An Armungus (rhymes with "humongous") is a horrid perversion of life, and a dangerous impostor that has claimed many lives. Like a Mimic, it can alter its shape, and understand some speech, but generally just enough to avoid day-to-day recognition. They hunger for humanoid flesh, and will try to disguise their presence long enough to eliminate key members of any group. They are usually solitary, but if gathered in numbers, they can be incredibly dangerous, sabotaging key points of defense for a city or fortress and compromising its protection altogether.
Armungus Medium monstrosity (shapechanger), Neutral Evil Armour Class 18 Hit Points 98 (15d8+30) Speed 30ft. Str 14 (+2); Dex 16 (+3); Con 14 (+2); Int 12 (+1); Wis 12 (+1); Cha 4 (+2) Skills Deception +5, Insight +4, Stealth +7 Condition Immunities charmed Senses Darkvision 60ft., passive Perception 14 Languages Common Challenge 6 (2,300 xp) Shapechanger. The Armungus can change its body to hide its true nature, shifting from a humanoid form to its true form or back, as a bonus action once per round. This can leave it vulnerable to detection at the moment of attack. Ambusher. The Armungus has advantage on attack and damage rolls against any creature it has surprised. Sneak Attack (1/round). The Armungus deals an extra 20 (6d6) damage when it hit a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the Armungus and the Armungus doesn't have disadvantage on the attack roll. Actions Body Spike. Melee weapon attack: +5 to hit, reach 10ft., one target. Hit: 11 (2d8+2) piercing damage. This attack requires the Armungus to show their true form. Bite. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 16 (3d8+3) piercing damage. This attack requires the Armungus to show their true form. Grapple. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 5 (1d6+2) bludgeoning damage. This attack does not require the Armungus to show their true form. Sword. Melee weapon attack: +5 to hit, reach 5ft., one target. Hit: 7 (1d8+2) slashing damage. This attack does not require the Armungus to show their true form. Also posted on Game Masters Stash on 31 October 2020. Wrapping up Book 2 of my ongoing series converting Pathfinder's Kingmaker adventure path to Dark Sun, this post covers the 'big finale' and the bounty posters.
The climax of 'Sands Stained Red' begins with an attack on the PCs' home base. Give them a chance to build up their town before starting this part of the adventure, and time for a point when the PCs are all out of town- their return to town after finally defeating the B'rohgs is an excellent point to begin. Upon returning home, the PCs find their home in a shambles. Newly plowed fields have been torn up, trees have been knocked down, livestock has been slaughtered, and buildings have been flattened. A pall of dust and smoke hangs over the town, and the few people on the streets mill about in shock, as if they have just come from a war zone. If you're feeling like the PCs haven't put in enough effort protecting the town, kill off some of the NPCs you've populated it with. Be brutal here! The Braxat's trail can be followed to a small cavern complex beneath a rocky tor overlooking the Little Sellen Siltflow. Inside can be found a grove of dangerous violet fungi, a shambling mound animated by a druid decades ago and abandoned, and a nest of Caveweaver Giant Spiders, leading to a confrontation with the gigantic Braxat itself. In its hide is lodged a curiously-shaped dagger made of a single piece of solid bone, matching some of the other gear worn by a ravaged corpse in the corner. On the body can also be found a map which has the PCs' town location, and several other key locations, marked. This should clue the PCs in to the idea that there are larger forces aware of what is going on. The weapon was made by Nyrissa, the mad Pyreen, and gifted to her agent Eirikk, who met his demise at the Braxat's talons. Wanted Posters So-Ut Hunt Source: Wanted poster, backed by the Free City of Tyr Task: Rumours of a So-Ut rampaging the southern Narlmarches are probably (hopefully) overstated. But it's killing folks and needs to be hunted down. Completion: Find a So-Ut, kill it, and return to town with its head as proof. Reward: The council has approved a reward of 1,200 ceramic pieces to the first group to successfully slay a So-Ut in the Narlmarches. B'rohg Blood Source: Wanted poster, posted by Bokken the hermit. Task: Bokken says that blood from a B'rohg might be used to craft some powerful potion-fruits. Completion: Deliver a waterskin filled with B'rohg blood to Bokken. He doesn't need more than one waterskin, so one B'rohg should do the trick. Reward: Bokken promises to craft 1,200 ceramic pieces' worth of potion fruit, delivered in about a week. Howls of the North Wind Source: Wanted poster, backed by the Free City of Tyr Task: A ferocious pack of Dune Reapers stalks the Kamelands! Completion: Slay the Dune Reapers and display their bodies at town. Reward: The council has approved a reward of 1,200 ceramic pieces to the heroes who slay the Dune Reapers. Shamblesap Source: Wanted poster, posted by Bokken the hermit. Task: Shambling mounds aren't common in the Verdant Belt, but they're not unheard of. Bokken posits that the sap of a shambling mound could work wonders for cultivating certain medicinal herbs, and asks for one shambling mound's worth of sap. Completion: Deliver the sap to Bokken. Reward: Bokken can pay 600 ceramic pieces for the sap, as well as three powerful Cure Wounds potion-fruit. Where's Tig? Source: Tig Tanyrsen's distraught parents. Task: Young Tig is a well-known handful, always collecting "pets" down by the silt flows. He has been missing for several days, and the townsfolk are growing concerned. Completion: Rescue Tig from the Ssurrans who have captured him with the intent to eat him. Reward: The town's Loyalty is increased by 2. The Horror, The Horror Source: Wanted poster, backed by Arven the dune trader. Task: The ill-tempered and old Silt Horror has moved into Arven's scavenging-territory. Completion: Kill (or drive off) the silt horror Old Crackjaw fom Arven's scavenging area. Reward: Arven finds things of all sorts; he'll give whoever helps him a Ring of Feather Falling. Also posted on Game Masters Stash on 30 October 2020. This divine spell sends thoughts to someone dear to heart, wishing them good health and good luck.
Prayer of Well-Wishes 2nd-level evocation (Cleric, Paladin) Casting Time: 10 minutes Range: 1,000 miles Component: V Duration: 24 hours One creature you know is sent good luck and good health by your prayer. Once within the next 24 hours, the target can roll a d8 and add the number rolled to a single saving throw. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for every spell level above 2nd. Also posted on Game Masters Stash on 29 October 2020. Even the vilest of blackguards have to live in the world, and not every choice must be made to offend or oppress someone else. Sometimes they might offer comfort or protection to someone else, regardless of that person's alignment or faction, out of their own moral compass. A warlord might refuse to execute mothers and children, an evil priestess might spare young warriors her fury, a dragon might not eat merchants if they agree to spread word of its might and power. A blackguard might defend an urchin from attackers, in order to teach the urchin to stand up for themselves, or because they do not favour an uneven combat.
These moments can give you a way to introduce a future opponent without the 'crosshairs' of combat being present, or can show an unexpected side to a villain which your PCs do not have to combat themselves. You can even have them witness this event or hear of it from another ally, causing them to wonder what the deeper meaning could possibly be. Also posted on Game Masters Stash on 28 October 2020. This ornate shield is intended as a mobile fortification, and one or two have been known to turn the tide of battle, reshaping the battlefield and changing the flow of combatants.
The Wall Armour (shield), uncommon (requires attunement) This +1 shield weighs nearly twenty pounds, and requires a Strength score of 16 or higher to use in combat. As a full action, the wielder can place the shield standing upon the ground and cause it to grow into a 15-foot wide and 10-foot high wall, with the hardness of cut stone. The wall remains in such a position for one hour before transforming back into a shield. Also posted on Game Masters Stash on 24 October 2020. Part 3 of the series converting Pathfinder's Kingmaker adventure path will cover the next three chapters of the game: The Lonely Barrow, the Forgotten Keep, the Isle of the Lizard King, and Troll Trouble (renamed to "B'rohg Bother").
The Lonely Barrow This ancient barrow at location F holds the tomb of a warrior who was betrayed by his lieutenant hundreds of years ago, and his raw hatred transformed him after his death into a rageful thinking zombie. The powerful warrior was interred with his own loyal guards, poisoned and buried with him, and has raged for years, breaking his prized weapon against the interior of his own tomb. Now, the tomb has been uncovered by seismic activity, and a chance has come for him to be free. The remains of the Lonely Warrior's iron breastplate and trappings could be recovered and reconditioned, with some work, and his broken sword (or other weapon, if you'd prefer to introduce something else) could also be the base for a powerful weapon for one of your PCs, as long as they work for it. The Forgotten Keep This ancient elven keep, located at area G, if from before the Cleansing Wars, and was abandoned in an age past. The archaic enchantments have long worn away, but the architecture and some of the installed traps have survived the test of time. It is now inabited by a trio of murderous creatures in some kind of supportive symbiosis: a horrid T'chowb, which psionically drains the mind from its victims; a Su-Monster making its home among the Assassin Vines climbing the walls; and a vile Baobhan Sith fey who titles herself the Dancing Lady. She preys upon living creatures, eating their flesh and drinking their blood. The treasure of the elven keep and the fey include the proceeds of several explorers who the creatures have murdered. The Isle of the Lizard King A small tribe of Ssurrans have made their home on an island in the silt flows at area N. Although sluggish in the winter season, they become lively and go raiding during the warmer weather. They will happily eat the flesh of the so-called "civilized" races but are also happy to eat other flesh instead, and their 'king', Vesket, worships a predatory Will-O-Wisp. The Ssurrans might be trading partners, or might become enemies, depending on the PCs' actions. B'rohg Bother The pyreen-princess Nyrissa recently spured on a gang of B'rohg in the southern Verdant Belt into terrorizing the locals and generally causing chaos in the region to further her own mysterious plans. Under the leadership of a violent warrior named Hargulka, the B'rohg have settled in an ancient Dwarven stronghold in the southwestern Narlmarches at about the same time this adventure begins; as it plays out, their attacks grow more and more numerous, leaving ripples of discord and terror in their wake. The B'rohg have a pair of Athasian Sloths as 'pets' kept on long leather ties, which they unleash on those challenging them. One of the B'rohg, Nagrundi, is a brute with strong telekinetic wild talents, while another, Kargadd, is an escaped Gladiator who wears a set of damaged chitin armour. Hargulka himself is a warrior who has fought his way across the wastes for many years. His fighting skills are impressive, and he does battle with a deadly greatclub studded with shards of razor-sharp obsidian. Also posted on Game Masters Stash on 23 October 2020. Some magical traditions rely on runic script, and have difficulty being bound in physical objects. In these traditions, when an enchantment is set upon a person, the script must be wrapped about into a contained phrase or repeating mantra. This is visible as lightly glowing rings of runes, often rotating in place around fingers or a wrist.
Those who bear many enchantments literally glow with the power of the magics they bear, and those who view them can read the quality and power, and sometimes even the very script of the enchantments. Those familiar with spellcraft could potentially use this to decipher and even counter such spells, but rely on getting close enough for long enough to read them. Also posted on Game Masters Stash on 22 October 2020. Lady Kaelyn Anderton, Knight of the Order of the Gorgon, and heir to the Anderton title, is something of a surprise. In her perfectly-tailored and fitted armour, and with impeccable makeup and fashion, the young Lady is often underestimated and taken in a less-than-serious manner. Her membership of the Order of the Gorgon alone speaks to her skill as a monster-hunter and warrior, but her true danger is far more serious: As heir to the Anderton title, Lady Kaelyn has a personal staff of thirteen guards, three ladies-in-waiting, a quartet of squires, and at least one spy, as well as having professional and personal connections to the four most powerful noble houses of the kingdom, including being third cousin of the King himself.
Those who cross the young warrior often find themselves in far more trouble than they expected, and her cool professionalism and disdain for rabble are rarely disturbed. Also posted on Game Masters Stash on 21 October 2020. This clerical battle-cantrip allows the caster to defend themselves from an attacker.
Radiant Surge Abjuration cantrip (Cleric) Casting Time: 1 action Range: Touch Components: V, S Duration: Instantaneous A harsh eruption of sacred light springs from your open hand, bathing your attacker in its radiance. Make a melee spell attack roll against the target. On a hit, the target takes 1d8 radiant damage, and if it's undead, it has disadvantage on the next attack roll it makes. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). Also posted on Game Masters Stash on 17 October 2020. Part 2 of Sands Stained Red, my ongoing adaptation of Pathfinder's Kingmaker adventure path series, deals with the 'meat' of this adventure, and some wider areas to explore. Even if you're not using this as part of the adventure path, some of these could be useful as isolated encounters or locations for your Dark Sun game.
This part deals with the PCs having a larger area to explore, and establishing much more of a presence in the Verdant Belt. The challenges will vary in difficulty, so PCs will have to be cautious and not simply blunder into everything they can see. A: The Grove of Tiressia This forested glade, with a small dwelling built by the pond, is the home of a peaceful half-elf Druid and her lover, a wounded Mul warrior by the name of Falchos. Unlike Bokken, Tiressia is much more cautious about having her peace disturbed, but could do with a hand, and explains that the dangerous Scythe Tree is trying to kill them. She is willing to pay them in some enchanted items, and/or helping to inform the PCs about what's going on in the Narlmarches, which can help with their new settlement's Stability score. B: A Delicate Situation The PCs encounter a logging party being held at bay by an aged Thri-Kreen, its eyes milky and its carapace faded. The loggers, led by a Dwarf named Korak, insist that the strangely-bobbing Thri-Kreen came out of nowhere, caught arrows fired at it, and attacked them, and is getting in the way of important business. The Thri-Kreen, a monk named Ch'k'klak, insists as well as it can that the loggers should leave the area, and should value the trees they fell.This gives the PCs a moral quandary to overcome, and a choice between individual importance and the progress of civilization. C: The Narthropple Expedition Since Gnomes aren't a part of Athas, and their whimsical tone doesn't fit well at all, these can be enother expeditionary party, in grave danger and need of urgent rescue if the PCs want to make an ally. The road has caved and fallen down into the silt below, and the howdah containing the expeditioneers and their belongings is sinking swiftly, as the distressed Mekillot is thrashing hard. Jubilost, the expedition's leader, was thrown free, and waves or calls out if he can see people approaching. However, the thrashing is causing attention from a large Silt Horror, which can be seen approaching. If the PCs assist, they'll be endangering themselves, and potentially taking on extra mouths without any of their supplies or belongings. D: Sun Lord's Fort The PCs will have visited here in the first adventure, Stolen Land. The ruined fort makes an ideal place to base their new settlement. E: On the Prowl The Kamelands are full of predators and hungry beasts. A pack of three Dune Reapers are one such threat, consuming their way across the land. F: Lonely Barrow (detailed in Part 3) G: Abandoned Keep (detailed in Part 4) H: The Blighted Hollow This area reeks of defiling magic, and contains a horrid magical plant called the Scythe Tree. It is able to absorb magical energy from the nearby area in a similar manner to defiling. Among its roots can be found scattered bones and remains. I: The Mad Hermit Bokken's younger brother is a manic and dangerous wild man, given to tormenting people he comes across, with his 'pet', a Dagorran he has imprinted upon. He prefers to attack with surprise, but if others run across him, he pretends to be an old, lonely hermit Druid, and makes vague promises of helping them. J: The Waste Witch In the silt flats there is a small house, inhabited by an aged Psion. She has a bad reputation, but mostly just wants to be left alone. She is extremely knowledgeable about the area of the Kamelands, and can warn them... if they respect her privacy. Otherwise, a spindly crystal golem which she has painstakingly built over the last few decades can protect her. K: Old Crackjaw's Den A great and ornery Silt Horror dwells in the silty cave here, angry at its long imprisonment after the silt shallows marooned it in this area. L: Gurdin Silt Ford Normally quite deep along the majority of its length, the silt becomes quite shallow here, creating a navigable ford across its width. M: Chathrang Den In a grove of bamboo littered with splintered sticks and crushed bones dwells a Chathrang. The dangerous beast attacks any who approach, harpooning them and dragging them back to its lair to be eaten. N: Lair of the Lizard King (detailed in part 5) O: Candlemere Tower This ancient ruin on an island in the middle of a wide lake of water, built during the Champions' War, is overrun with viscious nettles that cause paralysis, as well as dozens of Will'o'Wisps - psionic remnants of the folk who dwelled here. If cleared, the keep can be established as a dwelling-place, although it may draw attention. P: The Mud Bowl This strange, 20-foot wide bubbling caldera of mud is heated by geothermal activity, and large mounds of fungus and mushrooms grow here, which can be used to feed a large group if necessary. However, a Tendriculos, a dangerous fungus-beast, will attack any who lurk nearby. The Wastewitch would like some of these mushrooms, if they can be provided. Q: A Cry for Help A harem of the cruel beasts known as Sand Brides lurk in this area, using powers of illusion to lure travellers with cries for help and staged attacks before turning on them to crush them to death with their sandy limbs. Among their treasure is a breastplate made of blue drakehide, a very fetching and eye-catching piece. R: Hargulka's Stronghold (detailed in part 6) S: Master of the Forest A lone So-Ut rampages its way through the canyons here, picking apart pils of stones and hurling them against one another. It is a violent, unstoppable beast that is best avoided. T: The Wandering Giant A lone beast-headed giant named Munguk is looking for blueberries to ferment and eat, game to hunt, and a mate, preferably in that order. While he is dangerous, the giant with the head of a great black-eyed shark is confused and cranky, and if he is offered friendship (and preferably some alcohol), he may share some advice about the area before meandering off to the East on his own. U: Abandoned Ferry Station Half-collapsed, rotting wooden buildings stand on each bank of the silt flats here. The buildings have previously been used as hideouts for halfings, Gith, and bandits, changing hands many times. They can be cleaned and reinhabited, making a good place to settle. V: Braxat Lair (detailed in part 7) Also posted on Game Masters Stash on 16 October 2020. Magicarpals are dangerous and sorcerous creatures, with quite worrisome innate magical power. Each is unique and gifted with different powers, and prone to attacking foes without provocation. They are odd semi-humanoid figures that seem made of a pair of hands, joined at the wrist, with a spindly pair of legs.
Magicarpal Small Fey, Neutral Evil Armour Class 14 Hit Points: 3 (1d6-1) Speed: 20ft., fly 40ft. Str 11 (+0); Dex 18 (+4); Con 8 (-1); Int 10 (+0); Wis 13 (+1); Cha 16 (+3) Skills Perception +2, Spellcraft +2, Stealth +6 Senses Detect Magic Challenge 1 (200 xp) Detect Magic. Magicarpals can Detect Magic at will, and often seek out people with magical protections or items, to try to take those from them. Sorcerous Power. As a bonus action, the Magicarpal can cast a random cantrip from the list. 1- Acid splash. 2- Blade ward. 3- Fire bolt. 4- Friends. 5- Poison Spray. 6- Shocking Grasp. Actions Grasp. Melee weapon attack: +6 to hit, reach 5ft., one target. Hit: 1 (1d3) bludgeoning damage. Spell. The Magicarpal can cast one spell from the Sorcerer or Warlock (choose which spell list for each Magicarpal) spell list, rolling 1d3 to determine the level of the spell. Once they cast the spell, they cannot cast a different spell until they have completed a long rest, except using their Sorcerous Power ability. More powerful Magicarpals are rumoured to have access to even more powerful spells, some even protected by multiple spells at once. Also posted on Game Masters Stash on 15 October 2020. The shivered sword is a nightmare of steel, an artifact of pure chaotic energy able to pierce any spell. It was forged in the Dawn War to slay the great Titans, and it is said that it shattered against the Rod of Purest Order when they clashed together, breaking them both.
When viewed, the blade hangs together in the air as if it were not shattered, shifting ever so slightly in the wind and jangling like a windchime. It pulses with angry heat, and seems to 'steam' runes of chaotic power as it moves. Statistics: The Shivered Sword is a +3 longsword which inflicts +2d6 psychic damage against any target with a Lawful alignment. Its wielder can ignore any magical spells protecting the target when making melee weapon attacks using the sword. They can also use Dispel Evil and Good up to three times, which reset after a long rest. How you can use the Shivered Sword in your games: - Following its damage, one of the chief Inevitables of the planes of Order was trusted with the blade, for only it could possibly not be corrupted by the blade's power. However, this belief was incorrect, and the rampant Inevitable now wanders the planes in a wild fugue state. - If a PC is able to gain control of the sword, even temporarily, its essence will start corrupting them as well. No champion is proof against its power, not even a mighty hero, and they may soon have to find some way to look into its destruction or at least dissolution. - An artifact like this cannot be destroyed by simple mortal magic, and even the mighty Lawful gods might shy away from handling such a corrupting influence. The last time it was even damaged, it destroyed the artifact which is now the Rod of Seven Parts. Also posted on Game Masters Stash on 14 October 2020. The man who is now 'Falloweye', the King's Mage, once went by the simple name Jerdrem. Before he was taken to become apprentice to the previous King's Mage, he was a bookish young fellow, given to studying and avoiding difficult situations. But his skills came to light as his kingdom went through a vicious civil war, leaving him in charge of a small unit of soldiers smuggling the prince to safety as his family was brutally murdered. His skills were tested, honed, and tested again. He emerged from the civil war as a tough, hardened veteran capable of making pragmatic choices and sacrifing those who had served under him in order to protect his ward, a master of many magic and a fierce war-magician.
Falloweye, now in his late thirties and experienced far beyond his years, guides the prince who survived to become his King, only ten years younger than him and spared the hardest choices of his heritage. He sometimes steps over the line of guidance into making choices on behalf of his King, and this sometimes gets him into trouble. But his far-seeing wisdom and resilience have led to a mage more than capable of protecting the boy he saved, and the kingdom he preserved. Statistics: Falloweye's statistics are approximate to an Archmage as per the Monster Manual. He is Lawful Neutral in general aspect, given to making choices for the Good of his kingdom, but willing to make choices that others would consider evil to accomplish them. How you can use Falloweye, King's Mage, in your game: - Falloweye is fond of sending loyal and well-paid adventurers on missions to eliminate threats and gain intelligence. He lowballs on price, alowing himself to be 'persuaded' up to double his offering price so that they think they're winning. As an employer, he has high expectations, but gives people every chance to succeed. - Discovering who they are working for might prompt adventurers to ask for a higher price, but Falloweye may ask them to swear oaths of loyalty to the kingdom and to their service. If they do so, he might even offer the loan or gift of precious scrolls or useful magical items. - Those who work as secret or acknowledged agents of Falloweye might even be commanded to hunt him down when he is framed for betraying the king, and uncovering why the secrets he has concealed seem so sinister. Also posted on Game Masters Stash on 10 October 2020. Continuing the ongoing Sorcerer-Kingmaker series, adapting Pathfinder's Kingmaker adventure path to the Dark Sun campaign world. This will be the first part of Book 2, adapting the Rivers Run Red module. 'Sands Stained Red' seems much more appropriately thematic, so I'm going to lean into that.
Picking up from Book 1: Stolen Lands, the PCs will just have cleared out the Verdant Belt of bandits, and hopefully made some allies. However, they'll be running into trouble set up by the mad Pyreen, Nyrissa, including a band of marauding B'rohg and other issues. At this stage, it may be appropriate to 'jump forward' a few months, as dwellings start to spring up around Oleg's Trading Post or further into the Verdant Belt, if it's safe enough. This adventure takes place over the course of about a year, so there should be some down-time in between adventuring out into the wilderness. Event 1- The Slain Townsfolk: The first time the PCs return from going out into the wilds, they discover that several townfolk have been slain, one at a time. A wild Tembo has been preying on the area, and the PCs have a chance to hunt it down, at great risk. Event 2 - The Rabble Rouser: The second time the PCs return from the wilderness, the discover a new threat in town. The charismatic speaker is a spy and agent provocateur sent by the City-State of Urik to undermine their rule over the area. He avoids immediate conflict, preferring just to stir people up against the rule of Tyr. This can increase the Unrest score for the area. Event 3 - The Cult of Cold Malice: The third time the PCs return from the wilderness, the local weather has started to turn against them, with destructive Tyr-storms lashing the area, although small in intensity. With investigation, they can discover that this is due to the influence of a small (but growing) cult of the domain of Cold Malice, who worship the element of Rain. These individuals carry small fulgurite charms, made when lightning fom a Tyr-storm has struck sand and formed a small glass shard. The PCs may have to interrogate or interview a number of civilians to find them, which may cause more Unrest to accumulate. Minor events: Siltford Founding: A pair of Dune Traders, Loy Rezbin and his wife Latricia, want to set up a new township as well, bordering on the silt flats in around the area where the PCs fought the juvenile Silt Horrors earlier (area U). They will front a substantial amount of the cost involved, and are willing to send a tithe on to the PCs for their help, making them useful. They'll found Siltford, which will be a part of the fourth adventure. B'rohg Sightings: Rumours of B'rohg marauders through the area spread, causing a slow panic to build. The PCs may have to stir up some Loyalty to combat the Unrest that builds. To be continued next week! Also posted on Game Masters Stash on 9 October 2020. The Sisters of the Sacred Razors were once a pair of twins, born to a barbarian tribe in the high mountain ranges. Given care and love, they survived and came to power as skilled warriors of their tribe, until they were separated by treachery. Their fury knew no bounds following this, and thousands were carved by their blades until they united, dying of their wounds. The evil they sowed in life caused them to be claimed by the Archdevils who admired their skills and offered them a position as one of the Ten Thousand Kings of Hell, with a caveat- they could only sit one throne. The Devils fully expected them to betray one another, but the sisters chose instead to share one body. Surprised and enchanted by their audacity, the Archdevils agreed to their terms and granted them generalship of a Hellish army.
The Sisters of the Sacred Razors are silent, murderous, and loyal, making them an ideal general for the armies of the Hells. They rule a nightmarish realm of shattered mirrors, billowing fog, and craggy cliffs, its denizens peerless warriors and killers. Those who serve them must sliver off a portion of their own soul and offer it up, unless they are a twin already. In return, they are granted skills with a blade, often becoming Hexblades in the Sisters' service. Statistics: The Sisters are Lawful Evil, and about equivalent to a Pit Fiend in statistics. They lack wing and tail attacks, but can attack twice with each of their four arms if they choose, often shredding opponents to pieces in moments. How you can use the Sisters of the Sacred Razors in your game: - The Sisters of the Sacred Razors and their servants serve as assassins and warriors for the Hells, often hunting down other servants who have gone rogue, or those who have become a danger to their plots. One of their servants might expose a whole plot by killing the wrong person. - A player character might serve the Sisters as a patron. Some even see the Sisters as 'good' devils, ones who police the others and keep them in line. It makes the - Certain Celestials have been known to bargain with them to remove an opponent, seeing them as the lesser evil. The sisters have no grand plans, happily serving the aims of their masters and those who have bought their services. Also posted on Game Masters Stash on 8 October 2020. The great Golden Beast of the Lake is a mysterious creature, served by a mystery cult that visit it at the dark of the moon and bring it gifts of sacrifice. The Beast's name is Al'Gokath, an ancient Fey which has been imprisoned on the Material Plane, and which is more than happy to act as a patron for those willing to swear fealty and serve its desires.
Those who know the local legends know that a Fey Queen lives in the lake, and can be visited when the moon is dark to beg for a wish. They rarely expect a seventy foot tall crocodilian beast with the tusks and skull of a colossal boar for a face, wearing a cloak of hammered copper scales the height of a man, with the mellifluous voice of a trained singer. Al'Gokath can sometimes be heard singing through the fogs, and might very rarely intervene to save someone being threatened, if they seem interesting or useful. Their bargains are usually for nonsensical or bizarre things, often ones that seem ridiculous or impossible- things like a person's shadow, or the shadow of a flame, someone's name (for polite introduction, or so that none of their friends can recall them), or a pet (whether for a cuddle or forever); and you can never tell which it's going to be before paying the price. Sometimes the loss is permanent, sometimes only until the next new moon. If the supplicant wants to serve Al'Gokath as a warlock, the price is ongoing. Also posted on Game Masters Stash on 7 October 2020. The Sisterhood of Sunrise are a well-known monastic order, who take sacred vows and aid the poor. They are also well-armed and supplied to protect them against the monsters of the world that would harm them. This order accepts any supplicants who swear the vows, and although a religious order, many of their members are trained warriors, scouts, and even spellcasters.
Their first and most-repeated oath is "I shall do what must be done for the sun to rise", and this is often their battle-cry or preparation for action. How you can use the Sisterhood of Sunrise in your game: - All of some of your player characters might be members of the Order, or perhaps some of their ancillaries (members' brothers often operate alongside them, so long as they swear sacred oaths of service as well). You can use this as a framework for your campaign to unite and send an advnturing party out into the world on missions, or simply running a chapter-house and doing works of good in the area. - Your PCs might run across some of the Sisterhood on a mission, observing their professional readiness and willingness to protect others. If they are asked to assist in part of a mission while the Sisters fight a holding-action, they might be able to get away in a hurry. - A family might have a tradition of service, and a Player Character might be called upon to join the order. This might curtail some of their adventuring career, or just send it on a tangent. Also posted on Game Masters Stash on 3 October 2020. The final post covering Sorcerer-Kingmaker: Stolen Land covers the wanted posters which PCs can learn of, and hunt down for ceramic coin.
Wanted: Bandits Source: Wanted poster at Oleg's Trading Post, backed by the Council of the Free City of Tyr Task: The bandits in the Verdant Belt need to be shown that their actions will not be tolerated. Capture or defeat at least six of them to send a message. Completion: At least six bandits defeated completes this quest. Reward: One week after proof is provided, bandit activity is noticeably affected, and the Council sends a reward of 400 ceramic coins. Halflings in the Hills Source: Wanted poster at Oleg's Trading Post, backed by the Council of the Free City of Tyr Task: The Sootstripe halflings dwell in a cave somewhere in the Kamelands. Normally not a problem, they've been riled up by something lately. Find their tribe and ensure they aren't going to continue being a threat. Completion: Either slay the halflings or forge an alliance of peace with them. Reward: The Council of Tyr sends a reward of 800 ceramic coins once they have proof that the halfling tribe is 'under control' and won't raid caravans any longer. Wanted: Silt Horror Source: Wanted poster at Oleg's Trading Post, backed by Oleg himself Task: The way everyone talks about Silt Horrors, you might think they're everywhere through the Silt Flats. This isn't the case here; they seem to be pretty rare. A Silt Horror for display would be a great conversation piece at Oleg's. He promises a reward for anyone who can bring him one. Completion: Slay one of the juvenile Silt Horrors and deliver its head... if you can work out which bit that it. Reward: Oleg will pay 600 ceramic coins for a relatively undamaged Silt Horror corpse or head. Wanted: Old Tuskgutter Source: Wanted poster at Oleg's Trading Post, backed by Vekkel Benzen, a crippled Elf who makes his home at the Trading Post. Task: Every hunter in the Verdant Belt has a story about Tuskgutter, each more wild than the last. Whoever manages to kill the ill-tempered beast will get a nice reward from old, retired Vekkel Benzen, who lost his leg to the monster Bazraag a year ago and can't participate in the Run anymore. Completion: Deliver Tuskgutter's head to Oleg's. Reward: Vekkel has promised a sheaf of six +1 Giant-bane arrows (as the Giant slayer magic weapon) and his finely-made longbow, strung with giant-hair and made of a single carved rib-bone, to whoever can kill the giant Bazraag. He also plans to roast the oily flesh and eat it. Gathering Fangberries Source: Crazy old Bokken Task: Bokken's something of an eccentric, but he knows how to make delicious potion-fruits. His secret is growing them with fangberry juice, but he's running low. A large thicket of fangberries grows about 55 miles southwest of Oleg's Trading Post. Completion: Bring Bokken enough berries to water seven potion-fruits (about a basket-full). Reward: Bokken can brew a free Potion of Healing, and might be able to brew more complex potions, if he's brought other ingredients. Wanted: Moon Cactus Source: Svetlana, at Oleg's Trading Post Task: The food at the trading post is serviceable, but a little plain. Svetlana would like to expand the range, and wants enough of the rare Moon Cactus from about 16 miles south of the trading post to start a garden of them, letting her use their tasty flesh for a variety of recipes. Completion: Bring three sacks of the Moon Cactus to Svetlana, which will be enough to enough to plant the garden, if the Bazraags nearby haven't eaten them all. Reward: Svetlana can pay 10 ceramic pieces a week from the trading post's sales for the next six months. Svetlana's Ring Source: Oleg, at the Trading Post Task: Although Svetlana says it's not a great loss compared to what the Sun Lord's bandits could have taken, Oleg is furious that the bandits were rude and have disrespected him so much. She's forbidden him from risking his life and limb to recover it, but if anyone's willing to seek it out, Oleg will be very grateful. Completion: Track down the ring. The bandits were the last to have it, but they might have sold it or lost it already. Reward: Oleg has promised to open an account worth 1,000 ceramic pieces for someone who returns the ring to him. Wanted: Falgrim Sneeg Source: The dune trader Kesten Garess, at Oleg's Trading Post Task: A mercenary who worked for Kesten months ago was a Tyrian named Falgrim Sneeg, a grey-bearded wretch with a violent scar down the right side of his face. He slew two other guards and stole Kesten's money-chest, fleeing into the Verdant Belt after squandering his riches. Kesten wants him captured and returned to Tyr for justice. Completion: Capture Falgrim Sneeg, now one of the Sun Lord's bandits, and bring him back alive. Reward: Kesten arranges a delivery of four masterfully-made weapons of any kind (+1/2 of the wielder's proficiency bonus on attack rolls) as a reward from his trading-house for capturing the bandit alive. If he is brought in dead, Kesten regretfully arranges for one such weapon. Either way, these are delivered in around a week. Also posted on Game Masters Stash on 2 October 2020. Wraiths are malice incarnate, concentrated into an incorporeal form that seeks to quench all life. A ragewraith differs in that it seeks to momentarily soothe its own all-encompassing fury by forcing others into hateful and vile acts.
Statistics: A Ragewraith's statistics are identical to a normal wraith, however their Life Drain attack inflicts only 10 (2d6+3) necrotic damage, and does not inflict maximum hit point damage. They gain the Possession ability, as below: Possession. The Ragewraith targets one humanoid within 5 feet. The target musts succeed on a DC 14 Charisma saving throw agains this magic, or become possessed by the ragewraith. Once a target has become possessed, the ragewraith can use Dominate Person on the possessed target at will, forcing them into a violent rage and enacting awful acts on others. If forced to do something against their will, the target can attempt a further Charisma saving throw to instead take 10 necrotic damage and become stunned for 1 round. A possessed target who succeeds on three such saving throws in succession forces the ragewraith out, and cannot be targeted by Possession for 24 hours. How you can use a Ragewraith in your game: - A ragewraith can make for a challenging and different alternative for an evil spirit, putting your players at odds with one another. - A ragewraith might flit from target to target within a city, causing a string of similar murders that seemingly have been committed by the same person, leaving the stricken murderer to face the consequences. Player Characters who have some experience with the undead might be able to track down the wraith and prevent any further murders. - A possessed target who is killed following their own possession might even be angry enough to become a ragewraith themselves, starting the cycle over. Also posted on Game Masters Stash on 1 October 2020. |
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