Friday, December 2, 2011

The Drowned Ones

The land beyond the Drowning Woods does not have a moon, yet there are strange tides. When the sun sets, the water rises. When the sun rises, the waters recede. Thus it has ever been, since the moonfall.

With the tides come the Drowned Ones. The unquiet dead of the sea. They go where the salt water flows.

Drowned one: HD 1 to 3, AC 13, Speed: 3/4 of a walking man, Morale 12, Damage 1d8+3 (sabre), undead immunities, upper-half damage from bludgeoning weapons, vulnerable to rock salt, AL Chaotic.
  • Watery touch: Drowned ones with 3HD or more can forego their weapon attack and instead touch the target. Target must save vs poison or die from drowning within 3 rounds. The corpse will rise as a drowned one in the next night. 
  • Cursed treasure: Drowned ones carry 1d6 brass coins which will gleam like silver at night; tattered leather which will function as leather armor at night; sabres that will gleam as if struck by moonlight at night, but are useless in daylight (still count as magic weapons!). If anyone carrying part of such treasure is slain, he must save vs poison or rise the next night as a drowned one.
  • Breaking the curse: Either prevent victim from drowning with appropriate spells or cast a cure spell on him. After the victim has turned into a drowned one, only a remove curse spell will work. But the victim will still be dead.
Note: At night, the tides are rising and all hexes not occupied by hills will flood with salt water. Villages and towns constructed on those hexes lie in elevated areas or have been elevated.

1 comment:

  1. Cursed treasure: Drowned ones carry 1d6 brass coins which will gleam like silver at night; tattered leather which will function as leather armor at night; sabres that will gleam as if struck by moonlight at night, but are useless in daylight (still count as magic weapons!). If anyone carrying part of such treasure is slain, he must save vs poison or rise the next night as a drowned one.

    Stealing that.

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