The Sacred Seven are a threat renowned across multiple kingdoms, and feared for their cold vengeance. A small order of rogue knights, each member of the Sacred Seven is a skilled warrior and a dangerous foe in their own right. United, they are an almost insurmountable threat for anything short of a small army.
The Sacred Seven were drawn together as the last surviving members of a holy order, each fallen from grace when their order faced a massacre and they were found wanting in their faith. They banded together and swore a terrible pact, one that promised ruin for all the kingdoms who had abandoned them in their time of need. Each of the seven members was infused with dark power and sent out into the world to hunt their foes, and bring them to ground. Each of the Sacred Seven is a Blackguard, a powerful servant of the forces of evil. They are known by their choice of weapons: Tearer wields a terrible greataxe, Lance is a cavalier with a weapon made of starmetal, Bastarde is a master duelist with a longsword. Flamberge carries a battered greatsword, dented and nicked by battle. Bulwark is a sword-and-shield expert, Shatterer carries a great two-handed warhammer originally made by dwarves to break dragons, and Case a pair of matched longswords. They speak rarely, and dress in the tattered remnants of their order's old surcoats and cloaks. Statistics: Each of the Sacred Seven casts spells from the Paladin spell list, usually favouring smite spells. Their attacks vary by weapon, and each is a Challenge Rating 8 encounter on their own. Being favoured by the dark gods, they can even escape death unless all seven are vanquished. How you can use the Sacred Seven in your game: - On a hunt for a foe, a servant of one of the kingdoms who betrayed them, the Player Characters are joined by a mysterious knight with a sepulchral appearance and the robes of a long-dead order of paladins. The knight seems highly competent, and driven to bring their foe to ground without asking for payment. When they are wounded in battle, however, their true nature may start to become apparent. - If one of the PCs' identity relates to a specific kingdom, this may be one of the ones which betrayed the Sacred Seven. One of the band, or perhaps even several, may come for them. Spotting their distinctive helmet crests and surcoats across a foggy moor or a crowded street should turn the blood cold. They Sacred Seven will think nothing of slaughtering their way through a crowd or eliminating any allies their target might have, and a confrontation could lead to dozens of collateral deaths if not handled well. - Even those who would supply them quake when they hear the Sacred Seven making movements. Information could come from a very unexpected source- an assassins' guild, the Temple of Bane, or some other group which would normally be the PCs' enemies. Hearing that the Seven are coming together for a mission should be terrifying. Also posted on Game Masters Stash on 25 April 2020. Comments are closed.
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