Rose Abbey is now an abandoned and deserted ruin, although it used to be a thriving centre of worship in the Kingdom. It was once the spiritual home of the Kingdom of Toranath, and was the location where new Kings would be anointed in their grand coronation, and where Knights could be truly judged for their purity.
The vaults beneath the Abbey contained a labyrinth where Knights were tested for prowess, purity, faith, and honour. These tests were magical in nature, although the vaults often contained captured monsters as well. A knight who passed all of the tests emerged with a brand of a crowned rose on their right palm, which all in the kingdom would recognize as a sign of Toran's favour and blessing, one which protected them from harmful magics. As the line of Toran's heirs dwindled and the Kingdom fell into disrepair, not even the ministrations of the last of the King's Honours, Gwymeth Ward, could keep the Abbey inhabited and active, and it started to crumble. The treasures within were looted- some hidden away by faithful advisors, some taken by the greedy, and some disappeared forever. It is said that these treasures would have great value to the last scion of Toran's line if they could be found. The halls are eerie and silent now, the tapestries old and faded. Its former glory is all but gone, though glimpses of its past can be seen with melancholy and sadness. How you can use the Rose Abbey in your game: - The vaults beneath the Abbey might have been tunneled into by nearby Goblins or other creatures, turning a straightforward critter-hunt into something far more dangerous. - A player character who wishes to become a knight and cannot find a sponsor to train them might seek out the Trials of the Rose Abbey in order to test whether they are worthy. - Your PCs might also be squires or servants to one of the old-school Knights of the Rose, a competent but aged warrior. If their instructor were to fall, one of your characters might want to take up their mantle as a knight. Also posted on Game Masters Stash on 31 July 2019. Orland Estates (A CR 7+ encounter for Bloodlines & Black Magic)
"You've heard of Orland Estates, right? That creepy Stepford suburgatory full of bottle-blonde soccer moms and investment bankers named Steve? Like, seriously... there are like six of them all named Steve. Creepy as hell, especially if you're not expected by the Homeowners' Association. They all, like... watch you as you drive past." It's true, Orland Estates is a creepy, manicured-lawn, regulation-model-cars, approved-paint-shades-only outer suburb. The spraytanned Lorna Jane-clad joggers and golfing-vest grilling dads watch in almost eerie silence as outsiders come through. They know the names of their delivery drivers. Their identically-blond children play with baseballs and gloves in the designated park area. Indeed, several of them are all named Steve, and wear matching earpiece headsets. For all of their creepy weirdness, though, they have jobs, they have interests, they have country club memberships and Frequent Flyer Miles. They're able to discuss news, current events, the local PTA, their favourite fairtrade organic blend at the local coffee house, and the best blend of Pilseners. But if anyone threatens them, the Steves and Steffis carefully bring people inside, and quietly, efficiently, tidily, murder whatever threatens them. You see, the suburb is inabited by no less than a dozen Doppelgangers, experienced in working together as a team, misdirection, and protecting their small, insular community. In any social situation, between their abilities to alter self and detect thoughts, and their willingness to share information between themselves, they are near-unstoppable. They're smart, organized, and absolutely ruthless in protecting their clutch. And they will straight-up ruin you. The Fresh Grave of Goodheart Gardens (a CR 5 encounter for Bloodlines & Black Magic)
"There's a grave in that cemetery, Goodheart Gardens, that's always fresh. I hear they've even cemented it over, but it's always just turned earth in the morning, with some flowers on top. But here's the weird bit... it's always got fresh flowers. Every single day." The Fresh Grave of Goodheart Gardens is a place of wierdness, one that's got a small Atlas Obscura entry and mentions on a local ghost tour pamphlet for disinterested hipsters. But the ghost tours don't even scrape the barrel of what's going on, and why Goodheart Gardens is visited by an assortment of oddballs and powerful people at the witching hour. The Gardens belong to a free spirit which has refused to pass on, a servant of the people who has moved on to looking after the dead. Those buried here are looked after, and at rest- like, properly at rest. They're looked after, and no-one dares bother them because of Poppa Daydream. Y'see, if you turn up at just the right time of night, you can meet Poppa Daydream, a huge, friendly, aged Hippie, wearing a tie-dyed t-shirt and bandanna, as well as faded denim shorts. He's happy to share a joint and a tall tale, and some words of advice about whatever personal issues someone has. Those who spend any amount of time with him get an overwhelming sense of just how good a guy he is- he cares, incredibly deeply, about social issues and injustice, about making an active difference in the life of everyone he touches. And now he's dead, he's got some other folks to take care of, too. If you'll promise to lay flowers for someone, say a little prayer and wish 'em well, he'll do you a solid and talk to the dead for you- bring you some closure, tell you some secrets, something you need. He watches carefully to see who people pick- just the closest grave, or someone meaningful, a kid, an old person, and he judges what people are doing. In life, Poppa Daydream was a 5th-level Spiritualist. Now he's dead, he's gained the Prana Ghost and Undead Lord templates, although he can't interact much with anything physical any more. He can speak with the dead of Goodheart Gardens, and he can ask pretty much anything of them that people need to know. He'll pass some of that on, as well as some tips- how to fix your car, or your love life, how to say sorry to your mom, or move on from that guy, or how to shake that cigarette habit (that's a nasty one, he says ruefully, and hard to kick). How you can use the Fresh Grave of Goodheart Gardens in your game: - Sometimes you need to find something out from someone who isn't alive any more. A contact might pass on some advice on how to find Poppa Daydream, and what to bring to get his help. - A Player Character who's down in the dumps for some reason might go looking for trouble in a graveyard, and find help from a very unlooked-for place. The Helldumpster (CR 9+ encounter for Bloodlines & Black Magic)
"Dude, you're gonna think I'm stupid, but have you heard of... the Helldumpster?" "The H-E-double-hockey-sticks DUMPSTER? What are you on about?" "No seriously, I saw it, it was, like, a big dumpster with "666" marked on it, and it's... like... hungry." "What are you even... is that why we're taking the long route 'round behind the Chinese restaurant?" "It's.... I'm so sorry... it's... it's hungry..." "Dude, what are you taAAAAAUGGHH" <gurgle, followed by chewing noises> -Taped conversation known as Exhibit 3, Trial 428.2019, The State vs. Harvey The Helldumpster is a curiosity, perhaps a creature from one of the Goetic Realms, possibly a throwback to a harsher time, possibly something forged by one of the Archons themselves, no-one entirely knows. What is known is that this dumpster is hungry, and if you see it, you need to bring it food- like, a body. Dead, or alive, it doesn't particularly care. Or it'll find you, somehow. The Helldumpster is some kind of urban legend, something a little unbelievable even in the Secret World. An eternally insatiable trash bin that follows people around, and demands to be fed? Who could possibly believe that that's a thing, now? The Helldumpster is a unique 21-Hit Die Mimic with some of the benefits of the Gluttonous and Implacable Stalker templates. Those who gaze upon it can feel its hunger within their mind, and its desire to be fed... and the threat to return for them if they don't follow through. It travels from city to city and place to place, preferring places with heavy population density. It picks different victims of opportunity, but favours those who could bring it good-quality food, tasty and munchable stuff. Those who flee or refuse to bring food often find the Helldumpster just (literally) around the corner- it's inescapable, and often lurches after them violently. Running away into public spaces might spare them, for a time. But the Helldumpster will return for them eventually. An Aetherflux Reservoir holds a monumental amount of magical energy which has been siphoned by a Soul Engine. The reservoirs can be tapped by arcane circuits to fuel Eldritch Carronades and other such fantastical machinery, as well as providing magical lighting for an area.
The danger is that, if damaged, the reservoirs can shatter, releasing their energy in a truly colossal blast, usually enough to lay waste to the entire area surrounding the reservoir. For this reason, they are often built on high platforms, where they will cause a little less damage. These Aetherflux Reservoirs are incredibly valuable to any city wealthy enough to build one, but they should probably weigh the inherent risks before considering the cost. Also posted on Game Masters Stash on 27 July 2019. An alternative to making a last stand and dying heroically is for a character to retire peacefully. They might ride away into the sunset with their NPC of choice, or decide they need to take charge of something else going on.
Letting characters have some kind of option for retirement means your players can have confidence that things are worth doing outside of combat- and outside of the main storyline. Maybe they want to settle down and start an inn, or head a group of thieves you just rescued, or marry that handsome prince. As a GM, you can absolutely use this to drive your stories instead of just losing them- you can bring in your players' old characters as questgivers, and as people who can drive the storyline. It's important that while you can threaten them, or maybe even hurt them (burn down their inn, kidnap their kids, etc.), you shouldn't kill them off. It doesn't make them immortal, but don't just end them offscreen- they used to be a hero, don't you know! Not that you have to tell your players that... Also posted on Game Masters Stash on 26 July 2019. Lancugis was a fresh King's Herald, a brash young man who upset the wrong people with a loud voice and a lack of self-awareness, sent on an impossible mission far away.
He was gone for six and a half years, and believed long dead, when he returned to court impeccably dressed, and riding some kind of hideous red-shelled monster which obeyed his every click of the tongue. He dismounted with a flourish, and returned with the impossible bargain he had been sent to procure. Jaws dropped, fans fell to the floor, and none could believe that the gawky young man sent out was the confident and beautifully-mannered diplomat who returned. He was closeted with the king and the court's top advisors for several hours, and although he does not speak of his time there, he emerged lavished with honour and glory. The beast which serves him settled instantly as if it lost animation, but none could mistake the power inherent in its great jaws or in the sharp and shiny exoskeleton adorning its body. The newly-knighted Sir Lancugis is a popular figure at court these days, with exotic and unbelievable stories to tell at every turn. He is hosted at diplomats' dinners and showered with gifts, which often leads him into and out of trouble. Statistics: Sir Lancugis is an 8th-level Bard, with a Giant Ant as his steed. While he has improved his lot in life considerably, and developed as a person, he is still sometimes given to making foolish decisions or investments. How you can use Sir Lancugis in your game: - Sir Lancugis might be a patron of unpopular or otherwise outcast Player Characters at a court, protecting them from quests like the one he was sent on, where he had to seduce a Giant prince using a wig and a blindfold, won the Sultancy of the City of Brass in a poker game, and then traded it for his beast's life. - Sir Lancugis might seek out PCs for assistance if he's gotten into some kind of embarrassing situation- an investment gone sour, a relationship with someone unwise, or something similar. - If something to do with Sir Lancugis' excursion away comes up, this might require investigation by people uninvolved with him, to make sure that his accounts are truthful and not too embroidered. Also posted on Game Masters Stash on 25 July 2019. This spell enhances the resolution and reflexes of a warrior, allowing them impressive prowess in combat.
Iron Resolution Conjuration Level: Cleric 2, Paladin 1 Components: V, S, DF Casting Time: 1 standard action Range: Touch or Personal Target: One creature touched, or self Duration: One round per level You invoke the spirit of a warrior-celestial, temporarily boosting the potency of the person touched. The target can make an unlimited number of attacks of opportunity in each round, as if they had the Combat Reflexes feat and an infinitely high Dexterity score, and gain a +4 bonus on any combat maneuvers and to resist any combat maneuvers, such as disarming, bull rush attempts, trip attempts, and so on. In addition, the target gains a +1 increase to their base attack bonus, which can increase the nuber of attacks they may make per round. How you can use Iron Resolution in your game: - This spell is a popular combat blessing before a major battle from the church of Padraig, the Sword of Justice. Those who receive this blessing often kneel facing their opponents as they are blessed by a rank of priests from behind them, leaving them first to face the enemy. - In potion form, a warrior who benefits from this spell can pose a slightly greater threat to higher-level characters, without requiring better gear which might be claimed afterwards. - Those who currently benefit from the spell seem more calm, more sure of themselves, and more inspiring. When cast by an evil caster, the target's eyes grow with an inner fire. Also posted on Game Masters Stash on 24 July 2019. Talraxas is famed in the Infernal Courts, as an unforgiving, manipulative, and absolutely devious banker. He holds amazing levels of power, pulls strings on planes that sages have never heard of, and does so all behind the comfortable veneer of respectability.
Talraxas is an Altroloth, a neutral evil unique type of Daemon, who bargains for power. He has been exceptionally successful over aeons of time, and has emerged as a powerbroker to whom any other pales in comparison. Talraxas' limbs are crooked, his face is inscrutable and many-eyed, and he moves about upon a floating disc of Demonic origin. He seeks power in all things, Statistics: Talraxas possesses 28 Hit Dice, with enormous sorcerous power to match. Over incredible spans of time, he has unlocked the secrets of epic spellcasting, and his powers are vast enough that many of the evil gods owe him favours, and perhaps a few of the good-aligned deities to boot. It is whispered in only the most blasphemous of philosophical circles that Pelor himself is compromised somehow by something that Talraxas holds over his head, a vile shadow cast on the Sun itself... How you can use Talraxas in your game: - Talraxas is present at many of the Infernal Courts, often several at a time. He attends on many of the Ten Thousand Kings of Hell, bartering to trade powers and even covenants between them. He can be glimpsed at them if your Player Characters ever attend those courts, though he will rarely participate where outsiders are present. - Talraxas may sponsor a Warlock from time to time himself. His servants bear a small extra joint in each of their arms, making them look crooked and hunched. They have supernatural powers of persuasion and dealbroking. - PCs may get caught up in some sort of grand scheme which Talraxas is behind. It may not make sense to mortal minds, and may even harm his relationship with his seeming allies, but everything he does is always done to further his eventual goals. Also posted on Game Masters Stash on 20 July 2019. The Aberrant Tower is a mysterious and terrible place that shifts its location chaotically, drifting through the gaps between realities. It is filled with unknowable monsters and strange sorceries, but legends tell that anyone who can make their way to the top of the tower can command its aberrant magics.
When the tower arrives, all around know about it- the skies turn red and hazy, the trees grow eyes and weep blood, and animals begin to speak in human tongues. Magnets spin on their axes, water drips upwards, and Angels and Devils alike can feel that the world is fundamentally wrong and broken, expressing pain and panic. The Tower itself is hundreds of feet tall, with organic spikes, horns, and colossal, blinking eyes on its surfaces. The creatures within are monstrous aberrations from the plain of Limbo- Slaad, Chaos Beasts, and even wierder things yet. How you can use the Aberrant Tower in your game: - The Player Characters might hear of strange phenomena occurring in an area, and try to reach it, but see the Tower vanish from sight. They might still have to battle some of the creatures which have emerged. - With enough research and consultation, the pattern of the Aberrant Tower's emergence might be able to be predicted, in a rough location. Enterprising PCs might be hired by a sage to test the theory, and hold off the inhabitants of the tower when it emerges within a city. - High-level PCs might even test their own strength inside the Tower, and perhaps even try to master it themselves, little suspecting that the Tower's master is only absorbed within it to power its ongoing transformation. Also posted on Game Masters Stash on 19 July 2019. For whatever reason, sometimes a character doesn't have a way out. Whether it's a heroic last stand, a mortally wounded holding action as your companions escape, or a literal suicide mission, it can be nice to be able to 'write them out' with an ending you're happy with, rather than just keeping on rolling until you cross off the last few hit points and fail some death saves.
This is something that needs to be used carefully, and with sensitivity, not just for silliness. Remember reading of Sturm Brightblade's demise in Dragons of Winter Night, or Gandalf perishing against the Balrog known as Durin's Bane on the Bridge of Khazad-Dûm, or Obi-Wan Kenobi surrendering himself to the Force rather than letting Darth Vader slay him, and you'll be on the right track. This is something that might happen once per campaign, rather than by any established magical effect- it's all about narrative, rather than rules. If this happens 2-3 times per dungeon, it's silly. How you can do this: Let the player take the narrative reins for a little- keep it within the realms of what the character can do, but let them strike down a bunch of enemies, blow away a whole army with fireballs before they're dragged down, or set off a last explosion of holy light which vaporizes the whole evil temple they're standing in. If the player feels like the character has had a worthy send-off, then they stay invested in the story you're telling. The important part is that you can't bring them back. They're gone, for good. No Resurrections, no Wishes. They're dead. How to use a Heroic Last Stand in your game: - A character who has been poisoned and fails a saving throw which would kill them might be able to fight on for a last few minutes, giving others a chance to escape. - A character who takes a wound which would kill them straight away, might instead become mortally wounded. They can feel their death coming, and hear the songs of their ancestors. But something remains undone, and their strength might last them one battle more. - A Mage might be able to spend their last strength closing a portal (or holding it open while it collapses), burning the remains of their life-force in one last expenditure of energy. Also posted on Game Masters Stash on 18 July 2019. Khuldorahl is the ancestral home of the Craghold clan, hewn from the bones of a mountain. Its shrouded face bears the proud representation of King Naghotrude, first of her name. The windows and arches shine from within with the lights of industry and warm welcome, but balconies bristle with weapon emplacements.
Khuldorahl was once twinned with a like mountain across the pass, carved in perfect symmetry, but this was reduced to dust with but one discharge of some hideous and forbidden weapon of the Ethergaunt War of last century. Nothing remains but a vast crater-lake, now filled with crystal-blue mountain water, and a series of monuments naming all those slain in the battle. Within the mountain, extensive mines delve for miles underneath the earth's surface, supplying the specialist mithril forges that make up the clan's finest exports. Their jewelry and equipment are known for their exquisite workmanship, and long-lasting nature. How you can use Khuldorahl in your game: - Khuldorahl makes an ideal home for a Player Character to hail from. This gives them a place they can return to, and source fine equipment from, as well as aiding when the clan requires assistance. Although there are dedicated soldiers defending the city, all of its citizens are obliged to render aid when called upon- it is part of Dwarven culture. - PCs seeking out mithril gear might come before King Naghotrude for judgement. If they pass her moral tests, they might be allowed to purchase and bear the items forged in Khuldorahl, which are guaranteed not to break for the life of the wearer. Should they fail, they can be returned to the smith for a free replacement. - The mines beneath Khuldorahl are inhabited by many tunneling Xorn, culled almost to extinction by the Dwarves due to the risk they pose to the mithril veins. Legend tells of a Xorn the size of a house, one that can swallow up three Dwarves in a single gulp. "Old Two-Eye" has a bounty on its life equal to the slayer's weight in gold coins (about 9 - 10,000 gold pieces for a human-sized warrior). Also posted on Game Masters Stash on 17 July 2019. It pays to know people in low places- they know all sorts of things that aren't available through just a regular Gather Information check.
When one of your Player Characters tries to get in touch with one of their back-alley contacts, you can use some of the following to flesh out who they know, and why. d8 - Who 1 - Black-market fence. Someone who buys and sells goods without asking questions where it came from. 2 - Prostitute. Someone working in the sex trade. 3 - Paper shuffler. Someone who helps with false identities and disguises. 4 - Spy. An official spy who works for another nation, likely with a "real job" like Tailor, Tinker, or Soldier. 5 - Corrupt official. Someone in a position of power, who'll take a bribe to look the other way. 6 - Street thief. Someone who knows the ins and outs of what's going on, on the streets. 7 - Corrupt Guard. Someone whose job it is to police this kind of thing, and won't, for the right price. 8 - Crime boss. Someone in charge of making things happen, and keeping it all quiet. d8 - How 1 - You met them on a job a while ago. 2 - They owe you a favour for something you did a while back. 3 - You owe them a favour for something they did a while back. 4 - You've been referred to them by another acquaintance. 5 - You owe them money. Like, a lot of money. 6 - You're old friends from before being 'in the life'. 7 - They live nearby you, and they're your local acquaintance. 8 - They introduced themselves to you one day, for no apparent reason. Also posted on Game Masters Stash on 13 July 2019. This spell is a 'White Necromancy' spell, designed to allow a living body to ignore damaging effects for a short time.
Alleviate Light Wounds Necromancy (Healing) Level: Sorcerer/Wizard 1 Components: V, S Casting Time: 1 standard action Range: Touch Target: Living creature touched Duration: One minute (D) Saving Throw: Will negates (harmless) Spell Resistance: Yes This spell places the target's body in a state where it is infused with living energy for a short period, defying the call of death until healing can be accessed. The target's unconsciousness threshold (usually 0 hit points) and death threshhold (usually -10 hit points) are extended by 1d8 points + 1 point per caster level (maximum +5). For example, a target who is extended by 5 points would become unconscious at -5 hit points (instead of 0) and would die at -15 hit points (instead of -10). A target at -1 or fewer hit points still loses 1 hit point per round unless stabilized, and the target's thresholds reset to their usual values when the spell ends, which may result in their death. Note that the target still feels pain and discomfort from wounds, but it can delay their actual death for a short period. Higher-level versions of this spell exist, some allowing longer time periods or larger changes to the target's thresholds, and some even allowing the target to reattach severed limbs before death occurs. Also posted on Game Masters Stash on 12 July 2019. Those who forsake morality to seek earthly satisfaction in life are punished by Gluttivores in the Nine Hells. Gluttivores, or Gorge Devils, as they are less formally known, are hungry fiends who devour their prey, dissolving them slowly over the course of agonizing years or even decades.
Gluttivores are usually slightly larger than Ogre-sized, although more colossal examples are known. They shamble slowly, but have great reach with their tremendous claws, and their jaws can distend to swallow far more than they would seem to be able to fit. Their targets are conscious as they are digested, paralyzed and unable to struggle against the unyielding acids of the creature's appetite. Their immensely swollen bellies are grossly distended, and their victims can be glimpsed, sloshing around inside. Statistics: Gluttivores are typically Large-sized 8-Hit Die Outsiders, with 15 feet reach on their claw attacks, which deal 2d6 damage and grapple opponents. They can swallow any creature up to their own size category, dealing an initial 2d6 slashing damage as they chew their target to tenderize, and then paralyzing them (no saving throw is possible against this paralysis, while swallowed). Swallowed targets then take 1d3 points of permanent acid damage to their maximum Hit Points per year, and are dimly aware of what is going on, but helpless to stop it. Their only hope is to be rescued by some other prey of the Gluttivore. Anyone striking a Gluttivore with a melee weapon takes 1d4 points of acid damage per hit, with a Reflex save to negate the damage. Gluttivores themselves are simple-minded, and have no appreciable magical talents. How you can use a Gluttivore in your game: - A nearby nobleman, old Lord Asclymis is famed for never having had a meal he wouldn't complain about. He's dined with the finest, has tasted pheasant that pleased an Angel, and complained that it was too salty, has fed on forbidden fruits from the gardens of the Gods, and walked away cursing his luck. He's even committed the atrocity of tasting the flesh of sentient creatures. Now his death is approaching, and he hires the Player Characters to protect him from his just punishment- a Gluttivore who appears to take him wholly to the Hells to face his fate. - On venturing into the Hells to rescue a friend, your PCs might run across a Gorger's Feast- a vast hall where sinners are punished by being shackled down to eat offal and waste, supervised by a crew of Gluttivores who slaver and salivate over the disgusting ceremony. - Legend speaks of a man from ancient times, named Ereumis. He chopped up his own son and boiled him in a stew which he served to the High Priest, and was cast down to the Hells to become the first Gluttivore. He is the size of a mountain, and roams the wastes of the Hells to his black heart's content, filled but never satisfied by the thousands of souls within his belly. Also posted on Game Masters Stash on 11 July 2019. Like a modern antique store, a Witch-Doctor's shop should contain weird, rare, and unique items.
Here are six you can have for sale which your player characters might buy or trade for: 1- A unpleasant-looking mask, made of an unlucky man's skin. While worn, any spell targeting the wearer specifically (scrying, or a curse, for instance) affects the unlucky fellow whose skin was used to make the mask, instead of the wearer. After three such spells, the mask catches fire while worn, inflicting 2d8 fire damage on the wearer's face, with no saving throw. 2- The shrunken skull of a devout believer (of a particular faith), about the size of a man's fist and browned, wrapped with dirty leather thonging to hold it together. When presented to a person within arm's reach, or touched by someone, the teeth chatter loudly if the target follows the tenets of a different alignment than the faith's alignment. It is not possible to silence this short of magical silence. 3- Jar of ooze. This jar is tightly sealed, and the purchaser is warned to feed it food scraps perhaps once per week, and not to let it get cold. Within the jar is a scrap of Gelatinous Cube, which will grow rapidly if the jar is dropped and it's able to devour something (like a corpse or two) nearby. In the meantime, it makes for an efficient garbage disposal and curiosity. 4- Cursed gold necklace, depicting a jaguar's snarling face, with twinkling amethysts set in the four eyes. This came from a treasure horde stolen from a far-off society a few generations ago. While worn, the wearer does not need sleep, but loses 1 point of Wisdom each night that they do not sleep. If they reach 3 or less Wisdom, they transform permanently into a Displacer Beast with four violet eyes, and become a creature under the GM's control. The necklace drops to the floor, unheeded. 5- Small stone statue of a warrior, about 4 inches tall. The sculpting is quite good, including impressive and super-detailed clothing and armour. On very close examination, the eyes are animated and can be seen looking around in panic. A Stone to Flesh or Remove Curse spell transforms the tiny Pixie back into its natural form, and it may thank or punish its former owner depending on how it has been treated. 6- A box of snuff, from far away exotic lands. Inhaling a pinch of this powder renders the user immune to fear and pain effects for the next minute, as well as gaining Damage Reduction 3/-. Unbeknownst to the user, they also contract Mummy Rot. Take a guess why. Also posted on Game Masters Stash on 10 July 2019. These monstrous undead spirits arise from mass death, and can be called by evil Necromancers. They are life-hating but short-lived, often drastically worsening and battle from which they arise. They are so powerfully attuned to the Negative Energy plane that they cannot coexist for long on the Material plane.
These creatures appear as towering giants of dark shadow about a hundred feet high, lit from within by blood-red illumination. Their faces are wrought with rage, and their talons near the size of a human. Their movements are slow and ponderous, but their effect is tremendous. Statistics: Slaughterborn are 45-Hit Die partially incorporeal undead. They may make a single attack each round, targeting up to a dozen humanoid-size creatures at a time for 4d12 negative energy damage each. Slaughterborn lose 3 Hit Dice per round when not in the Negative Energy plane. Slaughterborn can be summoned using a 5th-level Necromancy spell, requiring the deaths of at least 50 humanoid individuals as a component. Occasionally, if hundreds have died in quick succession, they can arise spontaneously. When summoned, Slaughterborn are not controlled, and will lash out at any living beings nearby. How you can use Slaughterborn in your game: - A Slaughterborn might arise out of a mass killing as some sort of terrorist plot, designed to unleash a monstrous creature upon a city of unsuspecting citizens. In this case, Player Characters might be best off trying to assist in evacuating people rather than fighting it off. - An army of blood mages might use a tactical maneuver of sending in waves of lightly armoured skirmishers or slaves. Although this might seem like an error, their swift deaths offer the chance of calling up one of these monsters. - An area where large mass battles have been common- perhaps a hard-fought pass or bridge- might spontaneously spawn a Slaughterborn from time to time, particularly when fresh blood is spilled. This makes travel through the area incredibly dangerous, but those willing to make the journey might be able to make a fortune. Also posted on Game Masters Stash on 6 July 2019. Venators, so named after an archaic word for 'hunter', are an ancient sorcerous construction with murderous instincts and lethal talons. Venators have incredible senses, and can track by scent over a distance of some miles. When they can be imprisoned, they are used as terror troops and sent on assassination missions.
These creatures have slick, obsidian-black skin which constantly sheds in small drips. Their talons are long, like curved knives, and drip horrible venom. Their teeth are like grinding blades, and their eyes burn with a red fire when they become excited. Venators are about seven feet tall, but hunch most of the time. They are always in motion, sniffing constantly at the air and turning to watch any nearby motion. While they eat of their prey, they seem to subsist more on the terror of their targets than the physical flesh. Statistics: Venators are 12- hit die Magical Beasts, which run at about 50 feet per round, and can strike with both claws each round. They can Sneak Attack as a 6th-level Rogue, and have incredible Dexterity. When reduced to 1/2 or fewer of their maximum Hit Points, a Venator flies into a rage, taking a -2 penalty to Armour Class, and gaining a +2 bonus on damage rolls. Their talons inflict a venom not unlike medium Spider venom. They rarely stay in place even when in combat, striking and then moving to new targets whenever possible. Venators heal quickly, recovering one hit point per round. How you can use Venators in your game: - A Venator (or a murderpack of the creatures) might be released from magical slumber in a ruin, falling upon any creatures nearby and then spiraling outwards in search of more prey. - A villainous wizard keeps a Venator to hand as an assassin, allowing them to strike at targets who know how to evade their magic. Only by baiting the Venator away from its master can Player Characters strike at the wizard. - A magical ring discovered by your player characters allows the wearer to command a single Venator. It follows their commands slavishly, even to harming itself. However, it can be found crouching over the wearer in the morning, staring into their eyes and drooling on their face as they wake. Does it recall all that they have asked of it, and how deep does its hatred run? Also posted on Game Masters Stash on 5 July 2019. This spell is particularly designed as a last-hope group effort, to imprison a creature so impossibly powerful that it cannot be vanquished, only put off until later. It functions only when two or more mages cast the spell at the same time.
Fetter Abjuration (Concert) Level: Sorcerer/Wizard 3 Components: V, S, ritual, HP Casting Time: 1 minute Range: Medium (100ft. + 10ft./level) Target: One creature Duration: Instantaneous Saving Throw: Will negates, see text Spell Resistance: Yes A circle of mages acting in concert cast this spell at the same time, intoning the words in unison to imprison a mighty creature. It is brought down slowly but surely until it cannot move. If the target does not succeed at its saving throw, it is imprisoned by the spell for an indeterminate length of time, and with specific set ways of freeing the creature ("When three kings share their blood under a new moon", or "When a champion's bonds are broken by hate, and a villain's hate is shattered by love", for example). Note: If you cast this spell, you are handing the GM a blank slate for releasing the target at a later date. This spell lays the foundation for new adventures or even campaigns. The saving throw DC of this spell is increased by +1 per caster participating in casting the spell. HP Component Cost: The casters must spend a number of hit points, combined, equal to the current hit points of the target. All casters must share the cost as equally as possible, which may reduce a caster's hit points to 0. Any caster involved who drops to -1 hit points from casting this spell is immediately disintegrated, and no longer shares any remaining portion of the casting cost. If the final remaining caster is reduced to -10 or fewer hit points by this spell, they are utterly destroyed, and no magic of any kind can ever restore them to life. In addition, no memory of them remains, only shadowy recollections. Also posted on Game Masters Stash on 4 July 2019. The Decapitate Captain was once a famed and expert warrior, who betrayed his liege for lust, and was executed. Now one of the Ten Thousand Kings of Hell, the Decapitate Captain is a consummate warrior and general of the Hells, searching forever for his lost skull.
In life, the Captain was unbeatable with a sword in his hand, and beloved by all the people, a darling of the courts and a dashing womanizer. However, he forsook his oaths and forced himself on his Queen, and was caught in the despicable act. It cost fourteen other knights their lives to subdue him, and after a trial, he was neutered with a knife, and hanged until nearly dead. The Queen herself then wielded the sword that took his head, furious not only at his violation of her, but also his betrayal. The Decapitate Captain's demesne in the Hells is a moody and violent castle, its halls stalked by violent Devils and its courtyards the site of shocking and brutal executions, as well as horrific honour duels between fiendish creatures. The Decapitate Captain oversees all moodily, constantly angered and suspicious of others. His noose ties him to his throne at all times, never able to leave its vicinity. The Decapitate Captain's servants are Devils garbed in knightly apparel and trappings, with swords scabbarded at their waists. They often forget to use them, tearing at each other with terrible rending claws. Those who serve him manifest a puckered scar encircling their throats, the mark of their oath. Statistics: The Decapitate Captain should be roughly equal in ability to a Pit Fiend, though much more skilled in combat. He is served by violent Barbazu and Cornugons, as well as whole hosts of Erinyes who taunt him constantly at his impotent lust. How you can use the Decapitate Captain in your game: - The Decapitate Captain may be a patron of Warlocks, Hexblades, or others who swear fiendish oaths. He promises power and martial skill to those who serve him, as well as necromantic powers to function without body parts for a short time. - The Decapitate Captain is a general and warrior, and often makes war on his fellow Kings. Those who serve him may be swept up in such a conflict, being commanded to slay servants of the other Powers who make their service in the mortal planes. - Those who serve the Captain are commanded to search always for his head, unjustly stolen from him and kept from his grave. With this head, he believes, he could once again be whole and win his ceaseless war. His servants research historical records, keen for any sign of what was done with the last of his body. It is said that any who are able to return this to him would win his throne and rank in its entirety. Also posted on Game Masters Stash on 3 July 2019 |
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