Jayngfet
2008-05-16, 06:24 PM
The bells
Crafted by the foulest Necromancers to give them power over dead and living, each of these bells was crafted from a combination of free magic and shards of souls. Each bell contains a sliver of power taken from seven of the nine bright shiners, and takes it's power from their personalities and strength, the fate of the eighth(Yrael) and ninth(Who's name is not spoken due to the fact that it's power may be released in even that insignifigant way) are unknown to all but a select few, and they're not quick to part with that information.
Ranna
This tiny bell casts sleep as the spell when rung with the exception of affecting 10hd of creatures instead of 4, or can awaken any creatures from the same spell or mundane slumber.
Morsrael
This Small bell casts True Resurrection or Create undead, which is cast depends on the wielder at each ringing, The ringer must make a DC15 saving throw or die themselves, They're souls are transported to the Deaths river demiplane.
Kibeth
This bell casts Dominate person(Caster level 12th) as the spell, you may also use this bell to remove The same spell from any afflicted being.
Dyrim
This bell can cast either tounges or speak with animals on the wielders command, it can also grant or remove speech from any target with a mouth(though animals retain their intelligence and illetirecy), any being who's speech is removed can make a DC25 saving through to overcome the effect
Belgaer
This large bell can cast hold portal, open lock, remove curse or Brain lock as the spells.
Sareneth
This Fist sized bell forces any being who hears it within 40 feet to answer any questions asked by the wielder with no saving throw, the effect lasts 2d4 rounds
Astrael
This bell is the largest of all, nearly twice the size of a human fist, when rung it Kills everyone who hears it within one hundred feet with no saving throw including the wielder. Each victim who hears Astrael's call is sent to the aforementioned demiplane upon death, at the farthest reaches of the river under the stars, it is a three mile treck through an upward current to reach the gate.
All bells are treated as artifacts and cannot be bought, they all come in a set with a bandoleer made for them and equipped to stop them from ringing, when all bells are rung at once one target creature is sealed in a halfling sized silver orb, which must be cut in half with a DC25 strength check to succeed, when cut the orb deals 10d12 damage to whoever cut it. Lightning strikes every 1D4 rounds to each hemisphere, increasing to 1d2 rounds when they are placed within 20 feet of each other, the hemispheres cannot be seperated to more than 100 feet or act as immovable rods, bringing them closer than 50 feet requires a DC15 strength check and a DC25 strength check at 35 feet, Joining them to free the trapped creature requires a DC65 strength check and another DC65 strength check to keep them there long enough to free the creature.
Removing each bell from it's bandoleer is a standard action, Ringing the bells requires another standard action, a DC10 DEX check is needed to avoid ringing the bells accidently when out of the holded and held, when an uncontrolled bell is rung all effects(with the exception of Astrael, which functions normally) are turned on the ringer(Dyrim will silence the weilder, Morsrael simply slays the wielder ect.)
Rembrancers pipes:
A set of pipes modeled after the bells, they contain lesser power to the bells and are used by wizards known as rembrancers, as well as other wizards known as abhorsens in traning before they can master the bells.
Pipe ranna
The smallest of the pipes, ranna casts sleep as the spell, with the exception of affecting 6HD worth of creatures instead of 4.
Pipe Morsrael
Second smallest of the pipes, Morsrael can cast ressurection or animate dead as the spells, but slays the wielder and sends their
Pipe Kibeth
This small pipe casts suggestion(caster level 15) as the spell
Pipe Dyrim
This pipe casts tongues as the spell with the exception that any being with at least three INT may speak, this ability can Be reversed or speach may be taken away, the subject is allowed a DC15 will save to keep these abilities
Pipe Belgaer
This pipe can force any being to ansewer any questions for 1d3 rounds, any questions asked that the target doesn't want to ansewer allows them to make a DC15 will save to resist the effect and another will save to break free
Pipe Saraneth
The second to last and second largest Pipe Sarineth can cast Dominate Personor Dominate animal remove such effects from a person.
Pipe Astrael
This pipe Kills 1d12 creatures within 100 feet who fail a DC20 fortitude save, if the amount of creatures in that area exceed the limit target the closest creatures, any being caught within the range is eligible.
DeathDeath River:This river covered demiplane can only be reached via bells, it appears to be a bleak, river stretching out as far as the eye can see, it's depth varies in length from Five to Fifteen feet, the sky appears to be a single glowing grey mass until the very end of the river, which appears as a huge cluster of stars, anyone under the stars must make a DC35 will save or float towards the stars, taking 3D10 points of damage per round. at the source of the river is a huge gate, entering th gate takes you back to you're corpse.
Any ideas for random encounters in death?
Edit:random encounters in death!
every ten minutes roll for random encounters as Death is a peril filled plane filled with the souls of necromancers victims, each monster here acts of it's own will, monsters are not immune to the bells effects.
1-5:nothing encountered
6-10:one skeleton(human commoner
11-15:one skeleton(orc commoner0
16-20:one skeleton(drow expert)
21-25:one skeleton(Dwarf expert)
26-30:one zombie(Human fighter)
31-35:one zombie(High elf fighter)
36-40:one zombie(tiefling)
41-45:one ghoul
46-50:one wight
51-55:one vargouelle
56-60:1d4 human warrior zombies
61-70:2d2 Wights+1d3 vargouelles
71-75:one sepulcher thief(12th level human rouge)
76-80:one Great wyrm black dragon
81-85:one pit fiend+1d4eyrnies+2d6 bearded devils+1d2 chain devils(one eyrnies has ten levels in wizard(necromancer) on a sucessful roll of a d20, and is accompanied by ten human zombies)
86-90: 1d4 aboleth mages accompanied by 6d2 skum warriors and 1 tenth level skum fighter5/sorcer5
91-95:1 human lich(15th level sorcerer with a toad familiar) accompanied by 1d2 vampires(human or halfling) 2d6 human commoner zombies, 1d10 elf commoner zombies, 1d6 halfling rouge skeletons, 1d4 wights, 1d4 ghouls, 1d12 human or elf wizard zombies of fifth level or higher.
96-100:same as above but with 1d4 more wights, 1d2 more vargouelles, 1 extera vampire and the above bells.
These bells(as well as pipes, but we'll get to them later) fit best into an undead heavy and/or high fantasy setting.
Crafted by the foulest Necromancers to give them power over dead and living, each of these bells was crafted from a combination of free magic and shards of souls. Each bell contains a sliver of power taken from seven of the nine bright shiners, and takes it's power from their personalities and strength, the fate of the eighth(Yrael) and ninth(Who's name is not spoken due to the fact that it's power may be released in even that insignifigant way) are unknown to all but a select few, and they're not quick to part with that information.
Ranna
This tiny bell casts sleep as the spell when rung with the exception of affecting 10hd of creatures instead of 4, or can awaken any creatures from the same spell or mundane slumber.
Morsrael
This Small bell casts True Resurrection or Create undead, which is cast depends on the wielder at each ringing, The ringer must make a DC15 saving throw or die themselves, They're souls are transported to the Deaths river demiplane.
Kibeth
This bell casts Dominate person(Caster level 12th) as the spell, you may also use this bell to remove The same spell from any afflicted being.
Dyrim
This bell can cast either tounges or speak with animals on the wielders command, it can also grant or remove speech from any target with a mouth(though animals retain their intelligence and illetirecy), any being who's speech is removed can make a DC25 saving through to overcome the effect
Belgaer
This large bell can cast hold portal, open lock, remove curse or Brain lock as the spells.
Sareneth
This Fist sized bell forces any being who hears it within 40 feet to answer any questions asked by the wielder with no saving throw, the effect lasts 2d4 rounds
Astrael
This bell is the largest of all, nearly twice the size of a human fist, when rung it Kills everyone who hears it within one hundred feet with no saving throw including the wielder. Each victim who hears Astrael's call is sent to the aforementioned demiplane upon death, at the farthest reaches of the river under the stars, it is a three mile treck through an upward current to reach the gate.
All bells are treated as artifacts and cannot be bought, they all come in a set with a bandoleer made for them and equipped to stop them from ringing, when all bells are rung at once one target creature is sealed in a halfling sized silver orb, which must be cut in half with a DC25 strength check to succeed, when cut the orb deals 10d12 damage to whoever cut it. Lightning strikes every 1D4 rounds to each hemisphere, increasing to 1d2 rounds when they are placed within 20 feet of each other, the hemispheres cannot be seperated to more than 100 feet or act as immovable rods, bringing them closer than 50 feet requires a DC15 strength check and a DC25 strength check at 35 feet, Joining them to free the trapped creature requires a DC65 strength check and another DC65 strength check to keep them there long enough to free the creature.
Removing each bell from it's bandoleer is a standard action, Ringing the bells requires another standard action, a DC10 DEX check is needed to avoid ringing the bells accidently when out of the holded and held, when an uncontrolled bell is rung all effects(with the exception of Astrael, which functions normally) are turned on the ringer(Dyrim will silence the weilder, Morsrael simply slays the wielder ect.)
Rembrancers pipes:
A set of pipes modeled after the bells, they contain lesser power to the bells and are used by wizards known as rembrancers, as well as other wizards known as abhorsens in traning before they can master the bells.
Pipe ranna
The smallest of the pipes, ranna casts sleep as the spell, with the exception of affecting 6HD worth of creatures instead of 4.
Pipe Morsrael
Second smallest of the pipes, Morsrael can cast ressurection or animate dead as the spells, but slays the wielder and sends their
Pipe Kibeth
This small pipe casts suggestion(caster level 15) as the spell
Pipe Dyrim
This pipe casts tongues as the spell with the exception that any being with at least three INT may speak, this ability can Be reversed or speach may be taken away, the subject is allowed a DC15 will save to keep these abilities
Pipe Belgaer
This pipe can force any being to ansewer any questions for 1d3 rounds, any questions asked that the target doesn't want to ansewer allows them to make a DC15 will save to resist the effect and another will save to break free
Pipe Saraneth
The second to last and second largest Pipe Sarineth can cast Dominate Personor Dominate animal remove such effects from a person.
Pipe Astrael
This pipe Kills 1d12 creatures within 100 feet who fail a DC20 fortitude save, if the amount of creatures in that area exceed the limit target the closest creatures, any being caught within the range is eligible.
DeathDeath River:This river covered demiplane can only be reached via bells, it appears to be a bleak, river stretching out as far as the eye can see, it's depth varies in length from Five to Fifteen feet, the sky appears to be a single glowing grey mass until the very end of the river, which appears as a huge cluster of stars, anyone under the stars must make a DC35 will save or float towards the stars, taking 3D10 points of damage per round. at the source of the river is a huge gate, entering th gate takes you back to you're corpse.
Any ideas for random encounters in death?
Edit:random encounters in death!
every ten minutes roll for random encounters as Death is a peril filled plane filled with the souls of necromancers victims, each monster here acts of it's own will, monsters are not immune to the bells effects.
1-5:nothing encountered
6-10:one skeleton(human commoner
11-15:one skeleton(orc commoner0
16-20:one skeleton(drow expert)
21-25:one skeleton(Dwarf expert)
26-30:one zombie(Human fighter)
31-35:one zombie(High elf fighter)
36-40:one zombie(tiefling)
41-45:one ghoul
46-50:one wight
51-55:one vargouelle
56-60:1d4 human warrior zombies
61-70:2d2 Wights+1d3 vargouelles
71-75:one sepulcher thief(12th level human rouge)
76-80:one Great wyrm black dragon
81-85:one pit fiend+1d4eyrnies+2d6 bearded devils+1d2 chain devils(one eyrnies has ten levels in wizard(necromancer) on a sucessful roll of a d20, and is accompanied by ten human zombies)
86-90: 1d4 aboleth mages accompanied by 6d2 skum warriors and 1 tenth level skum fighter5/sorcer5
91-95:1 human lich(15th level sorcerer with a toad familiar) accompanied by 1d2 vampires(human or halfling) 2d6 human commoner zombies, 1d10 elf commoner zombies, 1d6 halfling rouge skeletons, 1d4 wights, 1d4 ghouls, 1d12 human or elf wizard zombies of fifth level or higher.
96-100:same as above but with 1d4 more wights, 1d2 more vargouelles, 1 extera vampire and the above bells.
These bells(as well as pipes, but we'll get to them later) fit best into an undead heavy and/or high fantasy setting.