Blog Archive

Sunday 15 April 2018

My (Updated) House Rules


These are the assumed rules I use for running all games. Even when I run other system stories and I am gm, this is what I think should be the default. Again, most times unless it is appropriate, I just use these rules unless there`s apart of the story/game that dictates otherwise.


Constructs
Firearms
Cleric Spells
Wizard Spells
Undead
Cosmology
Deities The High Gods
Role vs Roll
Active vs Passive Skill Checks
Low Magic
Duelling
Spells or spell-like affects
Affect of Hordes


Fire spells, items or creatures do not exist on Nyssa. Magical fire was believed to have been banished when the sun was burnt out. Fire spells have since that point are ineffective. A few creatures have the power of fire, such as the flame-winged Phaetox, but it is faith that powers their wings and they are under a very strong compunction - they are physically incapable of telling lies.

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Constructs treat their HD number as their intelligence, wisdom and charisma scores until they reach 10 HD, unless the default attributes are higher. If they have an intelligent score higher than 7, they can speak. Otherwise use as per the construct entry in the MM. Constructs have no soul at creation, though rare, it is possible for them to generate one.

A few sentient and free constructs worship the Holy Cog, and gain cleric levels as lawful beings. Most have alignments that mirror their creators in their ethos (Good, Neutral or Evil) but virtually always Lawful.

Constructs have at completion maximum HD. For example, an 8 HD flesh golem would have 80 hp with unmoving constitution scores of 10. They do not naturally heal, so unless they have someone to
support / heal them with magic, they have 51-70% of their maximum start number when encountered.

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Guns were once utilized, heavily in some sections of the world.  They still work, but are very unpopular. Though guns cannot be enchanted ammunition can be if made out of magical materials (like anthril), but it is rare and very expensive. The biggest associated problem with guns, is that creatures killed by this weapon will arise as an undead within three days or less. Most people refuse to use guns and societies often arrest anyone seen having them. Lawful clerics lose access to their spells if they use a gun. Only dwarves in their enormous cities have battle cannons to attack huge sized opponents (dragons and giants). Their theory is that it is easier to handle an undead than a living threat.

The prestige class of the Smokers use these weapons, but they are despised. Most either make their own or go to specialized creators or collectors to buy ammunition.

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Magic or the energy to cast spells is often called the Frequency and it comes from the gods. Obelisks are divine outlets by which the frequency comes to the mortal domain. Any time obelisks are in towns they become the equivalent to churches; the central location for meeting and spellcasting.

Wizards take the energy needed to cast spells. Psionicists and sorcerers create the frequency within themselves, sometimes they are called living obelisks. Clerics are given the energy through their holy symbol.

0 - 2nd level spells generally are not lost in cities, due to being near obelisks, for both clerics and wizards. Must still memorize spells as normal. Larger obelisks sometimes enable additional spell levels not to be lost, but only for the faithful. The dedication of the obelisk is unimportant, if it acts as a connection to the heavenly or demonic forces, it will still charge all spell casters as noted for all spell-casters.

Wizards gain 2 spells every level until 10th. They gain one spell per level until 15th. Wizards no longer gain spells automatically every level past 15th level, they must research them.

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Clerics, except for raise dead spells, require only one spell component - their holy symbol, this is the rule for all spells regardless of the description in the PHB or other sources. Clerics are utterly tied to their holy symbol, which is why most will have more than one in their possession.  If they lose access to their holy symbol, they cannot cast any spells. One free feat clerics receive at first level is Create Holy Symbol. This requires 1 hour of prayer at an obelisk or holy site, (or six hours otherwise) and they must verbally say the required prayers. If they are unable to complete the verbal and somatic components, they cannot complete this ritual.

Clerics have 10 + wisdom modifier, of clerical spells in their prayer books by spell level they can cast. They can replace spells freely with other priests at holy sites. When they gain access to a spell level, they gain 6 spells+their wisdom modifier, They gain the remainder on the second level that they have access to the spell

Clerics generally do not memorize healing spells. They can switch out any memorised spell for a healing spell of the same equivalent power level (1st = 1d8; 2nd - 2d8+5, etc.)

The High Gods cannot physically come to Nyssa, only their proxies or servants. Most gods have multiple domains, each will have a different proxy or Avatar. These are utterly and completely loyal. Demi-Gods are able to walk the land, but only in areas of their faithful.

Most people are pagan, meaning they worship more than one god. Only Paladins are required to worship one god; theirs is almost always Japeth. Clerics often follow multiple gods and sometimes follow a principle and not a specific godly force.

It is standard practise to make an offering to any obelisk you go to or pass by; it is considered extremely rude not to. You can use any god from any setting, all are found in small cults in one or two cities somewhere in the world. Most good aligned people say they follow the Quadrane (Quanna, Japeth, Darras & Mathai) or the idea of good gods that serve.


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Undead arise when anything dies and the corpse is not properly interned. Things killed by undead generally take 5-12 days, unless a shorter period is listed in the monsters description. If killed by anything else (including a natural death), it takes 21-40 days, and will most likely arise as a Carcass (HD 1+.) Anything that dies in a settled area will be buried in either a druid's grove, temple's catacombs or public mausoleum usually called Tower of Sorrow. Searing Towers are an archaic tradition of cremation, once popular in Phastia, the Desert Lands. Creating undead is perhaps the most vile and hated action imaginable, no society, even evil or chaotic ones condone it.

Jackalla, lawful servants of Anubis act as undertakers in 95% of all communities and are focused on destroying undead. They usually found in Sorrow Towers, large mortuaries, that also serve as their homes. They care little about societies practices, as these jackal humanoids hunt undead continuously.
City folk know the Jackalla as undertakers and always show them respect but never communicate with them outside this role. Outside the city, Jackalla are much more known for their undead raids. They are often willing to trade magic and wealth for service in hunting down undead.


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Cosmology There are no stars in the night sky, rather there are four constant moons. Another seven moons can be seen at differing times during the year. The seasons of the year are based on Curen’s (Silver Prime Moon) position; Rising, Peak, Descent, Dearth. The other primary moons are: Drelth (Red), Frel (Blue); Kredant (Green).

The seasons, magic cycles, and predictions are based on their relative positions. There are actually more than 100 moons all around Nyssa, very few of them are ever actually visible without a telescope, but they all have meaning and most have specific connections to magic, fate and the gods.

Weeks are also usually called the Ten-Day. Years are called Cycles. Months are often called Turns, and are each five weeks long there are 15 to a standard year. Holidays occur outside of the weeks.

Ten-Days

1st Day: Counting Crowns (Crown is a gold piece for most civilised people)
2nd Day: Steadfast (or Steadfast Prayer or just Prayer)
3rd Day: Burning Candles
4th Day: Sharpening Swords or Sharpening
5th Day: Market (or Tower Day)
6th Day: Wash (or Well Day)
7th Day: Peal (Ringing Bells or just Bells)
8th Day: Hammering (or Hooping)
9th Day: Gate (Travel)
10th Day: Sword Day

Days are generally known by these names throughout the domain for most Nyssian speaking peoples. There are specific tasks most people follow on that day.

These days are rarely fixed, cities share the same week day names, but have them on differing days. Thus the day that fair are is in that location is Market day, the next day that town will have Market day, and so on and so on. Usually scholars will keep a definite record to determine where they are in relation to other locations as counted by the number of days from a specific event.

Most faiths have a day of service, wherein the faithful should visit their church (Obelisk); once a specific period (some every week, others every month, etc.) The 2nd, 3rd & 7th days are the most common. Market day is the rarest, as it is fair day when the market is open and most people do their weekly shopping. Sword Day is often used for military faiths.

Because the days can differentiate between towns, it is possible to visit the same days in a row by Chasing the Week-Wheel. Some merchants, bards, and religious orders deliberately make their living doing this, so virtually every day they have their special day of activity.

Sword Day: Most non-nobles do not pay taxes but can be called upon for military service in times of danger. It is mandatory to participate in training once a week during sword day, but not necessarily using the sword as a weapon. Many may help build or repair sites in their hometown.

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Active vs Passive Skill Checks: If the player asks to do something, that is an active roll, and done as normal. At any time, a DM can roll at a half chance check to determine if they notice or realise something that just jumps into their heads, this is a passive roll.

Roll vs Role Playing: How players describe they do something is equally important as a dice roll. For example with trap finding: If a player tells me what they are going to do or how they are going to check, if it fits the scenario, I give them a bonus to the skill check roll. If a player tells me look for traps, without any detail or description, they just roll the dice. This is how a non-thief can potentially disarm a trap, or convince a stranger to do something, or anything else in game, etc.

Low Magic My world is an assumed low magic item world, every dweomered item essentially decays over months (or years), so going into a dungeon they might find info, scrolls and coins, but all the 'Real Magic' has long since faded back into the Ether. Only items found on an outer-plane or at last partially stuck in the Ether can avoid this, but then once on Nyssa, the decay starts to happen. There are ways to avoid this, but usually only available at higher levels.

Free Character Change No penalty for changing characters: outside of a dungeon.  Go ahead, play what you want. Getting killed imposes a slight drop in level for starting a new character.

Duelling Proficiency: Most characters are proficient with both rapier and dagger, as duels are common and it is the weapon of choice for aristocrats and most soldiers. You can carry these anywhere. Many places allow duelling, as it's assumed that both parties consent. Even in places that do not allow duelling as a daily practise, it happens on Sword Day (last day of the Ten-Day week) as its a traditional fair day when competition happens. Duels, both for training and honor occur
regularly. The majority of duels are stopped once three strikes happen or other stated condition.

Spells or spell-like affects are not affected by critical or fumble rolls unless there are side rules specifically in the spell description.

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Teleport Spell (5th level) can only be cast from one teleport pad to another. You must know the exact location of the second pad and have been there previously.  If it is blocked (a simple cloth covering it) you cannot teleport through. It takes one hour to carve a temporary teleport insignia in sand (up to six hours if in stone.) The Greater Teleport (7th level) does not need a teleport pad to begin; but it always needs a teleport pad to go to.

An open Teleport circle is slightly different, as anyone can use, and but it will take them to a specific Matched Location only.   If a sealed Teleport Circle it requires a password to step into and out of.

Both clerics and wizards have access to Obelisk Jump, a 4th level spell equivalent to teleport but it can only transport individuals from an obelisk to another one.

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A hoard of gold (especially coins) act as a scry blocker, which is one reasons why kings and dragons cannot be scryed. Top priority.

A hoard of silver (especially coins) acts as an enhancer to many spell & spell effects involving illusions.  Most Fey collect silver for this reason. Seconded priority.

A hoard of platinum (especially coins) prevents charm spells & effects. Some say this is why it is so rare. No Priority - works when there are more platinum in one central location.

A hoard of electrum (especially coins) prevents deception in spells or spell effects.

A hoard of copper coins prevents strength draining magic or effects. Giants always have tonnes of copper in their lairs.

The largest number of coins in a treasury will be dominant, so no dungeon or lair will have more than one hoard affect active.

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After 24 hours, raise the dead can ONLY be cast at an obelisk. There is no additional material components, but the god will not enable them to be cast on an opposed aligned creature or someone that has angered them. Most times a service is required. Reincarnation is much more popular, but the listing is significantly different and so is the mandatory service.

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Hembria was an ancient magical empire that spanned the domain; Hembrian is vernacular for anything old.


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Guilds are also known as Towers and they commonly hold seats of power in communities. Rather than one-person one vote, each tower has one vote on the governing counsel. Some common towers: Sollus (gardens), Song (Bardic), Sorrow (mortuaries), Silence (martial arts), Solomon (wizards), Law (bureaucracy), Trade (merchants), War (military). Many others exist. In theory they are equal in the power, but this rarely works without political entanglements.

Dragons are called Tyrants, only two known types of dragons are native: purple & ice.

Drow do not exist in Nyssa. (There is a good-aligned, highly musical black skinned Elf called the Dral.)

Psionics exist on Nyssa; they are heavily located in one known area of the world, rare elsewhere.
Talented is a pseudonym for psionic. Tallene are psionic humans.

Coinage: Oromians (the nation of sailors) mint all Nysarian coins. All bear official seals of the local government (City, Region or Nation) and a Tyrant. Wing/Seal, is the equivalent to Heads/Tails. One slight difference, if the coin is subsequently lost, it should not be looked for. This is called an offering to Fatanus (Lady Luck.) Common (Copper), Noble (Silver), Crown (gold), Lord (Electrum) are the names.

While slavery is common in many parts of the world; it’s much closer to forced service. Most are criminals, prisoners of war, or of a differing race. In all but the most evil nations, children are granted freedom at birth (along with their mothers). Halflings are the most common type, next followed by Ogres, Goblins, Gnolls and Minotaurs; dwarves are the least common. Good aligned characters may not keep slaves; but not required to rescue slaves. Lyrria has an open door gate policy, the law does not enforce return, so they are essentially immediately free.

Rapine Creatures: Salamanders, Minotaurs and Gargoyles are a neuter sex; they can create brute drones or forcefully mate with other humanoids to reproduce unique combinations.

Rule of the Fist. In civilized areas large bladed weapons, missile weapons, martial weapons or exotic weapons are illegal to use on the street. Everyone can use a dagger, staff or fist. In some areas, the list also includes free use of the rapier. Beating someone up (unless an elder, child or invalid)  is very rarely considered criminal.

Spice, is the word used for illicit drugs, some varieties are: Bliss, rage, dream, jube, pixie dust, and angel blood. They are illegal in most lawful societies, but they are available.

Taint rules are found on Nyssa. Association with undead or demonic beings may cause the physical body to rot away or become deformed.


Thursday 12 April 2018

Cheribuk - Small Winged Angelic Baby with tiny black horns

Inspired by a computer game where you play an angel possessing creatures. Every time I wrote this up I didn't like it as a good creature forcing evil creatures to do their bidding. So I rewrote it as an evil possessing creature, and it works much better. I have used it a few times in my games.

Cheribuk
CE Small Outsider
Init +9 Senses Darkvision 60 ft.; Perception +15
 DEFENSE
AC 22 touch 16, flat-footed 17 (+5 Dex, +6 natural, +1 size)
hp 36 hp (8d10-8 con)
Fort +5, Ref +11, Will +7
Immune: electricity, polymorph, petrification, cold, poison; Resist: acid, sonic, fire 20; DR 10 / Good 
 OFFENSE
Speed 20 ft., Fly 50 ft. Avg
Melee +2 Dagger +16 (1d3+2)
Ranged Weapon +16 (1d3)
Special Attacks Possession
Spells Prepared (CL 12th Sorcerer)
 Spells: blur, detect magic, dispel magic, darkness, see invisible (3/day), tongues (1/day)

 STATISTICS
Str 5, Dex 21, Con 8, Int 15, Wis 21, Cha 15
Base Atk +8 CMB +7 CMD 22
Feats Improved Initiative, Imp Evasion, Uncanny Dodge
Skills +10 Bluff , +8 Knowledge (planes) , +8 Knowledge (Religion), +15 Perception , +13 Sense Motive , +19 Stealth
Languages Common, Elven, Angelic, Horn

 ECOLOGY
Environment  Urban
Organization  Solitary
Treasure Value Half

Cheribuk are a devilish spirit that exists to disrupt peace and order. The rare times they are seen in their actual forms, they appear as small winged babies, similar to the legendary cherubim, except they have small black wings and tiny black horns. Most times they will be encountered while possessing other beings, so foes rarely know that they are actually facing these creatures.

These devils reside in the mortal planes to cause problems for others, tempting creatures on the brink to fall over to the evil side. They are too busy with their plans and schemes to care about wealth or treasure, and they happily exit a body if their host is about to be caught for a crime. Their typical scenario is to exit a host after committing the crime and being arrested.

Cheribuk are horrible in combat directly, as they are very physically weak. However, what they do better than any other creature is to possess creatures, using them as others would use armor. While inside a host, they regenerate and take no damage while their host is attacked. They must be purged from their host to be affected by any spell.

Once they are possessing a host only a dispel evil will evict them from their host. Another way is to kill the host, as a Cheribuk are immediately forced from the host body if this happens.

When a Cheribuk leaves a host for whatever reason, they can act as normal, as it is a free action.
However, the former host will be stunned for the remainder of the round. The host will remember of all of his actions committed while the Cheribuk possessed him, however, the only thing the former host will know is that he was not in control of his body.

Possession: These creatures usually attack unaware beings, hoping in the bodies of mortal animals or humanoids by making a possession attack (+20), if they beat the creatures touch AC, the creature can make a will save vs DC 32. While a protection from evil spell or equivalent will prevent them from inhabiting the body but not purge the spirit if they are infesting someone. Creatures who wear holy symbols of their faith gain a +8 on their saving throws versus possession. Just wearing a holy symbol that you do not actively worship gets a +2 on their saving throw.

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Inspired by the computer game Messiah, however, this is an evil version of the possessing angel you play in that game.

Saturday 7 April 2018

Absinthinia - The Green Fairy

These fickle beings are a little twisted and like to see others squirm if not squeal in pain. They are chaotic but not exactly evil fey that reside in taverns and city hovels, helping but causing pain where they can.


Green Faerie (Advanced Pixie)

Personality: . Unlike some of their fairy-kin, Green Fairies enjoy bringing discomfort to others, either physically or socially, as long as someone else is feeling awkward, they are content. These creatures have no loyalty or honor, they have a twisted sense of humor and like to inflict suffering, especially on those who are strong-willed or mean.

Physical Description: They are 24 inches tall and weigh around 12 pounds. They have pale green skin, very light green wings,and most wear dark green clothing. Most use tiny but very sharp rapiers. 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 anyone that can hold their liquor and can laugh at the world around them.

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. But they do enjoy seeing others suffer, that makes them smile.

Lands: They are found in mortal lands, usually cities, and most often in taverns, using their abilities to influence mortals in both committing evil or just doing stupid things.

Religion: Their devotion is not to the the fae realm, unlike others of their kind, but to human or other "civilized" gods of drunkeness. If killed, their bodies are transformed back into fairy dust and their spirit, like many other faeries, can be reborn.

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

Adventurers: They look for trouble and if there is none, they like to cause problems.


Green Faerie (Advanced Pixie)
• -8 Strength, +12 Dexterity  (Max Str 7; Min Dex 16)
• 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.
• Land speed is 20 feet. has a base fly speed of 40 feet (Average); Fly +10 (+2 / HD)
• Low-light vision.
• Base Racial hit dice: 4d4 ; they start with 10 hp
• Start with 20 skill points at 4 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, Sleight of Hand, Stealth, Use Magic Device. They gain an additional +1 skill point for every (unadjusted) ranks they have.

Special Qualities

Damage Reduction 10 /cold iron.

Spell Resistance 19

Light (Ex) : A Green Faerie is continuously surrounded by a 1 ft radius of Green light.

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

Special Hindrance: Clerics who have taken the vow of abstinence can turn Green Fairies the same as undead of the same HD/level. They cannot be killed but can be forced



HD Advancement: 5 skill points, Feat every 2nd HD
5 HD +1 AC; Fly 50 ft (Good); Speak with Animals; Minor Invisibility (3/day); Drunk A
6 HD +1 AC; Summon Insects (2/day); Speak with Plants; Drunk B
7 HD +1 AC; Fly 60 ft; Speak with Other; Summon Fey (1 / day); Drunk C
8 HD +1 AC; Greater Invisibility (2 / Day + 1 per charisma); Drunk D
9 HD +3 AC; Fly 70 ft; New Feat; Teleport Home (1/week); Drunk E or F

Green Faeries cannot take standard classes until they reach their full HD abilities. They always advance as per this table. They can only gain other 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.

Drunk Effects

A Tipsy  -3 on social skill saving throws, the Green Fairy must touch their victim to activate the effect
B Clumsy  -5 on on physical saving throws or physical attacks; DC 13
C Trip    DC 15 or trip, must use move action to get up or steady themselves, the Green Fairy must touch their victim
D  Glow-Self: The Green Fairy increases their glow to a 50 ft green radius or
     Glow-Other: They put a glow on someone else, increasing both their ability to see, but they cannot get rid of the glow until it fades in 1 hour
E Blindness: Will DC 15 or the person is blind until the next sunrise, a touch effect is required
F Friendship - Charming Effect to anyone they share a drink with; DC 16
G Repulsion - DC 17, victim is repulsed by the taste of alcohol
H Addiction - DC 19 - 

Friday 6 April 2018

Corrupt Hunter

Imagine you were a soldier, assigned to guard or invade a particularly evil spot, a part of a unit that was attacked by an evil entity. Neither you, nor any of your brothers-in-arms survive, instead you were corrupted into something entirely different, compelled to serve the force you once stood against. You know its wrong, yet you have no control, you exist merely at the whim of this Master, and do its dire bidding. This is the sad story of every corrupt hunter.


Corrupt Hunter

Type Inhuman
LE  Medium Outsider
Init +3; Perception +5

AC 15 touch 15, flat-footed 10 (+1 Dex, +4 Chain Mail ) 
HD 26 hp (4d10+4 con)
Fort +5, Ref +5, Will +0
Init +1, Senses Darkvision 60 ft; Perception +3
Speed 30

BAB +4  CMB +7  CMD 18
Melee  Long Sword +7 (1d6+3)
Range Long Bow +5 (1d6)
Special Qualities Formation Fighting, Detect as Undead
Special Defenses Dmg Reduction 2/Silver or Magic

Str 16 Con 13 Dex 13  Int 7 Wis 7 Cha 8
Typical Skills Handle Animal, Intimidate, Perception, Survival +3
Typical Feats Power Attack, Cleave, Track

Climate: Spirelands or Old South
Organization: Solitary, Group (2-5), Patrol (3-12) or Unit (30-60)
Challenge Rating: 3
Treasure: Half Standard
Alignment: Usually lawful evil
Advancement Range: By Class (Fighter or Barbarian)

Detect as Undead: While they are alive they detect as undead for the purposes of spells, but they cannot be turned, though it is a common next step for clerics once they are detected as such. Creatures still get bonuses for attacking them as undead such as a ranger's favoured enemy bonus.

Formation Fighting: They gain + 2 on combat and moral checks when fighting within 10 ft of another Corrupt Hunter and fighting the same threat. This is for attacks, damage and saving throws.

No Unit is Alone: Suffer a -2 on combat and moral checks if not within 200 feet of another Corrupt Hunter or if they are out of visual sight of another of their kind.

Corrupt Hunters were human soldiers that were lost in dungeons and then corrupted by otherworldly evil. Reappearing weeks after their disappearance, they have been changed and now keep to a strange secretive brotherhood. They exist midway between their past lives and their new evil devotion. It is not known if they actually have died but neither they nor their previous allies wish to be reminded of the past.

Their main task is warding adventurers away from their Masters lair, usually a well known evil location, often a temple, magic tower or place of teleportation streams. They patrol a primary site and keep an unfriendly eye on roadways looking for information and hunting trespassers. While disliked, they are often ignored as they throw around enough coins to be tolerated and help in shared tasks for a region such as patrolling borders or chasing criminals. Even when they help in such a shared task, they do so as a unit, never willingly interact with non-corrupt hunters. There are often rumors that they are involved in vile rituals, but rarely does any proof come to light.

Usually dressed in light chain mail, armed with shield and sword, many still wearing decorations of rank of when they were when alive, though everything they have is in a state of decay. Known for their elaborate formation rituals and keeping their distance from former friends and colleagues. Corrupt hunters that escape service to their Masters, live a life on the run and none speak about the horrors they have encountered.


Tuesday 3 April 2018

Mantarri (Flying Snow Ray)

A quiet animal, long the source of legends in the spirelands. Appear as a large white winged, flying snow ray.

Mantarri                                                                        CR 5
N Large Animal
Init +3 Senses Low-light vision; Perception +6
 DEFENSE
AC 20 touch 12, flat-footed 17 (+3 Dex, +8 natural, -1 size)
hp 52hp (7d8+21 con)
Fort +8, Ref +8, Will +2
Resist Cold 10 (+6 on ice or cold saving throws)
 OFFENSE
Speed Crawl 20 ft., Fly 50 (Good)
Melee Headbutt +10 (1d10+5), Tail Slap +7 (1d6+3)
Special Attack: Double damage from headbutt dive of 40 or more feet
 STATISTICS
Str 20, Dex 16, Con 16, Int 2, Wis 11, Cha 10
Base Atk +5 CMB +11 CMD 24
Feats Flyby Attack, Evasion, Wing-Over & Power Attack
Skills +15 Fly , +10 Survival, +6 Perception

 ECOLOGY
Environment  Spirelands or Cloud Islands
Organization  Solitary, Pair or Flock (4-16)    
Treasure Value none
Advancement 8-15 HD (Large)

A large flying manta ray, has light brown and white fur with a long, near-prehensile tail. Their wings range out between 12 to 20 feet wide. They can carry one large creature on their backs or up to 400 pounds of weight (flight speed reduced to 30 ft.)

While a Pegasi or Hippogrif are the preferred flying steed for the Spires, a Mantarri is a bit more common in the hinterlands. They can be fairly easily caught and trained; most are very loyal to their owners or trainers.

Most reside on the cloud isles, eating vegetation and avoiding contact with almost everything. A few fly down to feed on shrum in the Balashi's (snow whale) trail. Mantarri are peaceful creatures, and can be convinced to take others for a ride. Elven rangers have long used these animals when travelling in the cloud isles or most dangerous spires..

They cannot speak but many understand simple command phrases, similar to a dog or horse's tricks. They communicate with each other via high pitched clicks, inaudible to most humanoid creatures, but they can hear each other up to five miles away. While they can be spurred on by a trusted rider, they naturally flee from almost every encounter simply because they can. A few evil creatures will charm these rays to travel or transport goods. Some phaetox towns herd the mantarri to collect and gather their furs.

Combat
Mantarri begin by either charging their opponents or if possible diving. They have natural evasion, as they can always counter attack an enemy behind them with their tail slap.


Friday 30 March 2018

Oaster Bunny - Large, Anthromorphic Egg Sharing Hare

The Cult of Eggs is a small, group dedicated to promoting and protecting eggs of all kinds. It has a small following in every city, dedicated to creating potent magic eggs and hiding them in places for both other faithful members and the downtrodden.


Oaster Bunny      CR 6
NG Medium Fey
Init +9; Senses darkvision 60 ft., low-light vision; Perception +14

DEFENSE
AC 20, touch 15, flat-footed 15 (+5 Dex, +5 natural)
hp 65 (10d6+30); fast healing 2
Fort +6, Ref +12, Will +9
Defensive Abilities Rabbit's Foot; Immune mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms), paralysis, poison, polymorph, sleep, and stun; SR 19

OFFENSE
Speed 40 ft., Jump 120 ft
Melee +3 Dagger +13 (1d4+5), bite +15 (1d3 / 15/X4)
Ranged +2 Long Bow +12 (1d8)
Special Attacks sneak attack +3d6
Spell-Like Abilities (CL 10th; concentration +16)
Spells—Invisibility & dimension door (5/day) or ethereal jaunt (2/day)

STATISTICS
Str 14, Dex 20, Con 16, Int 15, Wis 12, Cha 23
Base Atk +10; CMB +7; CMD 22 (26 vs. trip)
Feats Dimensional Agility, Dimensional Agility, Improved Initiative, Weapon Finesse, Multi-Attack
Skills Acrobatics +24 (+10 to jump), Bluff +16, Perception +14, Sense Motive +14, Stealth +21, Craft (Painting) +10
Languages Common, Elven, Sylvan, Horn, Phaetox

ECOLOGY

Environment Wonderland (Faerie)
Organization solitary
Treasure standard
Advancement: Ranger or Rogue

SPECIAL ABILITIES

Colouring Display: With a touch, the Oaster Bunny can create colourful displays in decorative styles. While each display is unique, although many patterns are repeatedly used.

Rabbit's Foot Luck (Su) The Oaster Bunny adds double their Charisma bonus as a luck bonus to saving throws. They can split this up any number of times.

Sneak Attack: This special attack can only be done immediately after their a dimension door or exiting their invisibility effect.

Description
As large and slim as a typical elf, the Oaster Bunny is similar to local hares, having smooth white, light brown or golden fur with large floppy or upright ears. It often wears a fine suit in bright colors such as lavender and royal purple if going to a celebration or wearing fatigues if needing camouflage.

He (or she) has long been a near mythical figure that helps to both protect young and innocent creatures and deliver the highly treasured Oaster Eggs. While associated with the Cult of Eggs, it gives aid to the downtrodden and the faithful. It seeks the faithful to reward for both acts of bravery and faith - what many misunderstand is that it is the display of faith, not necessarily a specific religion, though it's always a good alignment. They come once a year, to both help and reward the faithful by distributing the highly valued eggs, often by hiding them so the non faithful cannot locate them.


Magic Items

Oaster Eggs: These are small and often highly decorated eggs are flavourful and greatly desired. They often contain magic, which duplicates a potion effect, counters poison or give other minor benefits. They usually come hidden in groups of 7-12 eggs. 

Oaster Carrots:  These small carrots when consumed can boost a specific ability score by +6 for up to one hour. They usually come in groups of 2-4 carrots.

Oaster Figures These figurines are made of a sweet substance, when consumed it transforms the imbiber into a rabbit or other small woodland creature. This change happens for no more than twenty minutes. While rare, some followers petition the Cult of Egg for a variation of this transformation magic effect to change into another type of animal.

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 consequences...as 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

 DEFENSE
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

 OFFENSE
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

 STATISTICS
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

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

 SPECIAL ABILITIES

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 12 February 2018

Pink Unicorn

Many times when creating a creature, I take apart the stats, making small adjustment to AC, dmg, skills, etc. Not for the Pink Unicorn, I just wanted to update their magic to better enable them to fight/face lawful creatures, especially ones that try to change others will especially thru magic.

Pink Unicorn
CN (G) Large magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +10
Aura magic circle against charms & poison

DEFENSE

AC 15, touch 12, flat-footed 12; (+3 Dex, +3 natural, –1 size; +2 deflection vs. evil)
hp 34 (4d10+12)
Fort +7, Ref +7, Will +6; +2 resistance vs. lawful (Any save)
Immune charm, compulsion, poison

OFFENSE

Speed 60 ft.
Melee gore +8 (1d8+4), 2 hooves +5 (1d3+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, 2d8+8)
Spell-Like Abilities (CL 9th)
At will—detect law (as free action), magical light spray, negate charm (DC 22)
5/day—charm person (short term, 6 hours or less)
1/day—hold monster, teleport-home (within its forest territory)

STATISTICS

Str 18, Dex 17, Con 16, Int 11, Wis 21, Cha 24
Base Atk +4; CMB +9; CMD 22 (26 vs. trip)
Feats Multiattack, Weapon Focus (horn)
Skills Acrobatics +8, Perception +10, Stealth +8, Survival +7 (+10 in forests); Racial Modifiers +3 Survival in forests, +4 Stealth
Languages Common, Fae
SQ magical strike, wild empathy +17

ECOLOGY

Environment temperate sylvan forests
Treasure Gems (Usually Rhinestones)

SPECIAL ABILITIES

Magic Circle against Law (Su) This ability continually duplicates the effect of the spell. A unicorn cannot suppress this ability.

Magical Strike (Ex) A unicorn's gore attack is treated as a magic weapon for the purposes of damage reduction, It is equivalent to a +1 magic weapon. If the horn is removed, it remains a magic weapon. It takes a unicorn a month to regrow a new horn. The removed horn retains its magic for 1d100 days.

Wild Empathy (Su) This works like the druid's wild empathy class feature, except the unicorn has a +4 racial bonus on the check, +8 vs chaotically aligned.  Unicorns with druid levels add this racial modifier to their wild empathy checks.

Magical Light Spray is an at will ability. It can either shoot a beam of light out to 150 ft from its horn alternatively they can change any magical light into a kaleidoscope of bright multi-coloured display out to 50 feet. Lawful creatures in this kaleidoscope suffer a -2 to attacks, saves and skill checks. Non-lawful creatures with at least +5 skill ranks in dance gain a +2 to attacks, saves and skill checks if in the magical light. 

Negate Charm: Any creature under the effects of charm is freed from the compulsion. (DC 26)

A Pink Unicorn is a sylvan legend, a unicorn with pink streaks of hair and a bright pink horn. It is a charming figure, always looking to make allies to help it in it's tasks, but makes sure that they help it willingly. While their standard kin seems focused on hunting evil, the pink unicorn is devoted to ensuring lawful forces cannot hurt or weaken others. They enjoy acting spontaneously, free to their whims and despise when others enforce their will on weaker creatures. They are welcomed among their sylvan kin, since there are few lawful faeries. Couples in love are sometimes blessed with the appearance of a pink unicorn during moments of coupling or marriage, their appearance foreshadows happiness and good fortune for their future.




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
 DEFENSE
AC 15 touch 15, flat-footed 10 (+5 Dex)
hp 22hp (4d10+0 con)
Fort +4, Ref +9, Will +2
 OFFENSE
Speed 30 ft.
Melee Claw +9/+9 (1d3) Bite +5 (1d4)
Special Attack Pounce, Slow Bleed, Dimensional Anchor
 STATISTICS
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

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

 SPECIAL ABILITIES
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

DEFENSE
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

OFFENSE
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

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

SPECIAL ABILITIES
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
Sinkhole
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 away...it 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 down...as 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.


Tuesday 2 January 2018

Rhinto - Hunting Hound with a prominent forehead horn

A hunter's hound long feared when they hunt in packs. Long associated with goblins and other evil hunters, but it is more how they are raised than the animal itself. Some are trained to excel in running and have running speeds far beyond what is listed below.

Rhinto (sometimes called Rhint Dog)
CN Medium Sized magical beast
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +7

DEFENSE

AC 15, touch 12, flat-footed 13; (+3 Dex, +2 natural)
hp 13 (2d8+4)
Fort +5, Ref +6, Will +1
+4 on saves vs cold

OFFENSE

Speed 40 ft.
Melee gore +5 (1d6+4), bite +3 (1d4+2)
Space 10 ft.; Reach 5 ft.
Special Attacks powerful charge (gore, X3 dmg)

STATISTICS

Str 17, Dex 17, Con 15, Int 3, Wis 12, Cha 6
Base Atk +2; CMB +4; CMD 17 (21 vs. trip)
Feats Weapon Focus (horn)
Skills Perception +4, Survival +3 (+7 in forests)
Languages Understand bits of their master's language

ECOLOGY

Environment temperate forests
Organization solitary or hunt (3–6)
Treasure none
Advancement: Medium (3 - 6 HD), Large (7-12 HD)

SPECIAL ABILITIES

Powerful Charge: If a Rhinto is able to do a full charge on it's first attack, it's gore can do triple damage on a confirmed critical hit.

A Rhinto is thought by many to be a breed of hound breed by goblins to help in their night raids. It appears to be a medium-sized, black skinned hound with a hand sized horn in the middle of it's forehead. It is an aggressive animal that hunts in small packs, what it devours is always the nearest creature in their path. Violent and seemingly always hungry, they are greatly feared by many people. They are taught to rarely bark, they wait until they are in the midst of their attacks.

Yet as harsh as these creatures are assumed are, many rangers have seen a playful, loving side to them. If they are raised properly, around their pack, and given enough food and time to play and learn camaraderie -  another less savage side appears.