The Rite of The Q'AreRor're - The Stepping Of The Giants From The Unknown
From beyond the pale of the Outer Darkness comes the Unknown Ones. This rite must be done with the utmost care lest the sorcerer's soul itself be lost to these creatures of darkness & alien forbidden technology The wizard must go to a ruined temple of Law & gather 42 metal rods of the finest quality. He must bind these around the head of his victim while intoning the secret words of Kro.
The wizard activates the words of power within the mind of the victim as the specially prepared sacrificial dagger is plunged home. The victim will of course with his dying breath summon the Giants From The Unknown. with a song of binary language & mystical energy.
The Giants From The Unknown will arrive within 1d20 hours upon their strange prismatic astral crafts. Originally servants of the Star Gods they have been cast out by their former masters for strange reasons & destroyed by them whenever found.
They will teach the summoner 1d4 spells of Law & weird forbidden super science powers from beyond the pale. There is a 30% of the knowledge being to much for the mind of the summoner however & they may be driven made by the experience. Unless a saving throw versus death is made then they will suffer from temporary insanity for 1d30 days & not remember the experience there after.
The Giants From The Unknown will arrive within 1d20 hours upon their strange prismatic astral crafts. Originally servants of the Star Gods they have been cast out by their former masters for strange reasons & destroyed by them whenever found.
They will teach the summoner 1d4 spells of Law & weird forbidden super science powers from beyond the pale. There is a 30% of the knowledge being to much for the mind of the summoner however & they may be driven made by the experience. Unless a saving throw versus death is made then they will suffer from temporary insanity for 1d30 days & not remember the experience there after.
The wizard may preserve the skull of the victim & use it 5 more times to summon the Giants From The Unknown. The head must be washed & bleached according to the ancient traditions of the Forbidden Scrolls of Altar Four..
The Q'AreRor're- The Giants From The Unknown
# Appearing: 1-4
AC: 8
Move: 9/24
Hit Dice: 7
% In Lair: 60%
Treasure Type: H
These imposing monsters may be found within the confines of the vaults of interstellar space & upon the shores of some of the most remote corners of the universe. These imposing figures stand between 7 -10 feet in height & are dressed in strangely wrought space armor of green gold . This armor which gives off a harmless greenish radiation hides the creature (whatever they may be). They have an alien & complete utter devotion to law. Their strange glowing eye patches seem to bore into the very soul of those looking upon them. They communicate telepathically.
These giants have the strength of cloud giants but rarely if ever getting into physical combat. When encountered going about weird scientific & mystical experiments they may simply teleport away. However there is a 30% of them engaging in combat for their own alien reasons . They may use twisted metal blasters of finely wrought star metals to blast the victims with radiation for 1d4 points of damage with a range of 60 yards.
Should they be slain the monster within the armor will melt away within 1d6 rounds along with the armor leaving their equipment & alien implements behind.
Should a Charisma roll be made & a successful dialogue between a party & the giants be established there are ways of establishing communication.
A wizard should present them with five metal rods from a ruined temple of Law. They will circle a party five times & then answer five questions truthfully, honestly, & utterly. They will do this by pulling stray radio signals from the ether & communicate with all present. They will use telepathic communication as a last resort. The minds of lesser beings can be very frustrating to them.
Added Bonus
# Appearing: 1-4
AC: 8
Move: 9/24
Hit Dice: 7
% In Lair: 60%
Treasure Type: H
These imposing monsters may be found within the confines of the vaults of interstellar space & upon the shores of some of the most remote corners of the universe. These imposing figures stand between 7 -10 feet in height & are dressed in strangely wrought space armor of green gold . This armor which gives off a harmless greenish radiation hides the creature (whatever they may be). They have an alien & complete utter devotion to law. Their strange glowing eye patches seem to bore into the very soul of those looking upon them. They communicate telepathically.
These giants have the strength of cloud giants but rarely if ever getting into physical combat. When encountered going about weird scientific & mystical experiments they may simply teleport away. However there is a 30% of them engaging in combat for their own alien reasons . They may use twisted metal blasters of finely wrought star metals to blast the victims with radiation for 1d4 points of damage with a range of 60 yards.
Should they be slain the monster within the armor will melt away within 1d6 rounds along with the armor leaving their equipment & alien implements behind.
Should a Charisma roll be made & a successful dialogue between a party & the giants be established there are ways of establishing communication.
A wizard should present them with five metal rods from a ruined temple of Law. They will circle a party five times & then answer five questions truthfully, honestly, & utterly. They will do this by pulling stray radio signals from the ether & communicate with all present. They will use telepathic communication as a last resort. The minds of lesser beings can be very frustrating to them.
Added Bonus
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