Looking for a Bog mummy...

Open Discussion on all things C&C from new product to general questions to the rules, the laws, and the chaos.
Post Reply
User avatar
Lurker
Greater Lore Drake
Posts: 4102
Joined: Thu Jan 18, 2007 8:00 am
Location: Oklahoma

Looking for a Bog mummy...

Post by Lurker »

I was reading an older "National Geographic" and it had an article about finding a new bog mummy. It got me thinking that with the theorised reasons the bodies were put into the bog it would make a GREAT undead.

Has anyone else worked on this idea or am I going down a new road?

I'm jotting down notes but work keeps taking unexpected turns & an easy HQ job has turned into more work that anyone thought it would.... so I won't have a write up for a few weeks at best.
_________________
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
C&C Society
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
C&C Society

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Post by serleran »

I have a 5 page document that just lists variants of mummies, all based on the real world, so, its not new to me.

Treebore
Mogrl
Posts: 20660
Joined: Mon May 01, 2006 7:00 am
Location: Arizona and St Louis

Post by Treebore »

serleran wrote:
I have a 5 page document that just lists variants of mummies, all based on the real world, so, its not new to me.

Let me guess, its NDA material so you can't share it. If you can share it I would like it. There are mummies in my Ravenloft, and tonights group and tomorrows group are in positions to run into them.

Plus at least one of the other monsters you have shared with me, maybe two. If they live through the first one, which I think is the nastiest of all the ones you sent.
_________________
The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

trollwad1
Ungern
Posts: 68
Joined: Thu Oct 18, 2007 7:00 am

Post by trollwad1 »

There is also a bog mummy in return to white plume mountain. I believe (but I barely remember) that a dragon had a bog mummy in it (dont remember the number). WOTC may have put it on their website, so you could always try searching for it there.

serleran
Mogrl
Posts: 13905
Joined: Mon Oct 13, 2008 7:00 am

Post by serleran »

Quote:
Let me guess, its NDA material so you can't share it.

Nope, but there might be full write-ups coming, as these are just notes which were originally designed for d20...

All information is based on real world knowledge and discovery. This information spans the globe, and is not centered on any particular world belief.

First, one needs to know that Mummies are not solely Clerics or other Divine casters; instead, many types of individuals, and even animals, have been mummified, whether through ceremony, or happenstance. This means, in most cases, the following information provides only the basics, and, if made into mechanics, would likely invoke templating. Also, this list is not complete, from a fantasy perspective, but from real-world perspective, all Mummies can be rationalized.

Typically speaking, there are three categories of Mummies, subsumed by various subtypes within each grouping.

Funerary: These Mummies are creations of, and for, the deceased, usually for religious purposes; each subtype has its own reason for the process, but all involve the attempt to preserve the soul, thereby granting the mummified individual an existence in the afterlife. Typically, only high-ranking members of society are mummified this way, though, for the right service, or price, the process is offered. Includes Pyre, Canopic, and Bound.

Pyre: These Mummies are borne of flames, consumed by the fires of the last rites, created to burn eternal. Religiously, these Mummies are created to release the soul from the body, to provide the deceased with the freedom required to rebirth in the avatar of their God, and provide the survivors a reminder. Often, if the source of the Pyre Mummy can be found, and the flame extinguished, the Mummy is destroyed.

Powers of the Pyre Mummy: Outsider (Incorporeal, Fire), Undead Traits, Consume, and Burn. There are others, but these are the standard.

Weaknesses of the Pyre Mummy: Water/Cold Vulnerability and Range Limit. There are others, but all share these traits.

Canopic: These Mummies are the shell of its previous life, preserved to provide the soul a return vessel. The internal organs are removed, and stored in reliquary devices. Religiously, these Mummies are created to provide the deceased a body, to interact with, and survive the transformation to death. Often, if the jars and/or chests containing the Canopic Mummy's organs are found, and destroyed, the Mummy is vanquished.

Powers of the Canopic Mummy: Undead, Steal Organ, Dust, and Odor. There are others, but these are the standard.

Weaknesses of the Canopic Mummy: Hunger and Phobic. There are others, but all share these traits.

Bound: These Mummies are either guardinals, created to protect and serve, or they are villains of extreme evil. Provided with a semblance of their former self, these Mummies possess a soul. Religiously, these Mummies are either created as punishments for severe crimes, or are regarded as the highest order. Often, a Mummy of this type must be destroyed physically at the location of its mummificationa task that is nearly always difficult to perform.

Powers of the Bound Mummy: Undead, Merge, Scry Location and Curse. There are others, but these are the standard.

Weaknesses of the Bound Mummy: Quested. There are others, but all share these traits.

Accidental: These Mummies are the result of environmental mishap, or in some cases, persecution and murder. Typically, a Mummy created this way was buried, or encased in some element, and slowly altered physically to a state of mummification. These Mummies typically possess elemental-based abilities. Includes Gelid, Saline, Calx, Amber, Tar, Quag, and Adobe.

Gelid: These Mummies are encased in ice, and glacial reserves, protected by the frigidity of the environment from the natural process of entropy. Typically, these Mummies have been frozen for long periods of time, but due to the climate and type of mummification, resemble a living member of whatever race it was prior to transformation. Often, these Mummies must be destroyed physically.

Powers of the Gelid Mummy: Undead (Cold), Cold Mastery, and Freeze. There are others, but these are the standard.

Weakness of the Gelid Mummy: Fire Vulnerability and Slow. There are others, but all share these traits.

Saline: These Mummies are created by burial in salt, shriveled into a state of mummification by moisture loss and aridity. Typically, these Mummies are less fortunate members of society, unable to afford, or qualify for Funerary (Canopic) transformation. Often, these Mummies must be destroyed physically.

Powers of the Saline Mummy: Undead, Desiccate, Wilt, and Disperse. There are others, but these are the standard.

Weakness of the Saline Mummy: Water Vulnerability. There are others, but all share this trait.

Calx: These Mummies are creations of burial in various rock formations, ranging from limestone to modern-era concrete. Preserved by pressure, these Mummies exhibit considerable strength, and are often products of a lengthy transformation. Often, these Mummies must be destroyed physicallya task that is not often easily accomplished.

Powers of the Calx Mummy: Undead (Earth), Crush, Fossilize, and Break Weapon. There are more, but these are the standard.

Weaknesses of the Calx Mummy: Cannot Run and Slow. There are others, but all share these traits.

Amber: These Mummies are products of immersion, and eventual encasement, by amber. These Mummies resemble the being they were prior to transformation, but the process distorts the body somewhat, providing the Mummy with massive durability. Often, these Mummies must be destroyed physicallya task not easily performed.

Powers of the Amber Mummy: Undead, Hardness, Slashing Immune, Piercing Immune, and Grapple Mastery. There are others, but these are the standard.

Weaknesses of the Amber Mummy: Cannot Run. There are others, but all share this trait.

Tar: These Mummies are results of submersion in tar and peat, eventually hardening to preserve the flesh beneath. Typically, Mummies of this type possess a liquid form, solidifying as they age, slowly becoming more vulnerable to destruction. Often, these Mummies must be destroyed physically.

Powers of the Tar Mummy: Undead (Shapechanger), Slick, Weapon Stick, and Liquid Form. There are others, but these are the standard. Note, these abilities change somewhat as the Tar Mummy advances through Unlife.

Weaknesses of the Tar Mummy: Cold Vulnerability and Fire Vulnerability. There are others, but all share these traits. Note, Tar Mummies change their weaknesses as they advance through Unlife.

Quag: These Mummies are victims of immersion in swamplands, preserved by mud and pressure. Typically, these Mummies possess Druidic abilities, forced into their state as capital punishment by fearful, or unappeased, populations. Often, these Mummies must be destroyed physically.

Powers of the Quag Mummy: Undead, Bludgeon Immune, Druid Traits, and Contagion. There are others, but these are the standard.

Weaknesses of the Quag Mummy: Slashing Vulnerability. There are others, but all share this trait.

Adobe: These Mummies are creations of burial and encasement in dry earth, preserved through pressure and aridity. Typically, these Mummies have mastery over the Earth, bending it to their will. Often, these Mummies must be destroyed physically.

Powers of the Adobe Mummy: Undead (Earth), Earth Mastery, and Call Earth Elemental. There are others, but these are the standard.

Weakness of the Adobe Mummy: Slow, Cannot Run, Bludgeon Vulnerability. There are others, but all share these traits.

Unusual/Unique: These Mummies comprise nearly everything previously undisclosed, and stems from mythology rather than history. The Mummy types here range from such things as Shadow Mummy to Blood Mummy, allowing a near infinite variety of possibility. In fact, there are even records of Mummified Vampires. There are no similarities inherent by type between the Mummies contained in this grouping, nor are there true subtypes, as each Mummy tends to be unique. Also, there is no general guideline for the creation process.

Treebore
Mogrl
Posts: 20660
Joined: Mon May 01, 2006 7:00 am
Location: Arizona and St Louis

Post by Treebore »

Cool stuff! Thanks Serl! there are at least two ideas in there I hope to use tonight or tomorrow.
_________________
The Ruby Lord, Earl of the Society

Next Con I am attending: http://www.neoncon.com/

My House Rules: http://www.freeyabb.com/phpbb/viewtopic ... llordgames
Since its 20,000 I suggest "Captain Nemo" as his title. Beyond the obvious connection, he is one who sails on his own terms and ignores those he doesn't agree with...confident in his journey and goals.
Sounds obvious to me! -Gm Michael

Grand Knight Commander of the Society.

BASH MAN
Red Cap
Posts: 358
Joined: Wed May 03, 2006 7:00 am

Post by BASH MAN »

BOG Mummy

HD 8d12 (48 hp)

Speed 20'

AC 17

Attack: Slam for 1d6 dmg + Bog Rot

Special Abilities: Undead, Despair, resistant to blows, marsh move, requires +1 weapons to hit, half damage from fire, vulnerability to cold

Saves: Physical

Climate: Marsh

Organization: Solitary

Treasure Type: 8

Alignment: CE

Special Abilities:

Bog Rot: Target must make a CON save or lose 1d6 STR, DEX, CON, or CHA (random roll determines which)

Despair: All who see a Bog Mummy must make a CHA save or be parylized with fear for 1d4 rounds

Resistant to Blows: Bog Mummys take half damage from physical attacks

Marsh Move: Bog Mummies can move through swamp & marsh without slowing

Cold Vulnerability: Bog Mummies have -2 to save vs. Cold based attacks or spells, and take +1 dmg per die inflicted on them by such attacks.
_________________
Basic Action Games http://www.bashrpg.com

Check us out for free demos and downloads or visit us onFacebook.

User avatar
Lurker
Greater Lore Drake
Posts: 4102
Joined: Thu Jan 18, 2007 8:00 am
Location: Oklahoma

Post by Lurker »

Serl good stuff Bash man also

Thanks!

I was thinking a bog mummy would be vulnerable to fire as it has been encased in a peat which is flammable. I'm not sure how much I really like that though. Just because all the "bog mummies" we now find are in peat doesn't mean that they were all dumped into a peat bog......
Quote:
Cool stuff! Thanks Serl! there are at least two ideas in there I hope to use tonight or tomorrow.

Noooooooo that is a bad idea..... The game tonight should be easy..... we find S reading in his library and thump him....... Noooo new mummies no surprises!!....
_________________
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
C&C Society
"And so I am become a knight of the Kingdom of Dreams and Shadows!" - Mark Twain

Forgive all spelling errors.

Knight Errant & Humble C&C Society Contributor
C&C Society

User avatar
qstor
Ungern
Posts: 87
Joined: Tue Jun 27, 2006 7:00 am
Location: Maryland
Contact:

Post by qstor »

There's a bog mummy in one of the Tome of Horrors 3.x books. Its easy to convert to C&C.

Mike
_________________
"I am a Ranger. We walk in the dark places no others will enter. We stand on the bridge, and no one may pass. We live for the One we die for the One"

Marcus B5
"No dictator, no invader, can hold an imprisoned population by the force of arms forever. There is no greater power in the universe than the need for freedom."
--G'Kar from “Babylon 5”

Post Reply