river.

Successful mission and saw lots of stuff.

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I'm happy with my initiative system and infrequently roll to break ties now

I printed out a bunch of stuff and put in a folder as prep.
Will print out my no-mans-land land prep as a checklist and also
- so better organisation and hard copies help.

Nice to finally use my wetlands area stuff and it was better set up than my trench crossing to run so some lessons.

Poison rules worked nicely and a thief/alchemy specialist character has done quite well with it. Forcing me to complete all these skills that use formula


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these were updated maps from after this session
pink for in game trek
orange is the boat route home on the river




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