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

Wednesday, 15 November 2017

Out of the Pits (Pt B)

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wednesday, 8 November 2017

The first mission - Into the Pits

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Rewards                                                 240 ex points for each player

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

Tuesday, 3 October 2017

Hederak - Large furry herd animals


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

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

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

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

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

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

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

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

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

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

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

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


Sunday, 3 September 2017

Quillians - humanoid porcupine with isolationist tendencies

Quillians

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Preferred Classes
: Ranger

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

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

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

Wednesday, 28 June 2017

Ravok - living exo-skeleton battle armour

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

Ravok

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

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

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

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

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

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

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

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

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

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

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

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

Thursday, 22 June 2017

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

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

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

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

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

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

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

 SPECIAL ABILITIES

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

Abilities by HD

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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


Saturday, 29 April 2017

Holy Sufferers - Prestige Class of Non-Violence

"According to our scripture - there is a finite amount of hurt in the world. When I take on an once more pain, then someone else's burden is lessened." Anonymous Holy Sufferer

Holy Sufferers

For most people, the idea of suffering for others is a strange concept, but the holy sufferers believe they do good by being a target of pain in replacement of others. Blessed sufferers take up the vow of non-violence, and swear an oath to never again pick up a weapon to use it on a living creature. They can still attack non-living entities such as undead, constructs elemental- types or any creatures that do not display intelligence.

They are often involved in quests to banish or destroy evil or chaotic beings. They use their abilities to get around, avoid and help their friends accomplish great deeds. They may be a distraction in physical combat, but out of combat they can help in any way their spells, skills or abilities can enable them to.

Prerequisites:
Feats: Iron Will, Great Fortitude
Oath: Non-Violence   (Nyssian Oaths)
Alignment: Any non-evil
Spells: Must have the capability of casting the Sanctuary spell.

Benefits:
Hit Dice: d6
Skill Points: Int +4/level
Class Skills: Climb, Diplomacy, Fly, Handle Animal, Heal, Knowledge (Any), Perform, Ride, Perception, Sense Motive, Spellcraft, Survival, Swim, Tumble, Use Magic Device

Level   BAB   Fort     Ref      Will     Special                                    Spell Level
1st         +0       +2       +2        +2        Blessed Sanctuary, Aura              --
2nd        +0       +2       +2        +2       Circle of Sanctuary                      +1
3rd         +0       +3       +3        +3       Eye for an Eye I                          +1
4th         +1       +3       +3        +3       Greater Circle of Sanctuary        +1 
5th         +1       +4       +4        +4       Eye for an Eye II                         +1
6th         +1       +4       +4        +4       Eye for an Eye III                        +1
7th         +2       +5       +5        +5       Higher Circle of Sanctuary           --
8th         +2       +5       +5        +5       Eye for an Eye IV                        +1
9th         +2       +6       +6        +6       Peaceful Blessing                        +1


Class features:
Spell Level: A sufferer gains additional spell casting capacity as they increase in their suffering levels; they do not gain any additional abilities: turning, feats, etc.

Blessed Sanctuary: A sufferer is under the constant effects of a Sanctuary spell as long as they do not actively attack through any means (physical, spell or psionic powers) mortal creatures. Undead and constructs are the only exceptions. This spell is continuously active, so, even if an attacker manages to beat the DC in one round, they must continue to save every round to overcome this defence. The benefits on this spell also encompass a sufferer one’s mount or anyone who they may carry in their arms (such as a child or an injured person) The save DC is based on the sufferer’s charisma and wisdom bonuses. (Will DC 10 + HS level + charisma bonus + wisdom bonus)

If a foe bypasses the sanctuary field more than twice in a given combat, most Sufferers do not maintain it and use physical or magical means to help defeat the enemy.

Circle of Sanctuary: As per the spell sanctuary, except any allies of the sufferer ones within a 20 ft radius of them gain the benefits of this spell. One ally per level of the sufferer can also be protected. However, once an enemy bypasses the effect on an ally, the spell ends, and the ally can act normally. If an ally attacks an enemy, the sanctuary effect ends. The Will DC for Blessed Sanctuary is Will DC 10 + HS level + Wisdom bonus.

Greater Circle of Sanctuary: As per Circle of Sanctuary except it can protect two allies per level of
the Sufferer at a range of 30 ft. 

Eye for an Eye I: Whenever someone manages to bypass their sanctuary spell, and use a melee attack on a sufferer, this effect will enable the spell to strike retributively. Eye for an eye will inflict the same damage on the attacker, as the sufferer themselves suffered. There is a save for half damage. DC 10+caster level+Wisdom modifier.

Higher Circle of Sanctuary: As circle of sanctuary except three allies per the Suffers HD within a 50 ft are protected. This is a full round action to call upon the Sanctuary but the radius must be free of enemies to start the effect. So, they often create smaller circles if the full 50 ft radius is not available. Usable 5 + class level / day.

Eye for an Eye II: As per Eye for an Eye I; except, when sufferers receive an injury, whether from melee, missile, spell or psionic effect, the attacker will instantly receive retributive damage. There is a save for half damage. DC 10+caster level+Wisdom modifier

Eye for an Eye III: Similar to Eye for an Eye II except there is no saving throw to avoid the damage. It affects undead as EfE2.

Eye for an Eye IV: Similar to Eye for an Eye III except physical attackers must make a saving throw for any time they attack the sufferer they suffer double damage automatically. Magical or psionic effects are not doubled, but as per EYE III, they do suffer the same damage they inflicted on the Sufferer. It affects undead, constructs and any other non-labelled creatures as EfE3.

Peaceful Blessing: Brings 24 hours uninterrupted sanctuary to any one other creature touched but otherwise as EfE IV. If the protected person does for any reason suffer damage, the spellcaster can will the damage onto themselves for the duration of the spell. The Holy Sufferer can be anywhere on the same plane as the creature the Peaceful Blessing has been cast upon and enact the share damage effect.

Saturday, 22 April 2017

Oxylla - Silver scaled lizard-humanoids that dissolve metals



For a while I wasn't using many common creatures, I farted around to create weird combos.  These replaced the rust monster in my dungeons. Weird, mysterious insect-lizardmen that kind of worshiped and used silver for all sorts of arcane/cultish designs. This was one of those that I really liked and kept using, even after switching back to the core book of creatures.

Oxylla

XP 1,600
N Medium Aberration
Init +3 Senses Darkvision 60 ft.; Perception +7

 DEFENSE
AC 18 touch 13, flat-footed 15 (+3 Dex, +5 natural)
hp 37hp (5d8+15 con)
Fort +4, Ref +4, Will +6
   
 OFFENSE
Speed 30 ft.
Melee Fists X2  +4 (1d6+1), Tail  +6 (1d3+1)
Special Attacks Glue, Dissolve metal

 STATISTICS
Str 12, Dex 17, Con 16, Int 10, Wis 14, Cha 9
Base Atk +3 CMB +4 CMD 17
Feats Improved Sunder, Improved Trip, Weapon Finesse
Skills  +8 Acrobatics , +4 Climb , +7 Escape Artist , +7 Perception , +8 Stealth , +6 Survival
Languages Oxylla, Dwarven

 ECOLOGY
Environment  Temperate Forests, Non-Cold Environments
Organization  Circle (2-5), Ring (3-18)
Treasure Value  Standard (gems)
Advancement: Large (6-12 HD)

Dissolving Touch: Excluding silver, their touch dissolves up to 200 pounds of metals instantly; mundane items do not get a saving throw. Magical items can save vs Fort DC 18 to avoid this affect. Silver can be dissolved, but they must touch the item for one minute. However, the silvery liquid when applied to wounds acts as a healing salve. For every ten coins (10 onces) of silver, an Oxylla can heal 1d10 points of damage. If kept in a secure container, others can use the salve for up to a week later before it fully re-solidifies.

Glue: From their palm orifice they can release a colorless and odorless glue, which takes one round to smear on an object and another round to activate as it dries. This substance bonds any two physical objects for up to one hour. It is incredibly difficult to remove, requiring a Strength Check vs DC 30.

Silver scaled lizard-humanoids that combine the features of lizards, insects and men. These slim humanoids mix silver scales of a dragon, the eyes, antennae and legs of an insect along with a lizard-men’s large strong tail. They have a narrow elongated head. At the end of their long arms, four clawed fingers emerge with a small sticky black circle in the middle of their palm. This orifice is both the equivalent of their nose and an organ to release a glue-like substance upon touch. Oxylla are metal eaters, despised for their ability to absorb and digest metals.

Little is known about the habits or society of these beings. While they sometimes survive by stealing scraps of refuse metal, they often raid traveling merchants or scavenge battle sites to get the needed metals. Metals are food, clothing and elixir; each has a unique taste to an Oxylla, and they can identify the purity or composition of a metal simply by smelling it. Silver is needed in medicinal, religious and reproductive purposes. They speak their own language and dwarven but can speak any if exposed to it or trained.

Combat
Although they survive through raiding, Oxylla use their stealth abilities to take whatever they need without confrontation. While their main tactic is pummeling enemies with their fists, their strongest abilities come from using their long tail to both knock weapons out of opponent’s hands or to trip their enemies.


Friday, 31 March 2017

Callanna - Giant Snake Humanoid

Inspired by a famous fantasy artist, Boris Vallejo. This was one of the many cards in a set of art cards. He has inspired many of my early creatures.

Callanna
CR 6
XP 2,400

N (NG) Large Aberration
Init +2 Senses Darkvision 60 ft.; Perception +8

DEFENSE
AC 19 touch 15, flat-footed 17 (+2 Dex, +4 natural, -1 size, +4 inertial armor)
hp 45hp (6d8+18 con)
Fort +5, Ref +4, Will +7
Defensive Abilities Immune to Natural Poisons

OFFENSE
Speed 30 ft.
Melee Halberd +6 (1d8+6)
Space 10 ft. Reach 10 ft.
Special Attacks Coil (1d12+ 3)
Psionics: Aversion, Improved Biofeedback, Body Equilibrium, Conceal Thoughts, Greater Concussion, Detect Psionics, Ectoplasmic Form, Energy Barrier, Gravity Arc
PSPs: 50, DC 15 + level of power

STATISTICS
Str 16, Dex 14, Con 17, Int 12, Wis 14, Cha 10
Base Atk +4 CMB +8 CMD 20
Feats Mind-Link, Improved Disarm, Inertial Armour
Skills Swim +8, Perception +8, Knowledge (Psionics) +8, Move Silently +8
Languages Lizardith, Giant, Common

ECOLOGY

Environment Under-earth swamp, warm/forests, jungles
Organization Watch (2-5) or Tribe (15 – 100)
Treasure Value Standard

Callanna are huge, 25 feet long snakes with a green tinged human torso, arms and head. More than half the length of their body is used for stability, they rise between 8 - 12 feet from the ground. They use pouches for carrying objects. Most reside in under-earth swamp caverns seeking isolation over wealth, fame or battle. They are among the most powerful physical psionicists and have longed helped shellar, lizardith and other good-aligned psionic using humanoids to learn the talent. They speak lizardith but usually use the psionic mind-link to communicate with their own kind as well as with other psions.

Combat: These snake-men are exceptional warriors, meshing physical strengths and psionic abilities to create a powerful presence. Their preferred weapon is the halberd, which they use to make long aching arches, doing double strength damage. They use nets and maces if they want to take prisoner.

They mix groups tactics, using front-line physical attackers and others in back using psionic attack (aversion or energy barrier.) But as strong as they are, they rarely attack foes. These usually use their psionics to avoid battle or to watch opponents. Unless one of their own or an ally is in mortal danger, they usually quietly fade into the dense forest or swamp.

Society: The amphibious Callanna are strong swimmers who are also water breathers. They enjoy hot steaming pools where both their eggs are stored and where their young are raised. The young are nursed by the tribal elders until they reach the age of the molt (approximately ten years old) when they are given tests to determine their role in life. At this point they are returned to their parents and assigned an individual mentor to guide them through the next few years before becoming a full member of Callanna society.

As adults, they spend time hunting, foraging and in meditation. While not exactly shy, these snake-men prefer to spend much of their time doing solo activities. While usually called snake-men, the truth is that Callanna chose their gender, based on their own as well as the tribes needs. There is no separation or distinction in their society.

Among the great psionic masters found on Nyssa, as many of the greatest treatises were penned by this race, and many psions seek them out as mentors. Yet, the Callanna themselves venerate the coatl, it is a central figure in much of their art, religion & philosophy.

Mind-Link Feat: This is the Nyssian version of Telepathy. Any two creatures within a 60 foot radius that have this psionic feat can send simple messages to each other without paying a PSP cost. Creatures are able to attack other Open Minded creatures, but few are able to psionically attack a Closed Mind or someone without psionics. There is a small psp cost (usually 1 psp) to send a message to a closed or non-psionic mind.

Sunday, 26 March 2017

Company of the Hardened Anvil PT 9


Roll # 1 - Going thru the halls DC 11 Fail 8
Roll # 2 - Wandering Monster Check (10/20) Result 5 (Success), Finding (D), Result (9/100) - Jackalla
                                 A - 20% Monster (2d10)
                                 B - 20%  Monster (2d20)
                                 C - 50% Monster (3d20)
                                 D - 10% Monster (1d100)
Roll # 3 - Room Check 1d100 - Sequestered Room via stairs heading down

In a few more moments, the rest of the unit joined Caventh in the corridor, content that there was nothing else to be found or looted in the cultist hideaway. The Ranger led them south, through a curve heading north.

There was an unusual kink in the road, a joint turn, one leading ahead straight, the other towards the west. Investigating, they found plenty of debris, but this time from soldiers. Tips of spear-heads and arrows and bits of charred hederak meats and dried vlums, a place of rest or meal. "Half a dozen boot prints. They weren't here long, and not too long ago."  

They headed west not specifically following but still going in the same direction of the boot tracks.  The path narrowed, making it much harder for them to go two abreast. The hallways were more polished, nearly shiny, quite unusual. Ennos, near the back of the group stopped to touch the walls, Unnos watched her quietly. Her blue skinned hand reached out slowly to touch the walls, and she seemed to hesitate. were the walls here? Were they real? She touched the not-so-cool walls, some heat in them, but reflective, very apparently so, when she got very close.  Her Master, Unnos came over to her, and started to peer at the same subtlely mirrored walls - it wasn't obvious, but both believed these walls either caught or reflected magic; was this a natural phenomenom, or was it a trap, neither were entirely sure.

The Ranger asked them to stay put then went up ahead, he was hearing something, an echo of some sort. Going down another side passageway, he say the magical trace of a ward, a very strong or recent one. Going further, there was a furred humanoid standing tall and ready with a large curved sword in his paws. Not much further, another one of these furred humanoids, this one he could see the animal like face, but he had a long two-handed warhammer in his hands smashing down on group of cadavers, a common type of undead found in many dungeons. He look a step forward but the creature near the back of the large room, held up a hand, motioning him to stop. He understood, this wasn't a battle, these threats were minor and was safely in their paw.  `No need, Climber. This is ours to handle.` the creatures voice was calm and non-threateningm just a simple statement in full command.
Caventh realized these creatures were the Jackalla, the morticians known for their dedication to hunting undead creatures.

In almost every large community their Towers of Sorrow stood to intern the dead, as citizens paid a silver to place the True Dead in a peaceful resting place. Adventurers knew them much better for their perpetual hunting of undead, to keep the land and dungeons free from the undead scourge, ever threatening to overcome communities or places of magic.

`My team...` Caventh wondered for a moment if he should share their true goals with the slayers, he didn`t think they would find offense, but Rillo probably wouldn`t like it. 'are here to explore the dungeon.'

The slayer nodded, 'Your activities are of little interest to us, unless you strengthen the undead - either knowlingly or not. We care little for your treasure or politics as long as you maintain the Balance of Life.`

He understood that these lawful beings would turn agaisnt them or anyone that messed with magic that could boost undead creatures. `We are looking for a commander of Tower soldiers, have you seen anyone or any group that fits this general description?'
'
Yes, we passed one, three hours ago. Head north, the group is on a standardized path.`

Caventh`s attention turned to the sole hunter of the Jackalla group, using his warhammer to pound the creatures apart. `Are there many of those things in this Tower?' Caventh asked.

`No. For a Tower of this size, there are many warriors that do our bidding, willingly. The undeads numbers are small, but now and then, a new group is found.`

'You know this Tower?'

'Very well, for most...` the Jackalla priest hesitated for a moment, looking over to his brothers then back to the Jahlen again, `stages. Most stages have known themes, as creatures have similar interests tend towards each other, sometimes deliberately sometimes by accident of the environment. We study these places, to best seek out our foe.`

'If you know these corridors, can you guide us?'

'No. We maintain an alliance with many...creatures.`the cleric said balancing his words carefully. 'If we were to help you, you could come up agaisnt our would-be-allies. Your struggle with evil or politics or social ills is of no importance to us, we mantain the Balance of Life, nothing else. if we were to help you, our balance would be moved, and that is not for the best. The only one way, is payment in advance and eliminate an undead, whether a remnant, a student or an item. Then we repay, action with knowledge of what you are seeking.'

The ranger nodded, he didn`t like, but few civilized people begrudged the Jackalla, and understood their point, appreciating them for the betterment they did for civilization and peace. Caventh looked  over, and realized the combat was over. Three of the Jackalla had begun to gather the dozen bodies into a pile. Another took out a sack, and began to sprinkle dust on them, seconds later, the dust had buried them, immediately. As soon as he saw the Dust of Peace, Caventh had remembered that this was another reason Jackalla were so popular among adventurers, undead were a common threat, and immediate internment was the best way not to face undead repeatedly, as they often rose hours after defeating them. He negotiated with the cleric for a pouch of dust, then headed back.

The ranger explained the events, and none said a word of protest. Few intelligent creatures ever judged a Jackalla and their duties harshly. They were unforgvinging, hell-bent on an honourable duty - attacking the undead scourge. Best to know that they were here, the liklihood of running into an undead, especially powerful ones were much decreased with their ever-present activity. It also helped them understand why their outside figure needed to secret something inside, there were lawful eyes making sure no contraband came from outside. That's what they were carying, they all knew it, but didn't want to admit it to themselves. Sure, it wasn't something that dealt with evil spirits or undead, but it was still borderline illegal among the lawful groups and churches above.

They forged ahead, taking a side passageway, that split again in four, all going north. They took the one that looked the most travelled, plenty of bits of broken armor and weapons. As they through noticed plenty of small side rooms, some used, many looked abandoned. Continuing on, they saw a side-path, one that led to even more pathways. It would be so easy to get lost in here, not exactly a maze but close enough. They continued on, keeping generally the same direction.

They soon stopped, seeing a messy pile of debris on the ground, mostly weapons again, except this time in one of the side rooms.  Rillo looked carefully at the pile, and then realized they weren`t just battered, many of them were partially melted. She picked one of the pieces up, then bashed it on the ground, and it broke in half quite easily. `Caventh - these weapons are partially melted...why would they be piled up like this?`

The jahlen kneeled down and grabbed smaller bits, 'Rusters, I think. Snake like creatures that feed off metal.' He looked up, then put his arms out, Rillo walked back at his quiet insistence.  The Jahlen took a running jump, then bounced agaisnt the wall to hurl himself much higher. He grabbed the ceiling for a few moments then dropped back down. 'There are nets placed above. If we were to rush into them, it would drop the nets...They are hunting the rusters. Dwarven designed traps.'

'So our instinct was good to leave them alone.' Rillo said.
'
But if they are dwarven, then they probably would have a way to see or detect if something was triggered. Unnos?' Caventh spoke out, 'Can you scan the room?'

The sorcerer nodded, and began mumbling that turned louder each second. His eyes glowed purple, then shot out of him as he scanned the room. His eyes stopped and he pointed to an area, he went over and began scratching a the wall, until he caught on to something and threw it on the floor, a small hidden room, with a humanoid figure sitting down. For a second, none of them knew if this was a construct or even a golem or perhaps a living person.  Rillo walked over to it, a metal humanoid figure, sitting still, no motion at all.

'Is that alive?' Rillo asked Unnos, who shook his head.

'It could be a living metal, but we are not doing its activation mode...the trigger to ...'

Rillo nodded, 'Yeah , I get it. So nothing here...'  She waved her hands, motioning for the team to move further into the tunnels, looking for their contact or even better, a magical loci.

Roll # 1 - Going thru the halls DC 15
Roll # 2 - Wandering Monster Check (9/20) then D100 for below
                                 A - 10% Monster (2d10)
                                 B - 10%  Monster (2d20)
                                 C - 70% Monster (3d20)
                                 D - 10% Monster (1d100)
Roll # 3 - Room Check 1d100

Saturday, 25 March 2017

Fairyland Cookie Monster

This was one of the many fairyland monsters I created to run an adventure at a con last year. Didn't actually get a chance to use them.

Biscuit Beast or Cookie Monster
CR 1
N (G); Humanoid (Fey)
Init +1; Perception +5

DEFENSE
AC 12, touch 11, flat-footed 11 (+1 natural, +1 Dexterity)
hp 21 (2d10 +8)
Fort +3, Ref +1, Will +1

OFFENSE
Speed 30 ft.
Melee Bite +2 (1d6+1)

TACTICS

Morale 17 – they very rarely retreat when hungry

STATISTICS
Str 13, Dex 12, Con 19, Int 13, Wis 8, Cha 12
Base Atk +1; CMB 2 CMD 13
Feats: Connoisseur (Double all food related skill rates)
Skills: Perception +5,Survival +5, Knowledge (Food) +12
Weapons: Short Sword or Dagger (Typical)
Languages Faerie, Elf, Dwarven & Common

Location Usually Fey Forest
Alignment Neutral (Good)
Advancement: Bard, Ranger or rogue

Special Abilities

Unending Hunger: While Cookie Monsters can eat a standard amount of food, they are never fully satisfied. If given the opportunity, they eat an unending amount of food without suffering from the ill effects of excess consumption.

Stomach of Iron: Cookie Monsters are not harmed from bad food or natural poison. They may temporarily suffer the ill effects, but once the poison is consumed, it is slowly dissolved into a natural harmless by-products.

Cookie Monsters are five feet tall, blue furred humanoid creatures. They have large eyes and wide mouths. They are welcomed in almost every type of racial community, as dwarves, elves and halfling enjoy their company with open arms for their knowledge of food and food culture. They are infamous in fey communities for their sense of smell and unending hunger – they are never satisfied and will always eat more when offered. While they have an unlimited appetite, they do not need to consume, they merely enjoy it.

Most cookie monsters are quite happy to spend their time in the community or kitchen, but some adventure in order to help friends and allies. A few increase in HD / levels in order to locate rare ingredients.

Raising HD
Increase +5 skill points every HD
+1 in natural AC every HD until 7th, every second HD until 13th, and every three HD thereafter
New feat every second HD
Increase bite damage to higher dice every three HD
Increase attributes every four HD
+1 to Perception and Knowledge (Food) skill ranks every HD

Tuesday, 21 March 2017

Gargoyle Brood ('Goyle or Cross-Breed Template)


One of my favorite creatures in a Tower Dungeon is the Gargoyle and the core idea of this beast was to mix the race to create a mixed variety of them. I really like this template and its one of the most useful templates in my gaming world. The idea is that the Gargoyle brood, referred to as Goyles, is a mish-mash of different creatures, winged warriors with minotaur, elven or dwarven abilities.

I will be honest, it was only after thinking about the whole process that I kinda grossed myself out. It made sense but its ugly. It's not really something that has come up in -game, but its a neat process that works out stylistically.

Gargoyle Brood (Template)

Size and type: Change to Monstrous Humanoid
Hit Dice: +1d8
Speed: As original creature; gains fly 20 (Poor)
Armor Class: +2 natural AC on top of base creature
Attack: Gains Claw Attack (2 X 1d4 dmg)
Feat: Gain Multi-Attack

Adjustments:
1-3 HD: 1d4 dmg; +2 Natural AC Bonus; 1 Dmg Red; Fly 20 (Poor)
3-6 HD:1d6 dmg; +3 Natural AC Bonus; 3 Dmg Red; Fly 30 (Average)
7-8 HD: 1d6 dmg; +4 Natural AC Bonus; 5 Dmg Red; Fly 40 (Average) + Tail Atk (1-3 dmg)
9-10 HD: 1d8 dmg; +5 Natural AC Bonus; 7 Dmg Red; Fly 50 (Good) + Tail Atk (1-6 dmg)
11-13 HD: 1d10 dmg; +6 Natural AC Bonus; 10 Dmg Red; Fly 60 (Good) + Tail Atk (1-8 dmg)
14-16 HD: 2d12 dmg; +8 Natural AC Bonus; 15 Dmg Red; Fly 80 (Perfect) + Tail Atk (1-10 dmg)

Special Attacks: Tail Swing (1d3) at 7 HD
Special Qualities: Dmg Reduction/by HD, Darkvision, Plus feature from maternal side
Abilities: Str +4, Dex +2, Con +4 at birth; +2 / every HD higher
Skills: Gain base skills as per their matron species. Then +4 bonus on acrobatics, intimidate, perception, +8 fly skill check bonus; +6 / every HD higher
Environment: Spirelands or Lonely Towers
Organization: Wing (3-6 gargoyles); Brood (11-20); Family (23-80)
Treasure: Half Standard
Alignment: Always Evil (Tend towards Neutral)
Level Adjustment: As base class +1

Appear quite similar to the standard gargoyle race, but these are the by-products of gargoyle’s ability to inter-breed with other species. Most have small horns, tough leathery skin, long but lightweight wings which appear folded while on foot. While most gargoyles use claws, the brood will use short swords or short bows to gain an advantage on their foes. They prefer smaller weapons as it is easier for them to carry in the air.

A gargoyle has two ways to reproduce: the first is through a rookery, which creates the standard gargoyle found in the Monster Manual, with small broods every year. As a fecund species, they can mate with any other humanoid species to create a cross-breed with features of both. Many tribes expand their numbers by forcefully mating with humanoids for specific traits to grow their tribes abilities.

For example, a dwarf-breed would be short and squat with abilities mimic their home species ability with precious stones. While a minotaur-breed would be larger and stronger. However, Goyle types are infertile, they cannot reproduce to form their own distinct racial group.

Most times, the "other" or mother species, are kept prisoner in the gargoyle lair, as their gestation period is half the time of the non-goyle. Sadly, due to the birthing process, most mothers do not survive the birth, thus there is always a need for more slaves. Mother is a generic breeding term, as the carrying breed does not actually have to be a female, but since the gargoyles are always looking for a mate that can survive the gestation and birth process, they look for female volunteers.

The brood have long been hated through-out the domain, as their slavery and mating process angers many peoples who have suffered at their hands. Their raids occur in a cyclical pattern usually every five to ten years. They attack towns at night to steal females away. They prefer smaller towns because the defenses are usually a lot less, and it is much easier to travel to and from them without being noticed.

Most packs have lairs in abandoned ruins. They will sometimes work with a lamia or medusa, but they really have no need as they have a wide group of brood members with various abilities. Goyles are fiercely territorial, claiming a mountain or Tower as their own territory and defend it to the bitter end.

Every Goyle pack is unique. Some work wing-on-wing with standard gargoyles, others are seen to be servants to the stone masters, in non-combat roles. They are strongest when the Goyle Brood forms a pack on their own.

Goyles do not gain the Freeze ability of full-blooded Gargoyles naturally, however after 7 HD they can gain it by taking using a feat to gain the ability.

*   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *   *

Minotaur-Goyle
AC 17 touch 11, flat-footed 15 (+2 Dex, +6 natural, -1 size) 
hp 60hp (8d10+16 con)
Fort +4, Ref +8, Will +6
Special defenses  8 Dmg reduction

Speed 30 ft.
Melee Heavy Axe +11  (2d6+6/×3) and gore +4 (1d6+2) or +9/+9 claw (1d10+4)
Special Attacks powerful charge (gore +12, 2d6+6)

Str 19, Dex 14, Con 15, Int 7, Wis 10, Cha 8
Base Atk +8 CMB +13 CMD 25
Feats Great Fortitude, Improved Bull Rush, Power Attack, Multi-Attack, Track
Skills Fly +8, Intimidate +10, Perception +10, Stealth +2, Survival +10; Racial Modifiers +4 Perception, +4 Survival
Languages Minotaur, Gargoyle


Wednesday, 15 March 2017

The Thirteen Questions - City Intrigue


The Thirteen Questions

1. Tell me about a church, temple, ashram, etc. in this neighborhood

There are no holy buildings in this city, instead there are obelisks that are dedicated to a particular idea (justice, equality, etc.) Here in the Orag, is the obelisk of Truth. Once a ten-day, they gather to hear sermons from priests, lecturers or others on this or related subjects. Clerics gain a boon if they have a truth based spell memorized. Best place to obtain scrolls or potions in the area.

2. Tell me about a shop that sells standard equipment and one of the shopkeeper's quirks

An'Ram - A Jahlen, former adventurer well recognized for his stake in a multitude of adventuring parties. Is willing to equip or sell at a discount, but only until he hears the parties plans and intents. Some say he has hundreds of maps from his former patrons.

3. Tell me about someone who sells something illicit in this neighborhood

Quenno, a Tenderfoot (Halfling) notorious for his expertise in poisons. Has every recognized antidote in his shop, but its open only once a month for three days, and he never seems to be there. Lawful groups question why nobody has ever tried arresting him.

4. Tell me about a powerful wizard or warlock in this neighborhood

Shirik D'Kamag - Of the Elven Kamag Family. Was sent away for formal schooling, but came back with an understanding of Imps. Rumoured to be able to summon them almost at will, he sends them far and wide on little missions. On at least two occasions has summoned a horde of them for his own purposes.

5. Tell me about a feared warrior who lives in this neighborhood

Bruthos, Minotaur, 9th High Quartermaster. A former beloved gladiator who was ridiculed for cheating, and then came to the backwaters due to banishment. Has helped numerous times in bringing fugitives to justice if they have bounties, but has also been warned for bullying others. A notorious drunkard.

6. Tell me about someone who is wealthy in this neighborhood

Fanyen  D'Kamag - half-elf trader, who was originally an adventurer, but was the lone survivor of an expedition to the Yaross (Islands), who came ashore with a sizable stash. Bought his way onto the city counsel, and has kept a paw in the antiquities trade ever since.

7. Tell me about someone you can go to for help in this neighborhood

City Knights of the Purple Shield.  These former soldiers patrol every area in the city and are comprised of honourable or rich anyway men who survived local port battles. In order to keep their Walking Rights (non-taxation status) they must do two hours of patrol every week. They ensure all laws, customs, and civic duties are adhered to with absolute precision. They are the only ones that can kill someone in non-lawful combat without interference.

8. Tell me about someone somewhere  you can go to for information in this neighborhood

Head Post - A site of a former hangman`s noose, where the formless dead seem to gather. They watch the living, then whisper secrets based on what script is read. Some adventuring groups use this as a way to gather secrets about local dungeons. Others say the undead can inhabit the living to get their revenge by hopping into the would-be heros.

9. Tell me about a gang or criminal organization operating in this neighborhood

Four Fingers - a group that operates throughout the region. They have their spies in virtually every group, cult or order. If you want to know or get a small favour done, they are the ones to go to. Long tolerated, as they don't bother the ruling elites, who use them to spy on the lower classes.

10. Tell me about a pub, club, cabaret, gymnasium, bathhouse, etc. where adventurers hang out

Eye of the Bull: A pub that formerly was a cults HQ which is infused with magical influences, as the trace of magic energies from days or weeks gone by, are apparent to everyone. Strangely, spellcasters glow spectacularly, and even worse, they get drunk within minutes of coming into the Eye. Lots of games are played here, as it is one of the few places where magic cannot influence the outcome. 

and

Dorrine's, the lounge of choice for illusionists, who have been come here to get paid free drinks to change the apparent identity of the customer's to cavort with leisure.

11. Tell me about an ongoing problem in this neighborhood

Sekkets - a vile poisonous snake long thought wiped out in the wild, its venom is a popular mixture when processed as a dreaming potion, a very expensive draught. But these wild snakes seem to be causing the dream madness without the alchemical processing. Dreamists, the official group, who own the rights to the dream potion are upset that citizens are Drezzing without their concoction. But lots of teens and soldiers alike, are coming here for the freebie experience.

12. Tell me about a popular form of entertainment or a popular entertainer in this neighborhood

Darts

13. Tell me about a food or drink that is popular in this neighborhood

Dried Vennth, made from the Venn Bat, one of the local bat species that haunts the neighbourhood. Some say it can turn the hair or face a hot-pink colour if properly prepared.

 Inspired by :
http://talesofthegrotesqueanddungeonesque.blogspot.ca/2017/03/the-neighborhood-game.html

Wednesday, 8 March 2017

Nemesis or Evil Magical Twin - Template

A long time ago but still in this same galaxy, I loved playing the old Prince of Persia computer game. I adored the jumping, running and timing mechanics of the game. There was an enemy you created by going through a mirror, a magic duplicate. That was the inspiration for this monstrous template.

The Nemesis are often created by interaction with an artefact, powerful magical items that seek to protect its presence or influence others. While similar to a curse, it doesn't exactly manifest like one. It doesn't or shouldn't need a player to fail a saving throw, instead it is done by action, setting off a grisly turn of events. The Nemesis has only one objective, ruining the life of its generator.

A Nemesis can be used for a one-shot or specific dungeon. That's why it has the damage reduction and deflection bonuses. It is a perfect mirror of the character (attributes, skills, etc) except for the magic items so they should still be significantly weaker than the base character. While set up as a short-term dungeon foe, another way to use this enemy could be a long-term one. The creature sets out to ruin the PC by committing treasonous acts, not necessarily excessively evil ones so allies will know its not the individual. If you intend to use this type of creature, tone down the AC and damage reduction aspects, as it will have time to properly gear oneself.


Nemesis [Template]

This template can be added to any living Humanoid or Monstrous Humanoid. It happens when
good creatures are touched or affected by evil magics which creates an exact physical duplicate of the creature but it’s an evil, version; existing only to destroy the original creature.

Size and Type: It retains the creature type of the base creature. Do not recalculate hit points, skills, saves or BAB.

Speed: The base creature's speed is increased by 10.

Armor Class: Gains a deflection armor bonus of +4 versus it’s main target, +12 versus all other
creatures. It may have items that are common in an area, so give the creature weapons or items that typical humanoid creatures in a dungeon might have found.

Attack: A Nemesis retains any natural attacks it had before, and gains two natural slam attacks,
both of which are treated as primary natural attacks. If fighting in melee, a Nemesis prefers to
use it's slam attacks.

Size Slam Damage
Small       1d8 + any dmg for high strength
Medium    1d10 + any dmg for high strength
Large       1d12 + any dmg for high strength

Full Attack: A Nemesis fighting without weapons uses both of its slam attacks when making a
full attack, as well as any secondary natural attacks it might have. A Nemesis usually only uses
ranged weapons as part of a full attack.

Special Attacks: A Nemesis retains any special attacks from its base form.

Special Qualities: A Nemesis has the special qualities of the base creature, plus the following
qualities.

-Darkvision out to 60 feet
-Damage reduction 5 /-- against its primary foe
-Damage reduction 20 / -- against all other foes

A Nemesis has near perfect immunity from creatures that are not it’s mimic copy. However, it has a 5/- against it’s original creature.

Frightful Presence (Ex): A Nemesis can radiate an aura of fear within a 50 foot radius around it. The Will saving throw DC for this effect is equal to 10 + the Nemesis' total HD plus any positive Charisma modifiers.  Those who fail the save, do everything reasonable to avoid the creature's presence. If they are unable to leave the presence, they cower, taking no actions against the Nemesis.
It's mimic copy is never affected by its fright ability.

Unique Weakness (Su): Many times a nemesis has a unique, personal weakness due to its own history. A childhood toy, a wedding ring, etc that if confronted with can make them hesitate, causing a -3 penalty to its attack for the next hour. Give a Will DC 18 to avoid this connection. Additional times being confronted by this item will required will save by 2. (DC 16 on the second time, etc.)

Abilities: Adjust from the base creature as follows: Str +4, Con --, Int -2, Wis +2, Cha -2.

Skills: A Nemesis has skill points equal to its base creature despite the changes in it’s ability
scores.

Challenge Rating:As base creature +1

Alignment:Always Neutral Evil or Chaotic Evil. Lawful Creatures will always have a Chaotic
version of themselves, all other creatures have a Neutral Evil mimic.


Dedicated to the my beautiful wife, one day I'll be brave enough to ask if she's the evil twin or not.