for fantasy roleplayers. d12 Monthly

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d12 Monthly is a helpful resourcefor fantasy roleplayers.

The Undead Issue

I think undead are almost as much a stapleof the game as dragons are.

While not in the title, undead are seeminglyeverywhere: ancient crypts, tombs,graveyards, your neighbour's basement…almost universal.

They capture our hearts (for eating) andscare us to death… literally in some cases.

With all that in mind, I present the undeadissue of d12 Monthly.

I will never forget my first encounter withthe undead. It was in the original Secrets ofSaltmarsh. I was playing a less-than-goodcleric and ended up turning a bunch ofzombies over to our side.

The debate that ensued was glorious in itsentirety, with half the party against us usingthe zombies to set off traps and scoutahead.

My Neutral Evil cleric saw no issue withthis strategy but in the end I think I lost thefight and my little army of zombies weredestroyed.

I learned a valuable lesson that day:characters donʼt like undead.

In this issue you will find a way to createyour own undead and I give an example ofone as well.

You will also find new vampires,understand more about negative energy,take a trip to the spirit realm, and readsome ancient necromantic tomes.

A lot to get through but I hope you enjoy thetrip to the netherrealm!

And remember, as always, happy gaming!

- Russ from YUMDMhttps://yumdm.com/

https://twitter.com/yum_dm

About MeI have been roleplaying for over 30 yearsand DMing for most of those. I have playedover 50 different roleplaying games, but myfirst love is fantasy - it s̓ like coming home.

Thanks to my Patrons: RollStats, MattKurowski, John, Michael Lawrence Senchuk,Jacob Alexander, ButterflyDefect, J. DavidChrisman, Alex, Korg INC, NOLA Bert,GameCat, Kay Bee, Roll to Save,Widsith Atopos, Lee Boden, Anthony White,Rory Starks, Joseph Hurley, Steven Bode, Ben,and William Mayorga for making this zineas good as it is.

Want to join this team and support thezine? I have a Patreon account:https://www.patreon.com/yumdm(New tiers are now available to receive aphysical copy).

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Contents

Features

4 Transition VampsNew types of vampires

9 Enhance Your UndeadMundane herbs to augmentyour undead

10 Library RatingsHow good is your research?

12 Phylacteries5 new places to hide your soul

13 The Spirit WorldA new look at spirits

15 Necromancer Level UpMaking your necromancerbetter

16 The UmbraDive into a new Demi-Plane

17 Necromantic TomesDeath-dealing texts

18 Undead FamiliarsYour best friend just got better

19 Create New UndeadTables to create undead

21 Weapon SpotlightThis month we look at thescythe

22 Teaching An Old UndeadNew TricksWhat can you teach an undeadto do?

23 Update Your UndeadUndead werenʼt always that way

Acknowledgements

ArtCover art: Daniel Comercihttps://www.danielcomerci.com

Vampires on page 5 & 22: Gary Smith

Skeletons on page 12, 21 & 22: MacTag

Book on page 16: Axebane

Zombie bear art on page 14: OutlandEntertainment & Mohler.

Scythe & spear on page 20: Scrying EyeGames

Art on page 21: Carlos Castilhowww.facebook.com/carlos.castilho.1656

Filler art by: Greywolf Critter & Axebane

Art on page 5: W. Boeheim,In Handbook of Armory, Leipzig, 1890

All art ©, used with permission, all rightsreserved.

Featuring art by Daniel F. Walthall, foundat: drivethrurpg.com/product/181517,available under a CC BY 4.0 license:creativecommons.org/licenses/by/4.0/

All art ©, used with permission, all rightsreserved.

Unless otherwise mentioned, all articlesare written by myself.

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Transition VampsNew Types of Vampires

Not all vampires are created equal. Someare your typical Dracula creations, whileothers are far more bestial, like theNosferatu.

Vampires all have varying abilities andweaknesses, but these means may differdepending on the type of vampire.

All vampires, no matter what type, have thefollowing weaknesses: decapitation willresult in instant destruction, and all can beturned. All also have the Blood Drainability.

Types of Vampires

AlpsThese are the succubi and incubi who visitsleeping people at night and feed off themslowly over a long time, sometimes keepingtheir victims alive for months.

Typical Abilities: Alter Self, Charm,Dominate, Energy Drain, Fast Healing,Shadow Hide, Stealth, and Unseen.

Typical Weaknesses: Blood Healing,Garlic, Invitation, No Reflection, NoShadow, Sunlight (Kills), Unconsciousness.

AsimanThese vampires are obsessed withwitchcra� and magic. They are o�en usingtheir spells against their victims.

Typical Abilities: Alter Self, Charm,Commune with Spirits, Curses, EnergyDrain, Gaseous Form, Illusions, QuellEmotions, Resistance, Send Message,Shapeshi�, Speak with Dead, Spellcasting,and Summon Spirits.

Typical Weaknesses: Blood Healing, Feedon More than Blood, Horrid Appearance,No Reflection, No Shadow, Running Water(Kills), Sunlight (Stone), Stake (Kills).

BrujeríaKnown as spirit-readers, these vampirescommune and summon spirits to helpthem find and feed on their victims.

Typical Abilities: Alter Self, Charm,Commune with Spirits, Curses, Dominate,Energy Drain, Heightened Appearance,Quell Emotions, Send Message, Speak withDead, Spellcasting, Summon Spirits

Typical Weaknesses: Garlic, Invitation, NoReflection, Sunlight (Kills).

DraugrA barrow or cairn dweller, Draugrssurround themselves with the dead. Theyo�en reek of death.

Typical Abilities: Damage Reductions,Energy Drain, Fast Healing, Gaseous Form,Resistance, Speak with Dead, Stench ofDeath.

Typical Weaknesses: Horrid Appearance,Cannot Speak, Feed on More than Blood,No Reflection, No Shadow, Silver, Sunlight(Stone), Stake (Kills).

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MalefactorThese are lawbreakers and delinquents.They cause chaos wherever they go.

Typical Abilities: Celerity, DamageReduction, Fast Healing, HeightenedAwareness, Incredibly Strong, Toughness,Combat Abilities, Resistance.

Typical Weaknesses: Invitation, NoReflection, Sunlight (Burns), Stake (Kills).

NosferatuThese disfigured vampires possessabnormal physical characteristics and aregrotesque in appearance.

Typical Abilities: Call Forth Friends (Batsonly), Damage Reduction, Energy Drain,Fast Healing, Horrid Appearance, ShadowHide, Stealth, Toughness, Unseen.

Typical Weaknesses: Horrid Appearance,Unconsciousness, Cannot Speak, Feed onMore than Blood, No Reflection, Sunlight(Burns), Stake (Paralysis).

Shapeshi�ersThese blood-suckers have perfected the artof transforming into various forms,including bats, wolves, and more.

Typical Abilities: Alter Self, Call forFriends, Celerity, Damage Reduction,Heighten Awareness, Incredible Strength,Scent, Shapeshi�ing, Stealth, Toughness.

Typical Weaknesses: Beastial, Feed onMore than Blood, Garlic, Invitation, No

Reflection, Silver Damages, Sunlight(Burns).

SirenThese vamps are all about charming andseducing victims before sucking theirblood.

Typical Abilities: Alter Self, Charm,Dominate, Energy Drain, Gaseous Form,Illusions, Seduction.

Typical Weaknesses: Garlic, Invitation, NoReflection, Running Water (Kills), SilverDamages, Sunlight (Kills).

Vampiric Abilities

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Alter SelfThe vampire can change their appearanceas per the Alter Self spell as cast by a 10thlevel sorcerer.

Blood DrainA vampire, once a victim is successfullygrappled, drains blood each round, causingthe victim to lose D4 Constitution. Anyvictim who dies this way, becomes avampire spawn.

Call Forth FriendsOnce per day can call upon animalsassociated with it, namely wolves and bats.It can call forth a bat swarm, 4D6 giantbats, or 3D6 wolves. They will arrive in 2D6rounds and serve the vampire for one hour.

CelerityVampire s̓ movement increases by 10�.They also receive +4 on initiative checks.

CharmAs per Charm Person spell cast by a 10thlevel sorcerer.

Combat AbilitiesThe vampire gains +2 on all attack rolls.

Commune with SpiritsThe vampire may talk with all manner ofspirits and other incorporeal undead.

CursesAs per Bestow Curse spell as cast by a 10thlevel sorcerer.

Damage ReductionA vampire has damage reduction of 15/+1 -meaning they absorb the first 15 hit points

of damage unless the attacker is using amagical weapon.

DominateAs per Dominate Monster spell cast by alevel 10 sorcerer.

Energy DrainLiving creatures hit by the vampire gaintwo negative levels (or lose two levels).

Fast HealingA vampire can heal 5 hit points each roundas long as they have 1 HP le�.

Gaseous FormAs a standard action, a vampire can forminto gaseous form at will, as per the spell. Ifreduced to 0 hit points, the vampireautomatically assumes gaseous form.

GraverotThe vampire s̓ body is decomposing ever soslowly and they have an appearance as azombie. Anyone seeing the vampire mustmake a difficult Wisdom/Will save or flee infear.

Heightened AwarenessThe vampire receives a bonus +4 (oradvantage) on all perception and awarenesschecks.

Horrid AppearanceThe vampire is so horrid to look upon thatall who do must make a difficultWisdom/Will check or flee in fear.

IllusionsA vampire develops the ability to castillusions. The vampire can create illusions

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as per the Major Creation / Major Imagespell.

Incredible StrengthThe vampire has a strength of 24, gaining abonus of +7 to attack and damage rolls.

Quell EmotionsThe vampire may force extreme emotions -hate, love, fear, fury - from an opponent.The opponent makes a difficultWisdom/Will save to resist. This can forcean opponent to stop attacking the vampire.

ResistanceThe vampire gains a resistance (20) to acertain energy, usually lightning or cold.

ScentAs per creature ability of the same name.

Send MessageThe vampire has the ability to send amessage to those they know, as per theSending spell.

Shadow HideBy slipping into a shadow that is largeenough to fit them, the vampire disappearsfrom view as per the Invisibility spell cast bya 10th level sorcerer.

Shapeshi�ingMay transform into one (or more) of thefollowing animals: bat or wolf as a druid of10th level.

Speak with the DeadAs per Speak with the Dead spell cast by a10th level sorcerer.

SpellcastingCapable of casting spells as a 10th levelsorcerer.

Spider ClimbA vampire can climb sheer surfaces as perthe Spider Climb spell.

StealthThe vampire receives +4 (or advantage) onall stealth checks.

Stench of DeathAnyone within 30� of you needs to make aConstitution save or become sickened.

Summon SpiritsThe vampire can summon a long-deadspirit to help them cast certain spells. Thetypical spells the spirit can cast are: Augury,Feign Death, Prayer, Speak with Dead, Findthe Path, Commune, Clairaudience,Clairvoyance, Summon Undead (see TheNecromancer article in this issue), andScrying. It takes one hour to summon aspirit.

ToughnessThe vampire has an additional 20 hit pointsand gains a +2 bonus to all Constitution/Fortitude checks.

UnseenA vampire can move around freely as ifthey had a Sanctuary spell cast upon them.

WealthThe vampire has unlimited funds and canpurchase anything they need.

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Vampiric WeaknessesAll vampires have a number of weaknesses,but these vary from vampire to vampire.

BestialThe features of this vampire are bestial inform, taking on properties of a wolf or bat.

Blood HealingThis vampire can only heal wounds byingesting blood. They heal D8 per Conpoint.

Burnt by MoonlightEven the reflective light off the moon burnsthis vampire. He will take D4 damage perround exposed to a full moon.

TurnedVampires with this weakness can be turnedby people of faith as per normal rules.

Cannot SpeakThe vampire in question cannot speak anylanguage.

DecapitationCutting the head of a vampire will kill itinstantly.

Feed on More than BloodVampires need to eat the victims̓ flesh,brains or other organs as well as theirblood.

GarlicThe vampire is either repelled or burned bygarlic. They cannot approach within 10� ofany garlic and if it touches their skin it willburn them for D4 damage per round.

Horrid AppearanceThis vampire s̓ looks are horrid to most.This means it may not pass as human.

InvitationVampires need to be asked in by anoccupant of a private home.

No ReflectionThe vampire cast no reflection in mirrors.

No ShadowThe vampire casts no shadow.

Running WaterVampires can either be killed whensubmerged or cannot cross it.

Silver DamagesAs well as many other weaknesses, avampire is also damaged by silver weapons.

SunlightSunlight has one of three effects onvampires: either it burns a vampire s̓ skin,causing 4D8 damage each round ofexposure; kills it instantly upon contact; orturns the vampire to stone permanently.

Stake to the HeartThis causes either the instant death of thevampire or paralysis.

UnconsciousnessVampires with this weakness will fall into adeep unconscious state during daylighthours.

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Enhance Your UndeadMundane Herbs to EnhanceYour Undead

Alchemists working in secret laboratoriestoil away on substances for theirnecromancer customers.

The following substances can be inserted,smeared, or ingested by undead creaturesto enhance their traits and abilities.

Natural SubstancesSome substances found in the wild canhave an effect on undead.

LifebaneThis grassy weed is seldom used as it onlyworks when the weed is flowering (whichonly happens for a short time duringautumn), freshly picked, and then only halfthe time- it has a 50% of working.

It s̓ flowers are small and bone-white inhue.

On its own, applied directly to the undeads̓fingernails (if any are present), Lifebanewill cause an undead to gain a new abilitybut only for its first claw attacks.

When struck by a “Lifebane Undead” acharacter must save Vs. Death (orConstitution or Fortitude) or die.

IgwartBy incorporating this root into the creationprocess (either by adding some to the bodyor as a material component for spells), the

alchemist can slow decomposition of theundead. This is usually why zombies andother physical undead never completely rotinto skeletons.

VastenrootUsed by alchemists and necromancers toenhance the speed of their physicalundead.

Applied to the limbs of an undead being itcauses the muscles to reverse the effects ofrigor mortis, allowing them to move morefreely.

Vastenroot will increase the speed of anyphysical undead (such as zombies) by 10�.

It will also off-set any penalties to initiativeor number of actions an undead may have.

Brain TuberInserted into the skull before the undead isawakened or animated, this thick,blackened tuber increases the intelligenceof the creature by D4.

This can also have the added effects ofallowing the creature to learn threeadditional Commands (see article TeachingAn Old Undead New Tricks in this issue), andthink more strategically.

This means the undead may gain morememories of their former life. This couldimpact the campaign via social, combat,and roleplaying as they may gain someabilities they had in their past life, such asweapon training and even spellcasting (seethe article Update Your Undead in this issue).

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Library RatingsHow Good is Your Research?

Researching your enemies or locationsbefore the adventure begins, is half thebattle. With that in mind here is a way tohelp your PCs (and NPCs) find theinformation they are a�er.

Types of LibrariesMedieval libraries, even fantasy-medievalones, come in four main forms:

1. Religious libraries (usuallyattached to a church)

2. Civil libraries3. Private collection4. University libraries

While places like Candle Keep in ForgottenRealms is a mecha for knowledge and issupposed to keep vast amounts ofknowledge stored within its(well-protected) walls, most libraries of theday were fairly pokey and unorganised.

Religious LibrariesMost libraries were attached to religiousestablishments, especially monasteries. Ofcourse, many of these texts and tomes werereligious in nature or written or read with areligious tint, but they took it uponthemselves to copy other works as well.

Civil LibrariesCivil institutions also collect texts, but theseusually were limited to civil-relatedmatters, such as records of sales, taxes,

payments, treasury details, and foodstorage.

Private CollectionsPrivate collections were also available ifyou knew the right people. Exclusive to therich and noble, these libraries tended to besmall collections.

University LibrariesUniversities, which started up later (in themid-medieval period in our own world),grew their libraries extensively, and wereo�en used as texts were too expensive toown.

LibrariansCustodians of these libraries had to o�entake an oath to protect the books and othertexts with their lives.

This led to librarians and other custodianskeeping a close eye on who they let intotheir libraries and what texts they werereading. Some books were even chained todesks to prevent the�.

To protect their books medieval librarianscommonly added curses and minor magicsto books in an attempt to prevent themfrom being damaged or stolen by readers.

Determining Books in theLibrariesMany libraries were furnished with booksfrom benefactors or generous individualswho donated them to the library.

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And many scribes and librarians borrowedand copied texts when they were available.

With this in mind, the collection of somelibraries could be quite eclectic.

Examples of TextTexts can take many forms: books, tomes,personal diaries and journals, scrolls, clayand stone tablets, rubs of wall carvings andart, tapestries, and many more.

Placement of TextsMonasteries had a habit of not keeping alltheir books together either. Some would bekept in the sacristy, while others would bekept in the main eating chamber (formealtime reading), while others would bekept near a shrine, or on shelves in specificlibrary rooms, or even in large chests.

Rating a LibraryGiven all these diverse libraries and thestorage and limitation on text availability, itis easiest to assign a modifier to the librarythe character is using for their research.

Simply roll 2D6, consulting the LibraryModifier table, adding any modifiers youdeem appropriate. If the library is onlysmall, then you may add a -2 to the check.

However, if the collection of text concernsthe topic the character is interested in, thenyou could assign a +2 or 3 bonus to the roll.

Add in the character s̓ Charisma modifierhere, as this would count towards howaffable and honest the librarian finds them.

Table: Library Modifiers (2D6)

2D6 Check Library Modifier

2 or lower -4

3 -3

4 -2

5-6 -1

7-9 +0

10 +1

11 +2

12 +3

13+ +4

The final library modifier is then used tomake a final research or Intelligence test.Below is a guide on how much informationis discovered.

Table: Difficulty Results

DifficultNumber Information Gleaned

Easy PC learns one small tidbit theydidn't already know

Medium PC learns an additional pieceof information

Hard PC learns one secret or twoadditional pieces of info

VeryHard

PC learns two secret or threeadditional pieces of info

Heroic PC learns all they need toknow

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Phylacteries4 New Places to Hide YourSoul

Here are four examples of phylacteries youcan use in your own campaign, inspired byfour gamers in their own campaigns.

Living CoralBy Dallas Barnett

I have a 2E Mage character that over theyears, gained enough knowledge and levelsto become a Lich.

His phylactery is hewn from living coral,was placed on a trading ship and the shipand her crew were sunk in the deepest partof the sea by a “freak” storm.

Now, the phylactery, being made of livingcoral, will continue to grow on the sea bed,and become pretty unrecognizable in just afew short years.

The MundaneBy Henry Prince

A phylactery should be a mundane objectkept in a vault full of mundane objects.The objects should be resistant or immuneto as many damage types as possible andthe vault should be almost impossible toaccess.

FortressBy Off on an Adventure

In one of our campaigns, we have an orderof peace holders who become liches. Theyhave a main fortress where they keep alltheir phylacteries under lock and key.

A grand monastery, filled with ancientrelics that they had begun hoarding. Thestone walls tower over the plains. Think ofHigh Hrothgar in Skyrim, but without thesnow, and a surrounding wall and barracks.

Wedding BandsBy DungeonMaster

For an interesting narrative, the wizardknew what he was sacrificing when hebecame a litch. Driven to this madness by aterrible longing. His long deceased wife, heneeded more time, more knowledge toreform her. He made his phylactery fromtheir wedding bands.

He doesn't hide them, he cherishes them.Kept in a sanctum, an altar before a portraitof his lost beloved.

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The Spirit WorldA New Look at Spirits

The Spirit World in my home campaignworld of Aythia is a plane that sits justadjacent to the regular world.

It mirrors the real world but tends to showareas as they were, not as they are. Whattime period will depend on any undead stilllingering there and how long ago they died.

The Spirit World is one where spirits,ghosts, and other ethereal undead residebefore heading into the Astral Plane to beconsumed into the collective energy there.

In the Spirit World, the spirits maintain asemblance of themselves and are tied to theSpirit World in some way. This could be bychoice or via magic.

The Spirit World and the real world areusually always close but separate, but aconnection forms sometimes when spiritsare present.

This is how hauntings happen.

The longer the spirit connects their worldand ours, the larger and more powerful theconnection becomes.

HauntingsHauntings happen in particular places dueto the connection of the spirits involved.

They connect our world and the SpiritWorld.

Spirits can be untied from the world via acleric s̓ turning ability or other magicalmeans, but until that happens, the spiritcan grow in power and influence.

In game terms, this can mean the area ofthe haunting either grows larger orbecomes more powerful over time.

There are limits to the spirits powerhowever, and their range of influence islimited - usually they are tied to the placewhere they met their death or the placewhere a traumatic event happened.

And they never seem sated until a wrong isrighted.

Powers of Spiritual UndeadWhat follows is a couple of powers etherealundead and haunted locations can gainover time. The GM is free to use these asthey see fit, depending on how long andhow powerful the haunting and/or spiritsare.

Difficult TurningTurning any undead in the area of thehaunting becomes more difficult for anycleric or paladin. All undead in the areareceive a bonus of +1 to +4 levels/HD to anyturning attempts. (See the article Turningup the Heat in issue 5 of d12 Monthly for analternative turning system).

FearThe whole area radiates fear continuously.Any who enter the area need to make aWisdom/Will save or flee the area for 2D6rounds.

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Necromancer Level UpMaking Your NecromancerBetter

The necromancer is the pinnacle of thedark arts. Delving into death itself to findimmortality or just creating an army ofsoldiers to do thy bidding.

Below are some feats/traits and a spell thatyou can use to bolster a necromancer andmake them feel like they are truly mastersof the undead.

More Control (Feat or Special Ability)This feat gives the necromancer controlover more undead when summoning orcreating them using the Animate Dead spell.

When you have this feat you can controltwice the number of undead whenanimating them via the Animate Dead spell.Casting limits per spell still apply.

Create Undead (Feat or Special Ability)A necromancer with this feat can createtheir own zombies or skeletons and havecontrol over any they create without themadding to the total number of undead theycan control (see Animate Dead spell).

This means physically collecting the bodiesor enough bones to find and prepare thespecific undead, whether it be a zombie orskeleton. It takes four days to create a basicskeleton or zombie (but you can enhancethem - see Mundane Herbs to Enhance YourUndead in this issue) during the creationprocess.

Summon Undead (Spell)A spellcaster can instantly summon undeadto fight for them.

Summon UndeadNecromantic level 1Components: V, S, M (bone)Casting Time: 1 full roundRange: Close ( 30 �)Duration: 1 round per level

You summon the undead to fight for you.The number and type of undead you cansummon will depend on your level.

You can issue a command each round to thesummoned undead as a free action. If notissued commands they will stay in placeand defend themselves.

The type of undead summoned depends onyour level. You can summon a number ofundead of HD equal to your spellcastinglevel.

Table: Undead Summoning

Caster Level Undead Type

1-4 Skeleton or zombie

5-6 Ghoul

7-8 Ghast, Allip

9-10 Mummy, Shadow,Vampire Spawn, Wight

These undead donʼt count towards themaximum number of undead a caster cancontrol when using the Animate Dead spell.

The material component of this spell is abone from a dead body.

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The UmbraDive Into A New Demi-Plane

Before we look at this new plane, it isimportant to understand the NegativeEnergy Plane.

An ever-hungering maw that seeks to quenchthe fires of life wherever they burn. It givespower to the ranks of undead and other suchmockeries of life, but the place is an anathemato all normal creatures.

-Planescape: Inner Planes

Also known as the plane of death, theNegative Material Plane links to all undead,feeding them and keeping them “alive”.

It is a place that sucks your very life (ingame terms this means losing HP or evenlevels!) and is difficult to even move aroundin.

A place you do not want to visit.

How Does it Work?In my campaign world, Aythia, the NegativeEnergy Plane encircles around the mainworld of Aythia and interweaves with thePositive Energy Plane.

Each undead creature carries a sliver ofNegative Energy within them, transferredfrom the Negative Energy Plane uponcreation. It is this negative energy thatempowers the undead.

This sliver is usually extinguished upon thecreature s̓ destruction.

However, at times, the level of negativeenergy is so great it can linger and mix withother matter.

This is how The Umbra was created.

The Umbra: A Demi-PlaneOne of the demi-planes that exist in mycampaign world is the Umbra.

(Demi-planes are small planes that existbecause someone or some event createdthem - they float around in the EtherealPlane.)

The Umbra is a mix of the Shadow Realmand the Negative Energy Plane.

Created at the time of a powerfulnecromancer s̓ death, The Umbra hasexpanded considerably in a short time.

Beings of the UmbraIt currently houses a new race called theDelorans, or Darkwings, who wish nothingmore than the destruction of all deities andtheir worshippers.

Delorans are shadow-cloaked wingedbeings, similar in appearance to gargoyles,but much larger, growing to over 7 feet tallin some cases and supporting large wingsthat can carry them afar.

Their pure existence is based around thedestruction of all that is holy, targetingpriests above all others.

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Necromantic TomesDeath-Dealing Texts

Below are three tomes created by variousmages and priests that showcase theirresearch into death and undeath.

Libram of the MoribundThis book gives a concise history of takingcare of those dying and burial practices(see the article Death Rites in Issue 2 of d12Monthly).

It also gives information on where spirits goa�er they die (see the article Spirited Awayfrom issue 2 of d12 Monthly).

Written by a cleric of Ullarl, High PrelateDarg of the Dim Mantle, in his own dyingdays, it also gives insights into the clergy ofthe church at the time and some history ofthe Ullarlan faith itself.

Its black, obsidian cover supports thesymbol of Ullarl (a dark amaranthinecircle), and the writings are on the highestquality paper.

(See article Ullarl: Deity of Death and Loss, inIssue 2 of d12 Monthly, for moreinformation about the deity Ullarl.)

Daarons̓ Death ScribitsMore a series of scrolls than a book, thisopus was separated into five parts, of whichthree have been lost to the ages. Thesetethered scrolls are the third part.

It is inked on skin rather than paper (theskin of what is unknown) and theindividual scrolls are bound together withsinew strips (again, from an unknownsource).

It contains writings on how to create andbind the dead to do your bidding. It alsocontains the herbs and methods in thearticle Enhance Your Undead in this issue toaugment your undead.

Scroll of the DeathsparkThis orc-skin scroll contains a number ofarcane spells, including the SummonUndead spell (see article Necromancer LevelUp in this issue).

It is written in a mixture of elf and humanblood and is protected by a very ancientand yet still potent Explosive Runes spell. Itis believed to have been written by a mageby the name of Vok Hollowbind.

The other spells it contains are as follows:Animate Dead, Chill Touch, Enervation,Finger of Death, and Halt Undead.

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Undead FamiliarsYour Best Friend Just GotBetter

Manynecromancersout-live theirregularfamiliars or thefamiliars growuneasy beingaround theirmaster. To end

this, many necromancers have killed theirfamiliars and then raised them.

This is as simple as adding a template toyour base creature.

All of the following familiars have the sameimmunities and resistances as all undeadhave. As well as this, all hit dice becomeD12s.

Familiars for necromancers of level 1-5:

Zombie FamiliarZombie familiars tend to be slow, but moredifficult to kill.

Slow: Zombies familiars can move or attack(take a move action or an attack action) ontheir turn.

Tough: However, they can keep functioningeven below 0 hit points. Once they reach-10, they expire (they keep losing 1 hit pointper round as per normal rules).

Skeletal FamiliarThese familiars are more resistant to mostphysical attacks but not against all.

Resistance: these familiars take no damagefrom piercing weapons and half damagefrom slashing weapons.

Shattering Bones: They take doubledamage from bludgeoning weapons.

Familiars for necromancers of level 6-10:

Ghostly FamiliarThese incorporeal undead are hard to killand can scare opponents.

Frightful Moan: As a standard action, allwithin 30�, must make a moderateWisdom/Will save or flee in fear for 2D4rounds.

Incorporeal: These familiars cannot fetchor affect items in this world.

Ghoulish FamiliarThese familiars reek of death and have adangerous paralyzing touch.

Paralysing Touch: The familiar, whenattacking, may cause the target to becomeparalysed for D4 rounds unless they make amoderate Constitution/Fortitude save.

Stench: The necromancer suffers a -4 on allcharisma-based checks from others whenhis familiar is nearby.

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Create New UndeadRandom Tables to CreateUndead

Below you will find a series of tables thatwill allow you to create any number of newundead creatures to throw at your PCs.

Directions: Roll once on Table 1; 1-2 timeson Table 2; and 1-2 times on Table 3. Thenroll a D8 for the number of Hit Dice.

Table 1: Appearance

D10 Appearance

1 Scarred

2 Flesh falling off

3 Just bones

4 Floating head

5 Apparition

6 Invisible

7 Shadow

8 Blob

9 Mass of bones & flesh

10 Stitched together

Table 2: Traits

D10 Appearance

1 Only magic weapon hit

2 Attack causes target to bestunned: no actions this round

3 Paralyzation touch for D10rounds

4 Fear aura within 30�: save orflee

5 Level drain attack: -1 level

6 Stench: all within 30�nauseated

7 Dispel magic: anyone or thingtouched loses 1 magic ability

8 Ethereal

9 Attack causes exhaustion level

10 Difficult to turn: -2 to attempts

Table 3: Vulnerabilities

1 Light causes pain: -2 to allactions

2 Easily turned: +2 to attempts

3 Slow moving: 20� per round

4 Attack causes only 1 damage

5 Damaged by cold iron or silverweapons

6 Vulnerable to fire or lightning

7 Attacks or moves in one round

8 Double damage from oneweapon type (P,B or S)

9 Small in size

10 Stench gives away location

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Example of New Undead CreatureRolling on all three tables, I get thefollowing:

ApparitionEtherealAttack causes exhaustion levelDamaged by cold iron or silver weaponsAttacks or moves in one round

I then roll for HD and get 8! This is onetough undead.

Putting all this together I get the following:

Ethereal EidolonThis creature haunts old mansions andsimilar places, and it lusts for perfection. Itis created out of the frustration and angerover not being able to find their idealisedself during life and are trying to find it a�erdeath.

This drive is what keeps them in our worldand they seek out idealised people to preyon.

In game terms, this means they will attackanyone with high ability scores. Anycharacter with a high Strength, Dexterity,Constitution or Charisma will be targetedbefore any others.

TraitsThe Ethereal Eidolon, like the namesuggests, appears as an apparition and isalways ethereal. This means it can only beattacked with a weapon that can targetethereal creatures and by magic. It canhowever be damaged by any weapon that is

either silver and made from cold iron (ironfrom meteorites).

AttacksIt s̓ attacks cause no hit point damage, butinstead cause a level of exhaustion in thetarget on each successful hit (seeexhaustion table).

This will slowly cause any victim to weakenand eventually die, whereupon the EtherealEidolon will consume its lifeforce and takeon one of the victims̓ ability scores(assuming it is higher than its own).

This means that each Ethereal Eidolon willhave unique ability scores which could varygreatly.

Table: Exhaustion Levels

Level Effect

1 -4 (or Disadvantage) onability checks

2 Speed/Movement is halved

3 -4 (or disadvantage) onattack rolls & saving throws

4 Hit points maximum halved

5 Speed is reduced to 0

6 Death

Given it is so consumed by perfection thiscauses the creature to be slow to act. Ingame terms, this means it can either moveor attack in a round, not both.

Now all that is le� is to add in the AC, saves,and any skills (plus anything else you deemappropriate).

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Weapon SpotlightThis month we look at the scythe.

ScytheThe scythe is aniconic weaponof death. TheGrim Reapercarries one,supposedly toreap the souls ofthose who areon Deaths̓ door.

In our own world, the scythe is primarily afarmer s̓ tool to help bring in the wheat atharvest time. The military version of thisweapon is reinforced and designed forbattle.

Scythe Table

Weapon Damage Critical Type

Farmer s̓Scythe D8 x3 Simple

BattleScythe 2D4 x4 Martial

Scythes can be either slashing or piercingweapons.

A scythe is an unwieldy weapon and mustbe used two-handed by someone trained inits use.

When a critical is rolled, the scythe s̓damage is either tripled or quadrupled (seescythe table above).

Magical Scythes

It is not o�en you come across a magicalscythe, so here are two for you to use inyour campaign.

ScindereThis scythe was named Scindere (AuldCommon for cut or wound) by its secondowner, a�er the first was fireballed by anangry wizard in a fight just a�er he he�ed itfor the first time.

Once per day it acts as a sword oflifestealing, causing the regular damageplus the victim gains one negative level (orloses a level) unless they make a difficultConstitution/Fortitude/Death save.

PathfinderThe scythe named Pathfinder, was createdby a wizard-turned-farmer a�er the villagehe was living in at the time was attacked byorcs. He wanted to give the towns̓ hero aweapon to mow down any oppositionquickly.

As a scythe it already deals savage wounds,but this one also allows you to cleaveseveral opponents at once. If you manage todrop an opponent to 0 HP you can thenattack another opponent within 5� of you.This continues until you run out ofopponents that are within 5�.

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Teaching An OldUndead New TricksWhat can you teach anundead to do?

Undead tend to just blindly attack, but whatif you could teach them tricks?

Called Commands, these tricks are able tobe taught to “mindless” undead. A mindlessundead can be taught one command perHD they have.

List of Commands

Assist AttackThe undead assists you by attacking thesame opponent. This either gives you a +2assistance bonus or a flanking bonus(assuming the undead can get into thecorrect position).

AttackThe undead will attack your enemies to thebest of their abilities. If you are present,

you can even stipulate which opponent theyshould attack. Otherwise they will attackthe closest opponent.

DefendThis allows you to command undead todefend you, another person present at thetime of the command, or an object. Thismeans they will try to stop attackers gettingto you and putting themselves in harm'sway to protect you.

FollowThe undead will follow closely behind you.

GuardThe undead will attempt to stop anyonefrom approaching what it is guarding.

HoldThe undead attempts to grapple and holdan opponent you designate.

StayAn undead given this order will stop anyattacks and stay where there are.

ReturnThe undead returns to where you are.

SeekAllows the undead to search for anyopponents.

StealThe undead will attempt to take some itemfrom an opponent. They will initiate agrapple and try to wrest it away from theopponent.

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Update Your UndeadUndead Werenʼt AlwaysThat Way

Skeletons and zombies come in all shapesand sizes and with all sorts of baggage fromtheir previous life.

Below are some random tables you can useto equip your undead and make them alittle more unique.

Feel free to combine these results with boththe Teaching Old Undead New Tricks andCreate New Undead articles in this issue.

Undead TypeThe first thing to check is the type ofundead.

Table: Type of Undead

D6 Result

1-2 Animal

3-5 Humanoid

6 Other - Get creative

Armour & WeaponsIf a humanoid undead was indicated, thenext step is to check what armour andweapon the undead has.

Table: Armour

D10 Result

1-2 Leather armour (AC +1)

3-4 Mail Armour (AC +3)

5-6 Plate Armour (AC +6)

7-8 Small Shield (AC +1)

9-10 Large Shield (AC +2)

If a shield is indicated, you can roll a D6 tofind armour as well, if needed.

Table: Weapons

D12 Result

1-2 Shortsword

3-4 Longsword

5-6 Spear

7-8 Warhammer

9-10 Two-handed sword

11-12 Long or short bow

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Size of UndeadNow you can check the size of the undead,if needed.

Table: Size of Undead

D10 Result

1 Tiny (+4 AC; -4 Str)

2 Small (+1 AC; -2 Str)

3-7 Medium (No changes)

8 Large (-1 AC, +4 Str)

9 Huge (-2 AC, +8 Str)

10 Gargantuan (-4 AC, +12 Str)

Enhanced AbilitiesThese can have various effects as decidedby the GM. Strength is obvious as it willaffect hit and damage, while Dexterity willaffect the undeads̓ AC.

Intelligence can affect the creature's abilityto learn new Commands (see Teaching anUndead New Tricks in this issue). MeanwhileWisdom can give the undead a boost tospotting those pesky adventures.

Lastly, Charisma can also increase anundeads̓ resistance to turn attempts.

Table: Enhanced Abilities

D6 Result

1-2 Strength +4

3 Dexterity +4

4 Intelligence +4

5 Wisdom +4

6 Charisma +4

Special TraitsSome undead retain some of the memories,skills, and traits from their previous lives.

Roll on the following table to see what theundead have retained from their formerlives.

Table: Special Traits

D12 Result

1 Pickpocket: will try and stealitem instead of attacking

2 Skilled fighter: Gain +1 to hit

3 Stunning Attack: stuns as perthe monk

4 Cause Wounds: touch attackcauses D6+HD in damage

5 Unstoppable: Gain two HD

6Uncanny Dodge: Take halfdamage on failed save ornone with a successful save

7 Undead Familiar*

8 Negative Energy Link: +4difficulty to turn attempts

9 Enters Rage: Gain ragebenefits of a barbarian

10Woodland Stride: Movethrough any non-magicaldifficult terrain normally

11Divine Influence: Gain oneD4 divine spell to cast onceper encounter

12Spellcasting: Gains one D4level arcane spell to castonce per encounter

* See the article Undead Familiars in this issue.

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