d20 Arcane Runes Press Visions Ancient Engines.pdf

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Requires the use of the Dungeons & Dragons ® Player’s Handbook
by Patrick Younts
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Visions 4
Ancient Engines
Introduction
It is said that in olden days the mortal
races made ceaseless war with one another,
and that their fury could be quenched by
neither tears nor blood. It is said that their
armies were without number, that the sound
of their marching feet was thunder enough
to disturb the gods in their slumber, that
their war songs sent the angelic hosts and
the demon legions to trembling in their
halls of gold and shadow, and that the terri-
ble heat and blood-red light of their war-
fires banished night from the face of the
world.
And, it is said, that they conceived of
terrible engines of war, beasts of wood,
steel and magic, with power enough to slay
the gods themselves, and to tumble down
the gates of heaven. These dreaded
weapons, these ancient engines, have long
since passed into legend. But they have not
passed from world. They slumber in their
master’s halls, in deep caverns and at the
bottom of still pools, and their dreams are
dreams of war, of destruction, of sorrow
and lament.
They are the widow makers, and the kin
slayers. They are the destroyers of hope,
and the throne breakers. They are the
ancient engines, and their dreams are
dreams of death.
T HE P URPOSE OF
THIS S OURCEBOOK
Ancient Engines is the newest Visions
sourcebook, inspired by the lack of mighty
war machines in d20 fantasy. The new war
machines in this sourcebook are to cata-
pults and ballistae what a vorpal sword is to
a dagger, and by introducing them into your
campaign, you will bring color and a sense
of fantastical wonder to your mass battles.
Introduce one of these massive engines into
a siege, and watch your players squirm.
W HAT I S A N
A NCIENT E NGINE ?
An ancient engine is a war machine
from the legendary past, a weapon created
by the elder races for the sole purposes of
unleashing destruction on a massive scale.
An ancient engine is no mere catapult;
instead, it is a weapon that holds fury on a
biblical scale, a monstrosity that can
unleash bolts of pure light or unleash light-
ning siphoned from the motion of the plan-
ets and stars.
An ancient engine is equivalent in
power to a major artifact, meaning it cannot
be destroyed by cannon, by sword or even
by the use of spells, no matter how power-
V ISIONS
Visions is Arcane Runes Press’
new line of sourcebooks dealing with
folklore, legend and myth. Each
sourcebook in the series will present
fresh new rules, spells, magic items,
monsters or prestige classes dealing
with the most compelling elements of
real world mythology.
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Visions 4
Ancient Engines
ful. Each ancient engine has a single, spe-
cific means of destruction, one that is tied
to both its history, and to its nature.
Discovering the key to an ancient engine’s
destruction is a worthy quest for heroes,
and should be played as such.
The following are common properties
possessed by all ancient engines:
Immunity: Ancient engines are
immune to spells of all levels, to magical
and non-magical weapons, and to extraordi-
nary, spell-like, and supernatural abilities.
They are also immune to environmental
damage, though their progress can be
stymied by impassible cliffs, or by deep
mud and the like. Ancient engines also can-
not be destroyed by the power of another
ancient engine: each has become a vessel of
death, and death protects its own.
In olden days, the engines were not
immune to mortal weapons, and could be
destroyed with considerable effort. But they
have grown fat and powerful on the spirits
of those they destroyed, and cannot be so
easily dealt with now.
Uniqueness: Every ancient engine is
unique: there is only one Hammer of War,
and only one Kin Slayer.
Non-Good: The ancient engines are,
one and all, soaked with the blood of both
the innocent and the damned, and radiate a
powerful, sinister aura of sorrow and quiet
malevolence. An ancient engine may or
may not detect as evil, but it cannot ever be
considered “good”.
Cunning, but Not Intelligent: Ancient
engines are not intelligent, per se, but each
of them thirsts for the opportunity to spill
blood. This is not something that can truly
be quantified with firm mechanics; instead,
the GM should make every effort to demon-
strate the obscene love for killing an
ancient engine possesses through subtle
clues. Perhaps the engine shudders when its
weapons slay, or it leaks molten energy like
a drooling lion, or it turns slightly under its
own devices, pulling at it handlers in an
effort to come to grips with living flesh. Or,
perhaps, the sound of its gears moving is
reminiscent of growling wolves, or the
laughter of maddened children. In any case,
the players and their characters should
always suspect that an ancient engine has a
malevolent life of its own, and that it is ever
hungry.
R EADING THE E NTRIES
The ancient engines are described in the
following format:
Brief History: A suggested history for
the ancient engine, designed so that it can
be dropped into most campaigns with a
minimum of fuss, or discarded in favor of
one that better fits the world’s history.
Description: A general description of
the ancient engine’s appearance, and its
various powers.
Mechanics: A listing of the ancient
engine’s specific abilities, written down in
standard d20 mechanics.
Legacy of Terror: In addition to any
unique powers it may possess, all ancient
engines possess an ability called legacy of
terror, a mechanical rendering of its dread
aura and reputation; each legacy of terror is
unique, and designed to bring the flavor of
the ancient engine to the fore.
Destruction: The suggested means for
destroying the ancient engine. As with the
history, this is written in a general fashion,
and offers guidelines, not firm mechanics.
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Ancient Engines
The Word of God
When the people heard the sound of the horns, they shouted as loud as they
could. Suddenly, the walls of Jericho collapsed…
Joshua 6:20-21
The angels were the first, and the great-
est of the civilized races. They were the
children of the divine, given unto creation
that they might serve its will until the end of
time. Their homes were glass and light,
cloud and holy fire, and the Divine’s will
was their only desire.
The elves were the second of the civi-
lized mortal races, and the most beautiful.
They were the Divine’s gift to creation, that
it might know grace and joy until age’s end.
Their homes were wood and leaf, sky and
valley, and the Divine’s will was their only
desire.
The dwarves were the third race, indus-
trious and strong. They too were the
Divine’s gift to creation, that it might know
the joy of honest labor. Their homes were
stone and rock, diamond and gold, and the
Divine’s will was their only desire.
The gnomes were the bridge between elf
and dwarf, whose purpose it was to merge
beauty and craft, and they were the fourth
race. They were the Divine’s gift to cre-
ation, that it might aspire to wonder. Their
homes were earth and mud, grass and
flower, and the Divine’s will was their only
desire.
The halflings were the fifth race, the
wanderers and vagabonds, whose purpose
was to carry word of beauty, and of craft, to
the four corners of the world. They were the
Divine’s gift to creation, that the lesser
beasts might come to aspire to something
greater than mere existence. Their homes
were open road and boundless sky, wagon
and wheel, and the Divine’s will was their
only desire.
And men? Men were the last race, and
the only one without purpose. But in this
way, they were the Divine’s greatest gift to
creation, sent to teach of freedom. Their
houses were wood and stone, grass and
boundless sky, and what they willed was
their desire.
And thus was the world as the Divine
intended, and creation knew joy. But the
hearts of angels did not. Within the spirits
of some a fierce jealousy was kindled, for
they knew that their greatness was as noth-
ing compared to freedom of will. And so
these angels made war upon men, and in so
doing claimed the right of choice, and thus
thwarted the will of the Divine.
For an age angel made war upon man,
hurling spears of fire and ice, and all of cre-
ation shook with the thunder of their rage.
And in those days elf and dwarf and gnome
and halfling forgot the will of the Divine,
and came to know the joy and the burden of
choice. And in time, creation forgot grace,
forgot the joy of honest labor, forgot won-
der and aspiration, and remembered only
war.
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Ancient Engines
Description
The Word of God is an immense horn
mounted upon a scaffolding of solid gold,
which is in turn anchored to an immense, six
wheeled ivory wagon with solid platinum
wheels. The wagon is a flat platform 10 ft.
wide and 30 ft. long, and its underside stands
a full 10 ft. above the ground, for the ivory
was made from the fingernail of the creator
god, and the Divine must never suffer the
touch of mean earth. The platinum wheels are
10 ft. tall, and 1 ft. thick, and are the coa-
lesced tears of the Divine’s sorrow at the
betrayal of his first children.
The Word of God itself is formed from an
unknown metal that resembles star-flecked
obsidian and is always cool to the touch. The
horn curls over and over upon itself, twisting
and turning like a drunken philosopher’s
logic. It narrows to an almost imperceptible
point at its lowest end, and then flares up and
up into a wide mouth like an orchid in full
bloom.
When the Word of God’s powers are
awakened, it glows with brilliant, golden
light. It does not generate this brilliance from
within; rather, the world for a mile around the
Word grows dull and lusterless, as though
shamed by its flaws in the presence of the
Divine.
And the Divine, looking down from the
heavenly seat, was sore wroth. In anger, the
Divine trod the dreams of men, and gave
unto them the gift of two words, spoken in
the Divine’s own voice, with which to still
the fire and ice of the angels, so that the
world might be again as was intended. And
men did take the words, and despaired, for
none who lived dared speak the words that
touched the true nature of the Divine. Man
chose his desire, and his desire was to fear
the Divine.
And so it was that those angels who did
not make war upon man, who had not yet
claimed the right of choice, chose at last to
aid the last race, and in so doing thwarted
the will of the Divine. They gave unto men
the Horn of Heaven, whose trumpet calls
heralded the morning and the night, and
bound within it the voice of the Divine,
which still echoed in the spirits of men.
And so, at last emboldened, did man
step forth and speak the Word of God. And
the first word was Wroth. And the second
word was Disfavor.
And in Wroth the Word did tear down
the proud towers of heaven, and in Wroth
bring cease to the fury of fire and ice. And
in Disfavor were the angels who claimed
choice brought low, the first and the second,
and made humble before the Divine. And in
Disfavor were the first made as unto beasts,
that they might rage eternally – and these
were named as demons. And in Disfavor
were the second made as unto ants, that
they might scheme and build eternally –
and these were named as devils.
And so, in Wroth and in Disfavor, was
creation made as it is.
Mechanics
The Word of God is considered to be
Huge size (25 ft. tall x 10 ft. wide x 30 ft.
long, 2 squares x 6 squares, 14 tons).
To activate the Word of God, a human or
half elf must position himself or herself at the
narrow end of the horn, and place his lips
against the horn. Then he whisper the true
name associated with the effect he wishes to
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