An Inciter is a bizarre undead creature, which can be conjured up from some dark corner of the Negative Energy plane. When it walks the earth under the moonlight of Hallows' Eve, it calls up undead spirits to roam the earth in their hundreds or thousands. When spotted in the darkness, it resembles something like a translucent vulture skeleton a hundred feet high, with a wingspan stretching nearly twice that amount. When it walks the wilderness, it resembles a small hill. When it strides the streets and roofs of a town or city, it embodies death itself.
Statistics: An Inciter is a 40-Hit Die incorporeal undead creature. An inciter is immune to non-magical slashing, piercing and bludgeoning damage, and resistant to any magical damage, although it is vulnerable to radiant damage. Although it can trample foes and even lean down to bite them, its attacks can drain the very strength from a target's limbs, as well as dealing necrotic damage. Its most powerful and iconic ability is to conjure 3d6 Shadows or 2d4 Specters per round. These conjured undead are translucent and glowing, their normal effects. This ability has no upper limit, and any creatures killed by these conjured creatures become Shadows or Specters themselves. In an urban environment, these can quickly wreak havoc on any defences erected. When the sun rises, an Inciter is burned away. It can exist only on the one night per year, and any creatures it has conjured quickly burn away in sunlight themselves. How you can use the Inciter in your game: - Obviously, this makes for an ideal Halloween one-shot game. Whether your players need to evade the wandering titanic monster and its undead children, or take the offensive against it, this would certainly be a memorable evening's game. - A necromantic foe might attempt to call up an Inciter to take vengeance upon a city for some perceived wrong. Helping to evacuate the city or withstand the worst of its attacks might help, but such a powerful necromancer will need to be confronted, or they may do so again the next year! - Legends tell of such a creature, but only one book- one that your Player Characters have just stumbled across- mentions the vile ritual by which they are summoned. They will have to rescue the necromancer's intended sacrifice, an innocent child stuffed with sweet candies and bliss, before the villain can transform them into this nigh-unstoppable monster. Also posted on Game Masters Stash on 31 October 2019. Tattoos have long been a method of self-adornment, of marking the mortal flesh to reflect deeds, ancestral heritage, or great undertakings, as well as spiritual ideals and aspirations. Some societies have developed ways of laying magic into these tattoos, enhancing their warriors or heroes with powers that cannot be taken from them.
Feat: Tattoo-Marked Your tattoos have been inlaid with magical materials, causing them to be animate at times, and to enhance your own prowess. You gain a +1 bonus to your Constitution score. As an action, you can gain one of the following benefits:
Also posted on Game Masters Stash on 30 October 2019. Lady Olahna is something of an enigma for her noble peers- she is quiet, practical, and incredibly dangerous. As a child, her family was attacked, and both parents were slain. Both Lady Olahna and her younger sister vanished on the road, leaving only corpses and a ruined wagon.
It wasn't until many years later that a huntress at the Royal Court revealed herself as Lady Olahna, accusing the King's advisor of organizing her parents' murder. He challenged her to a duel for his honour, and she slew him mercilessly. Her family's lands and properties were restored, and she was accorded great honour for deposing such a villain. She has now taken up her family's crest, that of a sable-black Peryton swooping upon an albino serpent, and has had a great wooden relief carved to sit behind her, reminding all who see her of her dangerous nature. Statistics: Lady Olahna is a 9th-level Ranger, and Neutral in nature. She bears her mother's sword, a lightly-curved longsword with the emblem of her family Peryton acid-etched into it. She finds herself protective of her own restored power and responsibilities, and can sometimes be goaded into action by threatening those who serve her. How you can use Lady Olahna in your game: - Lady Olahna may make for an ideal patron for a band of unorthodox adventurers. Although she has connections with noble society, she sees herself as being different from them, and has no compunctions about ordering her own employees to target her enemies and their holdings. - Lady Olahna's sister was separated from her when they were taken, and she never saw her again. If she can find any skerrick of evidence, she will pay a fortune to adventurers who can restore her sister to her. Anastasia-style, there may be con artists attempting to pose as her sister in order to win this reward. - As an enemy, Lady Olahna is ruthless and has surprising personal and political power. She may even stoop to road-ambushes herself if her power is threatened. Battling creatures larger than humanoids means formulating an entirely different set of weapon techniques. A weapon guard which works to deflect blows from a regular size opponent just won't work when your opponent is twenty feet tall and swinging something the size of a tree branch, let alone against a beast that doesn't even have humanoid physiology.
Learning to fight against such creatures means having to use different techniques, but also having to vary the way things are done- what would be a mortal strike against a humanoid foe may only be a small inconvenience against a giant. This doesn't necessarily have to be reflected in the rules- after all, you don't need to completely cut a giant's head off, just cut enough into its throat to slay it. It is definitely something to think about, though! You want to reflect this in in-game description, for example: a knight's shield wouldn't be able to block a giant's club, but when interposed in the right place, it might be able to deflect a blow slightly enough to avoid it. This spell 'weaponizes' an arcane caster's familiar, transforming it into a dangerous warrior-spirit briefly.
Unearthly Guardian Conjuration Spell level: Sorcerer/Wizard 3 Components: S, M Range: Familiar touched Target: Caster's familiar Duration: 1 round / level Saving Throw: Will negates (see text) You transform your familar into a mightier version of itself, much larger and able to battle spiritual enemies. Your familiar swells in size, becoming a translucent and glowing creature about the size of a horse. For the duration of the spell, the familiar's statistics are augmented as follows:
When the spell ends, the familiar becomes Exhausted for 24 hours. If the familiar wishes to resist the spell, it may make a Will saving throw. This valued magical item captures incorporeal spirits, preventing them from escaping and causing further havoc, until they can be properly banished to their rightful place (usually in the Halls of the Dead).
In form, it resembles an ornate human-sized skull forged in chased silver, hanging upside-down from a doubled chain, much like a lantern. The chain links are special, cast in silver using grave-dirt to mold them. When the spirit trap has been 'filled', the eye sockets glow from within with a garish red light, and the jaw of the skull snaps shut. The trap can be opened from the outside to release a trapped spirit by forcing the jaws of the trap open (Strength check, DC 20), or if a Banishment spell is cast upon the trap. Activation: By presenting the Spirit Trap towards an incorporeal creature (or a Vampire using gaseous form) and using Channel Divinity (or Turn Undead, in previous editions), the spirit is forced to make a Charisma saving throw (or Will save) at DC 15. If it fails, it is imprisoned within the Spirit Trap as described above, until it is released or banished in some other way. A spirit creature below half of its hit points has disadvantage on this saving throw (or a -2 penalty, in earlier editions), so battling it in some way will make the attempt easier. How you can use a Spirit Trap in your game: - Spirit Traps are sacred relics of the church of Nïa, and kept for use by those who are likely to confront dangerous spirits. A Player Character who is a member of the church might be able to requisition one of these to capture a spirit they will have to battle. - A team of ghost-hunters might have amassed a collection of Spirit Traps, battling dangerous spirits with blades and spells before trapping them to send through a portal to a contained spirit realm. But if a nosy member of the inquisition decides to dispel their portal, all those spirits might break loose in the greatest city in the world... - Not all spirits trapped by these are evil-aligned, and it is known that they have been used to capture Angels and other similar spirits in an incorporeal form. An evil-aligned person might use these traps to capture good spirits and perhaps leech the essence from them, burning them in a Soul Engine. Also posted on Game Masters Stash on 26 October 2019. For special circumstances, I like to try to do something fun for my players. Usually, they'll 'find' a magic item which benefits them particularly somehow, or a new spell, or something that bumps one of their clas abilities. In this case, I've just finished a season of the current campaign that I'm running, which leaves me in-between games. So tonight's going to be something fun, hearkening back to a campaign we played a few years ago, where my player's favourite character Svenn died.
So as part of tonight's game, the players will be taking on the roles of Svenn and his celestial warband, bringing trouble on behalf of his patron deity to the realms of evil. Svenn, a mighty-thewed Paladin, will have the brief chance to walk the mortal realms again, giving my player a chance to relive some old glories, and the party a chance to have fun with playing some really funky celestials, instead of traditional adventurers. How you can use this idea in your game: - As a one-shot, picking up for an old character can be a lot of fun. If they're retired to run a bar, defending it from some marauding barbarians or a group of con artists intent on fleecing them could be a great side night of entertainment. If they're deceased, giving them a romp through the underworld or the Heavens could be fun too. - You can use this technique to wrap up a campaign, or even to introduce one. You can play with some narrative that the players' characters wouldn't have, but might be useful for them at the end of the campaign, or wrap up some loose ends. Think of the opening episode of Game of Thrones- the Wildlings and deserters running through the forest, getting a glimpse of the White Walkers. Also posted on Game Masters Stash on 25 October 2019. Loathings are horrendous and unnatural creatures, made by the melding of many living creatures when exposed to an awful unmagical area. They move slowly and in eerie unison, their flesh grown together and their eyes glowing with blue balefire. When alarmed, they moan unnervingly with one breath from many throats.
Statistics: A Loathing is a 20-Hit Die Aberration, which attacks similarly to a swarm, dealing 5d6 damage to each creature within its approximate 20-foot fighting space. It also grapples expertly, tossing targets between its various arms and tearing them apart, using their flesh to add to their own mass. They are highly resistant to any magic, and continue fighting until they have been hacked apart, suddenly disanimating all at once. Loathing gain 1 HD permanently for every 5 HD of targets consumed. How you can use a Loathing in your game: - Loathings are formed by the melding of all living creatures in an area when all magic is drained from it. The living are forever gone, their souls utterly destroyed and melded into one creature. These creatures are anathema to even the most vile of religions, and their presence has been known to cause a rare unity between even embittered enemies. - A detestation of Loathings is formed only in very densely-populated areas that have become subject to unmagic. In groups, they are incredibly dangerous, but they can also form vast detestations, entire buildings filled with hungry flesh. Legends speak that in some of the cities of the Southern Deserts, there are enormous ruined cities filled with Loathings, and those journeying near could view a sea of hungering blue eyes in the dark. - When an arcane experiment results in a terrible accident, it creates a new area of unmagic, transforming the watching crowd into a Loathing which begins to tear into people nearby. Watching adventurers will have to try to save bystanders and destroy the beast all at once. Also posted on Game Masters Stash on 24 October 2019. This quiet shrine was once glorious to behold, a place where pilgrims would journey to visit the site where the Hero-God Qotag, the Voice of Obsidian, was tortured to death on the wrack. Nowadays, it is a monster-haunted ruin, overgrown with moss and bereft of humanity.
The central atrium is now home to a band of trolls, eager to rend any new victims limb from limb and feast on their marrow. The fabled relics stored here may have been scattered, or destroyed. But any fervent servant of Qotag feels a burning desire to cleanse this sacred place. Threats: A trio of trolls, Rhog, Shazzok, and Onnak, live here. They argue and bicker, and enterprising adventurers might be able to use this conflict to weaken them. In one of the outbuildings, a nest of giant hornets has made their home. The trolls avoid this area- although they will not die from the hornets' stings, they still feel pain. The corpses of several of the priests are mummified within the hornets' nest, and bear a few rare religious relics. How you can use the Darkwood Shrine in your game: - A servant of Qotag might feel an urge to liberate the shrine, freeing it from its monstrous inhabitants. - Journeying to the shrine might be necessary for different reasons- perhaps one of the relics in the hornets' nest is required for a ritual element. In this case, liberating the shrine may be a byproduct rather than the desired outcome. - One of the Player Characters might have a grudge against one of the Trolls themselves, requiring them to make the trek to track down the loathsome beast. Also posted on Game Masters Stash on 23 October 2019. This miraculous piece of architecture is renowned as Mad Xiangyi's Folly, a building costing countless thousands of hours to build and several lives before it was complete. It is not even accessible except to those who can fly or leap to the tiny ledge beside its enormous gates, at least thirty feet from the nearest bridge.
The gate exists in a sheer wall above and below it, with no supports or buttressing, and sways a little in the wind. The twenty foot tall gate itself is decorated with an enormous ornamental lion's head, and it is told that the unworthy who approach it will be devoured. Viewed from behind, the gate does not even lead anywhere. Emperor Xiangyi always spoke of how vital the Gate would be to the Empire's defense, but never spoke of how it was meant to be useful exactly. He died an old man, witnessing the final brick laid in place. How you can use The Hanging Gate of Emperor Xiangyi in your game: - A Player Character might have a relative who worked on the building of the Hanging Gate over the last few generations, and might recall their death while working on the project. The wall might be a sacred, or haunted, place for them. - When city officials of the Empire recieve reports of spirits haunting the base of the Gate, they are eager to make it someone else's problem. Adventurers might be hired to investigate the spirits, and discover whether there are actual undead spirits of those who died building the gate, or simply opportunistic con artists looking to extort passers-by. - One day, in the midst of a terrible storm, an insistent knocking can be heard from behind the gate, slow but firm. It sounds desperate, and if anyone can even reach the gate, they can open it, to reveal a person at the other side, near-unconscious and desperate for aid. Where they have come from is a mystery, but they may indeed be the saviour of the entire Empire, whether they know it or not. The Fire Cult are a dangerous, inscrutable foe. They are strange and act unpredictably, at times storming their enemies with torches held high, and at times hurling themselves into nearby volcanoes to spite those who would hunt them.
The Fire Cult worship a mysterious force known as The Firebringer. Initiates of the cult sometimes intone the name Bazim-Gorag, a name steeped in violence and chaos. The base acolytes of the cult are encouraged to hedonism and following their impulses, especially if those impulses tell them to burn things. The cult often attracts the young and the mad, and more than one adventurer looking to confront the cult has attacked them only to find a younger relative at the forefront of their defenses. How you can use the Fire Cult in your games: - A branch of the Fire Cult begins in a nearby town, recruiting with a peaceful-seeming festival. Those who attend go to an isolated area, far from civilization, and live out whatever fantasies they dream- outlandish costumes, music, wine, companionship, violence, or all of them. For the festival, all forego names and identities, just existing. At the festival's culmination, they build an enormous cage of wicker and straw, and select some of their number to be burned within it. An adventuring party might be sent by concerned parents to try to locate a specific youngster, but discerning which one is which will be difficult. - A puritan branch of the Cult has spread across the land, and begins a reign of terror by setting fires randomly through a city. Some burn down only a single shack, while others spread through entire districts. The fires are making tensions run high, and people are starting to make bad decisions. - Having dealt with the Fire Cult on some previous occasions, adventurers may be surprised to hear that a young relative has joined them, thrilled by the options open to them. The adventurers will have to try to persuade the young person away from a predatory cult who are quite capable of abusing the youngster's trust in them, playing the victim when attacked and parading their dead through the streets as victims of the adventurers' violence. These arcane security measures are found in many ancient ruins, and make a potent defense against invaders and thieves. They are generally solid man-height single pieces, vaguely resembling quartz crystals and lit from within by a flickering lightning current.
Any living creature approaching within 30 feet of the crystal causes the light to abruptly brighten. One round later, unless the person approaching presents a specific symbol (usually the arcane mark of the caster who created the ward crystal), it launches a Lightning Bolt at 5th level, at the first person to trigger its proximity. Once this has happened, the light subsides to its dimmer level again. It takes five rounds to 're-arm' before it can fire again. A cunning and aware invader can trigger its programming in order to allow a greater number of targets past, but will have to be careful. Clever arcane architects often 'station' these at intersections or areas likely to be crossed, in order to deny invaders the ability to pass critical areas. Generally, growing one of these crystals costs about 3,000 gold pieces' worth of materials, including a shard of an existing Ward Crystal. This clerical spell sweeps an area with radiant light, damaging the forces of evil and healing the forces of good.
Cleansing Nova Evocation [Good] Spell Level: Cleric 6 Components: V, S Casting Time: 1 full round action Range: Personal Area: 20-foot radius from the caster Saving Throw: Will partial; see text Spell Resistance: Yes You become surrounded with glowing blue wings of angelic look. The coruscating energy surges out around you, sweeping enemies away and soothing the hurts of your allies. Opponents in the target area take 2d8 radiant damage and become frightened for 1d4 rounds (targets who succeed on a Will save take half damage and do not become frightened). Opponents with an evil alignment take double damage. Allies within the area are healed by 1d8 + caster level (maximum +5) hit points, and if they have a good alignment, this amount is doubled. Also posted on Game Masters Stash on 19 October 2019. True trust, more than just confidence or assurance, but absolute certitude and conviction in another's ability and competence, is hard to come by. It is won through long years of side-by-side conflict, mutual dependence, and familiarity with each other's operating style.
This feat allows a character to have built up such a trust with another person- another Player Character or an NPC. If multiple characters choose to take this feat, then it may apply to any or all of their fellow companions who have also selected this feat, as chosen. Trusted Team Having built up a near-preternatural familiarity with another's skills, you gain the following benefits:
Any feedback on this would be appreciated, I'm trying to work on some 5th edition material, so let me know how this goes in terms of balance. Also posted on Game Masters Stash on 18 October 2019. King Herakli is the kind of noble warrior-king about whom stories were once told. Now, his belly has grown more prodigious than his muscles, and his famed deeds are of hunting and feasting, rather than deeds of arms.
Herakli was a king unjustly deposed in his childhood, his own father murdered on the throne, and he was smuggled away in secrecy by loyal servants. In his youth, he trained in the arts of battle and command, and victory by hard-won victory, he took back his kingdom. He became a young and generous king, vital and strong. Thirty years later, his reign has stagnated, and his skills are rustier than his battle-plate. Statistics: In his prime, King Herakli was a Neutral Good 12th-level Fighter. Nowadays, his skills are more equivelent to a 5th-level Fighter, but he enjoys hearing tales of daring battle, exciting swordplay, and bold deeds. Those who come before him with souvenirs of battle, or offer him daring ideas, will find themselves well-rewarded and given trust. Court has left him jaded and tired of politicking. How you can use King Herakli in your game: - As a reigning monarch, Herakli makes an ideal NPC for hiring adventurers to resolve threats. Although his guards are well-prepared for threats, King Herakli is eager to dispense with ceremony if someone offers an interesting story, or has an exciting trophy to display. He rewards such accomplishment with a belly laugh and an easy bonus, much to the chagrin of his chamberlain. As a patron who gives bonuses and is easy to get along with, he may even be popular with adventurers. - Treachery within King Heralki's court might endanger him and force an evacuation to safety. At this time, he may entreat trusted mercenaries who have worked for him before. If they end up assisting the King himself, they may find his confidence outweighing his current skill level. His enemies will have little care for his sensitivity, but may not expect the PCs to assist him. - As loyal retainers, your Player Characters may earn knighthood or some other noble title, gaining responsibility for lands and retainers of their own, as well as the need to pay tithes and defend their holdings. If their role draws them into conflict with other lords of the realm, or perhaps even King Herakli himself, this can make for an interesting time for them. Also posted on Game Masters Stash on 17 October 2019. No-one knows from where this stomach-turning creation hails, only that it seems to have no weaknesses or motivation, and rampages uncontrollably, bringing horrifying death and destruction. Sages theorize that perhaps some kind of anarchist cult unleashed it upon the world, or that some protean demon influenced its creation.
Appearance: The Ficklewolf is a constantly-changing beast, perhaps twelve feet in height on average. Its form is shifting almost without cease, its body growing claws and tentacles, and splitting and reforming. No accurate description can really be made of the monster, and it has been known to even flow through small openings, its body turning into some sort of liquid-esque form. The body is still made up of bones and muscles, however, and the gruesome noise of its change is unforgettable. Statistics: The Ficklewolf is a 16-hit die Aberration, and ignores sneak attacks and critical hits, as its internal organs are constantly in flux. It attacks fiercely and relentlessly with a range of weapons, leaving corpses scattered and torn. While it sometimes bites its prey, it seems to operate without actually eating the remains. It can generally make 1d6 claw attacks (base damage 1d8), 1d4 tentacle attacks (base damage 1d4 and grapple), and 1d3 bite attacks (base damage 2d6) each round. The Ficklewolf is also quite resistant to magic. It is a ravenous beast of destruction, and even rumours of its presence have caused widespread panic. How you can use the Ficklewolf in your game: - The Ficklewolf's attacks on a town are brutal, but it disappears without a trace when unseen. Perhaps, like a werewolf, it can change back into some unsuspecting person, and needs to be tracked and contained somehow, if not destroyed. - The Ficklewolf is controlled by some evil magic, and unleashed to punish enemies of your campaign's bad guy. Neutralizing it is an important step in being able to confront the villain. - Perhaps the demon-sorcerors of the Abyss have finally mastered the forbidden and dangerous rituals which created the first Ficklewolf, and have been repeating it. This might begin with smaller versions, but multiple versions of the same creature is a concept which should terrify even experienced heroes. Also posted on Game Masters Stash on 16 October 2019. This spell is designed to remove hostile sorceries upon the caster, turning them inwards to heal the caster, and intensify the caster's own spells for a short time.
Expurgation Abjuration Spell Level: Sorcerer/Wizard 5 Components: V, S Casting Time: 1 standard action Range: Self Target: Personal Duration: Instantaneous Saving Throw: None Spell Resistance: No With a muttered phrase and a gesture, you shatter the magical effects coursing about you, and feed upon their sorcerous energies to restore your own body. The caster makes a targeted Dispel Magic, affecting each active spell or magical effect currently affecting them, at a roll of 1d20 + caster level (maximum +15). For each spell dispelled (maximum five), the caster heals 1d6 hit points. In addition, if any spell effects are dispelled, the caster gains a +2 bonus on their caster level for any spell cast in the next round. The Rock is a waystation, the only safe haven in all the Chaos Wastes. It was found and occupied by traveling traders centuries ago, and fills a place approximately halfway between the Forlands to the south, and the dangerous badlands of the Indrini canyons.
The city itself hosts about 4,000 'permanent' residents of a sort, and features an enormous and reinforced dome at its heart, as well as strong barrier walls. The citizens must pay day-to-day to the Collectors, a ruthless corps of guards and tax agents, or move to cheaper lodgings (or even outside the gates themselves). Just outside the walls is a shanty-town of starving scavengers, desperate to pay their way in the gates before the next warp-storm or beastfolk attack. Such a display will likely be heart-breaking for any Good-aligned adventurers, but even giving them the gold piece required to enter may just doom them to starving within the walls, rather than outside them. The Rock's current master is a trading prince named Ushuda, a canny and cutthroat merchant. He extends no credit, and water and shelter within the walls costs cold, hard, gold for anyone who wants them. This protection extends to being defended against attack by the savage beastfolk of the Chaos Wastes, and makes an ideal place to find and hire on mercenaries, as well as finding contracts to escort trade caravans and travelers. How you can use the Rock of the Wastes in your game: - The Rock is the only neutral ground in the whole of the Chaos Wastes, so any adventurers will find themselves drawn here by necessity. It is the only place within hundreds of miles to rest safely, resupply, and cash in any treasure which has been received. For a West Marches style game, or hexcrawl, this makes an ideal hub. - A Player Character might come from the Rock, accustomed to having to pay for their very existence day-to-day. In this case, living free elsewhere may come as a complete change for them, and 'normal' life will be something of a surprise. - Traveling across the Chaos Wastes, whether as part of a larger caravan, or on their own, will be hellish and terrible. Attacks by beastfolk, warp storms, and the deprivation of dwindling supplies as well as other members of the caravan going mad or missing in the dark, will all be threats that endanger them. This spell is a weapon of last resort for an arcane spellcaster, summoning a horrific splash of magma down upon them.
Immolating Inferno Conjuration [Creation, Earth, Fire] Spell Level: Druid 7, Sorcerer/Wizard 7 Components: V, S, M Casting Time: 1 full round action Range: Personal Effect: 30-foot radius Duration: Instantaneous Saving Throw: Reflex (see spell text) Spell Resistance: No With tremendous concentration, you conjure a gout of magma which splashes down all around the caster. Targets are showered with molten rock, crushing and burning them, and scarring the landscape forever. The caster opens a brief portal to the Demi-elemental plane of Magma, calling down a brief column of molten rock. Targets within the spell's area of effect take 10d6 crushing damage and become stunned for 1 round (a successful Reflex save reduces this to half damage and negates the stunning effect) and 6d6 fire damage. The caster is immune to these effects. The area of the spell, apart from the caster's immediate space, permanently becomes difficult terrain. Anyone in the spell's area (including the caster) in the rounds following the spell's casting takes 5d6 fire damage, less 1d6 damage each round after the spell has been cast, until it reaches 0 dice. The magma remains warm to the touch for several hours until finally solidifying into smooth, solid rock. Remorse, the ancestral blade of the Mauntel family, is a work of art and martial excellence. Its scabbard is decorated in an acanthus pattern and leafed in gold and copper, while the sword itself has been expertly inlaid with rose-gold structural components along the blade and pommel. It has exquisite balance and sharpness, and feels almost like it floats in the air when held.
Statistics: Remorse is a +2 longsword, and once per day, uses Death Knell as a reaction on an opponent who has been mortally wounded, sealing their fate and infusing the wielder with immediate strength. However, for the next day, the wielder is also haunted by the spirits of the unquiet dead, gibbering and pressing in about them, and disrupting their rest. How you can use Remorse in your game: - A noble Player Character might inherit or be given Remorse as part of their family role, inheriting the duty to bear it against threats to the Kingdom at the same time. The Mauntel family (or whichever family you choose to possess it) prizes this blade, and would do a lot to have it returned if it is stolen or misplaced. - Your PCs might have to seek out the bearer of Remorse if they have an opponent who resists death somehow. They generally resist usage of its special power, but sometimes draw upon it to ensure the death of a foul enemy, or if sorely pressed. Alternately, this might allow them to speak with a particular spirit which needs to unburden itself or contains lost knowledge. - If this sword has been lost, recovering it might be a dangerous task. It is likely to draw the attention of spiritual undead, unable to touch the blade but drawn by its proximity. Also posted on Game Masters Stash on 12 October 2019. |
AuthorI'm Luke. He/him pronouns. Archives
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