This armour was built by the legendary artist General Yu, of magically-toughened glass. A masterpiece of craftsmanship, the armour protects the wearer only briefly, but lets them show their earnest intent and openness in diplomacy.
Glass Armour of General Yu Magic armour (heavy), very rare (requires attunement) This magic plate armour grants an AC of 18 until the wearer has been struck, after which they have an AC of only 13 + Dex modifier. While worn, the wearer has a +10 bonus on all Persuasion checks, and opponents have advantage on Insight checks to detect the wearer's intent. Also posted on Game Masters Stash on 30 January 2021. This is the third chapter of Book 5 of the Sorcerer-Kingmaker conversion for Pathfinder's adventure path, detailing the Gelebon Highlands, through which the War of the Silt Princes will rage, and the PCs will have a chance to explore in their travels.
Exploring the Gelebon Highlands A. Mekillot Graveyard: Along the northern slopes of the Branthlend Mountains, the sandy hills of Gelebon stretch out to the north and the east, becoming progressively drier and craggier as one travels. All manner of strange creatures dwell in these regions, but here along the northeastern edge of the Gelebon Highlands, the primary denizens are vast, roaming herds of Mekillots. At this specific point is an immense box canyon which creates a straneg gathering place for the wandering Mekllots who sense that their time is coming. This has been a graveyard for their kind for thousands of years, and the floor of the canyon is littered with crushed remnants of their shells. This particular graveyard, however, is watched over by an incredibly old mekillot that was Awakened by a druid decades ago. It calls itself Hillstomper, and is a weathered and ancient creature with fresh scars. If the PCs give it the chance, it communicates telepathically with them, explaining that it guards this graveyard, and has been driven out by a big creature from beneath the sand (a Sand Vortex), which is is devouring the remains of his kind. In the gullet of the Sand Vortex can be found a variety of treasure, including some magical and psionic gear. B. Steam Grotto: This area contains several dozen sulphuous-smelling holes and unwholesome springs dot the hills in this area, most containing active geysers that spurt boiling water and steam hundreds of feet in the air, mostly evaporating before any of it lands. This is a dangerous region that can strip the skin from an unlucky or unwary creature in moments. C. Mount Branthlend: This mountain, just short of a mile high, is the tallest peak in all of the Stolen Lands, and is a knob-like pinnacle of white stone. Local legend tells that the peak was scoured of life and vegetation by a powerful defiler atop its crown, hundreds of years ago. D. Whiterose: This area is detailed in Part 4. E. Ilthuliak's Lair: The Whisper River plummets over a 900-foot cliff into the side of a 150-foot deep tarn, surrounded by a 2-mile radius of tangled vines and densely vegetated swamp. The skull of a gigantic Silt Wyrm can be found impaled upon a shattered log overlooking the cliff, a bizarre warning from the previous inhabitant- Ilthuliak, a water drake. Having been won over by the mad Pyreen Nyrissa, Ilthuliak has retreated into the First World with his treasures, and no longer haunts this region. F. Hungerdark: At the dark edge of Thousand Voices, a dark cleft cuts up the face of the mountains, almost as if a titanic axe struck the 500-foot tall cliff here. A brackish pool of water collects in the deepest recesses of this cavern, but few animals approach within miles of this region, for Hunderdark is far from abandoned. An immense wyvern, a matriarch of her kind, has laired in Hungerdark for over two centuries. Known by the regional tribes as Minognos-Ushad ("Eater of armies"), the wyvern has survived countless attempts to slay her and has more than earned her name from the countless warlords she has consumed. G. Tower of Thorns (Hidden): One of the most notorious ruins in Thousand Voices looms among the tangled underbrush and twisted trees here- the infamous Tower of Thorns. This strange structure phases in and out of the Elemental Planes, and is currently out of phase with the Material world. H. Ilora's Camp: A former gladiator by the name of Ilora and a band of bandits who call themselves the Dust Blades make their home on the shores of the Silt Sea here. There are some parallels to the Sun King, of Stolen Land, but Ilora and her people are exiled natives of Altaruk, making them potential allies in the war, if the PCs can win her over by staged combat or promises of revenge or power. I. Shell Riders: A large tribe of Desert Giants has dwelt in the southern Gelebon Highlands for decades. A constant thorn in the sides of both Balic and the regional tribes' sides, these giants are notable for their bond with a large herd of mekillots they've trained as mounts. They are curently led by a psionically-powerful chief named Kob Moleg, from whom High Praetor Irovetus recently managed to secure the Shell Riders' allegiance with a combination of gold, silver-tongued promises, and magic. He's ordered them to wait until he gives the command to ride into the PCs' home area, but the giants are growing impatient and unruly with the wait. J. The Balic Horde: The barbarian tribes of the Gelebon Highlands have been welded into a unified fighting force under High Praetor Irovetus' manipulation and bribery. If Armag was slain in the previous adventure, these tribes are fractious and only allied by the threat of Balic's might being focused on them, however if he survived, they are united under his leadership and a truly terrifying force. K. Littletown: This town of farmers and vintners was used as 'currency' by Irovetus to pay off the wyvern riders. They were allowed to devour the entire town's population, leaving this region deserted and ruined, the lair of a few stragglers. Should evidence of Irovetus' crimes come to light through investigation, unrest in Balic swells, and Andropinis, as part of his retraction, removes some of Irovetus' powers. L. Hemlock Island: This island in the Silt Sea has a reputation for being 'haunted' by mysterious lights. However, the only denizens of the island are rainbow-coloured egrets which scream like human women when slain. A large spring of fresh water can be found on the island. M. The Weeping Grove: Although very few of them remain today in Thousand Voices, the legendary Trees That Weep are one of the more frequently whispered rumours about this dense forest. Said to possess twisted, humanoid faces and the ability to weep tears of pure fear, these creatures are in fact even more terrifying and dangerous. N. Rushlight Festival Grounds: This area is detailed in Part 1, adjacent to the city of Balic. O. Razorwing Camp: The Razorwing Marauders consist of the displaced Thieves' Guild of Balic, forced out of the city some years ago. They eventually became a mercenary band of warriors and assassins, and were paid a not-insignificant sum from Balic's treasury to work against the PCs' city. They maintain a semi-permanent camp amid a small oasis here. Return next week for the showdown with High Praetor Irovetus at Whiterose! Also posted on Game Masters Stash on 29 January 2021. Hellsoldiers are expendable doomed souls, hammered into iron armour and forced to fight for the forces of evil. Many serve the Ten Thousand Kings of Hell directly, often in regiments of a thousand or more at a time. They are vile, venal, and foolish, damned for their choices in life and punished in the afterlife with decades of violent service. They are used in quantity, although their quality is often infuriating to their masters.
HELLSOLDIER Medium undead, Lawful Evil Armour Class 20 (plate armour and shield) Hit Points 26 (4d8+8) Speed 20ft. Str 15 (+2); Dex 10 (+0); Con 14 (+2); Int 8 (-1); Wis 7 (-2); Cha 9 (-1) Skills Athletics +4 Damage Resistances fire, necrotic; bludgeoning, piercing, and slashing from nonmagical attacks not made with silvered weapons Damage immunities Poison Condition immunities Exhaustion, poisoned Senses darkvision 60ft., passive Perception 8 Languages Infernal Challenge 3 (700 XP) Undead Nature. A hellsoldier doesn't require air, food, drink, or sleep, although if they gain an opportunity, they gladly eat the flesh of living or freshly dead creatures. Actions Multiattack. The hellsoldier makes two hellsword attacks. Hellsword. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 7 (1d10+2) slashing damage and 3 (1d6) necrotic damage. The target must make a DC 12 Constitution saving throw or take disadvantage on their attack rolls until the start of the hellsoldier's next turn. Innate Spellcasting. The hellsoldier's spellcasting ability is Charisma (spell save DC 11). The hellsoldier can innately cast the following spell, requiring no material components. Command (Recharge 5-6). Also posted on Game Masters Stash on 28 January 2021. This spell calls a helpful spirit or 'imaginary friend' to aid you in tasks.
SPECTRAL MENTOR 1st-level conjuration (ritual) (Sorcerer, Warlock) Casting Time: 1 hour Range: 10 feet Components: V, S, M (10gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a spectral mentor, a spirit that takes the form of a deceased person that you choose: a family member, friend, personal hero, or trusted advisor with whom you have a deep personal and positive relationship. Appearing in an unoccupied space within range, the spectral mentor has the following statistics, no matter the personality which you choose for it. A spectral mentor is usually only visible to the caster. Your spectral mentor acts independently of you, but it always obeys your commands. In combat, it activates at the start of your turn, before you act, and takes a Help action, if it can. A spectral mentor can't attack or take other actions, except Dash, Disengage, Dodge, or Hide. When the spectral mentor reaches 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your spectral mentor's eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the spectral mentor has. During this time, you are deaf and blind with regards to your own senses. As an action, you can temporarily dismiss you spectral mentor. It disappears into a pocket dimension where it awaits your summons. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. You can't have more than one spectral mentor at a time. If you cast this spell while you already have a spectral mentor, you instead cause it to adopt a new identity of another deceased person, with the usual limitations. Your spectral mentor is replaced by a new spectral mentor taking the appearance of the chosen creature. SPECTRAL MENTOR Medium fey, unaligned Armour Class 10 Hit Points 5 (1d8) Speed 30ft. Str 10 (+0); Dex 10 (+0); Con 10 (+0); Int 12 (+1); Wis 12 (+1); Cha 12 (+1) Senses passive Perception 11 Skills Any one skill or tool proficiency (chosen when you summon the spectral mentor) +3 Damage immunity Bludgeoning, piercing, and slashing damage from non-magical weapons; cold, electricity, fire, necrotic, poison, thunder Condition immunities Blinded, deafened, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained, stunned, unconscious Languages the caster's native language and up to one additional language, chosen when you summon the spectral mentor Challenge 0 (10 xp) Invisibility. The spectral mentor is naturally audible and visible only to the caster. As an action, the spectral mentor may appear as a translucent and dimly glowing image of itself. It can end this visibility as a bonus action, becoming Invisible again. Limited Actions. A spectral mentor may not make attacks or interact with physical objects, except with careful effort through the Mage hand action below. In combat, it may only take one of the following actions: Dash, Disengage, Dodge, Help, or Hide. Limited Knowledge. A spectral mentor has limited information- although it believes it is the spirit of the chosen person, it only recalls things that the caster is likely to know that the person knew, acting like an 'imaginary friend'. When the spectral mentor is summoned, the caster chooses one skill or tool proficiency and up to one additional language that the person knew, and the spectral mentor gains these proficiencies. It can advise the caster on how to use these by using the Help action, and can interact in a very limited fashion with the physical world through its Mage Hand action. Actions Mage Hand. The spectral mentor can cast mage hand to gently influence physical objects in its immediate space. It cannot use this to make attacks, activate magic items, or carry more than 10 pounds. Also posted on Game Masters Stash on 27 January 2021. This spell allows the caster to temporarily summon a swarm which harmlessly conceals them from sight.
1st-level conjuration (Bard, Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: 5-foot radius Components: S, M (a ball of honey with seeds and berries in it) Duration: Concentration, up to 1 minute You call a swarm of tiny beasts (bats, birds, or insects) which flock or flutter around you. They do not leave a 5-foot radius of your location, but follow and continue to surround you. The swarm attacks any hostile creatures within the space when they enter the area, or at the end of your turn. While the swarm surrounds you, you have three-quarters cover, granting you a +5 bonus to AC and Dexterity saving throws. If you make an attack or cast a spell that affects an enemy creature, the spell ends and the swarm disperses. Also posted on Game Masters Stash on 23 January 2021. This is the second chapter of Book Five of the Sorcerer-Kingmaker adventure path conversion for Dark Sun. Although the PCs may have had a chance at victory in the Rushlight Games in the last chapter, someone from their home territory comes rushing to find them after the closing ceremony, letting them know that their territory came under attack, only a few days after they left. You should make this an NPC they're fond of, someone trusted and unlikely to be lying. They tell of an attack by a flight of trained pterrax riders, supported by a regiment of soldiers and some kind of giant in a great bronze helmet. Tearfully, they tell of the sack of their town, and the deaths and enslavement of dozens of their people.
The original adventure is a little short on plotted detail for this chapter, and leaves the PCs in the same city as the guy who has apparently just attacked them. I'm not sure about your players, but I feel like mine would go for the throat and try to kill (or maybe just confront) King Irovetti as soon as they find out. I feel like an urgent need for the PCs to return home can offer some drive to save their people rather than just gank Irovetus. The other puzzling part is that despite being titled "War of the River Kings", there's only really one King who takes part (pending whatever title the PCs call themselves), and given Irovetti's demonstrated preference for forcing confrontations through cats' paws (Baron Drelev, in the previous adventure), it seems odd for him to jump to immediately confronting the PCs himself. Therefore, this chapter will introduce an additional complication- Irovetus has launched an attack on Altaruk at the same time he has attacked the PCs' settlement, and made the attacks appear to be from one another. The competitors from Altaruk hear of the attack on the same evening, and as the PCs are staggering from hearing of the attack, they swiftly desert, heading out the city gates. Their encampment is abandoned, and partygoers are still milling about confusedly. They tell that a messenger came, and the mercenaries grabbed their gear and headed off out the city gates without a word, and had Balic's gladiator champion Villamor Koth with them (unless he died earlier). This lends a sense of urgency and requires response. The PCs should fence back and forth with Altaruk's forces across the region, seeing Balic's soldiers and Templars watch cautiously and keep the peace against both sides, preventing water sources being fouled and villages being burned. Villamor Koth serves as general of Altaruk's forces, and his personal might can overcome almost any defences arrayed against him, although the PCs' personal involvement can blunt his advances. His military strategy is passable, but his combats have generally been small-scale, rather than organizing troop logistics and movement, so the PCs will have opportunities to outflank and defeat his strategies. The troops of Altaruk are generally mercenaries, with some citizen levies. If questioned, they maintain that the PCs' settlement attacked first, though they are confused about exact timing. Specific battle sites: 1. Defense of the Rhana valley: The PCs' first action against the forces of Altaruk come in a defence action in the Rhana Valley, a narrow pass with a small watchtower. A regiment of two hundred soldiers, backed by a dozen half-giant juggernauts and a trio of mercenary Defilers, expect to march through this valley to reach the PCs' region. Reaching the valley in time will be difficult, and may involve taking a level of exhaustion to take up fortified positions before the troops arrive. 2. The storming of Heliosta village: Heliosta, a small village on the shore of the Sea of Silt, is being used as a staging-point by Altaruk's troops. A regiment has taken up positions at the village's drinking-holes and several silt-skimmers monitor traffic along the coast and protect the swift troop movements. Holding this point means having a point to ferry soldiers up and down the Sea of Silt. Taking this town will mean slowing the progress of Altaruk's army, and being able to insert the PCs' troops (and perhaps the PCs themselves) closer to Altaruk. 3. Battle of the Anamesh defile: A seemingly-easy victory at the oasis town of Anamesh lures overextension of resources, which Villamor Koth is only too happy to exploit. His infantry fall back along the side of the Defile, an ashy ravine outside town, as his hidden cavalry, riding heavy crodlus, sweep around the flank to launch a surprise attack. 4. Strike on Mardahal: A garrison the PCs are supervising comes under attack moments before a Tyr-storm hits. The attackers swarm out of the dust and lightning, protected by a pair of conscripted druids, overwhelming the defences as the weather crashes in. 5. Ambush at Tarat: A spy brings word of a slow and heavy wagon train on a secret route, bringing paychests for Altaruk's mercenary troops draws close to the small town of Tarat, allowing an opportunity to sieze their resources and reduce their army's morale. However, it is in an armoured Mekillot wagon, and defended by mercenary sharpshooters in cover. 6. Last Stand at Altaruk: Villamor Koth stages a desperate last stand behind the walls of Altaruk, as Balican soldiers prepare to reinforce them, bringing a heavy cavalry unit up behind the PCs' troops, enough to completely overwhelm. As they prepare to strike, an attack horn blows among Balic's troops, signaling their betrayal. Several Templars among their ranks bolster their forces in a devastating attack leaving no doubt as to the identity of their ultimate attacker. This will be a very hard fight, with the PCs pressed from both sides. If the PCs survive, this leaves the next step as launching an attack on Balic itself. However, their victory in the field gives them an edge which Andropinis recognizes as a true danger to his city. He decides to cut his losses and takes to the city walls himself, appearing unshielded before the PCs. The mighty sorcerer-king gazes at them impassively, then sends a messenger (perhaps Velemandus, who brought them word to begin this adventure) who approaches them fearfully. The messenger bears a golden laurel wreath on a pillow, and a map, and provides a memorized speech: "Greetings from the undisputed and indomitable Dictator of Balic. This wreath is a gift from Mighty Andropinis for the victor of the War of the Silt Princes, and is His apology for His servant's eagerness. The map contains directions to Whiterose in the Branthlend Mountains foothills, where he currently plans a trap for you. The Dictator of Balic wishes to convey that His servant has taken his household guard with him, as well as his loyal servant Mnoedon, a giant. The Dictator hopes that this settles any lingering ill will, and wishes to convey that no tribute is due for [the PCs' settlement] for the next decade as a further expression of His benevolence." This leads the PCs to the next chapter, where they can close on Irovetus and hope to bring the War of the Silt Princes to its end. Also posted on Game Masters Stash on 22 January 2021. Abjurant champions are wizards who focus on self-protective magics, warding themselves with layer upon layer of safeguards. They are students of warfare and combat as much as magic itself, and can be formidable foes or loyal allies.
School of Abjurant Defense Some abjurant champions find confidence and respect in service to courts, warding their members with magical protections. Others use these protections to avoid recriminations for their actions. Training in War and Wizardry From 2nd level, when you choose this archetype, you gain proficiency with light armour, and you gain proficiency with one type of one-handed melee weapon of your choice. In addition, when you cast an abjuration spell with touch range for which the casting time is 1 action, you may cast this as a bonus action or as a reaction (triggered when you are targeted by an attack). Abjurant Armour You learn to interweave and enhance your magical protections. From 2nd level, as a reaction when an opponent targets you or an ally who is adjacent to you with a weapon attack, you can choose to magically increase the target's AC by 2. You can do this after the die is rolled but before the attack is declared a hit. You may use this ability a number of times equal to your proficiency bonus, and regain all expended uses after a short rest. Arcane Boost From 6th level, when you hit a creature with a melee weapon attack, you can expend one wizard spell slot to deal force damage to the target. The extra damage is equal to 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st. Improved Abjuration Beginning at 10th level, when you cast an abjuration spell that requires you to make an ability check as a part of casting that spell (as in counterspell and dispel magic), you add your proficiency bonus to that ability check. Spell Resistance Starting at 14th level, you have advantage on saving throws against spells. Furthermore, you have resistance against the damage of spells. As foes, abjurant champions can be dangerous and unexpected opponents. Some work as mercenaries or elite guards for nobles, wearing distinct uniform robes or keeping their mage armour active constantly to makr their status. ABJURANT CHAMPION Medium humanoid (any race), lawful neutral Armour Class 15 (mage armour) Hit Points 40 (7d8+7) Speed 30ft. Str 13 (+1); Dex 14 (+2); Con 12 (+1); Int 16 (+3); Wis 10 (+0); Cha 9 (-1) Saving throws Intelligence +5, Wisdom +2 Skills Arcana +5, History +5, Perception +2 Senses passive Perception 12 Languages Common, any two Challenge 4 (1,100 xp) Spellcasting. The abjurant champion is a 7th-level spellcaster. Its spellcasting ability is Intelligence (spell save DC 12, +4 to hit with spell attacks). The abjurant champion has mage armour constantly active and can cast it as a bonus action or a reaction if targeted by an attack, and has the following wizard spells prepared: Cantrips (at will): blade ward, fire bolt, shocking grasp, true strike 1st level (4 slots): mage armour*, magic missile 2nd level (3 slots): misty step 3rd level (3 slots): counterspell, dispel magic 4th level (1 slot): stoneskin * the abjurant champion has already cast this spell on itself before combat Actions Longsword. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d8+1) slashing damage. When the abjurant champion hits a creature with a melee weapon attack, it can expend one of its spell slots to deal force damage to the target. The extra damage is equal to 2d6 for a 1st-level spell slot, plus 1d6 for each spell level higher than 1st. Reactions Abjurant Armour. As a reaction when an opponent targets the abjurant champion or an adjacent ally with a weapon attack, the abjurant champion magically increases the target's AC by 2. This ability may be used twice. Also posted to Game Masters Stash on 21 January 2021. Howling Mouthers are a variant of gibbering mouthers spawned by the demon lord Turaglas the Ebon Maw. While their physical composition is almost identical, howling mouthers form an enormous, echoing maw that howls out ceaseless pain. Due to this form, they are a little less flexible than a standard gibbering mouther.
Howling Mouther Medium aberration, neutral Armour Class 8 Hit Points 90 (12d8+36) Speed 10ft., swim 10ft. Str 10 (+0); Dex 7 (-2); Con 17 (+3); Int 4 (-3); Wis 10 (+0); Cha 7 (-2) Condition immunities prone Senses darkvision 60ft., passive Perception 10 Languages - Challenge 3 (700 xp) Aberrant Ground. The ground in a 10-foot radius around the mouther is doughlike difficult terain. Each creature that starts its turn in that area must succed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn. Howling. The mouther howls with terrible cries of pain constantly while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the mouther and can hear the howling mouther must succeed on a DC 10 Wisdom saving throw or become Frightened and take 7 (2d6) psychic damage. On a sucessful saving throw, the target takes half (3) damage and is not frightened. Actions Multiattack. The howling mouther makes one bites attack and, if it can, uses its Agonizing Howl. Bites. Melee weapon attack: +2 to hit, reach 5ft.,one creature. Hit: 17 (5d6) piercing damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the mouther. Agonizing Howl (Recharge 5-6). The mouther's large central mouth lets out a howl that instils its own pain in all who hear it. All creatures within 30 feet that can hear the mouther must succeed on a DC 13 Wisdom saving throw or take 17 (5d6) psychic damage and become Incapacitated. A target that succeeds on its saving throw takes half damage and is not incapacitated. An affected target may make another saving throw at the end of its turn, and the effect ends if they are successful. Also posted on Game Masters Stash on 20 January 2021. This spell delivers an electrical charge into the ground around the caster.
DISCHARGE 1st-level evocation (Sorcerer, Wizard) Casting time: 1 action Range: self Components: V, S, M (a copper spike) Duration: Instantaneous Slamming a hand into the ground, you discharge electrical energy into the area around you. Targets within a 10-foot radius of you must make a Dexterity saving throw. Targets take 2d8 electrical damage, or half as much damage on a successful saving throw. Targets wearing armour made of metal have disadvantage on the attack roll. Also posted on Game Masters Stash on 16 January 2021. This will be the first part of the fifth book of the ongoing Sorcerer-Kingmaker adventure path conversion.
At this stage of the adventure path, the PCs should be around 13th level, and their nascent city-state should be well-developed- perhaps even enough that they should need to consider the Dragon's tithe of 1,000 slaves, should the Dragon still be alive (depending on the timing and develeopment of your campaign world). "War of the Silt Kings" can begin at any time, but ideally before they begin to seriously explore the Gelebon Highlands. High Praetor Irovetus has the patience and power to wait and watch, and is wise enough not to rush his plans. You might consider a time jump of six months or even a few years from the last adventure. This adventure begins when High Praetor Irovetus sends a messenger, inviting the PCs to attend and participate in the Rushlight Games. The messenger, Velemandus, is a clean-shaven elven slave who delivers the memorized invitation perfectly by voice, even if distracted: "Greetings from his supreme and and inimitable magnificence, Castor Irovetus, by the grace of the almighty Andropinis the High Praetor of the city-state of Balic, Marvel of Numeria, Master of Mormouth, and Prince-Regent of the Sellen. It is with greatest honour that I greet you, my fellow Princes of the Silt. I would wish you the honour of accepting my invitation to attend the fifth Rushlight Games as my guests, before the glorious presence of Dictator Andropinis Himself. I know you to be discerning lords of your domain, and trust you would not want to miss such extravagance and an attempt to win the approval of the Dictator personally. And to sweeten the port, as it were, I have secured a mighty magical item, a gold and gemstone rod which confers lordly might, which I am willing to bestow upon the lord who proves themselves by fielding the true Rushlight Games champion! Could this champion even be among your own august personages? Please confirm your attendance by this invitation's most discretionary courier. I look forward to your attendance! Delivered from the voice of Castor Irovetus, High Praetor of Balic." Velemandus is willing to wait a day overnight for the PCs' response. It is the expected thing to offer food and shelter for him, and to fill his waterskins- doing otherwise would be quite rude. Velemandus himself is unfailingly polite, although if the PCs show open friendliness to him, he might accidentally let slip some details about the Games' challenges, especially the surprising presence of the renowned Mul gladiator Villamor Koth in the Midnight Melee, formerly of House Jarko. Koth had retired last year after earning his freedom, but was apparently offered a "princely sum" by Irovetus himself to compete. His skill with the carrikal is somewhat legendary, and he once fought a three-hour tournament against a trio of giants under the blazing sun. Travel to Balic should be relatively uneventful- the army has driven out any bandits or beasts in the area in preparation. By the time they arrive, the city-state of Balic has swelled by nearly half of its usual population- a veritable shanty-town of market-sellers and travellers has set up outside its white marble walls, although the uniformed guards keep the roadways clear with judicious application of lance shaft blows and snapping crodlu mounts. The Elven Market, as well as the agoras, are bustling with visitors hawking wares great and small. Thieves are having a field day, but keeping a low profile. Once they are recognized, the PCs are delivered a message by a trio of Praetors and a squad of armed guards that High Praetor Irovetus wishes to speak with them on their arrival. He can be found overseeing the Games' preparation, and the guards wil keep them safe and escort them to him, while they are in the city. Irovetus is a handsome and well-toned man in deep red velvet robe. He is eager to meet and observe the PCs face-to-face, but has already had one of Balic's court Defilers cast mind blank on him, making him immune to thought-detection abilities. In any case, he is a welcoming but cautious host, and gifts them each with an oilskin filled with water from Andropinis' own fountain. There is a barrel set aside filled with similar oilskins for the other guests. Each of the oilskins contains cool, clean water for refreshment, and is simply a gift. Expressing rudeness towards their host or towards Sorcerer-King Andropinis will see Irovetus' demeanour shift to icy disdain instantly, although their invitation is still valid. The competitors are other powerful players from other areas along Balic's region of the Silt Sea. Ledopolus: The dwarves of Ledopolus send some of their number along each time the Rushlight Games are held, usually a team of dour professionals. Each wears a copper band on their upper arm bearing the emblem of a bridge. Samarah: Samarah's competitors from the eastern end of the Estuary of the Forked Tongue are well-mannered and friendly, but eager to win - the town has experienced troubles in its last few years, and could do with the stability and glory. Altaruk: The competitors of Altaruk are mercenaries hired by the trading-town. They wear scarves printed with a white square, representing the fortress walls. They are eager for the experience and the travel, but have no overall loyalty to Altaruk. Gulg: Although their relationship with Balic is sometimes rocky, competitors from the forest city-state have been welcomed to the Fifth Rushlight Games. They are arrogant, confident in their own ability. Balic: The competitors from Balic are specially-selected and highly-trained citizens, defending the honour of their city and ruler personally. If they are successful, each will be well-rewarded. The Games Regular gladiatorial matches and displays of entertainment will be occurring over the next five days, but these are well below the PCs' pay grade. The big games will occur one per day, culminating in the Midnight Melee to close out the grand spectacle. There are three core rules to the games: Harm no spectators, kill no competitors, and don't get caught cheating. For each of the main events, competitors will be announced by Andropinis' chief herald, Mnerion Arpaia. Event One: Javelin Toss On the second day, one competitor from each city is provided with a basket of finely-made and polished javelins, and provided with three targets, one at 30 feet worth one point, one at 60 feet worth three points, and one at 90 feet worth 5 points (targets beyond 30 feet have disadvantage). Each competitor gets six throws at their choice of targets. The prize for victory in this round is a Javelin of Lightning with a point polished from a fulgurite. Event Two: Test of the Flame On the third day, Balic's laws on spellcasting are temporarily lifted for this test, and competitors are challenged to come up with the most impressive display of magic or Will in five casts each. This will be the first time many citizens of the city-state have openly seen spellcasting, and draw incredible amounts of attention, not to mention fearful crowds. Irovetus has deliberately arranged this to reveal powerful spellcasters so as to learn of their powers, and watches with scribes taking notes. The most impressive feat in any round wins 5 points, and the second prize wins 3 points. The prize for victory in this test is a simple golden diadem (a Circlet of Blasting). Event Three: Test of Wordfame On the fourth day, one competitor from each city is invited to take a podium in the centre of the stadium and boast to the audience of their greatest achievement. The story requires four checks, which can include Deception, Intimidation, Performance, and Persuasion, with disadvantage for a second check of the same kind. The highest skill check in any round wins 5 points, and the second prize wins 3 points. The prize for victory in this test is a Helm of Telepathy made from a Gaj's exoskeleton. Andropinis himself watches this event, and can be seen to chuckle if someone scores a 30 or more on one of their checks. This earns an additional two points. Event Four: The Midnight Melee The evening of the fifth day culminates in the 'big-ticket' event (which starts a little after sundown, rather than truly midnight). The stands are full to bursting, and the entire arena is lit by torches placed around the outside and on tall stands. Each city is invited to bring a team of up to five warriors to battle one another. Each has instructions to surrender when they are badly wounded (at half hit points or less), although some choose to push the envelope a little. Forcing a member of a team to surrender is worth five points. Victory in the Midnight Melee earns hearty congratulations from the crowd, and a Mace of Smiting as the prize. At the end of the night, no matter how early in the morning it is, all competitors from each team are called together for the award ceremony, where High Praetor Irovetus awards his grand prize- a Rod of Lordly Might. Attendance at celebrations and post-Games drinks is expected, but someone from the PCs' city is likely to find them before dawn to deliver urgent news. Also posted on Game Masters Stash on 15 January 2021. Some barbarians go so far down the path of rage that they fill themselves with demonic power, feeding on the pain they inflict on others around them. While some heroic figures can fight against losing themselves in this violence, others give themselves over to it completely.
Path of the Ravager Some barbarians glory in inflicting destruction, gaining power from the damage they exact. The Path of the Ravager is one of unequalled destruction, thrilling from the pain of others. Ravager’s Curse Beginning at 3rd level when you choose this archetype, you gain the ability to cast Hellish Rebuke as if using a spell slot equal to your proficiency bonus. The saving throw is Constitution-based. You can use this feature a number of times equal to your Constitution modifier (minimum of once), and you regain all expended uses of it when you finish a long rest. Ravager’s Fury Starting at 3rd level, you gain power from the enemies you slay. Whenever you reduce a hostile creature to 0 hit points, you gain a number of temporary hit points equal to 5x their Challenge rating (minimum 1). These last for 1 hour or until ‘used up’. Undead or construct enemies do not grant this benefit. Aura of Pain From 6th level, you can radiate an aura of psychic pain, inflicting your constant agony on others around you. You can activate or deactivate this aura as a bonus action, and you and all creatures within 10 feet of you take 3 (1d6) psychic damage at the start of their turns or when they enter the aura. This damage increases to 7 (2d6) psychic damage at 14th level. Intimidating Presence Beginning at 10th level, you can use your action to frighten someone with your menacing presence. When you do so, choose one creature that you can see within 30 feet of you. If the creature can see or hear you, it must succeed on a Wisdom saving throw (DC equal to 8 + your proficiency bonus + your Charisma modifier) or be frightened of you until the end of your next turn. On subsequent turns, you can use your action to extend the duration of this effect on the frightened creature until the end of your next turn. This effect ends if the creature ends its turn out of line of sight or more than 60 feet away from you. If the creature succeeds on its saving throw, you can’t use this feature on that creature again for 24 hours. Rampage Starting at 14th level, your causes constant and unceasing destruction. Once per turn, when you hit a creature with an attack, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wound on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. As foes, reavers are terrifying and relentless enemies. Their attacks are devastating, and they seem unstoppable. REAVER Medium humanoid (any race), any evil Armour Class 15 (unarmoured defense) Hit Points 90 (12d8 + 36) Speed 40 ft. Str 18 (+4); Dex 15 (+2); Con 17 (+3); Int 10 (+0); Wis 12 (+1); Cha 7 (-2) Damage resistance resistant to bludgeoning, piercing and slashing damage Skills Athletics +7, Intimidate +1 Senses passive Perception 14 Languages one language (usually Common) Challenge 6 (2,300xp) Aura of Pain. A reaver can radiate an aura of pain, activating or deactivating this as a bonus action. While it is active, the reaver and all creatures within 10 feet takes 3 (1d6) psychic damage at the start of their turns or when they enter the aura. Danger Sense. A reaver has advantage on Dexterity saving throws against effects that it can see, such as traps and spells. It doesn't gain the benefit if it is blinded, deafened, or incapacitated. Ravager's Fury. Whenever the reaver reduces a hostile creature to 0 hit points, it gains a number of temporary hit points equal to 5x their Challenge rating (minimum 1) or Hit Dice. These last for 1 hour or until ‘used up’. Undead or construct enemies do not grant this benefit. Reckless Attack. When it makes its first attack in a turn, the reaver can choose to make reckless attacks. Doing so gives it advantage on Brutal greataxe attacks, but attack rolls against the reaver have advantage until the start of its next turn. Actions Multiattack. The reaver makes two brutal greataxe attacks against the same or different targets. Brutal Greataxe. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: 14 (1d12+7) slashing damage. On a critical hit, the reaver causes 26 (3d12+7) slashing damage. Reaction Ravager's curse. When the reaver is damaged by a creature that it can see, it can cast Hellish rebuke for 3d10 fire damage (Dexterity saving throw DC 14 for half damage). The reaver can use this ability three times, and regains all expended uses of this ability when it finishes a long rest. Also posted on Game Masters Stash on 14 January 2021. The urban legend / cryptid / arcane entity known only as 'the Tunnel Granny' is mysterious and kindly, given to caring for those who have become lost in the darkness. Its pale, rounded face, dishlike eye hollows, and crooked smile can be seen emerging from the shadows, and its chirping tones and outstretched arms are somehow disarming. The Tunnel Granny can defuse hardened Drow priestesses, Dwarven tunel-fighter veterans, and even Mind Flayers alike.
Those who receive her aid are healed of their wounds by her oddly chilled chicken soup or Amethyst cake that she provides, and led through dark unseen ways to safe havens. There, it retreats after taking something symbolic- a small triangle of skin, harmlessly plucked from its ward. This mark causes no bleeding or pain, but it never truly heals, leaving a pale triangular scar. Some have attempted to leave offerings or pledge service to the Tunnel Granny, but it cannot be located except by those who have truly become lost in the underdark. It is most akin to an Aspect, but seems to have powers that defy even clerical divinations. With many thanks to Blob Doss for permission to use the art and concept design. Also posted on Game Masters Stash on 13 January 2021. When creating new story elements, it's good shorthand to say "it's like fantasy Rome..." or "...fantasy Polynesia" or something recognizable so that your players know what visual and cultural references to use. But it's also important not to just rip off aspects of those cultures without consideration, and use them in an appropriate way, rather than just appropriation (although those are similar).
For example, I'm starting a game with friends at the moment in a region inspired by Polynesian and Maori culture, as well as South American societies. The easy way is just to rip off whatever I want to use, throw them all in a blender, and file off the serial numbers. But this doesn't give much respect to those cultures I'm stealing things from, and it feels pretty cruddy of me. So what's a way that I can do this respectfully, and feel like I'm making something interesting and original? Doing some actual research is an excellent start- knowing the difference between Aztecs and Incans, Olmec and Mi'kmaq, Kanaka Maoli and Māori, makes a big deal. Understanding what makes those cultures special and interesting, and considering how you use them, will make a big difference if someone you're playing with knows about, or is from, one of those peoples. Misunderstanding or completely missing the point of a cultural feature can be a great faux pas, and sometimes really distasteful or offensive. Another consideration is how these cultures and the traditions you're using are treated in-game. Just copying existing real-world colonialism can be really un-fun for people whose families have traditionally or recently suffered from this kind of practices. Treating them as "noble savages" doesn't fix that either- it still makes them relegated to a particular cultural role. In my game, the colonists were forced to make a treaty with the local people, causing them to integrate over the last ninety or so years. This means that certain cultural aspects have flowed from each culture to each other- now, captains of colonist origin bear tattoos marking their rank while they give offerings to the spirits before a journey, island warriors take to battle on the seas wearing steel breastplates and rapiers, and the servants of the New Gods preach their religions on the street corners. Ships are decorated and named to give them a spirit, and everyone knows that a loved ship just sails better. I'm not saying my 'fix' is perfect, either- it's still a work in progress. But the way you use aspects of cultures which aren't yours, is something definitely worth considering, and maybe changing. Also posted on Game Masters Stash on 9 January 2021. This last part of Chapter 4 of the ongoing Sorcerer-Kingmaker adventure path conversion, today's chapter includes statistics for Ovinrbaane, Enemy of All Enemies, as well as conversion of the included side quests.
Ovinrbaane, Enemy of All Enemies is a weapon crafted during the time of the Cleansing Wars of enchanted steel and ogres' bones, instilled with a vicious personality by the incredible psionic powers of the Sorcerer-King Kalak himself. Its head is heavy and viciously sharp, and it was the signature weapon of Armag, Kalak's first lieutenant, in his battles against the ogres. Although Armag's rage and prowess were legendary, the powers of this axe were equally well-storied. Weapon (greataxe), legendary (requires attunement by slaying 20 Hit Dice of creatures) You gain a +2 bonus to attack and damage rolls made with this magic steel greataxe. Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with this attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each tim you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself with a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check ending the effect of such wounds on it by a success. Abilities: Int 11, Wis 12, Cha 15 (Ego DC 14) Communication: empathy, senses with hearing and normal vision out to 60 feet Alignment: Chaotic neutral Characteristics: Bloodthirsty, prone to rage Special purpose: Bane (all enemies); Special powers: The axe can cast Counterspell without the wielder needing to spend an action. It can cast this again after a short rest. Side Quests Cha'thrang shell armour Source: A druid who offers to craft the item. Task: A druid in the region, named Borzoki, offers to craft armour from the shell of a Cha'thrang, if someone can bring the remains of the creature for him. Completion: The shell and remains of a Cha'thrang (area P) will meet Borzoki's needs. Reward: Borzoki builds and enchants a +1 Breastplate from the Cha'thrang's remains. Wanted: Speartooth Source: Wanted poster, backed by seals of each of the local cities Task: The silt wyrm Speartooth has long agued the hills west of the silt flats. They say he's killed and eaten a hundred people. So far, no-one has brought the beast down. Completion: Find Speartooth, kill it, and bring its 22-inch long fangs to the captain of the guard in any local city. Reward: The local cities have agreed on a bounty of 8,000 ceramic pieces for this feat. Drinks in any local bar will likely be free, on telling of the deed. Road to the Wyvernstone Bridge Source: Loy Rezbin, mayor of Siltford Task: The mayor of Siltford wants to increase traffic and trade. He's drafted plans for a road between his village and Wyvernstone Ford over the silt flats, but he doesn't have any workers to start building the road. Completion: Build a road that connects Siltford to the Wyvernstone Ford. Reward: Not only will building this road help travel and trade, but the influx of business fom the East Sellen also increases the nation's Economy by +1. The next Sorcerer-Kingmaker post will begin the War of the Silt Princes, coming next week! Also posted on Game Masters Stash on 8 January 2021. This spell ruptures the fabric of reality, causing it to shimmer outwards in a destructive wave before reasserting itself. This is available for Sorcerers, Warlocks, and Wizards. This is a powerful battlefield-controlling spell often used by Imperial Battlemages.
REALITY SHATTER 4th-level abjuration Casting Time: 1 action Range: 100 feet Components: S, M (a small mirror) Duration: Concentration, up to 3 rounds With an outward folding of fingers, you breach the skin of reality. Each creature in a 20-foot radius sphere centered on a point you choose within range must succeed on a Strength saving throw or be violently tossed up to 10 feet out of the spell's range, taking 3d6 bludgeoning damage and becoming Prone. In the second round of the spell, the spell's area is treated as difficult terrain and any creatures inside the area must make Strength saving throws or be forced up to 20 feet towards the centre of the area, taking 3d6 bludgeoning damage for every other creature in the area. In the third and final round of the spell, reality reasserts itself, and any creatures in the spell's area take 4d8 force damage and must make a Strength saving throw or be hurled up to 20 feet out of the spell's area and become Prone. If at any point you cease concentrating on the spell, no further effects apply. At Higher Levels: When you cast this spell using a spell slot of 5th level or above, the radius of the spell is increased by 5 feet per slot level above 4th. The damage at each level of the spell is increased by 1 additional die per 2 slot levels above 4th, for each round of the spell. Also posted on Game Masters Stash on 7 January 2021. Venomglass Spiders are a bizarre and dangerous creation- originally magebred to be milked for their venom, they seem to have made their way into the wilderness. They are fragile, but malignant, and defend themselves with no mercy. Their abdomens are transparent, swollen with virulent-looking green venom.
Venomglass Spider Large monstrosity, unaligned Armour Class 13 (natural armour) Hit Points 52 (8d10 + 8) Speed 30ft., climb 30ft. Str 14 (+2); Dex 18 (+4); Con 14 (+2); Int 2 (-4); Wis 11 (+0); Cha 4 (-3) Skills Acrobatics +7, Stealth +7 Senses blindsight 20ft., darkvision 60ft., passive Perception 10 Languages - Damage vulnerability bludgeoning damage from a magical weapon Challenge 5 (1,800 xp) Spider climb. The venomglass spider can climb difficult surfaces, including upside down or on ceilings, without needing to make an ability check. Venomvent. When the venomglass spider is damaged by a piercing or slashing weapon, any adjacent attackers must make a DC 13 Dexterity saving throw or take 5 (1d6+2) poison damage. Web walker. The venomglass spider ignores movement restrictions caused by webbing. Actions Venomous Bite. Melee weapon attack: +7 to hit, reach 5ft., one creature. Hit: 7 (1d8+3) piercing damage and 7 (2d6) poison damage. The target must also make a DC 13 Constitution saving throw or become Poisoned for 1 hour. While they are poisoned from this bite, the target takes 3 (1d6) poison damage each time they make an attack or spellcasting action. Also posted on Game Masters Stash on 6 January 2021. I've compiled all of the spells I've written for Game Masters Stash all the way through to the end of 2020, and updated many of them to 5th edition based on the feedback you've provided. And here it is, more than 50 spells FREE for you to download!
Just follow the link here to get a copy yourself! Also posted on Game Masters Stash on 2 January 2021. The fourth part of Book 4 of the Sorcerer-Kingmaker conversion, this chapter will deal with the barbarian warlord named Armag Twiceborn, the Loud Sisters of the Cult of Cold Malice, and the artifact weapon Ovinrbaane.
The original Armag was a lieutenant of Kalak the Ogre-Doom during the Cleansing Wars, and a trusted friend. After his battle against a mighty army of ogres led to his death, Kalak honoured him by having his army build a tomb for Armag, laying his mighty axe to rest with him. He transformed one of his powerful templars, Zorek, into a Raaig to watch over the tomb, and for thousands of years, this tomb has been undisturbed. Perhaps forty years ago, the tomb was discovered by the wicked members of the Cult of Cold Malice, driven out into the wilderness from Balic and sheltering from a sandstorm. They explored the complex, stumbling across the power of Armag's axe, and lost several members to its power before retreating. They did, however, formulate a plan to harness its power- to raise a warrior in Armag's name and image, believing he was the heir to the original Armag's title and possessions. They have raised this young man in the wilderness for decades, bringing him to rulership of a barbarian tribe and introducing him to Zorek, who now believes that he truly is the original Armag. His charisma and prowess have forged his tribe into a real threat to the southern Tablelands. Following his victories against House Drelev forcing an alliance, the Loud Sisters decided to bring him to the tomb and finally attune him to Armag's axe Ovinrbaane, Enemy of All Enemies. The weapon requires shedding blood to attune, and they had planned to bring the five daughters of House Drelev for this purpose, but Kisandra's escape forced the sacrifice of some of the barbarians instead. The barbarian tribe has sent its warriors along with the expedition, making camp outside the complex. On the steps are stationed a band of a half-dozen barbarian warriors, guarding the entrance until Armag is done. They will fiercely defend the steps and entrance to the tomb with their lives. Each is a veteran who has stood with Armag through many battles, and they have a variety of looted equipment, making them veyr heavily-equipped. From area D2 onwards, Zorek's powers guard the entire complex against intruders, while allowing the Loud Sisters and the barbarians the ability to protect it. Using Guards and Wards isn't terribly fun, I've found, so I would instead suggest that the entire complex is warded by protecting against extraplanar travel into it, as well as allowing Zorek to level a curse against anyone he believes is disturbing his tomb (not the barbarians, but definitely the PCs). As they enter area D1, they see the ghostly image of a templar wearing Tyr's badge of office appear before them, arms crossed. He bars their way, speaking in an archaic style of speech to let them know that that this is the tomb of Armag, Beloved of Kalak, Enemy of All Enemies, Mighty of Melancholies and Thews Alike, and that their presence is unwelcome here. If they proced, he warns that only death shall await them, before fading away. Unless Zorek has been destroyed, any intruders who are unwelcome in such a way take 1d8 additional necrotic damage from any attack or spell for the duration of the time they are in the tomb, and an additional 24 hours afterwards. The temple complex also consists of several tests of cleverness, might, agility, and other things which Kalak found admirable in his youth. Passing these confuses Zorek's almost-unwavering belief that the new Armag truly is his ward returned to life. If the PCs fight or attempt to treat with Zorek, persuading him that the Loud Sisters have lied to him, they have advantage on one roll for each of the Tests which they have successfully completed. D2. Test of Strength: The Test is completed by manuevering each of the rounded boulders into its appropriate depression up a flight of long stairs, before the boulders crash down upon them. This requires successive Strength rolls of increasingly difficulty (DC 16 for the smaller boulder, DC 18 for the second boulder, DC 20 for the third boulder, and DC 22 for the largest boulder of all) each round, to move them 30 feet. D3. Test of Endurance: When entering this room, the walls which have been covered in polished bronze sheets radiate the full strength of the sun at midday, and the doors crash down. Anyone present in the room takes 2d6 fire damage each round (in addition to the necrotic damage, if Zorek's curse is still active). The doors must be raised by hauling upon an ancient bronze chain, requiring seven successive Constitution saving throws to avoid gaining exhaustion levels. Once the door has been hauled open, the sun's light blessedly cools, and the room returns to a more normal temperature. D5. Test of Tactics: Sixteen sigils have been carved into this wall, keeping the names of Armag's lieutenants alive and preventing them from true death. Only if these names are marred or erased can each of the sixteen skeletal champions be destroyed forever. A Shadow Giant has been set to guard this hall, lurking partway in the Black and attacking anyone who attempts to interfere with the sigils. D6. Tilting Floor: This room is as written- a disc balanced on a pivot in the middle of the room, causing it to pivot and wobble, depositing adventurers into pit traps at the north and south ends of the room. D7. Test of Agility: This test consists of navigating a number of columns above a thirty-foot drop to the floor below, inhabited by swarms of biting red ants. In addition, the first person to reach the other side activates a magical Gust of Wind which affects everyone else still standing on the columns. D9. Test of Prowess: This room holds a towering Stone Golem, adorned with spikes and made in Armag's bearded appearance. It is 'programmed' to kneel once it reaches 20 or fewer hit points, and can be painstakingly repaired by Zorek, although he has rarely had to do so. D10. Cavern of the Slain: Eight of Armag's skeletal champions wait here, their dreadful intellect keeping them bound to his will, or that of the sword's wielder. They ambush passers-by with javelins, spears, and axes. If felled, their bones slowly reform, unless their names have been removed from the wall in area D5. D11. Test of Obedience: This large room is made in imitation of Kalak's own throne room, should any of the PCs have seen that. Pillars adorned with gold leaf and lapis lazuli mark passage down the hall, and a colossal stone statue carved in the likeness of King Kalak dominates the far wall. Here, Zorek waits to administer the final test or deal with intruders. He is a Raaig, and although he was once one of Kalak's greatest Templars, he has felt his faith waver in the past decade or so. Those who try to persuade him of the Sorcerer-King's death (if this has happened in your game) can cause his faith to waver even further, and a series of five successive Persuasion checks (at DC 20) can cause him to fade away entirely. D12. Armag's Armoury: The hacked bodies of the four captives from House Drelev, as well as another half-dozen of Armag's barbarians, are scattered across this room. The barbarians seem to have fought back, but even they were not able to hold back Armag once he awoke Ovinrbaane. His immediate rage sated, he has been sent into the next room to attune to it more thoroughly, along with the remaining skeletal champions. Here, the Loud Sisters of the Cult of Black Malice wait, and guard their champion. The two are older than presented in the original adventure, but are highly-skilled, and will bring the full weight of their elemental magic against anyone attempting to stop them. They have literally waited a generation to bring about this plan, and no-one can bring a halt to the destruction which will be unleashed. D13. Armag's Tomb: The walls here are covered in bas-reliefs of a barbarian warrior wielding an axe. In the centre of the room kneels Armag, communing with the axe's violent spirit and becoming one with the original Armag once and for all. He is guarded by the last eight of his skeletal champions, and will only rise during the second round of combat, unleashing his rage upon any intruders. He will be a very tough fight, combining his own rage and skill at battle with the magical powers of Ovinrbaane. Killing Armag and the Loud Sisters is enough to settle the barbarian tribes for a few more generations, and they will cause no united harm to the PCs' new city as it grows. High Praetor Irovetus, grows more daring, and will next unleash his grand plan to destroy them once and for all, in the upcoming War of the Silt Kings. Also posted on Game Masters Stash on 1 January 2021. |
AuthorI'm Luke. He/him pronouns. Archives
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