Herbalists are an important part of both medieval economy and village life, and those who practice herbalism are medical specialists as well as gatherers of valuable resources. Herbs can produce an incredible number of effects in modern medicine, and when you add in magical effects, there's no limit to what effects you can use.
Here are six herbs you can use for your games: 1. Silk Fingers - A plant with soft, velvety purple fronds, a draught prepared from this herb makes the body more supple and flexible. Those who drink this draught have advantage on Acrobatics checks for an hour. 2. Sorrow's Seed - A lovely crimson flower that salts the soil around it, the stamens are crushed into a powder that makes a brilliant dye. When drunk in a tea, a spellcaster using the Arcane Recovery feature can regain one additional spell level, once per long rest. It stains teeth a dark red, and is used by the Wytch-clans as a social and functional ritual. 3. Kingspetal - A flower with delicate white petals, edged in shimmering gold. The roots can be boiled and mashed to a paste which aids in wound recovery. Administering this paste to someone who spends Hit Dice to recover during a short rest allows them to regain an additional 1d8 hit points. 4. Hazelmint - A bitterly-flavoured brown leaf, those who place this herb under their tongue have advantage on saving throws against imbibed poisons. 5. Whitepearl Mustard - A very rare herb that grows in places touched by magical energy, the seeds of this are pearlescent white and pea-sized. Combined with vinegar to make a pungent paste and used as a spread, this flavours meat and other foods with piquant and almost dangerously spicy taste. It increases blood flow, and those who eat healthily of the paste take an additional 1 point of damage from slashing weapons for the next 6 hours. 6. Mellowberry - A lavender-coloured berry which grows in clusters on a blade-leafed plant, these berries can calm and soothe those who are emotionally upset, as a Calm Emotions effect with saving throw DC 5. They are often eaten as a mild relaxant, and those who eat them often weep purple tears. Also posted on Game Masters Stash on 30 June 2021. Once a devout worshipper of the Sun Deity, the fiend now known as the Radiant Queen became obsessed with the perfection of her people, turning to excruciation and then execution for those who fell short of her ever-increasing standards. Her cruelty and preoccupation with excellence above all resulted in a reign that had thousands of deaths, enough to delight even the Devils which tormented her with visions of corruption. When she died, they harvested her soul directly and elevated her to become one of the Ten Thousand Kings of Hell.
Now, her infernal Court is one of bright light and unending mirrors, where each of her servants is compelled to acts of transparency, publicly confessing their failures and flagellating for the slightest deficiency. It is a cruel, stark place of unending pain and utter devotion. Flocks of devils 'modify' one another with silvered blades in the quest for physical perfection, questing forever to match their harsh Queen's exacting and ever-updating demands. The Quen herself is wrapped in shimmering silver armour at all times, lit by candles replaced periodically by fawning imps. Her robes are tattered remnants of her once-holy raiments, shredded by the painful bladed spikes which emanate from her flesh. Those who swear loyalty to her gain powers of compulsion and persuasion, but must observe rituals at her whim to prove their loyalty. Statistics: The Radiant Queen's statistics are roughly equivalent to those of a Pit Fiend, however she lacks wings and a tail. Her mere gaze when angered causes targets within a 30-foot cone to make a Charisma saving throw (DC 21) or take up to 4d6 slashing damage, which counts as silvered. In addition, her spell-like abilities are as below: At will: Detect Magic, Inflict Wounds (at 3rd level) 3/day: Flame Strike, Guardian of Faith. Also posted on Game Masters Stash on 29 June 2021. When a dungeon feels like a series of "go here - kill bad guys - loot - repeat" encounters, things sometimes feel a little formulaic. You can easily shake this up by inverting the encounter- just when they think things are settled, the reinforcements turn up!
This can be especially awful if you allow them a round or two of looting while enemies quietly assemble in the shadows. This might mean that concentration spells get dropped, and that people start making noises while arguing over loot, and especially that they haven't had time to take a short rest to heal up or regain any spell slots in between. If they're clever, enemies might even have hidden ways of closing the distance before they're spotted. As a player, having to redo a fight but from the other side - that of now defending the territory they just attacked- can be startling and make you have to really exercise your tactical thinking. That counts double if the defensive emplacements are still smoldering from the fireballs you hurled! So go ahead, turn the tables on your players today! Also posted on Game Masters Stash on 26 June 2021. The vicious undead King, Choktog the Hunter, is a terrible foe. His howls chill the blood, and those who have become his prey know true fear before they die. He makes his lair in his fortress, The Redoubt of Sorrow, and ranges forth with hunting-parties to choose his victims. Choktog's assaults usually involve wounding his opponents and then disengaging or allowing them to flee, stretching out their terror. Although his armour includes a faceplate that covers his mouth, he often removes it when closing in for the final kill. He always takes at least a trio of Ghasts on his hunts.
CHOKTOG THE HUNTER, GHOUL LORD (CR 12) Medium undead, chaotic evil Armour Class 17 (breastplate) Hit Points 163 (25d8 + 50) Speed 30ft. Str 16 (+3); Dex 14 (+2); Con 15 (+2); Int 16 (+2); Wis 17 (+3); Cha 17 (+3) Saving Throws Strength +7, Dex +6 Skills Athletics +7, Perception +7, Stealth +6, Survival +11 Damage Resistances Necrotic Damage Immunities Poison Condition Immunities Charmed, exhausted, poisoned Senses Darkvision 60ft., passive Perception 17 Languages Common Challenge 12 (8,400 XP) Profane Aura. Any creature that starts its turn within 5 feet of Choktog gains the poisoned condition until the start of its next turn. Turning Defiance. Choktog is immune to turn undead effects. Any ghasts or ghouls within 30 feet of Choktog have advantage on saving throws to resist any effects that turn undead. Actions Multiattack. Choktog makes two longsword attacks and then makes a Disengage action. Longsword. Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 8 (1d8+4) slashing damage. Claws. Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 13 (3d6+3) slashing damage. If the target is a creature other than an undead, it must succeed on a DC 14 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, becoming restrained instead if they pass one saving throw, and then losing the restrained condition when they ass a second saving throw. Also posted on Game Masters Stash on 25 June 2021. The fabled 'Crescent Crawl' is a journey known to students, young nobles, and bravos of the Crescent City. Those who walk its path begin their drinks late in the afternoon, and those who even reach its end have rarely done so before the early hours of the morning. Although the crawl doesn't have to be done in the specific order, the tradition asks that those taking the pilgrimage partake of the house specialty in each of the taverns along the journey. The taverns, and their specialties, are as follows:
1. The Clean Pearl: This quiet, dignified tavern serves a cup of aged white wine, almost vinegar, with a very cheap pearl dissolved in it. This is said to soothe the stomach. 2. The Thick Drum: An Orc-themed bar with distressed furniture serves 'Oogakh', a rough red wine cut with beef juices. It is thoroughly awful, and no dignified Orc would be seen in the premises. 3. The Abstract Demon: Decorated with a magically-animated hanging sign, this tavern is close-by to the Mages' Academy and serves a cherry wine called The Devil's Kiss in a decorative pewter chalice and top, which smokes and must be drunk in one draught. 4. The Old Man of the Forest: This tavern features a halfling 'wild man' who capers about and terrorizes the patrons. Its specialty is a cup of syrupy maple liqueur, hard to gulp down. 5. The Folding Crane: This tavern is hung with paper room dividers and features small rock sculptures with running water. Its drink is a gooseberry liquor served in a tall vial. 6. The Old City: Popular with landholding nobles and law-clerks, this tavern's house specialty is a simple and foamy brown ale. 7. The Twin Locks: A tavern with buildings on both sides of a street, connected by a bridging balcony. The tavern's specialty is a red wine served with ice cubes. 8. The Ruthless Swan: Set beside the university green and famed for the aggressive birds which attack students, the Ruthless Swan's specialty is a trio of cheap and stomach-rotting liquor shots. 9. The Howling Devil: A rough tavern popular with mercenaries, drinking here usually involves trading punches with one of its muscular bouncers. Asking for the house specialty attracts derision from all of the tavern-goers, and is likely to result in a suprise blow to the back of the head. 10. The Froghemoth: An exotic tavern staffed by waiters wearing faux-Froghemoth headbands, the house specialty is a goopy green melon-flavoured wine that wriggles slightly in the throat. People sometimes go missing from this tavern without explanation. 11. The Bat's Whistle: A gothic haunt popular with warlocks and necromancers, this tavern serves absinthe-laced milk to newcomers. 12. The Yellow Library: An antiqued tavern which is decorated wall-to-wall with bookshelves and favoured by wizards. The specialty is a tall glass of white wine with a torn-off piece of spell scroll at the bottom of the glass. Also posted on Game Masters Stash on 24 June 2021. A remote and esoteric specialist store, the Mineral Bazaar is almost a myth among elementalist mages, stocking rare and hard-to-get mineral components as well as interesting and specific pieces. The proprietor is a gargantuan and gravelly-voiced Earth Elemental by the name of Cobble, brooks no insolence and is characteristically hard-edged in all his offers.
He does, however, enjoy Amethyst Cakes, and those who bring him a gift of the rare food earn his effusive thanks and a change in his demeanor. Among his wares are the following items: 1. Liquid Metal - Stored in a small double-walled glass vial, this very fluid silver liquid can be poured into mechanisms or onto a surace, hardening into steel-like consistency within seconds. This can be used to create sculpture or repair damage, but also to jam locks irreparably (100gp per vial). 2. Crystal Geode - These small, rough stones can be thrown, breaking open to cause an uncontrollable growth of colourful quartz crystals in a 20-foot radius, some even human-sized. Creatures within the area take 4d6 piercing damage, with a dexterity save (DC 13) for half damage. The crystals deteriorate naturally over time, or can be broken with application of blunt force or thunder damage. (450gp per stone) 3. Obdurium Ingots - This gloosy-black metal is even harder than adamantium, and can only be melted in the depths of the Elemental Plane of Fire, such is its hardness. These small ingots are incredibly dense, around 6" by 2" by 1" and weighing nearly 120 pounds. The metal is all but unbreakable, and is heavily sought-after by metallurgists, alchemists, and master armourers. 4. Magmajel - This dangerous substance is harvested from the border of the Plane of Fire, and somehow defies all laws of nature in its deliciousness. Although its density and heat are instantly lethal to humans, the flavour has been described by those immune to fire as 'beyond description'. It is served in translucent, glowing cubes around one inch in size. All mortals known to have attempted to eat the substance have died. (50gp per cube) 5. Heeblestone - This light stone is suffused with bubbles, making it light and easily carved with a spoon or similar tool. It can be used for sculpture, and weighs only about half a pound per cubic foot. It can be sourced in large chunks, up to about house size, and is considered 'a bit weird' by those who dwell in the Elemental Plane of Earth, who would like to see it removed. (25gp per pound) 6. Foilsilver - This light metal has the substance of fabric, and can only be harvested in thin scraps from beneath the mightiest of earthbergs. The metal flutters like jaggged ribbons, although it is harder than steel. This metal is rare but just an oddity, with no specific usage identified by its sellers. (100gp per sheet, about hand-size) Also posted on Game Masters Stash on 23 June 2021. A Captain of the Second Fleet, and master of the vessel Meadowsweet, Ivellios Loravyre is an up-and-coming proud Elven warrior of a noble family. His demeanour is haughty and he expects a lot of those who perform work for him. However, his own skills at combat and wizardry are exceptional, and those who would underestimate him do so at their own peril.
How you can use Captain Ivellios in your campaign: - As a regular in port, the young Captain is usually accompanied by an entourage of magically-trained guards, and going about the business of the elven empire and the demands of Queen Ilivriia. However, circumstances beyond his control, like political conflict between noble houses, may remove his protection for a short time, and leave him needing to turn to the PCs for outside help. - If he has worked with the PCs before, their unconventional methods may be the edge he needs to accomplish a goal along his path to Admiralhood- one that would be denied due to complications in the homeland. His gratitude could bring great prestige and esteem. A favour from an Admiral would be exceptionally valuable, too, but the risks of getting caught by The Bright bring great danger. - As a rival, the skills and access of a Captain in the Elven Navy mean that Ivellios is a dangerous foe. His vessel is a swift and formidable ship, armed with piercing weaponry and dedicated crew. You could use him as a foil to bring attention to the PCs' shady activities, or as a ruthless enemy who hunts the enemies of his Queen. Also posted on Game Masters Stash on 22 June 2021. The Ethereal Emporium is a mysterious shop, welcoming all business but hard to get to. You see, it's located in Liberjinn City, on the Elemental Plane of Air. This is a city inhabited by elemental spirits and freed Djinn, and its architecture defies both gravity and most physics. The shop's owner and merchant, Kharidi the Austere, is a warm and effusive host, offering conjured tea of fantastical flavours while doing business, as well as small lozenges of a jelly-like sweet, rolled in sparkling sugary dust. His wares are equally fantastical, but well worth the trip, and he is as willing to purchase as to sell any magical items he finds interesting.
Among his wares are the following: 1. Blue smoke - A rigid, slightly opaque substance, from paper-thickness to a full inch thick, and entirely immune to fire damage. Those touching it can feel no warmth through it, no matter the intensity of flame on the other side. It weighs next-to-nothing but can be somewhat brittle. This is popular for making expensive decorative windows, but can also be fashioned into other shapes- a shield or dome, perhaps. 2. Essence of Sunlight - This tea, harvested from floating earthbergs high in the Elemental Plane of Air, has been exposed to perhaps the purest sunlight in creation. Drinking the tea feels like dawn's first kiss upon the face, midday's harsh rays overhead, or the golden afternoon light, depending on how it is brewed. Popular among those who cannot actually enter sunlight for any reason, and incredibly exotic. Sells for 100 gold pieces per pound (twice the value of actual gold). 3. Airfluid - This substance, developed by Kharidi himself, is harvested from the admixture of the Elemental Planes of Air and Water. It is a nearly invisible liquid that sloshes heavily and fizzes like soda water if disturbed. Drinking this allows a water-dweller to breathe air, or an air-breather to breathe water, for six hours. He stresses that after this, they must return to their own environment, as the body rejects another dose until someone has finished a long rest. 4. Gellybirds - These curious animals, native to the Elemental Plane of Air, make for fascinating pets. They appear somewhat like jellyfish with intangible fronds fringing all of their tentacles, but 'swim' through the air, and are entirely unaffected by gravity, even upon reaching another plane where it would normally apply. They are small, up to human-hand-size, and have no intelligence whatsoever. They must be fed on sunlight daily, and wilt away like old balloons if not exposed to direct sunlight (or its essence) at least once per day. 5. Soarwood Bonsai - These tiny trees grow on small rocks, and levitate lightly. They are cheap curios that Kharidi is happy to give away as gifts to make a larger sale, or go for around 10 gold pieces each. Several are decorated with exotic coins hung on their branches, or tiny clay humanoid figures. 6. Stalker Skin - This somewhat hush-hush offer is made from a magically preserved skin of an invisible stalker. This inside is quite sticky, and once donned, it cannot be removed easily, or in one piece. It can be worn like a cloak, making someone naturally invisible for as long as they remain at above one-half their maximum hit points, although they can still make attacks, and so on. After they are damaged, Kharidi explains, it starts to unravel and parts of them show through it. Also posted on Game Masters Stash on 19 June 2021. The School of War teaches its students (often known as warmages) utilitarian magic that they drill repeatedly to ensure that they can perform under a wide variety of conditions. They are also trained to wear armour, which is almost unknown for wizards. Some deride the school for its simplistic teachings of the function of magic over the joy of study, but those who have served in battle with, or against, a warmage know their value.
Warmage Fortitude Starting at 2nd level, when you select this school, you gain proficiency in light armour. When making a Constitution saving throw to maintain concentration on a spell when you take damage, you may add your proficiency bonus. Warmage Edge From 2nd level, when you cast a spell that deals damage to one or more targets, you gain a bonus to the damage equal to your proficiency modifier. Battlemage From 6th level, when you cast a spell as an action on your turn, you can make a weapon or spell attack (if you have one available) as a bonus action. In addition, when you take an Attack action on your turn, you can cast a cantrip with a casting time of 1 action as a bonus action. Combat-casting Reflexes From 10th level, you do not have disadvantage on your ranged spell attack rolls from being within 5 feet of a hostile creature (see the Ranged Attacks in Close Combat paragraph, p195). If something else gives you disadvantage on this attack, then that still applies. In addition, when you make an opportunity attack, you may cast a cantrip with a casting time of 1 action instead of making a melee attack. Overchannel Starting at 14th level, you can increase the power of your simpler spells. When you cast a wizard spell of 5th level or lower that deal damage, you can deal maximum damage with that spell. The first time you do so, you suffer no adverse effect. If you use this feature again before you finish a long rest, you take 2d12 necrotic damage for each level of the spell, immediately after you cast it. Each time you use this feature again before finishing a long rest, the necrotic damage per spell level increases by 1d12. This damage ignores resistance and immunity. Also posted on Game Masters Stash on 18 June 2021. The much-feared Black Guard of Heilbron are a forbidden relic of a war more than a generation ago. The tyrant Markus Heilbron, a warlord, would-be philosopher, and champion of the dark powers, founded this order as his elite guards. Following his defeat and dismemberment, the order scattered to carry on his mission and to restore their former master to life. Each member of the Black Guard was a skilled warrior, and those who have survived have learned the skills of subterfuge- undermining the lords who wrought their master's death, disguising their identities, and operating in secret. On the rare instance that they take to battle in their uniforms, their signature black-enameled and gilt-edged plate armour marks them as opponents to be feared.
Statistics: Use the statistics for a Knight for standard members of the order. Their veteran commanders who served under Markus Heilbron himself should be even more powerful, and imbued with dark magics. How you can use the Black Guard of Heilbron in your games: - These elite warriors serve the esoteric instructions of their master, given decades ago before he was slain. Sometimes they simply appear to be gathering magical artifacts, while at other times they seem to be questing in search of the pieces of Markus Heilbron's body and armour, attempting to reunite them. Their actions may be mysterious, but their aims are always fearsome. They oppose all attempts to unite humanoid races, and serve the whims of an evil deity. - The Black Guard have been recruiting since their master's death, and may even have gathered an army in a hidden fortress (First Order style). Some of their members are young, energetic, and even charismatic, fronting political groups and sometimes able to field phalanxes of fearsome armoured warriors. But the allies who once defeated their lord have drifted apart, leaving them vulnerable. Perhaps new heroes are needed to oppose their forces? - The Black Guard can effectively be the Neo-Nazis of your campaign- a force that perhaps presents with a diplomatic face, but serves a truly evil cause and should be opposed at all costs. The restoration of their master would be a catastrophic event, and endanger every settlement within thousands of miles. Also posted on Game Masters Stash on 17 June 2021. Although they are physiolgically different, these creatures seem to be related to the infamous Purple Worm of the Underdark. However, they have adapted for burrowing through lighter materials than solid stone, and lack the venomous tail stinger for which purple worms are so well-known.
These Brown Worms are vicious predators of the desert, and will attack anyone crossing their territory, pausing only when prey reaches soid footing, or ceases movement. Statistics: Use the same statistics for a Purple Worm, but their burrow speed only works through sand and earth, not rock. They can make Perception checks to detect anyone treading on sand or earth within 200 feet with no penalty. In addition, instead of having a tail sting attack, the Brown Worm can make an attack with its tendrils, tipped with snapping beaks. These use the following profile: Tendril mouths. Melee weapon attack: +14 to hit, reach 15ft., one target. Hit: 22 (4d6+9) piercing damage. Also posted on Game Masters Stash on 16 June 2021. Adventures in post-apocalyptic worlds can be a lot like adventures in a medieval fantasy- you can wander the earth, run into monsters and bandits, and towns in need of help. However, your seting is generally quite different, and societies are changed in the way that they react to things. Here are some quick adventure hooks which you can use for a post-apocalyptic setting, with a nod to the Fallout universe, which a friend of mine is using for running a game at the moment.
1. The Way- A couple has gone missing from their home where their adult children lived with them- their things are gone, and they seem to have just packed and left before dawn. They might have headed off to a local market some miles away, but no-one there has seen them, and some of their things are found at the side of the road, days later and leagues away. Have they fallen prey to bandits? Why would they have gone so far? 2. Crossroad Blues- A traveller urgently needs to reach another town to save the life of their friend, and time is running short. They have stopped at a crossroad, begging any passers-by for help. What is it that is so urgent about their journey? What is threatening their friend? 3. Stormy Weather- The weather conditions locally have worsened, and the moods of people locally are growing worse. People are growing short-tempered with one another, and even friends are grating on one another. Is it just the weather, or has something awful from Before been stirred up by the storms, mutating minds and bodies alike? 4. Red Sails In The Sunset- Raiders are travelling using some form of wind-powered land vessels, and spying their red sails on the horizon stirs fear in the heart of people. How is it that they're travelling so swiftly, and can anyone else use these devices? 5. In A Shanty In An Old Shanty Town- A young person is desperate to escape their family to reach their distant lover, who dwells in a very scrappy area of town. Their family wants them to stay safe and healthy, and is willing to pay money to strangers to shepherd them home, or at least keep them protected. 6. Summertime- The stinking heat of summer has brought wild beasts out of the wastes, looking for plentiful food sources. The living has been easy for a little while, and people's defenses have been lowered, and urgent action will be needed to protect a town, including a newborn which can't be quieted. 7. Thanks For The Memory- A memory-harvesting machine has been built, able to record and relive memories from people willing to undergo the procedure. The owner asks for help to find interesting individuals with memories that could be entertaining for others to relive- adventurers, rulers, entertainers. 8. Tumbling Tumbleweeds- A desolate area seems to be inhabited only by dust and tumbleweeds blowing in the wind. However, local rumour says that the vast fenced-off area contains a few old military robots, and some curious warehouses at its centre, but with miles of wasteland to cross, it may be too much danger to risk for the little possibility of reward. Also posted on Game Masters Stash on 15 June 2021. "Vultures are holy creatures.
Tending the dead. Bowing low. Bared head. Whispers to cold flesh, "Your old name is not your king. I rename you 'Everything'." - TheCryptoNaturalist The Kathari are a quiet and curious race, holy scavengers among the dead. Their eerie appearance belies their solemn and ardent service to the Raven Queen, gathering souls and disposing of bodily remains. As obligate scavengers, they eat decayed flesh, but are always careful to follow archaic religious rituals before eating. Kathari Traits - Ability Score Increase: Your Wisdom score increases by 2, and your Constitution score increases by 1. - Age: Kathari are long-lived, maturing at the same rate as humans but they're considered young until they reach the age of about 75. On average, they live about 200 years. - Alignment: Kathari tend to be lawful, believing firmly in the divine ordainment of fate. - Size: Kathari are nearly eight feet tall if they stand tall, but close to five feet when they usually walk, hunched-over. They are lighter than humans, weighing an average of 80 pounds. - Speed: Your base walking speed is 25 feet. Your wings are not developed enough to fly with. - Sacred Song: As a 10-minute ritual, you can cast Song for the Dead, farewelling spirits which might be housed in flesh. Once you have used this ability, you must take a long rest before you can use this ability again. - Scavenger: You have advantage on saving throws against diseases and poisons, and you have resistance to poison damage. - Magical Infusion: Kathari are infused with magical energy, allowing them knowledge of one cantrip from the Cleric spell list. - Languages: Kathari can speak, read, and write Common, as well as their own language, Kathari. It is a language filled with snaps of the beak and squawks, almost incomprehensible to any non-native speaker. Also posted on Game Masters Stash on 12 June 2021. Next to the entry of the city markets is the marvellous and well-famed store The Cutting Edge, run by Master Johannes Vermeulen. This store boasts an armoury of well over a thousand knives, swords, and other weapons of excellent manufacture. Master Johannes is pleased to offer only the very finest and most balanced weapons, and prides himself on being able to assess a prospective client from their gait and bearing, and to offer them the perfect weapon for their needs within three guesses.
Here are some of the finest offers he has available, even before entering the curtained-off area where he stores magical weapons: 1. Thrashing Mace (45 gp): This light mace is made with a flexible wooden shaft, able to wobble and strike unpredictably. This mace has the Finesse quality. 2. Iron-banded Quarterstaff (25 gp): This tall staff is decorated with several iron rings nailed into its length. This quarterstaff allows the user to reroll any 1s rolled for damage, and gains the Heavy quality. 3. Great Flamberge (75p): This gigantic wavy-bladed sword, a favourite among highly-paid mercenaries, is a greatsword with the Reach quality. 4. Main-Gauche (25 gp): This dagger has a basket hilt, and is made for dueling. This dagger grants the user a +1 bonus to AC against melee attacks while wielded in conjunction with another melee weapon, and loses its Thrown quality. 5. Keen sabre (75gp): This curved and single-edged blade is made for striking cuts. It functions as a rapier that inflicts slashing instead of piercing damage. 6. Arming Sword (60gp): This slim, straight-bladed sword is considered acceptable for nobles and courtiers to bear in the presence of royalty, and is lavishly decorated. It functions as a short sword and is usually allowed even if the wearer should shed their weapons. Also posted on Game Masters Stash on 11 June 2021. Eduxium is a career politician, and recently elevated to his position as vizier of the royal court. He is somewhat sinister in appearance, bearing a matching skull brooch and pin, and a slightly unkempt beard. He is rarely seen far from the King, and stays highly-informed on all matters concerning the Kingdom. He is a relatively private individual, but sometimes seems to vanish from his quarters without anyone noticing, to places unseen.
How you can use Eduxium, Royal Vizier in your games: - Eduxium is someone who can point out inconvenient or otherwise unnoticed details to the King, his keen insight and awareness helping him pierce deceptions. His cleverness might be unuseful to the PCs if they are trying to talk up their involvement or bargain for a better deal. This might prompt them to start hunting down details on the sinister minister. - Eduxium's insight might also prove to be of value, requesting that the PCs be hired for a particular job. Although his keen appraisal of their skills should be spot-on, the job might be a little more dangerous than expected, leading the PCs to believe that their lives were deliberately risked. - In an emergency, Eduxium might turn to the PCs' skills for assistance. His ailing mother, kept secret in a hospice in the docks district, has been seized to manipulate him. The blackmailer knows his private guards, and is watching them for any action out of the ordinary, so he has one deliver a message to the PCs while in a regular bar-brawl. His allegiance to the King is true, but he is intensely protective of his mother. Also posted on Game Masters Stash on 10 June 2021. Although Knights have a reputation as being bold and honourable folks, many are merely elevated thugs with pretensions of grandeur. Here are some sample knights your player characters could meet along the road or during their quests.
1 - Sir Wymark the Bruiser: A bear of a man with magnificently waxed mustaches, this knight loves taking part in tournaments and other demonstrations of knightly virtue. Although he won't try to kill anyone, he insists on a few passes in armoured combat before he'll allow anyone to pass. 2 - Lady Claramunda la Furiosa: An immaculately-dressed lady knight with a personally hand-embroidered surcoat, a devil with a sword, and a real fitness junkie. She is keen to prove her worth, and has been an unwavering champion of her people since first taking up the blade. She is an exemplar for all who follow her, winning at combat, drinking, and artwork alike. 3 - Ser Yon, Quickshanks: A graceful warrior who wears a jupon with fluttering sleeves, this knight never seems to stand still. He is introspective and curiously quiet, often staying silent until he feels his insight is needed. 4 - Sir Alain of the River: A young knight, fair of face and deeds. He is a friendly face who has become popular for his service, and laughs as he does battle. He is more likely to disengage and instruct in how to carry out a particular technique than to exploit an opponent's weakness. 5 - Sir Emme the Heartbreaker: A physically massive woman who carries a great steel-banded mace, this knight won her title by striking an opponent so hard that his breastbones shattered instantly. She is a brute who demands respect from any who cross her path, and is willing to work as a freelance for hire. 6 - Lady Branwynne, La Fantôme: A mysterious knight who enters tournaments dressed in black-enamelled armour, La Fantôme is the pseudonym of Lady Branwynne, a very proper and well-to-do young lady of a well-respected family. When she insisted upon doing battle, her parents indulged her, but made sure that she was well-trained and protected. She defends her true identity fiercely, and will respect the same request from any opponent she meets. Also posted on Game Masters Stash on 9 June 2021. Desert dragons are rare, but unquestionably dangerous, predators. They make their homes in dry, desolate areas, and seem to have a metabolism that can go for months without feeding. Their skull has heavy bone knobs behind the main crest, and thick bands of heavy scales surrounding the vulnerable throat and its soft, moist tissue. Those who have met them can testify that while they are mighty, they lack the intelligence or confidence of a true dragon.
DESERT DRAGON Huge dragon, unaligned Armour Class 19 (natural armour) Hit Points 208 (18d12 + 90) Speed 20ft., fly 75ft. Str 19 (+4); Dex 11 (+0); Con 20 (+5); Int 6 (-2); Wis 7 (-2); Cha 8 (-1) Saving Throws Str +8, Con +9 Skills Athletics +8, Intimidate +3, Perception +2 Senses Darkvision 60ft., passive Perception 12 Languages Draconic Challenge 12 (8,400 XP) Actions Multiattack. The desert dragon makes two claw attacks and one bite attack. Bite. Melee weapon attack: +8 to hit, reach 10ft., one target. Hit: 17 (2d12+4) piercing damage. Claws. Melee weapon attack: +8 to hit, reach 5ft., one target. Hit: 13 (2d8+4) slashing damage. Breath Weapon (Recharge 6). The desert dragon lets out an ululating howl and drains moisture from its immediate area, desiccating anyone caught in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw, taking 54 (12d10) necrotic damage on a failed save, or half as much on a successful one. Also posted on Game Masters Stash on 8 June 2021. The Planar Ally spell requires that you make an agreement with the creature conjured, in order to retain its services. There exist several celestials who offer their services to those perorming good deeds, making known their costs in order to facilitate a quick agreement and foster good in the world.
Here are six celestials and the deeds they ask of those who summon them, in order to retain their services. 1. Huloro, the Shepherd of Lost Souls: Huloro asks for kindness towards orphans and children, as well as those who have bcome physically lost. Donating money to, or founding an orphanage, garners Huloro's favour and grace. 2. Fidelias, Faithful Beyond Measure: Fidelias will only serve those whose loyalty has been tested and proven. Someone who has taken an oath to protect another at great cost may even gain her aid without needing payment. 3. Puhreglael, Immaculate of Light: Puhreglael insists on absolute purity of spirit and body. Those who willingly undergo a Geas to foreswear any kind of contaminant or evil behaviour gain his service at no further cost. 4. Pahadron, Champion of the Host: Pahadron admires only deeds of great strength or prowess. Someone must defeat a champion of evil (especially a devil or demon) themselves to gain his service. 5. Ephemera, Grace and Humility: Ephemera offers her services to those who foreswear material goods, giving up wealth to someone more needy without expectation of return. 6. Thrahabdos, Enduring Sentinel: Thrahabdos stands guard at the edge of the Shadowfell eternally, keeping back the darkness. An offer of a magic item which sheds light must be made, or service to stand in his watch for a number of hours, to earn his favour. Also posted on Game Masters Stash on 5 June 2021. Shazzret is a goblin who lives in or near the city dump, sorting through the piles of wreckage and gleefully welding things together, whether they should be or not. She loves trying to solve problems through application of her technology, although the results can sometimes be a little roundabout. Shazzret makes for a great NPC contact, as she can simultaneously be a quest-giver, quest-solver, and quest-complicator, sometimes all at once.
Shazzret just wants to be valued, and will happily work on projects for people or groups that respect her efforts. If they test something out for her, she'll happily try to make new things for them as requested. This can also be a reason for going on quests, to find the needed parts. She's especially excited by the presence of Warforged, and very much wants to rebuild them but better. This should make them quite nervous. Here are some examples of Shazzret's inventions, failed or otherwise: - A grappling hook that scrunches things it grabs onto, but is very unwieldy. - A reaching-stick that is three sticks welded together with a little grabby-arm at the end, but you have to get up close to turn the knob that makes the grabby hand work. - A metal arm that straps onto your body and holds a torch or lantern for you. The harness weighs about 50 pounds. - A portable wall which is just an actual door with a handle in the middle of it. In a pinch, it'll function as a shield, but it's bulky and heavy. - The 'better lantern' which doesn't work, with a series of lenses amplifying the brightness of a torch to function as a Sacred Flame effect but burning out after 1 round and needing an hour of maintenance to repair. - An electrified sword with a backpack powering it. Drawing and holding the sword means you take 1d3 electricity damage per round. Creatures hit with the sword take this damage as well. Also posted on Game Masters Stash on 4 June 2021. Long-time readers will know I'm a fan of encouraging player buy-in, especially by getting people to establish bases, favourite taverns, houses, and the like. You can make this purely for looks, but players who spend money on building up their house instead of buying expensive potions or scrolls often feel a little like they've wasted their money.
Following from the old 3e Stronghold Builders Guidebook, I think that making things modular or at least having specific 'goals' to save for can be really handy. Here are some examples which you can use to make a place feel lived-in and useful. Armoury: A standard armoury costs 100 gp, and weapons stored and maintained here have advantage on saving throws to avoid being damaged. An advanced armoury costs 500 gp, and contains a pair of most weapons from the player's handbook to practice with, or use in combat. It also has enough simple weapons to equip up to twenty soldiers. A deluxe armoury costs 2,000 gp, and contains a few of each weapon in the player's handbook as well as enough simple or martial weapons to equip up to twenty soldiers. Baths: A standard bathroom costs 100 gp, and using this for 1hour means someone has advantage on one Charisma skill check for the day. An advanced bathing room costs 500 gp, and contains enough space for two people to bathe at once, as well as including soaps and herbal scents. A deluxe set of baths costs 2,000 gp, and has enough space for a half-dozen people to bathe at once, as well as including costly scents and powders. Chapel: A standard chapel costs 500 gp, and includes some sacred texts. Praying in the chapel for 1 hour grants advantage on Religion checks until the next short rest is taken. An advanced chapel costs 2,000 gp, and includes sacred texts and illuminations, as well as fancy decorations. Up to twenty people can gain this bonus at once. A deluxe chapel costs 5,000 gp, and includes sacred relics. Up to fifty people can use this at once, and a cleric using this space has advantage on their Divine Intervention roll once per day. Library: A basic library costs 500 gp, and includes racks of writing scrolls as well as texts on a particular subject: Arcana, History, Nature, or Religion. Using the library for 1 hour allows the user to gain advantage on one check made with that skill in the next day. An advanced library costs 2,000 gp, and includes multiple books on different subjects (two different skills). Up to six users can access the library at once. A deluxe library costs 5,000 gp, and includes deep analysis of multiple sources. Users acessing the library may gain the benefit on any of the four skills listed. Stable: A basic stable costs 500 gp, and includes space for three Large steeds. Steeds who stay here recover an additional 1d6 hit points from a short rest. An advanced stable costs 2,000 gp, and has yards for training up to three Large steeds. Animal Handling checks made with animals kept here have advantage. A deluxe stable costs 5,000 gp, and has yards for training up to six Large steeds. Training area: A basic training area costs 100 gp, and includes a cleared area with some basic training dummies. A user who practices for 1 hour in the training area can reroll a single attack roll which is a natural 1 in the next 24 hours. An advanced training area costs 500 gp, and includes multiple targets as well as obstacles and materials to work with. Up to a half-dozen users can access the training area at once. A user who practices for 1 hour in the training area can reroll two attack rolls which are a natural 1 in the next 24 hours. A deluxe training area costs 2,000 gp, and includes interactive target dummies as well as different environments to work in. Up to ten users can access the training area at once. A user who practices for 1 hour in the training area can reroll three attack rolls which are a natural 1 in the next 24 hours. Also posted on Game Masters Stash on 3 June 2021. |
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