Sunday, June 18, 2017

Faction: Disciples of the Destroyer, Part 2

Here are stats for some of the NPCs that one might encounter when dealing with this organization.

-Nate


Running Pit Fights
These matches can be single events pitting a particular champion against another competitor or even some exotic beast, or a grand tournament in which eight or more contestants compete in a series of fights. They are usually fought until one opponent surrenders or is incapacitated, but sometimes result in death. In either case, Kurtz and his guards collect the entry fee from spectators and handle any additional money that they care to wager. Fighters are allowed to prepare themselves in one of the rooms provided by that purpose, and are often accompanied by an ally who can tend to their wounds, whether they win or lose.


Finding Foes
The NPC Gallery section of the GameMastery Guide can be an excellent source of opponents to use in the fighting pit; here are a few suggestions.

Page—Character (CR)
282—Caravan Guard (1)
266—Slaver (3)
257—Monster Hunter (5)
280—Raider (5)
263—Beast Master (6)
283—Sellsword (7)
281—Viking (7)
263—Champion (9)


Leopold Kurtz
CR 6
XP 2400
Male human bard 7
NE medium humanoid
Init +5; Senses Perception +13
DEFENSE
AC 16, touch 13, flat-footed 14 (+1 Dex, +3 armor, +1 deflection, +1 Dodge)
hp 31 (7d8)
Fort +3, Ref +7, Will +7
Resist Bard abilities
OFFENSE
Spd 30 ft.
Melee Shortsword +5 (1d6-1)
Ranged Light crossbow +7 (1d8)
Special Attacks Bard abilities
STATISTICS
Str 8, Dex 13, Con 10, Int 15, Wis 12, Cha 15
Base Atk +5; CMB +4; CMD 15
Feats Alertness, Dodge, Extra Performance, Improve Initiative, Persuasive
Skills Appraise +12, Bluff +12, Diplomacy +14, Intimidate +14, Knowledge (local) +12, Perception +13, Perform +14, Profession (merchant) +11, Sense Motive +13
Languages Common, Dwarven, Elven
SQ Bardic knowledge, bardic performance, cantrips, countersong, distraction, fascinate, inspire courage +2, versatile performance, well-versed, inspire competence +3, lore master 1/day, suggestion
Combat Gear Leather armor +1, masterwork short sword, masterwork light crossbow, case of 10 bolts, pouch containing 10 of each coin, cloak of resistance +1, ring of protection +1
Spells per Day: 5/4/1
Spells Known (6/5/4/2): Daze, detect magic, know direction, mage hand, message, read magic; cause fear, feather fall, identify, sleep, unseen servant; hold person, invisibility, silence, tongues; confusion, dispel magic

Leopold Kurtz is a ruthless opportunist who will exploit any opportunity to gain wealth or influence for himself. Although he once worked for the Royal Interplanetary Company, he now makes a comfortable living organizing pit fights for the Disciples of the Destroyer. He maintains a tough front, as is appropriate for that kind of business. In truth, however, he is something of a coward and isn't too proud to plead for mercy if faced with an overwhelming opponent.

Acolyte of Lamashtu
CR ½
XP 200
Various cleric 1
NE medium humanoid
Init +0; Senses Perception +3
DEFENSE
AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 10 (1d8+2)
Fort +4, Ref +0, Will +5
Resist None
OFFENSE
Spd 30 ft.
Melee Falchion +2 (2d4+2)
Ranged Throwing dagger +0 (1d4)
Special Attacks Channel negative energy 1d6
STATISTICS
Str 14, Dex 10, Con 14, Int 8, Wis 16, Cha 12
Base Atk +0; CMB +2; CMD 12
Feats Combat Casting, Extra Channel
Skills Knowledge (religion) +3, Spellcraft +3
Languages Common
SQ Aura, domains (evil, madness), orisons
Combat Gear Chain shirt, small steel shield, falchion, silver holy symbol, vial of holy water, throwing daggers
Spells per Day: 3/2+1
Spells Prepared: Bleed, detect magic, guidance; bane, lesser confusion, protection from good

These new adherents to the cult of Lamashtu may lack in power, but make up for it with ruthless zeal. They revel in bloodshed.

Adept of Lamashtu
CR 4
XP 2400
Various cleric 5
NE medium humanoid
Init +0; Senses Perception +3
DEFENSE
AC 15, touch 10, flat-footed 15 (+4 armor, +1 shield)
hp 36 (5d8+10)
Fort +6, Ref +1, Will +7
Resist None
OFFENSE
Spd 30 ft.
Melee Falchion +7 (2d4+3)
Ranged Throwing dagger +3 (1d4)
Special Attacks Channel negative energy 3d6
STATISTICS
Str 14, Dex 10, Con 14, Int 8, Wis 17, Cha 12
Base Atk +3; CMB +5; CMD 15
Feats Channel Smite, Combat Casting, Extra Channel, Weapon Focus (falchion)
Skills Knowledge (religion) +7, Spellcraft +7
Languages Common
SQ Aura, domains (evil, madness), orisons
Combat Gear Masterwork chain shirt, masterwork small steel shield, falchion +1, silver holy symbol, vial of holy water, throwing daggers
Spells per Day: 4/4+1/3+1/2+1
Spells Prepared: Bleed, detect magic, guidance, read magic; bane, divine favor, lesser confusion, protection from good, shield of faith; align weapon, hold person, silence, spiritual weapon; dispel magic, prayer, rage

Those cultists who survive the initial ordeals of joining Lamashtu's faithful become even more zealous about doing harm to others, and gain the martial and magical power to inflict those desires on their victims. In addition to conducting the profane rites of their goddess, they become skilled combatants and even leaders in battle.


Priest of Lamashtu

CR 8
XP 9600
Various cleric 9
NE medium humanoid
Init +0; Senses Perception +4
DEFENSE
AC 17, touch 10, flat-footed 17 (+5 armor, +2 shield)
hp 62 (9d8+18)
Fort +9, Ref +3, Will +11
Resist None
OFFENSE
Spd 30 ft.
Melee Falchion +11/+6 (2d4+4)
Ranged Throwing dagger +6/+1 (1d4)
Special Attacks Channel negative energy 5d6
STATISTICS
Str 14, Dex 10, Con 14, Int 8, Wis 18, Cha 12
Base Atk +6/+1; CMB +8; CMD 18
Feats Channel Smite, Combat Casting, Command Undead, Extra Channel, Improved Channel, Weapon Focus (falchion)
Skills Knowledge (religion) +11, Spellcraft +11
Languages Common
SQ Aura, domains (evil, madness), orisons

Combat Gear Chain shirt +1, small steel shield +1, falchion +2, silver holy symbol, vial of holy water, throwing daggers, cloak of resistance +1
Spells per Day: 4/5+1/5+1/4+1/3+1/1+1
Spells Prepared: Bleed, detect magic, guidance, read magic; bane, deathwatch, divine favor, lesser confusion, protection from good, shield of faith; align weapon, death knell, hold person, silence, spiritual weapon, status; animate dead, bestow curse, dispel magic, prayer, rage; confusion, divine power, tongues, unholy blight; dispel good, unhallow

The senior clerics of Lamashtu are fearsome foes, ones who can go toe-to-toe in combat with foes as well as leading their underlings into battle. What is more, they are able to animate the bodies of slain foes, calling on them to continue the work demanded by their wicked goddess.


Using the Organization in an Aetherial Adventures Campaign
This organization can provide plenty of plot elements for a space fantasy RPG campaign; presented here are a few of the possibilities.
  • Needless to say, members of this organization make natural enemies for followers of Gaea and Sol. Even those who revere Ptah and Luna have no love for them, given the Disciples' obsession with blood sacrifice.
  • There is an interesting connection between the Disciples and certain efreet who've infiltrated the Church of Sol. Those fire genies, who are more chaotic in mindset than their fellows, embrace the destructive nature of fire as another weapon in Lamashtu's arsenal. In that way, they seek to pervert the worshipers of Sol by luring them to embrace the “cleansing” nature of that element.
  • It is rumored that one or members of the Royal Interplanetary Company are also secret adherents of this order, since they view Lamashtu and her offspring as the embodiment of the fierce nature that is needed to succeed in business. If that were proven to be true, then it would be quite the scandal indeed.
  • In order to win the trust of certain Disciples, one or more of the PCs might need to participate in or otherwise infiltrate Leopold Kurtz's fighting pit.

No comments:

Post a Comment