TEXT: The Risen Dead
  Threat Effects: 
  1
  The dead are wandering the lands! If the characters have 
  an encounter this week, it will be with 2d6 skeletons and 
  a captain of the dead. If it is winter, a wraith wanders 
  with the patrol as well.
  2
  A pack of mindless dead roam about. If the characters 
  have an encounter this week it will be with 3d12 confused 
  and unorganized zombies.
  3
  Hauntings abound. An NPC in the characters’ home 
  village or another settlement on the map suffers from 
  disturbing and frequent hauntings. The NPC will be 
  unable to deal with the characters in any meaningful way 
  for the next month (no trading, no offer of help, etc). If 
  you get this result twice in a row, the poor fellow has died 
  of fright.
  4
  There is an organized attack by a warband of undead 
  warriors. Randomly determine which human settlement 
  (but not a city) is attacked. The warband consists of 50 + 
  2d20 skeletons or zombies, two captains of the dead, and 
  one wight. If the characters are present in the attacked 
  settlement during this week, they may try to mount a 
  defense. Otherwise, when they return to the settlement, 
  they will find it badly damaged. Should a settlement 
  be attacked twice in the same year without significant 
  repairs taking place between the attacks, it is wiped out.
  5-6
   The veil weakens. Decrease the veil rating for the land 
  by one. If the veil is already at zero, increase the Risen 
  Dead’s Imminence by one instead.
  Imminence
  The Veil: 
  10
  At this level, the veil is at full strength. No special rules 
  are in effect.
  9
  The living and the dead see each other. Even the incorpo-
  real dead are visible. Hauntings are more likely.
  8
   All undead creatures of 10 hit dice or greater have a +2 
  to saving throws and spellcasting rolls. Anyone casting 
  any necromantic magic has a +2 bonus to any associated 
  rolls.
  7
  Plants begin to sicken, and food tastes like ash and spoils 
  quickly. Living characters may not regain hit points from 
  rest.
  6
  Healing magics begin to fail. Any hit points restored by 
  spells or magic items is cut in half, rounding down.
  5
  All incorporeal spirits are fully corporeal and may be 
  harmed by ordinary weapons and attacks.
  4
  Skeletons and zombies lose the ‘Dead and Mindless’ 
  special rule.
  3
  Healing magics no longer function. Characters may still 
  be tended to with an ability score check.
  2
  All undead creatures regenerate a single hit point every 
  hour.
  1
   Living characters may not regain hit points in any way, 
  magical or otherwise.
  0
  The two worlds are one. Anyone in a location with this 
  veil rating is effectively within the Underworld. When 
  characters leave this location, they are just as likely to 
  wander into the Underworld as they are to return to the 
  lands of the living.
  VEIL RATING
  VEIL RATINGS AND INFLUENCES
  Location
      a very haunted house: 9
      a cursed graveyard: 7
      deep in the great catacombs: 5
  Time
      the midnight hour -1
      the equinox -1
      the winter solstice -2
      following the casting of necromantic magic -2
  The Foolish Mortal
  Hit Dice: 2d6 (7 HP)
  AC: 10
  Attack: +1 to hit, 1d4 damage
  Alignment: Chaotic XP: 110
  Notes: Spellcaster (2nd 
  level); Cantrip: Second Sight, 
  Spell: Reanimation, Rituals: 
  Circle of Protection and Sum-
  moning; Int 14 and Wis 8
  Zombie
  Hit Dice: 1d6 (4 HP)
  AC: 10
  Attack: +0 to hit, 1d6 damage
  Alignment: Neutral XP: 15
  Notes: Dead and Mindless
  Skeleton
  Hit Dice: 1d8 (4 HP)
  AC: 13
  Attack: +1 to hit, 1d8 damage
  Alignment: Neutral XP: 20
  Notes: Dead and Mindless 
  Captain of the Dead
  Hit Dice: 3d8 (14 HP)
  AC: 15
  Attack: +3 to hit, 1d8 damage
  Alignment: Neutral XP: 90
  Notes: Dead and Mindless
  Wraith
  Hit Dice: 5d8 (22 HP)
  AC: 15
  Attack: +6 to hit, 1d8 damage
  Alignment: Chaotic XP: 550
  Notes: Drain Will (on touch: save 
  vs. Polymorph or lose 1 Cha), Incor-
  poreal (no physical form; only magic 
  and silver weapons)
  Whispering Spirit
  Hit Dice: 3d6 (18 HP)
  AC: 16
  Attack: +2 to hit, 1d8 damage
  Alignment: Chaotic XP: 160
  Notes: Clanks and Whispers (-1 
  to those in near range), Incorpo-
  real (no physical form; only magic 
  and silver weapons)
  THE DEAD
  THE RULER OF THE DEAD
  Name:
   
  Notes:
  Symbol:
  
SOURCE: textdata/thevault/Beyond the Wall (osr)/Beyond the Wall Threat Packs/Beyond the Wall Threat Pack Risen Dead.pdf