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RPG Laboratory

Destiny Knights

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The Destiny Clock
This is a powerful artefact that occurs only when Knights have reached Level 8. The Clock creates a random realm that opens just for the Knight and his/her companions. This is a focused challenge realm that the Knight Team must overcome a trial. If they fail and a single one of them “dies” within the realm they are returned to the place they originally activated the clock. The Destiny Clock is a large pocket watch style golden clock.
The Clock hands can not be turned, they turn magickally for the Knight who opens to the clock. Roll 5D10 and consult the following tables to create the realm.

Mythic Hero Location Nature Treasure Level Item Quest
1. Gorkarama’s Keep of Doom Normal Armour
2. Heiros’ Stronghold of Terror Normal Weapons
3. Valgermar’s Lodge of Fear Normal Magickal Items
4. Falastor’s Castle of Darkness Normal Shields
5. Gron’s Caves of Mystery Elite Portal Keys
6. Niamore’s Warren of Time Elite Followers
7. Ziashan’s Swamps of Night Elite Allies
8. Barostos’ Wastelands of The Fallen Royal Vehicles
9. Tiarasta’ Mountains of Ancients Royal Secrets
10. Sansara’s Sea of Death God Beasts

So a roll of 5/2/7/9/10 will generate a quest realm of Gron’s Stronghold of Night. Treasure level of Royal and the quest item is in the area of Beasts.
From this the Games Master will generate a mini one night adventure that will take the team of Knights into the realm of Gron (the Wizard Hero of the Centaur People) and into his Stronghold (locked rooms and dangerous corridors) of Night (Expect Fell Night Beasts and Shadow Wraiths) for Royal Treasure (expect BIG BOOTY of high level, but also a threat to match!) of Beasts (so new animal familiars of awesome power and skill)

When the Knight first picks up the Destiny Clock the hands turn randomly (shown by the rolling of 5D10 dice) However on the second quest the knight has a Clock skill which increases to rank 1. This allows the Knight to turn the clock hands One position. This means (if we use the roll from the first example) that the Knight could turn the hands to either Falastor (Angel Guardian of the Ocean Peoples) or Niamore (Forest Mistress of the Qual Tribe) to change the nature of the quest. They could also alter the location from Stronghold to either Keep or Lodge. The Nature of the quest to Time or The Fallen … If the Knights feel very brave the treasure level could be bumped upto God (dropping one position would be useless … as one below is Royal anyway!) and the Item quest can be moved to either Secrets or Armour.

Rank 1 skill: Move the clock hands one position
Rank 2 skill: Move the clock hands two positions
Rank 3 skill: Move the clock hands three positions
Rank 4 skill: Move the clock hands four positions
Rank 5 skill: Move the clock hands five positions
Rank 6 skill: Move the clock hands six positions

Heroes and their areas of interest
Gorkarama: Orcish Hero of Nagmir tribes. This brutish hero was actually a master mage whose spellbook is still sought 1000 years after the final battle. Expect his treasures to have an arcane spin to them and if the final roll generates “Magickal Items” as treasure then expect very potent items (whatever the treasure level!)

Heiros: Battle Chief of the ShadowRogues. An elite stealth fighter whose techniques are legendary and from whom all schools of ninjitsu and shadow budo are culled. Expect treasures to have a sneaky and stealth based nature to them. Don’t expect much success from bullish frontal attacks on his quest location.

Valgermar: Lord of the North Watch. An elite band of Knights that controlled the keyspace gates that link all the realms in the Nexus. Valgermar is said to have never been defeated in battle. At the end of the war he and a group of his Knights wandered into keyspace to explore and never returned. Expect his quest location to contain puzzles and false starts, tricks and deadly enigmas.

Falastor: Guardian Angel of the Ocean Peoples. Chief among the higher Angel Knights. Falastor had a special love of the various Ocean Worlds of the Nexus. She retreated to one of them after the war to build a special Coral Palace. Noted for her honour, but love of games, her quest location will contain peril, but challenges for the pure of heart. Don’t pretend for tricks or double dealing.

Gron: Centaur Mage of flash spells. Gron moved the art of spell casting from the long and drawn out process that would take days to prepare, mountains of ingredients and hours of chanting to a deadly art. Split second spells, mystical armour that would form around a Knight in seconds and magick effects that microseconds to activate. Challenge Gron and you will be matching wits with a quest that was created by a being whose agility was legendary.

Niamore: Forest Queen of the Qual. Niamore was a Knight who eventually went completely feral and retreated to a forest so dense and magickal that no assault from the Dark Knights could touch it. She drew in a large portion of the Dark Army in the final battle into her forest. Not a single Dark Knight emerged alive. Niamore was only seen once more, at the final council of Destiny Knights before it dissolved. She then retreated to her forest once again.

Ziashan: Master Pilot of the Avalon Knights. Ziashan was a gifted engineer and genius creator. He designed and built all the bizarre techna-beasts and battle walkers for the Elite Knights in the last great war. Expect any quest created by him to have technology and clever tricks at its core. If the quest item is a Vehicle expect to gain one of the legendary devices he created.

Barostos the Unarmed. Unique among the Destiny Knights in the last great war. Barostos bore no weapon. He went into the final battle with just his bare hands and skill as a fighter and crushed anyone or thing that squared off against him. His quests will favour Knights with fighting prowess and keenness to get their hands dirty.

Tiarasta the Ghost Knight. The only Knight to be slain and never resurrected. Tiarasta remained inside the spirit realm and marshalled the forces of the dead against the darkness of the Shadow Citadel. She rode into the final battle in a special suit of armour that allowed her spirit manifest in the corporeal realm.

Sansara: The Psi Knight. Sansara perfected all the arts of the mind. She wielded the dread psi-blade … a weapon created from her own willpower. Expect a quest created by Sansara to be something rather weird and cerebral. Brute force will not avail the questing Knights in this realm.