The Rope, God of Assassins
The Rope is a figure clouded in shadows and mystery, a deadly figure of murder with daggers, short sword, and rope. This god seems to have a particular affinity for the uses of a cord or rope in killing; either as a garrote, noose or whip. Rumor is that The Rope was once a master assassin who managed to ascend to godhood through his (or her) absolute dominance in the skills of the dark profession of assassination.
However, murderers are a notoriously unaligned and untrustworthy bunch, and so being the god of assassins doesn't carry the authority of other dominions to work his will in the mortal worlds. Hence, The Rope is known to extend his patronage to those other professions who engage either in combat from the shadows or who use a rope as part of their preferred combat arsenal, most often including thieves, executioners, and even wizards (through the violent use of the ropework spell) have been known to catch his attention.
A wizard who uses ropework as a tool which results in the death of an enemy gains a +2 to their patron bond spell check. The patron bond ritual must be conducted late at night in a city alley known for being a place of frequent murders. Once bonded to The Rope, the caster gains weapon proficiencies in rope-like weapons (whips, ropes, lassos, and garrotes).
Invoke Patron check results:
12 - 13 |
The Rope is busy and his minions can take care of themselves. From the shadows, The Rope grants a +5 bonus to a single skill check, attack roll, saving throw, or spell check. This bonus must be used within 1 turn after being granted or it is lost. |
14 - 17 |
The Rope sends aid! A would-be assassin who owes the god a favor comes to your aide. The assassin stays for the duration of the session or until destroyed.
Assassin: Init +1; Atk short sword +2(1d6+2) or garrote +2(1+1/3d4+1) or sling +1(1d4+1 AC 14; HD 1d6+1; MV 30'; Act 1d20; SP thief skills (SS +4, HiS +2, PP +2, Climb +4, PL +2, DT +2, FD +4) SV Fort +2, Ref +2, Will +0; AL N |
18 - 19 |
Interplanar attack. The caster has perked The Rope's (mild) interest and the god responds! The caster may immediately select a single target within visual range. A small rift in time and space opens near the target long enough for a knotted rope to fly through, strike the target for 3d6 damage, and then return from whence it came, sealing the rift behind it. |
20 - 23 |
Disappear in shadows. The caster, or a designated other target within 30' of the caster, may step backward into any shadow and transition briefly to the shadows of The Rope's shadow realm. The next round, the character emerges from the shadow realm behind an opponent and attacks with a backstab (even if not a thief, with an additional +3 melee bonus; all hits are critical). |
24 - 27 |
Tentacles from shadow! Shadow tentacles lash out at the caster's designated opponents for the next 1d4 rounds.
Shadow tentacle: Init +0; Atk tentacle +3(1+grasp AC 16; HD 2d6; MV 0'; Act (1d6)d20; SP grasp 1d4; SV Fort +2, Ref +2, Will -2; AL C
For each shadow tentacle that strikes the same character, the shadow tentacles receive 1d4 on an opposed Strength check to hold the character down. For example, if 6 shadow tentacles hit a character in a single round, the character takes 6 points of damage, and the shadow tentacles roll 6d4 on a Strength check against the character. If the shadow tentacles win the Strength check, the character is grappled and cannot attack unless they spend the next round struggling and succeeds on an opposed Strength check. Once time is up, or when the shadow tentacles are destroyed, they disburse in tiny shadow fragments. |
28+ |
The Rope dispatches a shadow demon to aid the caster. The shadow demon is bound only for the next 1d8 turns and will then return to the shadow realm, unless released earlier by the caster.
Shadow demon (type II demon, The Rope): Init +2; Atk bite +9(1d12) or claw +10(1d6+2 AC 15; HD 7d12; MV 50'; Act 2d20; SP possession, poison (DC 17 Fort save or 2d4 Stamina), demon traits; SV Fort +7, Ref +7, Will +7; AL C
Shadow demons appear to be a massive slate-gray hound with a single multi-facetted black gem for an eye. The hound moves in silence, but trails wisps of shadow. The shadow demon can possess the material body of one mortal creature. The shadow demon must touch the target (+10 melee attack). The target receives a DC 12 Will save; on failure, the shadow demon vanishes into its body and takes over.
The possessed creature can attempt to reassert control of its body once per hour thereafter with another DC 12 Will save. If the possessed creature is killed, the shadow demon is expelled from its body, but the target is really dead. |
Patron Spells: The Rope
Patron Taint: The Rope
When patron taint is indicated for The Rope, roll 1d5 on the table below.
Roll |
Result |
1 |
Touch of shadow. The caster is permanently surrounded by wisps of shadow-stuff, marking them as The Rope's servant. When moving faster than normal walking speed, these smoky wisps of shadow trail the caster. |
2 |
Whispers of a deeper shadow. The caster begins to hear whispering, maddening alien voices telling of ancient secrets and fragments of legend of the shadow realm. When first rolled, these distracting voices are at the edge of hearing and unable to be understood, causing the caster to suffer a -1 to all skill checks. If this result is rolled a second time, these alien voices become loud enough to be somewhat understood and the caster seems constantly distracted to others, suffering a -2 to all skill checks. If this result is rolled a third time, the caster can now understand and speak with some of the voices and becomes obsessed with exploration of the shadow realm, having constant conversations within their head (sometimes in unknown languages) that cause them to suffer a -4 to all skill checks and appear quite mad to all that meet them. At this point, the caster feels a compulsion to journey on a quest (judge's discretion) to the shadow realm and learn its secret first hand. |
3 |
A mission. the caster is given a 'hit' to perform. They are on the outs with The Rope until the target is dead. Roll 1d8 to determine the target:(1) agent of the church; (2) demon; (3) duke/duchess; (4) wizard; (5) thief; (6) band of adventurers; (7) spirit; 98) sheriff/constable |
4 |
Becoming of shadow. The caster fades, becoming a little more of the shadow realm, and less of the corporeal world. The caster appears darkened and somewhat transparent for 1d3 rounds after casting the spell. This has no real effect on the caster, other than suffering -4 to Personality checks. If this result is rolled a second time, the caster suffers random bouts of this condition 1d3 times per day (judge's discretion) in addition to each time a spell is cast. If this result is rolled a third time, the condition is permanent. The caster becomes part of the shadow realm, their physical form mainly residing in that realm, and is only visible as an indistinct shadowy shape on the prime plane; their shadowy form can still suffer damage as if their entire being was present on the prime plane. |
5 |
Paranoia. After casting a spell, the caster is paralyzed with some particular paranoia, possibly related to friends, allies, what lies down the hall, or a mysterious conspiracy 'out to get them'. This effect last 1d3 turns, during which the caster cannot concentrate on anything other than protecting themselves. If this result is rolled a second time, the caster becomes paralyzed with paranoia 1d3 times per day (a DC 10 Will save allows the caster to act normally during these times). If this result is rolled a third time the caster lives in constant state of paranoia and must succeed a DC 13 Will save in order to do anything other than defend themselves. |
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