Keeping track of your entire world can be a big ask- remembering who that farmer with the funny accent back in Starter Town was, why it's important that someone handed a player character a silver ribbon at the Grand Ball, and what's happening over in that creepy deserted town across the river, can be a LOT to handle.
Having just resumed one of my games after an isolation-based break of about 2-3 months, I've had to comb through all my notes and remember what was going on. And I've wanted to make all of that available to my players, so they can remember it, to. So I started a Fandom Wiki to keep track of it. It's free and able to be edited by your players as well, so you don't even have to do all the work yourself (but do remember that it's available to other people who stumble across it and can edit/read it). You can add pictures, crosslink articles and make it like a real wikipedia article to keep track of who those guys were, why the red bandannas were important, why those bandits broke away from the Kingdom, who won the War of Forfeiture 1700 years ago, and why the captain of the Lucky Lady hates (checks notes) the Wizard, ultimately leading (as always) to Kevin Bacon. So have a look, see if it's for you. It might make keeping track of your own notes much easier and referenceable, and help you keep track of which names you've used. If you move on to another game in the same universe, you can just build more content onto the same Wiki, making adding in references to previous games and characters much easier. The site is at: https://www.fandom.com/ , and registering for your own account is pretty simple. Give it a look, it might not be for you but you'll never know without giving it a try. Also posted on Game Masters Stash on 30 May 2020. "When the barkeep asked why we carried weapons in the bar, I replied "Mimics". Then I laughed, he laughed, the table laughed."
- Apocryphal tale heard in a tavern, from an adventurer. Everyone's heard of Mimics, but only the truly paranoid are prepared for them. They could be anywhere. They could be ANYTHING! The only way to know is to stab it. Or try to dissolve it with alcohol, which... sure, worth a shot. In fact, while you're up, get a whole round of shots. Mimics can be crafty, though. They're smarter than dogs, and they can change into literally anything. Sure, no-one's going to trust a lavish four-poster bed in the middle of a dungeon, but in a fancy tavern, or palace? That treasure chest might stand out in the middle of a field, but in a dungeon, that's where you'd expect to find one. A truly crafty Mimic might even hide beside another object, taking on the appearance of a large rock while beside a treasure chest. Or a treasure chest on the other side of an obvious trap... More, they're even smart enough to work in packs- coming across a room that has a small campfire, a locked chest under a blanket, and a pile of backpacks just looks like the lair of another adventuring party. But when the mimics aren't the backpacks and chest, they're the tree root growing from the wall, the chest covered in a blanket, and the door, they can truly surprise a party, and might eat well tonight. Also posted on Game Masters Stash on 29 May 2020. This spell allows a mage to safely handle and reach objects at a distance. The spell's creator, Tyrna, sought a way to protect her hands after an accident when working with acid once, and formulated this spell to protect her.
Tyrna's Telefactors 2nd-level conjuration (Sorcerer, Wizard) Casting Time: 1 action Range: 10 feet Components: V, S, M (a pair of heavy leather gloves) Duration: Concentration, up to 10 minutes You conjure a pair of glowing, floating spectral hands made of force energy at your side. The hands perfectly mimic your own hand motions, and last for the duration of the spell or until you dismiss them as a bonus action. The hands vanish if you cast this spell again. Any action you take using your hands can be taken as if you had 10 feet of reach and a Strength score of 14, allowing you to manipulate an object, make an attack or grapple an opponent, activate a magic item, open an unlocked door or container, stow or retrieve objects, and move the hands to anywhere in your reach as part of your action. If these actions cause danger to you which requires a Dexterity saving throw, you gain advantage on the saving throw. The hands themselves cannot be harmed, but immobilizing or grappling them will immobilize your own hands. The hands can each carry up to 50 pounds of weight. At Higher Levels: When you cast this spell using a spell slot of 3rd level or above, the range of the spell and the reach you gain increase by an additional 5 feet per spell level above 2nd. In addition, the hands' Strength scores are increased by 1 per spell level above 2nd. Also posted on Game Masters Stash on 28 May 2020. The Chapel of the Martyred Lady has always had an odd reputation, but now it stands all but abandoned. Only one soul still inhabits it, although her contribution to the church's work is reduced somewhat these days...
Raised almost two hundred years ago to one of the good deities, the Chapel of the Martyred Lady strove to emulate a saint of the faith who was unjustly slain at the hands of a wicked king. However, catastrophe and tragedy undercut the success of the chapel from its first consecration, when one of the bellringers stumbled and was hanged on striking the first peal of the bells. Although many members of the chapel's congregation tried valiantly to keep the congregation up, it faltered and was abandoned. Around fifty years ago, it was cleared of local bandits who had set up inside it, and reconsecrated, but the priestess who started this endeavour was murdered atopher own altar one night. No-one ever claimed responsibility, and the chapel was quietly abandoned again. It is now falling into ruin, as some of the leadlights have been shattered by thrown stones, and the roof is sagging and broken in places. On walking into the nave, however, an air of quiet peace can be felt. The dust motes in the shafts of sunlight coming though the roof holes seem atmospheric and almost welcoming. And a pale presence sometimes makes itself known, silently setting bones and closing wounds with a ghostly touch. At her neck she wears a holy symbol depicting the Martyred Lady, although her veiled face seems contorted with pain. How you can use the Chapel of the Martyred Lady in your game: - A low-level party might seek refuge in the chapel on the way to or from an adventure, especially if they need assistance and sanctuary from enemies. The Lady might even point them to a clue about her murderer, if they are faithful and respectful. - The PCs might be hired to 'clear' the chapel of the Lady's spirit so it can be reopened, and although they may be able to solve her murder at the hands of a young street thug who is now very aged and much more influential, finding out why he murdered her will be another quest altogether. - If the PCs become trusted allies of the Lady, it might help her to remember more of her life, and why she was murdered. She might become a friend who can assist in spiritual matters, in more ways than one. Also posted on Game Masters Stash on 27 May 2020. The Eldritch Athame is a ceremonial blade forged of magic-infused ceramic material, with a crude handle affixed. Colours shift and play constantly on its surface, and a constant low gasp emanates from it. Light shining on its blade splits as if through a prism. It is said that the eldritch athame is sharp enough to shred reality itself.
Statistics Weapon (dagger), unique (requires attunement) You have a +2 bonus to attack and damage rolls made with this magic weapon. As an action, you can use misty step. If you have slain an opponent of up to Challenge Rating 5 using the Eldritch Athame in the last round, you may instead use dimension door. How you can use the Eldritch Athame in your game: - This weapon has travelled the world and perhaps even the universe, cutting between the hidden places in secret. The blade's bearer might have walked into trouble that they could not handle, and it could conceivably be found anywhere. - This blade seems almost to want to travel into the hands of the vile. It could be found in the hands of some kind of cultist, a corrupt priest or wicked arcanist, or a mysterious assassin. Also posted on Game Masters Stash on 23 May 2020. The Crow Knights, elite templars of the Raven Queen's church, are feared and grim warriors. They arbitrate in matters of life and death, especially concerning necromantic issues. Although few in number, their dour demeanour and supernatural powers make them quickly recognized.
Oath of the Crow The oath of the Crow Knights call to those whose lives have been scarred by the dark powers of undeath. They act as messengers, warriors, and extensions of the Raven Queen's will. Those who swear service to the Raven Queen are granted limited powers of the Shadowfell, to cast down undead who endanger the Material plane. Tenets of the Crow The words of the Crow Knights' oath is a secret going back generations, never to be shared outside of their sacred brotherhood. It is uttered under the breath at the going down of the sun and in the morning, a solemn undertaking and reaffirmation each time. - Remember the fallen. All life is sacred, and those lost must be commemorated and celebrated. You must help others deal with their strong emotions, and move on from their loss. - Do not suffer the undead to exist. Undead creatures are anathema, and prevent the souls of the dead from going to where they should. It is your holy duty to escort souls to their proper afterlife. - Hold no pity for those who suffer. Death is the natural end of life, and suffering is only temporary. - The chains of fate are unbreakable. You must bring down the proud who think themselves more important than the power of Fate. You must punish hubris where you find it, and assist in weaving the skeins of fate. Oath of the Crow features Paladin level 3rd: Oath spells, Channel Divinity Paladin level 7th: Aura of Fate (10ft.) Paladin level 15th: Watchful Spirit Paladin level 18th: Aura of Fate (30ft.) Paladin level 20th: Emissary of Fate Oath Spells You gain the following oath spells as listed below. See the Sacred Oath class feature for how oath spells work. Paladin level 3rd: arms of Hadar, cause fear Paladin level 5th: darkness, misty step Paladin level 9th: speak with dead, spirit guardians Paladin level 13th: death ward, guardian of faith Paladin level 17th: dream, modify memory Channel Divinity When you take this oath at 3rd level, you gain the following two Channel Divinity options. - Guided Strike. As the War Domain cleric ability. - Turn the Unholy. As the Oath of Conquest paladin ability. Aura of Fate Beginning at 7th level, the strings of fate weave close around you, tying about those nearby and sparing you all from an untimely end. You and friendly creatures within 10 feet of you have resistance to necrotic damage, and advantage on death saving throws. At 18th level, the range of this aura increases to 30 feet. Watchful Spirit Starting at 15th level, a watchful spirit guards you in battle. Whenever a creature hits you with an attack, that creature takes necrotic damage equal to your Charisma modifier (minimum 1) if you're not incapacitated. Emissary of Fate At 20th level, you gain the ability to become an emissary of inescapable fate. As an action, you can magically become an avatar of fate, gaining the following benefits for 1 minute: - You have resistance to all damage. - You cannot fail death saving throws. - Your melee weapon attacks score a critical hit on a roll of 19 or 20 on the d20. Once you use this feature, you can't use it again until you finish a long rest. Also posted on Game Masters Stash on 22 May 2020. This spell, a favourite of warlocks and necromancers, allows the caster to tear their target with claws of psychic power, wounding their soul and body alike.
Claws of Calamity 2nd-level necromancy (Warlock, Sorcerer, Wizard spell) Casting Time: 1 action Range: Touch Components: V, M (the bones of someone slain by magic) Duration: Concentration, up to 1 minute You manifest claws of blazing purple energy around your hands. For the duration, you can use your spellcasting ability instead of Strength for the attack and damage rolls of your melee attacks, and your unarmed damage becomes 2d4 psychic damage. The spell ends if you cast another spell. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d4 for each spell level above 2nd. Also posted on Game Masters Stash on 21 May 2020. Most adventure design is, by design, reactive- a thing has happened, or is about to happen, and it must be set right. Like catching (or stopping) a murderer, looting a ruined temple or tomb, or stopping an evil cult bringing about their vile ritual. But being part of taking some kind of action can be exciting and adventurous as well- going on an expedition, founding a town, building a temple, or even joining in some kind of ritual magic to protect an area.
Changing the world, moving things forward into an unknown future, can be scary, and can affect the things you do down the road, but it can also liberate you from the 'cage' of having to keep your world in homeostasis, and shake up a world that never seems to change. You can also use this to show your PCs' growing responsibility and ability within the world, moving from being agents of change to those who choose and instigate change themselves. How you can use proactive adventures in your games: - Traditional adventure design at low levels often involves a quest for the cure to a disease plaguing the land. Only by finding the right ingredients can everything be saved. (And let me say, this no ignoble deed!) A proactive choice in adventure design might involve finding the resources that would let a town expand into the poisonous bog nearby, or start to build a mine which would greatly benefit the entire nearby area. - Proactivity doesn't need to be boring or cutesy. Instead of rescuing a kidnapped prince to stave off a war, your characters could be sent on a mission to kidnap one themselves! To avoid being bogged down in planning, a boss of some sort might give them a plan to follow. They might even get some loot for themselves by going off-script! - A reactive high-level adventure might involve an attack by a dragon or powerful demon. But why wait? Take the fight to them, go to where they keep their treasure, and make some glory! Take their power for yourselves! Also posted on Game Masters Stash on 20 May 2020. The Long Shadows are a pair of ancient and giant vampires, their pale features gnarled and feral. They are so named because of their tremendous height- almost twelve feet tall. When they approach, they move in utter silence. The Long Shadows hunt as a pair, but they are intelligent and scheming villains, no mere bloodthirsty monsters.
Statistics: The Long Shadows are Large-size Vampires, both with Strength scores of 25, increasing their slam damage to 16 (2d8+7). How you can use the Long Shadows in your game: - Your Player Characters might unwittingly cross into the hunting territory of the Long Shadows. They find themselves at the mercy of a pair of enormously powerful undead hunters, able to set up ambushes and trick their opponents with ease. - Powerful PCs might find a need to make an unpleasant deal with the Long Shadows. If they become the lesser of evils, they may be able to assist- but their price will be high, and horrid. Also posted on Game Masters Stash on 16 May 2020. Mirali is a half-elven smith, a true mistress of her craft and an unparalleled artificer. To her, rulers turn when they need new crowns, and archmages when they need exacting and reliable work.
Mirali is confident in her own skills and abilities, and happy to demand a fair wage for the masterworks which she delivers. On her brow she wears a circlet of glittering mithril, protecting her hands from any heat and any weapon. It is a prize worth kingdoms. None know who gifted it to her, and none would dare try to take it from her. How you can use Mirali in your game: - If the Player Characters need to have a particular magical item made, they might be directed to Mirali. While her prices are high, her goods are of incredible quality and she never disappoints. - A powerful ruler, archmage, or demigod might make a request of PCs who owe them a favour- Mirali is overdue with a project she's been working on, and hasn't been heard from in a few weeks. Go check on her, and see what's causing the unheard-of delay. - At lower levels, the PCs might stumble upon a delivery of rare goods, like orichalcum, mithril, or adamantium ingots- something valuable that Mirali is waiting on. If she hears that they have the goods, she might send messengers to retrieve the goods from them. Also posted on Game Masters Stash on 15 May 2020. Ardentivores are vile, loathsome beasts of the Hells, creatures which lure and devour the faithful. In form, they resemble a vast, elongated vertical maw, with three pairs of arms and a set of writhing tentacles in place of hair. While their mannerisms are those of pilgrims, worshipiing reliquaries and flagellating, they are entirely faleshoods, designed to attract and lure prey.
Statistics Ardentivore Medium fiend (devil), lawful evil Armour Class 13 (natural armour) Hit Points 36 (8d8) Speed 20ft. Str 14 (+2); Dex 9 (-1); Con 11 (+0); Int 16 (+3); Wis 14 (+2); Cha 17 (+3) Saving Throws Int +5, Wis +4, Cha +5 Skills Deception +5, Insight +5, Religion +5 Damage Resistances cold; bludegoning, piercing and slashing from nonmagical attacks not made with silvered weapons Damage Immunities fire, poison Condition Immunities poisoned Senses darkvision 120ft., passive Perception 12 Languages Infernal, telepathy 120ft. Challenge 3 (700 xp) Devil's Sight. Magical darkness doesn't impede the ardentivore's darkvision. Magic Resistance. The ardentivore has advantage on saving throws against spells and other magical effects. Actions Multiattack. The ardentivore makes two grasp attacks, and may make a bite attack as a bonus action against a grappled target. Grasp. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 7 (1d8+2) bludgeoning damage, and the target gains the grappled condition. Bite. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 15 (3d8+2) bludgeoning and piercing damage. Suggestion. The ardentivore can cast Suggestion once per round. Also posted on Game Masters Stash on 14 May 2020. An Arcane Leech is a curious spirit which inhabits an enchanted item, restricting its use and feeding from the item's energy. When the item's magical energy is activated, its power barely functions, siphoned off by the Arcane Leech.
An Arcane Leech causes an item to function irregularly (about half the time) or at half (rounding down) of the usual effect- an item that usually glows with power functions with a bare glimmer, an armour that protects from flames builds soot on its surface, a wand that fires magic missiles might pulse little sparks instead. The form of the Arcane Leech can be seen with an Int (Arcana) or Wis (Perception) check of 15 when the item is used. How to remove an Arcane Leech: Removal of an Arcane Leech can be quite a quest, and is never an easy task. Often, this involves trekking to a remote location - an arcane wellspring - and dipping the item inside, an overload of energy which slays the Leech. Another option can be to call upon practitioners from at least four arcane disciplines, casting spells on the item in chain, overwhelming its ability to function. How you can use an Arcane Leech in your game: - If you find you have given your players an item that is far too powerful for them, awakening an Arcane Leech that has somehow crept into the item over time. This can depower the item or make it function only sometimes, which can stop the item overpowering your game- at least until your players have time to go and cleanse the Leech. - An Arcane Leech that has inhabited an item can reproduce by interacting with other magic items for long enough, or intensely enough. In this manner, a foe's magic weapon might infect a PC's weapon or armour by fighting against them. Canny PCs might be able to deliberately infect the items of a villain in this manner. - A quest to rid themselves of an Arcane Leech can be used if you don't have a lot planned, and need to derail your PCs for a few sessions. If there's one thing that can be counted on, taking away your players' toys is sure to catch their attention. Also posted on Game Masters Stash on 13 May 2020. These alien creatures, known as Spellbinders by those who are even aware of their existence, are incredibly strange in manner and physiology, imbued with incredible spellcasting ability. They do not have the capacity to understand or comprehend any kind of communication, even through magical means. It appears that they may be refugees from another reality, one far more imbued with everyday arcane magic. They seem to be seeking relics and arcane wonders, and sometimes grow violent if their quest is denied.
Statistics Spellbinder Large aberration, Neutral Armour Class 14 (natural armour) Hit Points 52 (7d10+14) Speed 30ft. Str 12 (+1); Dex 8 (-1); Con 14 (+2); Int 14 (+2); Wis 13 (+1); Cha 18 (+4) Saving Throws Charisma +7 Skills Arcana +5 Damage Resistances all magical damage Senses truesight 40ft., passive Perception 11 Languages Cannot understand any language Challenge 5 (1,800 xp) Innate Spellcasting. A Spellbinder's innate spellcasting ability is Charisma (spell save DC 15). It has 7 Sorcery Points, and has access to the Empowered Spell and Quickened Spell metamagics. A Spellbinder can concentrate on up to two spells without penalty. It has the following spell slots available, and knows the following spells: Chromatic orb, Counterspell, Crown of madness, Detect magic, Dimension door, Hold person, Hunger of Hadar, Hypnotic pattern, Shield. Cantrips (at will): Chill touch, fire bolt, mage hand, prestidigitation, shocking grasp. 1st level (4 slots) 2nd level (3 slots) 3rd level (3 slots) 4th level (1 slot) Actions Focus cast (recharge 5-6). A Spellbinder casts a Witch bolt as a 5th-level spell, using all four of their hands and the blue-blazing brazier atop their back. If multiple Spellbinders use this ability on the same target at once, the level of the spell is increased by +1 for each Spellbinder within 50 feet past the first. Multiattack. The Spellbinder can cast two spells, or cast one spell and make one Grapple attack, or make two Grapple attacks against different opponents. Grapple. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit: 5 (1d8+1) piercing damage, and the target is Grappled. How you can use a Spellbinder in your game:
Also posted on Game Masters Stash on 9 May 2020. The vicious creatures known as Encroachers are monstrous beings capable of camouflaging themselves as various types of manufactured terrain, usually ruined and worn stone or roots. They seem to have no society or even reason to exist, attacking any living creatures that approach their hiding spot, including animals and even other monstrosities. When they unfurl themselves, they are terrifyingly bewildering creatures to behold, and relentless in their attacks. However, they do not always attack creatures that approach, they sometimes slumber through an exploration.
Statistics Encroacher Large monstrosity, neutral Armour Class 18 (natural armour) Hit Points 150 (20d10+40) Speed 40ft. Str 23 (+6); Dex 17 (+3); Con 21 (+5); Int 3 (-4); Wis 13 (+1); Cha 6 (-2) Skills Perception +5, Stealth +7 Damage Resistances force damage; bludgeoning, piercing and slashing damage from non-magical attacks Senses Blindsight 50ft., passive Perception 15 Challenge 9 (5,000 xp) Camouflage. An Encroacher that attempts to disguise itself in an area of ruins has advantage on any Stealth checks, Actions Rampage. The Encroacher can make two Crush attacks against different targets, after moving. Crush. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 17 (3d6+6) bludgeoning damage and a Shove attempt. Bite. Melee Weapon Attack: +11 to hit, reach 5ft., one target. Hit: 20 (4d6+6) piercing damage. How you can use an Encroacher in your game: - An Encroacher might haunt a particular ruin that the Player Characters need to explore, one littered with deer bones and that has a bad reputation for people who try to explore it. Although the suspicion is that the ruins' monster may be a dragon, the truth is much stranger. - An unwary explorer might accidentally stumble upon a wreckage of Encroachers, formed from a town or city overrun by strange, warping magic. Trying to evade multiples of these creatures will be a harrowing experience, but may be rewarding. - Awakening an Encroacher in the middle of a battle between PCs and enemy forces could make a challenging encounter even more exciting- dodging back and forth between different enemies, all hostile to one another. Imagine the Rathtar battle from The Force Awakens, but with something approaching a sentient building monstering its way through enemy troops. Also posted on Game Masters Stash on 8 May 2020. Amgine are a cryptic and bizarre race of creatures, inhuman in shape and mannerism. In appearance, they are somewhat like gigantic, rocky centipedes, often covered in growing moss. They have many multi-segmented legs and long, grasping hands. Their heads are surrounded by great, heavy horns, and they have an oddly-humanoid face with a glowing blue gem set where their forehead would be. Their voices are booming and loud, but have strange emPHAsis on the wrong sylLABLEs, almost like poor pantomime creatures.
Amgine (which seems to be both the singular and plural for their kind, possibly) set themselves to guard sites, like mountain passes, desert springs, or abandoned temples. They stop those who would pass them using their magical talents, and require those who would pass to answer a conundrum or riddle for them. If attacked, they will usually defend themselves magically, or might flee if endangered. Hooks:
AMGINE Large monstrosity, neutral Armour Class 16 (natural armour) Hit Points 114 (12d10 + 48) Speed 20ft. Str 14 (+2); Dex 11 (+0); Con 19 (+4); Int 18 (+4); Wis 16 (+3); Cha 12 (+1) Saving Throws Intelligence +7 Skills Arcana, History +10, Perception +6 Condition Immunities confused Senses passive Perception 16 Languages Common, Undercommon Challenge 8 (3,900 xp) Geas. An amgine might burden someone who wishes to pass it with a Geas spell, tasking them to return within one month to answer its question. Spells. An Amgine can cast Wall of Force three times each day, typically using this to stop people passing their chosen place. They may also use Vicious Mockery once per round. Actions Multiattack. The Amgine makes one bite attack and one flail attack. Bite. Melee Weapon Attack: +5 to hit, reach 5ft., one target. Hit: 12 (3d6 + 2) piercing damage. Flail. Melee Weapon Attack: +5 to hit, reach 10ft., two targets which must be adjacent to one another or the Amgine. Hit: 14 (3d6 + 4) bludgeoning damage. Also posted on Game Masters Stash on 7 May 2020. The Greenbriar Knight is a mysterious figure dwelling deep in the wilds, renowned to assist travelers in need, as long as they have been considerate of the forest itself. Tales tell of a plainly-robed stranger , with a sword wreathed in ivy, who has driven off attackers and calmed wild animals.
The Greenbriar Knight is an elderly human paladin who swore to serve the forces of nature and preserving the peace. He is generally quiet and eschews those who talk a lot, but has occasionally opened up, joining someone at their campfire and sharing a meal. On rare moments, he speaks of the grave war he fought, two generations ago, and the reason he has sought the solace of the deep forest. Statistics: Use the statistics of a Knight for the Greenbriar Knight, with the ability to Lay on Hands for 40 hit points per day, and to cast spells as an 8th-level Oath of the Ancients paladin. While he is Neutral Good, he is jaded from his experiences in the war, and rarely intervenes in the politics of human kingdoms any longer. His voice is cracked and hoary, owing to little use over the past years. Due to his additional powers, he is Challenge 4. How you can use the Greenbriar Knight in your game: - The Greenbriar Knight could be used to save your Player Characters if they are in deep trouble during a forest encounter, driving off enemies and perhaps even healing their wounds. To PCs who serve similar goals (such as Druids, Rangers, Archfey Warlocks, and fellow Oath of the Ancients Paladins), he may share some kinship and offer aid to help them with their objectives. - The Greenbriar Knight might offer to be, or have served already as, a mentor for a player character. While he is still quite vital, his finest days are far behind him, and he may need to ask for assistance if he encounters a blight which he cannot overwhelm alone. This might involve an evil druid, an invading force, or some kind of powerful monster like a dragon. - For those who damage the forest, the Greenbriar Knight can be a potent foe. His command of natural forces and friendship with many animals in the area might make him an avenging force of nature, striking guerilla-style against their operations. A trader in charge of logging operations might even hire the PCs to deal with him. Also posted on Game Masters Stash on 6 May 2020. In the Infernal Planes, even the vary air itself is filled with evil. fuming and gusty. If the proper incantations and reagents are used, some of the hateful zephyrs can be conjured as a brimstone elemental. While they lack the unified sense of purpose of true devils, brimstone elementals are nevertheless dangerous and destructive spirits, and have a wicked cunning to them. They enjoy setting fires and watching the panic of living beings.
Statistics: Brimstone Elemental Large elemental, evil Armour Class 15 Hit Points 128 (15d10+45) Speed 30ft., fly 30ft. (hover) Str 14 (+2); Dex 18 (+4); Con 17 (+3); Int 7 (-2); Wis 10 (+0); Cha 9 (-1) Damage Resistances fire, necrotic, thunder; bludgeoning, piercing and slashing damage from nonmagical attacks Damage Immunities poison Condition immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious Senses darkvision 60ft., passive Perception 10 Languages Infernal Challenge 6 (2,300 xp) Actions Multiattack. The elemental makes two slam attacks. Slam. Melee Weapon Attack: +7 to hit, reach 5ft., one target. Hit: 13 (2d8+4) bludgeoning damage and 5 (1d8) fire damage. If the target is a creature or flammable object, it ignites. Until a creature takes an action to douse the fire, it takes 5 (1d10) fire damage at the start of each of its turns. Misty Step (Recharge 3-6). The elemental can use misty step as a bonus action once per round with a clap of thunder and a puff of brimstone smoke. Also posted on Game Masters Stash on 2 May 2020. Greycrag Keep, ancestral home of the alDayne noble family, is a proud fortress nearly twenty centuries old. It has been the seat of loyal Dukes, the refuge of outcast kings, and the base of rebel forces over its ancient history. It is a great, slab-sided building with many defensive emplacements.
It is now the home of the Lord Protector of the West, one of the fragments of old Toranath. It does not possess the staff numbers that it used to, and its corridors are somewhat cold and drafty of late. It keeps a fortified core at the heart of the West Baronies, though, and has been used to shelter refugees long enough for aid to arrive on many occasions. Ownership: The current Lord Protector of the West is a grim woman by the name of Ethendra Morgaeden, a warrior who has fought to keep her position many times and defended the West Baronies from invasion and civil war for all of her reign. She is tough and fair, and has a soft spot for those who evoke the old glories of Toranath, and is willing to set quests for those who are willing to defend what she holds. Also posted on Game Masters Stash on 1 May 2020. |
AuthorI'm Luke. He/him pronouns. Archives
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