Blog Archive

Monday, 7 May 2018

Spittunnia - Seed Spitting Potted Plant

These are low-level, somewhat cognizant plants that are used to protect many locations. Trained to attack anyone that approaches that do not wear or speak the code-word. 


Spittunnia Plant (Spitting Plant)

XP 1,200
N Small Plant
Init +2 Senses Low-light vision; Perception +10

 DEFENSE

AC 16 touch 12, flat-footed 14 (+2 Dex, +4 natural)
hp 22hp (3d8+10 con)
Fort +6, Ref +3, Will +2
Defensive Abilities Immune mind-affecting effects, poison, sleep, polymorph, stunning

 OFFENSE
Speed 0 ft.
Melee Bite +5 (1d6+2)
Special Attacks Spit Seed

 STATISTICS
Str 14, Dex 14, Con 14, Int 3, Wis 12, Cha 5
Base Atk +3 CMB +5 CMD 17 / +29 to avoid being tripped, bull rushed, etc
Feats Deep Roots, Skill Bonus +4 Perception
Skills +7 Perception , +10 Stealth; +4 Stealth bonus if planted outside
Languages Druid, Fae* Understand, cannot speak

 ECOLOGY
Environment    Any Forest, Originates from Mario-World
Organization   Pod (2-4)
Treasure Value  Incidental

 SPECIAL ABILITIES

Spit Seed - 1d6 dmg - treat as Magic Missile (50 ft radius, 25 spits/day)
Deep Roots: Gain +12 on CMD checks to avoid being tripped

Look like medium sized orange sunflower plants, many times in potted plants and well cared for. When planted outside they can be hidden among many other non-magical plants. Either when prompted or when an area is threatened, these plants respond by attacking outsiders. Typically with a pod of 2-4 other plants. Druids are often hired to cultivate them.

There is no maliciousness with these plants, they hunger for flesh of any type. While they do not need animal blood, they still desire to feast on it. Many are well trained so they can be kept at bay with a word, symbol or hand gesture. It is harder to train them to hold their bite for a specific action, as opposed to either biting everything or nothing. DC 20 knowledge plants to train them.

While their seed spit is more effective, as it is treated as a magic missile type attack, they prefer a bite
as they can devour victims killed nearby, but can not savor flesh if it falls too far away.

Advancement:
5-10 HD Stone Spitter; Bite: 1d10+2 dmg, Treat Stone Spit as Magic Missile (2d6+2); +4 Int & Dex; Medium Sized; +2 AC

11-16 HD Acid Spitter; Bite 2d8+3 dmg, Treat Acid Spit as Magic Missile (3d6+3);  +6 Str & +4 Con; Large Size; +5 AC


Monday, 30 April 2018

Mathai – God of the Hunt; Patron of Rangers

Mathai – God of the Hunt

The arrow flying true. The revealer. The Holy Hunter. Mathai is the one who walks through the darkness to reveal what is there. He is an adventurer, a discoverer and a mystical leader. Always in their hearts his followers emerge from the darkness to overcome.

He is the patron of rangers and all individuals who venture out into the unknown. He is the urging spirit giving all people their wanderlust - to discover what was not known before. Often it is the individual who finds a great evil and must return home to tell the knights or wizards who can slay the beast. Or when people must flee with his guidance they find a sanctuary better than their previous home. Tenderfeet, elves, jahlen, charr and others have built cities in honour of the adventuring ranger who finds them a new home through his aid.  Although gifted with many skills, his followers aren't the best warriors. Stories tell of followers escaping from overwhelming odds through cunning or stealth. His followers believe that the best solution, such as stealth or trickery, is rarely the obvious one, like direct combat. Rather through wisdom, wit or will a better solution can be found.

Green is the most associated colour with his religion for most of his stories involve the forest. Clerics wear dark green tunics or robes with a brown, white or gold edge. Otherwise the rangers will choose colours that most help them blend in with the background environment. One little known druidic circle of his wears dark black tunics with a green edge.

His familiar form is most often a woodland creature: deer, bear, and panther invisible to all but the faithful. They move quickly to lead others in a great hunt versus a terrible foe. Elven tale spinners swear by a green furred deer that leads them to battle. These animal forms can rarely be requested; rather they appear to help rangers and others when the force of good can be helped.   His avatar form is an elder ranger, dressed in studded leather having an antler horned helm carrying a great bow. Never coming to speak, he leads others in a battle to the death. To help in this, the shadowy figure always carries at least six arrows of slaying to help bring down the enemies. He will never enter melee; he stands away from the battle using the arrows to help his allies’ at the most opportune times. At the battle of Oocho-Machat, Mathai' s Avatar stood accompanied by over a hundred Elven human, jahlen, tenderfeet and others to defeat an invading army.

His clerics are called guides, hunters or woodsmen; virtually all rangers revere the Great Hunter. There is no division between races, genders or urban versus rural folk among the faithful, all come to learn. One must do as one is called to do. There is rarely a sermons for the faithful, only personal lessons, as His faithful need not come to the obelisks for morals. Tithing is usually 5%; service time is five days a month (10% - months are 50 days), Yet those who cannot pay serve other way.
At the same time, if you can pay more, you do without being requested. There is plenty of differences between various peoples of the realm - what many find odd is that they do not try to assimilate, merely to serve while being who they are. Most faithful are non-lawful but almost always good aligned.

As always, the code is a personal one for followers - players should be feel to do as they want, as long as they are following the code AS THEY SEE FIT.

Mathai’s Code (CG, Patron of Rangers) 
Harm no one,
But let no harm come to yourself
Defend your rights,
But never take another’s away
Never attack first,
But strike the second blow quickly
Let not fear, laws or custom
Stop you from doing good
Evil is the common enemy
Protect the innocent
And destroy the wicked


Tuesday, 24 April 2018

Along the city path; Adventure six (sorta)

The party sees the oncoming group, and look around and are unsure of what to do next and perhaps even more important, where to go. The cleric hears a feminine whisper in his ears, "Get to a doorway. Quickly." The party begins to increase their pace, Solauder, casts mirror image on himself for protection, as the cleric, wanting to increase the elves pace, picks him up to carry him along. The group reaches the first door they find, they realize there is a number of fairies among them.

Four small blue smurflings hanging on the dwarf, three smaller insect-legged grig on the elf, and a two-foot tall, green skinned winged fairy flying just off the cleric. Looking for assurance, Allfray tries to gauge the fae, and he gets no suspision or worries, so he opens the door and they go through. The room is occupied with two lovers on the bed in midst action, one of the fae casts a spell which changes the doorway, they look out and see a different alleyway than the brothel they came from, all step through. Now they are in that alleyway, a few hundred feet from where they once were, and already the doorway changes back into a door.

The fairy starts berating the group, explaining the urgency of their mission but Soulader turns it around and is showing considerable mistrust, he doesn't understand the mission as they usually have a simple task to complete. The green fairy tells them that the faeries were the ones who had started "hiring" the group, they were the benefactors, because the group did missions for both reward and honour.

Allfray inquires how could they have known, and the fairy explains that it was on the city map provided to them, and they had the messenger deliver it to them and it was written in Dral. Soulauder explains that Dral is an above ground, good-aligned dark skinned fey of Nyssa, this world. He may appear as one, but he is actually from another world, as his people are the Drow, very distinct in personality and outlook, he does not know the language. The fairy now identified as Abyssinia expresses her surprise and embarrassment, and agrees to help them interpret the city map. They take out the map, and places the papyrus holy symbol underneath, as the shows and incites fairy explains what must be touched and spoken to show the magic, as they follow the instructions, a different detail emerges. Allfray, a native of the city recognizes most of the spots identified, as he thinks about the areas, and touches the map, it changes, showing a more detailed view of each location.

Their mission consists of fixing something from each of these four sites:

The Sky Bridge, a little used, and very well maintained bridge over a now non-existent river.
The Shallow Well, a near empty and shallow well.
The third location, Allfray is unsure of
Finally, Sevel Aviary, created from an abandoned Seed Tower.

Since it is late, the group decides to take these missions up tomorrow morning. The Dwarf, has already started resting at a Tenderfoot pub with 17 smurflings as it seems every time one of them laughs, another one seems to come around. The Drow heads back to the pub where their drover allies congregate, joining in their ale and conversation.  The cleric returns to his residence at the small monastery for vespers, but he notices a small crowd already there. He feels uncomfortable as many of the eyes glaring at him. While they are welcome, he believes he is being watched.

Tomorrow, the adventure continues at the four sites.

*  *  *  *  *  *  *  *  *  *  *

We started late, and some of us had been imbibing for far too long, so we cut the game short. Very useful session though.

Saturday, 21 April 2018

Magical Dungeon Fungus

Dwarven and Tenderfoot (Halfling) druids and clerics in my game world often specialize in magical fungi. They learn how to find and cultivate these fungi the same as above ground mates create potions. There are some subtle differences.


This is a mold that appears on almost anything in a dungeon in a two to five foot spread; it is non-sentient, and comes in a multitude of colours which reflects their magic and origin. It radiates a faint magical effect within a forty foot radius.  When either scratched or consumed it has a magical effect based on its colour. If consumed, the creature must make a Fort Save DC 11 or take 1d3 temporary constitution damage for 20 minutes. One gets the benefit whether one beats the poison effect or not. Many types do not need to be consumed, some just need to be breathed into the body. If one does not breathe or eat, such as a construct, the fungus has no potential effect.

If scrapped off from the object, the magic fades in 10d10 rounds and the entire fungus slowly fades. Some alchemists or underground druids have vials that can prolong the fungus indefinitely. Underground druids often try to keep these molds locations secret, as they can be perpetual sources of magic if they are properly harvested. Unfortunately, above ground humanoids just scratch the fungus, and release the magic in a one shot, instead of utilizing them over periods of time; those who understand the difference find this very wasteful on principle.

They are sold at around the same price points as magical potions. They can be enhanced, but via a secret known to underground druids or dwarven brew masters.

These are just the most common types of fungus known, there are many others.

Blue Fungus – healing, 1d6. Can work if the creature has been dead for less than one minute. If consumed twice or more in 24 hours, the second dose inflicts 2d8 damage, no save.

Red Fungus – Rage inducing, -4 on all will saves or skills involving involving mental activity or concentration for 10d6 minutes. Have temporary immunity to poison or weakness effects for the same time

Yellow Fungus: +3 on Calming skill checks or will saves involving mental activity or concentration. If used more than once in a three hour period, the consumer cannot maintain any concentration check for a 12 hour period.

Orange Fungus: +4 on bravery checks or saves for the next . If used more than once in an hourly period, this changes to a -2 penalty instead.

Green Fungus: +5 on saving throws versus poison for a two hour period. No benefit to multiple uses

Purple Fungus: Focusing, +6 on concentration or meditation effects or checks for ten minutes or until used.

White Fungus: Magic Absorbing, -2 on all magical saving throws; concentration check DC 15 to cast a spell within 60 ft of a white fungus

Silver Fungus: Spells have a 25% chance of rebounding on caster if cast within 50 ft of a silver fungus. If a spell is cast immediately after someone made their saving throw, increaase the rebound chance to 50% for the next two rounds.

Lavender Fungus: Unable to lie or decieve; |DC 23 to avoid this magic.