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Sunday 14 October 2018

Vanglore - Strong, brutish, heavily scarred race some have morphing ability


The Vanglore are an ugly but very strong hunting race that fight for territory in almost every environment. They use brute tactics to kill perceived enemies – both real and imagined.

Most Vanglorem are uncharacteristic as they rely on strength and internal power plays to determine their leadership. Often, when a leader is absent the group withdraws from any activity as they are accustomed to harsh penalties if they don't follow a leaders orders, even if its one that hasn't determined who is actually currently leading them.

A small subset of them have a unique magic ability: morphing. While most Vangalorem can morph their body to resemble the body of other races, few can change and adapt, by picking up a trait or useful skill to help the group. 

Abilities
+2 on Climb, Survival and Intimidation
Gain Endurance as a free feat
Tribal Weapon Advantage +2 on either to hit or damage attacks with one weapon, chose at the sart of any combat
+4 Strength, +4 Constitution, -4 Charisma
Racial Hit Dice: 2d8; Attack, Hit Dice, Saves, and Skills as a fighter of the same level
Base 8 skill points, more if they have exceptional intelligence, to be used on core skills only:
Core Racial Skills: Acrobatics, Climb, Handle Animal, Intimidate, Knowledge (local, geography, nature), Perception, Ride, Survival, Swim (core skills are always available)
Class Options: Fighter, Monk, Ranger

Typical Scores
Str 2d8+4
Dex 3d6
Con 2d8+4
Int 2d8+1
Wis 4d4
Cha 2d6+2

Level Adjustment: +1 CR

Gain +4 skill points every HD, feat at second level and every two levels afterwards
1 HD Youth or Non-Combatant, Tribal Weapon
2 HD Gain Magic Resistance; +2 to any ability score;
3 HD Gain damage reduction 1 / - ; Gain Bash
4 HD +2 to any ability score; Modify Physical appearance (Minor)
5 HD Gain damage reduction 2 / -
6 HD +2 to any ability score; Gain Physical Adaption
7 HD Double Bash Damage; +2 to strength or Constitution
8 HD +2 to any ability score; Modify Physical appearance (Major)
9 HD gain damage reduction 5 / -; Triple Bash Damage

Magic Resistance Gain advantage on spell resistance
Bash: Gain 1.5 Damage on physical attacks with their fists
Double Bash Damage on physical attacks with their fists
Triple Bash Damage on physical attacks with their fists

Modify Physical appearance (Minor) Can change their physical appearance for up to one minute.
Modify Physical appearance (Major) Can alter their physical body to mimic other creatures physical abilities for up to ten minutes per charisma bonus

Loosely based on the Mangalores from the Fifth Element movie

Tuesday 2 October 2018

Muter (Salavanno) - Silver Scaled Lizard Humanoid with Legendary Hearing

Sometimes it is an image that gets me inspired for a creature, and for the hate of everything that is evil, I can't remember what it was for this one.

Muter (Salavanno)

Medium Sized Magical Humanoid
Hit Dice:                            10d8+10 (52 hp)
Initiative:                           +3 (Dexterity)
Speed:                                30 ft
AC:                                    19 (+3 dexterity, +6 Natural), 10 Touch, 19 Flat-Footed
Base Attack/Grapple:         +10 / +10
Attack:                               Slam +10 (1d 8)
Full Attacks:                      Slam +10 (1d 8)
Space/Reach:                     5 ft. by 5 ft.
Special Attacks:                Sound Impulse, Silence Rebound, Night-Vision
Special Qualities:             SR 40 to sound based spells, Blind-sight 200 ft
Saves:                                Fort +7, Ref +8, Will +10
Abilities:                           Str 11, Dex 15, Con 13, Int 14, Wis 16, Cha 8
Skills:                                Perception +40, Knowledge (History)+8, Knowledge (Local): +8,                                                          Move Silently: +8, Sense Motive: +8
Feats:                                Lightning Reflexes, Toughness, Dodge, Mobility
Climate/Terrain:                Mountainous
Organization:                    Solitary or Pair
Challenge Rating:             10
Treasure:                            Half Standard
Alignment:                        Usually neutral
Advancement Range:       By character class (Rogue, Sorcerer)

Silver scaled body with a ridged head and forehead, bright green eyes and small orange fingernails.  They have three silver entwined ponytails, most often go down their backside. They have a multitude of small pock marks all over their body, appearing as something randomly made small cuts on them, these are actually their ears. They have a long tail that snakes along the ground marking their trail, though not capable of fine movement, it can sway things or grab onto a large object if the Muter is falling.

For many years, experts knew what a Salvanno was but could not agree on anything else. For most, they are a lizardith or intelligent lizard humanoid, but no clan claims them, and the lizardith themselves seek the Salvanno out, usually for punishment or execution for learning secrets.

This creature's hearing is legendary, capable of hearing conversations from hundreds of yards away. They can manipulate a sound as a free action.  They are also virtually unaffected by any spells requiring a verbal component cast within fifty feet of them, even if the spell manifests by conjuring a physical object or creature.  Silence spells cast on or near them always rebound, as if they cast the spell, able to change the placement and shape of the silence effect.

They can break even a nearby silence area of effect by diverting a medium level noise or sonic effect into the radius as a free action. Muters have a listening range of over 5000 yards if unimpeded by physical or magical objects.  They have tremendous knowledge on all sorts of information, and can act as terrific contact agents.

If needed they can turn down their hearing by partially closing their ears, if they do so they are able to converse with creatures within 50 feet of them. If they don't hone their hearing, they are immediately aware of all things around them, always careful but unable to focus on any one thing such as a conversation.

Combat
Muters not only avoid combat but they avoid contact with strangers. These enigmatic figures have their own agenda and few if anyone can fathom what it is. Muters tend to manipulate events, by arranging “chance meetings” by warring groups to prevent their own discovery of their lairs. The few times they are seen, is often after major combats, when they mysteriously appear to take items of interest or wealth. Most times, they just do not get involved in any activity.

Sound Impulse: Can reflect and increase the sound impulses within 40 ft. Normal conversation level sounds reflected back inflict 1d3 sonic damage. Shouts reflected result in 2d6 sonic damage. Increased magical sounds (with sonic effects) can inflict 1d6 dmg per spell level when reflected up to 6d6 max.

Blind-Sight: Muters are automatically aware of all beings within a 200 ft radius, unless they are surrounded by a silence & invisibility spells. Invisibility is useless against them within this distance.

Recognize Sound: Just like a dog recognizes smell, a Muter can recognize an individual’s breathing. (Perception DC 2  )

Rebound Silence Effects: Any silence spell cast on or in their vicinity.

Night Vision: As long as they are not in a magical silenced area, treat the Muter as if it had 100 ft vision in all directions.

Sklls: Muters gain a +30 on Perception checks.

Friday 7 September 2018

Prickett - Large Antler Headed Forest Fey

This was inspired by the mystical Herne the Hunter figure, that was featured in the Robin Hood BBC productions of the 80s, coming from much older legends about the legend.

Prickett
XP 2,400
N Large Fey
Init +5 Senses Low-light vision; Perception +12

 DEFENSE
AC 19 touch 14, flat-footed 14 (+5 Dex, +5 natural, -1 size)
hp 27hp (5d6+10 con)
Fort +3, Ref +9, Will +7
Defensive Abilities    DR 5/Silver

 OFFENSE
Speed 50 ft.
Melee Scimitar +3 (1d8+2)
Ranged Longbow +6 (1d6+2)
Special Attacks Antlers +6  (2d8+2)
Spell Like Abilities (CL 7th level Druid)

Typical Spells: (CL 9th - Druid)
1st Entangle, Blend, Nature’s Ally I
2nd Summon Swarm, Snare, Nature’s Ally 2
3rd Speak with Plants, Nature’s Ally 3
4th Giant Vermin

 STATISTICS
Str 15, Dex 21, Con 14, Int 12, Wis 16, Cha 15
Base Atk +2 CMB +5 CMD 20
Feats Alertness, Track, Brew Potion, Weapon Focus (Antlers)
Skills , +5 Diplomacy,  +9 Perception, +10 Stealth. +10 Steath, +5 Knowledge (nature), +10 Survival
Languages Fey, Common, Elf, Elemental Fire, Celestial

 ECOLOGY
Environment Forest
Organization  Solitary or Hunt (2-5)
Treasure Value Double

 SPECIAL ABILITIES
Invisibility in Forest (+20 to stealth), Immune to natural poison, Non-Changing Form, One with Nature

Invisibility in Forest: A prickett is incredibly difficult to see, gaining invisibility when more than 20 feet away. If a creature is immune to the effects of invisibility treat this as a +20 on their stealth checks

Non-Changing Form: Unlike other druids, who can shapechange at higher levels, a prickett cannot change forms, whether by choice or accident (such as by spells or magic.) They are immune to all spell that changes their form.

One with Nature: If a Pricket calls out to nature, it always heeds their call. They can ask nature to provide bounty, quicken their movements, gain a boon to either physical or magical attacks. They can do this based on their charisma bonus.

These mysterious seven feet tall, antler-headed, hoofed humanoids are fey warriors, and Elven legends say they are the fiercest of all fey. Pricketts have long been a mystery for those who reside or travel in the forest - they seem to have their own agenda. Well known for hiring or luring notorious creatures to do their biding, yet, have just as often been at the core of some righteous cause.

COMBAT
Woe to those who near these creature’s grooves, they are fierce warriors using both spell, animal servants and their own strength to tear foes apart. They are virtually invisible in the forest  (gaining a +20 on stealth checks) and they run faster than any deer could within the thickest brambles, as bushes and trees move from their path. They first use animals to distract their foes; next, they use spells to weaken or split foes from each other, finally they jump into the fray attacking with both their antlers and scimitar. Many consider them equivalent to rangers, however, instead of standard ranger abilities they gain +1 in strength, wisdom and dexterity per character level, as well, the antler damage increases in damage dice for every two levels gained.

SOCIETY
Prickett lairs are fey groves where other traditional fey live their wild and carefree ways beside these violent cousins. They are always quiet, participating in festivities during the equinoxes, but at all other times stand ready to help their smaller cousins and defend the forest. Most Prickett live apart from others of their kind, but do congregate in small hunting groups every few days once a month. They can live up to 700 years and they increase in size and power throughout their lifetimes.

Rangers note two things about prickets, they will not touch the dead of any other species and they never alter their physical form. Little else is known about the prickets society, including who leads these enigmatic figures.

Sunday 26 August 2018

Get rid of your damage dice

Get rid of your damage dice
Your damage is based on your attack roll.

Attack as normal, if you hit, then damage is done as shown below. So, if you need a 14, and roll 13, you miss. But if that hits, do as shown below.

20=double dmg
19=full dmg + double str dmg
18=full dmg + 1 + str dmg
17=full dmg
16=full dmg
15=full dmg
14=3/4 dmg
13=3/4 dmg
12=3/4 dmg
11=1/2 dmg
10=1/2 dmg (no str dmg)
9=1/2 dmg (no str dmg)
8=1/4 dmg (no str dmg)
7=1/4 dmg (no str dmg)
6=1/4 dmg (no str dmg)
5=minimal dmg (4 points of damage)
4=minimal dmg (3 points of damage)
3= minimal dmg (2 points of damage)
2= minimal damage (1 point of damage)
1=fumble!

Tuesday 14 August 2018

Serpent Vines

For an upcoming jungle / forest / fey story that I am working on for my (ir)regular gaming group.  They will be going through a forest maze to rescue an imprisoned fey princeling.


Serpent Vines CR 4
N Large magical beast
Init +9; Senses darkvision 60 ft., low-light vision, tremorsense 60 ft.; Perception +11

DEFENSE

AC 17 touch 13, flat-footed 22 (+5 Dex, +14 natural, -2 size)
hp 47hp (4d10+70 con)
Fort +10, Ref +3, Will +7

OFFENSE

Speed 40 ft., Climb 30 ft.
Melee Bite +9 (2d10+7)
Space 5 ft.; Reach 10 ft.
Special Attacks Poison

STATISTICS

Str 13, Dex 17, Con 20, Int 10, Wis 13, Cha 5
Base Atk +8 CMB +5 CMD 18 (42 vs trip)
Feats Skill Focus (Perception),
Skills Perception +5; Stealth +11

ECOLOGY

Environment Jungle
Organization solitary
Treasure None

SPECIAL ABILITIES

Poison: DC 16 (Con -4 / Con -4) The second save is DC 16, after one minute

Serpent vines that are exact duplicate of seemingly simple vines, they just happen to combine the physical features of both snakes and vines. These wild creatures are quite dangerous and they are impossible to detect and have a virulent poison that slows down their victims. All of their animal features are part of the vine, so even if one were to be holding and looking directly at the plant, it would be nearly impossible to determine. (Knowledge Nature DC 18)

Serpent vines are carnivores, seeking out the easiest prey to devour. Their poison weaken their victims, enough to enable them to take down their prey. Typically, the serpent vines then buries their food in leafs, branches and small rocks. It takes the serpent between 10-15 days to completely devour their victim.

Monday 30 July 2018

Character Contacts Points: Making friends, allies and getting your shit done

Or CC Points are how I encourage players to make connections to help them resolve in game problems.

Just as a character has history before they begin game play, in between game adventures, PCs are still alive and passively, at the very least, involved in the activities around them. While their actions are not used for experience points, there are many in-game effects from out-of-game events. This is when characters will be able to find out additional information or make character contacts (CC’s) of the player’s choosing.

Normally the contact character is 75% or more loyal to the party. However, if the contact character does betray the party, when the PC realizes it, they should ask the DM, and the DM will give back 150% CC to pay the player. This should be done a minimum of times in a game story, PCs should be able to trust every or most CC.

CC Points: Barbarian, Fighter, Monk, Wizard 1st level: 3 X Charisma Bonus, minimum 3 CC at first level. Every level thereafter, +2 CC Points No more than half of their points can be used on any one contact

CC Points: Cleric, Druid, Paladin, Psion, Ranger, 1st level: 4 X Charisma Bonus, minimum 4 CC at first level. Every level thereafter, +3 CC Points No more than half of  their points can be used on any one contact

CC Points: Rogue, Sorcerer 1st level: 5 X Charisma Bonus, minimum 1 CC at first level. Every level thereafter, +2 CC Points plus +1 CC points per charisma bonus. No more than half of their points can be used on any one contact

When players create a character contact it is usually for a specific purpose - help them find a key to the prison, why does the Tower go into the ground, history of a specific item, etc. Once they use those points, the contacts can be an ongoing point of assistance. The DM can give them skill points, to better make sure the NPC doesn't become a go to point for all their problems or questions.

Modifiers

NPC Class: 1st level NPC class, free; then two levels for every CC point used
Standard Class: +1 CC for every level NPC attained
Basic Race of the region: always free
Standard Player Race: normally free
Non-Standard Race: +1.5 cc point per HD
Monster Race: +3 cc point per HD
No more than one NPC contact should be more than two levels higher than level when created

Ranking Guild Member: normally free
Guild Member of Status: +2 cc points
Illegal Contact, Fence Regular: +2 cc points
Illegal Contact, Smuggler: + 4 cc points
Merchant, Standard: +1 cc points; willing to give 5-10% discounts
Merchant, Magical: +3 cc points; no price discounts
Nobility: low level, +1 cc points
Nobility: Mid Level, +2 cc points
Nobility: Upper level, +4 cc points
Outcast: +1 CC points
Outcast, Famous: + CC Points

Contact is of the same race: normally 0 CC points
Contact is of the same faith (for Clerics, Druids and Paladins): -1 CC points
Contact is of the same class (for Barbarian, Druid, Psion, and Ranger): -1 CC points
Contact is a family member: +1 CC points
Ad Hoc contact: +3 cc points
Fully Detailed NPC: -2 cc points, (No more than your half your level when you create them, as a fully written up detailed NPC; maximum of three. You give the NPC a name, short history and the reason they have a connection with your PC.)


New Feats Prominent: You gain a one time bonus to your contact points equivalent to your level

New Feat: Talkative: You make contacts easily, you are treated as if your charisma bonus is +4 higher for purposes of character points per level.

Friday 27 July 2018

Simple Angelic Template

I have been tending towards these very simple templates to adjust creatures for environments or settings.

Angelic Template, Simple

Type Monstrous Humanoid (treat as before)
AC 19 (+5 Natural) Init +2
HD +5 HD
Saves Fort  +4 Ref +4 Will  +6
Speed Fly 40; 
BAB +5
Melee Increase by 1 attack/round
Special Attacks      Heavenly Blast (3d10 angelic energy blast)      
Special Defenses.   Elemental Resistance 20, +DR 10 / +2 weapons
Skills                      + 30 skill points or 4 Skills Maxed
Feats                       Dodge, Weapon Finesse, Weapon Damage, Weapon Focus
Str +8  Con +10  Dex +10 . Int +6. Wis +6. Cha +12
Environment         Garden, Spires, Church Complexes
Organization         Solitary
Treasure                Average (Coins or gems)
Advancement       None

The Simple Angel Template is to use any creature as a figure from the heavens, sent to defeat evil and protect the innocent. Many times I use these templates to boost a creature from an area to represent an ideal. Most have a golden aura around them, and most have golden wings.

Spells: Light, Detect Evil, Detect Magic, Detect Lie, Calm Emotions (as HD / level)
Cure Light Wounds (3/day, 2d6)

Heavenly Blast: Upon an utterance of a holy word, these angelic figures can release a blast of heavenly energy. It does 3d10 damage to any non-good creature in a 20 foot radius. They have this a number of times a day equal to either their HD or charisma divided by 3 whichever is higher. (Will DC 10+Cha) This does damage to any non-good creatures, Neutral aligned creatures gain +3 to their saves.

Radiate Good: At all times, these creatures radiate an aura of goodness. Paladins, cleric, and monks can auto-detect their alignments by speaking with them for one minute or more or by casting any alignment spell or effect.+

Tuesday 24 July 2018

Screek - Small pink brain with small appendages

I would say this is “inspired” by the Teenage Mutant Ninja Turtle comics but that is a lie, this is outright theft of the idea. I just love these brain-buggers. No copyright infringement intended.

Screek CR2
XP 400
N Small Aberration
Init -2 Senses Darkvision 60 ft.; Perception +5

 DEFENSE
AC 11 touch 9, flat-footed 11 (-2 Dex, +2 natural, +1 size)
hp 22hp (3d8+9 con)
Fort +4, Ref -1, Will +3
Defensive Abilities Sticky Touch +4 on CMD

 OFFENSE
Speed 20 ft.
Melee Bite +6 (1d6+3)
Ranged Weapon +1 (1d4)

 STATISTICS
Str 17, Dex 7, Con 16, Int 13, Wis 10, Cha 7
Base Atk +2 CMB +4 CMD 16
Feats MindLink,
Skills (Any 3) +5 Knowledge (Magic, Artist, Religion, Geography, Technology), +5 Perception , +5 Spellcraft , +5 Stealth , +5 Survival, +7 Climb
Languages  Screek

Combat Gear 80% are likely to have body suit

 ECOLOGY
Environment Urban
Organization Pod (2-4)
Treasure Value Double

 SPECIAL ABILITIES

Ability (Ex)  Stick Touch Adds +4 on to their CMD due to their sticky appendages


Screeks or Kraang are small sized pink brain creatures, with a small face, eyes, mouth and four tiny claws. These alien creatures come from a parallel dimension and travel to other worlds to seek slaves, riches and resources. The biggest challenge on a world like Nyssa, is that their high technology is inoperative, so they rely on clockwork metal frames. They ride in these frames, and utilize them very much the same as a suit, each having specialized functions, such as a strong fighter,  swimmer, spider runner, or winged flyer.

They usually reside in urban areas, where they make connections with the seedy criminals. many times their cohorts don't know what they are. They also make temporary bases in isolated areas that are connected to the outer-planes via an unused obelisk. While they cannot utilize divine energy, they are able to use it the same as a generator to power their experiments.

Sample Bases
Humanoid Base (Warrior) Str +6, Dex -2, Con +2; Speed 30; Attack +5 (punch or grab) Dmg: 1d8
Spider Base Runner: Dex +4, Speed 30 ft, Attack 1d4, Web 
Specialized Climber Base Climb +20, Move 60/day
Aquatic Base: Swim 50 ft, AC +3


Friday 20 July 2018

Tunnels, Pools & Prisoners - Episode Ten

Cast

1 Virgil - Human Rogue (Steve)
2 Allfray – Human Cleric (Law)
3 Phlannel- Human Lumberjack-Ranger (Dave)

NPCs
4 Bahlgrim – Dwarf fighter
5 Voshimma – Jackalla Warrior

Waiting at the blood pool, they realize there is a sluice gate directly above, where the liquid life drops, and they begin to question how they can get up there, or if they will need to. After a very short time before they see a black garbed woman, emanating strong evil, having five imp creatures, approach them. They identify her as a priestess of Keran, the Evil Lord of Night and Fears. She and Voshimma know each other. The evil priest is critical & condescending about their efforts, and while imposing she and her impish fiends don't seem to be threatening, they are keeping an eye on the same blood gate.

When the evil priest hears about the Ice Sword, she sends one of the imps away. She offers the team help, at first they politely dismiss, but she tells them that she is no ally to the Ice Queen...Voshimma confirms this and says that the Knights of Keran are always willing to help take down undead or other enemies. The dark cleric tells them that they are heading in the wrong direction, the blood pool may potentially weaken creatures or items, but there are no divine items here, they should be
looking elsewhere, somewhere with a potential for hidden magic. Both Allfray and Virgil have the same thought at once - the vile pool above in the main chamber, they make their way back. Almost the same time, one of the imps she sent way comes back and drops a medallion near their feet. When they examine it, the see a snowflake emblem, the unholy symbol of Rowenna, goddess of the ice and lady mistress of undeath. When Virgil takes it his hand freezes, but Alfray casts a spell to shield him
from any further debilitating effects.

They head up, then out to the well, the only spot that hasn't been poisoned or harmed to investigate. While not holy, it is certainly clean, Bahlgrim descends, and the pool itself while clean, there is no connecting passageway to the pool in the building. They go into the main chamber, and decide it is best to heal the bathing pool, and determine the water from the well is the best plan. They decide to distract the large snake like creature while dumping buckets and wineskins of the well water into the pool. The plan somewhat works, the water does heal the poisoned water to a limited effect, but the creature doesn't need to be distracted, it notices them, but ignores them and sinks back into the water. The poison of the pool cannot be fully cured, but they can see a set of descending stairs.

The team decides to head down the stairs, as Virgil goes into the poisoned water, the unholy symbol congeals the pool's water very similar to it freezing solid, as it settles, it allows easy passage down into a connecting room below. The room smells of death and vile substances, they head to the connecting passage right away...as they do they come into a much longer area, filled with many carved metal plaques placed on both the floor and walls. Both the cleric and Bahlgrim recognize this as a place where dwarves are interned. As they make their way further into the room, they see a group of shambling humanoid figures move towards them, Alfray shouts – ghouls!

Allfray raises his holy symbol and commands the undead to depart, but their connection to the mortal realm, here in the crypts is far too strong, and he fails in the attempt. The undead are the first to slam their claws into both Phlannel and Allfray, and they both fail in their first round to connect. Voshimma – their undead hunting Jackalla companion steps up into the fore. On the second round, the Jackalla and the Lumberjack take claws, as they both tear into the undead, as the hunter's blade and the lumberjack's axe connects, at the same moment, the cleric takes a step back, calling forth a spiritual weapon to slam into one of the undead, as the cleric begins to heal his comrades. As each round steps up, slowly the team takes down the evil undead, taking limited damage as they co-ordinate their attempts. At the end, the cleric has used much of his spells, but had used only limited turning success. Virgil searches the body, finds some coins, keys and insignia of ranger militia. The cleric makes sure to bury them permanently with his Holy Sand.

They move forward once again, and enter a new much larger room, this one more than one hundred feet wide, with eight prison cells along the sides. Most of them are filled with, a humanoid with leafs skin, a Construct, a female with a snake lower half, a minotaur with massive horns, an old wrinkled woman, and a three headed puppy dog. There is also a large statue of a fifthteen foot tall human in very impressive armor, holding a sword and a lance spear.  The Minotaur demands to be let out,  promises rewards if they group releases him, the cleric asks why he is imprisoned, the minotaur says bluntly he went on a killing spree – then rages at himself for admitting the truth. These cells,  Voshimma explains the prison compels the prisoners not to lie.

Above the cells of the Leafy-humanoid, the Snaky female, an empty cell, and the three headed dog a black rose flower emblem of the Dark Lord Keran, showing that they are their responsibility.  Voshimma explains that the varying prisoners are technically guarded by their different jailers...

The cleric asks the leafy woman her story, and she explains that her name is Azania, and she was caught looking for a magical device, a seeder staff of her people, needed to help them move podlings (children) to a safe spot, she was caught looking in some of the prison cells. The cleric is moved by her story, but the Jackalla Knight warns them not to judge the prisoners, they are not responsible for the prisoners and she will not help them if they unlawfully release anyone. Azania explains her goal is not personal, it is to help her people, and she would be willing to do anything to help her podlings. Allfray feels her imprisonment is wrong, but Voshimma explains that they cannot violate the prison, there is a process, and they simply cannot break someone out. He is not convinced, but goes to the next prisoner marked by the black rose.

The snake lady, Osa, explains that she she is a creature from the celestial heavens, come to help Knights in a part of the world called Tharon, a notorious human nation in the South. She was framed for a crime she did not commit, but she accepted a punishment here on the mortal plane rather than be banished and unable to return. She has the means to be freed legally, she needs for them to contact any obelisk of the Chai-Nall, they will arrange to provide the restitution, so she can be freed. None of the team recognize the divinity, but Allfray agrres to contact them to assist.

Voshimma and the cleric begin a conversation about the rightness on their plan of action, to free the prisoners, anyone that's good, but Alfray objects seeing the system is corrupt and many of them shouldn't be in here. She reminds him that there are individuals of various beliefs and ethics, everyone could be seen from a certain perspective to be innocent or at least not guilty enough to be in a place like this. But it was a lack of proper courts and process, that some of these people were in a place like this...

During their heated conversation, the Mechanoid speaks up, he tells them that he can probably help them as he has significant knowledge of the prison. When asked what he was doing in the cell, he explains that he was imprisoned for failure of completing his tasks. Although guilty, he did not believe the sentence was fair but it had run it's course, he should have been freed if his original jailers, his clockwork brothers were still the prison guardians. He asks them to look at his prison door, there is no lock, he stayed in the prison out of respect of the institution, not because the site could physically detain him, but he would not open the door. If they could free him, he would help them complete their mission. After conferring with his colleagues, they agree and open the door allowing prisoner,  Z1-774 to walk out.

It explains that his mechanoid kin were once the keepers of these jails, after the Hunter's failure to keep their Holding cells safe, they took it over for a long while. Others, especially, Keranic Knights and the Phaetox have stepped in, but in return keep their own prisoners here, those they find especially troublesome, here in the Core. He knows the place very well, not all of it's secrets, but most of them. They begin to ask each other some questions, but it is Voshimma that mentions it is best not to speak here in front of the others, so they retreat to the previous room.

Phlannel believes he might know where Azania's staff is, and tries to knock the staff out of the statues left hand, but with help from the others the staff is the same metal as the rest of the statue.

The cleric speaks a little more with the Mechanoid, the Clockwork figure, renown for their durability and faithfulness, while not attuned to devotions, they were free thinking and could decide things on their own, unlike others of their spring-kin. If one looked at the metal figure, it looked very similar to any humanoid, but upon closer inspection, one could see the metal bindings and screws that made up their individual parts. As Z1-774 answered his questions about where it would be best to secured items, they realized that the hidden Central Prison Room was the most protected locale in the prison. They went back into the room and looked around, the large statue stood out the most, and they went behind it, and started searching, eventually they find a hidden set of stairs heading down beneath the statue. They find a secret room, and three items of note: a staff with a nest of seeds, a helmet radiating nasty evil, and a sword box covered with three black roses, which is the Sword of Ice that they were quested to find. They take the Sword box and the Staff.

Phlannel goes to the staff, and sees that it has rooted itself to the wall, many small vines growing out. He removes the vines, and it immediately straightens up. It is not emanating magic but when he grabs it, a greenish energy covers his arm, and slowly starts to change his body colour. He lets go of it, and the magic, the life-energy slowly drains from him. He wonders, is this safe? Both the cleric and slayer ally believe it is. As he seizes it, his body continues the change, and after a few minutes he stops breathing, but he is alive but more as a plant now than a human.

The cleric and Jackalla look upon the black box, they both sense the evil  magic inside it. They are unsure if they are able to open it, but the cleric realizes this is perhaps the way around it, if the box is removed without opening it, will the undead protector still be summoned? Voshimma confirms she thinks this should work, it would be a way to get it out of the prison  but she says, that is what she needs, that is what she wants. Allfray says that it is better for them to remove it without Savro finding it. Their Mechanoid ally is surprised at this, he knows of the faun, Savro, this ally of the fey is someone they can trust on missions, he has connections to the heavens. He may not be lawfully bound, but he is someone who helps, always. Allfray is surprised, after being warned by the paladins, now he is unsure...but Z1-774 reiterates, his people may not have trust him with secrets, but he was an ally especially if it weakened evil.

They emerge from the storage, and they immediately see the exclamation of Azania, the leafy humanoid, as her staff is found. The cleric tells her that they will return the item to her people and will do everything they can to free her from prison. They are unable to hide the box holding the sword...can they get it out of the prison without being spotted by undead or anything else. They are soon being hailed by a group of paladins, requesting them to join them back to Knight's Grove. They see a familiar face, Savro, their fey contact. He pulls them aside and explains that his contacts requested for him to be here at the abandoned Mathai prison as soon as he could. Allfray is unsure, but uses one of his detection spells to determine that Savro isn't evil, and while he is certainly not someone liked by the paladins, he is someone they should learn to trust.

Each day going back to the Fortress, they realize they are being followed by a group of Dark Keranic Knights, but every day they are joined by more Paladins and fey into their convoy, helping their logistics. They arrive safely, and the cleric arranges a meeting with Vessi, high cleric of Japeth, leader of the community. Allfray explains that they have found the ice Sword but even more, that Savro is exactly who and what he says he is, a fey, and a strong ally. Vessi expresses her disbelief but will leave him (Savro) as there is no proof, and he does always seem to come through for them. Vessi tells him if his team is willing, that she will provide some missions for them.

On the first evening, the team along with Savro gathers at the obelisk, and they witness a simple but powerful ritual. Savro's words open the gate, allowing a portal to another world to appear, and out from it a large Lion Humanoid along with eight bright skinned angelic figures. They are unable to directly handle the box, so they use binding chains of light to seize the box and carry it into the portal. The Lion gives Savro four elixirs as payment. When they have departed, Savro gives each of the party members one of the celestial elixirs, explaining they can either gain a permanent once a day spell (3rd level or lower) or have a permanent +4 to one their ability scores.

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Aftermath

The rogue Virgil has plenty of fun drinking, gaming and taking little things from many of the visitors in the camps. His parties actions have increased their visibility but also their trust, enabling him access to much more than before. He learns of the scandals of many of the Nobles, as most of them are unhappy about serving here, but being dutiful Knights, they are bound to obey. Yet, there are others, who like him, are with teams, he learns of their missions, and their stories, gleaming about the legends of magic devices.

The cleric Allfray is bound to the Obelisk, to study, pray and learn. He too makes connections, as many of the Knights and soldiers look to him for wisdom, but so too, many fey. He learns of the forest, its inhabitants, and its hidden trails, this is why the Knights are here, the trails lead to many lairs in the forest, and the Rangers no longer have the numbers to protect. Vessi offers him a role at
the Obelisk, but he turns it down, his road for now is still on the path.

Lumberjack Phlannel stays as little as possible in the fortress, he prefers to be in the wilds now more than before. He feels pulled as he hears the forest in a new way, being apart of its spirit. Yet, he knows he can walk away, put the Spear down and be himself. Yet, he knows he is bound to help them. The woodlings, as most call the plant-people, need help and he feels he knows the path to go...he starts asking questions, to learn more about his new task.


Saturday 7 July 2018

Order of the Griffon

This is the most basic knightly order in my campaign world, they are an elite group of griffon riders that protect their homeland. Many of them live in the spirelands, mile high mountain plateau which are very similar to islands in terms of personality and needs. These are defenders, but also messengers and an early warning system. Many of the griffons have specific coloured feathers, as they are groomed to match the colours of their paladin riders.

Order of the Griffon

Description  The Order of the Griffon is a group devout members of the Church of Japeth who work as the military arm of the Church found in the spirelands. Most members are clerics or paladins, but fighters and rangers join as well. 

Responsibilities They are responsible for protection of holy sites and devout petitioners in remote sites, primarily in the Spirelands. They protect the Quadrane (4 High Holy Good Aligned Gods) followers but they have many allies, not just those within these groups.

Mount Many paladins choose a griffon as their steed in the spirelands, but members of the Griffon Order welcomes anyone that meets their requirements. The hardest is to find a griffon willing to serve. The creatures cannot be enspelled or tricked; they must choose to serve.

Requirements:

Base attack bonus: +3
Skills: Knowledge (religion): 5 ranks; Ride: 5 ranks
Oath: Loyalty to the Order of Griffon
Alignment: Any non-chaotic and non-evil
Quest: Find a griffon who agrees to serve 

Class Skills: Craft, Diplomacy, Handle Animal, Heal, Knowledge (history, planes, religion), Ride & Spellcraft (Int).

Skill points per level: 2 + Int modifier

Class Features

Hit die: d10

Weapon and Armor Proficiency: Members of the Order of the Griffon are proficient in the use of all simple and martial weapons and medium and light armor but not shields. They do not lose proficiency if they already had them.

Special Mount: Beginning on their 1st level and every other level thereafter, a Member of the Order of the Griffon may add one level to calculating the abilities of their special mount if they have one. If no prior class gives them a special mount, they do not gain such an ability.

Spells: Beginning on their 2nd level and every other level thereafter, Members of the Order of the Griffon gain new spells per day as they would have in a divine spellcasting class that they belonged to before adding the prestige class. They do not, however, gain any other benefit a character of that class would have gained (improved chance of turning undead, special abilities of a paladin's mount, and so on).

Class    BAB  Fort      Ref  Will    Special 
1st           +1          +2       +0  +2    Griffon Mount 
2nd          +2          +3       +0  +3    Griffon-Back Combat
3rd           +3          +3       +1  +3    Dive, Divine Dispel
4th           +4          +4       +1  +4    Flyby Attack
5th           +5          +4       +1  +4    Special mount level Flyby Attack, Aura of Valor 

Special abilities

Griffon Mount: Upon joining the Order of the Griffon (or at some later point in time), you may choose to gain a Griffon Mount. Depending upon the services you have rendered for the order, you may gain up to 50% of a reduction compared to the costs given in the Monster Manual.

If you have a special mount or a familiar, you may choose to exchange it for a griffon with the proper rituals. For special mounts, you must dismiss the old mount in a ritual (typically including a night of fasting and appropriate sacrifices). For familiars, there is half the normal experience loss (100 xp, 50 xp on a successful save) and you must pay the cost for calling a familiar as normal. In both cases, it takes about one month for the character to bond with the griffon (though at GM's discretion it may be faster depending on the character's Charisma, Animal Empathy skill and piety).

If you have animal companions, you may add one griffon to your animal companions. The gp costs and hit dice limitations still apply as normal.

Divine Flame: By expending one of your turn undead attempts, you sheath your weapon with sacred flame, inflicting +1d6 divine damage agaisnt evil or undead opponents for one round per level. These flames do not give off heat or ignite flammable objects, though they give off light equal to a torch. 

Griffon-back Combat: When fighting from the back of her griffon, the character gains the Mounted Combat feat.

Divine Dispel: By spending one of your turn undead attempts, you can dispel or counter a magic spell by making a turning check as if turning an undead creature of the opposing spellcaster's level. You can only dispel spells with the 'evil' descriptor. A spell that is dispelled as it is being cast has no effect whatsoever; otherwise, it ends as if it's duration had run out. This power cannot affect spells immune to dispel magic.

Flyby Attack: When riding her griffon, the character and her griffon may use the Flyby Attack, as per the feat. If the partial action is used for an attack, both the griffon and rider may attack.

Aura of Valor: Allies within 300 feet of the character gain a +2 morale bonus on saving throws against fear effects. This is a supernatural ability.