This druidic spell unites the caster and a beast to whom they share a link, making them act and strike in deadly unison.
BATTLE BOND 2nd-level divination (Druid, Ranger spell) Casting Time: 1 action Range: Touch Components: V, S, M (a queen bee or ant) Duration: Concentration, up to 1 minute You bond with a willing Beast that you touch, creating a mystic connection between you and the target until the spell ends. While the target is within 60 feet of you, you each gain +1 to saving throws, and you can both communicate telepathically with one another without any action required. While this spell is active, if either you or the target takes psychic damage, the other party takes half the amount of damage taken in addition (for example, if the target takes 18 points of psychic damage, you take an additional 9 points of damage). When you take an Attack action, the target can also make an Attack action at the same time, and if you both attack the same target, all your attacks against the same creature have advantage. Also posted on Game Masters Stash on 27 February 2021. The first chapter of the final book of the Sorcerer-Kingmaker adventure path conversion deals with Nyrissa's plan to sweep the Tablelands, and then all of Athas, clear of humanoid life. Unlike the other adventures, this book begins taking place on a set timeframe- each of the blooms begins as a patch of fertile land and a spring of water bubbling forth, rapidly expanding in size until it swiftly becomes an expanse of virulent and hostile nature, miles in diameter. Once dealt with, each bloom leaves a trophy which can be used to force entry to the First World.
First Bloom (day 1): The Whirling Lake. The first bloom appears as a rapid churning and expansion of an oasis or lake somewhere within the PCs' settlements. Initially, this seems to be a miracle bringing elemental life to the burnt land, but the water expands at the rate of tens of feet per minute, swiftly turning to muddy filth and overwhelming buildings which were never intended to withstand a flood. The water is infected with Sight Rot, and all of those who drink from it begin bleeding from the eyes until their eyes eventually rot away (Constitution saving throw DC 15 to resist). Within the centre of the lake are a quartet of Greater Water Elementals, which slow their churn and will defend the area if anyone approaches. Each takes the form of an inky-black fish, the understanding of which may be lost on residents of Athas. If all four of the elementals are slain, the water shoots up as a great geyser, hundreds of feet in the air, and then drains away naturally, leaving a morass of mud and silt. Trophy: A smoky-black quartz fish, about two feet long and weighing forty pounds. Second Bloom (day 8): The Shrieking Children. The second bloom appears in the Narlmarches or in Thousand Breaths forest, (or in the forest of the Sootstripe halflings, if you prefer a closer threat). Thousands of living vines (mobs of Blights) animate themselves and walk the land, killing and imprisoning any humanoids they come across. In addition, Mandragora Blights emerge as a more threatening version, attacking towns with their psychic screams, with the power of a banshee's wail attack. The swarms of Mandragora Blights are highly dangerous, even to well-equipped adventurers, but vanquishing two of them at the fungal heart of the bloom will cause it to crumble and die rapidly. Trophy: A dead Mandragora. The Unseen Threat (day 9): Sensing that her plans have been interfered with already by the PCs, Nyrissa unleashes a band of merciless hunters, squeezing them out from the portal from the Tower of Thorns- a dozen Invisible Stalkers, with instructions to hunt, and kill, each of the PCs. They journey tirelessly across the land at a flying speed of 5-10 miles per hour, unerringly making their way towards their prey, and ambush them when they have an opportunity. If they slay the PC who carries Briar, they take it and flee immediately, heading back to the Tower of Thorns as fast as they can. Third Bloom (day 12): Nights of Dread. This bloom manifests in the most densely-populated place on your campaign map- either Balic, or the PCs' home town (whichever will be more meaningful to your players). The inhabitants begin to be plagued by terrifying and disturbing dreams, and within a day or two, begin dying in horrifying ways, leaving their bodies eviscerated. This is the doing of the Nightmare Rook, an immensely powerful psionic creation which can force biofeedback on those who sleep. Confronting the Nightmare Rook might require a specific trance or consulting with a psionic master who can bring all of the party into someone's dreaming state. A variety of nightmare creatures will confront any brave dreamers (use the Quori statistics from Eberron: Rising from the Last War, if you have it) before the Nightmare Rook itself confronts them, a vast and sky-blotting birdlike shape of infinite blackness, peppered with the light of dying stars from beneath its wings. A vast feat of willpower is required to drive it away, waking everyone instantly. Trophy: A feather from the Nightmare Rook's wing, clutched in someone's hand. Fourth Bloom (day 16): The Tree of Death. This bloom grows from any tree in the lands, swiftly becoming a towering tree hundreds of feet in height and nearly fifty feet in diameter. Its roots writhe and crush structures nearby, and any water dries up rapidly as it absorbs any moisture in the area. Other trees begin to sprout around it, and grow almost as rapidly. Luckily the entire tree need not be destroyed, but enough of its roots must be severed or the trunk cut through. A spellcaster who chooses to Defile in this region treats everything within a mile of the tree as lush terrain. Once the tree is felled, it rots rapidly, and the water table slowly restores to its normal level. In the vicinity are a half-dozen Treants, which protect the trunk with their lives. Trophy: A scrap of heartwood from the colossal tree, which oozes sap. Fifth Bloom (day 17): The Knurly Briars. This bloom manifests anywhere in Hills or Plains, transforming into a vast area of briars scores of feet tall and round, like a vast, primeval forest. Their spikes are sharp enough to pierce mekillot hide, and shred humanoids with ease. Within the growth of toxic-green briars can be seen some gigantic figures stalking effortlessly through the briars. Reaching the heart of the bloom will require battling through several Plains Giants which have become Yellow Musk Zombies, and then confronting the colossal Yellow Musk Creeper, defended by yet more of the zombies. On slaying the Creeper, the briars begin to wither. Trophy: A seed pod from the Yellow Musk Creeper. Sixth Bloom (day 22): Rise of the Mireworms. This bloom manifests in the Hooktongue Slough, where wriggling violet worms infest the mud and drag down any creatures slow enough not to escape them. Some grow to truly enormous size, and become a trio of Purple Worms which attack through the muddy mire. The worms continue to grow, and the mud must be excavated to a depth of around ten feet, finding the writhing knot of worms from which they seem to be spilling. Trophy: The knot of worms, about the size of a man's fist. Seventh Bloom (day 25): Old Man of the Desert. This bloom manifests as a colossal heaving of sand out in the desert, which might be witnessed by traders or travellers, but might just as likely go unnoticed. However, tales swiftly begin to be told of a mountain range that is there one minute and gone the next, or of isolated settlements which have vanished, buildings and all, into the sand. The truth is that a truly enormous Hatori, over two hundred feet long, has emerged from the First World and cruises the sandy wastes without equal or fear. This beast is all but unstoppable, and able to demolish entire infantry companies in moments. If slain, one of its eyes falls to the ground as its body begins to decay, an uncut green gemstone the size of a human's torso. Trophy: The Hatori's eye gemstone. Eighth Bloom (day 26): War of the High Folly. The final bloom manifests not far from the PCs' capital city, unleashing a horde of First World soldiers upon their defenses. This will involve a large mass combat, defending the walls from murderous beasts, giants wielding bizarre life-shaped weapons and armour, blood-drinking plants, and even more strange things. In the distance, a white marble tower can be seen against the insanely blue sky of the First World, with a vast winged, reptilian figure flying lazy circles around it. This attack is disorganized and poorly-arranged, each 'group' of combatants powerful but varied, and with no strong leadership or battle-plan. Nyrissa's minions are not grouped in ways that make their talents or powers synergistic, and sometimes even confuse one another with their attacks. This battle will be desperate, and the PCs should be hard-pressed but on their home ground. Fighting off the attack and pressing forward to the heart of the bloom means the PCs can close the portal, leaving all of the vegetation gone, and a 100-foot radius of shining black obsidian sand. Trophy: A handful of obsidian sand. Ninth Bloom (day 28): Cataclysm Beast. Nyrissa's last and most deadly minion is a creature which she has painstakingly life-shaped for centuries, hoping that such an avenue would never be needed. On the day of this final event, although no clouds are to be seen in the sky, peals of thunder rumble across the Tablelands every ten minutes or so, like a Tyr-storm is above. From dusk, these become even more frequent, and with a flash of green light and a final ear-splitting crash, a rent from the First World tears open at the site of the eighth bloom. What emerges is a monster unlike Athas has seen before- what would be termed a kaiju in other planes of existence. This creature is imbued with the resilience of an earth drake, the might of a Nightmare beast, and the bio-engineered powers conferred by life-shaping. The cataclysm beast is around fifty feet tall and seventy feet long, with glowing bioluminescent lines and spots on its hide that glow as its taps into its powers. The beast is enormous, and moves with slow but inexorable power. It makes a beeline for the city walls and immediately begins wreaking havoc, impervious to all but the most powerful weapons. If it can be felled, it begins to fall apart into separate pieces, decaying rapidly until its glowing heart is all that remains, nearly as big as a half-giant. Trophy: The Cataclysm Beast's heart. CATACLYSM BEAST Gargantuan monstrosity (titan), unaligned Armour Class 21 (natural armour) Hit Points 450 (25d20 + 175) Speed 40ft. Str 25 (+7); Dex 9 (-1); Con 25 (+7); Int 3 (-4); Wis 11 (+0);Cha 1 (+0) Saving Throws Dexterity +6, Constitution +14, Intelligence +2 Damage Immunities Lightning, poison; Bludgeoning, piercing, and slashing from non-steel attacks Damage Resistances Psychic, fire, force Condition Immunities Charmed, frightened, paralyzed Senses Blindsight 10ft., passive Perception 10 Languages - Challenge 21 (33,000 XP) Forged in Lightning. When the cataclysm beast would take damage from a lightning effect, it is healed half the amount of damage it would take instead. Legendary Resistance (2/day). If the cataclysm beast fails a saving throw, it can choose to succeed instead. Magic Resistance. The cataclysm beast has advantage on saving throws against spells and other magical effects. Prismatic Reflection. Any time the cataclysm beast is targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, it has a 50% chance to be unaffected, as the effect simple reflects harmlessly from its hide. Siege Monster. The cataclysm beast deals double damage to objects and structures. Actions Multiattack. The cataclysm beast uses its Frightful Presence, then attacks with either two claws or its bite and its tail. It may alternately use its Frightful Presence, and then make tail attacks against up to three targets who are adjacent to one another. Bite. Melee weapon attack: +13 to hit, reach 10ft., one target. Hit: 30 (3d12+7) piercing damage. If the target is a creature, it is grappled (escape DC 15). Until the grapple ends, the target is restrained, and the cataclysm beast can't bite another target. Claw. Melee weapon attack: +13 to hit, reach 10ft., one target. Hit: 21 (3d8+7) slashing damage. Tail. Melee weapon attack: +13 ro hit, reach 20ft., one target. Hit: 21 (4d6+7) bludgeoning damage. If the target is a creature, it must succeed on a DC 22 Strength saving throw or be knocked prone. Frightful Presence. Each creature within 100 feet of the cataclysm beast and aware of it must succeed on a DC 15 Wisdom saving throw or become Frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the Cataclysm Beast is in line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the cataclysm beast's Frightful Presence for the next 24 hours. Charge. The cataclysm beast's bioluminescent marks begin to glow brightly, and it can move up to half its speed. On its next turn, it can use its Ultrablast action. Ultrablast. The cataclysm beast cannot use this ability unless it has used the charge action in the previous turn. The cataclysm beast emits a line 100 feet long and 10 feet wide from its chest. Each creature in the line must make a Dexterity saving throw (DC 21). A creature takes 35 (10d6) lightning damage and 35 (10d6) force damage on a failed save, or half as much damage on a successful one. Legendary Actions The cataclysm beast can take 2 legendary actions, choosing from the options below. Only one legendary action option can be chosen at a time, and only at the end of another creature's turn. The cataclysm beast regains spent legendary actions at the start of its turn. Attack. The cataclysm beast makes one claw attack or bite attack, or one tail attack. Move. The cataclysm beast moves up to half its speed, demolishing any buildings in its way and turning them into difficult terrain. With her month of terror ended, Nyrissa will again try to breah the planar barriers from the First World, with a 10% chance of success per bloom which hasn't been shut down. If she fails, she will not be able to attempt such a feat for another year, while the PCs are equipped with the trophies they can use to open the portal from their side. Tune in next week for details on exploring the First World! Also posted on Game Masters Stash on 26 February 2021. The Chaos Wastes are a terrible place, wracked with changestorms, devoid of natural vegetation, and inhabited by tribes of flesh-eating Beastfolk. These mutants are hungry, and hateful of all humanoids. They are fierce combatants, each much stronger and more resilient than an average human. However, they have litle sense of empathy, and find themselves unable to form kind or polite society, or even to tolerate one. Only a few are known to be able to even speak the Common tongue, most merely bellowing their hatred in animal cries. They are relentless enemies of the Forlands, their nearest human neighbours, and only the Black Mountains and the Gateway Fortress are able to hold them back from overrunning the kingdom altogether.
Beastfolk are often led by vile priests following the commands of Guthurzk, deity of destruction and hatred. Their commands are followed as gospel by the braying hordes of beastfolk, and the promise of "manflesh" is used as a promise of of reward. Statistics: Beastfolk have the same statistics as Gnolls, although their hides are mangy and covered with tumorous growths fom surviving the changestorms. Some also grow to Large size over time, their brains atrophying while their bodies swell with might. How you can use Beastfolk in your games: - I use Beastfolk (liberally stolen from the Old World of Warhammer, of course) because Hyena-based Gnolls just never quite 'sat right' with me. If you do like them, go nuts! This isn't saying that they suck, it's just a way to change the flavour of something that I didn't quite like. - As slightly-better-than-human foes, Beastfolk present a challenge whether singularly or in warbands. Their might and hatred make them dangerous foes, and the threat of thousands of them attacking at once should make the blood run cold. Withstanding a siege of attacking Beastfolk is a terrifying experience, and even managing to hold out against them does not mean the threat is ended. - Missions out into the Chaos Wastes are highly dangerous, exposing adventurers to dangerous wild magic and attacks by wild bands of Beastfolk. However, merchants traveling the Wastes are always in need of assistance in reaching the other side, and innumerable treasures have been lost or taken out into the Wastes, making such a trek a valuable prospect. Also posted on Game Masters Stash on 25 February 2021. The enigmatic ranger who is now known only as The Huntsman is a brutal and gleefully wicked individual. Having served in the military skirmishes against another nation, his hatred and savagery against them know no bounds. He has been dismissed for disobeying orders and threatening the peace twice, and each time conflict rises up against the former enemies, a team is sent to recruit him.
The Huntsman is a loose cannon in the worst way, dangerous to everyone around him and likely to cause enormous damage. As a hunter, he keeps busy by bringing in those who have gone missing or been kidnapped, criminals, or those who would evade justice- sometimes alive, often dead. He savours every horrified stare and gasp as he dumps a bloody carcass on the table and counts his reward- he knows they need him. How you can use the Huntsman in your games: - As a part-time bounty hunter, the Huntsman might end up in competition with your PCs, whether as part of the same expeditionary party or a rival. He is not above sabotaging their trek, fouling water supplies or food, or even leaving booby-traps designed to cripple others and divert resources to get them back to healing. He knows no shame, only victory. - If the PCs anger the rulers of this kingdom (whether rightly or falsely), the Huntsman may be dispatched to bring them in. His approach with targets who he is being paid to kill is even less gentle than above- he is happy to harm bystanders to delay aid, sabotage bridges, lead nearby monsters into ambushes, and cause forest fires to interrupt sleep or rest. - In a military setting, the PCs might be in a situation where they have to deal with the Huntsman in the field- and being on the same side as him might be more difficult than dealing with his as a declared enemy. He has no patience for those who cannot keep up, and a burning hatred for his own enemy. And when he hears that peace talks are to be happening, and goes missing... the PCs may have to intervene quickly. The Huntsman Medium humanoid (human), neutral evil Hit Points 128 (15d8 + 60) Speed 30ft. Str 17 (+3); Dex 18 (+4); Con 19 (+4); Int 13 (+1); Wis 16 (+3); Cha 9 (-1) Saving Throws Str +7, Dex +8, Con +8 Skills Athletics +7, Intimidation +3, Perception +7, Stealth +8, Survival +7 Senses passive Perception 17 Languages Common Challenge 9 (5,000 XP) Keen Hearing and Sight. The huntsman has advantage on Wisdom (Perception) checks that rely on hearing and sight. Land's Stride. Moving through difficult terrain does not cost the huntsman extra movement. In addition, he can move through plants without taking damage from them if they have thorns, spines, or a similar hazard. Sneak Attack. Once per turn, the huntsman deals an extra 7 (2d6) damage when he hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the huntsman who isn't incapacitated, and the huntsman doesn't have disadvantage on the attack roll. Vanish. The huntsman can make a Hide action as a bonus action on his turn. In addition, he cannot be tracked by nonmagical means. Actions Multiattack. The huntsman makes three vicious axe or hurled axe attacks. Vicious axe. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: 10 (1d12+3) slashing damage. Hurled axe. Ranged weapon attack: +8 to hit, range 20/60, one target; Hit: 7 (1d6+4) slashing damage. Leave Trap. The huntsman drops a trap in his space and moves up to his speed. The trap is a mechanical device which causes any creature moving into the space to make a Dexterity saving throw (DC 16) or take 11 (2d10) slashing damage and become restrained for 1 minute. A restrained target can make a Strength check (DC 15) to escape as an action on their turn. Also posted on Game Masters Stash on 24 February 2021. Grimbrutes are large, brutish monsters somehow related to Grimlocks. They are only ever rarely witnessed in the deep dark places of the earth, and even more rarely does anyone survive an encounter with one of these monsters. They seem to be impervious to pain, and are driven into an almsot-unstoppable rage by the scent of humanoid blood.
GRIMBRUTE Large humanoid (grimlock), neutral evil Armour Class 15 (natural armour) Hit Points 85 (10d10+30) Speed 40 ft. Str 19 (+4); Dex 12 (+1); Con 17 (+3); Int 7 (-2); Wis 6 (-2); Cha 5 (-3) Skills Athletics +6, Perception +0, Stealth +3 Condition Immunities Blinded Senses Blindsight 30ft., or 10ft. while deafened (blind beyond this radius); passive Perception 10 Languages very poor Undercommon Challenge 4 (1,100 XP) Blind Senses. The grimbrute can't use its blindsight while deafened and unable to smell. Blood Frenzy. When reduced to 42 hit points (or half of its maximum), the grimbrute gains a +2 bonus on all damage rolls and has advantage on melee attack rolls, but its Armour Class drops to 12. Keen Hearing and Smell. The grimbrute has advantage on Wisdom (Perception) checks that rely on hearing or smell. Pain Resistance. When the grimbrute is damaged by a nonmagical weapon, then bludgeoning, piercing, and slashing damage is reduced by 3. Actions Multiattack. The grimbrute makes two claw attacks, or one claw attack and and one greatclub attack. Sweep. The grimbrute makes one greatclub attack against up to three opponents in range. Claw. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d6+4) slashing damage. Greatclub. Melee weapon attack: +6 to hit, reach 10ft., one target. Hit: 9 (1d10+4) bludgeoning damage. Also posted on Game Masters Stash on 20 February 2021. This heralds the beginning of the end of the Sorcerer-Kingmaker adventure path conversion, starting to tie together all of the threads established over the last six months.
Campaign Background Nyrissa, a princess of the Pyreen and one of Rajaat's contemporaries, found much in common with the Warbringer, but could not agree with his methods. She found his wars of genocide tiring and brutal, and his use of defiling sorcery abhorrent. Driven to madness by the long death of her world, she staged a coup against the Warbringer, hoping to bring about a unified and scientific approach. However, she was cast down and finally imprisoned in a subplanar 'bubble' now called the First World. However, with Rajaat's imprisonment, the structure of the First World began to fade, and Nyrissa has been able to make her way out into Athas for a brief few weeks or months at a time. For several centuries, she has taken responsibility for the growth of the mighty primeval forest named Thousandbreaths, and over the past few decades, she has accomplished (among many others) the following deeds: - Slaying the Nightmare Beast located in the Stolen Lands, taking one of its horns as a trophy - Saving a young Sun Lord and inspiring him on his path - Teaching the B'rohg warrior Hargulka tactics and leadership skills - Arming one of her agents, Eirikk, with a life-shaped dagger (which can be found in the Braxat which attacks towards the end of Sands Stained Red) - Slaying the earth elemental drake which can be found in the Tors of the Levenies, taking its skull and arm as trophies - Subverting the former High Praetor of Andropinis, Castor Irovetus, and inspiring him to set up the attack by House Drelev against the PCs' settlement, and then later the War of the Silt Princes between the PCs' settlement and Altaruk - Awakening the water weird in the Hooktongue Badlands - Setting free the Trees That Weep from Thousandbreaths - Recruiting the water drake Ilthuliak, which now dwells with her within the First World With the end of the War of the Silt Princes, the PCs will have been left with the artifact weapon Briar, made of some of Nyrissa's essence, but the Tower of Thorns has phased out of synchronicity with the First World, leaving them with peace in the Stolen Lands for the first time in decades. The PCs should be 15th-16th level at the time this adventure starts, and might reach 20th level by the time it finishes, making them the epitome of their craft and true forces to be reckoned with in the burnt world of Athas. Some time should have passed since the War of Silt Princes- perhaps some months, perhaps even some years- before the First World comes into synchronization with Athas again. And when that rolls around, Nyrissa's frustration and hatred boils forth into a destructive and desperate plot which threatens to wipe out the remainder of humanoid life on the burnt world, replacing it with lush and deadly vegetation from the Green Age. This takes place in the form of toxic Blooms, beginning as fertile land and sprouting into enormous growths, miles in radius. Each of these spreads at the rate of hundreds of feet of radius per day, growing over even defiled ash, although at a slower rate. These Blooms initially attract settlers, but quickly overgrow them, as monsters and primal vegetation from the First World slip through, devouring everything inside. To save the burnt world, the PCs will need to intervene, closing off these Blooms from their planar home. The creatures within have been changed by powers similar to those of the Pristine Tower, often emerging with extra limbs, vastly increased size, or bizarre additional powers. Tune in next week for details on the Blooms of Terror! Also posted on Game Masters Stash on 19 February 2021. In life, the Hollow Despot was fabled to be a brutal, if childish, tyrant. They were given to fits of melancholy and rage if they didn't get their way, whatever their desire was at the time. They once had all the jewelers of their lands executed for not being able to replicate a beautiful art pieve they saw another ruler with. On their death, a coven of devils gathered to greet them and accord them their proper rank in the afterlife- that of one of the Ten Thousand Kings of Hell. Now, they rule over a cruel and somewhat chaotic court of devils which caper and perform at their every whim, though no vice or performance every brings joy to them. Their heart is as hollow as their cavernous skull, only momentarily entranced by each new amusement.
Servants of the Hollow Despot Those who swear oaths to the Hollow Despot become as hungry for joy as their ruler, possessed of insatiable hunger for new experience, new amusement, and new trinkets. Their eyes become almost black in colour, and if someone gazes into them, they seem to have an infinite and empty void of depth. They are, however, rewarded with powers of farseeing and covetous grasping, so long as they bring back gifts for their ruler. Statistics The Hollow Despot's statistics are those of a Pit Fiend, with no tail or wing attacks. They can make four claw attacks with a Multiattack, and their bite attack inflicts double damage, as their cavernous skull expands, snakelike, to close on opponents. How you can use The Hollow Despot in your games: - As an opponent, the Hollow Despot and their many servants tend to be covetous of valuable or unique items, whether these have magical power or are just valuable in their own right- masterworks by a deceased painter, gems cut from the hide of a sapphire dragon, or artefacts beyond price. These servants might try to acquire these by purchase, or by outright theft. - For a warlock PC, the Hollow Despot is an unpredictable and odd patron, sometimes giving new orders in the middle of a mission when a new shiny desire crosses their path. They are among the more merciful and pleasant ones, if you can evade their notice long enough to avoid violent and horrible censure. - The Hollow Despot's desires often bring them into conflict with temporal authorities of the Material Plane, as well as Celestial lords and fiends, including the other Ten Thousand Kings of Hell. They may try to take objects, possessions, or even people to serve the Hollow Despot for momentary amusement. Also posted on Game Masters Stash on 18 February 2021. This spell generates a snaking bolt of reality-erasing destruction.
DEMON BOLT 3rd-level evocation Casting Time 1 action Range 120 feet Components V, S, M (a small crystal orb worth 20 GP) Duration Instantaneous Crushing the crystal sphere in your hand, you unleash a flickering and forking bolt of destructive energy, harmful to spirit and body alike. Make a spell attack modifier against one creature you can see within range. The target gains no benefit from cover against this attack. On a hit, the target takes 4d6 fire damage, 4d6 lightning damage, and 4d6 psychic damage. If this reduces the target to 0 hit points, it is disintegrated. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage of each type is increased by 1d6 for each slot level above 3rd. Also posted on Game Masters Stash on 17 February 2021. Sir Cinder is an adventurous elemental who has attained sentience. Early in its life, it was rescued from imprisonment by a knight, and began to idolize the steel-clad warriors. It served an artificer for several years in exchange for a custom-built suit of furnace armour, which keeps it stoked and protected. Now it travels the land doing deeds of service, and confusing peasants. It might be an unexpected ally in a pinch, or choose to serve a PC as a loyal companion.
Sir Cinder Medium elemental, neutral good Armour Class 18 (plate armour) Hit Points 38 (6d8+12) Speed 25ft. Str 10 (+0); Dex 12 (+1); Con 14 (+2); Int 7 (-2); Wis 10 (+0); Cha 9 (-1) Damage resistances Bludgeoning, piercing, and slashing damage from nonmagical attacks Damage immunities Fire, poison Condition immunities Exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60ft., passive Perception 10 Languages Ignan, Common Challenge 4 (1,100 XP) Red-hot Form. A creature that touches Sir Cinder or hits it with a melee attack while within 5 feet of if takes 3 (1d6) fire damage. Illumination. Sir Cinder casts bright light in a 60-foot cone through the bars of his furnace, and dim light for an additional 60 feet. Water Susceptibility. For every 5 feet that Sir Cinder moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Heated Sword. Melee weapon attack: +2 to hit, reach 5ft., one target. Hit: 3 (1d6) slashing damage and 3 (1d6) fire damage. Fire Bolt. Ranged spell attack: +3 to hit, range 120 feet, one target. Hit: 6 (2d10) fire damage, and flammable objects are ignited if they aren't being worn or carried. Also posted on Game Masters Stash on 13 February 2021. To finish off Book Five of Sorcerer-Kingmaker, this chapter will deal with the siege of the Tower of Thorns, the confrontation with Praetor Irovetus, and the reveal of Nyrissa's identity, leading into book Six: The Sound of a Thousand Screams.
The most recent chapter ended with the PCs going in pursuit of Praetor Irovetus and discovering something that he had taken instead- Briar, an ancient spear made from the spirit of a Pyreen. They also have a lead on his location, and can take their armies to the Tower of Thorns for a showdown. The Tower of Thorns is a jagged spur of stone amid the violent forest tangle known as Thousand Breaths, and reaching it with an army will be difficult. Examination can show that a sizeable force made its way through in the recent past (perhaps weeks, perhaps days- there won't be many trackers in Athas who will know the difference in a dense forest context). Finally, after following trails for miles and battling with venomous flora and fauna, the Tower of Thorns can be reached. The walls are overgrown with foot-thick vines and roots, but sentries stand guard, defending it from attack. There are hundreds of troops, clearly prepared, and yet another battle seems to be the only way to overcome its defences and come to grips with the traitorous Irovetus. As this part in the original book dealt with the PCs besieging King Irovetti's castle, I've had to rewrite this section substantially. The Tower of Thorns is itself more of a fortress complex, rather than a large castle, and the siege should have a valuable and narrative role in the campaign's story. Currently, the tower is defended by all of Irovetus' household guards and conscripted soldiers, as well as several half-giant and elven mercenaries and Mnoedon, his loyal Giant warrior and general. He has also prepare surprises for attackers, with several druids at his disposal. This means that the dense vegetation and roots will be yet another enemy for the PCs to overcome. His household guards, well-equipped soldiers, have prepared fortifications and siege weapons, and are able to hold them against superior attackers. Inside the Tower, Irovetus prepares himself, making offerings and bonding with Briar. As his warrant of service from Andropinis was revoked, he has instead sought service at Nyrissa's feet, and become a Warlock, replacing his Templar powers. Locations of the Tower of Thorns T1-4 cover the ground floor of the tower. T5 is the second floor upwards, T6-7 are the third floor, and T8-9 are the fourth floor. T10 covers the rooftop with the portal to Nyrissa's realm. T1. Grand Plaza: The plaza outside the Tower was once lined with shaped cobblestones, and a series of towering, hooked inhuman statues. A quartet of charmed Half-Giant Juggernauts guard the plaza against intrusion. T2. Guard rooms: A pair of Irovetus' elite Knights guard each of these guard rooms, clad in armour of braxat shell and bronze trimmings. Each fights with a carrikal with polished obsidian blades. T3. Great Hall: A trio of Spies hide behind the pillars of this room, trying to flank and eliminate any intruders. T4. Staircase Colonnade: If the Tower is breached, Irovetus' general and friend Mnoedon waits here with a pair of Gladiators at the top of the stairs. Mnoedon is a desert giant with jet-black skin and a helmet forged of bronze and steel. He carries a tremendous trikal and has no concern for any collateral damage he inflicts in battle. If he survived the War of Silt Princes, Villamor Koth, the veteran gladiator, joins the fight here to prevent intruders proceeding upwards. T5. First Floor: This floor is an open-plan floor, with a pair of Half-Giant Juggernauts standing guard with Datchi clubs, while a trio of Spies wait on landings heading further upwards, with javelins ready to take advantage of a lull in combat. T6. Second Floor: Alasen, leader of the Razorwing Marauders, waits here with her Spy lieutenants. She is an Assassin, who fights with Cahulaks and gives orders to focus attention on one intruder at once, trying to permanently eliminate them. T7. Second Floor Barracks: Another pair of Irovetus' knights stand guard here, and will rush to assist in combat in the next room, if they hear it. T8. Third Floor Observatory: This tower floor is open to the elements, enclosing a smaller room and heavily overgrown. A trio of Air Elementals have been conjured to defend against intruders, reinforced by a pair of Druids within the Greenhouse. T9. Greenhouse: Irovetus has coerced or persuaded a half-dozen druids into his service. At any point, two are kept here to guard him. T10. Portal to the First Realm: Irovetus awaits confrontation with his two pet Tembos and his last two Knights atop the Tower of Thorns, adorned with all his former trappings and wielding Briar against his foes. Despite all his entreaties, the portal has waned shut again, and Nyrissa's true emergence into Athas is delayed once more. His new allegiance is revealed by the bizarre life-shaped creation now obscuring half of his face, and the thorny spear in his right hand glows with magic. His fragile ego, torn asunder by Andropinis' casting him aside, has crossed the line into megalomania. He starts into a villainous speech, and then unleashes his Tembos and attacks. Former Praetor Irovetus, Warlock of the Pyreen Nyrissa Medium humanoid (human), Neutral Evil Armour Class 16 (drake leather armour) Hit Points 176 (27d8 + 54) Speed 30ft., fly 30ft. (hover) Str 14 (+2); Dex 18 (+4); Con 14 (+2); Int 17 (+3); Wis 13 (+1); Cha 21 (+5) Saving Throws Wisdom +7, Charisma +11 Skills Arcana +9, Deception +11, History +9, Nature +9, Perception +7, Persuasion +11, Religion +9 Condition Immunities Charmed, frightened Damage Resistance Poison damage Senses Darkvision 60ft., passive Perception 17 Languages Common, Elven, Sylvan Challenge 18 (20,000 XP) Beguiling Defenses. Irovetus is immune to being charmed, and when a creature tries to charm him, they take 10 (3d6) psychic damage instead. Legendary Resistance (1/day). If Irovetus fails a saving throw, he can choose to succeed instead. Life-Shaped Mantle. Irovetus' life-shaped creations grant him darkvision with a range of 60ft., resistance to poison damage, and immunity to the poisoned condition, as well as several increases to his ability scores (already included in the statistics shown). Magic Resistance. Irovetus has advantage on saving throws against spells. Spellcasting. Irovetus is a 20th-level spellcaster. His spellcasting ability is Charisma (spell save DC 21, +11 to hit with spell attacks). Irovetus has 4 spell slots, which can be used to activate the following spells, all at slot level 5. Warlock spells: Blight (9d8 damage), Counterspell, Dominate person, Greater invisibility, Hellish rebuke (6d10 damage), Hold monster, Plant growth. Mystic Arcanum. Irovetus can cast each of the following spells once per day. 6th level: Conjure fey (one Shambling mound) 7th level: Finger of death 8th level: Power word stun 9th level: Power word kill Actions Multiattack. Irovetus makes one attack with Briar and two Quickblade attacks. Briar. Melee or ranged weapon attack: +8 melee or +10 ranged, range 5ft., one target. Hit: 8 (1d6+5) piercing damage or 9 (1d8+5) piercing damage if used two-handed, plus 7 (2d6) necrotic damage. Quickblade. Melee weapon attack: +10 to hit, range 5ft., one target. Hit: 8 (1d6+5) piercing damage. Eldritch Blast. Ranged spell attack: +12 to hit, ranged 300ft., four targets. Hit: 11 (1d10+6) force damage and the target is pushed 10 feet away. Legendary Actions Former Praetor Irovetus has 1 legendary action per turn, choosing from the options below. Only one legendary action can be used at a time, and only at the end of another creature's turn. Irovetus regains a spent legendary action at the start of his turn. Briar root. Irovetus throws Briar, and after inflicting damage, it triggers Spike growth on the target, before returning to Irovetus' hand. Cast spell. Irovetus casts a spell from his warlock spells. Eldritch Blast. Irovetus fires an eldritch blast at 1 - 4 targets. Mystic arcanum. Irovetus casts one of his Mystic Arcanum spells. If Irovetus is defeated, the danger has passed- Briar finds a new master, the Tower of Thorns begins to phase away from the Material Plane again, and Nyrissa's scheme comes to naught, for now. The vegetation of Thousand Breaths eases its relentless growth and mutation. It seems like the Stolen Lands can find peace for the first time in many years. Get ready for the Sound of a Thousand Screams, starting next week and bringing an epic end to the Sorcerer-Kingmaker adventure path! Also posted on Game Masters Stash on 12 January 2021. Free agents of divine power, clerics of the favoured soul domain wander from place to place, wielding divine power to advance the causes they deem worthy in the eyes of their god. Some choose to undertake great crusades, while others merely revel in the power they have been granted through birthright or gift.
Favoured Soul Domain Spells You gain domain spells at the cleric levels listed below. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you. Cleric level 1st: Divine favour, heroism Cleric level 3rd: Enhance ability, magic weapon Cleric level 5th: Crusader's mantle, magic circle Cleric level 7th: Aura of purity, guardian of faith Cleric level 9th: Circle of power, dominate person Bonus Proficiencies At 1st level, you gain proficiency with any one saving throw of your choice, as well as any one skill of your choice. Channel Divinity: Exert Will Starting at 2nd level, you can use your Channel Divinity to exert supernatural will upon the probability of the world. When you make an ability check or saving throw, you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll, but before the GM says whether the roll succeeds or fails. Channel Divinity: Conjure Awe At 6th level, you can use your Channel Divinity to unnerve someone before you. As an action, you present your holy symbol and speak a word of power, using your Channel Divinity. Choose one creature within 60 feet that you can see. That creature must make a Wisdom saving throw, unless it is immune to being frightened. Fiends and undead have disadvantage on this saving throw. On a failed save, this creature is frightened and restrained for 1 minute or until it takes any damage. On a successful save, the creature's speed is halved for 1 minute or until the creature takes any damage. Energy Resistance From 8th level, you gain resistance to two energy types of your choice from the following list: acid, cold, electrical, fire, necrotic, poison, psychic, radiant, or thunder. Divine Form From 17th level, you can assume a divine form. Using your action, you undergo a transformation. For 1 hour, you gain the following benefits: - Your appearance becomes wholly supernatural, in a fixed appearance that you choose when you gain this ability. This may include wings, at your choice. - You gain a flying speed of 60 feet. - You emanate an aura of menace in a 30-foot radius. The first time an enemy creature enters the aura or starts its turn there during a battle, the creature must succeed on a Wisdom saving throw or become frightened of you for 1 minute or until it takes any damage. Attack rolls against the frightened creature have advantage. Once you use this feature, you can't use it again until you finish a long rest. Threat Predictably, power tends to corrupt, and those with divine power tend to be corrupted divinely. A Favoured Soul which chooses to ascend to the heavens themselves can be a truly mighty foe, with hordes of fanatic Cultists following their every utterance. FAVOURED SOUL Medium humanoid (any race), any alignment (evil) Armour Class 16 (half-plate) Hit Points 98 (15d8 + 30) Speed 30ft., fly 60ft. Str 13 (+1); Dex 12 (+1); Con 14 (+2); Int 10 (+0); Wis 20 (+5); Cha 19 (+4) Saving Throws Constitution +7, Wisdom +10, Charisma +9 Damage Resistances Fire, thunder Skills Insight +10, Intimidation +9, Persuasion +9, Religion +5 Senses passive Perception 15 Languages Celestial, Common, Infernal, Primordial Challenge 15 (13,000 XP) Cult Master. As a bonus action, the favoured soul can expend a spell slot to cause the melee weapon attacks of allies within 60 feet to magically deal an extra 7 (2d6) radiant damage to a target on a hit. This benefit lasts until the end of the turn. If the favoured soul expends a spell slot of 4th level or higher, the extra damage is 10 (3d6) per hit. Legendary Resistance (1/day). If the favoured soul fails a saving throw, it can choose to succeed instead. Spellcasting. The Favoured Soul is a 15th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 18, +10 to hit with spell attacks). The favoured soul has the following cleric spells prepared: Cantrips (at will): Guidance, light, resistance, spare the dying, thaumaturgy 1st level (4 slots): Bless, divine favour, healing word, heroism, protection from evil and good 2nd level (3 slots): Enhance ability, hold person, lesser restoration, magic weapon, spiritual weapon 3rd level (3 slots): Beacon of hope, crusader's mantle, magic circle, mass healing word, spirit guardians 4th level (3 slots): Aura of purity, banishment, death ward, divination, guardian of faith 5th level (2 slots): Circle of power, dispel evil and good, dominate person, flame strike 6th level (1 slot): Blade barrier, harm, heal 7th level (1 slot): Divine word, symbol 8th level (1 slot): Holy aura Reactions Exert Will. As a reaction when making an ability check or saving throw, the favoured soul can gain a +10 bonus. Actions Multiattack. The favoured soul makes two divine spear attacks. Divine Spear. Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 7 (1d8+3) piercing damage and 7 (2d6) radiant damage. Also posted on Game Masters Stash on 11 February 2021. Those who swear pacts with the Couatls, the fabled feathered serpents, are known as Rainbow Servants. Some take the powers offered to them and do wicked deeds, while others are gracious and compassionate.
The Feathered Serpent Patron Your patron is a benevolent serpentine being of great intellect and insight, sending agents out to wreak kindness in the world. They safeguard the balance of nature and humanity, and assist to fulfill or forestall prophecy. Expanded Spell List The Couatl whispers mystical secrets to you, allowing you to choose from an expanded list of spells when you learn a warlock spell. The following spells are added to the warlock spell list for you: 1st level: Colour spray, cure wounds 2nd level: Gust of wind, prayer of healing 3rd level: Beacon of hope, revivify 4th level: Death ward, freedom of movement 5th level: Flame strike, scrying Celestial Power At 1st level, you learn the Detect evil and good, and Sacred flame cantrips. In addition, you gain proficiency with Constitution saving throws. Rainbow Wings From 6th level, as an action, you can sprout brightly-multicoloured wings for a brief period. You gain a fly speed of 60 feet, but must start and end your movement on a solid surface. This lasts for a number of rounds equal to 1 + your Constitution modifier (minimum 1 round). You may also activate this ability as a reaction if you fall 5 feet or more. Once you have used this ability, you cannot use it again until you have completed a short rest. Shielded Mind From 10th level, your mind is protected against magical intrusion. Your thoughts can't be read by telepathy or other means unless you allow it. You also have resistance to psychic damage, and whenever a creature deals psychic damage to you, that creature taks the same amount of damage that you do. Rebirth and Renewal From 14th level, when you drop to 0 hit points, you are immediately teleported to an unoccupied space within 50 feet, and regain a number of hit points equal to 1d8 + your Warlock level. In addition, you regain one Warlock spell slot which has been used. Once you have used this ability, you cannot use it again until you have completed a long rest. Additional Eldritch Invocations (also available to Celestial patron Warlocks) - Agonizing Flame. When you cast Sacred flame, add your Charisma modifier to the damage it deals on a hit. - Armour of Light. You can cast Mage armour on yourself at will, without expending a spell slot or material component. - Celestial's Sight. (Prerequisite: 7th level) You can see with truesight, seeing in normal and magical darkness, as well as seeing invisible creatures and objects, automatically detect visual illusions and succeed on saving throws against them, and perceive the original form of a shapechanger or creature that is transformed by magic, as well as seeing into the Ethereal Plane, to a range of 15 feet. - Forceful Flame. When you hit a creature with Sacred flame, you can push the creature up to 10 feet away from you in a straight line. - Sacred Oracle. (Prerequisite: 9th level) You can cast Divination once using a Warlock spell slot. Yo can't do so again until you finish a long rest. - Sacred Ray. When you cast Sacred flame, its range is 100 feet. - Sacred Spear. (Prerequisite: 5th level) Once per turn when you hit a creature with a melee weapon, you can deal 1d8 radiant damage in addition to the weapon's damage. This ability's damage increases by 1d8 when you reach 11th level (2d8), and 17th level (3d8). - Speak in Tongues. (Prerequisite 5th level) You can cast Tongues at will, affecting yourself only. Threat As guardians of prophecy and sacred sites, Rainbow Servants sometimes oppose the causes of player characters. Occasionally, they hold their ancient oaths more vital than doing current good, while others have been corrupted despite the spark of celestial goodness within them. RAINBOW SERVANT Medium humanoid (any race), lawful good Armour Class 15 (mage armour) Hit Points 52 (8d8+16) Speed 30ft., Fly 60ft. Str 12 (+1); Dex 15 (+2); Con 14 (+2); Int 12 (+1); Wis 13 (+1); Cha 17 (+3) Saving throws Constitution +5, Wisdom +4, Charisma +6 Skills Perception +4 Senses Truesight 15ft., passive Perception 14 Languages Understand any spoken language, any creature that understands at least one language can understand the rainbow servant Challenge 5 (1,800 XP) Innate Spellcasting. The radiant servant is an 8th-level spellcaster. Its casting ability is Charisma (spell saving throw DC 14, +6 spell attack modifier). They have 2 spell slots at 4th level, which are restored after a short or long rest. Cantrips (at will): Blade ward, detect evil and good, friends, sacred flame, true strike Spells: Cloud of daggers, colour spray, counterspell, cure wounds, hellish rebuke, hold person, misty step, protection from evil and good, suggestion. Actions Spear. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d8+1) piercing damage and 5 (1d8) radiant damage. Sacred flame. Spell attack: Dexterity saving throw DC 14, range 100ft., one target. Failed save: 9 (2d8) radiant damage. The target gains no benefit from cover for this saving throw. Also posted on Game Masters Stash on 10 February 2021. Nihilaks, or Void Shades, are a mage's worst nightmare, evil creatures born of a dark god's blood. They are vicious opponents, immune to all magic and able to drain the power from a creature they strike.
NIHILAK Medium monstrosity, neutral evil Armour Class 15 (natural armour) Hit Points 59 (7d8+28) Speed 30ft. Str 16 (+3); Dex 15 (+2); Con 18 (+4); Int 10 (+0); Wis 14 (+2); Cha 11 (+0) Skills Perception +4, Stealth +4 Damage Immunities Acid, cold, electricity, fire, necrotic, psychic, radiant, and thunder damage from magical sources; bludgeoning, piercing, and slashing damage from magical attacks Condition Immunities Charmed, frightened Senses truesight 60ft., passive Perception 14 Languages none Challenge 4 Immutable Form. Nihilaks are immune to any effect that would alter its form. Magical Immunity. Nihilaks cannot be harmed or affected by spells or magical effects, and are immune to damage from any magical effects, including attacks from magical weapons. They automatically pass any saving throws from magical spells or effects. Actions Multiattack. The nihilak makes two slam attacks. Slam. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 6 (1d6+3) bludgeoning damage and 3 (1d6) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the necrotic damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack transforms in 1 minute into a nihilak, unless the humanoid is restored to life or its body is destroyed. In addition, if the target casts spells, they must succeed on a DC 12 Charisma saving throw or lose their current highest-level spell slot, as if they had cast a spell from it. (Inspired by Sagiro's Story Hour, originally on ENWorld forums) Also posted on Game Masters Stash on 6 February 2021. Continuing the ongoing Sorcerer-Kingmaker conversion, this will be the fourth chapter of book 5, the War of the Silt Princes. In this chapter, the PCs delve into the old Whiterose psionic monastery, revealing the trap laid for them by Prateor Irovetus and his master Andropinis, discovering the secret buried far beneath the monastery, and finally being able to free the ancient weapon Briar from its hiding-place.
The History of Whiterose Monastery The spear known as Briar is more than just a weapon to the mad Pyreen, Nyrissa- it contains a spark of her being, and without it, she is not quite whole. Yet the nature in which it was taken makes it impossible for her to find it, as long as it remains quiescent in the Material Plane. High Praetor Irovetus is just the latest in a long line of champions she has chosen to find the spear, though he is the first to have succeeded in locating it. Irovetus has sensed his powers from Andropinis have been withdrawn, and he has now sworn loyalty to Nyrissa in body and soul, taking Briar in an attempt to reach her. In the Green Age, the bygone enemies who imprisoned Nyrissa chose a low, nameless mound in the foothills of the Branthlend mountains to serve as Briar's hidden vault, hiding the spear in a subterranean vault and entrusting it to a fey spirit of water named Evindra. For thousands of years, she stood warden of the weapon, until an order of psionicists, taken by the beauty of the white desert roses that grew on the hill, founded a monastery here. They erected a vast and polished stone tower to serve them as a place of reflection and safety, naming it Whiterose. Over the decades that followed, the curiosity and need for companionship drove Evindra to contact the psionicists, and they eventually welcomed her presence, seeing her as a benevolent spirit after she taught them to purify and filter water. One of the order's members, a deformed and horrid specimen who titled himself The Master, fell in desperate lust with Evindra, and stole away some of her essence, enslaving her to him and imprisoning her within a detailed water-clock which he built. He discovered Briar and used it to slay the other inhabitants of the monastery in a murderous rampage, finally retreating to the subterranean vault to whisper to Evindra for years on end, sustaining himself with moss and clean water. Irovetus' agents finally tracked the presence of Briar to Whiterose, and made their way inside. They slaughtered the maddened psionicist, and stole away the spear, giving it to Irovetus. They left the nereid trapped in her water clock, unaware of her enslavement. The Gardener, angered beyond death and driven by pure rage, returned as a Racked Spirit and now haunts the place. This latest development is unknown to High Praetor Irovetus - he chose this place to launch an ambush on the PCs due to its remote location. To ensure such a fate, the Prince-Regent of the Sellen has sent some of his most dangerous minions - a Thri-Kreen assassin by the name of K'chk'tane, and a small group of elite soldiers. However, The Master's interference has resulted in some difficulty for the assassins in preparing their deadly reception for the PCs. Irovetus has taken Briar and taken his troops to fortify the Tower of Thorns for a showdown. On to the Whiterose Monastery Patches of white desert roses still grow around the hill, but in the absence of Briar's influence, the hill has grown wild in recent years. A low stone wall surrounds the monastery at the distance of perhaps a quarter-mile. Few signs remain of the once-exact gardens remain, although here and there, overgrown tangles of wild brambles hint at the building's past. The monastery itself is a glossy black monolith with three narrow levels, surrounded by arched rock outcroppings. D1. Plaza: At the end of a dusty track lies a wide area where the scale of the monastery is finally revealed- a truncated and glossy black stone monolith, reflecting back the surrounding landscape with mirror-like sheen. D2. Whistletower: One of Balic's spies stands guard atop this tall tower which was once adorned with great reed whistles for alarm, waiting to see if the PCs pass and readying themselves to descend and alarm their colleagues. The first time the PCs pass this area, they can hear a ghostly sound as if the fallen pipes, clearly in the sand, are whistling distantly. This ceases abruptly if they are touched. D3. Entryway: This area has sandy stairways stretching upwards and downwards to either side. The walls and ceiling are decorated with ceramic tiles in painted vine patterns, and a door directly opposite the entry seems to lead into the monastery further, although the wooden door looks a little warped. It squeaks loudly on the tiles when disturbed. D5. Washroom: Based on the shatered remains of the basins here, this must have once been a washroom and lavatory. The first time the PCs enter, one of the basins appears to be whole and brimming with crystal-clear water. As soon as it is touched, this vanishes with a splashing noise. D6. Sanctuary: This wide, colonnaded hall is marked by rounded bays that run to either side, each containing dusty old barrels. Above, wooden rafters form a complex network of supports for the roof, and below, a number of bedrolls of recent make litter the floor. Here, K'chk'tane and her band of assassins make their move. If they've been alarmed by the spy atop the whistletower, they have prepared an ambush, otherwise they are lurking here and might be surprised. K'chk'tane is coolly ready and waiting in the rafters at any point, but the eight Veterans and four Spies included are all frightened for the first round of any combat, clearly unsettled by something before their instincts take over. Among their belongings are sketches of each of the PCs and brief details written about them ("warrior who favours the trident"; "elf defiler with command of fire magics", for example). It should be clear that this is a trap set for them. D7. Vine Tangle: The graveyard of the monastery has been overgrown by a gigantic tangle of brambles. If anyone approaches, the ground heaves and the gravestones seem to tumble as a pair of gigantic Shambling Mounds emerge, rampaging forth to slay any living creature nearby. D9. Library, above the monastery: The first floor of the monastery contains a shelf of books and racks of scrolls that contain the collected psionic knowledge of the order, as well as focusing-crystal orbs and a variety of ritual components. There are also several comfortable-looking shallow bowls carved into the floor for sitting to meditate within. A psionicist who has access to these has advantage on relevant Arcana checks, and you can use this to introduce some new powers or options for your characters, if you like. D10. Abbott's room: The highest floor contains the former abbott's quarters, with a large desk and more shelves. A large bloodstain mars the wooden floor. On entry, the PCs feel a sudden sharp pain in their chest, as if they have been stabbed in the heart with a spear. A Wisdom save (DC 16) prevents the PC from being stunned for one round, and anyone affected will bear a white circular scar over their heart until they receive any magical healing. D12. Psionicists' cells, below the monastery: The eight slain psions who were murdered by the Master have become Will-o'-wisps, manifesting their latent rage in the only way that they can communicate. D14. Ruined water shed: The shed, a few hundred feet from the monastery, leads to the ancient cistern where Evindra once lived. The pools used for the water distillation and purification here have fallen into disarray. However, the now-polluted waters host a trio of angry and muddy water elementals that emerge from the pools. Once dealt with, the way to the cistern is clear- a tunnel leading nearly nine hundred feet downwards into a rock face. D16. The Cistern: The tunnel leading downwards is in complete darkness, ending at a large, vaulted cavern filled with a crescent-shaped pool of luminous and softly-rippling clear water. The arc of the pool cuts across the end of the passage, separating the tunnel from an island covered with moss and softly-writhing green fungus, although a rickety-looking wooden bridge spans the gap. On the island itself, a brass contraption whirs as the water clicks through it, while above, a set of winking lights slowly wriggle and move, slowly forming and reforming strange constellations in a false night sky. Here, The Master and another half-dozen Will-o'-wisps lurk, biding their time until they are disturbed again. The Master, as a powerful psionicist, has retained many of his abilities as a Racked Spirit. THE MASTER (using A Classic Psionic System for 5e rules) Medium undead (human), chaotic evil Armour Class 15 (natural armour) Hit Points 117 (18d8+36) Speed 0ft., fly 30ft. (hover) Str 7 (-2); Dex 17 (+3); Con 15 (+2); Int 12 (+1); Wis 18 (+4); Cha 22 (+6) Damage Resistances Acid, cold, fire, lightning, thunder; bludgeoning, piercing, and slashing from attacks that aren't made with steel weapons Damage Immunities Necrotic, poison Condition Immunities Charmed, exhausted, grappled, paralyzed, petrified, poisoned, prone, restrained Senses darkvision 60ft., passive Perception 14 Languages telepathy with beings within 60 feet Challenge 15 (13,000 XP) Corrupting Gaze. When a creature that can see the Master's eyes starts its turn within 30 feet of the Master, the Master can force it to make a DC 16 Charisma saving throw or become Poisoned and take one level of exhaustion. Unless surprised, a creature can avert its eyes to avoid the saving throw at the start of its turn. If the creature does so, it can't see the Master again until the start of its next turn, when it can choose whether to avert its eyes again. If the creature looks at the Master again in the meantime, it must immediately make the save. Incorporeal Movement. The Master can move through other creatures and objects as if they were difficult terrain. He takes 5 (1d10) force damage if it ends its turn inside an object. Innate Psionics. The Master is an 18th-level psionicist. His manifesting ability is Charisma (power save DC 21, +11 to hit with power attacks). PSPs: 114 (PSP limit: 13); MAC 11 Disciplines known: Telepathy (primary), clairsentience, psychokinesis, psychometabolism, pyschoportation Devotions known: All-around vision, empathy, incarnation awareness, insect mind, slipstream of initiative 1st-level sciences (2 PSP): Inflict pain, psychic impersonation, sensory link, telepathic disguise 2nd-level sciences (3 PSP): Aura alteration, conceal thoughts, daydream, hallucination 3rd-level sciences (5 PSP): Acceptance, awe, suppress fear, telepathic projection 4th-level sciences (6 PSP): Impossible task, mind blast 5th-level sciences (7 PSP): Mind bar, temporal shunt 6th-level sciences (9 PSP): Domination, mental prison 7th-level sciences (10 PSP): Cascade contact 8th-level sciences (11 PSP): Psionic vampirism 9th-level sciences (13 PSP): Mass domination, unearthly visions Attack/Defense modes known: All / all Actions Corrupting Touch. Melee weapon attack: +4 to hit, reach 5ft, one target. Hit: 10 (3d6) necrotic damage and the target must succeed on a DC 16 Constitution saving throw or gain one level of exhaustion. Evindra the Water Weird is still imprisoned within the mechanical clock, and anyone drinking (or being immersed in) the water can feel a buzzing in their jaw and throat, and a faint voice, begging for freedom from the "device of metal". If freed, the water cascades back into the pool and a flare of brightness shines forth from the water before a humanoid shape arises the next round, resembling a vaguely female form. If The Master is still around, she takes action to aid those fighting him, and bring about his final destruction, before telling her saviours that she brings hope to those who need healing, and served as the guardian of Briar before it was stolen away from her. She tells that she can feel that its essence has travelled through the ancient forest known as Thousand Voices, and has reached the Tower of Thorns. There, its new wielder entreats his mistress, Nyrissa the Pyreen, and attempts to restore her essence to her. Tune in next week for the big seige! Also posted on Game Masters Stash on 5 February 2021. The Lunar Lace is a ballgown crafted of mithril wire and giant moth-silk threads, reinforced by magic. It was crafted by a master artist for a considerable sum of gold, and protects its wearer almost as well as a suit of steel chain, with none of the weight or bulk. Its beauty is incredible, but its worth is indescribable to those who understand its powers.
The Lunar Lace Magic armour (light), rare (requires attunement) This magic armour grants an AC of 14 + Dex modifier (max +2), although its appearance is that of very fine mundane clothing. The wearer can cast Moonbeam once per day as a 3rd-level spell, and is immune to the damage of the spell when cast by the dress. Also posted on Game Masters Stash on 4 February, 2021. The arcane guardians are a special order of rangers who use arcane powers along with the divine gifts granted to them, in order to combat their foes and protect the wild lands. Some are solemn warriors who protect orders of mages or dangerous artefacts, while others are vengeful hunters who seek to conquer.
Arcane Guardian Archetype Taking on the archetype of the Arcane Guardian means gaining special arcane powers, serving as a bulwark between the world of witches and monsters, and civilization. As you walk the path of the Arcane Guardian, you gain powers to imbue your strikes with arcane energy and even to foul an enemy's spells entirely. Arcane Strikes From 3rd level, you can augment your weapon strikes with magical energy. When you hit a creature with a weapon attack, you can expend one ranger spell slot to deal damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage can be acid, cold, electricity, or fire, chosen each time you activate this power. Arcane Guardian Spells You gain access to additional magical secrets when you reach certain levels in this class, as listed below. Eash spell counts as a ranger spell for you, but it doesn't count against the number of spells you know. 3rd level: Compelled duel, Searing smite 5th level: Magic weapon, Mirror image 9th level: Counterspell, Magic circle 13th level: Banishment, Dimension door 17th level: Circle of power, Hold monster Arcane Familiarity From 7th level, your familiarity with arcane magic guards your mind against enchantments. As a result, whenever you make a saving throw against becoming charmed or frightened, you have advantage on the save. In addition, any time you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. Thwart Spell From 11th level, you gain the ability to thwart someone else's magic. When you see a creature casting a spell or teleporting within 60 feet of you, you can use your reaction to try to magically foil it. The creature must succeed on a Wisdom saving throw against your spell save DC, or its spell or teleport fails and is wasted. Once you use this feature, you can't use it again until you finish a short or long rest. Turn Spell From 15th level, you can attempt to 'catch' a spell cast at you and turn it back on its caster. When a creature you can see casts a spell or magical effect cast within 120 feet of you which targets you, you can use your reaction to try to turn the spell back at the target. The creature must succeed on a Wisdom saving throw against your spell save DC. On a success, the spell continues as normal. If the save fails, you are treated as if you had cast the spell, and you may choose a new target within range. Some Arcane Guardians choose to stand in defense of the truly terible, blending arcane and martial skill to become dangerous and capable mercenaries or devoted servants. ARCANE GUARDIAN Medium humanoid (any race), any alignment Armour Class 18 (half plate) Hit Points 72 (11d8+22) Speed 30ft. Str 14 (+2); Dex 15 (+2); Con 14 (+2); Int 11 (+0); Wis 12 (+1); Cha 9 (-1) Saving throws Strength +5, Dexterity +5 Skills Arcana +3, Perception +4, Stealth +5 (disadvantage due to armour) Senses passive Perception 14 Languages any two languages Challenge 7 (2,900 XP) Arcane Strikes. When the arcane guardian hits a creature with a weapon attack, it can expend one ranger spell slot to deal damage to the target, in addition to the weapon's damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage can be acid, cold, electricity, or fire, chosen each time you activate this power. Arcane Familiarity. The arcane guardian has advantage on any saving throws to avoid being charmed or frightened. Spellcasting. The arcane guardian is an 11th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 12, +4 to hit with spell attacks). The arcane guardian has the following spells prepared:; 1st level (4 slots): Compelled duel, Hunter's mark, Searing smite 2nd level (3 slots): Magic weapon (already cast before the encounter), Mirror image 3rd level (3 slots): Counterspell, Protection from energy Actions Multiattack. The arcane guardian can make three Longsword attacks. Longsword. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) if used two-handed. Heavy Crossbow. Ranged weapon attack: +5 to hit, range 100/400ft., one target. Hit: 7 (1d10+2) piercing damage. Also posted on Game Masters Stash on 3 February 2021. |
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