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Dark Lord Generator
Armor & Color -
1d6
[1]
Red cape, with black plate armor.
[2]
Yellow robes, flowing, no lesser metals touch his skin.
[3]
Green cloak, concealing twisting hazel and bone.
[4]
Blue tabard, a fake smile, splints of steel.
[5]
Orange turban, scalemail built for riding and ruling.
[6]
Purple Ascot, air of nobility, brigandine spotted with stains.
Dark Motif –
1d10
[1]
Skulls.
[2]
Swords.
[3]
All Seeing Eye
[4]
Hands, especially severed.
[5]
Scenes of Hell; great masses thrown into pits of fire, demonic
gargoyles
[6]
Spiders or Snakes.
[7]
Three interlocking chains.
[8]
Hippogriff, Manticore, or Sphinx.
[9]
Wolf or Boar.
[10] Tiger or Goat.
Quirk of Appearance -
1d8
[1]
Soulless Eyes
[2]
Unusual skin tone; not native to this land.
[3]
Horns, tail, pig snout, or other inhuman trait.
[4]
Gaunt and skeletal. No loss of might.
[5]
Symmetrical scars, hauntingly beautiful.
[6]
Piercings everywhere, walking art.
[7]
Disfigurement. Missing 1d2 limbs, barely alive, and yet filled with
unnatural vigor.
[8]
Obese.
Method of Movement - 1d6
[1]
Levitation, or flies on black wings.
[2]
Carried on a Palanquin, by slaves.
[3]
On a throne on the back of a huge beast
[4]
On a great extending staff, floating disc, flying carpet, pestle, or other magical
device.
[5]
Horseback, on a black stallion that snorts fire.
[6]
On foot, like any great conqueror should be.
Method of Killing -
1d10
[1]
Great mace, each swing sends multiple men flying.
[2]
Unholy life-stealing sword.
[3]
Dark Sorcery; dark mists that choke, skeletal hands reaching from the
nether.
[4]
Arrows of death, with a great white bow which penetrates steel.
[5]
Inhuman Strength. Fingers pierce helmets and brains, kicks rupture
bodies from groin to neck.
[6]
Elemental Magic. Great gouts of fire or spears of ice.
[7]
Transforms himself into a great stomping beast, a massive snake, or a
hoard of rats.
[8]
Martial skill and an enchanted spear. Charges into enemy armies
without fear.
[9]
Great flails or burning whip.
[10]
Doesn't fight and carries no weapons, except for a hidden poison
blade.
His Right Hand - 1d10
[1]
Great Skeletal Dragon
[2]
Succubus, bound by twisted love instead of demonic contract
[3]
Giant, clad in impenetrable magic armor.
[4]
Huge Dire Wolf, sword in mouth optional
[5]
Sexy Medusa
[6]
Grim Reaper, with a giant flaming scythe. May or may not be THE grim
reaper.
[7]
Servile goblin, abused by his master. Will betray him for revenge at
the last moment.
[8] A
particularly bloodthirsty mercenary; with no moral compass.
[9]
Angel; bound with black chains and stabbed with many devil swords.
The blinding helmet of reverse alignment could be knocked off to free
her.
[10]
Honorable black knight. Still has a soul, but will not betray their
master.
The Dark Army -
1d10
[1]
Orcs, Goblins, Trolls, and the usual monstrous rabble.
[2]
Barbarian tribes, united under a lie.
[3]
Undead- Skeletons and Zombies, mindless hoards.
[4]
Cultists and slave warriors- blood rituals bind and enslave the
unwilling into service.
[5]
Demons of every shade and rank. Infighting is only stopped through
superior force.
[6]
Dark Elves, corrupted and beautiful.
[7]
Beastmen from the woods and swamps, wanting to take the fertile land
for themselves.
[8]
Army of Clockwork machines, or mass produced golems.
[9]
Mercenaries, serfs, freed prisoners. Lowborns promised land and
title.
[10]
Insectoid people, bred and produced in great hives, the queen held
hostage.
Plot for Power -
1d8
[1]
Ancient Magic Ritual. Requires mass sacrifice to achieve an
incredible spell.
[2]
Ascension. Usurp a God, or steal one's essence to become one himself.
[3]
Military. Divide and conquer, his army is more powerful then any
other.
[4]
Political. Spies and diplomats lower the defenses of the free people,
his army at the gates.
[5]
Arcane Knowledge. Searches lands for magic tomes, learning
unspeakable secrets.
[6]
Summoning. Call forth the Old Gods, either to serve or because they
pull the strings.
[7]
Obelisks. Building monuments to their evil, they can see through
each, they will know all.
[8]
Glory. They will be the most known and feared named in history. The
reward is eternal.
The One Hope -
1d10
[1]
Chosen One, who will rise to greatness.
[2]
Being shown love and compassion.
[3]
Being slain in their sleep or with poison.
[4]
Their own hubris and overconfidence. Challenge them to a duel and be
a greater warrior.
[5]
Time. They are getting older and slower, one day all things die.
[6]
Their heart is locked in a box, buried at sea. Find it and stab it,
end their reign.
[7]
They are already destined to die; at the foot of a mountain. Make the
prophecy come true.
[8]
The Gods, if they would act.
[9]
The People, if they would set aside their differences.
[10]
The Magic Sword, if only it could be found.
EDIT: Somebody made an online generator for this post. Thanks!
EDIT: Somebody made an online generator for this post. Thanks!
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