Something that made me sad though, is they never found the expansion of the newest edition of Sailors, with the Slow God. It got me thinking -- I love the idea of an inscrutible, pulsing, otherworldly being of significant power. This is something that could be leaned into, like the god Ilvir who lives on the world of Harn, vomiting forth monstrosities with an unknown agenda.
I can also imagine a scene with a cultist of The Slow God being like Rasputin from the first Hellboy movie, something crawling under their skin, and when things going poorly, vomiting forth a mass of vines from their robes, and then perishing from the effort ... or do they?
I also like the idea of tying the memorable vine horrors of many PCs first encounter into my campaign world, grounding their existence in the bigger picture.
Now I don't think in my campaign the Slow God is actually a god, but it would be an epic monster (not a funnel creature, but something epically large and slayable by a high level party), and it certainly could be a patron! So I worked out my Invoke Patron spell effects today for the Slow God in my game. I will likely come back later and amend this article with Patron Taint, Patron spells, etc.
Enjoy!
The Slow God |
The Hungry Pit, He Who Waits |
The Slow God is an otherworldly, massive vine-like sentience that dwells on the mortal world, within Twisttree Vale, exuding semi-sentient seedlings that are anathema to living creatures.
While not a god in any sense, it is
worshipped by the Dundalmen and other barbaric tribes that live nearby, who
will often sacrifice living victims to its great pit. It can serve as a patron to wizards who seek
to gaze into the gap between real spaces, but it’s great mind moves at a glacial
pace, and unlucky acolytes can fall into an unwaking sleep of years should they
tarry while communicating with the Slow God.
Also known as “He Who Waits”, his desires
and goals are unknown to mortal minds, but it is clear that he wishes to propagate
his minions across the mortal world, and seeks to tear down machinery or architecture.
Invoke Patron Check Results |
12-13 The Slow God
ignores the caster. However, the attempt to commune with your patron slows
your thoughts, and your mind is fogged and sluggish, suffer -1d4 to Initiative
checks and Reflex saves for 2d6 turns. |
14-17 The petitioner’s
blood thickens, and their heart beats only ten times per minute. The petitioner reduces all damage results
against them by -1 hit points, and gains a +2 to all Fortitude saves and also suffers
-1d4 to Initiative checks and Reflex saves for 2d6 turns. |
18-19 Touched by an alien mind, the
petitioner and all within 30’ of the caster must make a DC 15 Will save (with
any person who has The Slow God as their patron gaining +4 to the save) or
reduce their action dice by -1d and their initiative by -1d4 for 3d6 turns. |
20-23 The petitioner starts
to echo the physiognomy of the Slow God, and their skin takes on a waxy green
sheen. For 3d6 hours, they are vulnerable
to fire or heat damage, but gain +1 to AC and all physical damage against
them is reduced by -1d4, with wounds looking like cuts into a fibrous vine,
with clear sap slowly oozing forth.
The caster seems distracted and sluggish, suffering a -1d to all
social interactions or skill checks requiring INT or PER. |
24-27 As 20–23, but they also grow vine like
tendrils all over their body, allowing a vine attack to cause 1d4
damage. Should the caster only have 1
action, they gain a second 1d16 action die for a vine attack. Should two or more vine attacks hit, they
may entangle their victim, with an automatic hit against their foe in future
rounds doing a further 1d6 damage, unless the foe can make a DC 15 Strength
check. This transformation lasts for
5d6 hours. |
28-29 As 20–23
(lasting for 5d6 hours), but they also grow 1d3 vesicles on their body, which
split and heave forth the same number of Vine Clusters that serve them before
rotting away 1d6 turns later. This
manifestation is traumatic to the caster, and they suffer both 1d6 damage and
1d6 temporary Stamina damage. Vine Cluster: Init -3; Atk slam +2 melee
(1d4 damage); AC 12; HD 2d8 (9 hp); MV 10’, Climb 10’; Act 1d20; SP entangle
(automatic 1d6 damage on subsequent rounds if an attack lands, DC 13 Strength
check to escape); SV Fort +1, Ref 0, Will +1; AL N. |
30-31 As 20-23 (lasting for 1d6 days), but no
plant or plant-like creature will harm them (intelligent foes that are plants
or plant-like may attempt a Will save against the Invoke Patron check). While this effect lasts, the caster need
not sleep or eat, but must still drink in prodigious quantities. |
32+ As 20–23
(lasting for 1d6 days), but the caster may choose one time to vomit forth a
massive vine cluster that is 20 feet across that serves them before rotting
away 1d6 turns later. This
manifestation is traumatic to the caster, and they suffer both 2d6 damage and
2d6 temporary Stamina damage. If the
caster is reduced to 0 Stamina from this Invoke Patron spell, their body
withers away instead 1d6 turns later, and their consciousness is transferred
to the Massive Vine Cluster. |
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