Showing posts with label good vs evil. Show all posts
Showing posts with label good vs evil. Show all posts

Sunday, November 29, 2020

Sword of Truth Generator


What kind of Sword is it?
- 1d6
[1] Falcata
[2] Seax
[3] Katana
[4] Boardsword/Arming Sword
[5] Claymore
[6] Rapier

What is its Appearance? - 1d8
[1] Ancient, rusted or greened from decay. Just as powerful.
[2] Decorated with gold leaf, engravings, runes are fancifully carved. Jewel pommel.
[3] Brutish, simple and rough. Runes are carved with straight and hard precision.
[4] Finely crafted, though unadorned. Seemingly untouchable by dirt or grime. Silvery.
[5] It appears broken- the blade missing halfway up. It is restored just when it is needed most.
[6] Humble, simple. Looks like it could be a farmer's weapon.
[7] Made from a fantastic material; bright red iron or a creature's bone worked into a sword's shape.
[8] Glows even in daylight, wisps of power are drawn to it. It is a truly intimidating blade.

What do the Ancient Runes read along the Blade? - 1d12
[1] God Willing
[2] I Serve but the Good
[3] Render Unto
[4] The Riddle
[5] Tyrant's End
[6] Unerring
[7] I Shall
[8] Pursuit of Happiness
[9] The Wielder of this Blade shall be named King
[10] Hope for the Hopeless
[11] (There is no runes, instead the blade is polished to be a mirror. You see what you want to see.)
[12] Lion's Breath

What's its Special Power? - 1d8
[1] Can reverse time by 10 minutes, but just once.
[2] You can look into it and see whatever place you need to be the most.
[3] If you stab it into a corrupted thing it doesn't destroy it instead purifies it.
[4] You can throw it and it comes back to you.
[5] Everyone has heard of it and respects you just for having it.
[6] You can detach the blade and inside the handle is a holy object that's really important.
[7] Can hide the user's appearance, makes them look like an old beggar or something humble.
[8] Let's the holder fly.

Besides being really powerful, how do you KNOW it's the Sword of Truth? - 1d6
[1] Because it tingles to warn you when monsters approach.
[2] Because it can't hurt anyone innocent.
[3] Because bad people look away from it.
[4] Because it appears whenever you need it most.
[5] Because anyone struck by it admits to their sins and cannot keep their lies.
[6] Because when you swing it it shoots out a holy light beam.

What do you have to do to earn the right to carry the Sword? - 1d8
[1] It is so far away, so isolated, and so guarded by evil that simply retrieving it is enough.
[2] Solve the ancient riddle.
[3] You can take the blade freely, but an illusion will tempt you from the righteous path.
[4] Only those pure of heart can find it.
[5] Only those of the royal bloodline can take the sword.
[6] The blade is found rusted and worthless; is cleaned by unicorn's tears. That's the hard part.
[7] Kill the demon that lives in the sword, which is actually an angel that tests you.
[8] When you first take the blade, your inner demons materialize in a shadowy form. You must defeat the shadow, or else you will lose the blade and not get it back.

Sunday, October 6, 2019

Dark Lord Generator

Art @chasestone
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!

Saturday, February 10, 2018

Angels & Demons

Why rewrite your stat blocks for every type of angel and demon? Instead, let's just write up two creatures and let the HD denote their powers instead.

Angels (HD X, can transform into creatures with HD = X-1 or less, protects number of noncombatants equal to X from harm, can reflect damage equal to X, appears as pure white animals and creatures)

Angels are the protectors of good and the innocent, and never appear in the mortal realm as their “true” form. Instead, angels take the form of pure white animals and other creatures, with all their abilities. They can also take human form, but only do so in times of great strife. The maximum HD of a creature an Angel can turn into is equal to their HD -1.

Simple HD 1 angels can only transform into HD 0 things like a white mouse, white dragonflies, or a cute snow bunny. HD 2 Angels could turn into an HD 1 white cat or dog, or perhaps a human child. HD 3 Angels could turn into a white wolf HD 2, or perhaps a great white stag, and so on. White tigers and elephants could be used as combat forms, but some angels prefer to stay as a dove or swan and use their powers instead of fighting directly. Extremely powerful Archangels could turn into a holy white dragon, with all of its fury and strength.

Angels can protect nearby people from harm, usually children or innocent bystanders. The protection can be subtle or obvious. For example, an HD 6 Angel could guide a small group of people through an orc army- the orcs would simply ignore them. This protection could also appear as a glowing shield, such as to protect people from a dragon's fire. Angels can also cast Cleric or Sage spells at a character level equal to their HD.

Angels prefer not to attack unless in a combat form. If in a harmless or invisible “spirit” form, angels can instead reflect damage back to black hearted people instead. This reflection also stops the damage in the first place; so a 2 HD angel could turn back a glancing 2 damage arrow. If the amount of damage is over the amount of HD the angel possesses, then they cannot reflect the damage.

Demons (HD X, +X to hit and AC, horrifying visage grants -1/2 of X to morale checks against it, can grant infernal boons at one time equal to its HD, teaches rites equal to HD)

Demons are the evilest creatures in existence, unlike the peaceful dead or guardians of the underworld, demons have no respect for the natural order and simply wish the destruction of everything good, innocent, and pure. Once brought into the world, demons will not willingly leave it and have a single horrifying form that is usually something twisted and toxic. Most demons appear as things like skinless dogs that walk on two legs, or obese black-skinned men that walk on all fours, and so on.

Demons are extremely strong fighters, and their horrible fury and demonic aura strikes fear into the hearts of mortals. Demons get +1 to hit and AC per HD from their extreme physical toughness and infernal strength. When first summoned Demons could also exchange some of their HD combat bonuses for special abilities, with a minor ability costing 1 HD and a major ability costing 2 HD. For example, a 4 HD demon may only have +2 to hit/AC but can fly, or 3 HD demon could have +2 to hit/AC but take half damage from frost, etc. Additionally, half of their HD is applied as a negative to all morale checks rolled by hirelings and soldiers that fight it.

Demons grant dark powers to its followers and cult. For this, they can give out boons equal to HD Each point of a boon is roughly equal to +1 to a stat modifier or mimics the effect of a first level buffing spell with an unlimited duration. Every Demon also has a glowing sigil always on or above them unless they are hiding their identity. This sigil is a bit like their name, and cultists must brand themselves with a demon's sigil or use items engraved or painted with the sigil in order to gain a demon's pact and their boons.

Demons also teach the evil rites of their kind to mortals; including blood magic. Most of these rites are things like evil satanic chants and new methods to torture and kill innocent virgin girls, usually to summon more demons into the world. Rites also include new evil ritual magic spells, such as how to permanently sicken a well or make all the goats on your rival's farm lactate blood instead of milk and so on. Each demon knows a number of these rites equal to their HD, and learning a total of 13 new rites will boost a cultist's blood magic skill by one, or caster level by one for dark spells depending on your system of choice.