An earlier sketch of the captive troll
Monthly Archives: March 2011
Ever wanted to be a prophet, handing out tenets from above? So would everyone else. Play a group of supplicants, each vying to make their commands the holy truth for all time.
Another troll inspired by Judd’s written response to my troll image inspired by his 7 knights for 7 bridges post.
One of my favorite regions of Sharth is Midgoth, where the Vanirium PsyLords hold an uneasy truce with the Council of Aesiroth, and all other sorts of ridiculous twists on Norse mythology. The best twist is the Hel-Space paradimension, ruled by Shub-Hel, the Flayed Queen-Mother, where the damned souls of Midgoth merge with Shub-Hel’s Lovecraftian spawn. For Sharth this usually means lots of eyes and armored tentacles.
- Multiple Hel-eyes: Nethervision, +17% natural aim
- Nidhoggite Skull +5 vs all metals save Valhallium. +2d10 to all skull-based damage
Send your sea elf gryphon slayer and ogreling witch-hunter on a players only romp through a dungeon created on the fly. Roll Annoy, Pain and Thwack-o dice for glory, treasure, and xp!
There are few crimes among the mountain ogres; theft, bloodshed and cannibalism are all acceptable. Any ogre who manages to break taboo is caged and starved until the bleakest night of winter, when the cage is unceremoniously dumped before some dire beast’s lair.
Though the sentence is harsh, any survivors of exile are welcomed back after the first thaw. Some ogre leaders brag about their time in exile, a halcyon season spent in defiance of nature. Of these, a select few even bring back a companion: A barely-tamed dire beast.
|Winter Exile Ogre||Level 3 Solo brute|
|Large natural humanoid||XP 750|
|HP 196; Bloodied 98||Initiative +2|
|AC 15, Fortitude 15, Reflex 14, Will 13||Perception +1|
|Resist 5 cold|
|Saving Throws +5; Action Points 2|
|The ogre does not roll initiative. It has set Initiative counts of 10 and 0, and it takes a turn on each count. It cannot delay or ready actions.|
|Savage Fist ◆ At-Will|
|Attack: Melee 2 (one creature); +6 vs. AC|
|Hit: 1d10 + 3 damage, and target is pushed one square.|
|Flailing Fists ◆ At-Will|
|Effect: The ogre uses savage fist twice. If it hits the same target more than once, the target is dazed (save ends).|
|Stomp ◆ Encounter|
|Attack: Close burst 2 (3 when bloodied) (all creatures within burst); +4 vs. Reflex|
|Hit: 2d10 + 3 damage, and target is pushed 2 squares and is dazed (save ends).|
|Shake It Off ◆ At-Will|
|Effect: The ogre makes an immediate saving throw against a single condition.|
|Enraged Stomp ◆ Encounter|
|Trigger: The ogre is first bloodied.|
|Effect (Free Action): Stomp recharges and the ogre uses it immediately. Roll 1d6 for every square within the burst (including the ogre’s) which has an adjacent lower square. If the roll is 1-4, that square drops by five feet, becomes difficult terrain, and any creature in the square falls prone.|
|Skills Athletics +9, Endurance +9, Stealth +7|
|Alignment chaotic evil||Languages Giant|
|Equipment ragged furs|