Monday 25 January 2016

Fire on the Velvet Horizon, 'Geisha Spore-Glyphapillar', GEYSER LORD, ORACLE OF THE VENT, FUMEROLE LICH

Geyser Lord

OLD SCHOOL

Armour as plate and shield, Move 0' (though may disengage to vent lair), 30' when surrounded by water of home vent, 14 Hit Dice, HP 94 , 1d12 dam (Scalding Spray), Morale 10.

Immune to fire damage. Half damage from magical fire. 

Spell Use: Geyser Lord knows spells deemed appropriate for a 14th level magic user. Some are more powerful, knowing and casting spells as an 18th level magic user.

Boiling Column :  The Geyser Lord is enveloped within a poisonous, scalding, torrent of water.  Anyone attacking must save vs poison or become Ill for d6+1 days. Furthermore, d12 damage is taken automatically, due to the searing heat.

Unavoidable Fate: Given the correct offerings,  the Geyser Lord will set you forth upon a heroic path that may be tragic, glorious or both. Roll on the following tables. Replace with your own entries as they are used up.

When you...

1. See the unfurling of the carnellion sail
2. Taste the 'Seeing Bark' 
3. Smell the crushed black poppies
4. Hear three eagles at midnight
5. Receive the gift of the spider 
6. Cause the saddest one to laugh
7. Die the little death
8. Are accused of the Lord's crime. 

You will...

1. Travel to the source of the great river.
2.  Journey to the Temple of Three Errors.
3. Journey to the Tree of the Lonely God.
4. Find the pool where the women go to drown.
5. Seek the counsel of the reptile oracle.
6. Travel to frozen Joten Lodge.
7. Go before the cracked temple.
8. Find the crimson pastures.

Once there,  you will be tasked to:

1. Marry the hideous Goblin Princess 
2. Poison the paladin Regent. 
3. Destroy the sad Golem called Tashok the Grinder
4. Murder the saintly children of the Duke.
5. Find the crown of delight.
6. Sack the temple of love.
7. Ruin the great artist's masterpiece.
8. Apprentice oneself to the Lonely archangel and steal his grimoire.

Upon accomplishing this, the character will achieve a dream appropriate to his/her character. This ought to be determined at the point of asking. There exists an 80% chance that the prophecy will end in the violent death of the character.  This will be expressed in pelucid fashion thusly:

1. Nothing that breathes will ever halt your assent. 
2. Beware the friend without blame.
3. As the Sun shines, so shall the glory be yours. 
4. The bride shamed, will be your damnation.
5. There shall be no curse more terrible than love.
6. Beneath the idol with your mother's face, sorrow will find you. 
7.  One final ascent beyond the clouds and you are gone. 
8.  In your dreams,  they will find you. 

The prophecies always come true unless the Geyser Lord is destroyed. If any result should see the character die before his/her destiny is  fulfilled, pass that death onto the most important NPC in that character's life. If there are none,  it's PC time. Everybody knows that the Geyser Lord's prophecies are inevitable.  It'll serve them right. 

Funerole Lich

Becomes undead.  Can only be hurt by +2 weapons or greater.  Casts as a 20th level caster. Gains a 20' land speed.  
  


5E

Geyser Lord- AC 19, HP 125, Spd. 0ft (though may disengae to vent lair)/30 ft in water +9, 3d6 dam (scalding spray),    XP 13,000 CR15 (Geyser Lord) XP 24,000 CR 20 (Fumerole Lich)

S+1/D+1/C+3/I+5/W+5/C+1


Legendary Resistance: Geyser Lord may choose to pass a failed save; 3/day
Immunities: Immune to fire and posion damage. Half damage from magical fire.


Spell Use: Geyser Lord knows spells deemed appropriate for a 14th level sorcerer. Some are more powerful, knowing and casting spells as an 18th level sorcerer .

Boiling Column :  The Geyser Lord is enveloped within a poisonous, scalding, torrent of water.  Anyone attacking must pass a DC-18 Constitution save or become nauseous  for d6+1 days. Furthermore, 3d6 damage is taken automatically, due to the searing heat.

Unavoidable Fate: see above. 

Fumerole Lich: An undead Geyser Lord casts spells as a 20th level sorcerer. It becomes undead and gains immunity to charm, non-magical weapons, sleep, paralysis and blindness. It gains a 20ft land speed.



Legendary Actions:

Cast a cantrip: Costs 1 action. 

Vent gasses:  vents poisonous steam into the chamber. Everyone within 50 feet must make a DC-15 Constitution save to avoid nausea.  Victim can repeat save each turn to shake it off. 2 actions.

Searing Torrent: 6d6 30' cone heat/bludgeoning damage.  DC-15 Dexterity save for half damage. 2 actions

Master Sorcerer: Cast a 2nd level spell. 3 actions







Lair Actions

The actual lair of the Geyser Lord, is the boiling, underground vent. To challenge it here, one must be able to breathe water,  resist heat, resist poison  and resist extreme pressure. Needless to say,  it dwells within a hostile and alien environment. Without these precautions, expect to take 3d10 damage/round due to boiling water, make a DC-20 Constitution save to avoid gaining a level of fatigue each round due to the pressure and a further DC-15 Consitution  save/round to prevent nausea and 4d6 poison damage

Obfuscating Cloud: Geyser Lord provokes a an underwater fog of sediment.  Acts as darkness in a 100' radius sphere.  The Geyser Lord can see through this cloud normally.

Vent Thing: Geyser Lord manifests a Vent Thing, essentially a small water elemental, entirely under the Geyser Lord's control. Vent Things are toxic. Upon a successful hit,  make a DC-10 Constitution save to avoid nausea. This save may be repeated each round.

Voice of Fate: Geyser Lord marks an opponent. Target must use their best attribute save (representing their heroic potential) to beat DC-18. Failure indicates that the character suffers disadvantage on all subsequent rolls until the Geyser Lord is slain or chooses to mark another character.



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