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Posts Tagged ‘7 Kingdoms’

Stani (Giants)

21 Apr

Stani

Homo Giantis, Guardians of the Heart, the Heartless

The Stani, or Guardians, are a race of humanoid stone giants that dwell in their monasteries in the mountains of the 1st Kingdom, together with their dwarven kin. They are the guardians of the Heart of the Gods, and most are monks dedicated to one or more of the Gods. They come in all types of stone, from sandstone to glassy obsidian, and tower over men, averaging 12′ tall.

When the Dragons came, the giants fought them as best they could, but suffered heavy loses and the kingdom lost many of its monasteries. Those that survive live in isolated or heavily fortified settlements or deep underground with the dwarves, whom they treat as their children. They fiercely guard the paths that lead to the Heart, and are waging a slow war against the Dragons and their kin who seek to enter that sacred place and make themselves Gods.

Requirements

All Stani require a minimum Strength and Constitution of 11.

Class Category Values

Fighting: due to their shape and size Stani require larger weapons and armour to be designed for them, which costs double the normal cost.

Value Loppe XP Cost
4 Stani+giant strength 2500
3 Stani+4 AC 1500
2 Stani+3 AC 1000
1 Stani+2 AC 500
0 Stani 250


Stani Values

Build 0: Stani of this build are made of sandstone and tower 10′ high, with a natural armour of +1. Their great size gives them great strength, granting a +1 bonus to all damage rolls, as well as allowing them to perform a feat of strength once every three hours, lasting three turns, and giving then an effective Strength score of 18, receiving a +3 bonus to attack throws and damage rolls and other benefits that this ability score confers. In addition, the giant gains the ability to strike barehanded for 1d4 points of damage, and to carry an extra 10 stone. Being made of stone, the Stani are also immune to poisons and all diseases, including magical ones.

Build 1: these are giants made of hard rocks, such as granite, with a natural armour of +2, towering 12′ feet tall;

Build 2: these giants are made of obsidian, with a natural armour of +3, and tower 15′ tall;

Build 3: these are the precious stone giants, often made of marble, and its natural armour increases to +4. They tower up to 12′ to 15′ in height;

Build 4: the largest giants are up to 20′ tall, seldom larger, and have the ability to focus their giant strength, granting them the ability to attack as an 8 HD monster or as their own class and level, whichever is better, and inflicts double normal damage with attacks. The Stani can also throw rocks at opponents to a distance of 200’ for 3d6 points of damage and gains a +16 bonus to force open doors. The strength bonus of this spell may not be combined with any other magical effects that influence strength, but it does stack with the character’s normal bonus or penalty from Strength, including feat of strength below. The Stani can only use this ability once per day, and it takes a full turn to gather the necessary focus; the giant strength lasts for three turns before the Stani is exhausted.

Hit Points per Level After 9th Level

As per Saving Throw Progression with an extra +1 Hit Point per level.

Experience Point Progression After 8th Level

A Leonine adds an extra 50,000 XP to the overall cost.

A to Z Blogging

 
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Offal Pits & Otyugh

17 Apr

Part of the A to Z challenge.

The Offal Pits

Within the City of Bones is an expanse of rock with many natural fissures and shafts, which lead down to a series of natural caverns and tunnels. Due to the unique nature of the ground upon which the city rests (digging makes the ground bleed), this natural formation proved perfect for the depositing of the city’s waste. Known as the Offal Pits, this stinking location houses several imported monsters, locally referred to as Offal-Eaters, or the cruder Shit-Eaters, but which are known to scholars as the Otyugh; a creature that lives off the waste of others and is often used by mages in conjunction with Gelatinous Cubes to keep their dungeons clean.

Map

map

Offal Pit caverns

Map Details

  1. This is the main cavern, 60′ below the surface of the city, the walls sloping to meet the high ceiling. Shafts of light from the sun or the city shine down upon layers and piles of waste. The entire place reeks, requiring a Save versus Breath to avoid being sick (-2 to throws for 1d6 turns).
  2. These are nests, each holding 2 Offal-Eaters (see below). Amongst their nests of filth and rubbish can be found the following treasure, spread amongst the three nests:
    • 4,000 silver pieces;
    • 4 pieces of jewellery (a 1,200 gp item, a 200 gp item, a 500 gp item, and a 600 gp item);
    • and a bone scroll case buried in the offal containing a treasure map.

A tunnel south leads into deeper caverns.

The Offal-Eater (Otyugh)

Offal Eater

By Jay Penn

% in Lair: 60%
Dungeon Encounter:
 Collection (1d4) / Nest (2d4)
Wilderness Encounter:
Collection (1d4) / Nest (2d4)
Alignment:
 Neutral
Movement:
 90′ (30′)
Armour Class:
 3
Hit Dice:
 5***
Attacks:
 2 (2 tentacles, 1 bite)
Damage:
1d6/1d6/1d8
Save as:
 F3
Morale:
0
Treasure Type:
Incidental (I)
XP:
 650

The Otyugh is believed to a creation of some long forgotten mage. It is an aberration, a squat muscular body with three stumpy elephantine legs, two tentacles with barbed tips, and a third tentacled limb on which sit three bulbous eyes the colour of stagnant water. It has a wide maw, filled with assorted teeth, its breath reeking of offal; as does the rest it, as it lives within such filth and digests it.

Such is the covering of filth over its body, the stench is horrendous, and anyone engaged in close combat must make a Save versus Breath to avoid being sickened (-2 to attacks, 1 in 6 of losing spells when casting due to vomiting). Attacks by the Offal-Eater may also inflict a disease, similar to that of giant rats. There is a 10% chance of catching the filth disease, with a Save versus Poison allowed; should it fail the character dies of the disease 1d6 days later. A successful saving throw indicates that the character gets ill and is bedridden for 30 days, but the disease does not prove fatal. The spell cure disease will cure this infection.

The Offal-Eater can grapple an opponent with a tentacle, with a successful attack. On a hit, the victim must Save versus Paralysis or be grabbed. A new save is allowed each round, but uses up that character’s action. A grabbed opponent is automatically squeezed for tentacle damage each round, or, is pulled to the mouth and bitten.

Otyugh

Offal-Eater in Action

 
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Necromancer

16 Apr

This is a new character class, using the ACKS rules, designed using the ACKS Players Companion; and is also part of the A to Z Challenge (see link on the right).

Necromancer
Student of the Divine Bones

Prime Requisite: Wisdom
Requirements: None
Hit Dice: 1d4, and 1 hit point per level after 9th
Maximum Level: 14.

Amidst the dwellers in the City of Bones (see later this month) is a peculiar student of the divine, a scholar and dabbler that pays homage to the various gods whose avatars died on the site of the city. These students, calling themselves Necromancers collect bones of the Gods, and as a result of these collections and their worship, they have acquired divine power in the form of spells and special abilities that they can call upon. As these Necromancers increase in power, furthering their study with field experience, they gain insights into death, undeath, and the Gods themselves.

Necromancers follow several Gods, depending on the bones that they have gathered. Although not as religious or indoctrinated as typical Clerics, they have a tendency to follow the dictates and codes of the religions whose Gods they have collected.

Although they are not inherently Evil or Chaotic, their studies warp and disturb the mind, and the more powerful Necromancers often become twisted and corrupt, delving into black arts best left alone. These types gather into groups, forming cults dedicated to a number of like-minded Gods, whilst seeking means to increase their knowledge and power.

Experience Level Title Hit Dice Special Abilities
0 1 Student 1d4 Student of Lore, Speak with Dead
1,325 2 Practitioner 2d4 Control Undead, Divine Spells
2,650 3 Graduate 3d4
5,300 4 Cultist 4d4 Turn Undead
10,600 5 Scholar 5d4
21,200 6 Teacher 6d4
40,000 7 Senior Cultist 7d4
80,000 8 Necromancer 8d4 Arcane Spells
180,000 9 Reanimator 9d4 Animate Dead, Establish Cult
280,000 10 Cult Leader 9d4+1
380,000 11 Cult Leader (11th Level) 9d4+2
480,000 12 Death Lord 9d4+3 Unravel Life
580,000 13 Death Lord (13th Level) 9d4+4
680,000 14 Death Lord (14th Level) 9d4+5

With access to arcane and divine magic, the Necromancer begins to understand what holds life and death together. Upon reaching Level 9 (Reanimator), a Necromancer can spend a turn preparing corpses and may then Animate Dead, as per the arcane spell; however, they may only do this once per week, as the Gods will allow only so much power over the dead. This dark knowledge increases so that, by Level 12 (Death Lord), a Necromancer can spend a turn concentrating in order to Unravel Life, which functions as per the arcane Death Spell. This may be accomplished, again, only once per week.

Level Divine: 1st Divine: 2nd Divine: 3rd Divine: 4th Divine: 5th Arcane: 1st Arcane: 2nd Arcane: 3rd Arcane: 4th
1 0 0 0 0 0 0 0 0 0
2 1 0 0 0 0 0 0 0 0
3 2 0 0 0 0 0 0 0 0
4 2 1 0 0 0 0 0 0 0
5 2 2 0 0 0 0 0 0 0
6 2 2 1 1 0 0 0 0 0
7 2 2 2 1 1 0 0 0 0
8 3 3 2 2 1 1 0 0 0
9 3 3 3 2 2 2 0 0 0
10 4 4 3 3 2 2 1 0 0
11 4 4 4 3 3 2 2 0 0
12 5 5 4 4 3 2 2 1 0
13 5 5 5 4 3 2 2 2 0
14 6 5 5 5 4 3 2 2 1
Level Attack Throw Progression
1-3 10+
4-6 9+
7-9 8+
10-12 7+
13-14 6+

At 9th Level, a Necromancer may establish their own cult. This is similar to the Hideout of a Thief, and the new cult attracts 2d6 1st Level followers, 50% of which maybe trained as Clerics or Necromancers; the rest are loyal cultists of various classes. The cult may be used for hijinks, especially gathering information and learning of the location of divine artefacts and arcane tomes dealing in black magic.

Necromancer Proficiency List

Apostasy, Arcane Dabbling, Battle Magic, Combat Trickery (force back, overrun, sunder), Command, Contemplation, Diplomacy, Divine Blessing, Divine Health, Fighting Style, Healing, Knowledge (history), Languages, Laying on Hands, Leadership, Magical Engineering, Martial Training, Naturalism, Prestidigitation, Profession (scholar), Prophecy, Quiet Magic, Sensing Evil, Sensing Power, Theology, Unflappable Casting, Weapon Focus.

Template

This template represents a typical student of the necromantic arts, studying history and life, to forge a path on the study of death.

Template Proficiencies Equipment
Student of the Black Arts
Knowledge (History),
Healing
Finger bones x 6 (holy symbol), curved sacrificial dagger, grey robes, leather belt, leather gloves, high boots, backpack, 1lb birthwort, 1lb goldenrod, 1lb woundwort, quill and ink, 2 weeks’ iron rations, 5 gp.

The Bones

All Necromancers carry a selection of bones with them, 2d4 in total, from various Gods. These bones serve as the Necromancer’s Holy Symbol and Spell Book, with tiny runes carved upon their surface that act as the formula for arcane spells. Without these spells, a Necromancer cannot cast any divine spells, control or turn undead, nor use their Unravel Life or Animate Dead powers. As such a Necromancer guards their bones.

However, if the bones are lost, new ones can be collected. It takes a day per Level of the Necromancer to attune themselves to the new bones, but afterwards their powers return in full.

 
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Megadungeon: The Devil’s Windmill

14 Apr

Located near the ruins of a once grand city, long since fallen, stands the ‘dungeon’ known locally as The Devil’s Windmill. An outpost has grown between the two, from where adventurers, explorers and seekers of lore venture forth to delve into the dungeon, and investigate the ruins. The entrance to the dungeon is guarded, with a toll levied against any who would enter, although deals can be negotiated and often are.

The dungeon was originally built by a powerful mage, who believed he could harness the power of chaos, binding it to do his bidding. He planned to tap into this raw energy, to remove all magic from the world except his own. Thankfully, he was stopped before he could achieve his mighty goal. In an attempt to further boost his power, he tore a hole straight through to Hell, releasing hordes of demons. The wizard was taken and imprisoned, and the demons retreated back to their domain.

As months turned into years, then decades and centuries, the dungeon eroded, wandering monsters found their way inside and made a home, and the true purpose and nature of the dungeon was all but forgotten. Then adventurers came across it and the remnants of the city the mage once ruled over; now fallen to ruin. These adventurers delved inside, killing monsters and looting treasure. Word spread, and more adventurers came seeking fame and fortune; closely followed by merchants looking to sell much needed supplies to the adventurers; then came scholars and those they prey upon foolish adventurers with too much gold. An outpost was established and started to grow.

As the years went by, a community grew, the dungeon attracted new monsters, who brought with them more treasure, which in turn brought in more adventurers, and so on and so forth.

And so it has gone for several years, with levels cleared and filled again; although few have made it as far as the fourth level, and none have made it to the lowest, where it is rumoured that a slice of Hell itself abides; and where the mage that made the dungeon is still imprisoned by demons.

The Devil’s Windmill

This will be a six-level dungeon, created using the ACKS guidelines, with multiple levels for the first and second ranked levels; as per the sketch below:

dungeon map

A to Z Blogging

Part of the A-Z Blog

 
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Loppe (giant spiders)

13 Apr

Loppe

Homo Arano, Giant Spiders, Vermin

The Loppe, or Giant Spiders, are a race of intelligent giant spiders that dwell in the forests and jungles of the 5th Kingdom, having conquered and stolen it from the Leonine race. They are a race of assassins, necromancers and distrusted by all the other races. They are only tolerated due to the common enemy of the Dragons.

When the Dragons came, the Loppe managed to hide in their forests, although much of their kingdom was burned to ash. They keep to the trees and shadows, relying on stealth to avoid the worse of the Dragons, and hunt the drakes for food. They have a deep hatred of the Leonine, who they are at war with, but will happily compromise when they have need of allies.

Requirements

All Loppe require a minimum Dexterity 11.

Class Category Values
Value Loppe XP Cost
4 Loppe+deadlier poison 3000
3 Loppe+3 AC 1500
2 Loppe+bigger bite 800
1 Loppe+2 AC 400
0 Loppe 200

Fighting: due to their shape and size Loppe require special weapons and armour to be designed for them, which costs triple the normal cost.

Loppe Values

Build 0:Loppe are naturally stealthy, with opponents suffering a -1 penalty to surprise rolls when encountered, and they have natural armour that hardens with age; they have a base bonus of +1 to their Armour Class, which stacks with any modified armour they wear. As giant spiders, Loppe can climb as a thief of the same level, and have a vicious bite attack that does 1d4 damage, and on a natural 20 ‘to hit’ injects an acidic poison that deals a further 1d6+1 damage; this poison recharges after a turn.

Build 1: as a Loppe grows older, its chitin hardens, and its natural armour increases to +2;

Build 2: the Spider’s gains a bigger bite, which now deals 1d6 damage, and on a natural 20 injects deadlier poison, dealing 2d6+2 damage, again recharging in a turn;

Build 3: the chitin of the Spider is as hard as it is going to get, and its natural armour increases to +3;

Build 4: the Spider’s poison is now deadly, requiring a Saving Throw versus Poison or avoid death. It still takes a turn to recharge.

Hit Points per Level After 9th Level

As per Saving Throw Progression.

Experience Point Progression After 8th Level

A Leonine adds an extra 50,000 XP to the overall cost.

A to Z Blogging

 
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