THE FIVE DEATHS: Resident Evil (Help needed) [Archive] - Wizards Community

Post/Author/DateTimePost
Rogue Shadows

03-01-07, 04:39 PM
Yeah, so as a change from my usual D&D, High Fantasy DMing, I think next I'm going to run (or con someone else into running) a super-realistic game based off of the Resident Evil verse. In that it's SET in the Resident Evil verse. Whatever.

Anyway, here's my basic premise. It's 1987, eleven years before anything else in the REverse has happened. We start on a cruise ship, the Queen Elizabeth, which makes regular stops between Australia and Hawaii, and occasionally Peru. In this case, it had just left Hawaii and was going for Peru, when there is a MASSIVE storm in the southeast Pacific that runs the vessel aground on an island, Isla Tacano (there should be a little squiggly over the N in Tacano...~ that thing. Work with me). The island is one of five: Islas Tacano, Pena, Matanceros, Muerte, and Sorna. If these sound familiar, it's because Isla Sorna was the site of The Lost World: Jurrasic Park, and it plus the other four islands (mentioned in the novel) are called the Five Deaths. To the best of my knowledge, they don't exist.

Anyway, so the Elizabeth is aground on Tacano. There is a village...several villages, actually. The natives of Tacano are friendly enough, but the storm wrecked havoc with their radios and so on.

Perhaps the Americanos who recently set up shop on the island can help. They're part of (Dun dun dun) the International Pharmacutical Corporation, Umbrella.

For whatever reason, the T-Virus (the thing what causes zombies) breaks out on Tacano, and spreads to the other four islands as well. Naturally, it infects the survivors of the Queen Elizabeth, except for the heroes, of course. And, the game from there becomes a fight for survival.

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At this point, I am open to any questions, comments, concerns. Questions will make me think up answers and make for a better campaign. Comments can be helpful or scathing but will help for the same reason. Concerns, ditto.

I know I want to include a number of in-jokes to myself, though. Things that will make me laugh at the table and unnerve the players. For example, referencing Jurrasic Park. As well, the Queen Elizabeth is actually named for Elizabeth Bathroy, the Blood Countess what killed virgins and bathed in their blood to prolong her life.
Jekolmy

03-03-07, 12:56 PM
So does this mean zombie dinosaurs:D?
Also what are you using for the zombies? I know that the d20 modern core book has a zombie template in it, the menace manual has the ghoul (in my opinion closer to the zombie movie style zombie than the d20 version), the viral deathspawn template in apocalypse, or something else?
Rogue Shadows

03-06-07, 09:51 AM
I'm using my own version, heavily inspired by those that were made in the RE d20 thread.

The basic zombie is a template: the T-Zombie. Goes like so...

- Can be applied to humanoids only
- Gains the (Mutation) subtype.
- HD: All hit dice are converted to d12s and re-rolled from there, taking ito account the creature's newling improved Constitution modifier.
- Speed: Base speed is cut in half, but a T-zombie can still run, using that base speed (so they can move x4 their base speed to move 60 feet, if they were once human)
- Defense: the T-zombie gains a +2 natural armor bonus to Defense
- Damage Reduction: The T-zombie gains DR 5/-
- Natural Attacks: Gains a Slam (1d6) and Bite (1d4) attack
- Skills: The T-zombie has no skills
- Feats: The T-zombie loses all other feats, but gains Toughness and Weapon Focus (bite)
- Special Attacks: The T-zombie gains the following special attacks:
Improved Grab (Ex): If a T-zombie starts a grapple and wins the opposed grapple check, it can make a bite attack for free without provoking an attack of opporunity
Infectious attack (Ex): The T-zombie gains an infectious attack, in this case, its bite. If a T-zombie hits with its bite attack, the victim must make a Fortitude save (DC = 15 + the T-zombie's hit dice) or contract the T-virus. A victim infectected with the T-virus takes 1 points of temporary Constitution damage every hour after the attack, until death at 0 Constitution. After it dies, the victim rises again in 1d4 rounds as a T-zombie
- Special Qualities: The T-zombie gains the following special qualities
(Mutation) subtype: Creatures with the (Mutation) subtype are immune to mind-influencing effects, disease, paralysis, and stunning. They are subject to critical hits, but not death from massive damage. A creature with the (Mutation) subtype has an overwhelming desire to attack and eat other creatures of the Humanoid subtype that cannot be ignored. In most cases, reducing them to 0 hit points kills them immediately (though T-zombies themselves are an exception to this)
Low-light vision (Ex): The T-zombie gains low-light vision
V-act (Ex): A T-zombie reduced to 0 hit points isn't dead, merely inert. It remains so for several hours, as the T-virus mutates within it. After 1d6+1 hours, it rises again, having changed into an Acid Spitter (which is a completely different creature, not a subtype). The only way to prevent this is to sever he head at the neck or to immolate the body.
Special Weakness (Ex): A T-zombie's Damage Reduction doesn't apply to its head. Destroying the brain, such as by shooting a bullet through it, kills the T-zombie instantly and also prevents V-act from occuring. As this is a called shot, the head is treated as having a +4 size bonus to Defense.
- Abilities: Modify abilities as follows: Str +4, Dex -2, Con +2, Wis +2. A T-zombie's Intelligence and Charisma are both 1.
- Saving Throws: A T-zombie's Fortitude and Will saving throws are "Good," it's Reflex saving throw is "Poor"
- Base Attack Bonus: Total HD (as Fighter)
- Challenge Rating: As base creature +1
Azar_of_Faerun

03-09-07, 02:56 AM
I've also used the Mutation type for my campaign monster:

(players, please keep out!)




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Green Human, Stage 1 (Plantaeus sapienus)
Medium size Mutation
Hit Dice: 2d10, hp: 15
Initiative: -1
Speed: 25ft.
Defense: 11 (+1 natural)
Base Attack/Grapple: +1/+4
Attack: Slam +4 (1d6+3) Bite +4 (1d4+4)
Face/Reach: 5ft. by 5ft. / 5ft.
Special Attacks: None
Special Qualities: Spore burst, photosynthesis, damage reduction 4/-, darkvision 60 ft
Saves: Fort +3 Ref -1 Will +0
Abilities: Str 17 Dex 8 Con - Int 2 Wis 10 Cha 1
Feats: Weapon Focus (bite), Weapon Focus (slam)
CR: 2
Advancement: 3-12 HD (Medium)

Spore Burst (Ex)

Upon it's death, a Green Human will explode in a cloud of spores that reach a number of feet away determined by it's Hit Dice.

2 to 5: Five feet
6 to 9: Ten feet
10 to 12: Fifteen feet

Any victims within that range may attempt a Reflex Save (DC 15) to avoid the cloud.

Failure to do so means any humans in contact with the spores have to make an initial and secondary Fortitude save equal to 10 + half it's HD.

In this case, the player must make a DC 15 Reflex save to avoid contact, or make a DC 11 Fort save to avoid infection, if that fails, they have a second save at the same DC to stave it off. Failure then means the character takes 1d2 CON damage each day until they either find a cure, or die, then rise one day later as a Stage 1 Green Human

Photosynthesis (Ex)

Green humans cannot heal naturally, but in areas of sunlight, they heal at half the normal rate so long as they stay there.