Shivers once used to be a wild Screech Owl- a diminutive and fluffy hunter.
This changed when he crossed paths one day with an adventuring band which included a Druid, who Awakened the little bird in exchange for helping them find shelter in a storm. Unsure how to proceed with his new intelligence, Shivers studied the largest and fiercest of the strangers- a warrior holding a sword, clad in steel that stopped all of Shivers' claws. He was so impressed that the human was invulnerable, that he resolved to follow this path, and begged the warrior for some armour of his own. The warrior, amused, bent some spare plates into shape for the tiny owl, and adopted him as a friend. Over the years, Shivers' gear improved in quality, even being gifted a small magical dagger to use as a sword. When the warrior died in battle, Shivers became a mercenary in his own right, and went out into the world. Statistics: Shivers is a Neutral 4th-level Fighter, about 6 inches high (Tiny size). He wears an Owl-sized breastplate and shield, and wields a Tiny +1 shortsword (base damage 1d3+1), and has an Intelligence score of 13. He is very fierce, and seems to know no fear in choosing enemies, often picking fights with creatures that would make some humans quail. If he takes the time to remove his armour, he can also pass for a non-magical animal, which makes him an excellent scout. How you can use Shivers in your game: - If your player characters need a strong arm, they might have a friend at the mercenaries' guild recommend a tough guy named 'Shivers' to them. Finding out that Shivers is a six-inch high bird wearing a breastplate made out of an old shoulder pauldron, who enjoys chewing cigars, might be a surprise. - Player characters who have worked with Shivers before might have earned his trust, and he might ask them for assistance. If he can find out who killed his first human friend, he desperately wants vengeance upon them, and he can do with a few allies. Also posted on Game Masters Stash on 30 April 2019. The Dancer is a powerful spirit archetype, neither good nor evil. She has existed since humanoids first learned deliberate movement, and represents physical movement, joy, communication, sadness, and violent retribution on those who threaten her people. Those who follow the Dancer tend to be passionate, given to displays of emotional outburst and spontaneous action.
Followers of the Dancer dresss in colourful clothing, sometimes tattered or dagged along the edges to flow better when moving. They are usually fit and outgoing people, which aids spreading her worship across the world. Although she is ancient and incredibly powerful, she has little in the way of aims, meaning other deities and their followers rarely see her as a threat. Statistics: Neutral minor deity. Domains: Dance, Luck, Travel. How you can use The Dancer in your game: - Being Neutral, the Dancer has little interest in tipping the scales of morality. She does care about actions which would harm people, however, and is likely to intervene in any scheme which does so. - The Dancer makes an ideal deity for a Player Character to follow, embodying passion and involvement in things. - As a Neutral deity, the Dancer sometimes becomes aware of plots which more rigidly-aligned deities would never hear about. If no mortal agent is nearby, the Dancer might appear in full form to heroes locally, in order to give them a warning. Also posted on Game Masters Stash on 29 April 2019. It is said that when the Creator of all the world was alone in the void, he ached for company. He opened his mouth and gazed within, and expelled forth the world entire, inhabited by beasts and peoples and creatures all at once.
In the world can be found one of the Creator's teeth, ejected with the speed of genesis, and lost in the intricacy. Stories tell that it still exists, and it contains wonders undreamed-of. The World Cavity is a larger-than-normal sized tooth, nearly the size of a fist, and has what look like rotted holes within. If examined closely, these cavities contain details so miniscule that an investigator can determine vast multi-level buildings, chambers, and microscopic people, going about their lives. With the right magic, an examiner can enter into this world. It is contained within caverns, and has its own history, magic, and culture. Most examiners who have passed into this world have never returned. How you can use the World Cavity in your game: - Finding the World Cavity as a magical item makes it a fascinating curio for study. Just observing the miniscule, unaware inhabitants of the Cavity's world has been a subject for several sages over millenia of history. Such a sage might ask or commission your Player Characters to retrieve or escort the item. - An enemy fleeing the Player Characters (perhaps someone who has stolen an artifact, or imprisoned a soul which they need) escapes into the World Cavity. They must pursue the target into the different world of the Cavity, and not only find them, but then find a way to return to their world. - Exploring the inner workings of the Cavity's world reveal a culture much unlike anything familiar- a world without the terrible misunderstandings and historical events that exist. Such a world is beguiling and, although not without conflict, its lack of the expected makes it quite attractive to outsiders. Outsiders who stay long enough might even notice a few outsiders who have decided to stay themselves. Also posted on Game Masters Stash on 26 April 2019. One of the Ten Thousand Kings of Hell, the Apostle of False Faith is both punished and rewarded for her actions in life.
As a false witness, the Apostle of False Faith gathered promises and donations in the name of good works, and squandered those for her own benefit. Those who rule in the Hells rewarded such sin with a duty and honour unlike any- the Apostle of False Faith is gifted with the exquisite reward of carrying the blade of a captured Solar. In bearing it, she feels the promised reward of holiness and good kindle within her, only to burn her at its touch. She has been blessed with great wisdom, but cannot speak truth honestly, only rhyming nonsense. Children sing a song about the false Apostle, warning of her grave sin. "There was an apostle who bore the word And now she must carry a sword For punish'd shall she ever be 'Tis because of perfidy." This children's song actually dates to a historical record of her life , and is merely the final stanza of an epic, warning of her crimes and final capture and punishment in the bowels of Hell. Academics familiar with the epic may be able to recognize behaviours in her followers, and react appropriately. Those who have signed a pact with the Apostle of False Faith bear her mark- their toes go grey and lengthen into small, wiggly tentacles. They are often classed as mad by those who do not understand, for they are dichotomous in nature. The Apostle of False Faith's goals for her servants are often to build churches, grow faithful worshippers, and even do works of great good, but ultimately to benefit themselves. They often set themselves up at the head of such endeavours to reap the benefits, and always, always, have an escape route planned when things inevitably collapse. While their deeds are ultimately selfish, many of them really truly believe that they have good intentions, and just struggle to carry them out for a variety of reasons, none their own fault. As as patron, the Apostle of False Faith is encouraging and harsh in fair measures, excoriating (sometimes literally) her followers for failing in their allotted tasks, but also coddling them and reassuring them that everyone around them failed them. Her court in Hell is a fabulous, pampered and perfumed hall, glittering with candles made from the tallow of faithful believers rendered down over agonizing days. Her Devil servants are most often Erinyes and similar devils who can go among mortal folk cloaked in illusion. Statistics: The Apostle of False Faith has the game statistics of a Cornugon (Horned Devil), with a quarterstaff instead of a spiked chain, and no tail attacks or Infernal Wound ability. She possesses the spellcasting powers of a 15th-level cleric. How you can use the Apostle of False Faith in your game: - The Apostle makes for an intriguing patron for any Warlock who wants an element of ambiguity in their alignment- perhaps they will be the one to succeed where so many others have failed. - The servants of the Apostle make excellent villains to be behind any corrupt worship of a Good faith. They don't intend it, but when things get too hard, they'll often take the treasury and run, instead of devoting it to good deeds. - For a reversal, a servant of the Apostle may approach semi-famous heroes and offer them a chance to assist in a truly good deed. Whether the return of some captured weapon like the Solar's blade, or transferring back a prisoner, sometimes the results of their deeds are actually Good. Whether the servant gains anything by this is up to your Player Characters to detect. Also posted on Game Masters Stash on 25 April 2019. Rot Archons are the horrifying result of a divine rescue mission gone bad.
Many years ago, the soul of a mortal hero had been stolen away by the Demon Lord of the Undead, and the forces of Good decided that this was not something which could not stand. One dozen Archons, clad in glittering raiment and armed with the finest of Heaven's arsenal, were dispatched to retrieve the hero's soul and bring it from perdition. They did not succeed. The Demon Lord of the Undead had laid a trap for the forces of Heaven, and one by one, these Archons were trapped, tortured, and corrupted into horrifying monsters. These Rot Archons, as they are now known, embody corruption and death in all they are, their divine essence fueling their constant, churning decay. Everywhere they go, death is hastened. Since the Demon Lord's eternal death, the Rot Archons have been distributed by and among some of his favoured lieutenants, and are sometimes sent to the Mortal Planes when the power of Death needs strengthening. Statistics: Rot Archons are 18-HD Outsiders, and radiate an aura of constant death. Creatures within 20 feet take 1d6 negative energy damage per round, and are subject to a Death Knell effect, instantly slaying any dying creature and strengthening the Archon itself. How you can use Rot Archons in your game: - If you want to go for a Diablo III-style invasion by a rogue Angel hastening the death of the world, these Rot Archons might make for powerful servants of such a rogue. The forces of Heaven would likely appeal to mortal champions to halt such an invasion. - Even one Rot Archon poses a significant and formidable threat to the mortal realm, as it is capable of causing wide-scale death and destruction merely by its presence. Player Characters fond of living in the world they inhabit will need to act quickly to stop it. - If the secret of creating a Rot Archon from a captured Angel gets out, cults all over may be trying to call up and bind good Outsiders in order to create evil servants. A Cleric or other divine servant is likely to be warned or asked to intervene in order to free a bound Angel before the ritual is completed. Also posted on Game Masters Stash on 24 April 2019. Using this spell, the caster hurls a tremendous and gigantic wave of electrical energy, overpressure, and a terrifying image at their target, which can cause fear, confusion, and widespread damage. It is known to devastate armies and towns, and using this spell is considered to be a grave act of war in most instances.
Thunderbird's Visitation Conjuration (Summoning) and Illusion (Phantasm) Level: Druid 7 Sorcerer/Wizard 8 Components: Verbal, Somatic, Material Casting Time: 1 minute Range: 1000 ft. + 100 ft./level Effect: A line 500ft. wide Duration: 3 rounds Saving Throw: See text Spell Resistance: Partial, see text This spell creates an enormous bird-shaped wave of crackling black storm clouds, fifty feet high and five hundred feet long, which sweeps from the sky and rushes forwards, engulfing everything in its path. The cloud strikes as a horizontal line at the point of origin of the spell, sweeping forwards by 50 feet per round. Those who the wave passes over take three effects, listed below: First, 1d6 electrical and 1d4 sonic damage (Reflex save for half). Spell Resistance does not apply against this effect. Second, the entire area of the spell's effect since its casting is filled with an obscuring dark cloud, as Obscuring Mist, for the entire duration of the spell (so at the end of the first round, it will be a 500ft. x 50ft. area, at the end of the second round, it will be a 500ft.x 100ft. area, and at the end of the third round, it covers a 500ft. x 150ft. area), and then dissipates at the start of the caster's next turn. Spell Resistance does not apply against this effect. Third, anyone inside the cloud must succeed on a Will save or become Frightened for the next 1d6 rounds as unreasoning terror fills their mind. Spell Resistance does apply to this effect. Material Components: A tail feather from a Roc, a fulgurite made by lightning striking sand, and a ruby worth at least 500 gold pieces, crushed as part of the spell casting. Also posted on Game Masters Stash on 23 April 2019. The Shadow Cathedral is a terrible and dread location, the site of a once-glorious construction that became cursed. Although it can be visited, it is now devil-haunted and filled with only horror and death.
Some time near a century ago, an Archon of Glory appeared to a wandering priest, and instructed him to build this cathedral, for the glory of the angel, and angel's lord, Padraig the Lord of All Light. The priest laboured for a dozen years, convincing various lords, tradesfolk, and crafters to donate their time, effort, and hard-won gold in order to build this monument over the next score of years. Much planning went into the grand spectacle, and many donations were taken, including sacred relics belonging to the Lord of Light in his mortal life. Among these relics was Padraig's Helm of Judgement, to be set at the highest spire and gaze across the realm to let all who spied the cathedral know that his brilliant justice would not be wanting. At the day of its dedication, thousands had arrived to witness the cathedral's opening. It was told that all those who arrived would be blessed by its presence- that wounds would be healed, and justice would be served to all. For poor folks recovering from the Ethergaunt War only finished half a century ago, it was a beacon of hope across the lands, and one sorely needed. Many of the servants of Padraig across the world trekked for months to reach the cathedral, and it was the greatest spectacle of the generation. All that ended when the architect revealed himself as an agent of the Ten Thousand Kings of Hell, and the cathedral's magical defenses began to slaughter the crowds. So many died in the first moments that their blood ran from the cathedral's steps like a river, the screams pierced the ears of all present, the bells pealed a signal of urgent alarm, and above it all could be heard the mad cackling of the architect. For those outside, the doors slammed shut, and a great fire sprang up outside the cathedral, and then it inexplicably vanished, leaving a great crevasse in the earth. The worshippers of the Lord of Light never truly recovered from such a tragic drawback. Although his worship has grown again in the decades since, they have always struggled against this legacy of such massive failure. The shadow of the cathedral can still be seen in full daylight, with the image of the great rose window outlined in flickering, fiery light on the ground, although no building is present. When the wind blows, faint smells of sulfur and the screaming of innocents can be heard from the crevasse. Those who have ventured into the crevasse report that they have found openings that seem to lead to the Cathedral... deep in the bowels of Hell itself. They report the walls weeping blood, the cries of the damned, and the flickers of flame from outside the windows, with vast and monstrous shapes glimpsed outside. Most of all, they describe terror and pain, if they are sane enough to report anything at all. Few have returned from this once-sanctified edifice of true Evil, though the treasures contained within, and the souls damned merely for their presence, are worth rescuing. How you can use the Shadow Cathedral in your game: - The mere rumour of such a place is a challenge to any devoted member of Padraig's church, and many of his servants have vanished into the crevasses of the Shadow Cathedral in quest of even the slightest of relics it once contained. - Not only the faithful of Padraig were present at the dedication ceremony, and the souls of those who serve other deities were also stolen by the devilish minions of the architect. Rania, the Walker of Ways Unseen, might know hidden passages into the Cathedral, and might seek brave heroes to deliver some of these tormented souls to salvation. - The people living in the area nearby to the crevasse have noticed that little by little, less than an inch per year, the crevasse seems to be growing larger. Wise sages are concerned for what this means for the world at large. (With great thanks to Simon R. Green for inspiration) Also posted on Game Masters Stash on 22 April 2019. Gruugor was raised as a Hobgoblin, although his red-hued skin and sweeping horns belie some kind of fiendish heritage.
Gruugor was always a little stronger and cleverer than the brethren of his academy, and he found their constant competition with him shameful and harmful to their society. As soon as he was able to, he struck out on his own in order to investigate other societies and races. There, he faced discrimination even more than he was used to, despite his nonthreatening demeanor and solitary nature. He finally found a calling- the manufacture and sale of blades. Due to his heritage, he was able to handle much higher heat than a regular mortal creature, allowing him fine control of the metal's construction and shaping. Gruugor now makes a living as a smith and sword salesman, able to engage clients with high-grade custom orders. He combines his cultural heritage as a Hobgoblin and his racial heritage as a Tiefling, as well as modern bladesmithing techniques, to craft interesting and unique swords to his customers' delight. Statistics: Gruugor of the Blades is a Lawful Neutral Tiefling 5th-level Expert. He is intelligent, educated, and very chatty, willing to discuss curious and esoteric shapes and styles of swords. He is something of an expert in swordsmithing techniques, and will pay extra for swords from far-off or unknown origins, just for the chance to study them. How you can use Gruugor of the Blades in your game: - Gruugor is a remarkable merchant, and can be spotted in a city marketplace selling all sorts of masterwork swords, and a few magical ones that he has bought for study. He also takes commissions if one of your characters wants something specific or particularly flavorful. - Not all patrons are as accepting as your Player Characters, and those who worry about his heritage as a Tiefling might cause trouble, breaking exhibits and dropping delicate tools. Gruugor has his standard Hobgoblin warrior training to fall back on, but is aware how it would look for him to hurt those who harm him. He might ask regular customers to help him out, in exchange for a custom order of their choice in the future. - Gruugor might ask favourite and trusted customers to fetch something he has heard of in a ruin far away, perhaps on their journey? He may not be aware of the dangers surrounding it, although the weapon is definitely worth the trip, being the sword of the first Hobgoblin King, a blade known as Gharalaan. Also posted on Game Masters Stash on 21 April 2019. Kerastes, also known as He Who Hungers, and The Wyrm That Crawls Beneath, is an immortal and undying Dragon, perhaps the first Dracolich. He dwells in the Realm of the Dead, and devours the souls of the unwary dead. It is the duty of the Lady Nïa to defend and shepherd them from his depredations.
Kerastes is an ancient and infamous monster, who depredated much of the mortal world before making his lair in the realm of the dead, burrowing deeper and deeper into its abysmal depths where he could not be rooted out and destroyed. It is not known how he made his transition into an undying creature, and indeed many myths exist of heroes who ventured into the realms of the dead and slew him, and yet he has re-emerged many times. It is thought that he not only pioneered the ritual of becoming a Dracolich, but spread it to mortal servants in order to create mighty creatures in his own image on the mortal planes. Worshippers of Kerastes often wear a bracelet of silvered bones about their left wrist, and recognize each other by animated tattoos upon their left wrists, which seem to 'burrow' out from the skin onto the wearer's palm when they wish it. When gathering, they wear robes of greys, and powerful cults are often led by liches. They plan to 'turn' nearby dragons, whether Good or Evil, into dracoliches under the control of the cult, and will often hire adventurers to attack a dragon's lair, in the hope that they will weaken or wound it and make it more tractable. They will then often approach the dragon and force it or offer it a poisoned broth, to drive the change into an undead creature. Statistics: Kerastes is a Neutral Evil minor deity, with small cells of cult members scattered all over the world. His worshippers have access to the Dragon, Evil, and Undeath domains. How you can use Kerastes, The Wyrm That Crawls Beneath in your game: - Adventurers might be hired unsuspectingly by a cult of Kerastes to slay a dragon. While the reward offered is sizeable, the dragon is much more so than promised, and your PCs may have to beat a hasty retreat. If they're watching carefully, they might spot their employer heading in the main entrance to the cave, clutching some kind of bubbling potion. - Servants of Kerastes might attempt to poison a nearby Good-aligned dragon for their own gain. Those who have dealt with the dragon might try to assist it in overcoming whatever ailment has been inflicted upon it, especially before the servants of Kerastes are able to carry out their vile plans. The cultists might attempt to interfere with your PCs in gaining the rare ingredients needed to cure the dragon's poison. - A Dracolich which has fully attained undeath is likely to have a cult of Kerastes either controlling it, or serving it, depending upon its power and willingness. If you are planning an adventure with a Dracolich, perhaps include a cell of warriors and spellcasters who can defend it, make up for some of its weaknesses, and abscond with its phylactery so that it can return to them if defeated. Also posted on Game Masters Stash on 20 April 2019. Swordmites, as they are affectionately known, are chaos-infused offshoots of the Mimic species. When grasped, their minor telepathy allows them to sense the shape that their wielder desires, and shift to reflect that. The shapes are always slightly organic-looking, with crystalline blades, and odd horns, spikes, eyes, and other protrusions.
Swordmites are found in unusual places, often deep in the Underdark, though there are rumours of a weaponsmith farming them for sale somewhere in the Human realms. Those who bear a Swordmite often find themselves with a hand on the weapon's hilt or handle, which they find comforting. They often also sleep beside their weapons, and find the Swordmite's little mouth nuzzling up against their skin somewhere. Swordmites are slightly intelligent, and easy to please with attention and physical contact. They are able to speak, although they cannot pronounce or understand many words, and often resort to "baby speak". Swordmites that have experienced large amounts of combat often manifest magical qualities, and become more powerful as they age. If a Swordmite's wielder dies, the Swordmite suffers psychic feedback, and usually loses their gained powers. Once every few years, the Swordmite will crawl off somewhere to bud, laying little crystalline eggs. The wielder is aware of the Swordmite's absence, but feels unalarmed about the situation. Statistics: When unbonded, a Swordmite is a Tiny sized 1/2 HD Aberration, with Intelligence 2. When they have bonded with a host (taking a full round of skin-to-skin contact), they can change into the form of a normal melee weapon, with a clearly unusual appearance. They function as an ordinary weapon of that type, and function as a masterwork version of that weapon after their first five combats. Swordmites gain in experience when they have been used for particularly impressive acts (slaying a Fire Elemental, for example), and will gain the equivalent of a +1 enchantment or quality, after hibernating for about a week. They also have Intelligence 2, and can sense with sight and hearing within 10 feet, at +1 on any perception-related skills. Swordmites do not sleep except when hibernating, so they also guard their wielders while they rest. If sundered by an enemy attacking them directly, they can be harmed and slain as normal. A Swordmite gains 5 bonus hp each time it has gained an enchantment quality. A newly-hatched Swordmite sells for about 1,000 gold pieces to a discerning buyer. How you can use Swordmites in your game: - An enemy of renown might use a Swordmite weapon, which would 'reset' and assume its normal shape when the enemy is slain. It might bond to someone able to pick it up. - A Swordmite that has gained some qualities might try to influence its wielder to assist in finding an appropriate cavern for it to lay its eggs in. This hatchery might even have other Swordmites present, if the crystal radiation influences their growth... and Drow soldiers are coming to harvest the crop for this season. Your PCs might have to fight them off, without their faithful Swordmite handy to help out. - Swordmites are a good way for enemies to have additional powers which don't transfer to the PCs as treasure when defeated, although the Swordmites themselves have some value. Also posted on Game Masters Stash on 19 April 2019. This vengeance-driven martial artist sports an unusual prosthetic arm, forged of radiant blue mithril. She is an unusual sight in the streets of the city, but her fighting prowess is clearly unhindered by her injury.
Those who pry into the background of the Cerulean Fist may recognize her from the monastery out of town which burned down a few years ago, the House of Resolutions, and with (it was thought) no survivors. She speaks little, especially about herself, but skilled crafters might catch a glimpse of a three-leaf maker's mark stamped into the underside of her arm, the sure sign of work by the Elven master-smith Thrithrarian. She has asked several times about the location of the warlord Tsabka, perhaps her quest has something to do with him. For now, the monk termed "The Cerulean Fist" seems to be performing work-for-hire as a mercenary bodyguard, and gathering influence. Statistics: The Cerulean Fist is an 8th-level Lawful Neutral monk, sworn to hunt down and slay the warlord Tsabka, who killed her master. She bears a mithril arm, granting her a +2 Strength and Dexterity bonus on attacks made with that arm, a +2 natural armour bonus, and functioning as a +2 natural weapon when used. How you can use the Cerulean Fist in your game: - A Player Character who is (or wants to become) a Monk might have come to this city in order to seek out the House of Resolutions, and been disappointed to find the monastery burned down and all its members dead. Finding the Cerulean Fist still performing in Resolutia style may mean they could still learn this ancient art. - The PCs might find themselves hired on to a job with (or even against) the Cerulean Fist. Although she is tough, she is fair, and will not harm anyone past the point she needs to. She bears no ill will against those who extend her the same courtesy, and will courteously buy them a drink next time she spies them in a bar. - If the PCs have contacted the Cerulean Fist previously and established some kind of friendly relationship, she might ask them for assistance when the warlord Tsabka rolls into town with his soldiers. She wishes for vengeance on him, since he slew her master and stole their sacred scrolls of martial technique, as well as cutting her arm off and hurling her from the mountainside. Also posted on Game Masters Stash on 18 April 2019. All cultures have heroes they look up to, those who represent all that they can be and can become. Why should your monsters or players be any different?
In any group of creatures or people, there will be immediate differentiations- who is fastest, who is wisest, who represents the group best. That will happen within Player Character groups, but it's usually delineated to being someone's role (class, etc.)- the smart one has to be a wizard because wizards have to be smart; the strong one should be a warrior because it makes sense for the warrior to be the strong one, and so on. So why are most Orcs just 1-HD thugs? Where's their diversity, their variety, their culture? Who represents them? Is it just the 2-HD guy with the masterwork axe? And what does that say about who they are? Sure, Orcs kind of make sense- they're from a Chaotic Evil culture, where the strongest rules for as long as they can intimidate and beat others, so it makes sense that the biggest and angriest is generally the champion, and has the best gear. But what about Hobgoblins, for example? Hobgoblin culture is still martially-oriented, but they're Lawful Evil, so their champions are those who are skilled warriors, not just berserkers. They're going to think cleverly, they're going to call out their opponents' champions and try to win glory for their people. They're going to defer to their clerics to chose who their targets are, and those aren't likely to be the biggest targets they can find, they're going to be clever. So look at some Samurai stories for the way Hobgoblins might behave- proud, honourable, and focused on rightness. Goblins who serve Maglubiyet value cleverness and quick thinking, as well as defeating much stronger enemies by trickery. Look at some of the Russian tales of Ivan outwitting a variety of enemies much stronger than he is, by outwitting them and tricking them into traps. So their champions are more likely to be Rogues or even Bards, inspiring their allies while beguiling their foes into making deadly mistakes. Doing this means that the rules will follow the lore a little more closely, and people will start to remember that Orcs have big, rage-y champions, while Hobgoblin ones are more likely to be generals or essentially paladins of their own type of culture. When your players start making plans around in-lore reasons ("we'll raid at Dawn because that's when the Orcs start getting light blindness, and get our Rogue to slay the Orc warlord in his sleep, because we really don't want him taking the field, he'll clean us all up!"), you've won as a Game Master! Also posted on Game Masters Stash on 17 April 2019. These murderous beings are shaped of raw clay and shining brass, given life and ferocious fury by the will of Deities who have been enraged through theft or other desecration of their sacred places.
Harrower Eidolons, as they are titled, are incredibly dangerous and single-minded constructs. When seen, they wreak bloody vengeance on their targets, and any beings between them and their targets. They are rarely unleashed, but send a clear message never to threaten the Gods or their property. They do have one vulnerability, which is that those who perform acts of religious prostration (or other rites of prayer) to the Eidolon's maker deity are spared the Eidolon's fury. A target who remains in this pose is ignored as a target, and it passes them without harm. If that person is the Eidolon's designated victim, it holds watch over them and summons divine aid to render a more nuanced judgement. How you can use Harrower Eidolons in your game: - An old friend of the player characters might come pelting in the door unexpectedly, begging for help and exclaiming that something's coming, and it's slaughtering everything. In this instance, you can use the Harrower Eidolon as a Terminator-like unstoppable force, able to be avoided or trapped for a time, but nearly invulnerable. finding out what it is, why it's after their friend, or how to avoid its judgement, will be difficult. - Your Player Characters might be required to steal an artefact from an evil temple, and although their mission may be successful, the deity's vengeance will be loosed upon them, hunting them wherever they go. If the PCs' allies try to defend them, they will likely be slaughtered wholesale. - It is said that in a secret vault beneath the Creator's High Temple, there were three of these left dormant. Someone willing to brave the haunted ruins of that ruined edifice might be able to control them, and loose them as assassins upon their enemies. Statistics: Large Construct (Extraplanar, Lawful) Hit Dice: 16d10 + 30 (118 hit points) Initiative: +8 Speed: 40ft. Armour Class: 29 (-1 Dex, +4 Dex, +16 natural), touch 13, flat-footed 25 Base Attack/Grapple: +12/+26 Attack/Full Attack: Two arm blades +19/+14 melee each (2d8+6, 19-20/x3) Fighting Space/Reach: 10ft./10ft. Special Attacks: Nil Special Qualities: Construct traits, damage reduction 10/good, darkvision 60ft., fast healing 5, religious observance, spell resistance 24, summon higher power Saves: Fort +5, Reflex +9, Will +7 Abilities: Str 22, Dex 19, Con -, Int 2, Wis 14, Cha - Skills: None Feats: Improved Critical (arm blades) Improved Initiative, Run, Weapon focus (arm blades) Environment: Any Organization: Solitary Challenge Rating: 11 Treasure: None Alignment: Lawful Neutral Advancement: 17-20 HD (Large); 21-32 HD (Huge) Level Adjustment: - Religious Observance: A Harrower Eidolon will ignore a target who is committing a religious observance towards their deity, as if the Eidolon had failed a Will save against a target with a Sanctuary spell. This ends immediately if the target ceases this observance. Summon Higher Power (Sp): A Harrower Eidolon may summon a powerful celestial, usually an Astral Deva, but occasionally a more powerful creature like a Planetar or Solar, if a decision requires more nuanced decision-making than the Harrower Eidolon is capable of. Eidolons who serve evil deities summon appropriately wise fiends instead. Also posted on Game Masters Stash on 16 April 2019. Saymon is an isolated and fabulous location, built into the edge of a chasm opened up into the depths of the sea. This is the home of the Genasi archmage Halraena and her family, a portal into the deep places of the elemental plane of water.
Halraena, daughter of the marid Setharzim, fought long and hard to gain her magical acclaim and power. She held off a Salamander invasion of a monastery with her ice spells, turned back the outer entity Vh'aggnu at the Bronze Gate with chutzpah and trickery alone, and broke the staff of the archmage Arlalenor when she upset the balance and needed to be stopped. It was then that she retired to a life of study, and sailed with her family to a place called the Edge of the World, a vast chasm roaring down into a hole in the sea. She compelled assistance from her father's people, and from an army of summoned earth elementals, and has established a gate to their plane in her home here. The portions of her city above the water level are luscious gardens with docking facilities, and a vast tower with a lighthouse than can be seen for scores of miles. Over the edge, the tower continues downwards, built into the side of the vast waterfall. The various galleries and levels are wondrous to behold, and hundreds of other inhabitants have come here to live since its founding. They live peaceful lives of artistry and study, and make friendly trade with Marids, merfolk, aquatic elves, and the like. How you can use the City over the Edge of the World in your game: - If your players need to find out something about water elementals or genies, or even esoteric knowledge about outer planar creatures in general, the archmage Halraena is a perfect source to seek out. Sailing to Saymon to seek her advice will likely require a gift of some kind- an antique teapot, some kind of unknown or rare magical gewgaw, or something else unique enough to take her fancy. - If your players have a sailing accident and would be wrecked, this makes a good location for them to awake, recovering from their injuries. They might have to do a few favours to pay for their healing, until a trade ship arrives that could take them home, or to their other destination. - If threatened by a horde of creatures that outnumber defenders, such as Sahuagin, the archmage Halraena might seek assistance from people dwelling on the mainland. Also posted on Game Masters Stash on 15 April 2019. The Soul Engines, a product of the Ethergaunt War of last century, are devices of cruel efficiency in harnessing and channeling life energy. Many survived the dreadful conflict, and have been salvaged for usage by mages and powerful lords.
These arcane machines are forged of otherworldly metals and ceramoplastic substances, as well as large, glowing crystals with a blue radiance. They usually attach to their 'donors' with heavy cabling that stick to skin as if by magnetic force. The donor's life essence is leeched out permanently, 1 hit point per hour on the lowest setting, and up to 1 hit point per round at the fastest setting. 'Donors' are often paralyzed or restrained while being leeched, and these hit points cannot be restored without healing magic of at least 7th level spells. Those who have been leeched in such a way often appear shriveled and emaciated, if they even survive. The tenders of such devices often remove dessicated corpses from the leeching cables if they are not cautious. The life essence is stored in crystal batteries, some small and portable (about carrot size), while others are gigantic (the size of a human standing up). They can be used to fuel arcane devices, at the cost of (1 hp x spell level x spell level) of life essence, so recharging an empty wand of 50 charges for a 1st-level spell would cost 50 hit points, while fuelling a device that maintains a Private Sanctum spell would cost 25 hit points' worth of life essence each 24 hours. Ethergaunt arcanotechnology is based on this transaction of life essence, and before the war last century, they had ventured across galaxies and realities, harvesting millions of civilizations and eradicating their deities. They have no ethical qualms about this process, seeing it merely as the cost required to fuel their magnificent expansion. How you can use Soul Engines in your game: - Salvaged Soul Engines might fuel colossal arcane cannons to defend a city. Citizens who volunteer a portion of their life essence are released from some of their obligations to pay taxes for the year. In times of emergency, prisoners might be conscripted to fuel a cannon's more regular use. - A mage who has found and accessed one of these devices might try to build up life essence by taking those who will not be noticed- orphans, the homeless, or less-privileged races. This might provide a way for Player Characters to find out about one of these devices. - In a situation where charging some kind of MacGuffin device is required, your Player Characters might be forced to use a Soul Engine to source the enormous amount of energy required. Whether they rely on donations from others, or donate life energy themselves is up to them... Also posted on Game Masters Stash on 14 April 2019. "Pliedunk trader. Pliedunk swap things for things, yes?"
Pliedunk is a Goblin. But not just any Goblin, not a marauder or raider. Pliedunk is a trader, and very proud of his family's career. When Pliedunk meets new people, he makes a great show of showing off all his wares, by unrolling his blanket sack and spreading it on the ground. He then arranges the goods in an aesthetically pleasing jumble, and asks his new customers to make choices and offer junk of their own. Among his wares are the following: - Some string, about a foot long, with some snarled knots at one end - A bent fish hook - Two matching copper spoons - A shrivelled and slightly dry vegetable - A singed roll of paper (actually a scroll of lightning bolt) - An old dagger with a cracked blade - A paintbrush with the bristles all stuck together - A handful of snails, some with the snail eaten out of them - A cooked chicken leg - A small dried wheel of cheese - A broken necklace with a shiny piece of sapphire set into it (with some repair, worth 150 gold pieces) - A horse hoof trimming knife - Some brass buckles, one of them bent and twisted - Some slightly chewed leather - An arrowhead of blessed silver - A small pouch of wood shavings that smell nice (sandalwood) - A little spiky snake monster carved of bone (It's actually a little unpleasant and Pliedunk wants rid of it) - A feather twisted into the shape of a swan (it's just a feather) - A little pink and green spindle shaped stone (yes, an Ioun Stone) - Three candles, one of them a bit melted, the others have red stripes running down them - Some scraps of really nice brocade fabric, not enough to make anything out of, but they feel nice - Some clicky-clacky blobs of rounded glass that can be rolled like uneven dice - Two silver-plated buttons - An obnoxiously large belt buckle with an eagle cast into it - The end of a knight's war lance, with about a foot of wooden shards still in it - A torch - A large glass bottle with a twisted steel wire cage around it, full of amber liquid (brandy) - A little glass vial with green liquid inside (wyvern venom) - A broken glass lens Statistics: Pliedunk is a Goblin commoner with like 2 hit points. He's not hard to beat up or kill, but I hope you feel good about it, hero. You'll probably get cursed by the Goblin god of junk collectors or something. How you can use Pliedunk, Goblin Junk Trader in your game: - A band of adventurers might happen across Pliedunk happily looting a pile of refuse, and wishing to trade with them. - The Player Characters might run across a pair of regular Goblins kicking Pliedunk and trying to take his sack. If they rescue him, he'll gladly give them something out of his stash. - If they've run into him before, Pliedunk can become a trusted sight to run into in all sorts of out-of-the-way places. If they're willing to trade him their junk, he can rise in status and become a junkmonger, and perhaps the most famed and reputable member of his family. Also posted on Game Masters Stash on 12 April 2019. These devilish knights are simultaneously a punishment for minor sinners, and soldiers for the Nine Hells. They wear smoldering iron plate armour, glowing internally from the fire of their punishment. They are heralded by their own howling cries of agony, trapped within the armour and unable to escape.
The Phalarigons, or furnace knights, as they are known to mortals, are a grim force of soldiers who take arms across a battlefield. They are used as shock troops, and often led by Hamatula or Cornugons in battle. Although they are relatively slow-moving, they are vicious and terrifying opponents. Between Blood Wars, they are often deployed as guards in fortresses of Hellish lords. On being slain, their fire extinguishes and their armour clatters to the ground empty, with a final scream of release. Statistics: Medium Outsider (Baatezu, Evil, Extraplanar, Lawful) Hit Dice: 6d8+18 (45 hp) Initiative: +1 Speed: 20ft. Armour Class: 21 (+1 Dex, +10 armour), touch 11, flat-footed 20 Base Attack/Grapple: +6/+10 Attack/Full Attack: +1 Flaming bastard sword +12/+7 melee (1d10+9 and 1d6 fire, 19-20x2) Special Attacks: Flaming sword, internal fire (1d6+6) Special Qualities: Darkvision 60ft., immunity to fire and poison, resistance to acid 5 and cold 5, see in darkness, spell resistance 15, terrifying howls Saves: Fort +8, Ref +6, Will +5 Abilities: Str 19, Dex 13, Con 17, Int 9, Wis 11, Cha 6 Skills: Climb +7, Hide +4, Intimidate +7, Jump +7, Listen +9, Sense Motive +9, Spot +9 Feats: Ability Focus (terrifying howls), Weapon focus (bastard sword), weapon specialization (bastard sword) Environment: Nine Hells of Baator Organization: Solitary, pair, or forge (6-10) Challenge Rating: 5 Treasure: 1/2 Standard and +1 bastard sword Alignment: Always Lawful evil Advancement: 7-18 HD (Medium) Level Adjustment: +6 Flaming Sword (Su): Any sword grasped by a Furnace Knight gains the Flaming quality. Internal Fire (Su): Any adjacent opponent who harms a Furnace Knight with a melee attack takes 1d6 fire damage, +1 per HD of the Furnace Knight). Terrifying Howls (Su): Any opponent who can hear a Furnace Knight within 60 ft. must succeed on a DC 13 Will save or become Shaken for the next 1 minute. A creature that successfully saves cannot be affected again by the same Furnace Knight's terrifying howls for the next 1 hour. Other Baatezu are immune to this ability. The save DC is Charisma-based. How you can use Furnace Knights in your game: - A single Furnace Knight might be sent as a warrior assassin to hunt down an agent of a Good faith who threatens some Devilish operation which is going on. - A powerful Devil might disguise a pair of Furnace Knights to make them its bodyguards on the mortal plane while carrying out its fiendish plans. - If a Fiendish invasion, Diablo-style, takes place, then armies of Furnace Knights will sweep across the horizons, rampaging through towns and cities alike. Also posted on Game Masters Stash on 11 April 2019. This large shield was part of the panoply of a famed warrior, Sir Belgael the Defender, who stood against a horde of hundreds side-to-side with his two shieldmates. Although his companions survived the bloodbath, Belgael was carried home on the shield he bore, and was buried with great honours.
The shield is strong, reinforced steel and protects the bearer from many attacks. On its back it bears the impresa of Belgael's family line, "Hold the line, and no retreat". On its face, it bears a plain escutcheon (shield shape), which is often painted and stripped when new bearers acquire it. Statistics: +2 Tower shield. Allies who flank the bearer gain the shield's +2 enchantment bonus to their own shield as well. If the bearer takes a Full Defense action, they gain Damage Reduction 5/-. How you can use Belgael's Barricade in your game: - An enemy who uses this can hold a devastating defensive line, protecting spellcasters or plot-relevant bad guys. - A player who wants to play a tank-style character would find this shield enormously useful, and have to retrieve it from a nearby chapel to defend from an attacking force. - Legends of this mighty shield tell of its last user, Lady Narovere, who rode out to face a nest of trolls some decades ago, and never returned. If your Player Characters are willing to venture out to seek this out, they can find the Trolls using it as a frying-pan for their food. Also posted on Game Masters Stash on 10 April 2019. Glory Archons are powerful Celestial creatures, often servants of the Deities themselves. However, their writ of cause is often wide enough that they have the initiative to head out and increase the worship of their deity in the world, in ways of their own choosing.
Glory Archons often set up and drive crusades, inspire the building of cathedrals and other places of worship in the wilderness, and whip up hatred and zealots against enemies of their faith. When not participating in the Celestial Choir, they often disguise themselves and wander the earth seeking faithful followers to reward, and sinners to punish. Statistics: A Glory Archon has equal statistics to a Trumpet Archon, without a trumpet. Instead they gain an increase of +6 to their Charisma score, and Imbue With Spell Ability as an at-will spell-like ability. How you can use Glory Archons in your game: - A Glory Archon might appear to inspire a particular Player Character (or an NPC) on an important quest or crusade, tasking them with a deed of some importance. The Glory Archon will likely care little for any commitments the person already has, however. - A Glory Archon may be hidden in plain sight, disguised as an ordinary peasant. Those who act in a way that is against the Glory Archon's deific teachings might raise its ire, whether or not those actions are against the local laws. - Powerful and especially faithful Player Characters might be sought out at a deity's personal instruction, much to the disgust of the Glory Archon itself. A Glory Archon is likely to feel respect only for those who actually serve its deity, whatever the deity might say. Also posted on Game Masters Stash on 9 April 2019. Gwymeth Ward is the last King's Honour of the Old Kingdom of Toranath, final servant of a demi-god who passed generations ago. She secretly guards the crown and sword of the line of Kings until a worthy heir emerges.
Gwymeth guards these in her family home, the keep called the White Tower of Northhill. There, she gauges current events and keeps watch for any who might emerge with the potential to re-unite the Kingdom of Toranath under a new ruler. She is a fair and strict baroness of her lands, and many of her subjects do not understand her insistence on following the edicts of a line of kings which failed. They find her strictures of the commandments of Toran "hokey" and strange, but they recognize her worth in defending them and her land from the depredations of aggressive neighbours. Although Gwymeth's known skill is in administration and diplomacy, they often forget her role as last of Toran's warrior-clerics. She is deadly with a sword, and although her prayers go unanswered, her knowledge of knighthood and heraldry are almost unparalleled in the remains of the Old Kingdom. Statistics: Gwymeth Ward is a Lawful Good 5th-level Fighter/5th level Cleric (although she has no spells), and has the capacity to wear masterwork full plate armour and wield her family's traditional sword, Truth (+3 Lawful greatsword) when called upon. How you can use Gwymeth Ward in your game: - If your Player Characters are seeking information about the Old Kingdom, Gwymeth makes an ideal sage to ask for research. - If under attack, Gwymeth might seek good-hearted folk to cary on her legacy. She might even leave them with clues on how to pass particular rituals of knighthood and how to find the powerful relics of Old Toranath, and her guardianship over them. - If one of your players wants to play a Knight of such an old tradition, Gwymeth makes an ideal mentor for them. Also posted on Game Masters Stash on 8 April 2019. |
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