Showing posts with label cult. Show all posts
Showing posts with label cult. Show all posts

Thursday, April 25, 2019

20 Warrior-Cult Gimmicks

[1] Homosexuals
They're all gay. Women are weak, and having sex with a woman just makes you weaker. Children are (forcefully) adopted or raised through surrogates of subjugated peoples. As most warriors are lovers, they often fight in pairs and get +1 morale. They also have a 50% chance to fly into a berserk rage when their lover dies, giving the warrior a -2 to AC but +2 to hit and damage and being unable to flee for 3 rounds.

[2] The Bloodless
These warriors bleed themselves dry before each battle, making themselves very lightheaded and meaning their wounds do not bleed during combat. They cannot be harmed by bleeding spells and take -2 damage from sharp weapons, but messing up the pre-battle ritual means that they won't be protected by the bloodletting and will die from it before stepping foot on the battlefield instead.

[3] Animal Companions
Each warrior has a spirit animal that they must raise from birth into becoming a combat companion. Animals that aren't that useful for a direct fight are still raised up and used somehow. Leadership of this cult doesn't believe in any of this, just assigns humiliating animals to people they don't like.

Warrior Cultist Animal Companion Table – 1d6
[1] Wolf.
[2] Horse. Metal spikes on withers and uses hooves to fight. Would be dishonorable to ride.
[3] Pig. Covered in metal plates, has AC 18. No attack, but redirects 1 in 4 attacks to itself.
[4] Crow. Picks locks.
[5] Cougar.
[6] Scorpion. The scorpion is not tamed, stings owner all the time. Owner has +4 to saves vs poisons.

[4] Shield-Bearers
Don't use weapons, just shields. Have special training letting them reflecting magical or supernatural attacks, like dragon breath and some spells. Most shields are also bladed, act as mercenaries that protect and strengthen other armies.

[5] Murderous
To ascend in the organization is to kill your master above you. While very good at what they do, also very competitive and 1 in 6 chance any given mission someone betrays someone else to gain status. Warriors of this cult get +2 to stealth rolls due to assassination training.

[6] Amputees
As a ritual upon induction, these cultists isolate all the pain and weaknesses of the warrior's body into one limb, before cutting it off. Treat their strength modifiers to grappling, to-hit, and damage bonuses as +2, but they have a wooden leg slowing speed by 25% OR making them unable to equip two weapons, a shield, or a large two-handed weapon from their missing hand.

[7] Refined Killers
These warriors are very conscious of fashion, etiquette, and the high life. After killing a few enemies they may strip down into a bloody silk garment to drink fruity drinks and discuss local theater. Their reputation is only very slightly better then other warrior cults for this reason.

[8] Flower Dancers
These warriors do not engage in killing very much. Most of their engagements are meant to be showboating, displays of force, threats and taunts, throwing spears at each other and taking captives for ransoming and so on. If a foe breaks this rule or draws blood of one of their own however they will return the favor with brutal efficiency.

[9] Demon Tutors
These warriors learn their combat prowess and secret blade arts from demons. Carefully summoned and contracted to teach, the cultists respect and fear as much as they worship and serve the demons that they summon. Most cult-like of all warrior cults, needing actual human sacrifices to to whet the demonic whetstones. The leader of the cult is transforming into a half demon, with a single cracked horn growing out of his skull that has become impossible to hide and forced him into isolation.

[10] Tempest Chains
These warriors temper their flesh and minds by subjecting themselves to torture; they are tied with metal chains in a tall tower during storms. The lightning strikes them through magically enchanted chain; keeping the blast of energy from being lethal but still quite potent and subjecting them to the power of the tempest. They become nearly immune to pain and take -2 damage from all lightning based spells and attacks, as well as gaining +1 passive AC

[11] The Bridgemen
These warriors act as guards and mercenaries for palaces, almost always in a defensive role. They believe that in the afterlife they must defend the bridge to paradise from the hoards of demons, sinners, and otherworldly creatures that constantly try to slip in. They fight defensively and have +2 AC on rounds where they don't attack. Additionally, if they stand their ground with a wide stance on a stone surface; they cannot be moved or shoved from their position, even with magic, as they are anchored to the everlasting stones.

[12] Luck-Hunters
These warriors can smell the “luck” in some people. Anyone who has narrowly avoided a natural disaster, come from a bad background and yet succeeded, or player characters who have made several successful saving throws in a row. The warriors want to steal their luck, and will try their best to knock them out and carry them to a remote location. There, the person is tied down and given weakening drugs to make them unable to resist as the warriors perform surgery; the 'luck' of a person is pulled out of their neck as a tiny green stone, which radiates with lucky energy. The more lucky the person is, the brighter it glows. The person is then given more knockout drugs, hopefully to make them forget, and dumped back where they were found as discretely as possible. While the warriors are skilled at cutting flesh, there is still a chance of death or injury- 2 in 6 plus Con modifier of affected character's chance to die from the surgery.

Once the luck is extracted, the Luck-Hunters keep it in their safehouses for storage and create draughts of luck and fortune. If they are expecting a fight, they'll quickly drink a small bottle and gain advantage on all saving throws, attack rolls, and enemies get disadvantage on attacks rolls versus them for one exploration turn. Drinking a large bottle, or multiple bottles at once, lead to incredible feats and coincidences of luck and happenstance; very likely they are to stumble across a lost treasure or be completely ignored by anything dangerous nearby, or even trip and accidentally kill an infamous monster and be both praised and rewarded for it. Bottles of extracted luck sell for high prices in the underground markets. For this reason, the leader of the cult is essentially impossible to catch, as their luck is so great that heaven and earth move to give them an escape.

[13] Herb-Sniffers
These warriors cultivate special flowers and herbs in their hidden rooftop gardens, different shingles mark what herb is grown underneath. These grant power to whoever smells them in the form of smelling salts & scents that send the user into a powerful battle trance. Due to this practice, the warriors of the clan have very sensitive noses and will be stunned for a combat round if presented with an unpleasant smell, or stunned for 1d4 rounds if accosted with a very unpleasant smell.

Beyond smelling herbs, the Herb-Sniffers are also skilled horticulturalists. Any warrior that has defeated them in honorable combat is allowed to buy secret medicines from their shop. Among this are healing roots, training-enhancers, and cures for erectile dysfunction.

[14] Ancient Clan
This warrior cult comes from a very long line of martial artists, who practiced the art of killing long before weapons were invented. Their open palm counts as an extra attack so they rarely use shields; deals 1d4+1 damage on a hit with a hand jab, as they go for eyes and throats. Additionally, this warrior cult has several secret magical weapons and tools at their disposal, as well as an animated stone lion that only awakens when their sacred clan grounds are under attack by retaliating groups of warriors who fight against them.

[15] Twine Spinners
These warriors specialize in assassinations and urban combat. They tie packages with twine in special knots to warn of an incoming attack or to mark a target for death; they use couriers in cities to send these messages while none the wiser. Each of them carry a small length of twine they tie around a slain target's finger, which is their calling card. The leader has specialized weapons and armor made with the twine of the elves, called Glint, which gives him protection from magic and supernatural stealth.

[16] The Seamen
Born on boats and floating cities in the oceans of the world; these cultists are never allowed to set foot on land. In return for this spiritual contract, they are said to have incredible powers over the sea and connection to nature. All of them can trace their lineage to mermaids.

They can tell when a storm is coming, sharks and leviathans treat the fighter as an ocean predator on their own, and they may be able to swim and jump from the water as powerfully as a dolphin in human guise. Fight with a mixture of spears, cords, nets, and weights- drowning foes is as effective as any other method. If you toss a handful of dirt at one, they make a morale check.

[17] “No-Swords” Gang
They hate swords. They hate swords, they hate how common magic swords are, they hate how swords are the most famous and well regarded weapons. They don't use swords, all of their members use other weapons. They use spears, maces, axes, flails; anything but a sword. They also have several enchanters creating magical weapons for them to use, since magic swords are so common, so many of their crew have +1 magic weapons or a magic weapon with a small magic trick. Also, all their members are skilled at parrying and defeating those wielding their most hated weapons; these cultists get +2 AC versus enemies using swords. They also have a vault of captured magic swords at their headquarters featuring swords too valuable or difficult to destroy or dispose of.

[18] Defacers & Book Burners
This cult despises all written word; language should never be imprisoned in a piece of paper. Their belief is so strong it borders on fanaticism, if they know someone is literate they will mock them and call them a dyslexic, a forgetful oaf who needs to write everything down to remember it, will be wary of any payments given, as they may believe the persons' arithmetic is sorcerous to gain them more gold then they deserve; like compound interest. Naturally, they hate Wizards.

This cult also has a unique power; around them is an aura of illiteracy. It scrambles text and written words on spell scrolls and spell books as well as signs- though many can still be understood due to the small number of combinations the letters can jumble to (it's not hard to get that the sign that says “pbu” is the “Pub”), and symbols on many objects may not jumble. Very abstract text, such as words worked into a glyph shape or initials on a forged piece of equipment, may not jumble at all. If you try to use a scroll or read a page from a book or spellbook while the aura is active, it takes you twice as long.

[19] Brickers
These fort and castle building & defending warriors see secrets and power within the unchanging walls of stone castles and forts. They gain +2 AC when fighting with their back to a wall, and can also run on walls for 10 ft, letting them cross over gaps and floor traps. Many people warn against being taken captive by them, as the brickers have an infamous rumor of killing people by sealing them inside a wall and letting them starve. The cult has done this in the past to power certain rituals, and may need fresh corpses to plaster into their fortress soon.

[20] Engima Cult
Every member of this cult has only one thing in a common, a vertical scar on their left wrist, intersected with a diagonal line. Almost everything else about them is different. They all have different fighting styles. Many have magic powers or summoned creatures at their side. They all have different taboos, with some forgoing meat while others cannot speak unless they give the listener a clay coin out of respect. With almost no seeming connection between them, they operate in cells and don't allow outsiders to understand or know their group's goals, but they do move towards a singular purpose.

Whenever you roll an Enigma cultist, there is a 1 in 20 chance they are a lieutenant and have a piece of paper with both the names of 5 other members and a minor objective, or clue to the mastermind of the whole operation.

Saturday, December 15, 2018

20 Interrupted Rituals (and the devastating consequences)

[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 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.

[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.

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.

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.

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.

Saturday, June 9, 2018

Hearthstone C'Thun as Tabletop Encounter

Before you read this, please note that I know almost nothing about Warcraft lore. Be warned.
C'Thun
One of the ancient Void Lords, also called the Old Gods. C'Thun wishes to plunge all of Azeroth, indeed, all of reality into despair and an unending nightmare. He was once sealed away by the Titans, but now struggled against his bonds, and his cult hastens his return to the world.

C'Thun (6+X HD, +4 to-hit and AC, 2d6 tentacle attack, can summon 1d6 more tentacles per turn, casts powerful spells, releases incredible power when first encountered)

C'Thun appears as a monsterous eye atop a great pillar of flesh and writhing mass. He is incredibly powerful; one of the strongest beings to ever exist on Azeroth (and outside it). When first encountered, C'Thun deals Xd6 damage to all who oppose him through the powers of the void, where X is the number of his total HD, split up however he chooses.

C'Thun does not exist at the beginning of play. Instead, he is slowly gaining power through his cult. As his cults fulfills their objectives, they increase his power. The X modifier of his HD is equal to the amount of strength gathered by his cult; each sacrifice, mission, and dark ritual completed. Each mission the players stop will make C'Thun less powerful for the inevitable confrontation; but failure increases his HD by yet another die.

C'Thun Cult Mission Random Table – Roll 1d8
[1] Kidnap and sacrifice a princess or priestess to C'Thun
[2] Steal mana crystals from an Archmage
[3] Blood cult recruiting new members to mutilate themselves for C'Thun
[4] Poison and corrupt a Moonwell
[5] Brainwash several Gnome and Goblin engineers to forge mystical machines
[6] Pervert the teachings of a Church of Light to worship C'Thun instead
[7] C'Thun whisperers spread chaos and panic among factions and peoples of Azeroth
[8] Steal a dragon egg

Wednesday, October 18, 2017

Cult Infested Village & Farmland Encounters

 Peasant Village & Farmland Encounters
Roll d20

(1) You encounter a town in the middle of a major religious ceremony. 50% chance for the ceremony to be of the dominant religion in the area, else the ceremony is unique to this town and is under the authority of a villager cult. (roll on cult table).

(2) Farm which seems to be busy with an activity hilariously out of season. (Planting in the middle of winter, harvesting in spring, sitting around doing nothing during harvest time, etc.) If asked or questioned, the farmers will deflect all questions. 

(3) Scarecrow has gone missing from a nearby field. Investigation reveals it has been animated by a local hedge witch and is violent. 

Scarecrow (1HD+1, AC 9, pitchfork d6, extremely weak to fire. Killing it gives you nightmares that lower all your saves by -1 for a week. This can stack if you kill multiple Scarecrows) 

(4) Small group of King's men ask the party if they've seen a man, and pull out a small sketch of him. They did, just a few minutes ago down the road. 50% chance the men are not actual lawman and are actually criminals OR cultists in disguise; that man has slighted them in some way. 

(5) Small coin-purse found on the side of the road with 3d6 silver pieces. If the party keeps it instead of trying to find the owner, they will get a stern talking to by an old woman who left it there on purpose as a test. She has no special powers or abilities, and will give nothing for the moral ones.

(6) Some of a farm's animals has gotten lose! They ask for your help in getting them back;
Roll d6;
  1. Four to six Sheep
  2. One very mean and ornery goose
  3. Bull or VERY pregnant cow
  4. Horse. 50% chance its a prized racing horse for a nearby noble.
  5. Billy Goat. Has a spiderweb between its horns with a poison spider.
  6. Bright Yellow Bat. It's harmless, but is prized for its really valuable, weird milk.
(7) Construction crew working on nearby significant project. The crew needs nearby workers from the locals, but most of them are either neutral or negative towards the idea. The construction crew asks you to gather supporters and they will reward you handsomely. Roll d6 for building;
  1. Bathhouse.
  2. Public Granary
  3. Noble's Manor
  4. Wizard Tower
  5. Arena
  6. Ghetto (for another race)
(8) You see several armored men with horses and weapons doing battle in a field. If approached, they say they are merely doing a historical reenactment. There is no way to tell from a distance and the peasants are panicking.

(9) The local crypt has opened, spilling 2d6 skeletons or zombies out into the countryside. 50% chance the party has gotten here late and now they could be anyone, just wandering around this peaceful community. 

(10) In the middle of a gentle town's street, 2d6 men run up and brutally kill another equal number of men, seemingly very skilled and also very careful as not to hurt anyone else before running off. All the victim's have the same cult insignia. (roll on cult table for which one.) 

(11) Four men in white and black stripped robes stop the party and demand they turn out their pockets. If the party does not comply, or if the men see any objects made of silver (INCLUDING coins) the party is cursed with an automatic failed save the next time they would save.
If killed and checked, the men have several silver objects in black silk bags, as if to contain them.
 

(12) Four wild hogs eating a horse, braying in pain, in the middle of a muddy road. 

Hogs (2 HD, AC 10, gore d6, +1 to hit and damage on first round of combat. They get an extra attack at the nearest party member on death.)
Hogs are not cowardly, but won't attack unless you get too close.

(13) Man in a tattered cloak asks to meet in a tavern or alleyway. He asks the party several quest-sensitive questions or personal questions of a profound nature. He will get agitated if not answered. If struck even once, turns into a pile of rats and skitters away.

If at least 3 questions are answered truthfully, he shoves a bag of 10 silver in your hands. If at least 5 questions are answered, he gives the weirdest looking party member a scroll with a unique spell, if 7 questions are answered he gives the party a magic map that has the names and locations of all the local people of this town. If 10 or more questions are answered he nods sagely, then transforms into a swarm of rats and tries to kill everyone starting with the most honest.
 

Rat Tail Spell- Level 3, TransmutationUser grows a 3 foot long rat's tail that grants +1 to all agility and balancing checks and AC vs ranged.
Duration = Caster level hours.
 

(14) Middle of town, a large house seems to be missing, replaced with a huge sinkhole that leads off to a dark crack into the earth. Locals try to ignore it, but admit being afraid of horrible noises coming from it at night.

Within the hole one can find the original house, surprisingly intact as if stolen from the surface. Instead of the locals though they find something else living in the house, who don't like guests;
  1. Goblins
  2. Gnolls
  3. Drow
  4. Kobolds
  5. Every object in home is animated, violent
  6. Hermaphrodite creature, heavily pregnant, fusion of all original inhabitants.
Hermaphrodite (4 HD, AC 12, attacks with Kitchen knife d4, billyclub d6 each turn. 1 in 6 chance to do nothing on a turn, as if struggling with itself)

Regardless of the monster(s); the house has a few trade coins and some carefully locked away cloth. The cloth actually contains thread made of gold which can be melted into 1d6 GP.

(15) Young famer's wife screams on a nearby hill, she is being attacked by a Chichevache, a creature that feeds off faithful and honest wives. As such the poor thing is starved nearly to the bone. 

Chivchevache (3HD+1, AC 14, bite attack d6, trample d4. If it eats the woman it will gain +1 to hit, damage, and AC, but she may still be saved in its belly. Also gains +1 to hit against female party members of good morales (not applicable)) 

(16) Runaway cart! When walking up a hill, a cart laden with all kinds of fruits or other goods will come barreling down towards party members. Anyone who doesn't dodge out of the way takes d8 damage. 10% chance the cart is somehow animated and at the bottom of the hill will turn around to try and run people over again.
 
Regardless of what happens a fat, cowardly merchant will come after and apologize for what happened, but will not offer compensation. 

(17) Small crate hidden nearby the road reveals heavy set of armor and weapons. When discovered a man will tell the party to leave and threaten them if they don't keep this secret. Roll on the cult table to see which cult it belongs to.

In the night after the discovery of the crate it will be used in a small skirmish between two farmer cults in a nearby field. They will battle until some amount of time has past or 1d4 people have fallen on one side; the victor leaves the bodies and weapons of the defeated for the defeated to dispose of and take away. By morning the bodies will be buried and gone. All of this can be observed from a nearby hilltop.

(18) Secret catacombs underneath the village that stretches off to the nearby village. 50% chance for a Thief character to spot the mark of the thieves or assassins guild down here. Secret entrance that leads to (14) and (19).

The catacombs have wandering monster checks at half rates. 50% chance of encountering a lantern skeleton (stats as skeleton, with lantern) or a few goblins that mostly just want to steal beer.

(19) Goblins living in what remains of a large cellar system dug between multiple houses and grain-stores in the past with the houses above totally removed and abandoned. Finding this place from above is very difficult, but the locals may say that there was once a few buildings here.

The goblins are surprisingly not aggressive; they mostly just want to get drunk and have sex with each other. Bring them beer and they will tell you all kinds of juicy info about the cults in the area, the festivals, and the tunnel system they built, and also hint at the
Brownie trapped at (20). 

(20) Astute countryside manor tucked away off the beaten path from the towns and farms. Food deliveries are made 3 times a week, the owner of the manor also seems to own or control most of the business around the area.

The owner of the manor is also the leader of one of the two cults in the area, 50% chance of either. His cult is in the dominant position, especially with his money. There is an alter to the cult in the manor. The manor also contains plenty of luxury items and valuables, but the master will not allow anyone inside unless they seem high class and stow their weapons.

Additionally; the grounds around the manor is inhabited by a helpful
Brownie (as Gnome) with magical powers who will give dirt on the master if the party helps him escape the walls. He claims the owner is keeping them here to force the plants to grow bigger and better.

Within the dungeon of the manor is a
Rod of Punishment; an extremely painful weapon that deals 1d6 damage, the victim automatically loses concentration on spells and similar, but this weapon cannot deliver a killing blow.

Secret Farmer Cults Table
Roll here to determine Cults. Rules on cults; only roll one cult, then each 'roll cult' has a 50% chance to be the same cult again or a new cult. Once two cults are established all cult events are either one or the other with equal chances or what makes sense. Roll d6. 

[1] Black Ring Cultists. Believe in sanctity of nighttime walks and drains. Members draw black rings on walls and posts to show territory and are obsessed with buried treasure. Their Insignia is a black ring on a white piece of paper.
Their power is to jump out of sight and then appear at another nearby location, such as behind a wall and then above an alcove across the street.
 

[2] Yellow Sheet Cultists. Believe in pressed fabrics and cottons, hierarchy of color where yellow is the king. Members always have wrinkle free cloths and their beds are perfectly made. Their Insignia is a piece of yellow cloth, no matter how small, often a patch on another outfit.
Their power is snapping their fingers and causing anyone nearby to drop the object they are holding in their left hand. If they are using something that takes two handed, it drops.
 

[3] Egghood Society. Believe that eggs are a vessel to reincarnation; wish for their bodies to be sealed in large iron eggs upon death. Stealing iron and raising money to do this; have a secret burial ground in cult headquarters. Insignia is a tiny hammer with a spike; to break free of an egg.
Their power is choking someone if they concentrate on them, dealing d4 damage each round. Requires eye contact.
 

[4] Green Spiral Cultists. Believe that the amount of life is only going up as time goes on; wasteful eating and compost is actively making the world more verdant. Their farmers grow extra food and waste it, even steal food to compost and throw into the nearby woods. Insignia is a wooden whistle.
Their power lets them exert minor control on a nearby plant; usually to whack with a branch (d4), or ensnare and tangle a foe.
 

[5] Five Legged Stool Society. Believe in supreme restrictions and utmost care at even rudimentary or everyday tasks. Members have spare tools and parts all around their house, and have copious guardrails around any and all heights. Insignia is a spool of thread and a needle, usually in the pocket.
Their power is to give themselves or an ally +1 to AC and +1 saving throws against party; passive.
 

[6] Red Glove Cultists. Believe in a guided hand to everything; creation, luck and fate, every object has a creator somewhere. Members subtly manipulate events and people in towns, even rearranging furniture can change the future. Their Insignia is a red glove, sometimes too small to be worn simply as a symbol.
Their power is changing a small object, that can be hidden in a closed hand, into another object. Such as changing a key into a nail or a note into a flower. These changes seem permanent.

Wandering Monsters Table
Note; only roll on this table if you have angered one of the local cults or they know you know of them and they want to keep it a secret. Roll d4.

[1] Cultist and 2 Cult Guards. They prefer to attack at night and away from prying eyes. The guards both carry 1d6 silver in coin-purses.
Cultist (1HD, AC 11, ritual knife d4, has 2 first level cleric spells each day, plus cult power.)
Cult Guard (1HD+2, AC 12, sword or club d6, can block attacks to the Cultist to itself)

[2] Three Cultist-Warriors. They always pray before combat, and mumble religious chants under their breath when they fight. Run if spotted by anyone other then party members.
Cultist-Warriors (2 HD, AC 14, Swords, hammers, or spears d6, has cult power and +1 to hit)

[3] Cult Hedge Mage. Has a small angry mob (2d4) of villagers to fight for him; who are under effect of Charm. The party is accused of a crime with no proof or evidence. Sentence is death. Villagers as bandits with improvised weapons. The Mage carries 1d4 gold worth of arcane resources.
Cult Hedge Mage (1 HD, AC 10, staff d4, casts first level spells)

[4] Specially trained attack dogs. They look like feral dogs, but there is no question they seek the party and will only try to hurt them. Their teeth have been filed into cruel points. Stats as wolf.