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Showing posts with label Nyssa. Show all posts
Showing posts with label Nyssa. Show all posts

Thursday, 15 March 2018

Path to Suuvren; Adventure Five

The adventurers are sent to a far off spire city of Suuvren - a trader city, among the league of Quooven. Like many of the other spire towns, this one has a high road, that crawls up the side. As they reach the top, the realize the town is much farther away from the edge as many other places they have been to - and another major difference, no standing army. Most towns have units of archers, horseman and spearmen or other specialists at the ready, but this one, there was at least no obvious groups of soldiers anywhere that they can see. Plenty of citizens, and a multitude of races, all scurrying about doing their business, none seemingly at least aware of the new group of traders coming into the city, and fewer caring in the slightest. Like a few other places in the spirelands, phaetox and minotaurs, have a significant number - but neither were likely to be rulers or sitting on the high counsel. Phaetox, like elves were usually archers; Minotaurs were soldiers, they liked to go on long, enduring hunts.

Just like every city, a few destinations helped defined the community - the Towers and obelisks. The Towers were places of learning and gathering - not just arcane spells, but music, and maps and other wondrous things that helped shape the cityscape. And obelisks - were the places of faith. A few were dedicated to a specific godly figure; like Japeth or Casna, some to an idea - like freedom of expression. Every obelisk was the meeting area for groups of followers, some came together on a daily or weekly basis to make their required sacrifices for heavenly approval. In larger cities, many obelisks were the center of official churches, that had the control of the land around the obelisk - but in the spirelands and smaller towns,  no group usually had domination for long.

The party had been sent to various places in the spirelands over the last two hundred days, making contacts and doing tasks, many of the activities much more dangerous than they had thought at the outset. This time, they had a contact, Allfray - Curate of the Lady, by the designation they assumed the follower was most likely a priest, and they were asked to meet him at the obelisk of Quanna. They separated from their regular travel colleagues and made their way towards the obelisk, at least none of the preachers on the side of the streets seemed to be their quest. They started to ask around, looking for their contact, and in a few minutes, they find a rather typical human, male, tunic, and a necklace with the bright symbol of his goddess, though not out in a prominent way.

Allfray looked unassuming, but ready for his task. He had heard their names called to him in his dreams in the last few nights, and he knew that he needed to find these drovers, these men who were dedicated to the road. Yet neither looked like a typical member of this group. The black skinned elf, didn't seem typical of his kin, the studious dral, who were incredibly dedicated to studying songs and poems of the past. The dwarf wore non-typical and banged up armor, it didn't seem suited to his people's usually dour and hardy bearing. They all greeted each other - Bahlgrimm the a Dwarf warrior and Solauder, the Drow Sorcerer.  None were sure what they are to do next, as if one of them was supposed to know the next steps.

Bahlgrim though is the first to notice a small purple owl that seems to be interested in the group and starts to frighten it away. The cleric, tries another approach - reaches out to the avian, and his presence puts it at ease, as the avian lands on his arm. (Some colours particularly show the influence of the heavens, just as Yellow is associated with Quanna, Purple is connected with Casna, the LN Lord of Order.) The cleric sees the owl carry a scroll case, opening it he sees two sheets of vellum, one is a symbol of the Lady of Light, but is energized with power. The second is a overview map of the city. Allfray sees some of the prominent locations in the map, but is there a trend, what does this map mean? Why were they given it?

Knowing they may need more time and discretion to determine the meaning of the map, the group decides to find a more quiet place, perhaps a room at one of the nearby taverns. Allfray reaches out to the owl figure, and it collapses becoming a tattoo on his fore-arm.

The head for the Furroud Bull, a local tavern. They grab a table upstairs and bring out the map once again, trying to determine its meaning. They are stumped, mostly because none of them are scholars of arcana...they hesitate whether they should reach out.

On the upper level of the tavern, they look for patterns in the map, and why it's cribbed with the symbol of Quanna. The individuals look out, trying to find anything to help. Allfray sees someone at the far end of the bar area, a tall horned grey minotaur keenly watching them, the cleric slowly heads towards the observing minotaur but the horned one turns away, heading out the front door. Allfray wants to know who was paying so much attention to them, and follows the mysterious figure, first out the door and then down into a passageway. Having to keep up, Allfray uses his tricks to stay at the same pace as the other, watching him enter another building. He turns back and heads back to the others. He tells them he knows where the minotaur watcher went to - and they agree to investigate.

The cleric goes back to his residence at the small monastery, heads into his unadorned room. He hesitates a moment opening his storage chest, where his heavy armor has been laying dormant. His gear, the items he had tried to promise himself he would try to avoid, left where he (almost) promised he would not touch them again . A voice, a familiar voice reminding him that this is not his work, not his duty. Knowing he could not win the debate, especially with himself, he said no words, said no familar promises, but donned his armor. He was doing what needed to be done, even if he had no words for it.

Allfray returns to the back-alley and to his allies, then to the back-lot building. They carefully review it, looking for an easy way in. This indiscriminate building, a warehouse did not advertise and one could pass it without being brought to attention. Yet, both the Drow and Cleric found traps, if they tried to go through either the windows or hop up to the second floor, there were too high a chance of setting off traps.

Instead the team approached directly, and knocks on the door, and a set of eyes appear at the slot but nothing else - they seem to be looking for a password as they ask no questions. The cleric again steps around the problem, casting command, action word - open. The watching eyes, opens the door and steps aside, as the guards come over, the female attendant steps aside and puts up her hands to shake the guards away...the team has earned her honour.

They find themselves in a very busy room, 40 or more people of all different races, all seemingly focused on consuming something. There are humans, grey elves, dwarves, golden horned jahlen and even grey skinned minotaurs, many of them either consuming alcohol or other drinks, oblivious to everyone except those female green skinned, plant-like servers. Many of the men standing aside, eyes glazed in conversations with images of smoke or dream. Each of the party members, like the rest of the consumers, are drawn into their personal realms of dream, for a few minutes. No one, neither server or drinker pay them little attention; the party realizes there are shum dreams, and little of they are lost to their own illusions and dreams. They gather their resolve and determine it's best to move ahead.

They head up the long grand stairs and realize, at least right away, that few of the others at the base level are aware of them. Most are still in the dreaming haze. Is it the room they wonder, but then determine they had walked past a large fountain in the middle of the base room without any of them
realizing it.

As they go up, the staircase separates, and they head towards the larger and more fanciful door heading at the western side. Even before they reach the top, they see three rat-humanoids running towards them with long bladed weapons out. The cleric wins initiative, slamming down with his hammer on one of the ratlings, at the same time, their spears came hurtling towards Allfray and Solauder, but only the cleric was nicked. The drow released a sleep effect, causing each of them to drop.

The fighter stops running, assessing their situation - in utter calm confidence. The cleric, looks towards the door, then towards his dral elf comrade, who is busy going through their pouches. Soulader pockets a few coin purses and a small highly decorated fob.

The group has little time to re-organize themselves, as they see the grey horned minotaur, who was first observing them, gathering a crowd, made up of dwarves, elves, humans and other minotaur-kin. They have just a few rounds before they are overwhelmed, as the group of the warriors call out to them, and are making their way up the stairs in a careful manner.

Wednesday, 21 February 2018

Balashi (Snow Whale) - Gargantuan Animal with a hypnotic song

My default playland is a campaign that I created years ago - one on oceans of snow, ice and cold with small little islands of violence and tranquility. Most activity happens on these islands - either on top of spires or in gardens that are surrounded by magical pillars. In theory, the way to get to and fro is to travel the oceans of snow. While there are magical flying ships or magic at higher levels, at lower levels a lot of time a big part of the game is getting from those points. These snow whales are always in the background, always a danger, simply because of their size and strength.

Balashi - Snow Whale

N Medium Magical Beast
Init -1 Senses Darkvision 60 ft.; +17 Perception

AC 21 touch 9, flat-footed 21 (-1 Dex, +12 natural)
hp 187 hp (15d10+105 con)
Fort +16, Ref +8, Will +5
Resist Water or Cold Spells DR 30

Speed Swim 75 ft. (Snow) or 50 ft (Ice)
Melee Tail Slap +25 (4d10+10) or Bite +20 (3d10+8)
Special Attacks Capsize & Song of Peace

Str 30, Dex 8, Con 25, Int 10, Wis 11, Cha 15
Base Atk +15 CMB +29 CMD 38
Feats Diehard, Endurance, Great Fortitude, Improved Bull Rush, Improved Initiative, Iron Will, Power Attack, Skill Focus (Perception)
Skills +17 Perception, -10 Stealth, +33 Swim
Languages Balashi

Environment any oceans
Organization solitary, pair, or pod (3–16)
Treasure Half (swallowed)
Advancement 16-25 HD


Song of Peace (Will DC 19 or Will DC 25) Long heralded for their wondrous music, what many people fail to realize is their music has the ability to lull people into a sense of peace and relaxation. Those who hear the music are usually lulled into a mild relaxation, but able to act normally. When threatened, the balashi increases the intensity of their songs, those who hear the wondrous music for two rounds or less, must make a DC 19 saving or fall into a semi-comatose sleep, able to take actions to defend themselves but unable to take violent actions against the snow whale. Those who hear the music for more than nine rounds must save vs Will DC 25 or fall into the same stupor. This music has a 500 meter range.

Capsize (Ex) A whale can attempt to capsize a boat or ship by ramming it as a charge attack and making a CMB check. The DC of this check is 25, or the result of the captain's Profession (sailor) check, whichever is higher. For each size category the ship is larger than the whale's size, the whale takes a cumulative –10 penalty on this CMB check..

Monday, 5 February 2018

Anchor Cat (Prison Cats)

Anytime players see small cats in a dungeon, it's usually these buggers. Small, unassuming but they have a powerful effect, as they can virtually eliminate teleportation.

Anchor Cat
NG Medium Magical Beast
Init +9 Senses Darkvision 60 ft.; Perception +14
AC 15 touch 15, flat-footed 10 (+5 Dex)
hp 22hp (4d10+0 con)
Fort +4, Ref +9, Will +2
Speed 30 ft.
Melee Claw +9/+9 (1d3) Bite +5 (1d4)
Special Attack Pounce, Slow Bleed, Dimensional Anchor
Str 5, Dex 20, Con 10, Int 10, Wis 12, Cha 15
Base Atk +4 CMB +1 CMD 16
Feats Weapon Finesse (2 claws), Improved Initiative
Skills 8 Skill Points , +5 Acrobatics , +14 Perception , +16 Stealth

Environment     Any land, usually in Settlements
Organization     Solitary
Treasure Value  None  
Advancement    5-12 HD (Small), 13-20 HD (Small)

Skills: Cats receive a +8 racial bonus to Stealth and Perception checks

Pounce (Ex): If an anchor cat leaps upon a foe during the first round of combat, it can make a full attack even if it has already taken a move action.

Slow Bleed: Creatures struck or bit by an Anchor Cat have a long lasting bleed. Treat as a confirmed critical, roll 2d6 for the number of rounds they are affected. They bleed 1 dmg for every round. Any additional damage, adds 2d6 for the cumulative number of rounds they will continue to bleed. Any magical healing or effect used will immediately stop this bleeding. Affected creatures never have more than one bleeding woundm multiple attacks increase duration not the number of wounds.

Dimensional Anchor (Su): An anchor cat can block dimensional travel as dimensional anchor as a 17th level Sorcerer once per round as a free action. If the anchor cat can no longer see the target, the effect ends. The ability effects only a single target at a time; if the anchor cat uses this ability on a second target, the first target is freed from the effect. These cats understand magic and psionics and have a good chance of predicting who the caster will be to target their anchor effect on.

A tiny, furry, multi-coloured cat walks out into the room, and every prisoner in the yard seems to keep a safe distance from it.

There are many legends of where Anchor Cats came from but many scholars believe it was in ancient prisons, where the Tarrin, also known as the Eternal Ones, kept the first known unhuman prisoners.

Their origin story speaks of them as cats that were originally brought to Tarran to hunt for vermin. Over time they became linked to the Eternal plane, learning to absorb the prison energy to trap creatures, especially limiting others ability to teleport away, thus essentially anchoring them. After realizing the cats usefulness, the Tarrin made hunting trips to the mortal lands, letting the cats accompany them, and it was the cats that sometimes left their masters to inhabit the mortal planes, in communities all over various worlds.

On Nyssa they first became beloved pets of  the Elder Elves, then Tenderfeet and then to Horn-Kin. Few people fully know their capabilities, they simply accept that they are both pets and defenders, not just of typical vermin but other external and invisible threats.

Anchor cats care nothing about treasure or knowledge, only that their and their allies are not being trampled on. They don't need to be directly cared for, but that doesn't stop them looking for attention. They care little about alignment, only that their owner treats them well and it doesn't see their Master treat others badly.Many evil creatures with an affinity for animals could keep these protective animals in their care.

It is assumed every prison will have prison cats, even if they aren't anchor cats, it is considered bad luck if you go more than three days without seeing a cat.

Tuesday, 30 January 2018

Flesh Ghoul (Living Humanoid with Transparent Skin)

Flesh Ghouls are a scourge in the Spirelands, feared for both their transparent skin and their cannibalistic tendencies. Many believe they are true undead ghouls, but this is untrue - they have twisted ghoulish tendencies but are very much alive with many bad habits and traits.

They are raiders and have little need of trading or adventurous allies. They prefer to attack trading caravans or stealing from smaller Spireland communities. When they attack, they kill what they can and then take anything they need to fill up their larder. Most prisoners are locked up in cages, and half the time they are feasted upon within weeks, the other half they die from ignorance.

Most Flesh Ghouls believe in whoever is the strongest (or smartest or fastest) can lead, but they do so only until their cupboard is bare. While there are sometimes outright revolt, that is not their typical style, most that are unhappy, just leave.

Flesh Ghouls have much the same relationship with their kin, the strongest male usually leads their household, yet some of their matings are equal and more balanced between the partners. Their children are born with some colour in their flesh, but gradually lose it before they reach ten years.

While the overwhelming majority of Flesh Ghouls have twisted habits but like most species, there are variants, but these non-evil versions have few options except to escape.

Flesh Ghoul  

CR 3
NE Humanoid Init +2
Senses detect life, low-light vision; Perception +5

AC 13, touch 13, flat-footed 11 (+2 Dex, +1 from Dodge)
hp 13 (3d8)
Fort +3, Ref +3, Will +1
Opponents gain -2 to hit them in melee, -4 to hit if using missile weapons

Speed 30 ft.
Melee short sword +3 (1d6+2)
Ranged short bow +4 (1d6)
Space 5 ft.; Reach 5 ft.

STATISTICS Str 13, Dex 14, Con 10, Int 8, Wis 10, Cha 8
Base Atk +2; CMB +3; CMD 15
Feats: Dodge & Mobility
Skills Escape Artist +5, Perception +5, Stealth +7
Languages Common, Goblin

Environment Remote Locations
Organization Gangs (3-12)
Treasure Half
Advancement: By HD or class

Transparent Skin provides significant advantage, as long as they do not wear armor, opponents gain a -2 if they attack them using melee weapons. If they are using missile weapons within 30 ft, they take a similar -2 disadvantage. If more than 30 ft away this increases to -4 disadvantage. If their opponent is more than 30 feet away, they take -6.

High Level Abilities
4 HD Gain + 2 to any 2 Ability Scores; +1 to AC; +5 skill points
5 HD Rage (1/day); +5 skill points; Gain new feat, Dmg Reduction 2 /Silver
6 HD +1 to AC; +5 skill points; Poisonous Touch
7 HD Gain + 2 to any 2 Ability Scores; +5 skill points; Gain new feat
8 HD Rage (2/day); +1 to AC; +5 skill points; Dmg Reduction 5 /+1
9 HD +5 skill points; Immunity to Poison; Poisonous Touch (DC 18)
10 HD Gain + 2 to any 3 Ability Scores; Rage (3/day); +1 to AC; +10 skill points; Dmg Red 10 /+1

Flesh Ghouls rarely deviate from this HD schedule before 11th Level. If they do take non-core HD then they cannot take further levels from this schedule. Their most often choices are: Rouge, Fighter, Ranger, Cleric & Sorcerer.

Poisonous Touch: By touching an opponent, they inflict a weakening effect, causing a -1 to physical attacks for up to one hour. The opponent must beat a DC 15 to avoid this poison. If their opponent makes this save, they are immune to further attacks for the next 24 hours. If they roll a natural one on the saving throw, the effect is doubled and lasts for six hours. They can do this three times a day.

Inspired by the Nehwonian Ghoul from Fritz Lieber's Fahrd and the Grey Mouser Series.

Monday, 22 January 2018

Low Level Swamp Encounter Table

Jungle Encounter Table (2d12) 

02 Trap (Pit, Falling Logs, Falling Net)
03 Wood Statue (25% Wood Golem, CR4)
04 Spider, Giant (#1d6, CR 1)
05 Dryad                                          (#1d2, CR 3)
06 Cultist                                         (1d4 HD, 1d4)
07 Crocodile                                   (CR 2, 1d3)
08 Lepers or Outcast                         (# 1d4, 1d2 HD)
09 Merchants                                     (# 2d4 ~ 1d4 HD)
10 Undead, Carcass                         (# 1d6, CR 1)
11 Shocker Lizard                           (# 1d4, CR 2)
12 Snake, Anaconda                       (# 1d4, CR 2)
13 Plant (assassin vine)                    (# 1d4, CR 2)
14 Ooze, Garden                             (# 1d4, CR 2)
15 Patrol                                           (# 2d4 ~ 1d4 HD)
16 Gargoyle, (covered with vines)   (# 1d3 ~ CR 4)  **
17 Boggard                                     (1d4 ~ 2 HD)
18 Fey giant toad                             (#1d3, CR 3)
19 Harpy                                        (#1d2, CR 4)
20 Flytrap                                        (#1d3, CR 3)
21 Iron Cobra                                  (#1d4, CR 2)
22 Poison Frog                                 (#1d3, CR 2)
23 Barghest                                     (#1d2, CR 4)
24 Stirge Swarm                              (#1d12, CR 2)

Start with a 5 out of 20 chance encounter. If no encounter is found, reroll and increase the likelihood by +1 every three hours or when the party makes noise / affects the environment.

Typical Jungle Humanoid
2 Leshy (# 2-4,  2-4 HD, Any G or N)
3           Boggard                       (# 3-6,  1-4 HD, Any E)
4 Horn (Minotaur-kin)   (# 1-2,  4-7 HD, Any)
6-10 Lizardith                      (# 1-2,  2-4 HD, Any)
11-13 Human (# 1-20,  1-3 HD, Any)
14-15 Elf (Green Elf)            (# 3-6,  1-3 HD, Any G)
16 Changeling                   (# 1-2,  2-4 HD, Any)
17 Ghoran (# 2-4,  2-5 HD, Any)
18 Goblin                          (#5-8, 1-2 HD, LE)
19 Suli                              (# 1-2,  2-4 HD, Any) 
20 Clockwork                   (# 1-2,  2-4 HD, Any Non-C)

Alternates - when you want to switch out a roll
Bog Lights
Large Hanging Web-Coccoon
Green-skinned Swamp Beavers
True Dead hammered to tree or chained down
Abandoned home (or one belonging to a farmer, recluse, witch, seer, artist)
Derelict Cart

Friday, 19 January 2018

Swamp Swimmer (Dianoga)

Every now and then I am hit by a sudden blast of nostalgia and think of an old toy or game or song that I want to use in my game inspired write-ups. This was definitely one of them. I was looking for the trash monster (Dianoga) from the original Star Wars movie, didn't see it quickly online, and decided to write it up.

Swamp Swimmer (Dianoga)

CN Large aberration
Init +6; Senses blindsight 60 ft.; Perception +5

AC 21, touch 12, flat-footed 17 (-1 Size, +3 Dex, +8 natural)
hp 60hp (8d8+24 con)
Fort +5, Ref +7, Will +6
Defensive Abilities freedom of movement

Speed 20 ft., Swim 40 ft.
Melee bite +11 (1d8+5), 3 tentacles +8 (1d4+3)
Space 5 ft.; Reach 10 ft.

Str 21, Dex 16, Con 18, Int 5, Wis 11, Cha 7
Base Atk +11; CMB +11; CMD 24
Feats Blind-Fight, Improved Initiative, Lightning Reflexes, Power Attack
Skills Swim +15, Perception +5, Stealth +17 (Bonus +10 Stealth and Swim in water or swampy environments)
Languages None spoken (some may understand lizardith or common)
SQ Change colour (add +10 to stealth checks for up to 10 minutes)

Environment Swamp or forest (prefers a wet environment)
Organization solitary
Treasure Incidental
Advancement Large (9 - 15 HD), Huge (16-24 HD)

This creature appears to be a large green-grey slug with at least five ten foot long tentacles and a single eye on a stalk that it can subtly raise out of the water to view everything around it.  It hunts in watery or swampy areas, using it's camouflage abilities to sneak up to their prey. While it can survive on oozes and small creatures that reside in swampy areas, it prefers to hunt larger more intelligent things. Some Swamp Swimmers learn to drown their opponents then store the carcases underwater to feed on them later.

They are equally as active during the day or night. They are solitary creatures, budding one or two tadpole offspring every four to five years, that swim off to survive on their own without need of nurturing.

Many lizardith bards, druids & rangers prefer a Swamp Swimmer to accompany them in their tasks. Unless compelled to, Swamp Swimmers prefer to stick to watery areas, but it can survive for weeks away from its natural habitat. 

Tuesday, 16 January 2018

Finding Unlost Items - Third Game Session

Sent by their team to accompany a caravan wagon in their standard routine both unpacking the goods and handling town security in a long, monotonous route, spending days in the wagon travelling between the barren towns. The communities in the far north are mostly on high island spires, more than a mile above the frozen tundra.  After three weeks of travel the group is taken aside, asked if they want to take on a mission, to help a Master-Smith locate a missing tool. They agree and the caravan turns off their course to go to a spire out of their way.

Once reaching the spire the team departs, told they have ten days to complete their mission. Before they even reach the path going up, a group of soldiers greets them and informs the team they are going to accompany them to the town above. The team hesitates, unsure if they want this to happen but they relent. The trip up is long but free from distractions.

At the top, they see a small city in pristine condition, the roads & gates into the city heavily covered by soldiers, but what they find odd is that they are all in very different uniforms and designs. They realize there is not one army but multiple units from various cities. They learn the city of Fonnashi, has been hit repeatedly by a plague, that causes sickness, rapid aging and death. They have received help from its various neighbours in trying to defeat whatever has been infecting the town. While it has been put down, the plague always returns.

The team wants to learn about this plague so they seek out the nearest obelisk (church) to find a cleric and find the largest nearby one is dedicated to Casna, Lord of Laws. They inquire about the city, its history and the plague and find out the plague is not continuous, but something that has hit the city repeatedly. Nobody is sure why or how it spreads. Magic can detect it, but only after it has infected a carrier, most often rats or other vermin. While it hasn't killed a huge number the fear has driven most inhabitants away.

Not sure how to help the city, the group refocuses on their primary mission - and head towards the large, impressive Forge Tower. They enter to find a busy workplace, inside are a dozen dwarves in the midst of their duties slowly building devices and shaping the furnace fires. The Dwarven workers slow as they watch the group come in and look around. All but one of the dwarves look very old and frail, far more feeble than they would have expected. The team asks questions about the ongoing curse but also about their jobs at the forge and why the difference between the dwarves. One of them speaks up and says that the others are near obsessed with production, very rarely leaving the furnaces. When asked about the city, the same younger dwarf says that people get in a fit when a new case is found, but the population had long left in patches over the last 20 years.

They ask about Kossail, the Master-Smith who they were asked to assist, and the dwarves point to a large double door, quite elegant as opposed to the bare and simple decorations and furnishings in the rest of the area. They tell the party that he is an ally but a distant one, mostly concerned with his own efforts. Those who hire him, do so if they have the coin and the materials, many are people from away, not just from the spirelands but many coming to this place just to speak with him. He is distant but dutiful, every month he pays his shares to the Furnace.

Going through the doors they are impressed with decor of a higher substance, intricate detailing showing craftsman of different regions and processors. They immediate see a substantial supply of weapons laid out on racks, various styles and makes. In the center of the room is an intense covered furnace of a completely different style than the dwarves. Solauder, the Drow Sorcerer feels a connection to the warmth here, one unlike he's found anywhere else in the world. Upon concentration, his hands once again covered in holy flame, as it once was. He feels the power, and energy and connection with his magic unlike anywhere else. Near the heat, there are two small grotesque figures, one with angelic wings and markings of peace, the other with cloven hooves, demonic horns and pitchfork. Their eyes seem to turn to watch any who approach too closely.

Kossail, the older man in his full furnace apron and gloves greets them, he is human but something about him looks off. He is quite formal and asks if they need his abilities as a builder. They explain that they have been hired to help him, and ask what it is he needs. The artisan tells them he has misplaced a hammering tool, one that is quite important as he is unable to get proper replacements here. His friends have been looking for it, but even with their spells, they are unable to find it. The only thing he is certain is that it's not far has to be somewhere in the city, as he would know if it was taken farther away.

The drow believes that something is not exactly right, he goes toward the furnace, it is more than what he initially thought, is this an actual connection to the plane of flames? Here in this world, this world. Approaching the flames he feels the burning warmth, then his eyes open and realizes the room as being separate from the realm, the statues are in fact living figures, and Kossail is not a man, but a figure of light, something not of this mortal world, nothing here in this room is.

When asked what he is, where they are, Kossail tells him he is exactly what he appears to be - a builder, just not one from this world. He finds it highly useful for him to be here, on a mortal world. He needs the missing tool, someone has taken it, and he believes it is someone that knows what he is and is trying to hurt him.

The team asks if he can assist them in their task, and he believes so. He gives them a charged arrow amulet, and tells them they can seek out what they need. Stepping back, the drow concentrates on the carving horn. He gets no images. Something is missing, something isn't right. They are not sure what it is. Concentrating again about the plague, he is given directions in his mind, a path heading away.

They leave right away, going towards a much poorer section of the city. They head through an unholy area, supported by a small obelisk to Keran, the dark Lord. No worshipers or other dark features, just menacing. Going into low society housing, where many of the poorer folk reside, they go to a tenement building. Mostly abandoned, just like the rest of the city.

Some of the locals see them, and come out to assist. The tenets open the door and give directions to things in the area that might be helpful. Like the dwarves, they all seem older than they should be.  Making their way through the house, the go through the near abandoned house reaching
stairs heading they do they enter the dark basement, and in a few minutes face three large translucent rats, with a dark greenish smudge on them. Taking defensive stances they move forward, but the rats, jump towards them. Using their spells, they take one out right away as the dwarven fighter blasts forward, smashing another one down. The last rat scratches but misses his aim, as the spells and blade of the dwarf  take it out. They gather up some of the droppings into a glass vial, then doing as they always do use Holy Sand to eradicate the scrappings of the dead rats. They head back to Kossail with a few more questions.

Saturday, 23 December 2017

Ice Hag often called Ice Crone

This is the default hag on my world, as icy conditions predominate. They are usually found in icy caves, found throughout the realm in virtually every location.

Night Crone
NE  Large Humanoid
Init +1 Sense Perception +9, Nightvision 120 ft
A C 19 touch 10, flat-footed 18 (+1 Dex, +9 natural, -1 size)
hp 76hp (9d8+36 con)
Fort +10, Ref +4, Will +4
Dmg Reduction 9/Blunt, Darkvision, Spell Resistance 18
Speed 40 ft., Climb 40 ft.
Melee 2 Claws +12 (1d6+7), Bite +8 (1d8+2)
Ranged Icy Staff +6 (1d10+12)
Special Attacks Charming Gaze (DC 18)

Spell Like Abilities (CL 11th)
At will: Meld with Ice, Chill metal, Pass without Trace, Icy Sheen (+4 to AC) 
Snowball swarm (5/day, 3d8 dmg), Wall of ice (3/day).

Str 25, Dex 12, Con 18, Int 13, Wis 13, Cha 10
Base Atk +6 CMB +14 CMD 25
Feats Blind-Fight, Combat Casting, Dodge, Mobility, Vital Strike
Skills +5 Climb, +5 Perception, +2 Survival, +10 Craft (Ice)
Languages  Local Dialect, Giant, Dwarf, Elf

Environment Icy Wastes
Organization  Solitary or Covey (3-9)
Treasure Value  Double

Charming Gaze (Ability Ex) Anytime a victim meets an ice hag’s gaze, they must resist their powerful trance. The will save is Will DC 18. (The save DC is Charisma based.) The hag must continually look at the victim to keep up the gaze, if the gaze is broken, so too is the powerful charming effect.

A frozen, withered crone looks at you and crackles, you know you are in deep shit.

Horrible creature found throughout the cold wastes of Nyssa, who seek to feed on the living and use the dead as zombies under their command. Hags prefer to attack lone travelers or small groups, when this is not possible, they use their ice manipulation to create scenarios to isolate individuals.

While hags live in communal cave lairs, they work together only for mutual defense. They sometimes share meals in good times, however treasure and magic are always kept hidden from the other covey members. Often one hag’s jealousy can lead to infighting. Once they have fed, an ice hag can easily be bribed with coin or magic.

Hags are similar to undead in that they are created by victims from other races. They trap victims in an icy pit, ice block or similar area, and after years of imprisonment, with both their minds and physical bodies decimated by ice - they emerge as new Ice Crones with a hunger for inflicting horror and carnage on others.

An ice hag uses their spells to weaken and separate groups before entering melee.  What many travelers in the ice often fail to reckon is the horrible, twisted crone they sometimes must face in the wild, can be a sweet, even kind elderly folk that they know. It is not a different personality but a split spirit, in some ways, something like a lycanthrope.

Thursday, 7 December 2017

Tinker Faerie (Advanced Pixie)

While I was watching Peter Pan recently, I thought how great it would be for a Tinkerbell companion. I looked at the Pixie creature and wanted to buff it up a bit. I would use these as companion creatures for PCs gaining experience at half the points their companion gains.

Tinker Faerie (Advanced Pixie)

Personality: These fickle beings want to see and experience everything they can. They have a wonderful sense of humour, loving to laugh or make others do the same. While typically not loyal to anything or anyone, the few things that do earn their trust have an ally that will never abandon them. Their size means they care little about possessions, and have a fondness for beings with the same traits. Many have a fascination with children, animals or magic users. They avoid anyone that shows cruelty, regardless of the reason.

Physical Description: They are 12 inches tall and weigh around 2 pounds, smaller than the typical pixie cousins. Most have pale skin, bright blue eyes, with gossamer wings, but pixies from other lands have other skin colours. They usually wear light or green coloured clothing. Most have either tiny rapiers or bows, but tend to rarely use them. They often wear a magical ring as a belt, as this is typically the only type of magic item they can use.

Relations: They get along with other fey and children of any race with a sense of wonder or adventure. They generally shun larger mortal creatures. Some magic users, elves or rangers can earn their trust.

Alignment: Like many fae, they tend towards chaos, shunning rules and order to simply do what they want. Rarely do they desire to hurt other creatures, unless the others represent a threat to them or their fae kin.

Lands: They are found in any fae lands or mortal lands which border these areas, which can be either city or rural areas. They have never actually ruled any lands as they do not care about such things.

Religion: Their devotion is to the the fae realm. Few of them worship the gods and they do not have clerics among their own kind. Many mortal philosophers believe they do not have the intellect for such faith, this is not true, they simply do not feel the need to follow any specific one. If killed, their bodies are transformed into pixie dust and their spirit, like many other faeries, is usually reborn.

Language: Fae & the common tongue. At higher HD they learn to speak with plants, animals and any mortals

Adventurers: For Tinker Faeries they tend to zip around looking for things that capture their interests. They align themselves with mortal creatures who have similar personalities or interests. These are the ony ones who gain HD / levels.

Tinker Faerie (Advanced Pixie)
• -8 Strength, +12 Dexterity
• Tiny size: +4 bonus to Armor Class, +2 bonus on attack rolls, +8 bonus on Stealth checks, -2 penalty on CMB, lifting and carrying limits ½ those of Medium characters.
• A pixie's base land speed is 20 feet. has a base fly speed of 30 feet (Average); Fly +10
• Low-light vision.
• Racial hit dice: 1d4 ; they start with 2 hp
• +2 racial bonus on Perception checks.
• +1 natural armor bonus.
• Start with 10 skill points at 1 HD
• Gain a +1 bonus at 1 HD  if they chose any skills from the following list: Bluff, Escape Artist, Knowledge (Any 1 listed), Perception,

Special Qualities

Damage Reduction 5 plus 1 per HD /cold iron.

Spell Resistance equal to 10 + 3 X HD.

Light (Ex) : A Tinker Faerie is continuously surrounded by a 1 ft radius of light. At 3 HD they can expand it to a five foot radius, at 6 HD to ten foot radius. If their effect is dispelled, it takes 3 rounds for them to reactivate as a full round action.

Skill Selection: Acrobatics, Bluff, Craft, Disable Device, Escape Artist, Fly, Heal, Knowledge (geography, nature, local, magic), Perception, Sense Motive, Sleight of Hand, Stealth, Use Magic Device

HD Advancement
2 HD +1 AC; +5 skill points; New Feat; Minor Invisibility (3/day);  Know Alignment (at will)
3 HD +1 AC; +5 skill points; Fly 40 ft; Speak with Plants; See Invisibility
4 HD +1 AC; +5 skill points; New Feat; Fairy Dust (3 doses a day + 2/ additional HD)
5 HD +1 AC; +5 skill points; Fly 50 ft (Good); Speak with Animals; Minor Invisibility (at will)
6 HD +1 AC; +5 skill points; New Feat; Summon Insects (2/day)
7 HD +1 AC; +5 skill points; Fly 60 ft; Speak with Other; Summon Fey (1 / day)
8 HD +1 AC; +5 skill points; New Feat; Greater Invisibility (2 / Day + 1 per charisma)
9 HD +3 AC; +15 skill points; New Feat; Teleport Home (1/week)

Tinker Faeries cannot take standard classes. They always advance as per this table. They only gain hit points, skills and feats after 9 HD

Minor Invisibility: As per the invisibility spell in the PHB. At 5 HD, they can activate the spell at will. If their spell is dispelled, it takes 3 rounds for them to reactivate as a full round action.

Speak with plants, animals and other:  They must either be touching or within a five foot radius to activate these abilities. They can use each of these abilities any number of times a day but each use on a particular creature lasts no more than ten rounds.

Fairy Dust: A Tinker learns the secrets to make magical fairy dust and store them in a faerie pouch. They must have one free hand to utilize and this is a free action. These are the most popular dusts a Tinker Faerie makes, but others are possible. If they lose the pouch, the dusts will dissipate in four hours. It takes a week for the Tinker to make a new pouch. They know how to make 2 types of fairy dust at 4 HD plus another type per HD gained.

Levitate (Yellow) 1 dose for medium sized creature;
Fly (Pink): 2 doses for medium sized creatures,
Minor Healing (Blue) 1 dose @ 1d6 healing, creatures can be only healed their charisma bonus each day;
Dispel magic (Red) 2 doses as a druid at 10+their HD;
Friendship (Orange) 1 dose for chaotic alignments (DC 13); 2 doses for other alignments
Slow (DC 14) (Green) 2 doses;
Dancing lights (DC 14) (Purple) 2 doses;
Entangle (DC 15) (Silver) 3 doses
Web (DC 14) (Grey) 2 doses

Teleport Home: Their highest spell invocation. They are able to select one locale they have been to previously as a home base, and once per week they can teleport themselves and up to five others back. It is a full round action to teleport. Once they select a home base, they cannot change the location.

Wednesday, 15 November 2017

Out of the Pits (Pt B)

Atropa Belladonna, Elven Ranger
Bahlgrimm, a Dwarf warrior
Solauder, Drow Sorceror
Fuantos, Dwarf Soldier (NPC)
Vierna, Human Cleric of Darras (NPC)

The team starts where they left off, at the plant ensconced room. They consider going further in but the trees are so packed tightly in, they hesitate. They can tell it's a fairly small room, but are unsure of anything else within the room because of the heavy leafy presence.

They move ahead in the passageway, and see another locked padded door and leave it alone as it appears to be a locked funerary room. As they go forward, they see a side passageway, with plenty of tracks coming and going, since this is the only place with lots of movement they want to check it out.

As they head into the side passage, a heavy iron portcullis comes down and and they hear the screeching laughs, then see the small yellow eyes of goblins. Bahlgrimm pulls the gate up, just enough for the second dwarf warrior to roll underneath. He rushes forward to take on the pitiful, as Atropa pings away with her bow. Quick enough, they take down some of the goblins as the other ones dart away. Fuantos finds the lever to open the and the rest of the party goes through.

They slowly make their way ahead, being careful not to set off any similar traps. They find a deep pit that covers most of the cave passageway. At the bottom of the sixty foot pit, are sharp spikes and a multitude of snakes crawling around. The team takes quite a bit of time to attack the snakes with missile weapons. After much debate, they decide against going down. They tie ropes to each other to get past the narrow ledges on the side.

They don't have much time before the hear the clanging of boots onto the floor, a small contingent of skeletal soldiers, clad in breast-plate with shields and spears, all marching in formation. The Drow casts a spell of energy, as the two dwarves run in formation up to their foes, bashing them down. All the while the Elven ranger pierces the undead with her arrows. The cleric raises her holy symbol but cries out in pain, she is losing her connection to the divine here. Even with their perfect formation, the skeletons are quickly overpowered and brought down in a flash.

Going further ahead, they see several heavy wooden doors, all well established and enamoured door on the right, no obvious trap or lock., no sign any of them have been entered unlawfully. After the fourth door in a row, they see a heavy wooden bulwark, it covers the full passage width. As they investigate it, the see the tiny flickers of blood everywhere, Atropa believes this is where the skeletons came from, and even worse, where lots of people died trying to get through. But how...where. She goes into a deep trance, she sees in her mind the solution, she sees visions of her walking peacefully through the bushes. If she remains true to the path...she believes she can pass through them. But she hesitates, can it be so easy?

The cleric rips a shred from her bodice and covers her eyes, then simply walks calmly ahead, through the thorny bulwark. When she reaches the end, she hands back blindfold and she reminds them to stay calm, stay true; then, one by one each of her teammates does the same. But Bahlgrimm hesitates, he starts thinking about drowning in the thorns. As he does, the bulwark closes around him, piercing him a dozen times...he struggles to get out. His hesitancy (and rolling number one on the dice.) caused the bulwark to close in on him. Vierna immediately helps the injured dwarf out.

They see a vile pit of blackish bubbling putrescence just pass the bulwark. When they investigate
they see the small bits from previous sacrifices, plus small chairs all around the pit. They almost immediately pass the scene but they eventually look up, they see a three prong rack, used to drop the prisoners into the the black bile, and one body hanging above. Soulauder casts an energy spell, destroying the body. But just a few moments later the see three new, bodies in the rack, while weak they are obviously still alive. The group debates about on whether they should rescue, and come to the conclusion that they could not keep any of the freed prisoners safe, better to rescue them another way.

Moving forward and reach a side door to a much smaller room. This door is open, with a set for three holy symbols. The top, showing the symbol for Lord of Laws (LN - Casna), and the bottom one showing , Lord of Destruction. (CN - Faval) The middle one has a symbol for the Earth Mother (N Holon) has all been torn out. The Ranger looks in and is confused...something about the room is disorienting. She walks out unsure of her next steps. Bahlgrimm steps in to find out on his own and is fascinated, he looks up, and sees a swirling mass of light, and energy and...power! His eyes open wider, as he scans around the small balcony he is on, is there anything that can get him up there. He sees the roots are hanging upside down, hanging up. He starts to climb, but he feels pressure, more pressure with each foot upward, so much so it slams him down to the balcony. He looks up again, thinking about how to get up there, but the calls from his colleagues catches him once again, and he goes back to his group as much as be is tempted to find out what the magical swirl is.

Going further in, they come to an elegant set of wide stairs, culminating in an impressive and very elaborately decorated door. The group approaches, with the ranger taking lead. With some scanning, Atropa notices there is a trap, a false floor. She sets it off, and the see the floor drops...meaning anyone that attempted to open the lock from the stair-top would be dropped into the deep pit. The cleric advises that she has no mana or spell energy left, something near-by is draining her, stopping her ability to cast spells. They carefully search the pit, and find a small control box, which opens the door.

As they go inside, they are surprised at the brightness of the large temple room. Five prisoners, chained to the left and right side. Four huge columns reaching sixty feet up. A large panoramic curtain with a symbol of Keran at the centre fore of the alter 100 feet ahead. Three large, well armed skeletal figures approaching with impressive spears. As the team spreads out, Vierna is walking slowly, painfully. She is in tremendous pain. Atropa spends some time to carefully scan the room, and she determines the curtain, with the evil unholy symbol is causing problems for their cleric. At the same time, in the centre of the room, there is something else, a large presence, an evil otherworldly, figure, stuck in a black pool of goo. It is struggling to get out, to get into this realm. Atropa yells out that she believes it is the curtain that is the source of danger.

The dwarves clash with the skeletal figures, bashing them back. The skeletons have the advantage with reach, but the two dwarves stay strong as rocks – cutting the undead down. Atropa starts to climb, wanting a better shot at getting the curtain. Soulader concentrates on the skeletons he launches some of his energy spells.

At the same time the Drow sees Vierna in a daze, she has dropped her holy symbol and weapon, and has started walking listlessly towards the evil, invisible presence. Wanting to protect their ally, Soulader casts sleep on her which brings the cleric down to the ground. (Player Gaining advantage for quick thinking, to be used at a later time.)

Atropa having reached the near top, fires an arrow at the curtain's binder. It connects, bringing two binding rings down. As it does, a bright light emerges from behind the curtain. The light hits the invisible figure which roars in pain, at the same moment a flash of energy emerges from the creature which rebinds one of the binders.

At almost the same moment, Fuantos drops from a massive blow inflected by the skeletons. Bahlgrimm stays planted, defending his team by making sure none of the skeletons came too close to the spell-casters. Atropa releases another arrow, which cuts down the last few bindings, causing the curtain to drop. (Player Advantage) As it does, everyone sees a huge mirror emanating a heavenly light that for a moment covers the room, blinding everything. It then quickly starts to fade. The light, sign of the Heavenly Queen, purifies everything, banishing the evil presence in the room, both the otherworldly figure and the skeletons.

The team awakens the cleric and they release the prisoners. They determine the cult was using the mirror's magic plus the blood of the prisoners to attempt to release the demonic creature... They needed the mirror to weaken his goo prison, but not the direct light. Once the cleric has her spells, she casts bless on the large curtain, enabling them to destroy it.

Returning to their employers they are rewarded with 250 crowns (gp) a piece for their efforts. The dwarven contingent are saddened at their comrade's loss but they will be welcomed as rock-brothers into their camp for mourning and nourishment.

Exp Points:
portcullis opening – 150 ex points
four goblins - 200 exp points
snake pit – 250 exp points
4 skeletons - 400 exp points
bulwark - 250 exp points
Stairs Trap – 250 exp points
skeletons - 300 exp points
Curtain & Unholy Symbol - 300 ex points
Mission Completion - 400 exp points
                                  =2500 ex points
                                   600 exp points per player       
+2 bump on dwarven etiquette rolls or tunnel / cave rolls 

Wednesday, 8 November 2017

The first mission - Into the Pits

Three members - a Drow Sorceror, an Elven Ranger and a Dwarf warrior.

Solauder, is a Drow Sorceror from another world, bereft of his connection to the radiance he has long studied. He remembers waking up in this world but not how he got here. Instead of contempt, he is treated with respect from elves, humans and others he meets. The black-skinned elves in this world, the Dral, are honourable musicians and historians. Lost, he knows there must be something here, otherwise, how would he have spells.

Bahlgrimm, a Dwarf warrior with some connection to the militias of the area. His family were former noblemen, alas he remembers little of their former life as they lost their position when he was quite young. Raised by an uncle and aunt, who has some wealth but no noble rights. He has been on local missions, and has a few connections but he needs to prove himself if he is to regain his position of high authority.

Atropa Belladonna, an Elven ranger, far from her forest spire home, she left when her older sister returned from a vision-quest with a winged-snake companion, and then dared her to do the same for the tribe. She headed south with the Oromian merchants in their flying seaships until she found a large forest. There she met distant elf-kin who reside just outside a larger multi-racial community. These settled people have much more wealth and magic then her own people.

The team is apart of a larger unit, the Quarnik Maces, who are mostly usually asked to accompany the travelling caravans going North. This time it is a mission very close to their home base, asked to investigate the training pits of Tartinn, a well known stomping ground for lower skilled combatants - especially warriors and rogues. While being hired they make a connection with another member, Vierna, a human female cleric of Darras, who is tasked to accompany them.

A little over a ten-day ago, some merchants from Chiventuss didn't report in as expected. Even stranger, some of their goods were starting to be seen around the lower areas, especially the training pits. Investigators started hearing stories of a wagon and their workers being smuggled into the pits, nothing could be proven and even less found, but the stories were horrifying. The Maces are asked to find the Chiventuss team.

They approach the pits and see the huge numbers of trainees there: human, elf, dwarf and the golden horned ram humanoids - Jahlen. Most practicing their militia skills with virtually every type of imaginable weapon. They see an immaculately dressed human figure, with a regal presence giving orders heeded by almost everyone. Solauder goes over and waits his turn. They begin talking about the events of last week and the missing soldiers. The talk turns terse, as they disagree on details. When questioned, the speaker gets irate at being questioned, unfurls his flame wings, declares himself a Phaetox, who are physically incapable of telling falsehoods, he expects the Solauder and everyone else to listen to his every command.

Unsure of where to go next, Bahlgrimm challenges anyone to face him. At least one of each defender's race steps forward, the fighter selects the minotaur-kin, one of the Jahlen. The ram starts with a running horn butt, which almost shakes the human down. He stays up, and slices into his newfound foe.

At almost the same time, Atropa is touched by a root on her shin, as it snakes up her leg she is contacted in her mind by her kin. The voice asks why the group is there and Atropa explains their quest, to find the lost group who disappeared near the pits a little over a week ago. The soft elven voice says they are unsure, but the fourth pit, farthest from the town is the best place to begin.

The human fighter though injured, is much stronger and faster than his combatant and in a few rounds takes him down enough so when offered a way out, the young jahlen agrees, and the audience cheers in triumph and comraderie.

The group approaches the 4th pit but are stopped from entering by a group of heavily armed dwarves, who block their path with raised axes. They have words, and the Dwarves are unwilling to move. Solauder again is insulting to one of the Dwarf commanders, challenging him to accompany them. The Dwarf then leaves the pack and returns a few moments later, holding his axe out, telling them his name, Fuantos, and asking to accompany the party, which they hesitantly agree to.

These pits, unlike the others, have stone stairs, with protective glyphs near the top. As they descend, every one and half curve, there is a small winged statuesque figure opposite the stairs, very similar to a mini-gargoyle....these smaller ones seem to watch anyone that descends the stairs, the team carefully monitor the statues for any movement.

As they reach the bottom, they see it split, two doors heading south that the dwarves are constantly patrolling and the other going north has limited reach, there is a blocked passageway. They go towards the blocked door where they find in a large room filled with debris. Solauder picks up some coins among the debris. They see the 12 ft tall gothic door, sealed by three locks spread out and large bolts spread out in a unrecognizable pattern. The ranger eventually sees the pattern on the door, the lower lock, already opened, is showing the symbol of Keran (LE God of the Fright), the middle one showing the symbol of Casna (LN - Lord of Laws) and the upper one bearing the symbol of Quanna (LG Lady of Light.) Their newly found Dwarven partner has the symbol of Casna, which easily opens at the touch. As they don't have a holy symbol to Quanna, but the party puts some pressure on Vierna to use hers, as the deities are closely associated, apart of the Quadrane, the holy alliance of the four High Good Gods. Her symbol does open the lock, but she is shocked by a strange white lightning. Hurt, lightly burnt and dazed, her party members help her with some healing and they continue on.

Fuantos, the accompaning dwarf is amazed, the party has quickly been able to open the area his group has been trying for quite a while. As they go through, they find themselves in a wide room, which has a 15 ft tall minotaur statue, in physical armor carrying a two handed polearm; a small pool of blue liquid, two standard doors and a spiked metal door which has no keyhole or opening apparatus. The warriors realize the statue's edge is Anthril one of the strongest known magical metals in this world. Bahlgrimm is tempted by the anthril, but is dissuaded by the party, they all feel that it wouldn't be wise to possibly awaken the statue.

Bahlgrimm then looks at the simple pool. Just looking at it brings him to a state of ease, he puts his hand in and finds that every nick, cut and bruise is gone when he takes it out of the water. Atropa takes a pouch of the blue healing water.

The spiked door grabs their attention, when Solauder nears it, he realizes that the spikes subtlety changes shape depending upon who is nearest the door. Each tries their hand, but the group is unsure of what action is best.  They move away, then head towards the largest of the door, as they do the pathway is lit by torches along the walls every forty feet.

Fairly quickly, a swarm of stirges fly out, pecking their bloody noses for feed. Yet, the swarm does not linger, a few grab their bite of blood, but many more are brought down by bite of axe and bow of the party. The group is careful but make their way to the first door. No apparent traps, and when they open the door they are surprised by the smell and sight of plants, healthy, vibrant leafy plants in an apparently small room. Atropa doesn't even need to hold out her hand before a plant unfurls to caress her. It snaps off its root to curl around her. The room is small, and they decide to move past it.

As they do, they hear a rumble down the hallway, they look up to see three snarling undead hounds, nearly torn out of their skins, come running towards them. Vierna touches her holy symbol and one is kept at bay. The others face the party, the two dwarves plants his feet down to face off as the Atropa pierces them with arrows along with the Solauder's spells. They quickly take the two down. Meanwhile Vierna continues slowly walking towards the undead beast, chanting she comes to within 20 feet, the turning rips the unliving beast apart, as bits of meat and bones are slowly devoured by the ground itself. As she turns back to face the group, there is no reminder that anything was there moments before.

She hands them a small pouch of sand, and instructs them to sprinkle some dust on the fallen foes, as it does, the ground swallows the corpses, providing a final resting place. This is Nyssian dungeon custom, bury the dead as quick as you can.

Resting for a moment, the crew looks towards the passageway, still a long way to go to find the missing caravaneers.

Experience Rewards
Dwarf Fighter RP & Solution                 100
Elf Ranger - RP                                       100
Drow RP                                               100
Finding Way Down                                  20 100/5
Stirge 25 * 8                                             40 200/5
Skeleton 3 * 100                                      40 200/5
Opening Sealed Door -                            40 200/5

Rewards                                                 240 ex points for each player

***It was a fun first game. We are still getting used to each other, and for the first few games I think they will be picking up on a lot of the story background of my world. (Gods, magic, etc)

Tuesday, 3 October 2017

Hederak - Large furry herd animals

These are an awesome elephant-sized herd animal that is often sought out by traders but are difficult to train and even harder to capture.

XP 6,400
N Huge Animal
Init +2 Senses Low-light vision; Perception +9

AC 19 touch 5, flat-footed 17 (-4 Dex, -1 Size, +12 natural)
hp 85hp (9d8+45 con)
Fort +11, Ref +4, Will +3
SQ Immune to Charm, Cold, Fear, Hold and Monster Summoning Spells

Speed 40 ft.Run, 20 ft standard pace
Melee Gore +13 (2d6+7) or 2 hooves +10 melee (1d10+5)
Special Attacks Trample and Charge

Str 25, Dex 7, Con 20, Int 3, Wis 10, Cha 13
Base Atk +6 CMB +13 CMD 21
Feats Improved Initiative,Endurance, Iron Will, Improved Bull Rush, Power Attack,
Skills +9 Perception , +10 Swim
Languages None

Environment  Any Wilderness
Organization  Pack (3-18)
Treasure Value  None
Advancement: 10-17 HD

Charge (Ex): When charging a large or bigger creature, Hederak do double damage with their horn gore attack.

Trample (Ex): When a herd faces a threat, they will often charge towards it to begin a runaway tactic. They inflict 1d10 for every 3 members in the herd. Base save is DC 15+1 for every three additional charging hederaks.

These hulking beasts appear as heavily brown and white furred elephantine creatures without a trunk and three small horns in their nostril and forehead area similar to a rhino. They weigh three tons and stand fifteen feet tall, and quite happily spend their days grazing. They are among the powerful steeds known on Nyssa and are valued as pack animals that can haul wagons weighing five tons or more.

These fearsome creatures are fantastic at combat because of their strength and ability to coordinate with their pack mates. Their first action is to charge with their horns, then crush anything smaller than themselves with their hoofs. While they have animal intelligence, they still know enough to charge the legs of huge sized creatures, bringing them down in order to crush foes with their powerful hooves.

Naturally very docile and while they cannot be magically charmed into service, they may be trained through a long process of grooming. Their only natural enemies are dragons, giants and barbarian tribes who hunt these creatures for their meat, fur, blood and horns. For a fully intact carcass, hunters can retrieve up to 500 crowns (gold pieces) or more. A living specimen ranges from 1000 - 2000  crowns, but for a fully trained beast, it can be more than 5000 crowns. Most live to 50 years but can live much longer than a hundred years in parks or zoos.
This is the atypical stuffed animal that many children have. Many Nyssian children are fascinated by them, their gait and temperment.

Because of their size and appetites, as well as being difficult to charm them, it is quite difficult to bend them to your will. Individual trainers often have to work with one for many years in order to get them to accomplish basic tasks. Druids or rangers that have helped their herd have a much easier job to get them to do tasks for them.

Sunday, 3 September 2017

Quillians - humanoid porcupine with isolationist tendencies


A humanoid porcupine, with one to three-inch quills that covers their entire body that lays flat on their skin. Larger quills from five to eight inches are found on their chest and back, and on top of their head, from a distance appearing as long straight hair. Their quills prick upwards when excited or agitated; a few allies can even read their emotions in this fashion. Their unexposed skin colour is brown. Most have blue or green eyes but those with unique destinies may have different colours.

Personality: Quillians are isolationists, preferring not to interact with others. In their own group, they have a range of emotions, but are little shown outside of their immediate friends and allies.

Physical Description: Five feet tall humanoids with quills of various sizes covering their bodies. Most tend not to wear armor, but warriors will wear chain mail or a chain shirt.

Relations: They tend to avoid conflict, and can live in harmony with nature, elves and other fey beings. They will often get into territorial disputes with Minotaur, Giants, evil Naga, Ettercap and any evil creatures that attempt to control territory in forest. While they do not provoke trouble, they won’t back down either.

Alignment: They tend towards neutral good. Individuals within tribes do exist, and these tend towards chaotic good more than other lawful tendencies. They expel anyone who breaks tribal law or tradition.

Lands: Nomads that wander several of the largest untouched forests through-out Nyssa.

Religion: Quillians have a long druidic tradition; clerics and gods are mostly a foreign concept to them. As fey, these humanoids have a strong connection with forest spirits, and do their best to live peacefully with them.

Language: They understand Faerie, and their own tongue – Quillian. Most adventuring Quillian also usually speak common or elven.

Adventurers: Quillians often leave the tribe to discover the world or to be able to add to the tribe’s collective knowledge. They usually adventure as rangers or fighters, and do their best to succeed in societies they little understand, always preferring rural or even wastelands to civilizations. Those who succeed away, can take on other classes.

Quillian Racial Traits
No ability score adjustments
+2 to survival checks & +2 to knowledge (nature)

Base 20 skill points, more if they have exceptional intelligence, to be used on core skills only (Rogues gain an extra +16 points when creating their character.)

Core Racial Skills: Climb, Handle Animal, Heal, Intimidate, Jump, Knowledge (local, nature, and religion), Perception, Ride, Sense Motive, Survival

Spiky Defense: If not wearing armor, their quills provide a +3 AC bonus if an attacker is weaponless or using a touch attack.

Throw Quills
: Range: 20/40/-, Dmg: 1d4+str dmg

Preferred Classes
: Ranger

Possible Classes
: Barbarian, Druid, Fighter, Rogue, Sorcerer or Psion

Quill Master-ThrowerPrestige Class
Requirements: +5 BAB; Survival 7 ranks; Precise Shot (Quills), Weapon Focus (Quills)

BAB, saves, skills points & feats as ranger for every new level.
1st level: Quill damage increase to 1d6 + Str
2nd Level Double base Range
3rd Level: Fire 2 shots / round; must be at the same target
4th Level Quill damage increase to 1d8 + Str
5th Level: Independent targets; triple base range

Wednesday, 28 June 2017

Ravok - living exo-skeleton battle armour

Have used these creatures a few times, as end the big-bad monsters at the end of the dungeon, hunting anyone that come inside their domain. Their tail is quite powerful and a source of known magic in a low magic world. They were inspired by the predator movies, an intelligent creature, that uses their hunting skill to inflict mayhem. Now, imagine them in a magical setting, and they did not choose to wear the hyper-magical suit but it was imposed on them due to trickery, forced to commit unspeakable actions that they cannot fully control.


Medium Winged Insectoids AC 21 (+6 Dex, +5 Natural)
HD 7d8 +14 (60 hp)

Saves Fort +7 Ref +12 Will +2
Init +7
Speed 50 ft

BAB +6 CMB +15 CMD +22
Melee +13 / +13 pinchers (1d10+5) +13 tail (1d12/15-20)
Range +16 (Spear 2-12 +8 dmg)
Special Attacks Tail acts as a +3 enchanted weapon
Special Defenses Immune to 3rd level and lower enchantment and illusion effects, Insectoid Telepathy 100 ft

Str 19       Con 15    Dex 24
Int 13       Wis 10    Cha 13
Skills Acrobatics, Climb, Intimidate, Perception, Stealth Survival +12, Jump + 24

Feats Imp Bull Rush, Power Attack, Cleave, Jumping Attack Focus (+3)
Tail Feats Only: Imp critical & Imp Disarm 

Climate/Terrain Any Remote / Night time on mission
Organization         Solitary, Pair or Order  (3-12)
Challenge Rating 6
Treasure               None
Alignment             Strongly Lawful (50% Neutral, 40% Evil)

The Ravok were initially adapted as an exo-skeleton for an insectoid race that were dying off due to the great winter.  The people were enclosed within dark gray armored skin, and their natural features were enhanced given huge pincer claws, mandibles, multi-sectioned eyes with an acutely sensitive antenna & large, extremely spiked tail. The pincers can open up for the wearer's hands to perform delicate actions for about 20% of them. Most use spears as their primary weapon but their tail is important due to its strength and in ceremonial rites. They cannot fully speak. but can scream in pain or if it brings terror to those it hunts.

They are known as an unmatched terror, long feared for their assassinations, and dark plots bringing destruction to individuals and groups alike. They are feared and watched for, but their history and their situation isn't. It's long been misunderstood why they attack groups within cities, but they are compelled to complete missions. Their vendettas are more subtle and very personal, often much less violent.

Many communities will attack the Ravok on sight because of their histories of devastating raids. Ravok have few battle scruples, they attack and maim weaker beings on sight. One favorite tactic is to rip the arms off an opponent to attack those who investigate the screams. Because these creatures attack at night or during storms, many places don`t places realize they are being threatened until too late. Small circles of them will sometimes take over castles or dungeons to plan long term actions.

Originally this insectoid race were called the Ryush, an intelligent, hard-working trading group found in hives through-out the North. When the endless winter came, the conditions caused their numbers to drop, and their leaders turned to the Chavok, the ruling elite for help. They hired the Doposylla, an infamous slug race known for their body modification magic, who promised life but did not reveal the entire truth of the transformation. The Ryush were transformed into the Ravok and were doomed to remain in the exo-suit as they cannot survive outside their armor. Their controls were held by the Chavok Lords, as they paid for the transformation. Ever since their rebirth, the Ravok cannot survive in the wilds and even worse they are bound to obey their Chavok Lords as was written into their contract. The Ryush have ever since despised the Chavok and work to bring ruin to them and their allies as well as to free their kin locked inside the armored skins.

Some groups of the Ryush remain hidden in secret locations, as a few frozen nests of unborn Ryush were kept safe until their new homes were created. They dedicate themselves to staying free from the influence of the Chavok or other would be Masters.  These are only a few hives that the non-armored Ryush can exist, and this is usually where they give birth to their young. The most talented or strongest are choosing to inherit the body armor of the champions who fall. These Ryush are fully aware beings, trying to both protect their kin, make connection with other races and to bring the Chavok to justice.

Ryush AC 12 (+1 Dex, +1 natural armor), HD 1d8 +1 (5 hp), Saves Fort +2 Ref +2 Will +2, Init +1, Speed Fly 40, Attack: Pinchers +2 (1d4+1) or Tail +0 (1-3), Special Insectoid telepathy within 20 ft; Advance in any class. 

Thursday, 22 June 2017

Barbapapen - shape-shifting fey blobs with highly social and hedonistic tendencies

Was always a large fan of the Barbapapa TV show as a young child. It wasn't until I was much older I realized where they came from and the many books that came much before the show.

NG Medium Fey
Init +1 Senses Low-light vision; Perception +3

AC 15 touch 13, flat-footed 12 (+1 Dex, +2 natural, +2 Dodge)
hp 13hp (3d6+3 con)
Fort +2, Ref +4, Will +3
Defensive Abilities    Shapechange, Reach

Speed 30 ft.
Melee Mace +0 (1d6-1)
Ranged Sling +2 (1d4)

Str 9, Dex 13, Con 12, Int 9, Wis 11, Cha 10
Base Atk +1 CMB +0 CMD 11 (+4 on trip attacks) 
Feats Agile Maneuvers, Bouncing Dodge*
Skills +3 Knowledge (nature) ,+2 Survival, +3 Perception, +3 Climb,  +3 Acrobatics, +3 Perform or Craft, +7 Escape Artist; (+4 on Escape Artist Checks due to slippery skin)
Languages Faerie, Elf

Environment Usually Forest
Organization  Solitary or Family (2-9)
Treasure Value Standard (50% in goods over wealth)
Advancement: As Monster HD or Class: Rogue, Ranger, Druid Bard or Sorcerer up to 12th level


Partial Shapechange (EX): A Barbapapen has a partial shapechange ability three times a day that they mostly use to see and experience the world around them, by increasing their height by a foot, parachute to avoid falling, or add fins to assist swimming. The Barbapapen still looks like their own self, melded with the adaption (may have blue, rough pebbly skin just like their arch-form.) They can add +6 to a skill check for their adaption.

Abilities by HD

4 HD Speak with Animals or Plants (3 / day plus 1 / cha bonus)

5 HD - Special Skill Focus: At 5th HD, they gain +5 on one social skill focus for their innate nature. Perform (arts, instrument or dancing), Craft (Building), swimming or climbing are the most typical choosen. This is apart of their defining nature, they do not pick this.

6 HD - Healing Blob, At this level they often spend long time away from their families and communities, and on of the ways they have adapted is to go back to their essential blob shape. In this form they heal +2 hp / minute. They can maintain this form for ten minutes up to their HD.

7 HD Reach:  Brabrakin can reach out or up to 10 feet away. This is a full round action. They are unable to directly attack another creature, but can be used to assist their kin (holding a foe, trying to trip, etc). At 10th HD or higher, by taking an additional feat - enables them to reach out another ten feet.

8 HD - Match Mentor Skill - By copying a master in their physical movements for up to one minute in a non-threatening environment, they gain a temporary boost, If a Brabapapen imitates their mentor, they can add half a master's skill score to their own skill ability. For example if an expert has +12 on their swimming skill, a barbrpapen can add +6 on their own swimming skill. They can mimic this movement skill for up to 24 hours later. They need to have at least +1 in any skill to be able to learn from a mentor in these ways.

9 HD Full Shapechange: Similar to a druid's shapechange, except it fully inhabits the shape and colour and all other features if they used the 5th level polymorph self spell. They can add +10 to a skill check directly related to their adaption.

A Barbrapapen is an intelligent fey blob that is home in most rural locations, living in harmony with the nature and most other creatures around them. They are highly social beings that builds strong social connections with the plants, animals and all other sentient creatures. They try not to offend other creatures and use their social connections to avoid all kinds of trouble. They can tolerate social deviance just not aggressive action to their friends and allies or innocents.

They appear as a roughly humanoid blob, roughly the same height and weight of a person, with small arms and a roundish bottom that rolls along the ground for movement instead of legs. They can appear as almost any colour and many have features similar to local animals, avians, fish or even simple mechanical devices. They seem to feed off the structure and personalities they like, and then grow to resemble those features. At maturity, or late teen years they are usually a little over six feet in height but grow through-out their lives, an old Barbapapen is usually eight to ten feet tall.

A Brabapapen has the natural ability to shape change. Small changes, such as extending an arm take a few seconds, others can take a round or more to complete. They change shape to better move themselves in the environment. While their basic shape is that of an ooze, they take humanoid shape to better fit in with outsiders, even many of their friends are surprised of their natural form. Among their own, they are happy to get back to their shapeless form, mixing with others of their kin.

Brabapapen are social hedonists, enjoying everything around them and helping others do the same. They enjoy having visitors, to share ideas, food, dress, music almost any other cultural exchange, as they enjoy learning and sharing. Most sinful pleasure can be found in their small villages often located outside larger elven, human or jahlen towns.

While not aggressive in nature, they can be stirred to take action to help allies or to help fey or protect their friends from being harmed. They have been involved in many battles that help their neighbours, but they prefer peace and solitude. Many times after a war has been won they will move away to quieter locations.

Even their allies are unsure of what gender a Barbrapapen actually are. While many assume gender based on their physical appearance or even personality, this is not always true or consistent with this kind. Barbrpapen can take lovers from any species, and can change their partners or their preference on either a whim or cycle that leaves others amused and often confused.A Barbrapapen understands that since they control their physical gender, just like others change their clothes, they need not be limited by others conceptions, they change shape and accept others for whatever they may happen to be. They get bored by rigidity, they don't want their allies or lovers to limit themselves or to limit their own creativity.

Always they are an openly welcoming being faithful, never fearful and open to almost any experience.

Advancement: Racial Class
Gain +2 on attributes every HD up to 10 HD
+6 skill points every HD,
New feat every 2HD
+1 to AC every 2 HD

New Feat: Bouncing Dodge: If a Barbrapapen has a five foot free square adjacent to them, they have a jumping bounce dodge, which gives a +2 instead of the normal +1 dodge bonus.