Was looking for another gaming book, and found the M.M. V book in a box ...wow, forgot how much I loved / loathed it. I mean the entries are two pages to a monster is pushing it, and they stretch some of the monster variants out. They do have some nice beasties in this one though: Arcadian Avenger, Adaru, Remmanon, Illurien, & Force Golem to name a few. (Won't go into some of the others.)
I cherish these monster books, so many great ideas and the pics, are so fun to make your brain just explode with energy and fear!
Now I have to update some of my monster listing for the regions again...
A gaming blog devoted to my personal gaming world called Nyssa. Using a hash of Pathfinder, OSR, 3.5 DnD where I create things. Focused on gaming monsters or other things you can use behind the scenes.
Blog Archive
Monday, 26 August 2013
Sunday, 18 August 2013
Game Summary Write-Up (Aug 13)
The
group waits a few more days for their compatriots, as they hope will
find their way back to town. At the same they realize many other
adventuring teams are returning into the spire; some large
contingents, with powerful steeds or walking golem-horses. They all
seem to find a home for a few days, some of the smallest in an
alleyway, hotel or tavern. Large military units, many with hundreds
of volunteers that spend most of their days on the back roads, set up
camps just outside the town.
Each
of the units seem to designate a few of their members to go to the
Fountain, some to sing or make a silent prayer or just stand in
honoring someone who once walked. These units, drop something,
coins, alcohol or other momento to represent something to their
units. If you were to watch here just that early morning, one would
be tricked that the offerings would drown the water even if for a few
seconds. The water subsides and as it does the piles of coins sink
low, so too with the men, as they did what they must and moved on.
Most
of the party watches the goings on. None realized the mass of
travelers and professional warriors that would be here...the sleepy
spire town wasn't just alone here in the desert, though it felt like
it earlier on in the week. Each party member did as they always did;
the psionicist in meditation, the rogue skulking to watch over her
party, the paladin with an eye on the fountain and speaking with
youth, Galdahad in flight among her avian kin, Maza the Halfling
ranger with a small group of city beasts and Arun, retreated to the
Sphinx library, with another burning research subject in his mind.
Arlel
with her small contingent made the first steps back in to town long
before she had originally planned, hoping that her friends truly did
make it here. The sight of the Phaetox flying high in the marketplace
was a relief, she was always the first and easiest to spot. They
connect, and bring together the rest of the team. Dassadar walks
slowly over, making no attempt to hide his detect evil casting on
Arlel and the rest of her group, and finding no hint of malice. The
young cleric certainly recognizes his actions but says nothing, as a
swarm of introductions to old and new comrades commence.
One
of Arlel's newest allies is the tall, high pitched voiced, incredibly
well dressed figure with an effusively charismatic personality,
carrying many musical instruments at his beck and even more
surprisingly an actual halo on his shining round his angelic head.
Zelos tells them they have much to discuss, not just in one mission
but one of their colleagues, Arun who is cursed or quite possibly his
primary bond is not what it seems to be.
They
go straightaway to Arlel's apartment to lay down the known details.
They are all a little surprised, the rooms are clean, except for her
two mirrors, completely splinterered. Unsure of what this means, they
search the rooms and area before they continue sharing information.
Arlel
elaborates on what she found not just in the library but in the
streets and taverns, legends of powerful items hidden in the
pyramids. The local tales speak in particular of an elaborate
sarcopogus built for a Raja, able to rebuild & restore both
people and objects, if they are adored. Her research shows its most
likely resting spot, undisturbed because each team was unclear on its
final location. She believes this group, is strong enough to return
this artifact to civilization. The fountain portal will lead them
there, but the gateway she opened will only last another six hours or
they need to find another way back to the pyramid.
So
too, Zelos bears legends, but not of an item lost in the sands, but
of grief. A genie or otherworldly demon he believes was inadvertently
summoned and leaving a wake of destruction. He explains that while
Arun summons the memory of a warrior it is another being that is
coming through, and he is not the only one who reaches into the
midst. Others, far nefarious, are using Gorth for their own darker
purposes, and theirs is a trail of blood, murder of heroes in their
sleep or younglings in their home, he didn't meet their kin, he
didn't need to. The story is the one that Zelos is determined to
stop.
The
group wonders if it is Gorth which was why their teleport did not
enable them to go to the Duo-Diyalla Pyramid. Dassadar expresses some
incredulity at Zelos's story, but Zelos begins telling a story of his
incredible exploits, the team loses the effort to argue with him.
Convincing them but at the same time Zelos believes he best not try
their patience or trust too often; Dassadar especially (DM's hint:
spells or other tricks on other party members work in moderation, at
a certain point PCs will gain immunity.)
They
concoct a loose plan of trying to get their friend to summon his
servant though not capturing him in a way that could limit him until
they determine how exactly they can fully deal with him. Wanting to
meet Arun outside of town, they call him, but the scholars in the
library reveal he is no longer around. The group does a search they
find no sign, and nobody remember where he exactly went to. They find
the old lore books he was studying, stories told of great past rogues
and scoundrels who went on both desert and Sea of Stones quests. The
last book he was reading, left open to the picture of "Raibasghi"
a well known desert scoundrel long renowned for coming back from the
desert wastes with treasure and magical trinkets; this was one of
Arlel's heroes she was delving into. The party wonders if Arun left
to go hunting, or, if somehow Gorth was able to take control. They
rush out out to look for their ally.
Using
his mind-scanning, Hervandos is able to track down Arun, finding him
in a tavern, surrounded by dangerous looking rogues. He decides not
to
reveal their preys location to his comrades as he doesn't want them
to be sidetracked as they came to the desert to complete the mission
and prefers not to lose the quick way to the pyramids.
Realizing
their wasted efforts, the heroes refocus on their original mission,
scoping the dungeon & retrieving the sarcopogus. Zelos is torn
though, committed to both completing this task and of stopping the
killer Gorth, he wonders if he is doing the best thing.
At
the fountain, Arlel speaks her command word and they step into the
water, then through... into a huge stone room, high ceilings, and the
first site of Arlel's volunteers struggling to close an outside door
where a huge sandstorm rages. Each steps out into this large rectory,
the fountain they emerge from though grandiose in size is far from
its peak, as it has seen deterioration and even worse, barely a
trickle of water inside the grand central fountain.
As
Fesselin the rogue and Maza the druid step past each is given a
momentary flash, Fessy works up a defense, as she tries to
concentrate in her home and many positive thoughts. Maza fails and is
shocked by memories but not her own, of an eerily positive flashes of
many people here in this building in another era. The haunting images
cascade imaged laughing, playing in the midst of a bygone era when
humans, dwarves, Tenders and even elves are in this same place,
filled with water, pets,and plants. Lasting a few seconds, Maza
regains control of herself...she shares with the rest of the party,
unsure of what really happened. Arlel admits none of her soldiers
experienced this previously but again this was two Tenderfeet, she
wonders if this could be a specific trap.
The
group sees the many small statues and frescoes littered in the upper
sections of the room, mementos of religious and standard pilgrims.
They could tell it was once an eight door church rectory, but now
only the main twenty foot tall master-door was in use. A domed roof
shows a wondrous scene of angels, devils and aqua dragons flying in a
cloudy sky, other details less conspicuous are lost in the dust from
far below on the vantage point on the ground.
A
kilometer each way, two opposing pyramid complexes reign tall, one to
the left the Pyramid of Darkness; Pyramid of Righteousness to the
right, Arlel's team discovered with the help of Zelos, three hidden
passageways hidden under the sands. Two reach out in the direction of
the Pyramids and the last one opposite the entrance doorway. Over the
last five days they excavated, and found the entranceways riddled
with writings that warn of unauthorized entry and curses for theft.
The dark pyramid entrance brings shudders of cold, pain & misery;
the one of righteousness brings happy near bucolic thoughts even to
the point of mindless euphoria, both are avoided by the soldiers.
They
light their torches, choose lots and enter the passageway...
Sunday, 11 August 2013
Leaf-Kin, Children of the Forest (Playable Race)
I have long loved to run adventures in the forest, where players defeat hidden enemies or overcome threats. This race was a way to add to these scenarios, I have been using the Leaf-Kin as something always present in druidic groves, but never actually getting involved, as they were too small, too weak and too playful. Eventually when running a session, the druids were in desperate state, and higher level leaf-kin got involved, much to everyone's (including my one) surprise. Have been working on these ever since.
One of the biggest questions that I wrestled with is should these be playable as druids; while it does fit, that's much the problem. I want these to be a strong ally or companion to druids, not an over powerful example.
Like all of my racial classes, you generally need to complete their full racial levels until you take another non-racial class.
Leaf Kin
One of the biggest questions that I wrestled with is should these be playable as druids; while it does fit, that's much the problem. I want these to be a strong ally or companion to druids, not an over powerful example.
Like all of my racial classes, you generally need to complete their full racial levels until you take another non-racial class.
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Leaf Kin
CR 2 N Humanoid
Init +0; Perception +2
Leaf-Kin are children of the forest, mobile plant-like beings that
seek to find a balance between the needs of animals, intelligent
creatures and the plants in the forest. They are often seen as something pet-like, playful or even innocently child-like, and while true, it is not their side. As they age and gain
in wisdom and power, they are more likely to get directly involved
when something threatens their kin, their allies or their territory. They resemble halfling humanoids, with
brown wood-like skin, branches for hair ending in small leaves that
change colour by season. They grow as they age, from small saplings,
to large mature oaklings.
DEFENSE
AC 12, touch 10, flat-footed 12 (+2 natural AC)
hp 11 (2d8+4)
Fort +3, Ref +1, Will +1
OFFENSE
Speed 30 ft.
Melee Wooden Short sword +2 (1d6)
TACTICS
Leaf-Kin are quiet, reclusive people that attempt to watch foes, make
allies with common cause and wait for an ideal time to strike. At lower levels they often provide aid, but higher level individuals can literally make a entire forest come alive to defeat a common foe.
Morale 11 (Skittish, they are easy to break ranks and run for cover)
STATISTICS
Str 8, Dex 10, Con 14, Int 10, Wis 14, Cha 11
Base Atk +1; CMB +1 CMD 13
Feats Skills Perception +4, Craft (Wooden Armor or Weapons) +2,
Acrobatics +2, Survival +4
Languages Faerie, Elven, Common
SQ Absorb 1 Poison
By Racial Levels
Photosynthesis (Regenerate 1 hp / hour in bright sunlight)
+2 Con, +2 Wis, - 2 Dex
+2 to survival, +2 to Perception, +2 Craft Wooden Armor and Weapons
+2 natural AC
Both plant &
humanoid features
Plantspeak (Speak 1 / HD + Wis or Cha bonus for
five rounds)
Absorb 1 poison / two HD or levels (survival check vs DC to
extract),
Small Sized
3 HD Entangle (1 / HD), Invisibility to Animals at will, Immune to
Polymorph (change back to leaf-kin after one hour if they have failed
a saving)
4 HD Barkskin (1 / HD), Thorne skin
(+1d6 dmg if touched or grappled); +2 to any 2 abilities
5 HD Speak with Animals, Invisible to
Magical Animals (at will); Grow to Medium Sized
6 HD Secrete Poisons (Sleep, Attract,
Drain, DC 10 + Survival), Goodberry or Plant Growth (2/HD)
7 HD Command Plant, +2 to any 2
abilities; Gain 1 Feat;
8 HD Wall of Thorns, Wood Immunity;
SR: 8 +1 / HD or level gained
9 HD Animate Plant; Secrete Greater
Poisons (DC15+level)
10 HD +2 to any 2 abilities ; Gain 1
Feat; Gain +4 natural AC, Grow to Large Size (3/day, lasts for up to
one hour each time or until dismissed)
11 HD Change to True Plant; Regenerate
1 +con bonus hp / rnd in sunlight
12 HD Tree Walk & Commune with
Nature (1 mile max; 1 / day)
+1 HD or Level: Gain +1 on SR by HD or
level
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Gain attack bonus, saving throws as a cleric by level.
Skills: craft wooden weapons or armor, diplomacy, disable device (+4 if device is made with wood), escape artist, heal, knowledge (nature, geography, religion), perception,sense motive, stealth, survival
Skills: craft wooden weapons or armor, diplomacy, disable device (+4 if device is made with wood), escape artist, heal, knowledge (nature, geography, religion), perception,sense motive, stealth, survival
Secrete Lesser Poisons: (Sleep, Attract, Drain) DC 10 + Survival Bonus; use this once per day per two levels
Secrete Greater Poison: Immobilize, turn metal to wood, change to
animal (DC 15 + level); use this once per day per three levels
Preferred Class: Ranger, Rogue Bard, or Sorcerer
Banned Class: Druid, Cleric
Sunday, 4 August 2013
Non-Gaming Session - In the Desert Town
Non-Game Details. Had to cancel the last session at the last moment as my wife wasn't feeling the best. This is my way of continuing the story and giving the players some more information. In some ways, much easier to do this now, then in the catacombs.
The old black mystic smiled as he welcomed her into his hut preparing tea for both, this place felt even less spiritual inside than on the outside, yet she felt blessed for being asked inside. “You saw her?” Galdahad asked taking her first sip of the hot berry tea.
Varchan nodded, “She was here several times, in a manner very similar to yours. She wandered here, and whether she received respite or guidance she didn’t reveal, that’s not important.”
”Not important?" the Phaetox asks loudly then tries to deliberately lower her voice, this hut doesn’t seem to be a practical spot for loud discussion, nor Varchan someone deserving of it.
He shook his head and smiled, and somehow that was enough to cool her down. “Her coming here was her own, just as yours is. If she was comforted, she did not say, but that is the past, you are here now.”
“If you could share, it could help us find her it would be…incredibly helpful…”
Again he shakes his head, “That’s not how this works, I am a running stream, thoughts go through where I am, I may sip, but mine is not to imbibe. Tomorrow or next week I may not remember the textured details of this conversation, all that I will remember, is you.”
One of the images he used, remarkable for a Spire dweller, “Running stream?”
Varchan holds out his hand and waves it horizontally, then flowed it, to stop holding upright, “Young lady, all Phastian born, rear and die in the desert, it’s not my fate. This is my other life. I was not born to this. Priest, servant to the Holy Sand, with hundreds of soldiers and thousands of handmaidens…” Galdahad looks at him taking a deep drink, “This was my second death, and I needed a place to be, and this place needed, well, someone. We all dream here, I help to reveal the message…”
“We need for you to try to remember some details about Arlel…” (5 questions to pose to Varchan before the next game)
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
On her second night in the small town, Fesselin quickly realizes she doesn’t like it here, it was a quaint little burg, but there was little for her to do. There were taverns, serving drinks but she was never comfortable around big folks, except for her own coterie. These folks as welcoming as they were, would always be big folk, strange ones at that. Most of these people are stuck with their heads in the spires, unconcerned about politics or neighbors, it may be safer but they were always inwardly concerned.
Making her way to the back alleyways, she took it all in, the wide open spaces, the buildings the animals…and suddenly she saw two of her kind, Tenderfeet approaching her. They looked at her and smiled, a hand out to greet her, “Trasolin” the older woman said, and pointing to a younger man in combat leathers, “Rasak.” Fessy introduced herself. “There are others?” Trasolin nods, “We keep ourselves hidden, until we can determine who the stranger in our midst is." She takes a swig from a jug, then hands it to Fesselin who does the same.
“We are tree-ing; care to bob along?” Unsure of what it means but happy to be among kin, she agrees. They come to a fairly large house and climb up, revealing a building whose lower floor is false, as the building covers a hole hundreds of feet deep, and a huge vine plant inside, being carefully pruned and picked by a small group of tenderfeet, plus small sized lizardith and similar sized humanoid frogs. Her newfound companions are waved in, Fessy notices her legs and arms are starting to grow slow and heavy. Almost sensing what Fesselin is about to say, Trasolin nods, “The poison will almost be in full effect.”
Fessy grabs her weapons, while the other two Tenderfeet take a step back. “Don’t worry, we won’t hurt you or steal your equipment…we need to find out about you and your friends, and we have no time for games.”
Despite her protests, they wait for the poison to take control of her, then sit her down in the Greenhouse. With spells, they ask her questions about her group, their intent and some of their history; their questions are careful not to reveal personal or tactical data, but certainly she reveals why they are in the town. In the space of twenty minutes, they are finished, then put a cloth over her head. She wakes up in a small pub, empty glasses around her smelling badly of ale. Her equipment and wealth still with her, plus a basket of exquisitely tasting blue and yellow fruit.
She heads back to the big house, and sure enough. a small group of workers still prune it, but her two comrades are nowhere to be seen.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
One of the few benefits of being imprisoned for over nine months was the insistence of quiet meditation. Most of the other prisoners took the time to cause any disturbance to force the guards to use noise or force to end the meditation exercises. As a Thellan, Hervandos had memories of many encouraged sessions, but this was different and quite powerful, as it to brought him back “home”, to refocus in his psionic gifts and foster their growth. It was ironic beyond belief that it were these near ignorant Wastelanders would be the one to help him with this.
Even since before his release, he made an effort to daily meditate on his focus. Normally coming to a new town would be difficult, but spread throughout the village were buffers, psionic tools to disperse hindrances. While not tremendously obvious, there were other psions here. Instead of a difficulty, it was almost a continious state, able to slip into focus at-will. On the third night there, he entered a full dream state, able to travel in purely mental form in a way similar to a physical body.
On the first night, he saw others like himself here. He slowly approached but as he does, a hound with tentacles unlike he’s ever seen notices him and started braying… frightened he removes himself, immediately coming out of his purely mental state, and finds himself back in his hotel room in a lotus concentration position.
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
Arun on this night like all the others had spent much of the time in concentration; this town like many others was never his goal. His magic or his familiar allies had always been his prime concern, but now something was wrong with Gorth, his primary bond. It had been many years since he found the entity and he had come to rely on him, for his brute power force, in a fight, his was the muscle that he came back to…now there was something that felt wrong. Many previous times even when not calling for him into the midst, the between, his presence was noted, just waiting, eager to be released. But that eagerness was gone. He no longer lurked, never hungry. He came and served out of obedience but the Summoner wondered if this would always be the case. He heard of other familiar and summoned servants who refused to come or even worse, turned on their master. His bond had always been strong, that he never worried before, now was very different.
Slipping into his concentration, then into the chainless lair in the midst of his void, he remained perfectly calm, silent as memory. For the first time, in too many years, he didn’t come to bond, or seek out a new servant-ally, but to carefully watch his bonded ally. This time, he wanted to see if his ally would come to him. Just as he feared his bond, his ally was not here. He didn’t call out, not this time…this creature was still an ally, if he called and the creature didn’t come, then what. Could he put the bonded ally on the spot?
He exited the midst, and sat motionless for awhile, then left his room. He went well to a quiet alleyway and mulled over calling his companion…
* * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * * *
The trip to the Spire-Edge had shown him little, perhaps most of all other defined the space they were in and what was around them. The nearest pyramids were probably around 25 to 30 days, on foot if they were not intercepted or attacked by the Raja’s forces, especially the undead ones. If this was where Arlel was, he and his companions would go find her.
As he headed into town the sounds of two young boys struggling with a beast, verging off from one
of the the larger side streets. Dassadar headed in, as he saw two Phastian teenagers struggling to get a winged horse, into a stable. Without hesitation, he jumped the fence and held up his hand. Both the kids and Pegasi seemed surprised, as he calmly came towards them, he held out up a hand speaking. The Phastian tattoo was controlling the words coming out of his mouth, as he soothed the well groomed beast.
of the the larger side streets. Dassadar headed in, as he saw two Phastian teenagers struggling to get a winged horse, into a stable. Without hesitation, he jumped the fence and held up his hand. Both the kids and Pegasi seemed surprised, as he calmly came towards them, he held out up a hand speaking. The Phastian tattoo was controlling the words coming out of his mouth, as he soothed the well groomed beast.
The side door flew open, as a middle aged Phastian Lady with two much younger children, younger than the lads working the winged steed. Their presence startled the steed, as it bucked, without thinking, Dassadar jumped on it and started giving it much harsher commands, the mother kept the two little girls away, as the two young teen boys tried to grabs the ropes. Their full teamwork was enough to allow Dassadar to capture the Pegasi, and hold him still enough for the creature to calm down.
The little girls had stopped screaming, and the boys puffed out their chests, as they lead the creature into the stable. The attractive woman whispered orders to the young girls, who slunk into the doorway. The lads came out to thank him, but he stood at attention, the same as he was taught when he was living in the North. It hit him that their customs were not the same, the boys came out and stood at attention with their hands crossed with their heads down.
“Thank you for helping with the steed.” She smiled with a controlled demurred look, “My boys needed to clean the stable…” She hesitated as her two young girls reappeared with a pitcher and glasses. “My girls would like to invite you in for a glass of water, as a way to thank you…” The kind mother smiled as her children were very excited to have him come inside.
“Doing a good deed is my reward.” He hesitates for a moment and reconsiders everything going on here. No ill intent, the children are happy to see a stranger, “Your husband is returning soon?”
“Two days, most likely, on Fountain Day.”
Dassadar looked at both the excited girls and the proud young boys, and couldn’t help but smiling himself, “Happy to join you for water…”
Sunday, 21 July 2013
Nyssa Game Summary Write-Up (July 16th)
Deserted
Plans secured for weeks, many of them with newly purchased items or enchanted ones, the group held itself tight. It had been too long since they worked together “in formation” as the paladin Dassadar referred to the group and somehow felt very comfortable. He had selected six volunteer journeyman soldiers carefully, knowing going into a new environment would present unique challenges for them. Yet none of them had connections so if they were lost in battle it would not cost him politically.
Plans secured for weeks, many of them with newly purchased items or enchanted ones, the group held itself tight. It had been too long since they worked together “in formation” as the paladin Dassadar referred to the group and somehow felt very comfortable. He had selected six volunteer journeyman soldiers carefully, knowing going into a new environment would present unique challenges for them. Yet none of them had connections so if they were lost in battle it would not cost him politically.
Galdahad
flew down for the last time, it was always hard to say goodbye to
people she knew here, both humanoid and avian alike, yet each time
she traveled she learned more. She knew she wasn't ready for her
birthright challenge, thus she continued on, preparing for her
destiny.
Arun
had long since prepared, having a bit more experience in arid lands
than the others, yet this was the legendary Phastian Desert, part of
the original Empire that ruled the land, secrets to be discovered and
potentially more evil to be vanquished. His colleague, his
brother-in-arms, of sorts, waited to be summoned out, to do good
works in service to his colleague and companion.
The
Tenderfoot (Halfling) rogue, like Arun had prepared for coming here
but by speaking to her contacts, learning about the pyramid traps and
the denizens inside. She had long hoped to get a chance to explore
the ruins and other locales as much as she wanted to see an old
friend. She knew her own kind were there in smaller numbers, and she
had heard terrible rumors of dark servitude to undead lords.
Lastly,
the psion Hervandos sat in quiet meditation, sometimes he wondered
why he even went on with this group, but knowing he had nowhere else
to go and the group sometimes did provide entertainment was
justification enough. Knowledge or enlightenment the aim when he was
younger, now it just seemed to be finding contentment of any sort,
even if ever so briefly.
They
waited just a few minutes longer until the prearranged time, as they
saw the effect, the obelisk starts to glow its mystical colours, then
they stepped thru. As they come out they find themselves immediately
wet, in a public fountain, and alone as their old comrade is nowhere
to be seen. Arun uses simple magiks to dry themselves off, then they
realize the predicament they are in, stranded in a town, without a
guide nor any apparent caster able to help send them home.
They
are not exactly alone, as their mini spectacle was enough to cause
the local folk, Phastian humans, to stop and watch them for a moment
or two. The groups beseech for help, but their words fail as they
share no tongue. Using his spells, Arun quickly learns enough of
their language to communicate. They have arrived in the town of
Gortauncho, south offers the Sea of Stones in the Phastian Desert.
This Fountain, is the local equivalent of an obelisk, the center of
clerical magic. While not immediately familiar, some of the townsfolk
recognize the description of the group's wayward colleague, the
cleric Arlel. Eventually they find a citizen who reveals where she
stays. They hire a guide, and start to learn about the town.
Fesselin
is propositioned by a well-dressed tenderfoot, but she turns him
down. Hervandos is warned in mind-speak that they are here illegally
but categorically confirms they have paid entry fees: he doesn't know
if his bluff works but the questioning ends. Galdahad speaks to
several avian comrades, they tell her about the wind routes to the
sea but know nothing about her land friend.
Proceeding
to Arlels house, there is no response to their knocking, so the group
heads to the law enforcement. Situated nearly out of town, going
towards the largest stone object and building, as they approach they
realize it is beneath a huge statue of a winged lion, a sphinx, more
than 300 ft at the base with doors to underground caverns of some
kind.
The
local forces recognize Dassadar's insignia, and show respect to the
paladin and his colleagues. They wear badges of faith to a Goddess of
Light, they swear by Zalia, that the group believes is the same as
the goddess Quanna in the North. The soldiers reveal little more
than what the team has already discerned, at least as it relates to
their missing comrade...they knew the young woman by reputation only,
she had few acquaintances, caused no trouble, no one for them to be
concerned with. When discussing their next options, they decide their
next step should be to examine her home, and the desert folk give
them permission to enter her home but not to take anything.
As
they speak with the authorities, Galdahad notices one of the men
particularly enamored by her, she begins a conversation with him. A
little embarrassed, he reveals a fascination, her skin colour is like
nothing he had seen before. Even for the Sea folk to the North of
them, her pale skin is so much whiter than any of her comrades,
Galdahad admits she is not human but a Phaetox, then opens her flame
wings. The soldiers of law, kneel in bewilderment...they had not
known of her kind before. She is a little shocked, she thought
everyone had heard of Phaetox, at least in the North they had.
Heading
back to Arlel's house, the halfling determines the lock, opens it and
the door...right away three shades suddenly appear, the finder rolls
back taking shelter behind the Phaetox, as Arun summons three
celestial archons, heavenly balls of light to intercede. A quick
battle forces the shades to retreat into the walls. Seconds later,
Arun is hit by a powerful shock, immediately releasing his summoned
servants...he realizes this small town has a formidable protection a
ward of some sort around it, most likely the huge sphinx statue is
the center. Perhaps Arlel's decision to make a home here makes sense.
He also wonders what would happen if he released his main ally, what
could happen?
They
enter and carefully investigate er residence, casting of detect magic
reveals the feather stylus has a slight evocation. The papyrus has no
markings. A small stylized stone obelisk carved with personalized
engravings, the paladin wants to hold on to it, but the others remind
him of their vow not to remove anything. Eventually the paladin
submits, putting it back. Meanwhile the psionicist tells them he
sensed a powerful evil presence for seconds, something far evil than
he's ever felt before, who was apparently watching everyone; nobody
is quite sure what that means. They are unsure if they have gained
any insight as to where their former companion might be.
Night
seems to take the party quickly, and they retreat to the lodging and
equipment acquired by the paladin's soldiers, a small bevy of local
cuisine and equipment as well as services of a tattooist, who can
provide a Mark of Phastian Language Skills (OOG +5 to Phastian
Language plus INT bonus +10 non-roll bonus for calm speaking
scenarios.)
Arun
wants to learn about the town's fountain obelisk, and spends most of
the night in a library within the sphinx. Galdahad spends much of the
time drinking, sharing stories learning lore of the Sea, and of
rumours of what is hidden beneath the pyramids. The halfling watches
the room carefully, sipping her mull, and tries to gauge the
people...they are being watched but only generally. Hervandos,
returns to their room, slipping into quiet meditation. The paladin
also goes back to the shared room, to spend some time with his
soldiers, sharing an ale and ensuring their morale is high.
Eventually they all slip out first some drinks and camaraderie.
The
next day the Phaetox takes to the sky to look for any signs, and one
interesting aspect is of a simple hut with some petitioners or
students outside of it. Wanting to learn, she spends the day in
contemplation. Arun, continues his intense study of the fountains and
its connections to obelisks and the various local faiths. Fesselin
takes a careful watching spot, hoping to see if their action last
night raised some suspicions, enough so someone takes any action.
Dassadar wanting to have a better understanding, starts to walk,
south, and eventually finds the edge, they are on a spire,
essentially a cliff island, perhaps a mile or more high. He sees far
away many pyramids, as well as other spires. They could spend years
looking for their former comrade, but she had promised them a great
opportunity to vanquish evil.
At
the end of the day, an old man comes out, and gives each of the
petitioners the object, they are looking for, then finally looks at
Galadahad and says, “You were looking for the cleric Arlel, then we
we need to talk.”
Active
Characters (GP = Game Points)
35
G.P Dassadar Aasimar / 8th level
31
G.P. Fesselin Halfling Finder / 8th level
28
G.P. Galdahad Phaetox / 7th level
28
G.P. Hervandos Psionic / 7th level
26
G.P. Cassie human sorceror / 7th level
23
G.P. Arun / Wizard / 7th level
Token
Tally
Adrian
10 W, 3 B
Karen
22 W + 3 B
Serena
15 W, 2 B
Senthil
13 W, 2 B
Curnette
12W, 0 B
Rob
5 W, + 3 B
Wednesday, 10 July 2013
Stub Start - Campaign restart
Seeing as how I am always working late and never truly content with my writing, I'm gonna give up on the active postings until or if I ever get into the groove of it. Instead, will utilize this to post my campaign journal for anyone who wants to read it.
This is my campaign restart, giving everyone a shout-out, more details will emerge.
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This is my campaign restart, giving everyone a shout-out, more details will emerge.
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Arms filled with scroll and map cases, Cassie precariously yet quickly makes her way to the agreed meeting place, a bar on the east-side of the Inner wall. She enters and darts for the back-room as per their standard technique. Galdahad, high in the sky, she had already well searched the place, making sure none of the winged familiars of would-be spies followed Cassie, the most known member of the group. Galdahad lands beside the tavern, covers herself with a cloak and heads in; though Phaetox are not illegal, she like the rest of the group would prefer to keep her presence quiet.
Arun, the most recent member to their collective is in the tavern, keeping an eye on the door to ensure no would be Eyes were there. His presence there was little acknowledged, better for him, in case he needed to make his calling. Without seeing anyone else of threat or notice, Fesselin the Halfling casually follows her would-be team-mates then closes the door.
“Everyone Here?” Cassie asks, spreading out maps on the lone shrun table, the bartenders already knew not to disturb them.
“The Paladin?” Cassie asks, but Galdahad shakes her head. They had sent several messages to him, but none were returned. He seemed to be happy Jotun hunting in the wastes, and ignored all attempts of the old group reforming.
“Decision time, do we get…” Arun grows quiet as the Tenderfoot puts a hand to her mouth to quieten him, then rushes for the door, opening it leaving their Aasimar paladin, surprised about to rap on the door.
His golden armor announces his position and faith, he smiles and puts out his arms out; no discretion this was not the groups intention in this part of town. They wave him in and then sit him down, overlooking the maps, but he doesn’t seem to notice.
“No huzzahs?” Dassadar asks as he goes for the mug of shine. “It’s been too long!”
“You don’t understand what is happening here,” Arun states, “We are trying to…”
“Do something very good.”Cassie adds, looking him in the face smiling.
“I’m in!” the paladin states looking at everyone in the face, as he allows Cassie’s infectious good nature smile to spreads to his own. They quickly get down to their challenge, planning their newest conquest.
Game Details: will send everyone their reknown points, this how we track level, reputation, etc.
Starting point is 7th level. So if you were to create a new character, that’s where you start. If with your new points you are higher, that’s where you begin.
Would like for everyone to have three ideas of what they can add to the in-game plot scenarios. Either a quest the party can go on, something the character did in the last three years, etc. You don’t have to announce them, but if you can submit them sometime in the next few weeks that would be great.Tuesday, 30 April 2013
Obelisk Domain Spells
Obelisks are fairly huge deals in my world, as they are the epicentre of religions in my world especially in and around communities. This is some of the most common spells from casters who are dedicated to protecting locations.
Obelisk Domain
1st - Obelisk Vigilance
2nd - Obelisk Speak
3rd - Obelisk Window
4th - Obelisk Jump
5th - Obelisk Oath
6th - Obelisk Protection
7th - Obelisk Guardian
8th - Create Obelisk
9th - Obelisk Wrath
Obelisk Vigilance: When at
an obelisk, the cleric gains +2 to all of their attacks and damage
rolls or they may gain a +2 to all of their saving throws.
Obelisk Speak: All
creatures within 200 ft radius of an obelisk understand each other in
their native language
Obelisk Window: Cleric can
create a scrying window, acts as the 5th
level Scrying spell with the obelisk acting as the material focus. It
is active for one minute per caster level.
Oath Jump: All obelisks
are connected via the magical frequency that binds them, with this
spell a cleric can travel from any one obelisk to another. Just like
the teleport circle, the obelisk that is traveled to must be either
“open” or another cleric must also cast obelisk jump on the one
the cleric will travel to. Once opened, the obelisk remains in this
state for ten rounds. One creature can travel through per round.
Obelisk Oath: This spell
will bind any one subject to the cleric’s specific request. The
target does not get a saving throw. The request must be a reasonable
one that does not violate the subject’s alignment or beliefs
however it does not have to be one that the target likes or wants to
obey. In return, the cleric and all of their comrades a well as any
members of the same faith are honor-bound to not harm, hinder or in
any way violate the target of the oath in any way.
Obelisk Protection: The
cleric gains 15/good damage reduction, as well as a +6 divine bonus
to their AC when defending either a holy place, person or cause
related to their cleric’s faith. This spell will last one hour per
level.
Obelisk Guardian: Summons
the guardian of the obelisk to serve a task. The guardian cannot move
than 200 feet away from the obelisk while performing the task. This
spell is usually done in the defense of the obelisk to either destroy
attackers or to take creatures directly to the god’s planar home.
Create Obelisk: Creates a
new obelisk to function as a divine energy source. This spell takes
one complete day to cast, and the priest can cast this spell no more
than once a month. After casting this spell, the priest is completely
drained of all their spells for one day per their casting level. This
is a powerful spell that few priests ever cast more than once or
twice in their lifetime.
Obelisk Wrath: The
spellcaster can call down 200 d6 worth of divine power within five
miles of the obelisk. This spell permanently drains one level from
the priest,. It is also uncontrollable; as all life in the radius
takes the damage. The epicentre takes the full damage, each ¼ mile
away takes 50d6 less damage. Only creatures within 300 meters of the
obelisk itself (and any other obelisk) avoid damage.
Tuesday, 16 April 2013
Holy Vows - Player Choices
Holy Vow
This is my way of giving the players options as to what their character stands for. Most are options that their characters should want to pick, others its an option for them.
There are standard operating items for members of particular races or faiths pick, but individuals always get the chance to choose.
Paladins must choose 3 holy vows, they gain another every 4 levels.
Cleric: 3 vows, if they gain more than 8 levels may have to choose more
Druids & monks 2 vows , they gain another every 5 levels
Some prestige class also must take some of these.
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Bravery: Never show fear. Last to retreat but they cannot use this while defending others.
Celibacy: Remain chaste. While sex is never directly role-played in my games, there are times it is implied. So if tempted even by magic or trickery, a paladin would face sanction. Female knights must take this vow, since they would need to give up their adventuring career if they ever got pregnant.
Challenge: You are open to a challenge in any form, at any time. Few times this is lethal or combat, but you must be ready to prove your self worthy without accepting magical or other aids. Duels are common in many places in my world, as most humans and elves use rapier as their exclusive dueling weapon. Most times combat is fought until someone is disarmed or drawing first blood. All challenges are completed on the spot without any additional magic being employed; but if the person being already has magic weapons or spells, they do not have to be dropped.
Neutrality: apolitical. This is one of my favorites. They avoid politics or making any kind of comment on the government or monarchy. They have to be careful not to help either side who is involved. Solomo wizards must take this vow.
Minor Faith: Accept no aid from non-allied churches. So they can either go with alignment or ethos, so if LG chaotic is out. They do not have to disrespect, just will not directly or knowingly work with a cleric or that church or group.
Major Faith: Accept no aid from another’s alignment. (Counts as 2) Much more difficult, but have seen it done effectively.
Minor Poverty: surrender 25% of all wealth attained. Probably the easiest to do; make sure you give your spoils away,
Major Poverty: surrender 75% of all wealth attained. (Counts as 2) Easy to adjudicate, hard for the player.
Obedience: obey all leaders & those of higher status in their specific command; one of the most rarely taken as it can be tricky.
Truth: do not lie or misrepresent the truth. This is actually incredibly difficult at times and I've seen it both abused and used as a straight-jacket. It doesn't mean they can't trick or beguile others, they just cannot deliberately lie or tell falsehoods when speaking to someone or something outside of combat. During combat they won't be discussing matters of issue, so it doesn't really come up. Their silence is not an answer, so even if confronted, if they are ever in doubt, its their own faithful option/
This is my way of giving the players options as to what their character stands for. Most are options that their characters should want to pick, others its an option for them.
There are standard operating items for members of particular races or faiths pick, but individuals always get the chance to choose.
Paladins must choose 3 holy vows, they gain another every 4 levels.
Cleric: 3 vows, if they gain more than 8 levels may have to choose more
Druids & monks 2 vows , they gain another every 5 levels
Some prestige class also must take some of these.
---------------------------------------------------------------------------------------------
Bravery: Never show fear. Last to retreat but they cannot use this while defending others.
Celibacy: Remain chaste. While sex is never directly role-played in my games, there are times it is implied. So if tempted even by magic or trickery, a paladin would face sanction. Female knights must take this vow, since they would need to give up their adventuring career if they ever got pregnant.
Challenge: You are open to a challenge in any form, at any time. Few times this is lethal or combat, but you must be ready to prove your self worthy without accepting magical or other aids. Duels are common in many places in my world, as most humans and elves use rapier as their exclusive dueling weapon. Most times combat is fought until someone is disarmed or drawing first blood. All challenges are completed on the spot without any additional magic being employed; but if the person being already has magic weapons or spells, they do not have to be dropped.
Courtesy: Show respect to those of higher level & station. a non-combat one that has probably caused more trouble than anything else. If nobles or spell-casters are spouting off, the character must bite their tongue and remain civil. Doesn't matter what is being said, civility must always be adhered to.
Freedom: Allow no intelligent being to remain in slavery. (Counts as 3) Slavery is an ongoing theme in my world, as certain creatures such as Halflings are often found enslaved. This can be a huge game-breaker, but if played with finesse can add a lot to the game itself. A lot a druids in my world take this and they make sure animals are treated well.
Humility: Remain humble in spirit, rejecting adulation and reward. Again, like courtesy, players have to watch what they say. The rewards thing is tricky, as they can accept payment, just not the medals or over-payment. If offered reasonable monetary reward for a service, this is fine.
Loyalty: renounce all ties to family, guild, tower & government; live for their order. One that has been taken many times in the past, players just need to make sure they don't associate with other groups. Their dedication to the order is often a background thing, as players are assumed to spend a certain number of days not in the middle of their team missions, and this is what they associate with. Its also a great source of contacts, rumours and information.
Neutrality: apolitical. This is one of my favorites. They avoid politics or making any kind of comment on the government or monarchy. They have to be careful not to help either side who is involved. Solomo wizards must take this vow.
Major Faith: Accept no aid from another’s alignment. (Counts as 2) Much more difficult, but have seen it done effectively.
Minor Poverty: surrender 25% of all wealth attained. Probably the easiest to do; make sure you give your spoils away,
Major Poverty: surrender 75% of all wealth attained. (Counts as 2) Easy to adjudicate, hard for the player.
Obedience: obey all leaders & those of higher status in their specific command; one of the most rarely taken as it can be tricky.
Saturday, 16 March 2013
A two for 1 special; spawning creatures and their never lonely mistresses
A two for 1 special; spawns and the spawning maiden mistresses!
Again what I looked for and not finding what I wanted in any d20 type material. Spawned creatures, that are fairly common in video games, yet, nothing really usable in the core material. The threat of these creatures should be enough to put the fear into your players, or make them never want to leave the dungeon until they max out!.
----------------------------------
Template: Spawn
Spawn are a horrid abomination that arise due to magical plants which mutates other creatures into lesser versions of the original. The spawning maiden or one of its spawn slaves usually takes a wounded creature and takes it back to Maiden`s lair and is then buried in the soil around the spawn-maiden. After twenty hours, the Spawning Mother can release a monstrous replications of the specimen host. They can copy the beast again by taking two hours for every base HD of the copied beast. All spawn-children are telepathically controlled.
The original creature is unharmed in the process and must be alive at the end of the twenty hour process. Once the first copy is made, the original host may be killed, released or just ignored by the spawn's monstrous replications depending upon the need of the spawn clan. While these replications are much weaker than the original host, the spawning rift is able to replicate at an incredibly fast rate. A specimen host can provide spawn no more than once per point of constitution, so the spawning rift must always be careful in its tactics. It can use its own created spawn as a new specimen host, but all of the penalties are increased and they do not gain the benefit of a higher constitution.
Spawn are mind weakened creatures that exist to serve the spawning maiden that created it. They know nothing more than battle or any other task as they are commanded. These abominations are unable to reproduce and have no emotions or memories of their own.
CREATING A Spawn
“Spawn” is an acquired template that can be added to any corporeal creature (other than an undead or other aberrations).
Size and Type: The creature’s type changes to aberration. It uses all the base creature’s statistics and special abilities except as noted here. They appear the same as the base creature, except their colouring and odor seems off in some small ways; survival DC 11+HD to notice something wrong.
Hit Dice: Spawn lower than 3 HD, lose 1 HD, but never have less than 1 HD. Spawn lose 2 HD if greater than 4 HD, they lose 3 HD if lower than 9 HD, and 4 HD if their base is higher than 10 HD. It is extremely rare for spawn to gain levels or grow in size or HD, but if they do, they advance as a fighter regardless of what their base creature’s advancement rules.
Speed: Remains unchanged.
Armor Class: Natural armor bonus is unchanged.
Attacks: A spawn retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, adjusted for their lower strength. However, often these spawn do not have access to equipment – so they are forced to use slam attacks.
Damage: Natural and manufactured weapons deal damage normally.
Special Attacks: A spawn retains all of the base creature’s special attacks.
Special Qualities: Spawn creatures retain any extraordinary special qualities and gain the following special qualities.
Hive Mind: All spawn are under telepathic domination from its Spawning Maiden when within 5 km of its creator and follow orders explicitly. If farther away from the rift, will follow its last orders, if the orders no longer make sense, they return to their lair to receive new orders. If the Spawning Maiden is killed, the spawn become free but will always act as one group, attempting to establish a territory of its own and continue to take prisoners.
Corporeal Instability: Spawn are made with instable material, once they are brought down to fewer than zero hit points they immediately lose form, collapsing into a puddle of icky, sticky, messy ooze.
Improved Formation fighting (Ex): Spawn can act as apart of a unit it fighting with their Spawning Maiden. When fighting with their Spawning Maiden they gain +1 for every ally attacking the same foe.
Saves: Recalculate based on new ability scores and HD.
Abilities: A spawn’s strength and dexterity, decreases by -2, it’s intelligence and charisma drops by -4 (never lower than 3) and it’s constitution increases by +4.
Skills: Spawn keep all skill points from its base creature, even if they should normally lose them from the drop in HD or ability points.
Feats: A spawn keeps any feats it has from its base nature (even if they should lose based on decreased HD.) and gains Improved Formation fighting.
Environment: Any, usually same as base creature.
Organization: Colony.
Treasure: None.
Alignment: Always neutral evil.
Advancement: As fighter.
----------------------------------
Init +4;low-light vision,scent; Perception +17
DEFENSE
AC 17 touch 7, flat-footed 17 (-1 Size, -2 Dex, +10 natural)
HP 102 (12d8+48 con)
Fort +8, Ref +2, Will +8
OFFENSE
Speed 10 ft.
Melee 2 tentacles +13 (2d6+6)
SA Natural Camoflage, Poison, Improved Formation fighting, Blindsight, Plant Qualities
STATISTICS
Str 18, Dex 7, Con 19, Int 13, Wis 13, Cha 10
Base Atk +9 CMB +13 CMD 21
Feats: Intimidating Prowess, Iron Will, Improved Initiative, Imp Trip, Imp Sunder, Weapon Focus (tentacle)
Skills Intimidate+8, Knowledge ((Plant, Local, Dungeon)+12), Perception +17
Environment: Any Underground
Organization: Solitary
Treasure: Double
Alignment: Always neutral evil.
Advancement: 13 - 18 HD (Large), 19 - 32 HD (Huge)
A mottled tan coloured mushroom 6 ft tall, with splotches of brown and yellow spots cover the exterior, while odd looking it does not seem to be dangerous. It's tentacles look like regular roots except when in use strangling opponents.
Spawning Maidens on first glance tall mushrooms found in isolated locales surrounded by small mushrooms growing on the ground and possibly cave walls around it. But those who represent a threat will immediately see a hundred “eyes” appear where its eyes were as it co-ordinates the attacks of various spawn creatures that are all around it. These smaller mushrooms are the replicated which burst open once the spawned creatures are mature.
Long before ever directly facing a spawning shroom, the party will likely face encounters will be with dozens or hundreds of spawned beasties. While incredibly prolific in spawning, these Spawning Maidens carefully watch production, as they may not need nourishment, the replicated beasts do. Spawning Maidens may send their “children” to battle but will not willingly create creatures just to see them starve. They can only copy or spawn creatures that are smaller then they are. They are more likely to spawn lesser HD creatures (gnolls, goblins, etc) that they can order to come into the underground depths.
Combat
Spawning Maiden do not negotiate or even converse with other creatures, whenever a non-spawn is in it’s lair it will usually command it’s spawned offspring to attack. The only exception are those who may not recognize the Maiden for what it is and could potentially pass-by without causing difficulty.
Natural Camoflage: Unless an opponent recognizes the Maiden, (knowledge nature DC 22), it will appear to be a tall but innocuous plant.
Tentacles: It has 10 feet reach, and will use trip and sunder attacks to weaken enemies as appropriate.
Poison: Once per five rounds, Spawning Maidens can release poisonous spores which affects all non-spawned creatures in a 60 feet radius. (Fort DC 17, slow / 1d6 str)
Control Spawn: Spawning Maidens telepathically control all spawn within a five mile radius; this is a free action. It cannot be stopped or usurped in any known way.
Improved Formation fighting (Ex): Spawning Maidens act as apart of the formation, so they gain +1 for every spawned ally attacking the same foe as them.
Again what I looked for and not finding what I wanted in any d20 type material. Spawned creatures, that are fairly common in video games, yet, nothing really usable in the core material. The threat of these creatures should be enough to put the fear into your players, or make them never want to leave the dungeon until they max out!.
----------------------------------
Template: Spawn
Spawn are a horrid abomination that arise due to magical plants which mutates other creatures into lesser versions of the original. The spawning maiden or one of its spawn slaves usually takes a wounded creature and takes it back to Maiden`s lair and is then buried in the soil around the spawn-maiden. After twenty hours, the Spawning Mother can release a monstrous replications of the specimen host. They can copy the beast again by taking two hours for every base HD of the copied beast. All spawn-children are telepathically controlled.
The original creature is unharmed in the process and must be alive at the end of the twenty hour process. Once the first copy is made, the original host may be killed, released or just ignored by the spawn's monstrous replications depending upon the need of the spawn clan. While these replications are much weaker than the original host, the spawning rift is able to replicate at an incredibly fast rate. A specimen host can provide spawn no more than once per point of constitution, so the spawning rift must always be careful in its tactics. It can use its own created spawn as a new specimen host, but all of the penalties are increased and they do not gain the benefit of a higher constitution.
Spawn are mind weakened creatures that exist to serve the spawning maiden that created it. They know nothing more than battle or any other task as they are commanded. These abominations are unable to reproduce and have no emotions or memories of their own.
CREATING A Spawn
“Spawn” is an acquired template that can be added to any corporeal creature (other than an undead or other aberrations).
Size and Type: The creature’s type changes to aberration. It uses all the base creature’s statistics and special abilities except as noted here. They appear the same as the base creature, except their colouring and odor seems off in some small ways; survival DC 11+HD to notice something wrong.
Hit Dice: Spawn lower than 3 HD, lose 1 HD, but never have less than 1 HD. Spawn lose 2 HD if greater than 4 HD, they lose 3 HD if lower than 9 HD, and 4 HD if their base is higher than 10 HD. It is extremely rare for spawn to gain levels or grow in size or HD, but if they do, they advance as a fighter regardless of what their base creature’s advancement rules.
Speed: Remains unchanged.
Armor Class: Natural armor bonus is unchanged.
Attacks: A spawn retains all the natural weapons, manufactured weapon attacks, and weapon proficiencies of the base creature, adjusted for their lower strength. However, often these spawn do not have access to equipment – so they are forced to use slam attacks.
Damage: Natural and manufactured weapons deal damage normally.
Special Attacks: A spawn retains all of the base creature’s special attacks.
Special Qualities: Spawn creatures retain any extraordinary special qualities and gain the following special qualities.
Hive Mind: All spawn are under telepathic domination from its Spawning Maiden when within 5 km of its creator and follow orders explicitly. If farther away from the rift, will follow its last orders, if the orders no longer make sense, they return to their lair to receive new orders. If the Spawning Maiden is killed, the spawn become free but will always act as one group, attempting to establish a territory of its own and continue to take prisoners.
Corporeal Instability: Spawn are made with instable material, once they are brought down to fewer than zero hit points they immediately lose form, collapsing into a puddle of icky, sticky, messy ooze.
Improved Formation fighting (Ex): Spawn can act as apart of a unit it fighting with their Spawning Maiden. When fighting with their Spawning Maiden they gain +1 for every ally attacking the same foe.
Saves: Recalculate based on new ability scores and HD.
Abilities: A spawn’s strength and dexterity, decreases by -2, it’s intelligence and charisma drops by -4 (never lower than 3) and it’s constitution increases by +4.
Skills: Spawn keep all skill points from its base creature, even if they should normally lose them from the drop in HD or ability points.
Feats: A spawn keeps any feats it has from its base nature (even if they should lose based on decreased HD.) and gains Improved Formation fighting.
Environment: Any, usually same as base creature.
Organization: Colony.
Treasure: None.
Alignment: Always neutral evil.
Advancement: As fighter.
----------------------------------
Spawning Maiden CR 10
NE Large PlantInit +4;low-light vision,scent; Perception +17
DEFENSE
AC 17 touch 7, flat-footed 17 (-1 Size, -2 Dex, +10 natural)
HP 102 (12d8+48 con)
Fort +8, Ref +2, Will +8
OFFENSE
Speed 10 ft.
Melee 2 tentacles +13 (2d6+6)
SA Natural Camoflage, Poison, Improved Formation fighting, Blindsight, Plant Qualities
STATISTICS
Str 18, Dex 7, Con 19, Int 13, Wis 13, Cha 10
Base Atk +9 CMB +13 CMD 21
Feats: Intimidating Prowess, Iron Will, Improved Initiative, Imp Trip, Imp Sunder, Weapon Focus (tentacle)
Skills Intimidate+8, Knowledge ((Plant, Local, Dungeon)+12), Perception +17
Environment: Any Underground
Organization: Solitary
Treasure: Double
Alignment: Always neutral evil.
Advancement: 13 - 18 HD (Large), 19 - 32 HD (Huge)
A mottled tan coloured mushroom 6 ft tall, with splotches of brown and yellow spots cover the exterior, while odd looking it does not seem to be dangerous. It's tentacles look like regular roots except when in use strangling opponents.
Spawning Maidens on first glance tall mushrooms found in isolated locales surrounded by small mushrooms growing on the ground and possibly cave walls around it. But those who represent a threat will immediately see a hundred “eyes” appear where its eyes were as it co-ordinates the attacks of various spawn creatures that are all around it. These smaller mushrooms are the replicated which burst open once the spawned creatures are mature.
Long before ever directly facing a spawning shroom, the party will likely face encounters will be with dozens or hundreds of spawned beasties. While incredibly prolific in spawning, these Spawning Maidens carefully watch production, as they may not need nourishment, the replicated beasts do. Spawning Maidens may send their “children” to battle but will not willingly create creatures just to see them starve. They can only copy or spawn creatures that are smaller then they are. They are more likely to spawn lesser HD creatures (gnolls, goblins, etc) that they can order to come into the underground depths.
Combat
Spawning Maiden do not negotiate or even converse with other creatures, whenever a non-spawn is in it’s lair it will usually command it’s spawned offspring to attack. The only exception are those who may not recognize the Maiden for what it is and could potentially pass-by without causing difficulty.
Natural Camoflage: Unless an opponent recognizes the Maiden, (knowledge nature DC 22), it will appear to be a tall but innocuous plant.
Tentacles: It has 10 feet reach, and will use trip and sunder attacks to weaken enemies as appropriate.
Poison: Once per five rounds, Spawning Maidens can release poisonous spores which affects all non-spawned creatures in a 60 feet radius. (Fort DC 17, slow / 1d6 str)
Control Spawn: Spawning Maidens telepathically control all spawn within a five mile radius; this is a free action. It cannot be stopped or usurped in any known way.
Improved Formation fighting (Ex): Spawning Maidens act as apart of the formation, so they gain +1 for every spawned ally attacking the same foe as them.
Wednesday, 6 March 2013
Medusa Elder
One of the buffed Master creatures that I have created to use to surprise players so they don't get complacent. These Medusa are not evil, they do not seek to cause suffering unless you enter into their courts uninvited, try and steal from them or you fail to entertain them. They have no desire to harm song-boys or artists or those obviously weaker under their care. They can be bargained with, and keep true to their word, if you can get them to make an agreement.
Medusa Elder
CR10 LN
Medium monstrous humanoid
Init+6; Senses all-around vision,darkvision 60 ft.; Perception+17
Init+6; Senses all-around vision,darkvision 60 ft.; Perception+17
DEFENSE
AC 18,touch15,
flat-footed 13 ( +5 Dex, +3 natural)
hp 105 (10d10+50)
For +8 Ref +12, Will+9
hp 105 (10d10+50)
For +8 Ref +12, Will+9
OFFENSE
Speed 30 ft.
Melee dagger+13/+8 (1d4/19–20), (four) snake bite +13 (1d4 plus poison)
Range: mwk longbow +14/+9 (1d8/×3)
Special Attacks gaze attacks
Melee dagger+13/+8 (1d4/19–20), (four) snake bite +13 (1d4 plus poison)
Range: mwk longbow +14/+9 (1d8/×3)
Special Attacks gaze attacks
STATISTICS
Str 13, Dex 21, Con
20, Int 14, Wis13, Cha 17
Base Atk +15; CMB+11;CMD 26
Feats Improved Initiative Point-Blank Shot Precise Shot, Weapon Finesse
Skills Bluff +12, Disguise +12, Intimidate +15, Perception +17, Stealth +16;
Base Atk +15; CMB+11;CMD 26
Feats Improved Initiative Point-Blank Shot Precise Shot, Weapon Finesse
Skills Bluff +12, Disguise +12, Intimidate +15, Perception +17, Stealth +16;
Racial Modifier +4
Perception
Languages Common
Languages Common
Medusa Tyrants or
Elder Medusa appear the same as mythlogical Medusa, except they have
magical snakes in their hair, far greater then the legendary ability
to turn creatures to stone. Some scholars believe they are either an
advanced form or are descendants of the primal Medusa creature.
They enjoy music and
stories and grand displays of arrogance, they always seem to be
lonesome figures and always want to be entertained over acquiring
more wealth. If pleased, they reward their jesters lavish though
non-magical gifts. Their favorite pets are bards, who are well
treated, often staying with their patron for days until getting close
enough to realize what their mistresses are.
Prefer not to raid
or attack other humanoid lairs. Will lure their guests first to a
dungeon complex, and then eventually to a mini-palace, where the
Medusa is holding court, to a mix of lower level good, neutral and
chaotic creatures. These Ladies rule the court, but few realize just
who or what she is as she always keeps her snake-hair well hidden. She
will often challenge adventurers to a Gaunlet or Challenge, and in
the middle of the challenge this is when the Medusa and her retinue
will attack. Most often, the adventurers will perish without ever
knowing their Lady is also the mysterious Medusa that attacked them
suddenly.
Their inner lair is
completely light-less cave, that has only one secret entrance. Few creatures
that are ever invited, return.
Most Medusa have three gaze attacks,
roll below to determine type. Once a creature saves agaisnt that
gaze, they are immune to it for the next week. Thirty foot Gaze Attacks: As a
12th level spellcaster, DC 18;
Roll 2d6 to determine gaze type
2. ESP
3. Hold Person
4. Charm Person
5-8 Petrifying Gaze
9. Freezing Gaze (as stone, except it lasts for 1d12 hours)
10. Paralyzation
Gaze (as stone, except it lasts for 10d12 minutes)
11. Polymorph Gaze (rat or rodent)
12. Feeblemind Gaze
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