Thursday, May 20, 2021

Gelugon (Ice Devil)

Any devil is bad news. The Ice Devil is even more so, likely indicating you'll have a Hell invasion of some sort on your hands should you happen upon one as they are unlikely to set out from their hellish layers and pause their machinations save for when they must see an assault through.

Insectoid in appearance, they are no doubt amongst the most cunning fiends, serving as Hell's military commanders in its many conquests. They have a penchant for a good challenge should they meet a worthy opponent in battle. Because of this, it is not unlikely for them to offer a game of strategy to see determine who the better leader may be. In the unlikely event of losing, Gelugon will try its best to employ the services of said commander.

The Ice Devil is a great way to show your players the importance of positioning. On their own they still pose a considerable threat, though when a Gelugon has several allies alongside it, you will truly put the fear of god (hell?) into the party. Its Tactician of Cocytus action allows an Ice Devil to reposition all of its allied devils on the battlefield. Oh, your wizard is safe in the backline? Well now he's got two Fury Devils on top of him. The fighter broke through the line and is advancing upon the Gelugon? Guess again, here are some Bearded Devils to make his life more interesting; all while the Ice Devil keeps chucking his ice spears from a safe distance. Add to that its Slowing Frost, some useful spells, and its Frightful Presence? You've got yourself one nasty encounter.


Hook 1 (Max) - The Madness of Maharn


Captain Maharn was renowned for his pragmatism, never one to pick a fight he wasn't sure to win. Things changed in the last few months, when foreign raiders appeared at the kingdom's border. They seem to take great pleasure in making their opponents suffer before disposing of them and so far have eluded any attempts to stop them. Maharn decided to lead a party to meet the foe in battle, where some of his men claim to have seen an insectoid creature twice the size of a man commanding the enemy forces.

It was following this battle that the captain changed. His officers often hear him muttering something about winning "the game" under his breath. The glint of madness present in his eyes is palpable to any that see him.

Hook 2 (Nemanja) - The Gate of Souls


Your inhuman luck, skill, and courage have led you over the ice wall.
Your quick tongue and light feet helped you slip unnoticed between the legions of Frost Giants and follow the icy river.

Before you stands another icy wall stretching taller and wider than the eye can see. Encased in the wall are what appear to be thousands of human figures, some of them vaguely familiar. At the base of the wall, appearing almost tiny by comparison despite its full twelve feet of height, is an insectile being holding an staff encased in frost. In an eerily calm and collected voice, it addresses you.

"Greetings, Traveler" states the monster, lowering the staff as it regards you with discerning, alien eyes.

"Welcome to the Gate of Souls, the Path to the Afterlife. Having come this far, I assume you are here for a reason, and know who you want to bring back? I also assume you know the price is your soul, to serve me as a frost drake for all eternity? Unless, of course, you wish to raise the stakes..."


Hook 3 (TJ) - The Master of Games


The Master of Games oversees the casinos on the Eastwallow Wharf. He is cunning, clever, and constantly on the lookout for cheaters and crooks trying to manipulate the games at his tables. The man is credited with the invention of most every card and dice game played in modern parlors the nation over. Easily distinguishable on the game floor by his cold steely gaze and watchful hawkish eyes, the Master of Games is ever-present when visiting his establishments. Some suspect an enchantment that allows him to be every place at once. Unlucky cheaters and scoundrels he catches have the chance to win escape from their punishment by beating him in a game of strategy, not chance. Every third full moon, he holds an incredible festival of games in a night of debauchery and vice unparalleled in the surrounding area. On these nights, the Master is nowhere to be seen. Requesting his presence on these evenings will get you a firm "No" from all of the staff. On these eves, in the back corridors where he keeps his office (and his vaults), a trail of frost lingers. Draw close enough to his door and one might hear the rhythmic clack of game pieces on a board, the low murmurs of inhuman conversation punctuated only by the guttural laughter of something... Other.

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