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Showing posts with label deity. Show all posts
Showing posts with label deity. Show all posts

Monday, June 10, 2019

AS ABOVE... Part 1A: ACYFER THE ANTI-DEMON

ACYFER (The Anti-Demon)

Greater God

ARMOR CLASS: -I
MOVE: 15"/30”
HIT POINTS: 255
NO. OF ATTACKS: 2
DAMAGE/ATTACK: Claws 3-18 (+ 9)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: 85%
SIZE: L (14’)
ALIGNMENT: Neutral
WORSHIPER'S ALIGN: Neutral and neutral
alignments. Also profaners.
SYMBOL: Two pairs of abstract peering eyes in a circle.
PLANE: Concordant Opposition
CLERIC/DRUID: 20th level profaner (cf)
FIGHTER: Nil
MAGIC-USER/ILLUSIONIST: 20th level magic-user
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: I
S:21(+4,+9) I:25 W:25 D:18 C:21 CH:23

He appears as a giant reddish grey human. His 4 eye sockets have multiple irises and pupils. He is never armed, fighting with his massive clawed hands. but sports a large magical belt (See below).

If attacked for three rounds, he heals everyone to full health then disappears. During this three rounds of combat, he will listen to any who have tried to hit him and missed. Of these combatants, there is a 50% chance of granting one of them a limited wish. The limited wish arrives one hour after his departure.

Acyfer’s magical belt is an artifact in itself. Any who don it, in addition to it having standard artifact abilities (I:A,GG;II:T,YY;IV:J(x3),V:V(x10);VI:I), will summon 0-19 temporions (cf.).

Temples of Acyfer are so non-contemporary that they are seldom called “temples”. Worship is usually in cave, cellar and developed undergrounds (city works) usually reserved for Mystery type cults (and plays).

His priests are never druids despite his neutral outlook. The clergy will either be modified clerics or profaners (cf. “...SO BELOW Part One” in this blog).

Clerics of Acyfer will not exceed 8th level, turning good and evil results only in ignoring, protection from evil is in regards to any alignment, and never have access to 5th, 6th, and 7th level spells in any form. In addition clerics get the ability at 8th level to conjure any single temporion at random.

Cleric Quick Reference:
SPHERE OF CONTROL: Active neutrality, ANIMAL: Rat-hunter dog breeds, CLERICS(or profaners): male/female/non-human(only human for profaners), RAIMENT: Head: Stylized eye over eye helm and 4 eyed amulet, Body: Multicolored robes for high priest;singular color for adept. COLORS: Entire spectrum, HOLY DAYS: Any equinox, SACRIFICE/PROPITIATION: Frequency: Random, Form: Burning of “Weeds of the Dragon” (like a camphor but a little noxious in scent, grows outside dragon lairs), PLACE OF WORSHIP: Never standard temples (See above paragraph).

IN THE WORLD OF THE SWORDLANDS (Gene’s Campaign): Acyfer the Anti-Demon, was once described, by the adventurer Corlag, as a real neutral’s neutral. That is, Acyfer is so neutral that its unconventional. In the philosophies regarding this being, it is simply put that as all druids head into the wilderness, all followers of Acyfer gravitate the other way. Not exactly to cities but half the way there from rustic pagan splendor to the dross suburbs and the criminally infested outer wards.
Across the Swordlands and the surrounding expanses, Acyfer is briefly mentioned in a popular mythic romance cycle called Atlaw & Chorins often heard in odd taverns serving hot foreign beverages. This recounts the tale of a profaner and a druidess and how Acyfer was less caring in his neutrality than the goddess of the druids (Runa the Wild Empress).
The are legends of a mysterious loose order of knights called the Knights Anti-Templar who carry the stylized symbol of Acyfer emblazoned on their banners and shield devices.
Green pseudosmaritans (...So Below Part One A) will usually feign to be his clerics and sometimes are found in the sacred cave complexes..




Friday, May 19, 2017

SECRET OF THE GREATER TROLLS PART SEVEN: AMERICA! (Repost from Thursday, April 6, 2017)


ATTANAHWOJAS ( "Ojas" / The Great Liar / God of Far Western Trolls)

Lesser god

ARMOR CLASS: -4
MOVE: 27"

HIT POINTS 270
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 2-20 (+12) or 6-15 (+4 for both)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration (2 per round).
MAGIC RESISTANCE: 25%
SIZE: L (40' tall)
ALIGNMENT: Neutral evil
WORSHIPER'S ALIGN : Any evil and all Far Western trolls
SYMBOL: Green face with long dark hair and rubbery red lips
PLANE : First layer of Tarterus
CLERIC/DRUID : 13th Level
FIGHTER : 17th level
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: 10th level Thief
MONK/BARD : Nil
PSlONlC ABILITY: VI
S : 24 ( + 6, + 1 2) I : 20 W : 20 D : 25 C: 25 CH : 20

Attanahwojas, as men call him, when they try to ward off his evil, is the racial god that the weird subtypes of troll in the Far West hold as their ideal patron.

Ojas, as he is known to the trolls of the Far Western lands, is a frightening giant who carries a silver club-like +4 "atlatl" called "Kidnabber" that can launch up to 7 two-headed silvery spears before reloading. It also acts as a warclub. His icy heart drips chunks of ice from the center of his chest. He can project the ice in 30' long 30' wide cone. All who are hit must vs death or become sickened from a disease losing a hit point per round until dead. Those who die will rise as an undead under his control. Treat as ghouls but their paralysis attack is cold -based. Those willing become thoul-like. Ojas dislikes fire because it melts his heart which will regrow in 10 turns but he sometimes will deliberately poison things with his icy heart drippings (ingestive TYPE A) in human water sources like springs, well, etc.. He can gate in 4-5 snuwintikus/8-9 mtontnuks/13-20 mqumdas/17-22 wintikus at will once per turn.
Attanahwojas lives in a darkened valley of dead coniferous trees stunted under the shadow of humongous evergreens reaching up to the heavens (climbing these trees leads out of Tarterus). There in the darkest part of the forest the monstrous god lives in a great longhouse made of the undead carcass of a massive elk's head and trunk. The 100 foot high head has a continuous deep and hollow moan in its state of never dying misery where it lashes out (3d6 damage) at any entering the longhouse through its neck. Within the temperature is even colder with tortured human spirits droning in pain cooped up in stalls and cages. It is said that when Attanahwojas needs company he will lure those lost in the wilderness to a gateway to his realm which he can create once a year.

Amongst humans of the Far West, Attanahwojas will be featured on totem poles and ceremonial masks to ward off his evil from harming the immediate group often directing him toward enemies in general or specifically
in the use simple rites like punish enemies (see below):

Clergy will be mtontnuk (see below) wearing green-faced masks with long noses and flabby lips with scalped human hair for wigs. Their holy symbols are similar. At 3rd level (their maximum shaman level) their shamans have a starvation of the cannibals spell (see below). 
Mankind does not associate Attanahwojas with his "Western" (READ: transoceanic to the East) or other troll god counterparts but in dark sorcery circles it is well known that Ojas and Unt the Great Troll (see this blog elsewhere) are associated closely in some manner.

NEW SPELLS

Punish Enemies (Universal Magic)

Level: 0
Range: 100 miles
Duration: Until counter spelled
Area of Effect: Lands of the enemy
Components: V,S,M
Casting Time: Feast starts at sundown then dancing ends at dawn.
Saving Throw: Only if spell is countered with same ritual

This type of spell is 0 level as it can be performed by 0 level non-clergy. The casting involves dancing all night around a ceremonial fire where symbolic effigies are burned of the target person, group or people. The first part of the spell is having a feast of a large animal and burning the leftovers and remains. Dancing commences until dawn and participants chant the names of good deities in association with their group or people and then call upon dark deities in the name of their enemies. Midway through the rite, symbols or effigies of the enemies are destroyed in the fire. The simple but potent effect is that an evil deity is now focused on the enemy until they suffer in some way. This can be the form of:

On a d20:
1-7: Evil sendings (curses, plagues, etc.)
8-14:Summoning related monsters
15-19:The evil deity visiting in disguise (5% chance of multiple deities)
20: The evil deity directly attacking (1% chance of multiple deities)

+5 on rolls if its vengeance for brutal death of non-combatants

NOTA BENE: Those involved in the rite will permanently lose one point of charisma.

Components: Material: feast, effigies Somatic: dancing all night Verbal: good god(s) chant associated to allies and evil god(s) chanted associated with enemies

Starvation of the Cannibals (Alteration-Necromancy)

Level: 2 (cleric)
Range: 1"
Duration: One month
Area of Effect: Connected lands within a mile of the body of affected water


Components: V,S,M
Casting Time: One night
Saving Throw: Nil


This spell when cast over a body of water will make all animals and plants within one mile give a fraction of their nutritious value to humans and humanoids (1/10th: 30 meals a day to stay fed). Only eating the flesh of a sentient humanoid will grant greater nutritious value. Half the value of the nutrition (6 meals a day) but full nutritious value if it is the same people as the afflicted (DM discretion). Druids or other clergy of natural forces will immediately sense something is not right if walking on the affected area. They can dispell this spell in whole after a water purification spell (purify water;purify food & drink) is cast on a small section of connected waters. The material component for this spell is a handful of powdered intestinal parasites (worms of various sort will do).Somatic component caster holds powder to their own belly while waving other arm and shuffling by the water's edge. Verbal component is chanting the word "Hunger" over and over.

 
SNUWINTIKU (Greater Far Western Troll/Far Western Troll Mage)

FREQUENCY: Very rare (Far West)
NO. APPEARING: 1
ARMOR CLASS: 1
MOVE: 9"/12"
HIT DICE 10
% IN LAIR: 5%
TREASURE TYPE: G (magic), V
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 4-16 or by weapon (see below)
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: Standard
INTELLIGENCE: Exceptional
ALIGNMENT: Neutral (Evil)
SIZE: L( 10' tall and see below)
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
VII/2550 +14 per hp


Snuwintiku is the greater troll of the Far Western lands across the ocean. They appear almost as undead humans with white eyes and lipless chewed away mouth-areas. These creatures almost seem human but have a blue-green overcast to their skin. Treat them as cold-using creatures and cold attacks do no damage. They can fly magically. If wounded they must go into cold water (or snow) to regenerate 5 hp per round. In this state, they can grow to a height of 18' tall and when this happens the strange armament that they carry, two antler shaped piercing weapons, grow in proportion. One is silver with one point (1-6 normal damage/2-12 enlarged damage) the other is golden with two points (1-12 damage/2-24 enlarged damage). Twice per day, the snuwiniku have the ability comparable to the three attacks of a wand of frost (q.v.) except the damage is higher and its treated as a 10th level caster )Ice storm: 4d10, wall of ice 50 dmg/fire-using creatures save vs death or die/cold-users 20 dmg, cone of cold 20-40 dmg, for each attack resulting in death the victim becomes an ice statue who melts away into nothing (Item saving throws vs magical frost if not passed disintegrates into water upon melting). They can talk through icy winds they generate and call for the service of mtontnuks (3-4), mqumda 20-30 or wintiku 12-18 in the name of Attanahwojas the Great Liar. Their alignment can be flexible but sometimes this does not last. If they are treated kindly these monsters will appear more and more human (shrink in size, mouth heals and complexion robust) if they continue living peacefully. They will protect those that they befriended once however once they go back to fighting they will never be friendly towards its kindly benefactors again and will devour them as soon as they're through with who they are fighting. They will then proceed to "repent" their weakness by waging war on an isolated human settlement to appease the Great Liar.

 
MTONTNUK (Far Western Troll)
FREQUENCY: Uncommon (Far West)
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 9"/12"
HIT DICE: 6
% IN LAIR: 60%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-10 or by weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration
MAGIC RESISTANCE: Standard
INTELLIGENCE: High
ALIGNMENT: Evil (chaotic)
SIZE: L (10' + tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
VI/400+6 per hp


Mtontnuks (pronounced MM-TONT-NUK) prefer to dwell in ruined forests of dead branches, polluted giant beaver created lakes and underground in the carved cities of evil manitou (demi-humans) especially the legendary chattawanna (evil-fanged cannibal dwarves whose breath means death. Note: coming soon. In the meantime treat as duergar, derrro or trow). They are very strong and powerful. They are armed with the following:

Giant stone tomahawk (1d8 damage)
Giant stone dagger (1d6 damage)

They have the following magical abilities: fly, enlarge (in cold water or snow to 20 ft tall doing 2-20 dmg or +12 by weapon)

They regenerate 3 HP per round if submerged in cold water (or snow) treat them as cold-using creatures. Cold attacks do no damage.

Leaders will be found in groups of 11 or more. Consider these as 8 HD/2-11 dmg/AC 4. If 35 mtontnuks or more there will be 3 leaders and a chief 9 HD/3-12 dmg/AC 3. The chief will have giant wolverines as pets. Their lairs will be filled with slaves that they eat when necessary. On average it is goodly Far Western demi-humans (known as "manitou") but most Mtontnuks keep giant beavers as slaves/food.

They can speak common tongue of the Far West and the language of Far Western trolls.

 
MQUMDA (Lesser Far Western Troll)

FREQUENCY: Common (Far West)

NO. APPEARING: 20-200
ARMOR CLASS: 5
MOVE: 9"
HIT DICE: 3
% IN LAIR: 10%
TREASURE TYPE: D
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
MAGIC RESISTANCE: Standard
INTELLIGENCE: Low
ALIGNMENT: Evil (lawful)
SIZE: M (6'+ tall)
PSIONIC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
III/35+3
leader/bodyguards: 60+4
war chief: 90+5

The name mqumda (pronounced MM-COME-DUH) inspires fear in the roving nomads of the Far West. They are high end of the rank and file humanoid soldiery from the underworld. They are subterranean but come up and hunt in packs of 20-30 in dark forests. Their prey is usually humanity. Those gone missing in the wilderness without a trace are usually their handiwork. They build their tunnel entrances in the bases of large trees these can be detected by druids on a 1 in 6, rangers on a 1 in 8 and all others on 1 in 10 unless searching the area.

They will have giant walking sticks as guards/pets (coming soon in the meantime treat as poison-spitting centipedes).

Their armor is of bone and leather which is equivalent to studded leather armor.

Any group of mqumda are likely to weapons in this assortment:

Tomahawk & Club 5%
Tomahawk & Spear 10%
Tomahawk & Bow 10%
Spear & Club 10%
Tomahawk 25%
Club 20%
Spear 20%

If a group of 30 are encountered their leader will have 4HD if 100 or more are encountered there will be a war chief of 5 HD of the biggest size about 8 feet will have crude metallic armor AC 3 and have evil semi-intelligent rocs as mounts. The war chief will have 11-18 bodyguards of 4HD.

Note: Due to the lack of currency for the Far West, their treasure for coins will be in chunks of the metal equal to about 5 coins.

NOTA BENE: Mqumda are NOT cold-using creatures but revere the Great Liar and are related to the associated "trolls" (SEE WINTIKU BELOW). They also speak the language of Far Western trolls and likely the language of nearby evil "manitou" (demi-humans).

Description: Mqumda are bright pumpkin orange in complexion with yellow tusk-like fangs. Their squinting eyes are a solid black with green pupils that show on reflection.

 

WINTIKU (Least Far Western Troll)

FREQUENCY: Rare (Far West)
NO. APPEARING: 1
ARMOR CLASS: 5
MOVE: 15"
HIT DICE: 2
% IN LAIR: 10%
TREASURE TYPE: B in lair
NO. OF ATTACKS: 3
DAMAGE/ATTACK: by weapon after transformation 1-4/1-4/1-6
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Regeneration, crude invisibility while in trees
MAGIC RESISTANCE: Standard
INTELLIGENCE: See below
ALIGNMENT: Neutral evil
SIZE: M
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil
LEVEL/X.P. VALUE:
II/28+2

The wintiku appears as a human although on close inspection they seem pallid on the verge of death but they are not undead. They are more like a cross between a human lycanthrope and a troll. When it gets hungry, the wintiku takes on bestial features but they will do anything to prevent this from happening because they lose their mind. This remedy takes the form of eating everything and everyone available. Usually by deceit (leading people into traps, etc.) If they don't eat three times their mass ( Usually 3 or more people) then they will transform. Their intelligence drops from average to animal.

Fire does double damage but they regenerate 1 hp per round in cold water (or snow). Burning them is important but their icy hearts must be melted to totally destroy them.

Humans who have fallen into cannibalism and depravity slowly draw these creatures to them. Once the wintiku comes near to where the cannibal lives it then hides up a tree (treat as invisibility for this purpose only) and whispers to them at night. After 30 nights the cannibal emerges as a newly formed wintiku. If opposite gendered they will breed. Offspring percentage chance: 50% a mqumda, 35% mtontnuk, 15% snuwintiku


COPYRIGHT GENE WEIGEL 2017

Wednesday, October 5, 2016

Campaign Classics: UNTORRLL GOD OF TROLLS

UNTORRLL "Unt" the Great Troll
Lesser god

ARMOR CLASS: -3
MOVE: 15"
HIT POINTS: 255
NO. OF ATTACKS: 4
DAMAGE/ATTACK: 2-20/2-20/5-15/5-15
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below and regeneration
MAGIC RESISTANCE: 45%
SIZE: L (25' tall)
ALIGNMENT: Chaotic evil
WORSHIPER'S ALIGN: Chaotic evil trolls
SYMBOL: 5 lines fanning out from an archway under a mound
PLANE: Abyss
CLERIC/DRUID: 3rd level level cleric
FIGHTER: 17th level barbarian
MAGIC-USER/ILLUSIONIST: Nil
THIEF/ASSASSIN: Nil
MONK/BARD: Nil
PSIONIC ABILITY: Nil (Immune to psionics)
S:25( + 7, + 14) I: 18 W: 12 D: 21 C: 23 CH:-4

Untorrll AKA the Great Troll AKA Unt is somewhat goofy to behold but to trolls it is considered the source of all trollery.

He spends most of his time sending nightmares to human children that their homes aren't safe and that their only escape is by the cover of a dark forest. Particularly one with a bridge nearby!

When Untorrll attacks with claw/claw/double bite if the first bite catches a second jaw immediately gets +5 to hit. He regenerates a s a troll but +5 hp per round on the next round and each hit cause a chunk of flesh to fall this grows into full grown troll in 5 rounds.

Untorll lives under the great Rainbow Bridge in a great cave of darkness on 10th level of the Abyss. He has an unfriendly rivalry with the gods of the ogres and the ghouls and sometimes sways the two monster types into his cults. He can gate in 16-19 trolls every 3 rounds and every 5 rounds 2-3 greater trolls of any type (including giant, two-headed, spirit, etc.). Every 10th round he can gate two demon trolls (coming soon).

Trolls wear wigs made of scalps and propitiate Untorrll at childishly cruel rites. They throw fresh cut scalps into a ritually carved crack in the floor that contains oil and then dismember the victim as slowly as possible for laughs while chanting their mad god's title: "GREAT TROLL! HA HA HA!" over and over.

COPYRIGHT GENE WEIGEL 2016


Wednesday, September 28, 2016

PPP Winner 3 of 3 Converted for AD&D: UNSWORDS! Encounter/Area

Unswords!

This area appears as a large round pastoral garden courtyard about 75 feet across. It features Roman or Romanesque type architecture of arches, columns, statues, pools, as well as frescoes depicting mythology on the sidewalls. The statues are apparently renditions of beautiful goddesses, open armed and yielding, all of which face the far end of the courtyard from the entrance. Here at the far end lies a fountain with a giant patriarchal sun god statue. In his right hand the marble sun god wields three long swords fanned out and extending downwards that during the day are aglow with a vibrant rainbow of energy cascading through the blades. When the sun sets the goddesses become lit up with spiked coronas and flowing luminescent robes all made with the same colorful light as the swords. The light of the swords extinguishes at night and becomes relit at dawn. If the robes or coronas are touched they will deliver a sharp sting, which may paralyze as the light recoils back into the statue. The robes and coronas will emerge again a few minutes later until they recede later when the sun sets. If any of the sun god’s blades are removed from his hand the energetic light in all of them is extinguished as the light recoils back into the statue. Revealing that upon close inspection the swords are hollow tubes with blades made of glass. Three holes can be found in the palm of the statue’s hands.

Disturbing these swords and/or the statues in general by breaking them will cause the “trap” to be sprung. The designers of the courtyard’s “lightshows” used heavy magic to bind two members of an exotic species from the astral plane. These creatures, one male and one female, are free floating unintelligent astral “jellyfish” composed of energy that constantly display the entire spectrum of known colors and are called spectrumones. The male appears as shaped like a 20 foot long hydra/polyp jellyfish and is trapped inside the sun god statue. The female appears as a much larger 50 foot wide circular medusa/standard jellyfish and is trapped underneath the entrance of the courtyard with the tentacles displaying the coronas and the robes of the goddesses at sunset. Desecrating (damaging) the statues and/or swords will break the magical binding and essentially free the spectrumones from the magical part of their prison. Although it remains for them to struggle out of what’s physically holding them in place. The spectrumone medusa will break through the floor near the front of the entrance of the courtyard surrounding all those within with a wall of flailing tentacles of undulating light as it struggles out. The spectrumone hydra will break out of the statue in the far end. The medusa has 20 tentacles while the hydra has 14. All paralyze upon contact with the skin and the two will be flailing at everything as they break their way out.

Treasure: WAND OF MAGIC MISSILES (95 CHARGES), and 32 GEMS (14,191 GP TOTAL) in a secret compartment behind an image on the back wall of a sun god with the three godesses matching the statues.

SPECTRUMONE

FREQUENCY: Very rare
NO. APPEARING: 4-400 (Astral plane)
ARMOR CLASS: 2
MOVE: 6"/30" on Astral
HIT DICE: 14 male/18 female
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 14 male/20female
DAMAGE/ATTACK: 1-10 (x14 male;x20 female)
SPECIAL ATTACKS : Paralysis
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard

INTELLIGENCE: Animal
ALIGNMENT: Neutral
SIZE: L (male 20' long;female 50'wide)
PSlONIC ABILITY: Nil
LEVEL/X.P. VALUE:
Male: IX/6100 +18/hp
Female: IX/10,000 +25/hp

        
DEPICTED: Here the spectrumones glide peacefully through the Astral Plane (Note: the Unholy House of Hags in the distance (See THE TROW blog post)
    
 These creatures drift in the Astral Plane feeding on the varied fist-sized simple creatures swarming throughout and whatever else it can find. They avoid most Outer and Inner planar types but will readily attack living beings (not in astral form) in their proximity about a mile or so.

The young, about a quarter of the size of the adults (5' males and 8' females), will be not as versatile (AC: 6 HD: 5 male/ 8 female DMG: 1-4) but will still mindlessly attack. If struck the spectrumone will blast with light (SAVE VS POISON or be blinded for 1-4 rounds.). Staring at the spectrumone's oscillating colors can make those watching sleepy (SAVE VS SPELLS or sleep for a 2 rounds on the 3rd Round SAVE VS SPELLS again and if no save repeat while they eat sleeping victim 3-12 dmg round.)

Spectrumones are harvested for food/magic by various evil Astral intelligent dwellers and draw their attention to the areas they inhabit. 

 COPYRIGHT GENE WEIGEL 2016