Thursday, January 22, 2015

Divine Servants in the Majestic Wilderlands

One of the things that go into the a rulebook are monsters. I will be honest in saying, I am not one for creating original monsters of my own. My strength is taking existing monsters and creating interesting situations around them. This partly due to the fact that creating bits of crunch was never my strong point. +Dwayne Gillingham was the guy for that in our group. And partly that eventually the player WILL now the monster stats and rather engage in a arms race of ever changing monster stats, I focus on making the situation a challenge. This is why I only had a small number of new monsters in the Majestic Wilderlands Supplement.

But now that I want to have a standalone rulebook for my own use and to sell. To this end I need include a list of monsters. Others have done the list of monster better than I could. What I can do is write it up on how I used in the Wilderlaands. As an example I present my version of the classic Titan, the Divine Servant.

DIVINE SERVANTS
After the conclusion of the Dawn Wars the deities decided it was better to withdraw from the Wilderlands and fulfill their mandate as teachers through faith and religion.

The  fact remained that Abyss was physically connected to the Wilderlands. Even though it was guarded by the Maelstrom, Chromatic Crystals, and the Dragons there was chance that the barriers would fall and the demons be released and be free to roam the Wilderlands. Another danger was the ability to use mana to open a temporary gateway to the Abyss and allow a demon to pass into the Wilderlands. One of the few exceptions to the rule of non-interference by the deities was the release of a Demon Lord.

As a bulwark against these possibilities, some of the hidden refugees created during the Dawn Wars were refurbished, and a handful of new ones created. The Great Lords assigned various lesser and greater servants to these refuges to maintain them. The deities also charged them to maintain a small network of allies and contacts throughout the Wilderlands to combat the arrival of summoned demons.

There also exist a handful of rogues. These divine servants gave into the temptations of the Majestic Wilderlands and abandoned their oaths and duties. While not all these rogues are evil, they jealously guard their freedom and will go to extreme measures to preserve it.

Divine Servant, Lesser, AC 0[20], HD 17; HP 55; ATK 1; HTB +17 DMG 2d8 (weapon), MV 210’; Save 3; Special: Spells; Harvest: Divine Ichor 1,000d; CL/XP 19/4,100;

This is a lesser divine servant of one of the deities of the Majestic Wilderlands. When encountered in the Wilderlands they are typically acting as messengers, or guardians.

Magic-User Spells (cast as 9th level)
Charm Person (1), Sleep (1), Invisibility (2), Mirror Image (2), Fireball (3), Fly (3), Polymorph Other (4), Confusion (4), Conjure Elemental (5), Feeblemind(5) 

Cleric Spells (cast as 10th level)
Light (1), Protection From Evil (1), Hold Person (2), Speak with Animals (2), Cure Disease (3), Dispel Magic (3), Cure Serious Wounds (4), Neutralize Poison (4), Finger of Death (5), Quest (5)

Divine Servant, Greater, AC -3[22], HD 20; HP 65; ATK 1; HTB +20 DMG 2d8 (weapon), MV 210’; Save 3; Special: Spells; Harvest: Divine Ichor 1,000d; CL/XP 22/5,000;

This is a greater divine servant of one of the deities of the Majestic Wilderlands. They are typically in command of 4d4 lesser divine servants. On average only one greater divine servants are assigned to a region of the Wilderlands. Due to the competing interests of the deities sometime multiple refugees or networks will be established in a region each commanded by a greater divine servant of that deity.

Magic-User Spells (cast as 16th level)
Charm Person (1), Sleep (1), Invisibility (2), Mirror Image (2), Fireball (3), Fly (3), Polymorph Other (4), Confusion (4), Conjure Elemental (5), Feeblemind(5), Anti-magic Shell (6), Stone to Flesh (6), Limited Wish (7), Power Word Stun (7). 

Cleric Spells (cast as 16th level)
Light (1), Protection From Evil (1), Hold Person (2), Speak with Animals (2), Cure Disease (3), Dispel Magic (3), Cure Serious Wounds (4), Neutralize Poison (4), Finger of Death (5), Quest (5), Blade Barrier (6), Word of Recall (6), Earthquake (7), Resurrection (Raise Dead Fully) (7).