Yes, it's Zardoz! That ridiculous flying head is perfect for one of the wizard overlords of the nearby city-states, and his red-diapered goons make for great minions. He's only a 6th level magic-user, but he's got an endless supply of enchanted guns, and a great spiel about what those guns are better than... I only made him 6th level because the character is pretty much an ineffectual wimp, tossed overboard by Connery without much effort. It's his gigantic horde of Exterminators that make him dangerous.
The players actually stumbled across a group of Exterminators on the way to the dungeon 2 session ago, but since the Exterminators were surprised, I ruled that the party heard them coming. They chose discretion, and skulked off in the opposite direction, so they had no idea they missed an encounter with a bunch of baddies with rifles and red diapers.
Ferayn, Wizard of Tab-Nakel
No. Enc: 1
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 5
Hit Dice: 6th level magic-user (18 hp)
Attacks: 1 (+2 dagger)
Damage: 1d4 + 2
Save: MU 6
Morale: 6
Hoard Class: XVIII
XP: 820
Ferayn is the ruler of the city-state Tab-Nakel. He is a thin, sickly-looking man, with no natural hair. He wears a scarf on his head to hide his baldness, and has tattooed a small beard, moustache, and eyebrows on his face. Any comments about his lack of hair will send him into a murderous rage. He is a 6th level magic-user, wields a +2 protonium dagger if cornered, and wears bracers of armor, AC 5. Ferayn typically has these spells memorized: shield, sleep, arcane lock, invisibility, fire ball, and fly.
The city of Tab-Nakel is a ramshackle collection of crudely-built huts and buildings, surrounding a massive step-pyramid, with a 60’ tall statue of a human upper body atop it. The 20’ tall bearded stone head of this statue is both a flying machine and weapon. It can detach from the body, and fly at a rate of 30’ (10’). The operator may, once per round, fire high-energy lasers from the glowing blue eyes. They use the operator’s to-hit chances (use dexterity modifiers to adjust chances), and do 3d6 points of damage on a successful hit. Both lasers are considered a single attack; do not roll two separate attacks. The head must have a clear line of sight to attack, and since the head cannot be tilted, this typically means that the head must be floating very close to the ground to threaten anyone. The eye lasers have a range of 240’. The head may be treated as AC -2, has 90 hp, and saves as a 12th level fighter.
The operator of the head may speak into a microphone inside, and his words will be echoed loudly and deeply by the head. Entrance to the head may be gained through a trapdoor underneath (sealed in flight), or through the mouth.
When raiding for supplies and minions, Ferayn will fly alone in his giant stone head, and send his Exterminators forth to pillage. He will then meet them at pre-appointed locations, both to vomit forth enchanted hypno-weapons for the prisoners, and to receive the tributes of foodstuffs that the Exterminators plunder from the locals.
The hypno-weapons that the head vomits forth are swords, axes, spears, pistols (doing 1d6 points of damage on a successful hit, range the same as a short bow) and breech-loaded rifles (doing 1d6 points of damage on a successful hit, range the same as a long bow) and bandoliers of ammo for those rifles and pistols. The handles/stocks of these weapons have all been painted red, marking them as the instruments of the Exterminators. They are infused with Ferayn’s will, and anyone touching them must save vs. magic or become enthralled by Ferayn, seeking only to kill all non-Exterminators (unless Ferayn orders otherwise, which is rare). Breaking contact with the weapon is enough to end the enchantment in the early stages, but if a character should still be charmed after a week’s time, the enchantment will become permanent. Note that characters who save successfully are not granted immunity from the effects, and will have to save every turn they remain in contact with the weapon, until they become enchanted.
Should Ferayn be killed, his weapons will lose their enchantment, although those who have permanently come under Ferayn’s influence will remain psychotic killers. The head will cease to operate within a day, as it is powered by his insane will to dominate and destroy.
Ferayn’s minions are Exterminators. When raiding and otherwise terrorizing the countryside, he is always in his giant floating head, but may (25% chance) have a group of 4d6 of them leading the way.
Exterminator (Minion of Ferayn)
No. Enc: 4d6
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 9
Hit Dice: 1
Attacks: 1
Damage: 1d6
Save: F1
Morale: 12
Hoard Class: None
XP: 10
The Exterminators were once normal humans, but have been brought under the sway of the wizard Ferayn by extended contact with the hypno-weapons he distributes. They wear nothing but red loincloths and red boots, with the occasional red leather bandolier of ammunition, and are mindlessly loyal to Ferayn. They have an extra +4 when saving vs. charm person spells due to their single-minded devotion to the wizard.
The Exterminators are often armed with pistols (same range as short bow) or breech-loading rifles (same range as long bow), doing 1d6 points of damage each. If not, they will have typical melee weapons.
Yes!! Zardoz!! haha, I love it :) This was actually a John Boorman movie, and if one can get past some of the ridiculousness of the floating head and such, it's actually quite good.
ReplyDeleteDeath to the red-diapered goons!