cw - sa, child kidnap, animal abuse
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Still working on monster hunting for a hypothetical swyvers (hence swyvers stats) expansion. This is what a monster entry would look like - probably not this layout though. That's just because why not
Showing posts with label elves. Show all posts
Showing posts with label elves. Show all posts
Tuesday, 21 August 2018
Monday, 2 May 2016
Spell Slave Sacrifice
Sick of magic users tearing through shit? Throw some of these bastards at them. Make the most sense employed by sorcerous societies and amoral wizard-killers.
Emaciated human forms with heads of hydrocephalic proportions, the veins tangled and bulging. Their maws are toothless, and wide open, like that of a basking shark. What they seek is spells, to consume and mutate, something essential in the wizardly duels of the Illyrian courts.
They only eat spells not cast by those whose blood they have supped upon.
HD 2 AC AS NONE ATTK 1D4 PITIFUL PAWING MORALE 12 MOV AS MAN
Whenever a spell is cast within clear eyeshot of a Spell Slave, the spell fails to take effect - instead being consumed by the Spell Slave. For every spell consumed, the Spell Slave will mutate. After 1d6 mutations, the Spell Slave with explode, causing (number of mutations)d6 damage to those within 30 feet. Standard practice is to send these abominations charging forwards, to distance them from their handlers.
Emaciated human forms with heads of hydrocephalic proportions, the veins tangled and bulging. Their maws are toothless, and wide open, like that of a basking shark. What they seek is spells, to consume and mutate, something essential in the wizardly duels of the Illyrian courts.
They only eat spells not cast by those whose blood they have supped upon.
HD 2 AC AS NONE ATTK 1D4 PITIFUL PAWING MORALE 12 MOV AS MAN
Whenever a spell is cast within clear eyeshot of a Spell Slave, the spell fails to take effect - instead being consumed by the Spell Slave. For every spell consumed, the Spell Slave will mutate. After 1d6 mutations, the Spell Slave with explode, causing (number of mutations)d6 damage to those within 30 feet. Standard practice is to send these abominations charging forwards, to distance them from their handlers.
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d8
|
Mutation
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1
|
Extra Limb – Either an additional attack,
or an atrophied useless limb, hanging limp (50/50)
|
|
2
|
Fleshy Wind Sail – Spell Slave gains
ability to glide, travelling great distances on their wind-catching
skinflaps.
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3
|
Hideous Yelling – The throat swells, and
their piteous moans becoming deafening – save or stunned.
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4
|
Meat Tendrils – 1d4 tendrils sprout, each
seeking to entangle an opponent as the Slave shrieks in agony from growing
pains. They are easily cut, but regrow in 1d4 rounds.
|
|
5
|
Hideous Growth – The Slave doubles in
size and HD, increasing damage by one dice size.
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|
6
|
Self-Preservation – The Slave becomes
aware of their purpose and fate, and attempts to flee combat before they
explode from increasing mutations.
|
|
7
|
Slave Contagion – Their nature becomes
contagious – any touched will gain the nature of a Spell Slave, without any allegiance.
|
|
8
|
Radical Skin Modification – The skin of
the Spell Slave becomes harder, moving up their AC by 2. Skin becomes stone,
stone to metal, and metal to materials unknowable.
|
Sunday, 27 July 2014
Developing some details for the LotFP game
Just some rough 'sketches' of stuff for my LotFP campaign. Probably boring and derivative.
Elves.
The forests are rich, old and dark. The beasts roam free and those not welcome in the communities lurk and brood. The roads are dangerous and thin when they do exists, and only skirt the light outer edges. The deep forests were not meant for man. The inner, ancient woodland is haunted by a race inimical to man. They flit between the trees and plants, passing freely through the densest foliage and most difficult terrain. They trap, confuse, cut, shoot and bleed intruders. Your body will be left for the animals, decomposing to feed nutrients to the plants. They are the Elves.
Once their dominion projected forth from the forests. Your grandfather's grandfather may remember the time of the Illyan - a time where a cousin of the Elves of today held the area in a tight grip, and man was nought but a plaything. The ruins of this time are scattered about the land, invariably containing valuables, secrets and death. We do not know why they retreated, only that they did. And now Elves are only spoken of in hushed whispers matched with furtive glances at the oh-so-brave adventurers asking about them. No good can come of disturbing their land.
Dwarves.
There are two kinds of Dwarf - the dour Rock and the unseen Stone. Rock dwarves live in hill communities, farming pastorally much as men would in similar places. However, they have fantastic metal and stone work at their disposal thanks to trade with the Stone. Rock dwarves are unwelcoming of humans, and barely tolerate visitors for any length of time, especially adventurers.
We know nothing about the Stone Dwarves bar that they spend their entire lives underground.
--DM INFO--
The Stone Dwarves do not believe in the surface. It is merely a dream in the minds of the those who truly exist. Those Dwarves who dwell there are the Dreamers, or the Sleeping. They are fools of great use, for they and they alone can evoke things from the Dream into the reality of Down. Though only the better-off Dwarves can afford such delicacies, the Dreamers do well of the trade. They do not attempt to understand, for the nature of reality does not suit them - they find it distasteful after the Dream.
Sometimes Nightmares pierce their way into the real, through holes the Sleepers insist of leaving open, or perhaps through their own ken. The Sleep Wardens guard such places, and are uniquely gifted in comprehending both the reality and the Dream. They can never experience the true reality because of this, and are confined to the upper layers of the real, where the borders are thin. The real is dark and stretches on beyond ken, but it is finite. The Dream is infinite and filled with unreliable, fickle lights and beings.
Elves.
The forests are rich, old and dark. The beasts roam free and those not welcome in the communities lurk and brood. The roads are dangerous and thin when they do exists, and only skirt the light outer edges. The deep forests were not meant for man. The inner, ancient woodland is haunted by a race inimical to man. They flit between the trees and plants, passing freely through the densest foliage and most difficult terrain. They trap, confuse, cut, shoot and bleed intruders. Your body will be left for the animals, decomposing to feed nutrients to the plants. They are the Elves.
Once their dominion projected forth from the forests. Your grandfather's grandfather may remember the time of the Illyan - a time where a cousin of the Elves of today held the area in a tight grip, and man was nought but a plaything. The ruins of this time are scattered about the land, invariably containing valuables, secrets and death. We do not know why they retreated, only that they did. And now Elves are only spoken of in hushed whispers matched with furtive glances at the oh-so-brave adventurers asking about them. No good can come of disturbing their land.
Dwarves.
There are two kinds of Dwarf - the dour Rock and the unseen Stone. Rock dwarves live in hill communities, farming pastorally much as men would in similar places. However, they have fantastic metal and stone work at their disposal thanks to trade with the Stone. Rock dwarves are unwelcoming of humans, and barely tolerate visitors for any length of time, especially adventurers.
We know nothing about the Stone Dwarves bar that they spend their entire lives underground.
--DM INFO--
The Stone Dwarves do not believe in the surface. It is merely a dream in the minds of the those who truly exist. Those Dwarves who dwell there are the Dreamers, or the Sleeping. They are fools of great use, for they and they alone can evoke things from the Dream into the reality of Down. Though only the better-off Dwarves can afford such delicacies, the Dreamers do well of the trade. They do not attempt to understand, for the nature of reality does not suit them - they find it distasteful after the Dream.
Sometimes Nightmares pierce their way into the real, through holes the Sleepers insist of leaving open, or perhaps through their own ken. The Sleep Wardens guard such places, and are uniquely gifted in comprehending both the reality and the Dream. They can never experience the true reality because of this, and are confined to the upper layers of the real, where the borders are thin. The real is dark and stretches on beyond ken, but it is finite. The Dream is infinite and filled with unreliable, fickle lights and beings.
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