The Reapers are entities dedicated to gathering up these escaped souls and returning them to their journey. They are the manifestation of powerful metaphysical forces, but they are not invulnerable, and they can be evaded. If killed or thwarted, the Reapers reform elsewhere after 24 hours but lose interest in whoever they were targeting.
Death can afford to play games. When you gamble with your life, the house always wins. (Source) |
The Grim
Grim Reaper. Hooded, cloaked skeleton. Chill but not talkative. Not mean to Pilgrims, but also no great comfort. Appears in a doorway when no one is looking.HD 8; Armor as Leather; Move 2; Scythe d12
Scythe hits everyone adjacent to the Grim at once. If damaged to 0 HP, save; if you fail, your fate is sealed and you will die in exactly 3 rounds—nothing can kill you until then, but you will die instantly.
You may bargain for your soul (if dead) or the souls of others (if alive) by playing a game with the Grim. If you win, you and any other agreed-upon souls go free and the Grim leaves. If you fail, both your soul and the others are taken to the afterlife. You can pick the game but the Grim has veto power. Rock Paper Scissors and Connect 4 are popular.
The Angel will be sympathetic as it lets fall a radiant deathblow. (Luca Giordano) |
The Angel
White robes, dove wings. Constantly attempting to comfort the Pilgrims. Its efforts would be more effective if it weren’t trying to kill them with a flaming sword. Walks up like a normal person and tries to ease Pilgrims into their second death before revealing its angelic form.HD 8; Armor as Leather; Move 2 Fly; Flaming Sword 2d6
Cannot enter any blessed building. Also easily engaged in conversation or bribed with food.
Look, subtlety is not my strong suit, okay? Sometimes you just need a flaming skull in your campaign and that's that (Source) |
The Rider
Flaming Skull Head. Motorcycle, dark clothes, lots of spikes and chains and belt buckles. Yells threats and curses and revs the engine.HD 6; Armor as Chain; Move 10 Motorcycle; Roadkill 2d6 + Knock Prone OR 1d8 Chain Whip
Leaves a trail of fire.
Has to slow down to a stop to turn on the spot. Cannot detach from the motorcycle, so it cannot go anywhere you cannot effectively maneuver a motorcycle.
The death of a person is a tragedy. The death of ecosystems is a constant. (Marek Madej) |
The Wild
Huge Humanoid Skeleton with Deer Skull and glowing red eyes, roots knotted around its joints. Plants wither of disease around it and animals lay down to bleed out. Makes a constant low buzzing sound.HD 8; Armor as Leather; Move 1 Float; Laceration Field 1d6 (15’ radius)
Laceration Field damages all living creatures within 15 feet of the Wild.
The Wild is Vulnerable to fire; it fears and takes double damage from it.
The Deadbolt soundtrack is AMAZING and you should listen to it. The game is also pretty awesome. Seriously. (Soundtrack) |
The Marksman
Bleached skull head, brown trench coat, not very large. Careful to protect its fragile, near-mortal body. Mute.HD 4; Armor as Plate; Move 1.5; Revolver 1d8/Revolver 1d8 OR Sledgehammer 1d12
Each of the Marksman’s two Revolvers has only 6 shots.
Cover: It can hide behind cover to upgrade its Armor to Plate and Shield.
Ash: It can transform into a cloud of ash to become invincible or reach somewhere it couldn’t normally (no attacks as ash).
d5 Random Encounters with the Reapers
- Old, old farmer pretending not to be home with a Reaper at the door
- Ragged person sprinting across the landscape, Reaper in pursuit
- Bandit gang facing down a Reaper on the road. The leader is terrified
- A Reaper approaches the party and asks the players about the whereabouts of the last NPC they spoke with. They’re good at detecting lies, but not supernaturally so
- A Reaper has caught the trail of a member of the party
Every time I go to google Deadbolt I forget that that's also just, like, an object, and get a bunch of pictures of these (Buy It I Guess??) |