Showing posts with label minion. Show all posts
Showing posts with label minion. Show all posts

Monday, October 18, 2021

Swordyface

Swordyface
The swordyface is an undead being, created by this spell. The magic user must themselves have some amount of fighting ability to cast this spell- and as such this spell is more suited to battlemages or evil emperors who do everything because they're big-bads and aren't constrained by a gameified class system.

The Swordyface is made by stabbing a sword through the face of a defeated opponent. Typically the swordyface is made with a humanoid creature, but any creature can be made. If the caster slayed the creature themselves with the sword used for this spell- the resultant creature has an unlimited morale and will always fight as its master demands. If the creature was made using a different sword, was stabbed into a corpse not created by the magic user's own hand, or you don't have any combat ability- it is created with a morale of 6 and is cowardly. These also have nothing to do with the Swerda, I swear.

The Swordyface has the same HD and abilities of the creature it was made with, with two exceptions. 

Firstly; It keeps biological and magical abilities; but not spells or divine powers or anything that would imply they retain the same knowledge or intelligence. It also counts as an undead creature, making it vulnerable to turning; but it gets a morale check to see if it flees or is destroyed from a turn undead roll. 

Secondly, the Swordyface does not retain the To-Hit, AC bonuses (besides armor) or other combat bonuses from the body it was made with; instead it inhereits these from the magic user who created it. The Magic User loses these abilities for the duration of this spell; which lasts until the Swordyface is destroyed or the sword is removed from its face, ending the spell. If the sword is removed by someone other then the magic user who made this spell; the magic user does not regain their fighting abilities until they get the sword 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!

Tuesday, March 6, 2018

Hearth Minions

Hearth Minions (HD 1, +4 AC for the head, uses small weapons)
Morale- 8, defends Creator to the death

Hearth Minions are small, reddish-dirt colored creatures with an animal skull for the top of their head. All of them have short stumpy tails and bright colorful eyes; the color of the eyes depends on their creator and all minions made by the same person will have the same color eyes. Hearth minions do not have a gender, and do not reproduce naturally. They are a construct of magic and do not exist on any plane except where magicians have created them.

Hearth Minions imprint strongly on the person who created them, and bond with them instantly, not wanting to spend time apart and wanting to spend all their energy helping that person. They usually perform physical labor and act as an apprentice for the Magician who created them. They can be taught some magical powers. Some Hearth minions can also seemingly understand animals of the skull used to create them, but they cannot speak any mortal languages and must use hand motions and writing to communicate. Hearth minions will always defend their creator to the death.

If the Hearth Minion's creator dies; the minion will feel devastated, and tales of suicidal minions who defend their creator's corpse or jump off cliffs in despair are common. However, occasionally minions may be treated poorly by their masters and once they are “freed” from their influence by being killed, they can imprint on a new, kind person who takes up that role in their life. Despite their loyalty, Hearth minions still show signs of fear and pain when being abused by their masters. No Hearth Minion has ever lived in a non-submissive relationship with anyone, as they greatly prefer having a master then living on their own.

Womb of the Hearth (Magic User Spell)
This is the Hearth Minion creation spell. In order to create a Hearth minion, one must dig a hole in the ground and place an animal's skull upside down at the bottom of the hole. This will become the minion's upper skull. It cannot be removed from their body without killing them, it is fused. The hole is filled with magic clay and water, a layer of dirt and leaves is spread on top, and a drum made of wormskin must be banged rhythmically for several hours to give the minion its “heartbeat”.

Then, the womb must gestate for one year, until which the Hearth Minion must be dug up to be “born”. Since the Hearth Minion cannot dig itself out of the hole, but is in a pre-birthed state, it does not need to breath or eat while waiting to be dug up. The person who dug it up will be considered the minion's master, who they will serve as long as they live. Hearth Minions will be as living creatures from then on, and require food, and sleep. Hearth minions also age, but not in the same way humans do. Their skin starts to become very old and cracked as dried up mud does, and their skull will show severe decomposition. It is said that a Hearth Minion's master can free them at any time or age by simply placing a hand on them and telling them to be freed of their service, in which case the Hearth minion and the skull used to make it will crumble to dust.