This old spellbook, in the possession of a mercenary mage, is a sinister-seeming book with heavy steel corner guards and thick, soft brown leather covering. Its front bears a raised face, with the lips seemingly sewn shut. This is only a warning of the book's contents, and has no effect in itself.
It is thought that the spellbook was once made by a Hag for one of her Witch apprentices, but its true history is unknown. The pages of the book are heavy vellum, and the texture makes a soft susurrus as it rubs on fingers or gloves, lending the tome its name. The book itself contains mainly practical spells, with a few lesser-known and rare prizes within its pages. The arcane spells usually found within the book are as follows: 0-level: Message 1st-level: Alarm, Sleep, Unseen Servant, Ventriloquism 2nd-level: Detect Thoughts, Hideous Laughter, Magic Mouth, Scare 3rd-level: Suggestion 4th-level: Bestow Curse How you can use the Book of Old Whispers in your game: - Adding an extra spell or two from your own setting or from other books can personalize it a little, and may give a Wizard player character an opportunity to learn some interesting and non-damaging spells. - This can also contain some notes or journal entries which might lead your PCs to a secret (like the Halls of the Blind from Diablo I). Riddles or coded entries might hint at the existence of some kind of treasure hidden away with a monster who relies on hearing to hunt its prey (or draw on the classic Buffy the Vampire Slayer episode Hush and terify your players with a city-wide Silence effect...). - The Night Hag who wrote this spellbook may come looking for it, and decide to terrify those in its vicinity before reclaiming her gift. Also posted on Game Masters Stash on 28 September 2019. Deed Locks are an ancient enchantment, dating to the early Toranathan period. They were made in an era of knightly accomplishment, and still uphold the virtue of "deed before reward", as written in the words of Tarn the Merciless, the very first King's Honour. They are physical objects much like a belt, and when activated, lines of glowing red text become visible upon them, swirling about the object, until someone unlocks them.
Deed Locks are set by a whispered oath, set into them when closing. They fasten securely about the object (or chest, or door, for example) and cannot be opened short of dispelling their magic, without accomplishing the goals set. This means you can leave puzzle or accomplishment-based treasures "in plain sight" with your characters being able to take them as reward for having done some astounding feat of arms, or rare exploit. They are made to hold a specific object or thing, and cannot usually be transported or re-placed onto a different object. How you can use Deed Locks in your game: - The ancestral sword of the now-dead Lancostam family line is bound by three Deed Locks, and sits in the Town Green nearby their abandoned manor. The Deed Locks state first that someone must claim the manor- no easy task, as it is currently occupied by a family of Ghouls; second, that they must slay a Manticore; and third, that they must give generously to the Hag of the Wolf Woods. - A chest stands unclaimed in the treasure of the old Creator's Cathedral. It bears a Deed Lock stating that to open it, one must thrust a dagger into their heart. Thus far, none have claimed it, and none living know its contents. - An easy Deed Lock holds the doors to Vestia's Chapel. It says "speak a word of kindness to the nearest soul". When the Deed Lock opens, this one fragments, forming falling petals of red letters before re-gathering when the door closes. Also posted on Game Masters Stash on 27 September 2019. As one of the Ten Thousand Kings of Hell, the Dhevaraja of Decay was once a mortal sovereign who attained great deeds of evil, and is punished for it within the Hells. The Dhevaraja was a scholar and aesthete, who valued lovely and valuable things, and was known for his proclivities of the flesh.
In his court in the Sands of Desolation, in the realm of Avernus, the Dhevaraja hungers eternally for the touch of tender young flesh. Alas, his desire cannot be satiated, for all he touches turns to dust in his grasp. He rages against the terms of his rule here, constantly seeking to 'cheat' the rules by having his servants bring him artifacts and slaves to caress. Statistics: The Dhevaraja of Decay is equivalent to a Gelugon devil in physical prowess, but has the unique and uncontrollable ability to Disintegrate any creature touched. This replaces the Gelugon's cold powers. Servants of the Dhevaraja find that fruit and vegetables they touch rot almost overnight, while they often leave skin they touch peeling, as if lightly burned. How you can use the Dhevaraja of Decay in your game: - Servants of the Dhevaraja are covetous and academic, always seeking advantage and interesting lore. If they can seize the chance to take something for their own, they will often take it regardless of the consequences. - Those who serve the Dhevaraja are mortal enemies of the servants of the Gorger Cardinal, due to some slight many centuries ago. Their followers war incessantly with one another, and meeting on unrelated business almost always causes blood to be spilled. - Thieves are often granted patronage by the Dhevarajah if they offer up trinkets and gewgaws in flame. The momentary touch of these objects as they reach their patron, only to be disintegrated, never pleases him, but only momentarily appeases his avarice. Also posted on Game Masters Stash on 26 September 2019. Lady Hirani was the Preceptor of the Knights Incandescent, an order devoted to progress and combatting demons in all their forms. Lady Hirani was the first of her kind, personally selected by the Solar Raduriel to be blessed with the Sword of the Sun, a miraculous weapon with no blade. It is said that when drawn in righteous battle, she could forge a blade of faith itself, and triumphed over battle with the great Balor Kizogaath, banishing him from the mortal realms for more than a century.
Lady Hirani perished in a fall from a horse only a handful of years ago. Curiously, the handle of her sword could not be found after her death, leaving her disciples confused and without leadership. Raduriel materialized herself to continue guiding the order, and it has flourished in her care. Lady Hirani is fondly remembered, having personally instructed many of the current Knights Incandescent herself, and established the order in living memory. Even the youngest recruits have heard tales of her actions from those who witnessed them. How you can use Lady Hirani in your game: - A Player Character might be a descendant (or sibling, or cousin) of Lady Hirani herself, trying (and likely failing) to live up to the legend. This means they would likely be treated with some curiosity by the other Knights. - Lady Hirani was known to have struggled with her faith, constantly testing it and questioning her righteous commands against her brilliant faith in goodness. There are those who whisper, perhaps even accurately, that she was known to have questioned Raduriel on the morning that she suffered her accident. These rumours might begin to shake the Knights Incandescent to the core, causing disbelief within their ranks. - An opportunity may arise to go questing for the Sword of the Sun, perhaps taken by villains at the time of Lady Hirani's death, perhaps lost and passed along as nothing more than a curio, perhaps hidden away by faithful followers. Also posted on Game Masters Stash on 25 September 2019. This has been doing the rounds of the internet for about a week, and I've been asked to talk about it. I considered making my own version, but I think linking back to the original one is actually more powerful. It was created by Sean K Reynolds and Shanna Germain for Monste Cook Gaming. The download links for it are down at the bottom.
So, let's discuss! I've seen a lot of comments where other people have shared this, saying "just have a discussion with you players beforehand", or "yeah, you do this during Session Zero", which I completely agree with. You should be discussing this with all your players, GM included, whether as part of your friendship circle or before you all start gaming together and sharing vulnerability. This is a tool to help that, it's not an absolute requirement if you're already open about this kind of stuff. If you're an average group of friends, there's probably stuff that someone has told to someone but not everyone, or hasn't even talked about, but might still want to avoid, for whatever reasons. So respect that, and at least give people an option. It's really valuable to be able to say "I really don't want to engage in [whatever]" without having to justify it, on the spot, in front of people who you may or may not know well. This can help to build friendships, rather than exposing people to things that can legitimately traumatise them. And for whatever God's sakes, don't be the kind of asshole who pushes people's buttons on this kind of stuff. This sheet could be adjusted to reflect differences in different countries or cultures- down here in Australia, we don't tend to have so much in the way of hurricanes and tornadoes, but we get plenty of great big massive bushfires. In Europe, avalanches are more common, and in South America and India get mudslides. Here, we don't tend to get as much police violence (at least in the part of Australia where I'm from), but I can definitely see that as being an issue having seen American news reports. You should definitely consider where your players are from when you send this out, and be willing to accept that even if you don't think something is a problem, it might be a huge problem for someone else with a different lived experience than you. And if you're willing to wave it off because you don't value that opinion, you're telling your friend that you're not valuing their openness, their vulnerability, and their safety. Don't be a dick about this. Download Links: • MCG shop link https://www.montecookgames.com/store/product/consent-in-gaming/ • DriveThruRPG link https://www.drivethrurpg.com/product/288535/Consent-in-Gaming Also posted on Game Masters Stash on 21 September 2019. Ersheszhet, known as the Hag Naga, is a wicked lake monster who promises good harvest and good fortune to those who give her soft children with crunchsome bones. She is a vile and loathsome creature, utterly unredeemable and with no shred of kindness in her soul.
Statistics: Ersheszhet is a Chaotic Evil Spirit Naga, who often appears (briefly) in human form by illusion magic. She tends to use illusions and deception, forcing opponents to enter her watery lair to confront her, even hiding entrances or making tunnels look longer in order to catch opponents unaware and potentially drown them using summoned water elementals. She also uses druidic rather than clerical magic for her spellcasting, allowing her to affect plant growth and the lake itself. How you can use the Hag Naga in your game: - One of your player characters might hail from a small village near Ersheszhet's lake, and remember a childhood friend vanishing one dry summer, mourned but not investigated by the adults. On returning home and noticing more dry weather, the adults start looking around for another child who might be a suitable sacrifice, and one might let slip the village's terrible secret to the visiting adventurers. - As a Hag, Ersheszhet's knowledge is far and wide, and she might need to be consulted by adventurers seeking some forbidden knowledge or awful secret. What she demands in exchange for her knowledge may be too vile to contemplate, however. - Ersheszhet's presence may be only coincidental to your PCs' involvement. Some sunken treasure or cast-off relic like Isildur's Ring might lie beneath the dark surface of Ershezhet's Tarn. Perhaps she has even been the one to find and keep it, hiding it from sight. Also poste on Game Masters Stash on 20 September 2019 Hilvarl, known as 'the Whisperer', is the kind of NPC your players should love to hate- a smarmy, slimy, weasel of a man who is unfortunately going to be useful, especially when they finally have the dirt to finally confront him. He should be someone that your players despise each time they see him, and hate that he can make a deal to be spared.
Hilvarl is a manipulator and liar par excellence, layering and interweaving his falsehoods in a masterful way. His deceptions are enought to inspire and encourage others to do his dirty work, and even excel at doing his bidding. He prefers to remain a power behind the throne, an advisor manipulating everyone around him to do as he asks. Statistics: Hilvarl is a Chaotic Evil 8th-level Bard, excelling in deception and inspiration. He is constantly out for himself, and trying to get an advantage, though lacking in true villainous potential. He is excellent at remaining unharmed, and often uses what little magic he knows to become invisible or unnoticed by attackers. He is also a coward of the highest order, and avoids active conflict, always gathering dirt on people which he can spill in exchange for being allowed to live. How you can use Hilvarl the Whisperer in your game: - As Chamberlain to the young Queen Isveldra, Hilvarl's advice is heeded and he may even be responsible for hiring adventurers to protect her lands or recover her lost taxes. How much of those taxes he returns, or even says that those adventurers have returned, could be up for grabs. - Having driven him out from Queen Isveldra's court, it may be a shock to spot Hilvarl advising a bandit lord who captures the PCs, and more so when he greets them at their cells- not to gloat, but to offer them a chance to escape, if they can help him out too. In fact, he might be able to disclose the location of the bandit king's buried treasure... - Now going under the name Eldastil, Hilvarl takes up a position as King's advisor, and proceeds to undermine the King's Council to line his own pockets. Disguising his ambition after yet another failed coup, he'll try to fool PCs who recognize him into thinking he's reformed. Also posted on Game Masters Stash on 19 September 2019. Sanctuary was a city founded many hundreds of years ago, in a unique alliance between the earth-dwelling Dwarves and Elves of the lands above them. The entrances were hidden from sight and depended upon secret ways, heading down deep within the bowels of the earth, miles below the surface. However, the alliance was undermined by evil schemes, and the city was ruined, overrun by creatures of the deep such as Mind Flayers and even a master Vampire. For centuries, evil creatures roamed the region, using the ruins of Sanctuary as a base.
During the Ethergaunt War of a century ago, refugees of the Winterlands fled here through a one-way portal, desperately seking a place free from the predations of the extraplanar invaders. With the aid of a small Mongrelfolk army living in the refuse, they defeated the vile monsters lairing here, and were able to carve out a safe, if a little uneasy, place for themselves. It was seven years before the refugees were able to leave again, and many of them then chose to stay where they felt safer. Now, Sanctuary is thriving, despite the crumbling stonework and remote location. The population has swelled to nearly ten thousand, including the Mongrelfolk, and makes a roaring trade in Underdark necessities, with its connections to the surface. How you can use Sanctuary in your game: - A player character might hail from Sanctuary, having set out for the surface to explore it. Such a character might have some knowledge of the Underdark and a fear of the open sky. They might even be a Mongrelfolk, if you have them as part of your game. - Your player characters might have to visit Sanctuary at some point, either to flee from enemies or to seek some kind of interesting knowledge. - An enemy might make their lair in Sanctuary, hidden from the prying eyes on the surface. If they have something like a Worldstone, they may be able to travel outside quickly and reach places seemingly outside of their reach. Also posted on Game Masters Stash on 18 September 2019. In this mission, your players must battle against heretics who have overthrown the justly appointed Governor of an Imperial world, scour the jungle to find his downed troop carrier, and then desperately defend against hordes of oncoming enemies.
This relies on them being servants of, or at least able to work alongside, the Imperium. Adventure Summary: Act I: Purgatorio Tower begins in the heart of the action, with the PCs already on the planet of Gulryka VIII. Your players are tasked by their employer with evacuating the Planetary Governor before the heretics can capture him. They must fight their way through the Imperial Governor's Spire, surrounded by the contrast of fabulous wealth and filthy rebels. Fighting through mobs of those who have turned against the Emperor's Light, they will assist a squad of Tempestus Scions in evacuating Lord Paradiesz in a Valkyrie troop carrier, before fleeing to their own secondary evacuation zone with his Aide. Witnessing the battle taking place and fearful of anti-aircraft fire over the city, the Valkyries turn and head out over the jungle, before the Governor's ship is shot down by missiles from the jungle. Act II: Paradiesz Lost follows the PCs as they, and the remnants of the Scion squad, find a safe landing zone, and attempt to reach the Governor's Valkyrie crash site to locate any survivors. The wreck is in an clearing filled with electromagnetic radiation, preventing easy scans. Worse, the wreck is under fire from local rebels, making a safe landing impossible. Navigating through the dangerous jungle, and guided by the Governor's loyal servant Virgil, the PCs must battle hostile local fauna as well as traitor forces attempting to reach the wreck. There, they can find that the governor has been killed in the crash, leaving his young child the sole heir to the Governorship. Act III: The Inferno leaves the PCs defending the landing site from increasingly dangerous rebel reinforcements while they wait for their own air support to arrive. These waves include elite rebel troops armed with better weapons and equipment, as well as some heavy weapons teams and one of the rebellion's commanders, a heresiarch with devious power. It will take all their cunning and strength to hold out against the overwhelming assault. If they can manage to do so, the PCs might discover just who it is that has led the planet astray, and why the young heir escaped miraculously unharmed. Background: Gulryka VIII, a verdant agri-world famed for its city-sized trees and thriving jungle, has been a debacle for the last forty years. His reign plagued by disloyalty, sabotage, and outright ineptitude, the Planetary Governor has failed to fulfil his Emperor-given duties and contain the unrest. Wiser heads have foreseen this eventuality, and stationed useful assets (like your Player Characters) nearby, where they can react quickly to the disaster. The rebels, originally clans of disaffected woodminers, have been infiltrated and subsumed by servants of Chaos, who would see ruin come to the Imperium. Although few in number, the power of these cultists has bolstered and reinforced the rebellion, driving it to greater heights of military success, and lower depths of horrific excess. On Il Giorno Della Fiamma, the prophesied Day of Flame, the rebels and cultists rose up and were able to seize control of the planet's significant resources, such as the world's Astropathic Choir and Arbites Precinct House. After days of heavy fighting, they have finally stormed the last bastion of Imperial control, the Governor's Spire in the city of Nuovodis. Dramatis Personae: This section presents the background information and roleplay notes for a few NPCs who play major parts in this adventure. Planetary Governor Wilcon Paradiesz Governor Paradiesz is a typical example of someone with profoundly limited capacity, but who has surrounded himself with sycophants who tell him about naught but his own grandeur. As Planetary Governor of Gulryka VIII, he has avoided dealing with his problems just long enough for them to result in his doom. Dressed in rich brocades and silks and wearing rings worth more than the value of a small lightflyer, the Governor bears his Staff of Office and an autocenser which puffs pleasing soporifics when it senses he is disturbed. If the PCs spend any time with him, they will find Governor Paradiesz mystified by the kerfuffle, as he truly fails to understand how commonfolk function, or why they might object to his wholly benevolent rule. Governatorial Heir Belcam Paradiesz First Heir Belcam is a spoiled tween, schooled by hypno-indoctrination but with no life experience outside of the Spire. Their baptism in fire will be a formative experience for their adulthood, and the PCs have an opportunity to contribute some wisdom that may echo for years to come. Consort Yeehra Consort Yeehra is the Governor's favoured consort and secondmother to Heir Belcam. She is impeccably dressed in flowing silk dresses and jewellery, and appears quite young and wide-eyed. She has, however, been planted as a protective asset by the Governor's Aide, Virgil. A combat-hardened veteran of the Tempestus Scions, Yeehra is not only equipped with several digital lasers, but is also a master of unarmed combat and improvised weaponry. Her steely confidence will be invaluable and irreplaceable. Governor's Aide Virgil Virgil is the Governor's faithful advisor, with drab grey robes and prominent bionics, including some cognition circuits to assist his memory and the administration of the whole system. He is utterly devoted to service of the Governor, but his work is largely taken for granted, and he is instructed to travel with the PCs, largely so that the Governor doesn't have to listen to him drone on. He is quiet while in public, but surprisingly talkative, often sprouting trivial and/or extremely useful information about buildings or plants he is passing. His constant hard work is all that has managed to delay this catastrophe so far. Tempestor Prime Anadin, 29th Aeten Commandos The Tempestor Prime is a highly trained and patient hunter, devoted in service to the Imperium. Trained since birth to be a relentless killer, Anadin is frustrated to have been cooling his heels on Gulryka VIII for the past three years, bound to personal guardianship of the Governor by Sector command. While he initially resents the PCs' involvement as untrained newcomers, he will soon come to value their diverse talents and abilities. Heresiarch Vercullo The woman known only as 'Vercullo' is one of the Heresiarchs of Gulryka, who formed the rebellion and drove it onwards to its current success. Indoctrinated long ago by agents of the Hydra, Vercullo has spent years fomenting the unrest that has led to the overthrow of Imperial authority on Gulryka, and she will not see her successes and opportunity thrown away by outsiders. She has a fine grasp of guerrilla tactics, perhaps from experience in her former life, and masterminded both the overall planetary uprising and the surgical strike on the Governor's Spire. Lax vox-discipline has led her to the wreck of the Governor's Valkyrie, and she is more than willing to give her minions the glory of the kill - and soak up any final defences, of course. Overcoming her will be vital to escaping Gulryka VIII and keeping the Heir alive. Vercullo wears carapace armour looted from a slain Tempestus Scion, underneath tattered robes covered in both political propaganda and dark runes. Wielding a daemon-tainted weapon made in the forges of Dercuter, her face is a mass of scars, hidden under a half-mask of shimmering scales. Knowing when to finish a story is probably just as important as knowing how to get one started. We're not even going to mention popular fantasy series which absolutely tanked in their last seasons, or cult-classics that got canned midway through their first series, but having a good ending can really make people remember a story well for a long time.
Wrapping up your threads and bringing things to a close usually gets you to a conclusive encounter. I'm a fan of going for an extra session afterwards, to be able to wrap it up, and give each of the (remaining?) characters a good farewell. In the intervening time, it's a good idea to contact each of your players and ask them what they see their character doing afterwards. They may not necessarily get away with everything, but you're down to narrative at this point, and it doesn't hurt to give them some license. This can be the part where your players assume their throne, ride off into the sunset, return to their family or fair maiden who has been faithfully waiting, or right the corruption t the heart of their church. Where players want to interact, let 'em! They're shaping the world for the next time you're back here, and if you've done your job right, they'll leave you some breadcrumbs to work with for next time, maybe remembering old threads even you had forgotten, or thinking up new ones to ask you about. Also posted on Game Masters Stash on 14 September 2019. The Herald of the Eclipse is a monster beyond reckoning, a being forged of abominant godlike energy with the sole purpose of being the harbinger of all light in the universe being extinguished. It appears as a gigantic figure, alternately made of luminous flesh and dark armour, shifting back and forth as the flesh tears its way through the armour and then shrivels away. It wields a sword made of pure two-dimensional light, with no mass and atomic sharpness, able to shear through any object with ease. Above its head floats a small black orb, blocking the light out.
The Eclipse Herald is a being which can be used to serve as an end-campaign boss, served by insane alienists and cults of madmen as the eclipse draws near and the sun dims. When it arrives from the darkness to bring about the end, the upheaval will shake the earth, spill the seas, set lycanthropes ahowl, and bring armies of monsters flooding from the Underdark. This being ends worlds with its presence, and even beholding it should break the minds of those present. Statistics: The Eclipse Herald is a 500- Hit Die outsider of Neutral Evil alignment. Walking the earth leaves utter ruin in its wake, and neither Gods nor Dragons can stand against it. Its sword functions as something equivalent to a +20 Vorpal blade, with a critical range of 11-20, with a base of 20d6 force damage. The Eclipse Herald may use Implosion or Mage's Disjunction three times per round as free actions, and is surrounded by a Storm of Vengeance permanently. The Eclipse Herald is immune to any light or darkness effects. How you can use the Eclipse Herald in your game: - As a campaign world-ending threat, the Eclipse Herald is ideal. Its arrival brings upheaval like no-one can expect, and you can build up to this with cults of insane worshippers attempting to bring about the end of the world themselves. - When the Eclipse Herald arrives, its approach is inexorable and unstoppable. It cannot be reasoned with or bribed, and does not even speak, although it recognises behaviour and can react intelligently to threats. Even extremely seasoned players will find this a terrifying threat. - This makes an ideal Phase 1 end boss for a high-powered team of PCs, Avengers-style. However, this being is only the harbinger of a much more dangerous threat, and it may be serving the nefarious ends of an even greater and more shadowy master. Also posted on Game Masters Stash on 13 September 2019. These monoliths are fabulous magical creations, inceredibly valuable to control. When gazed upon, the surface shimmers, revealing a slowly swirling starscape. When touched, it reacts like a quivering jelly, absorbing any being who steps through.
The power of a Worldstone is that anyone who steps through one is instantaneously teleported to wherever they would like to go, anywhere on the same plane. For military or spying applications, this is obviously invaluable. For trade, it is somewhat less useful, in that it can only take as much as a person can carry. Trips have been tried leading pack animals, but the animals and their loads have not arrived at the same location. No-one has ever returned from any interplanetary trips. Note that use of a Worldstone does not confer any ability to return, and such trips have to be made using other means. How you can use a Worldstone in your game: - A Worldstone might be found at the far end of a trip which leaves your characters marooned or unable to return home. However, if not everyone wants to get to the same place, it might leave them scattered. - A villain with access to a Worldstone might be famed for turning up in places they could never be expected, beating their opponents to any destination. If the PCs are able to get control of the villain's Worldstone, it could undermine their whole means of operation. - Having control of a Worldstone could give your players a way of "deep insertion" to hostile territories to perform more interesting missions. Also posted on Game Masters Stash on 12 September 2019. This spell comes from the Wytch-clans of the far Northern Reaches, using the blood of someone recently injured to hurl at an enemy in vengeance.
Blood of Retribution Transmutation Level: Sorcerer/Wizard 2 Components: V, S, M Casting time: Standard action Range: Close (25 ft. + 5ft/level) Target: One creature in range Duration: Instantaneous Saving Throw: None Spell Resistance: No With a howl of anger, the blood of your companion whips upwards and forms shardlike daggers, hurtling through the air at the enemy who spilled it. The spell uses the spilled blood of the caster or an ally, targeting an opponent who has damaged them within the last 10 rounds. The caster makes a ranged touch attack against the target, causing 5d4 piercing damage. The blood is itself consumed by the casting of the spell, also making it ideal for disposing of traces. Material component: Recently spilled blood. How you can use Blood of Retribution in your game: - A spellcaster might use this spell against your Player Characters, using the wounds or deaths inflicted upon their minions to cause damage to those who injured them. - A PC might learn this spell from a discarded spellbook, giving them a new option for damaging enemies. - Regardless of the spell's origin, such a spell is likely to seem extremely sinister to "regular folk", causing fear and dismay if witnessed. Also posted on Game Masters Stash on 11 September 2019. Revenants, the vengeful dead who walk, are a much-feared and storied creature. They have their origin in work unfinished, and tragedy. They sustain dreadful, even mortal, wounds without flinching, and seem unstoppable.
Revenants sometimes spontaneously arise when someone has been murdered, or dies with an important quest incomplete, their very desire to complete their business all that keeps them going. It is whispered that some spirits can be called back by powerful necromancers to complete a task. The terms of this call, and how this interacts with their journey to the Halls of the Dead, are unknown at this time. Requirements: A Revenant must have once been a humanoid with a strong will (Iron Will feat, or Charisma 15+ will qualify, although a GM may allow other acomplishments to qualify someone). Once they have become a Revenant, they are forever prohibited from returning to life, without the intervention of extremely powerful magic (Wish or Miracle, generally). Statistics: A Revenant gains the Undead (including imunity to critical hits and stunning) subtype, and takes only half damage from any weapon attacks. All of their Hit Dice become maximized (so a d6 will automatically give 6 Hit points per level, and so on), although they lose their existing Constitution score. A Revenant gains a bonus equal to their Charisma modifier on any attack and damage rolls while targeting the person or creature who slew them, and on any saving throws against effects generated by their slayer. In sunlight, a Revenant appears as they did in life, if a little more weary. When the sun sets, however, their undead nature becomes apparent, and they take a -6 penalty on any Charisma-based checks based on social interaction (except Intimidate), and -10 to Disguise themselves as being living again. A Revenant may be held at bay by being Turned, although they are not damaged by such abilities. A Revenant retains their original alignment - unlike most undead who become mindless or predators, they maintain their focus until If a Revenant is destroyed (reduced to 0 hit points), they "die" and then arise at the next midnight, angry at the new creature who slew them. Unfinished Business: When a Revenant's task is accomplished, or they have gained vengeance on their murderer (or if someone else has already accomplished such a task), they have a short time- perhaps a few minutes, perhaps an hour to say their farewells. They then fade away, their body decaying rapidly until only bones are left, despite the freshness of their death. Many choose to lay themselves 'at repose' in this time so that they do not leave a mess. How you can use Revenants in your game: - A player who has written their character an extensive backstory but dies early might become a Revenant, allowing them a chance to finish the task they're committed to. You might even allow them to be a Revenant as a starting character. - If your player characters start murderhobo-ing their way through your setting, an NPC might become a Revenant to hunt them down. This can give you a way to have consequences for the PCs' actions during the game. - Your PCs might encounter a Revenant as part of a mission- someone who has aims in common with them, but might seem a little odd or sinister. However, the Revenant might be able to protect and aid your PCs in their quest, at least until their task is accomplished. Also posted on Game Masters Stash on 7 September 2019. King Dugan Chiselarm is the Second King of the Lognar Peaks, a proud and mighty warrior of the Dwarven nation. He is famed for the reach of his sword and his unpredictable approach to ruling.
Dugan came to power following the demise of his uncle, the famed Magnar Gemtooth, in an incident involving a mighty Xorn, known as the Bottomless Maw. He was not expecting to become the ruler of the Lognar Peaks, and as a result he is considered somewhat reckless and young by Dwarven standards, despite being into his third century. He faces upheaval in his own Kingdom, and unrest even from his own citizens. Therefore, he has often been forced to hire non-Dwarf mercenaries to resolve issues. Statistics: Dugan Chiselarm is a 9th-level Chaotic Good Fighter. How you can use Dugan Chiselarm in your game: - King Dugan makes an ideal patron for adventurers entering the Lognar Peaks, especially if the unrest in his own kingdom makes resolving issues difficult for him. - A Dwarven relative or descendant of King Dugan might be called home to assist in his time of need. - When the more immediate troubles have resolved, King Dugan offers a bounty- a crown inlaid with a hundred rubies- for anyone who can slay the enormous Xorn called the Bottomless Maw, which devoured his relative. Also posted on Game Masters Stash on 6 September 2019. Hellgates open portals between realities, to dangerous and unpredictable places. To a fantasy game, it's just another source of monsters and XP. For a modern setting, however, though, they can wreak absolute havoc- collapsing multistorey buildings, unleashing monsters upon an unsuspecting populace, and hurling supernatural threats at a world totally unprepared to deal with it.
Also posted on Game Masters Stash on 5 September 2019. Some schools of magic use a series of tattoos of magical force inlaid into their graduate's skin in order to release the magical power faster. This allows the caster to "shoot from the hip", casting spells more quickly than others, at the expense of more visible and obvious effects.
This kind of tattoo magic is favoured by warmage colleges, as the added intimidation of seeing tattoos light up as a spellcaster prepares for action can scare off a few more opponents and spread the dangerous reputation of the college. They are usually known for challenging any spellcasters who oppose them to duels, and often bare extra skin to show off their power. Effects: Spellcasters with this trait gain the Improved Initiative feat for free, but cannot disguise or hide their spellcasting as long as they have skin visible, even with the Silent Spell or Still Spell feats. How you can use Tattoo Magic in your game: - Warmages of the Tarth Moorda college are famous for use of tattoo magic. The appearance of their battalions of identically-marked spellcasters has been enough to frighten entire fortresses into surrendering. - Brent Weeks' Night Angel Trilogy books feature a sorcerous dynasty under The Godking, an epically-powerful Warlock. Each of his family bears the Vir, a shifting, thornlike tattoo pattern in their skin which writhes as they use magic. - Dragonmarked Houses of the Eberron campaign setting (soon to be released for 5th edition D&D) have individuals marked with small portions of the Draconic Prophecy, with magical powers. Some individuals are even able to turn this into a sorcerous career by tapping into their dragonmark. Also posted on Game Masters Stash on 4 September 2019. When you call out to the void in the dark of night, begging it to answer your desperate prayers, sometimes it answers...
A feat for Bloodlines & Black Magic, for NPCs who become damned eternally by the patron who will sponsor them. Chanel the Loathsome Beast [Feat] Those who gain this feat lose their free will, and act only as a mouthpiece for powers vaster than they could comprehend. Requirements: Must not be able to Pierce the Veil, or have any supernatural powers, and must implore the universe for aid, heedless of who answers. Benefit: A Goetic Spirit of some kind, known as the 'Patron' becomes "anchored" to the person who gains this feat, known as the 'Host'. The Patron becomes undetectable by most magical effects (detecting only as the Host), and grants the Host any supernatural resistances or immunities they have, including damage reduction, energy resistances, and spell resistance, if applicable. The Patron gains total control over the Host as if permanently Dominated, and is able to use any magical abilities they possess through the Hosts's body, as well as accessing the Host's memories and skills., as required. If viewed with True Seeing or a similar effect, the Patron may be viewed spectrally, hanging above the Host and pulsing. |
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