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Post by joatmoniac on Feb 13, 2018 4:11:05 GMT
For the motivation behind the most amazing title that rorrik brought to the mental gym check this out: Now that your life has been enriched by a Strong Bad clip we shall get to lifting the mental weights! With the Wendigo being the subject of the episode, we thought mayube we would delve into crytozoology once again, but that didn't go all the well last time! So instead of taking ideas that have already existed in our real world lets head to Dayeimbe and make some!! The myths/true monsters will all have a bit of a frozen north theme as that ties back to the Wendigo, and maybe there is some interaction between the monsters made with said Wendigo. Monster time! 1. 2. 3. 4. 5. 6. 7. 8. 9. So grab a picture above and tell the tale of the creature there. You can stat it out if you want, or just focus on the lore behind it. Feel free to take a monster all on your own, or to take part and see if we can get some collaboration going!
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Post by Mariok Soresal Hillick on Feb 13, 2018 5:59:43 GMT
9. The Kitab People
The Kitab People were originally ideas on paper of a group of scholars and Wizards who were into creating creatures out of other living (or undead) creatures. The Kitab People was this group's first and last idea that actually worked, and was their most basic idea. They stuck with a skeleton-type being to start with before going on with more advanced shapes. The Kitab People are named that way, as "kitab" means "book" in the language that the scholars used, and since the Kitab People were originally ideas in a book, the Wizards and scholars thought the Kitab People was a suitable name.
Though the Kitab People are undead, and were made out of dead human skeletons, they can reproduce like any other creature. The Kitab People only have one gender, and when they get to the age of thirteen, they Kitab People have to choose an honorary gender out of ten honorary genders that have certain rules to follow, and and abilities and disadvantages gotten from the society. Sometimes parents (if the Kitab Person has any parents), force a gender upon the child, where, when the Kitab Person gets to legal maturity in the society (eighteen years old), the Kitab Person can say that his parents forced an honorary gender upon the Kitab Person in question, and there will be a trial to see whether the Kitab Person is saying the truth or no, with a a Wizard who can tell whether the Kitab Person in question is telling the truth or no. If the Kitab Person is telling the truth, it can choose a new honorary gender. The Kitab People are separated into different tribes, but they all follow the same law, and if a tribe goes against the law or goes "renegade", all the other Kitab People tribes will work to destroy this tribe. The Kitab People tribes are all across the world, and they maintain contact through messengers. For the Kitab People, the ice on their backs are like the heart of their body, and pump life into their skeleton-bodies so that they can live with thought, reason, and intelligence. They can also eat and drink and do things like all other life that undead can't really do. If the ice on their back gets chopped off, the Kitab Person becomes a normal skeleton. A Kitab Person can be created either by being raised from a grave by one of their own Wizards or a human Wizard, and are instantly born with the intelligence (but not the appearance!) of a human child, or by being born by two parents. After that, each Kitab Person follows the same system of maturity as a human child and adult goes through (except for the appearance!). A Kitab Person that is born like a human child would from two parents is at first small and then grows bigger like a normal human child, and then withers when the Kitab Person gets older. However, a Kitab Person that comes from a grave looks like what the Kitab Person looked like when it was raised from the grave, and will always look like that.
The Kitab People speak a language of touch by fingers that is based on the spoken language of their creators, because the Kitab People don't have tongues and therefore cannot speak. Many Kitab People, however, go to a Wizard and pay a certain amount of money so that they can speak like a human through magical ways, so they can communicate with the rest of the world. All Kitab People can magically say "kitab ruhal" (that's their name that was given to them by the original creators of the Kitab People), in their language since they begin their life, as their tribe automatically gives them that ability. Their name: "kitab ruhal" is used in amongst the words in the language of touch by fingers that they use. The Kitab People can feel, and can taste, etc. they just can't speak naturally as they have no tongues and the Wizards and scholars decided that giving the Kitab People ability to speak was too much work.
The Kitab People follow a god named Uzad or 4321 in their own language of touch by fingers. Uzad is a minor god, and didn't have any godly-purpose until he found the Kitab People, and decided to get the Kitab People to worship Uzad himself. Uzad is also called the "God of Fingers" as the Kitab People have to cut off all of their fingers by the end of their life, when they die. Usually, the Kitab People cut the last one off just when their about to die and on their death bed. For this reason, the Kitab People try not to die in a fight, and dying in a fight is considered disgraceful because of this. If a Kitab Person hasn't cut off all their fingers by the end of their life, the Kitab Person will become the object of a ceremony where all of the tribe will have "fun" destroying the Kitab Person into little bits, and then eating the little bits for the ceremonial dinner.
Hope some people might add some additional information on this race!
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Post by rorrik on Feb 15, 2018 18:05:51 GMT
The Gelder is rumored to live most of the year in the high and uncharted parts of the mountains, but the myth is that it comes down into the hills in the late fall, and even down into the lowlands as winter gets on. It is described as a great, monstrous humanoid and stories of it almost always mention it being surrounded by a fog, though some stories do not include this detail. True or not, villages near the mountains will often go on lockdown whenever a fog rolls in. You would, too. The Gelder is said to slaughter and eat anything it meets, having a voracious appetite. Furthermore, some stories report that the Gelder is often surrounded by smaller Gelders that add to the slaughter. The best opinions on the truth of the Gelder (well, at least of those who believe it exists) is that it is a large troll that has adapted to be able to travel by day (in part due to long northern days in the summer) by producing a great fog around itself that keeps the sun off. These theories explain that the smaller Gelders are smaller, younger trolls that are either similarly adapted or protected by the Gelder's fog and hence stay close. The theories are somewhat accurate. Gelders are in fact trolls (though an albino variant), but rather than an adaptation, their fog comes from a symbiotic relationship with a rare species of toad that emits a great deal of fog as a mode of self-defense. These toads are carrion and insect eaters and find the company of the trolls useful. By some miracle of troll society, the Gelder trolls refrain from eating the toads in order to benefit from their fog. Their annual movements are entirely to stay with the toads in their migrations. When the toads migrate to places with little food, the trolls are often forced to eat each other to disastrous effect.
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Post by DM_BigBurrito on Feb 16, 2018 5:23:19 GMT
#9: Blizzard Soldier
Cathrus the Conqueror was a ruthless warlord who aggressively expanded his empire for nearly a decade before overreaching and meeting an untimely end.
The story goes that after a failed invasion by the kings of the North, Cathrus mounted a counteroffensive, invading full-force just as winter was settling in. His armies razed villages and pillaged indiscriminately from the coast, making their way into the heartland of the snowy country. As they pushed onward, the air became bitterly cold and each day the sky was a bit darker, the winds a bit faster, the snow a bit thicker...
Cathrus' officers began to call for retreat in the face of the worsening weather, but their concerns were ignored--Cathrus' thirst for revenge overrode all calls for reason. When conscripts began deserting for fear of the fast-approaching winter storms, they were executed on the spot and made into examples for the rest. When his generals began to protest a little too strongly, they were executed as well.
Finally, in the infamous windswept Granite Pass, only a day's march across open fields to the first king's stronghold, the blizzard struck in full force. Poorly equipped conscripted peasants froze to death in their boots. Entire units of men became disoriented by the blinding whiteout of the blizzard and wandered to their doom. What began as an invading force of nearly 500,000 strong arrived at the gates of the castle as an army of about 65,000.
Already in poor condition from the storm, and being in no position at all to make camp for a siege, the failure of the expedition finally became clear to Cathrus when sentries from the fortress spotted his men and warmly bundled cavalry sorties began harassing the edges of his forces. The frostbitten, untrained, terrified peasant infantrymen did not hold their lines well.
Cathrus ordered an emergency retreat, but it was too little too late, and the worst was yet to come. Back in the thick of the blizzard, the men began to see hints of shadowy shapes stalking the edge of visibility. Finally one low-ranking officer spotted armor of their own design and called out in relief. He moved to embrace his comrade... and suffered a fatal bite to the jugular. All at once, their very recently former comrades lurched in force out of the blizzard, caked-on snow and ice thickly covering their faces, blown into jagged spikes by the howling wind.
Only eighty-three men managed to make their way back through the pass and survive in an abandoned farmhouse until the blizzard passed. They made their way back to the beachhead and sailed home. They say that Cathrus was torn to pieces in that field, though the odds that one of the surviving infantrymen was standing next to the emperor himself and watched him die are rather slim. Even now, the pass is avoided at night and in winter storms. Too many people disappear.
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Rudolph
Squire
Posts: 39
Favorite D&D Class: Ranger
Favorite D&D Race: Firbolg
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Post by Rudolph on Feb 16, 2018 10:53:11 GMT
2: Queen Mab (A Shakespeare reference!)
In a town known as Kit on the cusp of the Northern lands, every one of the 237 townspeople knew near every 236 of the other folk. Granted, the tally was more around 240, if you let the ladies in the house on the hill in on the score. In truth, the "ladies" in the house on the hill were a grandmother, her beautiful daughter, and her beautiful daughter's daughter (of around age 8). At the end of the year's harvest, Benjamin Cartwright's mother grew fatally ill, and so he went to the House on the Hill looking to procure some medicines from the ladies - not, you see, because he knew them to be apothecaries, but because no one in town had the herbs he needed to cure his mother. Long story short, Benjamin Cartwright went up the hill that night and no one never saw 'im again. Ma' died too. There was a hunter's moon that night. 'Round a year later, a highwaymen by the name 'o Drake rolled inta town looking for some trouble, and 'e found the ladies to be the best store to steal it from. Without a look or word to the folk 'o the town, he traipsed up that hill and in ta' that forest at the crack o'dawn, and it sure wadn't ladies he found there. He didn' have hold o' the breath to say much when he rolled down that hill after sunset, but he did say that only two o' the things that up and tried to maul 'im t'death seemed human. As much trouble as they were worth though, seem'd 'e was worth more, cause don't neither the granny or the kid ever stop by town no more. Couple days after Drake got down of that hill, legend says something' monstrous came down for 'im and abducted 'im from the Boar's Head Inn where 'e slept. It came down the next autumn too, so has a customary campin' trip 'round that time o'year to enjoy the scenery 'o the rest of the woods, and let Queen Mab have 'er share o' the town for while.
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Post by Chickadee (DM Trish) on Feb 17, 2018 6:02:01 GMT
5. Undying Phoenix
Unlike it's immortal cousin, who is often seen as a symbol of life, hope, and rebirth. The undying phoenix, also sometimes called the Ice Shriek or Death Shriek can lock a mortal into a continual state of undeath - a neverending cycle in which a person is destined to relive their moment of death every year at midwinter.
Local legend tells that the undying phoenix was created by a god as the punishment for a man who, in a jealous and unjust rage, murdered his wife and children before turning the knife upon himself in the hopes of escaping judgement. The man woke up the next morning, completely unharmed in the carnage of his own making and fled his village, believing this was proof that his actions were justified and that he had miraculously escaped the wrath of both man and god.
He lived out the year in peaceful isolation up in the mountains until, a few weeks before midwinter, he began to hear the deep thrumming of wings in the night. Soon, those wing-beats brought distant, echoing, happy sounds of laughter, which he realized were the voices of his deceased wife and children. Every night the sounds would return, louder and clearer till he felt he could almost see the shapes of his family darting past his periphery in slashes of bright colour.
On midwinter day, he thought to escape the now-constant swirl of sound and colour by racing out into the woods beyond his rough cabin. In the woods, he finally faced the source of the thrumming, heavy wing-beats in the form of the giant crystal-laden raptor. In it's shadow, unable to control his own body, he stabbed himself again as he had done on that horrible day the year before. However, the next morning, he awoke in the snow, shivering but unharmed. Both the bird and the voices were gone. Through the following decades the man tried many means of escape from distant travel to suicide, but nothing could save him from repeating his midwinter fate.
Some even say, thought none seem to agree on exactly how, that in his madness, despair, and decay this man slowly transformed into the first Wendigo. Perhaps, all Wendigo are the final result of the god's wrath being carried out through the undying phoenix.
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Post by gh05t on Feb 18, 2018 1:32:42 GMT
#3 Saerisi Vuerda and the Whitesand Oasis
Ages ago, a hero of the deserts came to the tundras seeking aid for her people. She begged for capable warriors, but the tribesmen and women of the frozen wastes ridiculed her instead. "You've no place here, and you'll find no hospitality from us." They answered. They robbed her of her only belongings and turned her away to the cold that night. Inevitably, she froze to death. But her soul would not perish! It screamed for vengeance, and she rose from the bitter cold, fueled by rage. She returned to that town, Harstaad, and brought down upon it a curse never before seen. Saerisi had perished in the cold environment she was not accustomed to, and so it only seemed fitting the tribe folk felt the pain of her desert home. The snow did not dissolve. The ice did not melt, but a heatwave took Harstaad, and the inhabitants soon fell to the extreme conditions. Harstaad is now known to those of the deserts as the "Whitesand Oasis", a place like home for the brave souls that travel this far north.
The revenant Saerisi still lingers in the regions around Harstaad, tormenting anyone not from her homeland with mirages and heatwaves when they travel too close.
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mjrollins
Commoner
Posts: 15
Favorite D&D Class: Bard?
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Post by mjrollins on Feb 19, 2018 18:20:45 GMT
8. Frystiklofa In the frozen realm between air and water, legendary legend tells of a beast born to the Frostfell from freezing winds and ice. The gargantuan beast, Frystiklofa, is a swirl on the horizon, but moves with such unyielding speed and agility that few see its approach, and even fewer see its leave. Frystiklofa does not eat; it kills for the sake of killing. Like some cats, Frystiklofa will toy with its prey, maiming and slowly killing its playthings. The ones that it allows to escape are left to suffer and to eventually succumb to the cold of the Frostfell. Myths pass from mouth to ear, generation to generation, of Frystiklofa, a catlike elemental of ice and wind, that dwells in the Frostfell where it stalks and kills its prey swiftly and mercilessly. Lore holds that every now and then, Frystiklofa will make its way to the material plane to hunt, and on even rarer occasions, allowing one of its prey to escape here, too. These creatures left by Frystiklofa are said to be neither living nor dead, yet they are not quite undead, either – they are in a cruel limbo. They are said to inhabit the frozen lands of Dayeimbe, and they move with the wind, stalking, killing and eating, showing a type of mercy not shown to them by Frystiklofa. But a Wendigo is not truly merciful, for its tainted spirit will poison the corpses of its prey, and even those who come near the creature, slowly turning both the dead and the living into Wendigo, doomed to share its fate.
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Post by tigrannosaurus on Feb 20, 2018 0:37:12 GMT
Wait.
What did I just watch??? I... I... I am both enriched, and perplexed.
I can only hope that I recover from my Strongbaddia fever shakes in time to replumb my newly altered consciousness and complete this DM nastics exercise.
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Post by DMdanielsan on Feb 20, 2018 3:11:54 GMT
#1 In the frozen wastes of Vasoror, rumors spread among the clans of a beast that some say is a guardian of the tundra, others say that she is the embodiment of the land's soul itself. They call her "Straigsgarra"
The Guardian Stag
Straigsgarra appears to many travelers as both friend and foe, and often makes herself known via mental connection first. Most tribes panic at the site of rapidly increasing snowfall, as this is often a sign of her presence. In the tales, she is sometimes depicted as a deity of the tundra, supporting those in Vasoror who help protect the land from outsiders. Other times, it is said that she is an arch druid, connected to Vasoror as its protector, achieving immortality through her power.
The latter is the truth, and to earn this role, she successfully delved deep below the surface, released the one known as Ourrukan from its slumber. She successfully formed a mental bond with the ancient one, making him her animal companion. With Ourrukan as her faithful companion, she wanders the frozen landscape, protecting the land and regulating its climate, maintaining balance with the rest of the planet. Though Ourrukan brings fear to all those who see him, he has not actually committed any violence since his bond with Straigsgarra. In fact, she woke him and the two began training for the coming of an even more imposing figure prophesied to Straigsgarra by an oracle many years ago to devastate Dayeimbe: The Tarrasque.
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Post by tigrannosaurus on Feb 23, 2018 11:26:12 GMT
The Evercold or Vyrmmewalkers, spawn of the Kyltvyrmme (Pron Kilt-wyrm rough translation from regional dialect of cold worm). (Pic 1: a Vyrmmewalker) This is darker than my usual fare, but go with me on this one... This is built around the idea of frostbite actually being a bite. In this instance from tiny necrotic ice worms. They normally lie dormant in the frozen wastes but if a large enought heat source - say human sized - is far enough away from all other heat sources they may draw the notice of the Kyltvyrme. They will imperceptibly slither towards their prey beneath the crisp crust of the snow. Like a slow, cold noose... drawn from all directions towards the heat. Drawn by incessant hunger. (pic 2, a tiny group of Kyltvyrmme moving through snow) They are so small that they are almost impossible to see. And when they bite a victim they do so not so much as to feed as to then burrow into the flesh. Once there they wait, curled up in the sole of a foot or the palm of a hand, waiting... until there are enough of them inside the host. And when there are enough... They start to breed. Fast. The symptoms of the ensuing Vyrmmerot are very much like an amped up frostbite coupled with creeping madness. Usually the movements of the Vyrmme are only noticeable to the victim. Their companions see no outward sign of injury. The victim then starts to rant about their moving flesh, in the end they start to try and run away from themselves. This is impossible. It serves only to create more heat from exertion. Heat that helps the Vyrmme breed. Helps quicken the inevitable. The only hope is to amputate any affected limbs. But if the blossoming cold canker of the Vyrmmerot is not cut out before it reaches the torso or the head... all hope is lost. Within the span of a single day and a night an average human will be completely consumed from inside by the writhing, replicating, rapacious Kyltvyrmme. After the last hours of agony their breath will turn to frost, they will falter, and they will die. But that is not yet the end. For as the corpse cools, the next stage happens. The Vyrmme then form a semi sentient hive mind. Robbed now of their recent bounty of warmth they co-ordinate to form a sickening amalgam of hunger for heat. A colony of Kyltvyrmme now wearing the dead as a disguise will rise from the snow. Shambling. Slow. Purposeless. A Vyrmmewalker. Undead, and deathless. Carrying a payload of thousands of writhing Kyltvyrmme within. Ambling eternally. Drawn only to warmth.... like and adventuring party campfire.When one of the Vyrmmewalkers finds a sufficient heat mass it collapses as close as possible to it, hissing and shrieking from a thousand tiny throats... and explodes. Raining Vyrmmespawn in a 30' radius. Attachment 1 - link to inspirational gif showing last shriek of a Vyrmmewalker << Click here to go to Giphy link, enjoy =] >>(Pic 3: Vyrmme clumps thrown off exploding walker) Beginning the cycle anew. Cryptonecrozoology at its charnel house best. Shoutout to 'Until Dawn' for the inspiration. DM Notes: DC 16 Con save on contact with Vyrmme. 1 save per player per turn whilst in their presence. DC 20 perception check not notice you have been bitten. Once 3 failed saves (showing 3 Vyrmme now in the victims body) they start to breed. Lose 1/24th of hit points per hour until 0. 1d4 hours later, rise as a walker. Walker stats are up to you, vary by party level and composition. The idea of the Vyrmme keys off the fear of corruption and disease so, if they know what they are facing maybe a fear save or similar to stand your ground. Vyrmmes and Vyrmmewalkers have light weakness. Resistance to cold, acid and lightning. However - Fire and its heat grant them extra hit points as the Vyrmme respond to getting the heat they so badly crave. Also to mess with the adventurer mindset of - they came out of the ice! They'll hate heat! Burn them! If your party get infested they may have to do some field amputations... they are not a disease so cure disease wont work, healing will reduce damage but wont remove the Vyrmme so hit point loss will continue. Lesser restoration maybe buys you 1d4 hours. The infested person will become aware of their movements, twitches and twinges deep in their flesh... will know they are getting closer to the torso... and the Barbarian has that ever so sharp greataxe... The goal here is not a TPK but to (a) put your party on an aggressive and gruesome clock and (b) to channel the fear of infection and infestation into an enemy (quite literally) within. Your +3 Rapier or your +2 Plate won't help here. Get to a temple with a serious, serious healer asap, or get chopping. Best used to spice things up for overconfident adventurers. - Start having them make saves for no reason as they walk across the corrupted snow
- Or mix a rapacious walker in with straight zombies.
- Maybe the local villagers send party to find Olaf the woodsman and he is now a shambling claymore mine of wormy horror
- Middle of the night a Walker collapses by the fire and explodes... multiple saves all round for everyone in the open. WTF was that? Let nature take it's course... welcome to the amputation party.
- Maybe they hear of the Vyrmme and need to play 'Snow is Lava' all the way to their next waypoint. Move through the treetops knowing to fall is to face the Vyrmmerot...
- Local shopkeep makes good money telling the tale and then selling Vyrmmeproof Boots... which may or may not work...
- You get it =] Enjoy!
Too much? Too far? Not far enough? You let me know.
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Post by Mariok Soresal Hillick on Feb 23, 2018 23:25:06 GMT
The Evercold or Vyrmmewalkers, spawn of the Kyltvyrmme (Pron Kilt-wyrm rough translation from regional dialect of cold worm). (Pic 1: a Vyrmmewalker) This is darker than my usual fare, but go with me on this one... This is build around the idea of frostbite actually being a bite. In this instance from tiny necrotic ice worms. They normally lie dormant in the frozen wastes but if a large enought heat source - say human sized - is far enough away from all other heat sources they may draw the notice of the Kyltvyrme. They will imperceptibly slither towards their prey beneath the crisp crust of the snow. Like a slow, cold noose... drawn from all directions towards the heat. Drawn by incessant hunger. (pic 2, a tiny group of Kyltvyrmme moving through snow) They are so small that they are almost impossible to see. And when they bite a victim they do so not so much as to feed as to then burrow into the flesh. Once there they wait, curled up in the sole of a foot or the palm of a hand, waiting... until there are enough of them inside the host. And when there are enough... They start to breed. Fast. The symptoms of the ensuing Vyrmmerot are very much like an amped up frostbite coupled with creeping madness. Usually the movements of the Vyrmme are only noticeable to the victim. Thei companions see no outward sign of injury. The victim then starts to rant about their moving flesh, in the end they start to try and run away from themselves. This is impossible. It serves only to create more heat from exertion. Heat that helps the Vyrmme breed. Helps quicken the inevitable. The only hope is to amputate any affected limbs. But if the blossoming cold canker of the Vyrmmerot is not cut out before it reaches the torso or the head... all hope is lost. Within the span of a single day and a night an average human will be completely consumed from inside by the writhing, replicating, rapacious Kyltvyrmme. After the last hours of agony their breath will turn to frost, they will falter, and they will die. But that is not yet the end. For as the corpse cools, the next stage happens. The Vyrmme then form a semi sentient hive mind. Robbed now of their recent bounty of warmth they co-ordinate to form a sickening amalgam of hunger for heat. A colony of Kyltvyrmme now wearing the dead as a disguise will rise from the snow. Shambling. Slow. Purposeless. A Vyrmmewalker. Undead, and deathless. Carrying a payload of thousands of writhing Kyltvyrmme within. Ambling eternally. Drawn only to warmth.... like and adventuring party campfire.When one of the Vyrmmewalkers finds a sufficient heat mass it collapses as close as possible to it, hissing and shrieking from a thousand tiny throats... and explodes. Raining Vyrmmespawn in a 30' radius. Attachment 1 - link to inspirational gif showing last shriek of a Vyrmmewalker << Click here to go to Giphy link, enjoy =] >>(Pic 3: Vyrmme clumps thrown off exploding walker) Beginning the cycle anew. Cryptonecrozoology at its charnel house best. Shoutout to 'Until Dawn' for the inspiration. DM Notes:DC 16 Con save on contact with Vyrmme. 1 save per player per turn whilst in their presence. Once 3 failed saves (showing 3 Vyrmme now in the victims body) they start to breed. Loose 1/24th of hit points per hour until 0. 1d4 hours later, rise as a walker. Walker stats are up to you, vary by party level and composition. The idea of the Vyrmme keys off the fear of corruption and disease so, if they know what they are facing maybe a fear save or similar to stand your ground. Vyrmmes and Vyrmmewalkers have light weakness. Resistance to cold, acid and lightning. However - I'd make heat grant extra hit points as the Vyrmme get the heat they so badly crave. Also to mess with the adventurer mindset of - they came out of the ice! Burn them! If your party get infested they may have to do some field amputations... they are not a disease so cure disease wont work, healing will reduce damage but won;t remove the Vyrmme so hit point loss will continue. The infested person will become aware of their movements, twitches and twinges deep in their flesh... will know they are getting closer to the torso... and the Barbarian has that ever so sharp greataxe... Best used to spice things up for overconfident adventurers. - Start having them make saves for no reason as they walk across the corrupted snow
- Or mix a rapacious walker in with straight zombies.
- Maybe the local villagers send party to find Olaf the woodsman and he is now a shambling claymore mine of wormy horror
- Middle of the night a Walker collapses by the fire and explodes... saves all round for everyone in the open. WTF was that? Let nature take it's course... welcome to the amputation party.
- Maybe they hear of the Vyrmme and play 'Snow is Lava' all the way to their next waypoint
- Local shopkeep makes good money telling the tale and then selling Vyrmmeproof Boots
- You get it =] Enjoy!
Too much? Too far? Not far enough? You let me know. Love this idea! It reminds me of the sandworms in Dune.
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Post by Mariok Soresal Hillick on Feb 23, 2018 23:43:17 GMT
Someone already chose number 3, but I think it's just the perfect photo for not a monster, but for a goddess of ice and cold. Each one of her six arms could stand for a different part of ice and cold: ice, snow, cold, beasts of cold, cold magic, and storms of cold. Her name could be kAdar (pronounced as a breathy k down in your stomach).
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Post by rorrik on Feb 27, 2018 16:59:16 GMT
They are so small that they are almost impossible to see. Love this idea! It reminds me of the sandworms in Dune.
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Post by Mariok Soresal Hillick on Mar 10, 2018 4:31:48 GMT
Love this idea! It reminds me of the sandworms in Dune. Yeah, I didn't read it all before I posted that! They still remind me of the sandworms in Dune though!
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