Undead Home Brew Ideas
Posted: Friday January 12th, 2024 1:29pm
My group is starting ROTWL within the next month if all goes according to plan. I was thinking of making some general rules for the pack that fit the theme of Undead. The heroes are already pretty loaded up so I want them to be challenged. Boss characters will be beefed up of course, but I was thinking more along the lines of basic rules so as to make it feel like this is a new area to explore with new challenges. Especially as this is the WL stronghold so there would be more powerful monsters.
Feel free to comment with your own ideas.
Here's some stuff I am definitely thinking I will add:
Skeletons can attack diagonal (no brainer since the app already does it)
Can't heal at 0 BP/MP because the WL will turn you into undead. (Must heal at 1 BP/MP or above).
Here's some stuff not sure of yet and would def appreciate feedback:
Zombies roll when 0 BP to resurrect to 1 BP. (Must roll black shield)
Zombies not places on board until heroes enter the room (to make it seem like they are rising from their graves)
Mummies can teleport to any part of the board 1 time per quest. (I envision mummies as the Boris Karloff type that can cast spells or pass through walls)
Alt: Certain mummies can cast a random Dread spell instead of attacking (1 time per quest)
Pit traps will always contain an undead monster. You fall into it in the usual manner then roll 1 combat dice (roll skull = skeleton, White shield = zombie, black shield = mummy)
WL is the wandering monster for one quest. He appears, rolls two combat dice (the hero can not defend against any skulls rolled) and disappears.
Thanks!
Feel free to comment with your own ideas.
Here's some stuff I am definitely thinking I will add:
Skeletons can attack diagonal (no brainer since the app already does it)
Can't heal at 0 BP/MP because the WL will turn you into undead. (Must heal at 1 BP/MP or above).
Here's some stuff not sure of yet and would def appreciate feedback:
Zombies roll when 0 BP to resurrect to 1 BP. (Must roll black shield)
Zombies not places on board until heroes enter the room (to make it seem like they are rising from their graves)
Mummies can teleport to any part of the board 1 time per quest. (I envision mummies as the Boris Karloff type that can cast spells or pass through walls)
Alt: Certain mummies can cast a random Dread spell instead of attacking (1 time per quest)
Pit traps will always contain an undead monster. You fall into it in the usual manner then roll 1 combat dice (roll skull = skeleton, White shield = zombie, black shield = mummy)
WL is the wandering monster for one quest. He appears, rolls two combat dice (the hero can not defend against any skulls rolled) and disappears.
Thanks!