Vox Populi Forum

Link back to Spacegamer Here!

Outlands Q&D Undead


Message:

To Defeat Undead
There will be a set number in any area. The players may drive them away or back to a resting state. Else, they can bash and divide bones from bone, rending each creature unable to offer battle. Quell has easier rolls, but more mishaps. Sunder is harder, but with less baloney. In some cases, the dead are restless and will not be quelled.

Q&D Quell the Unliving
Quell King: When facing superior numbers, increase proportionally your exertions. Success and the weakest adversary flees, vanishes or falls silent. Regardless, gain Command Pip. Difficulty: 8 Advantage: Trait Energetic
Quell Queen: Remind the undead of all the pain in the world, which they can avoid by choosing a lasting death. Success and the weakest adversary flees, vanishes or falls silent. But, fail and knocked unconscious. Regardless, enemy loses defensive modifier for the remainder of this action. Difficulty: 9 Advantage: Skill Tormentor
Quell Knight: Douse the walking dead with holy water or herbal caustics, but spiritually question the validity. Success and the weakest adversary flees, vanishes or falls silent. But, fail and lose any Swaggering Technique. This loss may be taken personally, or from your weapon or magical abilities. It may not be suffered on your Mount or collectively on the groupís longboat. A character with no techniques is outright slain. Regardless, enemy is Enraged. If the character has yet to check Growth, he does so with the Personality Flaw of Reluctant. Difficulty: 8 Advantage: Blade Mucilage (B)
Quell Knave: Undead seem less of a threat than the living? Success and the weakest adversary flees, vanishes or falls silent. But, fail and suffer a vicious wound. Regardless, gain Catbird Seat (if you survive to stay in the action). Difficulty: 9 Advantage: Wizardry Necromancy (H)
Quell 10: Defiantly brandish your mojo charms and sacred symbols. Success and the weakest adversary flees, vanishes or falls silent. But, fail and add a half D8 to your tally of Warped Outcome. Difficulty: 11 Advantage: Blade Fantastic (D)
Quell 9: Entice (summon) the carrion eaters to do as Gaia, the goddess of nature, instructs. Success and the weakest adversary flees, vanishes or falls silent. But, fail and suffer Shaken (penalty). Regardless, player ignores card inversion; for the rest of this battle, he no longer suffers bane results. Difficulty: 10 Advantage: Wizardry Conjuration (L)
Quell 8: Collapse the wall or a section of the ceiling, burying the fiends as they should have long been. Success and the weakest adversary flees, vanishes or falls silent. But, fail and add a half D8 steps toward oblivion on your tally of Warped Outcomes. Regardless, gain Fury Pip. Difficulty: 9 Advantage: Wizardry Geomancy (C)
Quell 7: Slip, trip and tumble on rusted weapons, strewn femurs and oozing innards, but continue to fight-on while prone. Success and gain Fury Pip. Regardless, the weakest adversary flees, vanishes or falls silent. Difficulty: 10 Advantage: Swagger Effective Spurning (H)
Quell 6: Respond when spewed upon, a grubby rot filling your nostrils and desiccated taste buds. Success and the weakest adversary flees, vanishes or falls silent. But, fail and player treats all actions as Banes going forward. Difficulty: 9 Advantage: Swagger Mastery Shield (O)
Quell 5: Toy with them; their time on earth is limited. Success and the weakest adversary flees, vanishes or falls silent. But, fail and enemy is Enraged. If already at that conditions, a failed result means youíre Shaken. Difficulty: 9 Advantage: Swagger Charismatic Style (C)
Quell 4: Wrench and slice-off one of the decayed monsterís limbs, as it assails another. Success and the weakest adversary flees, vanishes or falls silent. But, fail and the person taking a turn after you is knocked unconscious. Difficulty: 8 Advantage: Swagger Seize Swordarm (Q)
Quell 3: All things astral connected, the sound of a sword slicing the air billows to become a hurricane elsewhere. Success and the weakest adversary flees, vanishes or falls silent. But, fail and suffer a minus one Quest Pip going forward. Difficulty: 9 Advantage: Blade Gladiatorial (R)
Quell 2: Corral them, keep them at a chokepoint, as the enemy was unprepared to rise among the living. Success and gain Command Pip. Regardless, all characters downed or out of the battle return to the fight. Some might even do so with walking wounds, thus risking death. Difficulty: 9 Advantage: Blade Bounding (C)
Quell Ace: Scoot among the slow, shambling, weakened shells of what these warlords once were. Success and all players gain Tactics Pip. Regardless, the weakest adversary flees, vanishes or falls silent. Difficulty: 8 Advantage: Swagger Speed & Guile (R)

Bane Quell King: Sometimes your vocal commands are designed to steel your own confidence as well as inspire your party. Fail and enemy is Enraged. If already at that conditions, a failed result means you're Shaken. Difficulty: 7 Advantage: Swagger Battle Cry (A)
Bane Quell Queen: Climb, get out of harms way by using height as a maneuver. Fail and knocked unconscious. Difficulty: 7 Advantage: Skill Acrobat
Bane Quell Knight: Locked in a death grip, its hands around your throat as you struggle to wrench off the creatureís own head. Fail and knocked unconscious. Regardless, the weakest adversary flees, vanishes or falls silent. Difficulty: 7 Advantage: Skill Brawler
Bane Quell Knave: Struck from behind or below, as the monster vanishes and resurfaces with surprise. Fail and add a half D8 to your tally of Warped Outcome. Regardless, character suffers a vicious wound. Difficulty: 8 Advantage: Trait Gifted
Bane Quell 10: Perhaps you are overthinking this, trying to find an off switch or set back upright an item already disturbed. Fail and knocked unconscious. Regardless, enemy is Enraged. Difficulty: 9 Advantage: Wizardry Precognition (E)
Bane Quell 9: Panic when faced with the illusions of your own kinsmen, your own motherís grimaced face. Fail and player treats all actions as Banes going forward. Difficulty: 8 Advantage: Blade Defender (F)
Bane Quell 8: Do not underestimate the desire of these things to return fully to the living, even within the humours of your own body. Fail and add a half D8 steps toward oblivion on your tally of Warped Outcomes. Difficulty: 9 Advantage: Skill Grit-Stamina
Bane Quell 7: Exhausted, perhaps unnaturally so, move to a position of brief composing refuge. Fail and lose any Swaggering Technique. This loss may be taken personally, or from your weapon or magical abilities. It may NOT be suffered on your Mount or collectively on the groupís longboat. A character with no techniques is outright slain. Difficulty: 8 Advantage: Trait Clever
Bane Quell 6: The impact on your skull was delivered by an ally in a less than friendly manner, by mistake or by magical confusion, even charmed control. Fail and suffer a minus one Quest Pip going forward. Regardless, character is knocked unconscious. Difficulty: 8 Advantage: Skill Armorer-Smith
Bane Quell 5: Break a gnarled grip as you feel your life-force being borne away. Fail and drained of one Wizardry technique. If the player has no magic, suffer a vicious. Difficulty: 8 Advantage: Skill Delver
Bane Quell 4: Bind and bag the separated parts of the enemy, his weapons and clawing hands, as they wobble and continue to engage. Fail and suffer a vicious wound. Regardless, player treats all actions as Banes going forward. Difficulty: 10 Advantage: Blade Meshed (Q)
Bane Quell 3: Pray away the danger, call for divine intervention or the strength to survive. Fail and suffer a vicious wound. Regardless, add a half D8 to your tally of Warped Outcome. Difficulty: 8 Advantage: Wizardry Celestial (G)
Bane Quell 2: Return with a vengeance, after fleeing and outdistancing all threats, yet only to realize youíve left the others in harmís way. Fail and suffer a vicious wound. Regardless, character is Shaken (penalty). If the character has yet to check Growth, he does so with the Personality Flaw of Maniac. Difficulty: 10 Advantage: Swagger Better Valor (B)
Bane Quell Ace: Save someone by stepping in front of a glancing blow, rather than watch another receive a deadly strike. Fail and suffer Shaken (penalty). Regardless, one character downed or out of the battle returns to the fight. He might even do so with his walking wound and thus risks receiving a second (for death). If more than one, the selecting player also chooses who returns to the fight. Difficulty: 8 Advantage: Trait Rugged

Q&D Sunder the Corpse
Sunder King: No part of the word sunder do you misunderstand. Success and dispatch the weakest adversary. Difficulty: 11 Advantage: Blade Herculean (J)
Sunder Queen: Tempt the enemy, puzzling them and giving your allies exceptional position. Success and gain Command Pip. Difficulty: 12 Advantage: Wizardry Demigod (A)
Sunder Knight: Facing a blemished counterfeit of former greatness, find the usurping flaws that age and decay have fostered. Success and dispatch the weakest adversary. If against the enemy boss, Difficulty raises by three. Difficulty: 12 Advantage: Trait Methodical
Sunder Knave: Engage in the gleeful slaughter. Success and gain Fury Pip. Regardless, one character downed or out of the battle returns to the fight. He might even do so with his walking wound and thus risks receiving a second (for death). If more than one, the selecting player also chooses who returns to the fight. If the character has yet to check Growth, he does so with the Personality Flaw of Maniac. Difficulty: 11 Advantage: Swagger Ferocity (J)
Sunder 10: Cull the herd of savage magical creations. Success and dispatch the weakest adversary. If against the enemy boss, Difficulty raises by three. Difficulty: 11 Advantage: Swagger Killer Instinct (N)
Sunder 9: Bring one down waiting for a precision strike. Success and dispatch the weakest adversary. But, fail and suffer a vicious wound. Difficulty: 13 Advantage: Skill Bowman
Sunder 8: Zig as the filthy creature zags. Success and gain Command Pip. But, fail and knocked unconscious. Difficulty: 13 Advantage: Swagger Feigns (I)
Sunder 7: Rely on a tried and true recipe of ruthless swordsmanship. Success and dispatch the weakest adversary. Regardless, you must select Quell going forward. If that will not defeat the enemy, all your actions turn to Banes. Difficulty: 14 Advantage: Swagger Irregular Tricks (M)
Sunder 6: Lob projectiles from relative safety. Success and dispatch the weakest adversary. Regardless, you must select Quell going forward. If that will not defeat the enemy, all your actions turn to Banes. Difficulty: 12 Advantage: Swagger Chiasmic Action (D)
Sunder 5: Separate head from shoulders, anticipating the familiar melon thump that follows impact with the floor. Success and all players gain Tactics Pip. Regardless, one character downed or out of the battle returns to the fight. He might even do so with his walking wound and thus risks receiving a second (for death). If more than one, the selecting player also chooses who returns to the fight. Difficulty: 13 Advantage: Swagger Crushing Blow (G)
Sunder 4: Treat them as mortal combatants; kill them as any newly living thing. Success and dispatch the weakest adversary. If against the enemy boss, Difficulty raises by three. Regardless, gain Fury Pip. Difficulty: 12 Advantage: Skill Berserker
Sunder 3: Ponder how much easier it would be cinder them in a furnace, change the entire area to inferno. Success and dispatch the weakest adversary. But, fail and suffer a vicious wound. If against the enemy boss, Difficulty raises by three. Difficulty: 12 Advantage: Wizardry Pyrotechnics (K)
Sunder 2: Assay the mettle and sharpness of the arms these monsters wield. Success and gain Fury Pip. Difficulty: 12 Advantage: Swagger Heroic Swordplay (K)
Sunder Ace: Drench them, not yourself, in oil and strike a spark. Fail and Shaken. Regardless, one enemy is dispatched. Difficulty: 11 Advantage: Blade Scintillating (K)

Bane Sunder King: Tiring, find a second wind not from rest but from economy of assail. Fail and player treats all actions as Banes going forward. Difficulty: 8 Advantage: Skill Duelist
Bane Sunder Queen: Defy the magic which has brought these beings back from the grave. Fail and drained of one Wizardry technique. If the player has no magic, suffer a vicious. Regardless, one character downed or out of the battle returns to the fight. He might even do so with his walking wound and thus risks receiving a second (for death). If more than one, the selecting player also chooses who returns to the fight. Difficulty: 7 Advantage: Wizardry Power Words (S)
Bane Sunder Knight: Stab awkwardly, sensing the dead delight in your inexperience dealing with their kind. Fail and enemy is Enraged. If already at that conditions, a failed result means youíre Shaken. Difficulty: 8 Advantage: Swagger Hilt Punch (L)
Bane Sunder Knave: Bathed in violet hue, something from beyond has illuminated the fight. Fail and suffer Shaken (penalty). Regardless, all characters add a half D8 to your tally of Warped Outcome; do not generate the outcomes. Difficulty: 8 Advantage: Blade Knightly (G)
Bane Sunder 10: Tangled and wedged, your last thrust would have easily killed something not already dead. Fail and knocked unconscious. Difficulty: 7 Advantage: Blade Biting (L)
Bane Sunder 9: Grappled in clench by a weaponless, gauntlet flailing corpse. Fail and lose any Swaggering Technique. This loss may be taken personally, or from your weapon or magical abilities. It may not be suffered on your Mount or collectively on the groupís longboat. A character with no techniques is outright slain. Difficulty: 9 Advantage: Skill Pugilist
Bane Sunder 8: Silence the enemyís shrieks and haunting drone of air whistling through shattered teeth and exposed lungs. Fail and add a half D8 steps toward oblivion on your tally of Warped Outcomes. Difficulty: 11 Advantage: Blade Hellish (M)
Bane Sunder 7: Respond more aggressively when they shirk away from your prowess of arms. The foeís feign? Fail and knocked unconscious. Difficulty: 7 Advantage: Blade Paladin (P)
Bane Sunder 6: Keep your wits, recognizing which adversaryís blow is next to parry or block. Fail and suffer a vicious wound. Difficulty: 9 Advantage: Swagger Concentration (E)
Bane Sunder 5: Increasingly paralyzed, stiffening hopefully from strain and not diabolical spell. Fail and suffer Shaken (penalty). Difficulty: 11 Advantage: Blade Impetus (N)
Bane Sunder 4: Piggyback one headless foe, while it spins and tries to dislodge you from its moldy carriage. Fail and suffer a vicious wound. Difficulty: 7 Advantage: Skill Equestrian
Bane Sunder 3: Batter them and toss them randomly about the battle arena. Fail and enemy is Enraged. If already at that conditions, a failed result means you're Shaken. Difficulty: 9 Advantage: Wizardry Telekinesis (D)
Bane Sunder 2: Recall the counter steps as your foe fights in an older marshal form, abandoned a generation ago as too impulsive. Fail and player treats all actions as Banes going forward. Difficulty: 11 Advantage: Skill Man-at-Arms
Bane Sunder Ace: Chilled, unnaturally, warm your soul if not your heart to the fight. Fail and suffer a vicious wound. Difficulty: 7 Advantage: Trait Bold

Major Tarot Facing Undead
Magician: Lose a random Wizardry technique. Glorious remain unchanged. If the character lacks that ability, he instead loses one of his choice. If he has none remaining, suffer a vicious wound.
High Priestess: Gain a Tactical Pip.
Empress: All players for one round treat all cards as Banes. This result can be avoided if the selecting playerís character suffers a knock out.
Emperor: Gain the Command Pip.
Hierophant: Gain the Catbird Seat Pip.
Lovers: If the next event results is either dispatch or flee, the enemy loss doubles to two. If the player opts, he may win the entire battle upon success of dispatch or victim flees. However, a failed roll regardless of outcome results in a vicious wound. Decide before seeing the event action and result. If there are both monsters that need to be Quelled and Sundered, only the group which can flee will. You may not change method.
Chariot: Player has the option of immediately slaying the main leader of the undead (if present). However, by doing so, the number of remaining monsters doubles; continue battle with the regular personal combat rules.
Justice: Lose a random Blade technique. Glorious remain unchanged. If the character lacks that ability, he instead loses one of his choice. If he has none remaining, suffer a vicious wound.
Hermit: Lose a random Personal Swaggering technique. Glorious remain unchanged. If the character lacks that ability, he instead loses one of his choice. If he has none remaining, suffer a vicious wound.
Wheel of Fortune: Shuffle the deck and continue.
Force: If the next event results is either dispatch or flee, the enemy may be entirely defeated. The player must opt in or out now. The Difficulty of his next action increases by five, but he may win the entire battle. Should he fail, however, he suffers a vicious regardless of outcome result. Decide before seeing the event action and result. If there are both monsters that need to be Quelled and Sundered, only the group which can flee will. You may not change method.
Hanged Man: Selecting player may no longer Quell. If the only remaining creatures are immune to Sunder, he still selects actions all of them becoming Bane Sunder.
Death: Lose any Tactical Pip. If the card is inverted, the party also loses any Quest Pip pro or con.
Temperance: Gain the Fury Pip.
Devil: A second leader, undead mummy, joins the fight. Two (or now the added enemy) must be slain with Sunder.
Tower of Destruction: If the main mummified leader of the undead has not been Sundered, the next player to fail a roll receives a vicious wound.
Star: Player may opt to leave the battle. He will not take actions; the other players will win or lose without him. Yet by doing so, he may take either a plus one Quest Pip for the adventure or any swagger of his choosing. The choice is his but will steer his characterís personality going forward. Is he a trusted loyalist or completely out for self-interest? Did he select to stay as a stalwart or leave as a curiosity seeker? Perhaps, check Growth with your decision.
Moon: Magic is at work against the party. The player must either treat his next card as a Bane. Or else, the dispatch he delivers will wound the next player character after him. Note, not every result on these tables will dispatch. Care to trust your luck; could be a Bane regardless?
Sun: The main mummified leader is dispelled. If there is no grand monster, the remaining undead in the area fall dormant. Something divine has answered your prayers.
Judgment: Selecting player may no longer Sunder. If the only remaining creatures are immune to Quell, he still selects actions all of them becoming Bane Quell.
World: Change your method from Quell to Sunder or vice versa. You must continue in this manner until the battle is over. If the enemy is immune, suffer your turnís event as a Bane.
Fool: If the main mummified leader of the undead has not been Sundered, the next player to fail a roll is Shaken.


Yours,

   red



Message Replies:
Where is "F This and Run Away" Q&D? -- Iron Poullet (posted: 1/28/2019) 
Escape is always an Option -- red (posted: 1/28/2019) 
Do I have to go through the "I'm not gonna" list again? -- Iron Poullet (posted: 1/29/2019) 
 
Create a New Thread








Reply to this Message:
Name:  
Display Email On Reply Page:  Yes: No:
Email:  
Type "Spammers Suck":  
Message Title:  
Message:

| Home |
copyright SpaceGamer, LLC 2003