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Wednesday, June 12, 2019

AS ABOVE... Part 1B: THE TEMPORIONS:

TEMPORIONS
 
The neutral planes are home to creatures and beings of every type however most indigenous creatures of neutrality abstain from involvement. That said some neutrals are more dynamic in their neutrality than others. One of these types is called the temporions. Temporions are sometimes known as “twilight men” or by the curse “twilight traitors”. This latter epithet is because of their unique neutrality.
Their home in the Concordant Opposition is Tsaca Tsadin Dalt, “The Ad Hoc Clamoring Field of the Forest”. This area appears from a great distance to be a “forest” of dark brown, bent and lattice-like structures. All of this is connected in a mobius strip with small branches to strongholds of gods, interplanar gates and dead ends. Here the “Random Dead”, those who lived a very specific life (Put simply: Certainty to be care free as long they were active.), come for their final “restlessness” of sporadic behaviors.

Temporions are not originated from these dead and generate from the plane itself emerging into existence from brown pillars when the shadow of Acyfer (cf. Part 1) appears above in the dark clouds of the spectral sky of the plane.

Here in Tsaca Tsadin Dalt, when gazing upon a temporion up close, they appear to be a taupe shade of brown in color similar to the coloring of the fur of a mole. Here they serve various gods and godlings of the purest neutrality exclusively but all are associated with Acyfer the Anti-Demon.

If summoned away from this neutral ideal, by powerful magicks to a Prime Material Plane, then they follow a neutral “clock” which is determined at random from the outer lying circle of alignments Chaotic Neutral, Neutral Evil, Neutral Good, Lawful Neutral, Lawful Good, Lawful Evil, Chaotic Good and Chaotic Evil.

The temporion’s alignment “clock” in a Prime Material Plane (use d8 for initial alignment):

1=Chaotic Good
2= Chaotic Neutral
3=, Chaotic Evil
4= Neutral Evil
5= Lawful Evil
6= Lawful Neutral
7= Lawful Good
8= Neutral Good

This changes every 3 hours and follows a clockwise or counter-clockwise pattern of change (use d6 for pattern = clockwise 1-3, counter-clockwise 4-6) for 24 hours once the initial alignment is determined.

For example, initial roll of “3” on a d8 is Chaotic Neutral and the pattern roll of “4” on a d6 is counter-clockwise so the temporion is initially Chaotic Neutral for 3 hours, when that time has elapsed they will Chaotic Good for 3 hours, after that “good”, then “lawful good”, then “lawful”, then “lawful evil”, then “evil”, then “chaotic evil” and then after 24 hours a new initial alignment is determined all over again.).

Secondary characteristics arise when temporions change their alignment:

Chaos: Blackish grey skin tone with rubbery features.
Law: Diamond skin tone and definition of features is angled with unnatural sharpness.
Good: Opalescent coloring and a bright light behind their head.
Evil: Pale grey skin tone with rusted streaks and horns.
Chaotic evil: Reddish amethyst skin tone with deformed features and blunt thick horns.
Chaotic good: Dark sapphire-like skin tone with rugged features and an greenish blue aurora like glow over their head.
Lawful evil: Ruby red skin tone with sharp and pointy features and thin-horned.
Lawful good: Golden skin tone with softly angular features and crowned by a circular aura of light.




This also brings powers associated with the alignment change which they may use once during that aligned “period“:

Chaos: Confusion
Law: Charm monster
Good: Cure serious wounds
Evil: Cause serious wounds
Chaotic evil: Fear
Chaotic good: Polymorph other
Lawful evil: Wall of fire
Lawful good: Wall of ice

The chief abilities of these beings are the literal neutralization of opponents through deception and subdual.
Every temporion has the following powers: At will they can cast darkness, hold person, hold monster, improved phantasmal force, invisibility and light. Once every three hours they can use interposing hand.

Another primary aspect of these beings is that each has no permanent individuality and they will merge or separate into various combinations described under each entry. This merging/separation process takes a full turn and disruption will immediately undo the process. However those that disrupt the transmogrification are in danger of their alignment being changed to the temporion’s current alignment (base chance 10% with 10% increments added for each of the character’s recent alignment transgressions in the past month if any.)

Note: Their armor is made of a glassteel like metal that floats in iceberg-like pieces down lime green rivers on their area of the Concordant Opposition. Only the smiths here amongst the "Random Dead" can produce their armor and weapons. Their secret techniques are only known to themselves and certain elemental beings. Sometimes elementals randomly appear in their realm and act in a "temporion way".

 
Type I (Humanoid)

FREQUENCY: Common
NO. APPEARING: 3-6 or 10-30
ARMOR CLASS: 5 (7 without shield)
MOVE: 12 feet
HIT DICE: 4
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 20%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Average
ALIGNMENT: Determined (see the above)
SIZE: M
PSlONIC ABILITY: Nil
X.P. VALUE: 495 + 4 /hp



 


These beings are hairless humanoids carrying glass-like spears (1d6+3 damage) and shields (+2 AC). They have no real identity or former lives and only appear that way as coincidence.

Two humanoids combine to create a type II centaur temporion (see below).


Type II (Centaur)

FREQUENCY: Common
NO. APPEARING: 2-3 or 7-12
ARMOR CLASS: 2 (6 without barding)
MOVE: 18 feet
HIT DICE: 5
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 30%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Average
ALIGNMENT: Determined (see the above)
SIZE: L
PSlONIC ABILITY: Nil
X.P. VALUE: 515 + 5/hp



 

The type II centaur temporion is a product of the merging of two type I humanoid temporions. With the merging, their puissance is increased as noted above. Their weaponry changes as well: their spears fuse into a +3 glass-like heavy horse lance (6-12/6-22 damage) and their shields become glass-like horse barding equivalent to +2 leather barding. A “centaur” and a “humanoid” can combine to form a type III winged humanoid temporion (see below).

 
Type III (Winged humanoid)

FREQUENCY: Common
NO. APPEARING: 1-2 or 4-5
ARMOR CLASS: 1 (5 without armor)
MOVE: 15 feet/40 feet (MC: B)
HIT DICE: 6
% IN LAIR: 15%
TREASURE TYPE Nil
NO. OF ATTACKS: 3
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 40%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: very
ALIGNMENT: determined (see the above)
SIZE: L (8 feet tall)
PSlONIC ABILITY: Nil
X.P. VALUE: 900 + 6/hp



 


This amalgamation appears as an large winged being. It contains either 3 type I temporions or 1 type I temporion and a type II temporion. It carries a +3 glass-like bow with a glass-like quiver full of 40 +1 glass-like arrows (metamorphed from the premerged types’ weaponry) and glass-like armor equal to +3 studded leather. It has a 20’ wingspan of amorphous wings (evil = bat, good = dove, chaos = dragon fly, law = bee, lawful evil = raven, lawful good = swan, chaotic evil = locust and chaotic good = eagle).

 

Type IV (Multi-limbed humanoid)

FREQUENCY: Uncommon
NO. APPEARING: 1-2 or 3-4
ARMOR CLASS: 0 (4 without armor)
MOVE: 15 feet
HIT DICE: 7
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 or 4
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 50%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Very
ALIGNMENT: Determined (see above)
SIZE: L (9 feet tall)
PSlONIC ABILITY: Nil
X.P. VALUE: 1975 + 8/hp


 


This form is a four-armed giant who carries two +3 bows (with 2 quivers full of +1 arrows) and four +3 broad swords (5-11/5-10 damage) and the strength of an ogre (18/00: +3 hit/+6 damage). It wears glass-like +3 scale mail armor. This is an amalgamation of either 4 type I, 2 type II, 2 type I and 1 type II or 1 type I and 1 type III.



Type V (Insect-shaped centaur)

FREQUENCY: Uncommon
NO. APPEARING: 1 or 2
ARMOR CLASS: -3 (3 without armor)
MOVE: 12 feet (or burrowing 6 feet)
HIT DICE: 8
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 60%
DAMAGE/ATTACK: By weapon and/or 2-8/2-8
INTELLIGENCE: Highly
ALIGNMENT: Determined (see above)
SIZE: L (12 feet at shoulder)
PSlONIC ABILITY: Nil
X.P. VALUE: 2425 + 10/hp



 



This appears as a six-insect legged centaur with a glass-like +3 giant sword (7-27 damage) and covered in glass-like +3 chain mail. It can burrow into the earth with its forelegs as well as claw with them. This is an amalgamation of 5 type I, 3 type II and 1 type 2, etc.,etc.)

 


Type VI (Giant)

FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: -1 (2 without armor)
MOVE: 12 feet
HIT DICE: 9
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS : See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 70%
DAMAGE/ATTACK: 5-23 damage
INTELLIGENCE: Highly
ALIGNMENT: Determined (see above)
SIZE: L (13 feet tall)
PSlONIC ABILITY: Nil
X.P. VALUE: 3600 + 12/hp



 

This temporion appears similar to be a true giant but with the above mentioned secondary characteristics it is easily discerned. The type VI carries a glass-like +3 “stone put” (4 foot diameter) complete with a glass-like chain link “thong” of 20 feet length. The temporion can whip the stone around on the chain for 5-23 damage or hurl it 10-200 feet. It wears glass-like +3 banded mail armor. This an amalgamation of 6 type I, 4 I and a II, 3 II, etc., etc..




Type VII (Giant centaur)

FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: -10 (1 without armor)
MOVE: 24 feet
HIT DICE: 10
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 80%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Exceptionally
ALIGNMENT: determined (see above)
SIZE: L (15 feet tall at shoulder)
PSlONIC ABILITY: Nil
X.P. VALUE: 5700 + 14/hp



 





These temporions are combination of 7 type I, etc.. They carry a +3 glass-like giant-sized lance (8-33 damage) and are covered in glass-like horse barding equivalent to +4 platemail barding.

 

Type VIII (Giant winged humanoid)

FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: -10 (0 without armor)
MOVE: 15 feet/30 feet
HIT DICE: 11
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 85%
DAMAGE/ATTACK: By weapon
INTELLIGENCE: Exceptionally
ALIGNMENT: Determined (see above)
SIZE: L (18 feet)
PSlONIC ABILITY: Nil
X.P. VALUE: 8150 + 16/hp

 



This amalgamation appears as a large winged being. It contains 8 type I temporions, etc. It carries a +3 glass-like giant bow with a glass-like quiver full of 40 +2 glass-like giant arrows (4-16/7-22 damage) and glass-like armor equal to +3 field plate. Like the type III it has amorphous wings (evil = bat, good = dove, chaos = dragon fly, law = bee, lawful evil = raven, lawful good = swan, chaotic evil = locust and chaotic good = eagle) but its wingspan is 30 feet.






Type IX (Giant multi-limbed humanoid)

FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: -10 (-1 without armor)
MOVE: 15 feet
HIT DICE: 12
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 90%
DAMAGE/ATTACK:
INTELLIGENCE: Exceptionally
ALIGNMENT: Determined (see above)
SIZE: L (20 feet)
PSlONIC ABILITY: Nil
X.P. VALUE: 8900 + 16/hp

 







This form is a six-armed giant who carries three +3 bows (with 2 quivers full of +2 arrows) and six +3 giant swords (9-39 damage each) and the strength of cloud giant (24: +5 hit/+11 damage). It wears glass-like +3 full plate armor. This is an amalgamation of 9 type I, etc..



Type X (Giant spider-shaped centaur)

FREQUENCY: Common
NO. APPEARING: 1
ARMOR CLASS: -10 (-2 without armor)
MOVE: 20 feet
HIT DICE: 13
% IN LAIR: 15%
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
SPECIAL ATTACKS: See above
SPECIAL DEFENCES: See above
MAGIC RESISTANCE: 95%
DAMAGE/ATTACK:
INTELLIGENCE: Exceptionally
ALIGNMENT: Determined (see above)
SIZE: L (20 feet)
PSlONIC ABILITY: Nil
X.P. VALUE: 11300 + 18/hp



 


These temporions are combination of 10 type I, etc.. They carry a +3 glass-like giant-sized lance (10-45 damage) and are covered in glass-like horse barding equivalent to +4 full plate barding.



Tuesday, June 11, 2019

....SO BELOW Part One A: THE PSEUDOSAMARITANS



Pseudosamaritans are creatures that appear human-like but are actually strange beings of magical origin. There are 6 known types with each being very similar. One of these similarities being that they are not always “samaritans” (charitable helpers) rather their morality is shakily arbitrary.

Each pseudo-samaritan appears uniquely human making them hard to identify.

GREEN PSEUDOSMARITAN

 

FREQUENCY: Uncommon
NO. APPEARING: 1
ARMOR CLASS: 8
MOVE: 12”
HIT DICE: 1
% IN LAIR: 0%
TREASURE TYPE: J(x2),K, S
NO. OF ATTACKS: 1 (and 3 in bug mode)
DAMAGE/ATTACK: 1-6 (and 2-12/1-6/1-2 in bug mode)
SPECIAL ATTACKS: None
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Varies (See below)
SIZE: M
LEVEL/X.P. VALUE: I/10+1/hp

 






These pseudosamaritans usually pretend to be powerful but are not. They “wear” what appears to be green robes looking like those garments that are usually associated with clerics and magic-users and have large green hats. They carry a strange curved staff in their right hand that is actually a claw. When their alignment is not evil, they use it like a staff. When they openly attack the group that they are “helping” then they’re garments and human features are revealed to be part of a facade of a bipedal bug.

The green pseudo-samaritan’s alignment is temporal (time-based). Their alignment shifts over the course of the day and each difference is detectable by magic only at each time otherwise its as if the former/oncoming alignment doesn’t exist. During certain times, they will be helpful as long as they are one step away from any “good” alignment:

Midnight to 3AM – Neutral Evil – Harm and perhaps kill present associates.
3AM to 6AM – Lawful Evil – Trick and perhaps harm associates and their goals.
6AM to 9AM – Lawful Neutral – Helps if asked but will be logically stingy.
9AM to Noon – Lawful Good – Over the top help consulting everyone’s well being.
Noon to 3PM – Neutral Good – Helps in every way possible then asks to leave.
3PM to 6PM – Chaotic Good – Helps the outspoken or fringe members of a group first then duck out if they have a chance.
6PM to 9PM - Chaotic Neutral – Helps if demanded then it will be grudgingly and might just randomly walk off.
9PM to Midnight – Chaotic Evil – Robs associates blind and perhaps harm them to make an escape.


BLUE PSEUDOSAMARITAN

 



FREQUENCY: Uncommon
NO. APPEARING: 1
ARMOR CLASS: 6
MOVE: 12”
HIT DICE: 2
% IN LAIR: 0
TREASURE TYPE: J(x3),K(x2), S
NO. OF ATTACKS: 3
DAMAGE/ATTACK: By weapon or 2-8/2-8/2-12
SPECIAL ATTACKS: Paralyzation
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE:II/65+2/hp

 










The blue pseudosamaritan appears as a dweller of an arid climate swathed from head to toe with light blue voluminous robes and wrappings. Their facial countenance seems angry and somewhat sinister however they will be immediately helpful providing any and all assistance in the form of of defense, food, shelter and healing. They will be helpful three times then once that is over they become mean-spirited and cruel never helping again but lingering until the time is ripe by joining their foes’ side and attacking. Huge fangs emerge from behind their teeth and attack the nearest “friend”. Those bitten must save versus paralyzation.

 


RED PSEUDOSAMARITAN

 


FREQUENCY: Rare
NO. APPEARING: 1-2
ARMOR CLASS: 5
MOVE: 15”
HIT DICE: 3
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 1-8/1-8/2-24
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral evil
SIZE: M (7’+)
LEVEL/X.P. VALUE:III/145+3/hp

 







These creatures look like thin tall demi-humans with strange red clothing (its really their skin) and are helpful for one day. They will be mute using simple sign language to appear peaceful.

During this period, the red pseudosamaritan will point to wounds on anyone damaged that they encounter. They will produce magical bandages that will feel easing to the touch. These bandages will heal 1-8 damage per application. When they’ve helped all they they will quietly follow them.

Those that they’ve healed have been marked. The healing bandages are actually made from strips of congealed saliva which creates a “seasoning” that marbleizes the victim’s muscles. After 6 hours they must make a saving throw versus paralyzation or they will lose one STR point (or ½ of an exceptional STR rating). If confronted prior to 24 hours they will play dumb.

At the end of 24 hours, they will attack, revealing long six long insect legs under their robes and a massive maw. If they land two attacks on one opponent on a 20 and they will swallow them whole.



 

GREY PSEUDOSAMARITAN

 

 
FREQUENCY: Rare
NO. APPEARING: 1
ARMOR CLASS: 0
MOVE: 12”
HIT DICE: 4
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 3-12 (Bite)
SPECIAL ATTACKS: Tongue (+4 to hit no damage pulls in next round)
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: M
LEVEL/X.P. VALUE:IV/150 + 4/hp

 








This monster appears as a full plate-armored warrior without a helm. On close inspection the “plate” seems to be made completely out of chain links like chainmail.

This is all a deception as the “head” of the grey pseudosamaritan is actually where a human’s torso would be. It animates its victim’s head speaking through it with a strange tongue-like organ. The neck of the “armor” is actually its mouth. It has two eyes one in the middle of its chest and another on the opposite side on its “back”. Both are well hidden under the carapace that looks like chain links.

The tongue will keep the head fresh for 12 hours then it starts to decay and turn blue.

They will hold human weapons for show but whenever fighting occurs they will duck out and say they had to hold back due to injuries. They will do this at least three times (3-6) before attacking with their tongue which is a damageless sticky attack. If victim is pulled to mouth then full damage (12).

 





YELLOW PSEUDOSAMARITAN


 
 

FREQUENCY: Very rare
NO. APPEARING: 2-8
ARMOR CLASS: 0
MOVE: 12”
HIT DICE: 5
% IN LAIR: 0
TREASURE TYPE: R
NO. OF ATTACKS: 1
DAMAGE/ATTACK: None or special
SPECIAL ATTACKS: Insect plague
SPECIAL DEFENSES: None
MAGIC RESISTANCE: Standard
INTELLIGENCE: Very
ALIGNMENT: Neutral evil
SIZE: M or 30’ radius swarm
LEVEL/X.P. VALUE:V/170 + 5/hp

 







This pseudosamaritan prefers others to do its dirty work. It appears as an old man with yellow robes of a mendicant.

It hands out illusory healing potions that feel like they did 3d8 healing. They steer parties towards large foes with deliberately bad tactical advice (“They fear fire.”, “Its an illusion just disbelieve.”, “They are just thieves in disguise.”, etc.).

When the battle appears to go badly for a party the yellow pseudosamaritan leaps in to help the enemies. It turns into a swarm of stinging insects similar to an insect plague spell except vision is 4” and damage is 2 points per round.

They never favor “dining partners” and will usually just quickly devour secondary gore (blood and what ever is laying around) and move on.

 


ULTRAVIOLET PSEUDOSAMARITAN


 

 
FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 0 (if attacked in the ethereal it is AC 6)
MOVE: 15”/21”
HIT DICE: 6
% IN LAIR: 0
TREASURE TYPE: Nil
NO. OF ATTACKS: 1
DAMAGE/ATTACK: By weapon purple flaming sword 3-18 plus fire damage (1-6)
SPECIAL ATTACKS: Lightning ball (See below)
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Average
ALIGNMENT: Neutral evil
SIZE: L (12 ft tall)
X.P. VALUE:VI/475 + 6/hp

 





The ultraviolet pseudosamaritan appears as an angelic being with mauve wings, a purple halo and a central violet glow.

They will aid parties in combat or so it seems.

They are temporarily non-corporeal and are not on the prime material plane. When in this state, they can become invisible to others besides their "allies" after concentrating for a turn.

They will feign participating in combats waiting until the party is weakened. Once satisfied that all combatants are sufficiently weakened they enter from the ethereal plane to the prime becoming corporeal attacking all (their “foes” as well).

They use a purple flaming long sword in combat. Also they have a weird bioelectrical “lightning ball” attack once every turn Treat as an underwater lightning bolt (2” diameter) doing 6D6 damage.

They are immune to prime material cast spells when in the ethereal state and vise versa.

They will drink the fallen’s blood like a leech and leave them completely exsanguinated and extremely pale.


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..




Saturday, March 2, 2019

TETUTUPHOR: THE ELEMENTAL CASTLE ENVIRONS: CHAPTER TWO A- HUMONGOUS TROLL CAVERN (A SPECIAL CHAPTER OF SECRET OF THE GREATER TROLLS PART 8)

 

AREA 2:

 

 

 

1) SNAKE ATTACK:Waiting here in the dark are 8 giant spitting cobras (8 giant spitting cobras: AC 5; MV: 12"; HD 4+2; #AT 1; D 1-2; AL N;  SA spit 3” poison save vs poison. Size M.). The remains of deer, small mammals and some demihumans are found here. If searching through the bones there is a short sword +1 thats elaborate scabbard has been almost destroyed by digestive juices. One can just make out a number “6” shaped from a stylized snake (Iuz’ secret sign).

2) BURNT TROLL: The passage in the hillside bends and leads here where the form of a large troll is outlined in a burnt shape on the floor.  Close inspection reveals it was done long ago. In an alcove to the North (2A) there resides two giant spiders (2 giant spiders: AC 4; MV 3"/12"; HD 4+4; HP: 30,31; #AT 1; D 2-8; AL CE; SA bite is poisonous.). Anyone walking North of the burnt troll area becomes stuck on webs on the floor. The spiders are hungry but they can be bargained with if the temple of elemental evil is mentioned in the language of giant spiders or trolls.

3) BAT CAVE: This guano-filled bat cave is home to many ordinary bats.
1300 ordinary bats: (AC 4, 8 in crowded flying conditions; MV 24"; HD 1-2 hp; hp  500x2 800x1; #AT Special; D Special)
The hole in the roof is sufficiently large that the bats can escape if alerted and they will not harm the party unless they are contained somehow (causing 1-10 damage every round swarming). However, it is also home to a troll of tremendous size who will be alerted by the bats being riled up in any manner.

The troll has been altered by long exposure to elemental magic experiments.
 

One Elemen-Troll (AC 2; MV 12"; HD 11; hp 79; #AT 2 claws, 1 bite; Damage: 2-20/2-20/3-30; SA can attack three opponents at once; SD regenerate 4 points/round, two rounds after taking damage).
 

It will sleep on a heap of offal on the Southern wall. Near there is a clear area with a hole (See 3b below) but the rest is broken old shrubbery and matted hay. Within is a black oily sack that bears a four-colored wheel symbol red, green, blue and brown. Its contents are 9667 g.p. . There is also a rolled note on thick vellum reading “TO TORFONN, THIS IS FOR GRONZ THE NOW GREAT TROLL TO RETURN TO HIS POST." (This is stamped with the heraldry of Iuz; A star in a triangle in a circle with an ourobouros serpent. Also with a tiny 10x10 grid in the center at the "54" point there is an indentation. )”
Note: The remains of "Torfonn" and those of his comrades are in the manure below.

3A) Hole in Roof: This is the entrance that the humongous troll enters into the cavern.

3B) Humongous Troll Poop Hole: If one follows this fetid drain they will end up sliding into the ceiling of area 5 and falling into manure.

4) GREMLINS: This cave has a dank loam floor but some rock shelf-like crevices about 3 feet high wrapping around the chamber. This is the lair of a breed of jermlaine that dwells closer to the surface than its deep-dwelling cousins called “cave gremlins” (differences AC: 6 (small shields;bucklers under skin folds); HD: 1; D: 1-6 or by weapon (spears and short swords); No special defenses for 1/2 damage like their cousins because of size as these are larger 3’ tall; xp: 10 +1 See New Monster Cave Gremlin Below). They have clay colored folds of skin and their heads are warty appearing like grey stones embedded in a larger rusty stone. When standing still they look like strange rock formations.
 

17 Cave Gremlins (AC 6. HD 1. hp 6, 2, 3, 6, 6,1, 5, 5, 4, 5,1, 3, 3, 2, 2, 3, 2. #AT I, D 1-6 or by weapon.)
 

They hide their spears next to them in piles of grit and palm-sized stones. There is a massive spike trap that descends from the ceiling right over the middle of the chamber and they will try to lure all combatants to the center of the room by creating a sort of phalanx with 9 of their shields locked with swords out and the other 8 spearing over them. Once in place, one acts fearful then breaks rank and cuts the hidden rope. The trap will spike those who are over 3 1/2 feet tall unless a saving throw versus death is made.
 

5) MANURE PIT: A huge steaming cesspool of troll droppings filled with human bones and debris. If an hour is spent sifting through they will have a 50% chance of catching a disease (3 in 6). They will find attached to the human remains: 
1. A pouch with 56 s.p., 
2. An ivory tube with a magic-user scroll (Push, Jump, Friends, Leomund’s Trap, Magic Jar, Extension III), 
Bracers of Defense (AC 2), 
3. Shield +2, 
4. Broadsword +1, 
5. A bone tube with an itinary for a delivery of smoked Okelard cheese to Ostler Gundigoot in Hommlet from Veluna City, 
6. A ruined velvet cape with the ourobouros heraldry of Iuz stitched on the inside and #54 "grid demarcation" (See vellum note in area 3 above), 
7. An ivory tube with a map of the levels of the Temple of Elemental Evil designating Zuggtmoy’s location and
 8. Scratched note that says in the specific speech of red dragons: "NULB IS NOT NULB". If read by speakers of other dragon languages it will say mistakenly: "NEVER GO TO NULB"
 

ELEMEN-TROLL

FREQUENCY: Very rare
NO. APPEARING: 1
ARMOR CLASS: 3
MOVE: 12"
HIT DICE: 11
%IN LAIR: 35%
TREASURE TYPE: E
NO. OF ATTACKS: 3
DAMAGE/ATTACK: 2-20/2-20/3-30
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: Regeneration and can only be affected by magical versions of elements (ex: fire)
MAGIC RESISTANCE: Standard
INTELLIGENCE: Average
ALIGNMENT: Chaotic evil
SIZE: L (25’ tall)
PSlONlC ABILITY: Nil
Attack/Defense Modes: Nil/nil
LEVEL/X.P. VALUE:
VII/3550 + 16/hp

This troll type is not really a separate race of troll but rather a curious (unique?) after effect of trolls exposed to elemental experimentation with spells. The raw elementary forces will bond with their regenerative nature. They will isolate themselves and tend to dwell in lonesome caves. Unlike regular trolls they will surround themselves with sinister seeming animals for company especially bats, snakes, spiders and sometimes the lesser of humanoids.

Like normal trolls, they attack with their greatly enlarged forelimbs and mighty teeth. However, they regenerate at a faster rate (4 hp per round starting  after only 2 rounds of damage) and can only be burned by magical attacks that burn.

They can last up to 48 hours in each elemental plane’s harsher environs but this resistance will not last. They must return to the Prime Material Plane or lose resistance in total (fire will burn, water will drown, earth will bury, air will suffocate, etc.). They are not considered wholly planar creatures in regards to being dismissed or banished in anyway

Description: These trolls appear like gigantic stocky trolls with red, green, blue and brown cross-shaped splotches over their troll green hide.
 

CAVE GREMLIN (Surface Jermlaine)

FREQUENCY: Very rare
NO. APPEARING: 12-22 (2D6+10)
ARMOR CLASS: 6
MOVE: 15" (Mountain type: 12"/15" Class E gliding)
HIT DICE: 1
%IN LAIR: 75%
TREASURE TYPE: Per 5 individuals P;In lair R,S,T
NO. OF ATTACKS: 1
DAMAGE/ATTACK: 1-6 or by weapon
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
MAGIC RESISTANCE: See below
INTELLIGENCE: Low but extremely cunning
ALIGNMENT: Chaotic evil (with neutral tendency)
SIZE: S (3' tall)
PSlONlC ABILITY: Nil
Attack/Defense Modes:Nil/nil
LEVEL/X.P. VALUE:
I/10 + 1/hp

These creatures are related to bane-midges that colonized surface caves ages ago. They appear much like their cousins except they are a few feet larger and their skin folds are more droopy often covering their buckler shields. They share most attributes except where noted.

They frequent with rats sometimes but not as intimately as jermlaine. There is only a 10% chance of rats and 5% chance of giant rats or bats. However, there is a mountain variety (In World of Greyhawk, they will be found in valleys of Corusk, Griff, Lortmil and Rakers mountain ranges in the same niche as aarakocra whose eggs they prey upon.) that favors bats (50%), vultures (25%) and vulchlings (10%). The regular variety are found in the same niche as standard jermlaine but are more common by one degree in frequency on the surface (See MMII).
 The mountain variety are known as valley gremlins and are often favored by evil mountain dwelling spellcasters as crude wards to alert of approaching intruders.
 

Standard Cave Gremlins typically weaponed as following:
spear 50%
small sword & buckler 30%
hand axe 20%
 

Mountain variety typically weaponed as following:
short bow 50%
spear 35%
hand axe 15%

Description: These creatures have a brown clay colored folds of skin that seems like draped and ragged wings. Their heads similar to normal jermlaine but are more warty appearing like grey and knob-like stones embedded in a larger rusty stone. When standing still they look like strange rock formations.The mountain variety have hair on their bumps that look like green lichen and their drapes are functional wings.