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PostPosted: Tue Jan 15, 2013 10:18 pm 
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It's all below, feel free to comment suggest tweaks etc.. this is my first time trying this. I fully admit borrowing heavily from the book in certain areas which helped me to put this together.


Demogorgon
Demogorgon the Prince of All Demons in power alone. Demogorgon appears as an 18-foot-tall (5.5 m), reptilian (or amphibious) hermaphroditic Demon with a somewhat humanoid form. Two mandrill heads sprout from his twin snake-like necks, and his arms end in long tentacles. His two heads have individual minds, called Aameul (the left head) and Hethradiah (the right head). His ceremony is usually conducted near a body of salt water where an innocent must be bound and fed alive to a reptile or other similar creature of the sea.

Invoke Patron Results:
12-13: The Caster suffers patron taint and A tentacle sprouts from the caster and whips one of the caster's enemies within line of sight, causing 1d6 damage and 1d6 Stamina Damage(DC 15 Fort save). After the attack the tentacle dissipate.

14-17 The Caster suffers patron taint and Two tentacles sprout from the caster and whips one of the caster's enemies within line of sight, Each cause 1d6 damage and 1d6 Stamina Damage (DC 15 Fort save).(Each attack simultaneously and can attack different targets. After the attacks the tentacles dissipate)

18-19 1d4 (1/2 CL HD)Reptilian Creatures arrive in 1d3 rounds and are under the caster's control for 1 minute

20-23 A whip like reptilian tail grows from the caster's tail bone under the caster's full control and lasts for 1 minute. The caster must make a melee attack roll, but the tail grants a +4 bonus. The caster can do this in addition to a normal melee attack; i.e., the caster could stab with a dagger, and then attack with the tail at a +4 bonus. Any enemy struck by the caster’s tail suffers has their life drained from their body. The tail whip does 2d8 point of damage and heals the caster an equal amount

24-27 Demogorgon sends forth his head Aameul to assist his follower. The caster makes a spell check for Charm Person per the spell listing at a +11 Bonus

28-29 Demogorgon sends forth his head Hethradiah to assist his follower. 1d6 creatures of the caster's choosing must make a DC20 Will Save or go insane. The judge should check each round to determine the actions of the
afflicted while the insanity lasts. Each round there is a 50% chance they do nothing other than tear at their
hair, babble incoherently, and froth at the mouth; a 25% chance they attack a nearby creature at random;
and a 25% chance they perform a normal action.

30-31 Demogorgon sends the power of both Aameul and Hethradiah. The caster makes a spell check for Binding per the spell listing at a +15 Bonus

32+ The caster gains the ultimate gift of Demogorgon. For 1 minute a second head sprouts on the characters shoulders. It is the exact opposite in personality but allows the caster to take two separate turns until the effect ends.


Patron Taint Demogorgon:
When patron taint is indicated for Demogorgon, roll 1d6 on
the table below. When a caster has acquired all six taints at
all levels of effect, there is no need to continue rolling any
more.


1.) Casting any spell produces a spray of red & black brine,
which sprays over everything within 20’ of the
caster; the brine if looked at closely seems to move on it's own.
When the result is rolled a second time, the casters skin becomes wet, rough and reptilian
If the result is rolled a third time, the caster becomes cold blooded and unable to regulate
his own body heat like a normal mammal

2.) The caster’s spells draw destructive storms of unnatural
wrath. There is a 10% chance after casting
any spell that the sound of rushing water can be heard somewhere in the distance.
If the result is rolled a second time, any time
the caster casts a spell, there is a 35% chance it is followed
by the immediate sound of fast flowing river.
If the result is rolled a third time, there is a 50% chance that any spell causes the sound of a roiling torrent
of water and a wave of salt water appears seemingly out of thin air.
Those within 20’ of the caster must succeed on a
DC 10 Reflex save or be pushed 5" per caster level.

3.) The caster starts to become extremely paranoid. If the result is rolled
a second time the caster forms a split personality of the Judges choosing.
If the result is rolled a third time the caster grows a second head, with the characters
second personality. Like Demogorgon himself both heads want to kill each other but can't.


4.) Caster becomes hunch backed. If the result is rolled a second time
the caster sprouts a small tail upon his tail bone roll 1d3 (1) Barbed Manta Ray Tail (2) Gator Tail (3) Fish Tail.
If the result is rolled a third time the tail grows completely.

5.) The caster’s arms become loose and jelly like. If the result is rolled a second time
1d10 of the caster's fingers fall off. If the result is rolled a third time the caster's
hands and arms fully transform into tentacles

6.) The caster begins to smell like fish. If the result is rolled a second time the caster's
sheer smell makes most standing with 10" feel the need to vomit. If the result is rolled a
third time the caster must drink salt water every day or suffer the feeling of dehydration
*Begins to smell of fish -> Standing within 10" makes most vomit -> Caster must drink salt water every day or suffer feelings of dehydration. Caster takes 1d3 HP per day he goes without

Spellburn: Demogorgon
Demogorgon enjoys the mentally disturbed and takes great pleasure in further distorting their twisted minds. He also is the prince of all demons and holds great power over the creatures that swim in the darkness.

1.) The caster goes insane and begins attacking himself (expressed as Stamina, Strength, or
Agility loss).
2.) The prince of demon's split personalities leaves the
caster confused and lost. The caster avoids any physical damage for spell burning but
cannot tell friend from foe for 1d6 rounds
3.) The prince of demons laughs at your miserable mortal existence and lashes out with his tail.
The caster ages 1d4 years and suffers normal spell burn
4.) The caster crumples to his knees and vomits forth
a gout of wet, writhing reptiles, leaving him exhausted
from the exertion (expressed as Stamina,
Strength, or Agility loss).

Patron Spells Demogorgon:
Ocean Dweller
Summon Marilith
Brine Torrent - Like Reap the Whirlwind


Ocean Dweller
Level: 1 (Demogorgon) Range: Varies Duration: Varies Casting time: 1 action Save: None
The caster is in tune with the Abysm, and is able to gift himself with the ability to travel quickly through the
salty water's of the material plane as well as the abyss. This only works in bodies of salt water, in fresh water this spell has no effect. The caster must reappear in another area of a salt water, so the caster couldn't start in salt water and reappear on land.

Manifestation Roll 1d3: (1) A door, set into the edge of the water, is suddenly revealed; (2) caster slowly diminishes, fading
into shadow, as he vanishes into the water; (3) caster bursts into sprinkles of salt and is whisked away into the water

1 Lost, failure and patron taint.
2-11 Lost. Failure.
12-13 The caster steps into the salt water and instantly emerges 100 yards away in any direction within the same body of salt water.
14-17 The caster steps into one body of salt water and instantly emerges within the same body of salt water, up to one mile distant.
18-19 The caster steps into one body of salt water and instantly emerges within the same body of salt water, up to 100 miles distant.
20-23 The caster and up to 1d4 + CL allies step into a body of salt water and are instantly transported within the same body of salt water, up to 100 miles distant.
24-27 The caster and up to 1d8 + CL allies step into a body of salt water and are instantly transported within the same body of salt water, up to 100 miles distant.
28-29 The caster and up to 1d12 + CL allies step into a body of salt water and are instantly transported within the same body of salt water, up to 1000 miles distant.
30-31 The caster and up to CL x 100 allies step into a body of salt water and are instantly transported to another body of salt water,anywhere on the same plane. This spell remains active long enough for all allies to step through the portal in the water. This spell can be used to allow an army to march through a body of salt water and arrive at a distance place. Allies can be mounted on horses or even in boats.
32+ The caster and any number of allies can step into a body of salt water to be instantly transported to another body of salt water,on any plane.

Summon Marilith
Level: 2 (Demogorgon) Range: Self Duration: Varies Casting time: 1 round Save: None
The spell requires a darksome ritual and at least 1 point of spellburn. The effects of the spell vary according to the ritual performed. The marilith summoned is not necessarily under the caster’s control. Except as noted below, the demon
always receives a Will save vs. the spell check result to resist control. If the marilith succeeds in its save,
it lashes out when summoned. There is a base 30% chance it attacks the caster, it's reduced by -20% since the
casters summoning a demon in service to his patron Demogorgon and it goes down another -20% if the caster knows the demon’s truename. If the demon does not attack the caster, it attacks another nearby creature. Attempting to summon more than a single marilith at the same time causes both to turn on the caster, attacking for 1d6 rounds before vanishing into mist. The marilith will attack with two arm's while summoned, for each arm the caster wishes to attack with beyond that they must spend a point of spellburn up to 6 attacks. If the Marilith turns on the caster it will attack with all 6 arms.

Manifestation Roll 1d4: (1) a small lizard grows to become a life sized marilith, wielding 6
scimitars; (2) a lock of black hair is consumed in a burst of light, leaving a marilith standing in the
dissipating smoke; (3) the caster draws a pentagram across his palm with a dagger and a marilith emerges
from the pooling blood; (4) the caster calls out to the abyss and a marilith appears, slithering out of a dark portal in the ground.

1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-13 Failure, but spell is not lost.
14-15 A marilith appears with stats as a level 1 warrior, 10 hp, and mundane equipment. The marilith
serves for 1d4 rounds before vanishing into mist, freed from her indenture.
16-19 A marilith appears with stats as a level 2 warrior, 15 hp, and mundane equipment. The marilith
serves for 1d4 rounds before vanishing into mist, freed from her indenture.
20-21 A marilith appears with stats as a level 3 warrior, 20 hp, and mundane equipment. The marilith
bears +1 scimitars, granting +1 to her attacks. The marilith serves for 2d4 rounds before vanishing into mist,
freed from her indenture.
22-25 A marilith appears with stats as a level 4 warrior, normal ability scores, 25 hp, and armed with
+1 scimitars. The marilith may attack 3 times without using spell burn. The marilith serves for 2d4 rounds before vanishing into mist, freed from her indenture.
26-29 A marilith appears with stats as a level 4 warrior, one exceptional ability score, 25 hp, and armed
with +2 scimitars. The marilith may attack 4 times without using spell burn. The marilith
serves for 1 day before vanishing into mist, freed from her indenture.
30-31 A marilith appears with stats as a level 5 warrior, two exceptional ability scores, 30 hp, and armed
with +2 scimitars. The marilith may attack 5 times without using spell burn. The marilith
serves for 1 week before vanishing into mist, freed from her indenture.
32-33 A marilith appears with stats as a level 6 warrior, three exceptional ability scores, 35 hp, armed
with +2 scimitars, the marilith may attack 6 times without using spell burn. The
marilith serves for 1 month before vanishing into mist, freed from her indenture.
34+ A marilith appears with stats as a level 7 warrior, four exceptional ability scores, 50 hp, and armed
with +2 scimitars, The marilith may cast the same spells as the caster who summoned it
The maiden serves for 1 year before vanishing into mist, freed from her indenture.


Brine Torrent
Level: 3 (Demogorgon) Range: Self Duration: 1d5 rounds + CL Casting time: 1 round Save: None
Demogorgon is the patron of the brine filled Abysm. By transforming himself into a torrent of the brine, the
caster embodies his patron’s fierce home habitat
Manifestation Roll 1d3: (1) caster and his equipment dissolve into a swirling brine; (2) a heavy rain erupts, reducing
the caster to water; (3) caster raises his head to the sky to as if to scream, and his insides pour out as salt water.
1 Lost, failure, and patron taint.
2-11 Lost. Failure.
12-15 Failure, but spell is not lost.
16-17 The caster and all his equipment transform into a whirling vortex of brine. For the duration of the spell, he
is immune to non-magical, physical attacks. While in brine form the caster cannot make physical attacks
but can cast spells as appropriate to his new form.
18-21 The caster transforms into a whirling vortex of brine up to 25’ in height and 10’ in diameter. He can fly at
twice his normal speed and is immune to non-magical, physical attacks. Any creature caught within the
vortex must make a Fort save against the spell check or be assaulted for 1d12+CL damage. Objects weighing
less than 1 pound are lifted into the air and drawn into the whirlwind.
22-23 The caster transforms into a towering whirlwind up to 60’ in height and 30’ in diameter. He can fly at
thrice his normal speed and is immune to non-magical, physical attacks. Creatures caught within the
vortex are blinded and must make a Fort save against the spell check or be assaulted for 1d16+CL damage.
Objects weighing less than 25 pounds are lifted into the air and drawn into the whirlwind.
24-26 The caster transforms into a raging brine torrent up to 120’ in height and 60’ in diameter. He can fly at thrice
his normal speed and is immune to non-magical, physical attacks. Creatures caught within the vortex are
blinded and must make a Fort save against the spell check or be assaulted for 1d24+CL damage. Objects
weighing less than 50 pounds are lifted into the air and drawn into the whirlwind.
27-31 The caster transforms into a raging brine torrent up to 300’ in height and 150’ in diameter. He can fly at
thrice his normal speed and is immune to non-magical, physical attacks. Creatures caught within the
vortex are blinded and deafened and must make a Fort save against the spell check or be assaulted for
2d12+CL damage. Objects weighing less than 100 pounds are lifted into the air and drawn into the whirlwind.
32-33 The caster transforms into a harrowing brine torrent up to 600’ in height and 300’ in diameter. He can fly
at thrice his normal speed and is immune to non-magical, physical attacks. Creatures caught within the
vortex are blinded and deafened and must make a Fort save against the spell check or be assaulted for
3d12+CL damage. Man-sized objects or smaller must make a DC 15 Strength check or be torn from the
ground. At the end of the spell’s duration, they fall to the ground, suffering another 6d6 damage.
34-35 The caster transforms into a destructive brine storm up to 1,000’ in height and 500’ in diameter. He can fly
at thrice his normal speed and is immune to non-magical, physical attacks. Any creature caught within
the vortex is blinded, deafened, knocked prone, and must make a Fort save against the spell check or be
assaulted for 4d12+CL damage. Horse-sized objects or smaller must make a DC 20 Strength check or be
torn from the ground. At the end of the spell’s duration, they fall to the ground, suffering another 6d6
damage. Wooden constructions are laid flat. Objects 4" or less are hidden under water.
36+ The caster transforms into a devastating brine torrent up to 2,000’ in height and 1000’ in diameter. He
can fly at thrice his normal speed and is immune to non-magical, physical attacks. Any creature caught
within the vortex is blinded, deafened, knocked prone, and must make a Fort save against the spell check
or be assaulted for 5d12+CL damage. Elephant-sized objects or smaller must make a DC 25 Strength check
or be torn from the ground. At the end of the spell’s duration, they fall to the ground, suffering another
6d6 damage. Stone constructions are hurled down. Objects in the casters path are left under 10" of water.


Last edited by AQuebman on Thu Jan 17, 2013 6:40 am, edited 2 times in total.

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PostPosted: Wed Jan 16, 2013 11:11 am 
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Cold-Blooded Diabolist

Joined: Mon Jan 06, 2003 4:19 pm
Posts: 546
Very cool.

I really like this:

Quote:
3.) The prince of demons laughs at your miserable mortal existence and lashes out with his tail.
The caster ages 1d4 years and suffers normal spell burn


This may be a bit too powerful for the low Spell Check results. But you can mitigate it with some free Patron Taint:

Quote:
12-13: A tentacle sprouts from the caster and whips one of the caster's enemies within line of sight, causing 1d6 damage
and 1d6 Stamina Damage(DC 15 Fort save). After the attack the tentacle dissipate

14-17 Two tentacles sprout from the caster and whips one of the caster's enemies within line of sight, Each cause 1d6 damage and 1d6 Stamina Damage (DC 15 Fort save).(Each attack simultaneously and can attack different targets. After the attacks the tentacles dissipate)

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The Mystic Bull: Check out our two FREE prehistoric adventures: The Steading of the Nergalites AND The Tribe of Ogg and the Gift of Suss
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PostPosted: Wed Jan 16, 2013 1:55 pm 
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Hard-Bitten Adventurer

Joined: Wed Oct 17, 2012 9:59 am
Posts: 138
ragboy wrote:
Very cool.

I really like this:

Quote:
3.) The prince of demons laughs at your miserable mortal existence and lashes out with his tail.
The caster ages 1d4 years and suffers normal spell burn


This may be a bit too powerful for the low Spell Check results. But you can mitigate it with some free Patron Taint:

Quote:
12-13: A tentacle sprouts from the caster and whips one of the caster's enemies within line of sight, causing 1d6 damage
and 1d6 Stamina Damage(DC 15 Fort save). After the attack the tentacle dissipate

14-17 Two tentacles sprout from the caster and whips one of the caster's enemies within line of sight, Each cause 1d6 damage and 1d6 Stamina Damage (DC 15 Fort save).(Each attack simultaneously and can attack different targets. After the attacks the tentacles dissipate)


Awesome i'm glad you liked it. I like the idea of adding taint to those two and I think it's fitting for the Prince of Demons as well. My goal long term is to continue to come up with more fully written out FR Patron's. Currently I run an FR campaign but can only really offer the book deities and explain them as lesser unknown deities within the realms.


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PostPosted: Wed Jan 16, 2013 2:51 pm 
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A highly personal quibble (and very much one of personal taste), but I'd also change any references to "tanar'ri" to "demons". The whole change of demons to tanar'ri, devils to baatezu, and daemons to yuguloth in 2e was a reaction to the Satanic Panic of the period, an attempt to soften material some numpties objected to on grounds of ill-informed fears of the "occult". Those days are gone, and DCC is Old School; I say return to the roots and embrace the names the likes of Demogorgon were originally given. :)

Colin


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PostPosted: Thu Jan 17, 2013 6:40 am 
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Colin wrote:
A highly personal quibble (and very much one of personal taste), but I'd also change any references to "tanar'ri" to "demons". The whole change of demons to tanar'ri, devils to baatezu, and daemons to yuguloth in 2e was a reaction to the Satanic Panic of the period, an attempt to soften material some numpties objected to on grounds of ill-informed fears of the "occult". Those days are gone, and DCC is Old School; I say return to the roots and embrace the names the likes of Demogorgon were originally given. :)

Colin


You know I wasn't sure if that was a Forgotten Realms thing or if it was based on the "evil" fears of D&D. It seemed odd they called him Demogorgon Prince of Demons and then would use the term Tanar'ri. I agree with you Colin I will make that change as well.


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PostPosted: Thu Jan 17, 2013 6:41 am 
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I only saw the reference once so I changed it, if you see others I missed let me know.


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PostPosted: Thu Jan 17, 2013 8:25 am 
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I think that's the only one, so cool. :)

Colin


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PostPosted: Thu Jan 17, 2013 11:47 am 
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AQuebman wrote:
Colin wrote:
A highly personal quibble (and very much one of personal taste), but I'd also change any references to "tanar'ri" to "demons". The whole change of demons to tanar'ri, devils to baatezu, and daemons to yuguloth in 2e was a reaction to the Satanic Panic of the period, an attempt to soften material some numpties objected to on grounds of ill-informed fears of the "occult". Those days are gone, and DCC is Old School; I say return to the roots and embrace the names the likes of Demogorgon were originally given. :)

Colin


You know I wasn't sure if that was a Forgotten Realms thing or if it was based on the "evil" fears of D&D. It seemed odd they called him Demogorgon Prince of Demons and then would use the term Tanar'ri. I agree with you Colin I will make that change as well.


I don't know -- Tanar'ri and Baatezu invoke something different for me -- I came in through basic/AD&D and then on to 2nd edition. The mythology that the built for demons/devils/daemons in 2nd edition (specifically Planescape) makes these terms very valid, in my opinion -- such that I didn't even bat an eye at reading it. Of course, it's probably WotC/Hasbro trademarked, but other than that, I say use what you want! Demon lovers and religious right can both be damned! :)

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The Mystic Bull: Check out our two FREE prehistoric adventures: The Steading of the Nergalites AND The Tribe of Ogg and the Gift of Suss
In the Prison of the Squid Sorcerer (PDF) and softcover: 12 Short Adventures for DCC!
The God-Seed Awakens: 3rd Level Adventure for DCC. New patron, new spells, lots of new monsters and the living weapons of the Empire of Thal!
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PostPosted: Fri Jan 18, 2013 6:36 am 
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ragboy wrote:
AQuebman wrote:
Colin wrote:
A highly personal quibble (and very much one of personal taste), but I'd also change any references to "tanar'ri" to "demons". The whole change of demons to tanar'ri, devils to baatezu, and daemons to yuguloth in 2e was a reaction to the Satanic Panic of the period, an attempt to soften material some numpties objected to on grounds of ill-informed fears of the "occult". Those days are gone, and DCC is Old School; I say return to the roots and embrace the names the likes of Demogorgon were originally given. :)

Colin


You know I wasn't sure if that was a Forgotten Realms thing or if it was based on the "evil" fears of D&D. It seemed odd they called him Demogorgon Prince of Demons and then would use the term Tanar'ri. I agree with you Colin I will make that change as well.


I don't know -- Tanar'ri and Baatezu invoke something different for me -- I came in through basic/AD&D and then on to 2nd edition. The mythology that the built for demons/devils/daemons in 2nd edition (specifically Planescape) makes these terms very valid, in my opinion -- such that I didn't even bat an eye at reading it. Of course, it's probably WotC/Hasbro trademarked, but other than that, I say use what you want! Demon lovers and religious right can both be damned! :)


I think I came into the hobby more from games like Baldurs Gate then actual gameplay so I always thought the terms were Forgotten Realms specific. Either way would be fine to me but I must agree Demon & Devil are more old school and Appendix N.


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PostPosted: Tue Aug 06, 2013 8:28 am 
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Extreme necromancy, but what the hell.

Colin wrote:
A highly personal quibble (and very much one of personal taste), but I'd also change any references to "tanar'ri" to "demons". The whole change of demons to tanar'ri, devils to baatezu, and daemons to yuguloth in 2e was a reaction to the Satanic Panic of the period, an attempt to soften material some numpties objected to on grounds of ill-informed fears of the "occult". Those days are gone, and DCC is Old School; I say return to the roots and embrace the names the likes of Demogorgon were originally given. :)

Colin


The terms Tanar'ri, Baatezu, Yugoloth and Gehreleth (changed from Demodand) are a classic case of good things arising from stupidity and capitulation. We shouldn't be so quick to dispose of them because of the Satanic Panic. Now, as a total replacement it's silly, but...

It is extremely Appendix N (This forum is going to have me using the term as an adjective in general, I know it) for a bunch of infernal beings to have their own racial names that they call themselves, and to try and trick mortals into dealing with them through that.

Imagine some fiend tricking a wizard with good intentions into becoming his servant with a "I'm no demon sonny, I'm a Tanar'ri!" speech.

ragboy wrote:
I don't know -- Tanar'ri and Baatezu invoke something different for me -- I came in through basic/AD&D and then on to 2nd edition. The mythology that the built for demons/devils/daemons in 2nd edition (specifically Planescape) makes these terms very valid, in my opinion -- such that I didn't even bat an eye at reading it. Of course, it's probably WotC/Hasbro trademarked, but other than that, I say use what you want! Demon lovers and religious right can both be damned! :)


Exactly. And I'm sure they are a trademark of wizards, but nothing's stopping anyone from using them in their own home games.

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PostPosted: Tue Aug 06, 2013 10:20 am 
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I dont mind the necromancy and im indifferent on the names as I think they give different feels as a description devils and demons feels like hell from Dantes inferno. The WoTC names make me think of a clan or a special group. Less evil and more corporate or manipulative.


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