Deathbringer - The Traitorous Serpent in Reluria | World Anvil
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Deathbringer - The Traitorous Serpent

Game Six Truths
  • Stripped down version of D&D rules - based loosely on 70s and 80s versions of the game.
  • Six familiar ability scores, but using only modifiers which you add to a d20 roll.
  • Disadvantage and advantage work just like they do in 5E.
  • Magic is unpredictable and dangerous - roll to cast with possible mishaps.
  • You are not limited by your character sheet - come up with cool stuff to do and use the Deathbringer dice to make it happen.
  • Death is around every corner - there are 10 pregen characters (and making new ones is pretty easy).
  Setting Six Truths
  • It is the dark ages, where normal folk struggle to survive against marauding warlords, power hungry cultists and insane sorcerers. (80s sword and sorcery)
  • King Osric has just defeated one of the armies of Thulsa Doom, a high priest and leader of a cult of tremendous power.
  • You were serving in the king’s army and made a name for yourself.
  • A powerful warrior named Thorgrim “Snake Eye” stole silver weapons from the king’s armory, slaying many of the guards, and escaped into the still smoldering battlefield.
  • It is thought that only silver weapons are of any use against Thulsa Doom’s most elite soldiers who are said to be able to transform into abominations.
  • Your group is tasked with getting the silver weapons back, and if possible slaying Thorgrim for his traitorous deeds.
  Characters   Deathbringers   Ator “The Fighting Eagle” STR: 4 DEX:1 CON: 3 INT:0 WIS:0 CHA:0 DEF:12 HP: 10 2 handed sword D10, Spear D6
  • Thulsa Doom and his warriors wiped out your village and abducted your betrothed, turning her into a devoted cultist.
  • You helped one of the companions escape from the Dungeons of Doom before joining the army.
  “Red” Sonja STR:3 DEX:2 CON:3 INT:0 WIS:0 CHA:0 DEF:13 HP: 10 Sword D8, Long Bow D8
  • You were tasked by the priestess of Ishtar to bring back the crown of Thulsa Doom to atone for your “indiscretion”.
  • You ended up smashing a leg of mutton into the face of one of the other companions during a drunken tavern fight - no hard feelings right?
  Grimscribes   Akiro “The Madman of the Mounds” STR:0 DEX:3 CON:0 INT:4 WIS:0 CHA:1 DEF:13 HP: 6 Dagger D4
  • The spirits of the mounds always talk to you, they warned you of the battle that was going to happen there.
  • You saved the life of one of the companions during the battle, and then proceeded to babble about the spirits guiding you “I’m not crazy, you’re crazy!”
  Akiro Spells
  • Wrath of Spirits - 3 spirits hit up to three targets for 1d4+1 damage each.
  • Shield - Increase Defense by 2 for 2 turns
  • Stone Master - Move up to 10 pounds of stone. Longer casting may result in greater mass of stone moved. Ranged attack a single target with a mass of stone for D10 damage
  Teegra “The Fire Witch” STR:0 DEX:3 CON:0 INT: 3 WIS:2 CHA:0 DEF:13 HP: 6 Dagger D4
  • Your kingdom has a pact with King Osric, and you were sent as a secret weapon against Thulsa Doom - much to the delight and horror of your fellow warriors.
  • You talked travel and culture with another companion on the way to the kingdom of Osric before the battle.
  Teegra Spells
  • Volcanic Rubies - 3 blazing embers hit up to three targets for 1d4+1 damage each
  • Shield - Increase Defense by 2 for 2 turns
  • Salamander Smoke - Obscure an area of 20 foot radius with ember filled smoke. Con save 15 or disadvantage on all rolls while in the smoke.
  Scoundrels   Subotai “The Swift” STR:0 DEX:4 CON:2 INT:0 WIS:2 CHA:0 DEF:15 HP: 8 Club D4
  • You know Thorgrim. He killed your lover in front of your eyes. You tracked him to the Mounds, and you will kill him.
  • You and another companion scammed a rich merchant in a tavern and it devolved into a bar fight.
  Valeria “The Panther” STR:2 DEX:3 CON:0 INT: WIS:3 CHA:0 DEF:14 HP: 8 Dagger D4
  • Known for her heist of the Snake Stone of Set. Unfortunately, it belonged to Thulsa Doom. Figures she’ll take the fight to him and steal that crown right off his head.
  • Caused a distraction that got a companion out of a tight spot during the battle, turning you into war buddies.
  Witch Hunters   Dar “The Beastmaster” STR:3 DEX:2 CON:0 INT:0 WIS:3 CHA:0 DEF:13 HP: 8 Club D8, Eagle Attacker D10
  • You were always in tune with the natural world, and the very beasts will come to your aid. Thulsa Doom and his horrendous cult twist the natural world, and must be destroyed.
  • Your animal friend saved a companion during the battle. If your animal friend trusts them, then you do as well.
  Zula “The Flame of Truth” STR:0 DEX:3 CON:0 INT:0 WIS:3 CHA:2 DEF:14 HP: 8 Club D8, Crossbow D10
  • You’ve seen sorcerers become corrupted monsters from abusing magic. So you know the horrors that Thulsa Doom will unleash. It is your job to put a stop to it.
  • You’ve heard that one of the companions may be a sorcerer (maybe in disguise), you will befriend them to make certain - and then destroy them if necessary.
  Plague Doctors   Mae-ax “The Leech” STR:0 DEX:3 CON:2 INT:2 WIS:1 CHA:0 DEF:14 HP: 6 Meat cleaver D4, Acid/Poison D6, Bomb D10
  • No one knows you are a reformed cultist. Well not so much reformed as forced out. But hey, now you can get revenge on those fools who didn’t appreciate your experiments.
  • You are certain that one of the companions would make a perfect test subject. Maybe you can convince them to “help” you after dealing with Thorgrim.
  Gedren “Bone Mask” STR:0 DEX:3 CON:0 INT:2 WIS:1 CHA:2 DEF:14 HP: 6 Meat cleaver D4, Acid/Poison D6, Bomb D10
  • Magic is messy and dangerous. Potions are also messy and dangerous, but you’ve studied them, and are pretty certain you can control them. Your confidence might be enough to convince some people that you know what you’re doing - sometimes.
  • Your healing arts helped a companion live to fight another day, and with only minimal scarring!

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