[1]
Several stars in the sky were moving, the cultists had almost managed
to make a “bridge” for the “men inside the stars” to come
down. Instead, the swirling cosmic bodies release burning hot points
of light. Every round the lights dance around the area dealing 1d6
burning hot cosmic damage to anything they touch.
Roll
a save each round to avoid the path of the lights, or you can hold up
something reflective to the sky to reflect back the beam. After 5
combat rounds, the lights converge in the center of the area, and
cause everything inside that point to boil over and explode; molten
stone and steel, vaporized water and dirt, dead bodies turned into
red lightning. Being anywhere close makes a save or die; blasted
apart by the cosmic power.
[2]
The dead are awake inside the home. If any of them are disturbed or
the symbols and lines of chalk around the doors and windows are
smudged or washed away, then the undead escape. The cultists were
trying to contain them for some unholy union, but now that they're
out they will terrify the countryside.
These are not normal undead. They act as 2HD zombies or ghouls, but when they die they reform their body in 2d6 combat rounds as an amalgamation of nearby materials and other dead matter, and send out a wave of necrotic energy that makes all nearby save or take 1d4 damage to a random stat.
The
zombies can be permanently killed by slaying their new body while
within or around a pure element; the body will try to form into a new
undead creature, but will only find pure elemental energies and fall
apart as a failed elemental. For example, slaying them in a raging
inferno will make them fall apart as a being of pure fire and be
consumed, slaying them in water or heavy rain makes them turn into a
water being that pops back into a formless puddle, etc.
Reanimator
Zombies
(2 HD, 2 claw attacks at 1d6, always go last, +2 AC, transforms on death)
Morale- N/A
Numbers- 2d10+2 are in the house, which scatter
everywhere once the seal is broken
Upon death, the zombies may incorporate new materials
like tree bark, insect carapaces, and gravel to become tougher and
gain bonus AC. If they absorb lighter materials like leaves or
leather, they gain initiative instead. If they add in metal, gain +1
to hit and/or damage, etc.
[3]
Several villagers are tattooing the Spirit of Equestrian Madness onto
a young unwanted child, who was supposed to live the rest of their
life alone on a mountain where horses go to die once they break their
legs. At the interruption of the ritual, the horse tattoo breaks free
and charges at the nearest party member, forcing a save to get out of
the way or take 2d6 magical damage.
Once free, the spirit riles up all horses within a day's
travel (by horse), causing them to stomp on small animals to squish
them, break fences, and hack up gobs of half digested grasses to
spread harmful miasma the rusts blades in 1d4 turns of use, hacking
away at the crazed horses. Geldings are not effected by this, and are
the only reliable source of transportation nearby after the other
horses have to be put down, as the madness is permanent- for both
wild and trained horses.
Any centaurs in the party or horse-men lose -1d6 Wisdom
permanently but gain the power to enter a berserk rage once per day
as per a barbarian.
[4]
The Sorcerers of the Yellow Crest are conjuring a being from the cold
outside. Your interruption has stopped the entity, but allows the
cold outside into our reality. The location begins to send out
massive banks of snow and freezing rain, and the cultists run before
they are frozen sold by the magic yellow fog conjured at the ritual
site which deals 1d8 freezing damage to anyone moving, cementing
their feet to the ground on a damage roll of 8 meaning they must
break themselves free or else they cannot move.
The cold winds change the entire area into a winterscape
and confuse local animals, kill crops, and cause chaotic weather. If
it is Summer or Spring, the supernatural winter cools and snows on
all nearby towns and villages for 1d6 days of supernatural seasonal
change. If it is Autumn or Winter, Winter comes 1d4 weeks early or
leaves 1d4 weeks late, potentially ruining harvests or causing
massive starvation.
The yellow fog also does not disappear at this time, and
instead haunts the old ritual grounds. The only way to destroy the
yellow fog is to build a huge bonfire that the yellow fog will kill
itself on, trying to freeze it solid.
[5]
Roasting nuts, seeds, and grains over low heat over a years long
exposure to create a liquid panacea
to cure some rare disease. The ritual is overseed by several
alchemists in ritual attire and is interrupted upon the brew being
spilled out early without the proper incantations to end the spell.
The liquid spills onto the ground and instantly makes
huge stalks of grass grow from any dirt or stone it touches. Any wood
touched, such as a woof floor, begins to swell and grow bark as well
as branches and hives of insects spontaneously generate and attack
all nearby. The local wildlife becomes extremely strong and healthy,
to the extent that deer count as 4 HD creatures and cannot be easily
taken down by hunters. Fish become huge and try to crash shipping
boats, and the bushes and grasses become as tall as trees. Tress
exposed grow even moreso, becoming absolutely towering with massive
canopies of newly generated exotic predatory birds.
The area will slowly return to normalcy over the course
of many decades, but during this time it is like an incredible
verdant rainforest. Every season there is a 1 in 10 chance a new
species will be found here, and monsters are very likely to generate
from them or a hybrid pairing of normal forest animals, growing huge
and predatory as the limitations of imperfect life are lifted by the
cure.
[6]
Small collection of magicians about to conjure a transportation-bolt
of black lightning to blast an artifact to an eccentric collector
halfway across the world. When interrupted, the metal guidance device
is shifted, causing 1d4 random characters in the room to get blasted
hundreds of miles away on the campaign map in a random direction.
[7]
The cave ritual seeks to capture the single drip of water from a
stalactite, which only drips down once per four years. The cup that
holds the water is a smooth silver chalice, which must be brought out
of the cave and emptied into the river below to avoid waking up the
cave beast. The ritual is interrupted when the drip falls onto the
floor of the dark cavern.
Cave
Beast
(6 HD, +2 to hit, +5 AC, Powerful Jaws at 2d6, Stomping Paws at 1d6,
Whipping Tail save at -2, Terrifying Roar)
Morale- 18
The Cave Beast is a huge shaggy monster, with a head not
unlike a bear mixed with a shark. It's fur is mostly brown, but gets
darker and more red towards its front- from the blood long since
stained on its muzzle.
The Monster has a long whipping tail that you must save
at -2 or else you get tripped to the floor. If you are carrying a
large two handed weapon or tower shield, the shield instead rips that
out of your hands and throws it 40 ft away in a random direction. The
Monster's Roar is deep and causes a tremble in your bones; hirelings
and level 1 characters must make a morale check or flee when they
hear it for the first time.
[8]
The Consuming Candle. Ritual attendants are wafting magical fans and
burning incense in careful order over this magic candle, so it will
consume the pain and weakness from among their number, leaving the
victims strong and whole again. Once the candle-flame is disrupted by
a errant gust of air or a voice spoken aloud, the protection fails
and it begins to consume for its own accord. The candle jumps into
the hand of the nearest victim, who will begin to obey its wishes or
else be consumed by fire (3d6 fire damage per round until dead).
Victims are also consumed if they drop the candle or intentionally
try to put it out.
The candle will kill its host if it detects a stronger one; using its supernatural fire to burn away its host and be picked up by the stronger target. The candle whispers to the host and pulls it towards things it wants; the candle demands to consume luxury food and wood, silks, and an attractive young man or woman, 50/50 chance, every month or it will kill its host. The candle will willingly allow itself to be put down when its carrier sleeps or takes a bath, but will get revenge on those who try to abandon it, as it can levitate, use fire magic, and reappear when not being watched.
The candle will kill its host if it detects a stronger one; using its supernatural fire to burn away its host and be picked up by the stronger target. The candle whispers to the host and pulls it towards things it wants; the candle demands to consume luxury food and wood, silks, and an attractive young man or woman, 50/50 chance, every month or it will kill its host. The candle will willingly allow itself to be put down when its carrier sleeps or takes a bath, but will get revenge on those who try to abandon it, as it can levitate, use fire magic, and reappear when not being watched.
The candle also sometimes uses great magic powers for
the benefit of its carriers. It can create huge amounts of magic
light, cast spells pertaining to fire, wrap its host in a flaming
shield that melts all wooden weapons or ice/water spells flung at
them, and showers flaming sparks that require a save to move through.
It can use these powers 4 times per day, plus once more per day per
season where its requests are fulfilled, slowly growing in power.
The
Candle can be put out by a 4th
level spell pertaining to ice or water, or by leaving the candle
alone in a place where nothing can sustain its hungry heat- such as
on an iceburg. The candle can also survive 1d6+6 turns underwater or
in an environment with no oxygen.
[9]
The 9 Witches ritual. In order to interrupt this ritual, you must
have slain one of the 9 witches of this forest, who convene every
full moon to cast a ritual spell giving them magical power over the
forest in which they live and cast their dark spells.
Upon the death of the witch, the forest begins to become
haunted. The ghosts of the victims of the witches are freed with one
of the nine dead, and no longer able to keep their vengeful souls
free. The ghosts haunt structures and the standing stones of the
forest, especially places where they were buried or lived before
being killed and eaten. Nearby inns and manors along the road also
start to become haunted with spirits that knock at the window. The
spirits also like to turn firewood into sawdust and dent any cooking
utensils or pots left outside, as they remind them of the way in
which they were killed and consumed by the witches.
The dead witch also begins to radiate magical energy,
causing a minor mutation in the hand to anyone who touches her
without gloves on, making it a pain to bury her. Additionally, nearby
places to her corpse and her home start to have random, long
duration spells cast. This includes things like summoning random
creatures from other realms, unseen servants, magical walls, or
storms of elemental energy contained within fragile bubbles or cast
as dazzling lights. All witches slain also radiate this energy in
this way, until all of them are dead, in which case the haunting
continue for 1d4 days and then the forest spirits will be at peace
again.
[10]
Red light beneath the lake. The ritual calls the light close to the
surface, enough so it can be seen, and lets the magic of the eye
enchant nearby objects. The villagers here use it to create
supernaturally lucky fishing rods and tougher canoes, as to not
become arrogant or mad with its powers, and to keep their lifestyle
simple. The ritual is interrupted by disturbing the mirror-clear and
calm waters of the lake.
At the moment of disturbance, the source of the light
fully awakens when it was normally just sleepwalking to the call of
the villagers. The light changes from red to bright yellow and then
blue, its colors shadowing all nearby in supernatural swings of
fortune. Each person must save or become a cosmic black hole of bad
luck; and many lake monsters rise from the lake, each of them holding
a piece of the broken magical ceramic object which creates the magic
light, and also allows them to slumber for long years, angry it has
been ended- roll a reaction check at -3.
Lake
Monsters
(2 HD, +2 AC, 1d6 magic 'curse' broken shard, 1d8 bite attack)
Morale- 14
Numbers- 2d4
The Lake Monsters attack with the broken shards and
powerful bites from their many toothed mouth. The shards are magic,
and anyone who takes damage from them must save or be cursed with
permanent bad luck.
Good
Reaction-
Lake Monsters angered they have been awoken, demand a small feast of
2d6 chickens, 1d4 pigs, and a cow or boar to taste surface-world
delicaces before returning to their slumber. After sated, they will
thank the party and grant them one of the magic shards, which appears
to be a piece of pottery from an ancient civilization that once lived
here and has magical powers, as well as glows. The shard also has the
same powers when wielded in your hands as in theirs. The Lake
Monsters will make a fighting retreat back under the lake if attcked.
Neutral
Reaction-
The Lake Monsters are angered and will seek to reform the cursed
object out of their shards, using tactics like guards and pushing
people back so some of their number can put the pieces back together.
It takes them 1d6 rounds to do so, and the glowing vase that is
formed shatters again, causing a bright flash. All within visible
distance of the bright flash (everyone on the lake) feel total dread
and know they are doomed. They will all die within 1d4 years of
accidents, sudden diseases, or disappearing without a trace. This
includes the party members, who can only break the curse with the
help of a powerful sage. The Lake Monsters will return back to the
water after the curse is released, dragging the shards back with them
to slumber.
Bad
Reaction-Instantly
attacking everyone nearby with the shards and bite attacks. Downed
foes are eaten instead of ignored, and those they cannot kill are
harried by the shards, trying to curse them.
Those cursed with bad luck have all weapons break or are
lost on an attack roll of 1, and all saving throws that roll a 1
result in instant death. On top of this, the person experiences
setbacks and delays in all their industries or farm; equal to
-1d6x100 coins worth of losses every season.
[11]
The Crystal Stair ritual. Magic, invisible staircase walked up and
down by specific adherents holding lanterns, the lights dazzling off
the crystal stairs. The ritual is interrupted when anyone else steps
on the staircase, causing it to shatter.
All on the staircase and adjoining invisible crystal
platforms fall deep into the earth. Even upon surviving the great
fall; you'd have to fight through a multi-level dungeon to return to
the surface.
[12]
Once every four years, a single note is played in an endlessly long
song, played over centuries by multiple generations to ensure an
ancient evil stays sealed in its tomb. The ritual is broken when an
extra note is played, ruining the song, or if the note is not played
in time on the magic flute.
The great stone cask cracks open and a feeling of terror
overwhelms everyone nearby. The character with the highest or lowest
charisma (determined randomly) must make a save. If they make the
save, they are safe, and the next person with the highest or lowest
charisma alternating will be forced to make the save next- this way
those with average charisma scores are very unlikely to be hit by the
presence.
The first person to fail this saving throw loses their character, as their body is totally possessed by a black power, singing their skin with burning hot colors and dripping molten sizzling blood. The evil possessed person flees into the night, and seeks to learn as many spells as possible to cast into its blood. The creature can deal 1d4 damage to itself with an obsidian knife to cast any spells it has learned, chosen when the knife cuts. It can also cast touch-based spells on those who harm it in melee, reflected to them by the blood split. The creature also inherents the languages, magic spells, skills, and stats of the possessed one, but gains +2d6 hit points as its infused with dark power.
The first person to fail this saving throw loses their character, as their body is totally possessed by a black power, singing their skin with burning hot colors and dripping molten sizzling blood. The evil possessed person flees into the night, and seeks to learn as many spells as possible to cast into its blood. The creature can deal 1d4 damage to itself with an obsidian knife to cast any spells it has learned, chosen when the knife cuts. It can also cast touch-based spells on those who harm it in melee, reflected to them by the blood split. The creature also inherents the languages, magic spells, skills, and stats of the possessed one, but gains +2d6 hit points as its infused with dark power.
[13]
Tidal ritual. Must be cast once per week during the low tide, within
the swirling tidal pools among the long-marked mystery stones and
painted shells of ancient crabs. The ritual is interrupted when you
eat one of the craps, or the followers cannot perform the ritual
before the low tide ends.
With the ritual ruined, the pact is broken, and the water beings to rise. Within this costal place, the water is a hateful thing that seeks to drown humans, such as specifically crashing waves against trees and houses people have climbed up on to get away, and riptides that pull people below. The storm lasts for 1d4 days, and intense rains that also flood the area have water that tries to push back the salty hateful sea water.
With the ritual ruined, the pact is broken, and the water beings to rise. Within this costal place, the water is a hateful thing that seeks to drown humans, such as specifically crashing waves against trees and houses people have climbed up on to get away, and riptides that pull people below. The storm lasts for 1d4 days, and intense rains that also flood the area have water that tries to push back the salty hateful sea water.
Those who brave the collapsed huts and villages during the coastal storm can find 1d6 porcelain shells worth 1d6x5 coins each; treasures created by the old pacts of salt and sea.
[14]
The Knighting Ritual. Newly appointed knights hold their swords
together with the King to give them a magical bond of blood and
honor. The ritual fails if one of the Knights is not a virgin before
being Knighted, or if you manage to sneak someone else in under the
helmet.
The blood-bond is broken and the knights and crown no
longer have supernatural loyalty to each other. Treat all nobility
that was under the bond at -2 to reaction checks as they instantly
begin to scheme and plot against each other. Within a few years, the
peaceful kingdom will be among several attempted coups and civil
wars.
[15]
The Inertia Orb. Small reflective orb being held aloft in a wooden
bowl suspended and perfectly balanced along several tight wires and
cords. The ritual is interrupted when one of the cords is disturbed
or triggered, causing the ball to fall to the ground and
shatter.
Upon shattering, the ball releases an extremely fast, mist-like blue energy that shrieks across the room at the nearest party member. When they are hit by it, they must save in a special way; they have a 10% chance to succeed the save, modified by Dexterity. If they fail the save, they fly back against the nearest wall, propelled by an extreme force, and explode, killing them instantly. The energy is such dispersed.
Upon shattering, the ball releases an extremely fast, mist-like blue energy that shrieks across the room at the nearest party member. When they are hit by it, they must save in a special way; they have a 10% chance to succeed the save, modified by Dexterity. If they fail the save, they fly back against the nearest wall, propelled by an extreme force, and explode, killing them instantly. The energy is such dispersed.
If they miraculously manage to make the save; instead
they struggle to contain the energy, then the blue mist solidifies
into a shape that copies their own, and sinks into their body. They
fall to the ground with 1 hp and pass out.
Once recovered, that character gains a new ability and can once per adventure warp in any direction in a straight line up to 40ft- the warp is not instantaneous and is more like an incredibly fast motion in that direction. They are stopped by all solid matter and creatures, but count as getting a surprise attack against a foe they use this move to charge into; the pure surprise and speed letting them get in a good attack.
[16]
Group of demonologists are attempting to summon a powerful demon. The
ritual is interrupted when you break one of the carefully arranged
standing mirrors around the room.
The demon that is summoned is the wrong one; instead of the demon of promises and riches they were trying to summon, the demon that comes through is a greater demon of madness, the shattered mirror letting its splintered mind enter this realm. The demon randomly attacks cultists or party members each round, and you roll a reaction check once all the cultists are dead.
The demon that is summoned is the wrong one; instead of the demon of promises and riches they were trying to summon, the demon that comes through is a greater demon of madness, the shattered mirror letting its splintered mind enter this realm. The demon randomly attacks cultists or party members each round, and you roll a reaction check once all the cultists are dead.
Good
Reaction-The
demon claps and bows, thanking the party for their help in its
performance- and to get back at those 'naughty' cultists. It then
attacks a random nearby party member for three rounds, before
becoming mist and leaving the area forever.
Neutral
Reaction-
The demon begins to cut itself, poisonous worms flowing from its
wounds. The worms deal 1d4 poison damage as they bite party members,
and swarm over them like ants, flicking themselves around the room to
move faster. If a party member falls to 0 health from the worms,
their body morphs into fresh earthen soil and cannot be revived. Once
the demon does this for 5 rounds, it has killed itself and falls down
dead, also turning into dirt.
Bad
Reaction-
Demon spins around in place and stops, pointing at a random party
member. It smiles, spreads its wings, and flies into the night sky
with a maniacal laughter. That party member's family, friends, home,
and businesses are now the demon's targets, and it will destroy and
burn all of them as best it is able until slain or that person is
dead or utterly alone.
Greater
Mad Demon
(8 HD, +3 to hit, +11 AC, Rending Axe 1d8+1, Crimson Sword at 1d6+1,
Vile Breath at 1d4 in melee save or lose attack bonus, Madness
Phantasms, Demonic Vigor 2)
Morale- 1d20 (rolled at start of combat)
The demon appears as a large humanoid with a dog-like
head screwed on backwards. It attacks with two weapons, one in each
hand, with limbs that are double jointed in each direction. It has 4
legs and breaths vile breath that confuses warriors. The breath does
1d4 damage and if you fail a save after being hit by it you lose your
attack bonus for your next combat round. It's maddening form and
black demonic magic makes it very difficult to injure and it has
several special powers.
Every round, the Greater Mad Demon conjures a Madness
Phantasm. This Phantasm creates something fake in the area; such as
making the cultists appear as though they are being raised from the
dead, the Demon grows an extra head that starts to cast a powerful
spell, the sound of a group of paladins busting in saying “let us
in so we can slay the beast!” etc. All the Phantasms do is try to
distract or confuse the party members to give the demon an additional
edge in combat. As the battles goes on, the demon may give up using
this power to try and trick them and may instead just use it to taunt
or humiliate them, such as making dancing imps appear on the dead
corpses of their friends and so on.
Demons are creatures with supernatural physicality, due
to their bodies only being a part of their unholy being. If the demon
is stunned, poisoned, stuck in place, blinded, or otherwise
physically impaired in some way, it ignores it and checks a box. The
number next to Demonic Vigor is the number of checked boxes it can
have before it is again susceptible to debilitating status effects. The
Greater Mad Demon has Demonic Vigor 2, and therefore gets 2 Boxes,
but could get an additional boxes if it absorbed unholy power first
(such as from a party member carrying a demonic artifact into its
chamber), or if it is able to torture mortals in the mortal realm for
a while before fought; feeding on the suffering to become stronger.
[17]
The calling of ASAMORTH. The cultists have chemically induced a pot
of water with multiple ingredients to spill forth black fog, which
has allowed a greater extraterrestrial entity to touch things in our
realm. They seek to use its ignorance to enrich themselves by
manipulating the being into transforming lead into gold. The ritual
is interrupted when something new is added to the pot, or the fog is
disturbed by someone walking through it, as opposed to the very
reserved movements of the cultists.
As the ritual is ruined, ASAMORTH becomes curious of all
beings in the fog, and its extraterrestrial energies flow through
them. Every being in the fog must make a saving throw or else be
infused with the energies of a random spell or element. The moment
they leave the fog, they make another save or else they turn into an
animal/mortal hybrid- rolling a random animal that infuses into their
physical form. All beings from the fog who failed either saving throw
feel an innate connection with each other, and seek to serve the
commands of those who failed both saving throws. ASAMORTH's fog
dissipates slowly, but some may be captured in a jar- breathing this
will heal 1d4 hit points to anyone corrupted by the mutating fog.
Once you are transformed, you take ½ damage from the
element you were infused with, or are no longer affected by that
spell energy. If you became a half animal mutant, increase the most
fitting base stat by +1d6 but lose -10% experience points from now on
as your mind struggles to learn from your experiences.
[18]
The Bonded Lord. Skeleton of an ancient conqueror, the skeleton is
touched with magic feathers to keep it in a state of uneasy sleep and
softness, unable to escape its prison. The feathers are used by
mystic sages, who expose purity more then anything. The ritual is
ruined if any of the magic feathers are touched by someone other then
the Sages, or if the lord-skeleton is addressed in any way, as this
wakes it.
The skeletal lord wakes up and tries to find any nearby
weapons, but prefers to leave instead of fight if it can. Once it has
left, it seeks to raise the dead to create a undead kingdom for it to
rule, a small place in the mountains. Any living or half-dead
subjects of the lord will find him a fair but very ruthless and
'traditional' ruler.
Skeletal
Lord
(6 HD, +4 to hit, +6 AC, +2 to damage with all melee weapons, raise
the dead, Commander +2)
Morale- 12, 14 when leading soldiers
The skeletal lord is a skilled warrior and can raise the
dead by releasing his own undeath energy. Dead raised are statted as
zombies or skeletons, but with their own personalities and loyalty to
their leader that is more then a simple necromancer's enchantment. He
can only use this power once per day- and requires a graveyard or
ancient battlefield to raise his soldiers.
The skeletal lord gains a Commander bonus of +2, which
means its soldiers fighting with it treat their morale as +2 for the
combat; but this power also works on the undead. Instead of morale,
treat all undead as though they had +2 hit dice or hit poins when
using turn undead against them.
[19]
The Wistful Lynd. Long blue salamander like creature living in a
pond, stuck underneath by magic clear ice, frozen over the surface by
a gang of black sorcerers. The rituals is broken when the ice is
broken, or when fire is brought into the ritual chamber and burns the
wreathe of winter-wood tied around the pond on stakes.
The Lynd is freed with a relieved sigh and thanks the
party members. He is a kind, and gentle beast that uses its magic to
restore the powers of nature and especially the spring, and grants
the party members a healing wand of sagebrush. The wand is twisted
into the shape of a finger at the end- and glows green with verdant
magic. The wand heals 1d8 + Wisdom modifier of the user in hit points
each use, and has 3d6 charges. It can also use up a charge to heal
bushes, flowers, and patches of grass, but lacks the power to heal
trees.
While the Lynd is freed and is a kind creature, its
captors are not so. Enraged, they will track down the party members
and try to kill them, or curse the towns they frequent with poisonous
miasma that sickens people and the water around the town. During the
next winter when their power is the strongest, the Sorcerers will
summon constructs of ice and will attack when the party members, or
the majority of them, are the most vulnerable and isolated- they will
attempt to snow in the party in a remote place if possible to stage
the attack.
Ice
Contructs
(2 HD, +2 AC, Freezing Spike 1d6+1 cold damage, snow shield, immune
to cold damage, weak to fire damage)
Morale- N/A
Numbers- 1d4 + 1 per Sorcerer
The Ice Constructs appear as frozen torsos with arms and
legs, but no head. Their bodies are crystalline and are enchanted
with the powers of cold. They are immune to cold damage and
automatically succeed saving throws versus spells of elemental cold
or ice-based spells. They are weak to fire and take double damage
from it.
While standing in the snow, the constructs can whip it up around them as a flurry that grants +2 AC versus ranged attacks, and automatically puts out non-magical fires like from a flaming arrow. Bombs also have their fuses snuffed out if thrown at the constructs with the snow shield.
Sorcerers
of Winter (1
HD, +1 to hit, 1d8 Crossbows, 1d4-1 ritual daggers, struggled
movements, cast spells)
Morale- 13, 14 in Winter
Numbers- 1d6+1
These
Sorcerers wear black robes and mostly channel the power of winter,
but they branch out into other kinds of magic as well. They were
harnessing the powers of the Lynd to stay youthful forever, but have
since lost most of their youthful life energy and have become
decrepit. As such, their melee attacks are weak and they move slowly,
and automatically fail combat saves like getting tripped or grappled.
They can only load their crossbows with the help of metal tools to
act as a fulcrum and will be unable to do so if it is taken from
them, simply lacking the strength.
The
Sorcerers also cast spells. Most of their spells are ice themed or
curse themed, but some may also know Magic
Missile
or minor protective spells to help them in combat.
[20]
The Heartless Engine. This ritual involves a machine, a complex piece
of technology, but the longer one looks at it the more they see the
mysticism making up the gaps. Pentagram shapes bolts into the metal
along the fuel-lid, dials and valves bearing arcane runes, etc. The
engine is looked after by a magician or technician, and is ruined if
even a single grain of sugar enters the fuel intake.
Upon the sugar being added, the engine sputters and
dies, breaking down, but the machine's alien intelligence and magical
power is brought out in its dying breathes. Within a mile of the
machine, 1 in every 50 individuals suffer heart attacks and fall to
the ground. Each person can make a saving throw to avoid death, and
then another to avoid permanent complications. All those who fail the
second saving throw are permanently weakened by the machine's death
and if they are young, their growth is stunted. They must treat their
Constitution score as 5, or lower if they already had less then 5
before the machine touched them. Additionally, each of them has the
inner knowledge of how to build another, smaller heartless engine and
will secretly attempt to build another engine to restore themselves
to full health, and to let the engine reproduce. The second built
engines must also be contained through regular maintenance, or else
will spread the destruction of human hearts to continue their
advance.
Those who died or succeeded both saving throws do not
have this mental compulsion, and have no idea about the
mental-control of the machine that had touched them.
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