Titansgrave Peak is a mighty mountain, visible from many miles around. Decorating the mountainside, however, is the corpse of a truly titanic body, the flesh long rotted away and only the mighty bones remaining. The corpse must be thousands of feet tall, perhaps even a mile. Plunged through its ribcage is a gigantic sword, clearly impaling the body. Flocks of birds can be seen roosting upon the ribcage of the corpse, which occasionally take flight. It is not until approaching them that the true size of the birds can be seen- each is a gigantic vulture, their wingspan over fifty feet.
Tales tell many stories of Titansgrave Peak- some of the mightly struggle that took place in the Dawntime, where this courageous titan battled against the cruel gods for his freedom, while some tell a darker tale, that this colossus was struck down for his egregious crimes against nature and the gods themselves, to thrash against the mountainside for aeons until life left him. One lesser-known song, attributed to Rania the Worldwalker, has a verse describing what is believed to be the Titansgrave. "I walked through ribs like mighty towers, and though I dwelt for many hours, I could not divine its nature; it's said that there once were giant powers." The song then describes the lovely purple orchids growing from the shards of rib that the sword touches, and the horrid stench which suffuses the area for miles around. How you can use Titansgrave Peak in your game: - A spell might require feathers from a large carrion bird, and it's said there are none larger than the vultures which pick clean the scraps of flesh on the Titansgrave. Journeying to the site and evading the gigantic birds will be a dangerous quest, with highly-paid rewards. - Shards of the Titan's bone can allegedly be used to massively empower necromancy spells- no-one knows exactly why, but the effects are undeniable. A Necromancer with access to a collection of these shards, or a large enough piece to shape a staff or wand from, would become near-unstoppable. - A truly villain-level Necromancer decides to attempt the impossible- to raise the Titan's corpse itself as an undead creature. Such a monster could not be opposed by any force known- even the mightiest dragons would only be a portion of its size, and the effect on any necromantic army it accompanied would be apocalyptic. Such a plot must be stopped! Also posted on Game Masters Stash on 30 November 2019. Firemarked are vicious undead, with all the humanity burned from them by hostile magic. They hunger only to pass on the fire that burns within them, and are hunted by the faithful of Nïa, who despise such monsters.
Appearance: Firemarked are lean and toothsome humanoids, with geometric patterns burned through their skin, seemingly at random across their body. From beneath can be seen the glow of naked fire, pulsing and throbbing within. They race with incredible speed and sink their claws into any foes they encounter. How you can use Firemarked in your game: - An enemy slain by some fire-based spell might rise as a Firemarked, granting them another chance at vengeance upon your Player Characters. - Some enemy wishing large-scale destruction on a town might cause the creation of several Firemarked at once, and setting them loose. Destroying each of the vengeful creatures and minimizing civilian casualties will be a challenge, and battling the collateral damage of a wildfire spreading within a town will make it much harder. - It is said that when the Rain of Colourless Fire destroyed the Suel Empire, countless thousands died, and the empire itself was reduced to what is now the Sea of Dust. Those who would explore it face many challenges, but thousands of Firemarked may not be quite what they expect. Also posted on Game Masters Stash on 29 November 2019. Previous 3.5e Statistics: Firemarked are equivalent to 5-Hit Die ghouls, able to run at 40 feet per round and with immunity to fire damage. Although they do not cause paralysis, their attacks inflict an extra 7 (2d6) fire damage per hit, and targets hit by their two claws and bite attacks need to make a Dexterity save or catch fire. They are irredeemably Chaotic Evil, given to spreading wanton destruction wherever they go. This spell allows the caster to prepare a trap for an attacker who approaches them.
Ensnaring Sentinel Spell level: Sorcerer/Wizard 3 Casting Time: 1 action Components: V, S, M (a flask of water) Duration: Concentration, up to 1 minute The caster is wrapped in a gentle swirling sheath of water, wrapped around their wrists. For the duration, the caster and the area immediately surrounding them in a 5-foot radius is considered difficult terrain. Any attacker who enters the area, or starts its turn within the area must make a Dexterity save to avoid becoming Restrained. A creature that starts its turn in the area and is already restrained takes 3d6 bludgeoning damage as the tendrils crush them. A creature restrained by the tendrils must make a Dexterity or Strength check (its choice) against your spell save DC. On a success, it frees itself. Also posted on Game Masters Stash on 28 November 2019. Alfonso de la Cavalliero is a master duelist and man-about-town. He gambles big, often loses big, and owes a lot of money, which lads him into some pretty dicey situations. This has led to him hiring himself out as a bodyguard and duelist, often working for shady people willing to buy off his debts.
Although he's extremely dodgy, a bit drunk, and quite mercenary at heart, he's not a bad guy. He doesn't want to kill anyone, but he has the skill to defend himself, and anyone starting a fight with him would be a fool to do so. Alfonso is a swaggerer, confident in his own ability and sometimes even overestimating his own ability. He will often offer his foes a duel, and is quite interested if a foe bears a magical weapon or some other trinket. He often offers to examine a foe's weapon, and offers one or more of his own in return, allowing them to inspect (and often boasting of) its qualities. He does, however, avoid slaying an opponent if he doesn't have to. He'd rather scar them and have them leave, tail between their legs, able to Statistics: Alfonso de la Cavalliero is a 13th-level fighter and a master swordsman. His like is unparalleled, and he is arrogantly aware of it. This can lead him into mistakes and errors of judgement, especially if an adventurer has met him before and is willing to exploit this. How you can use Alfonso de la Cavalliero in your game: - As a master duelist, one of your Player Characters might know of Alfonso from their previous life experience- he may have fought one of their aunts or brothers, or may even have slain their mother in a duel. To them, this might be a traumatic, life-directing event. To him, this might have just been another Tuesday. - Yet another gambling debt might leave a sozzled Alfonso working as a henchman for your villain. Princess Bride-style, he might offer your heroes a chance to try to best him in battle, one on one or maybe even all at once, depending on how confident he's feeling, and how far through his jug of wine he is. If they're charitable, your PCs might even leave him unconscious. - If he's crossed paths with them before, Alfonso may even come to them at some stage, seeking them out in a tavern or even being stumbled across himself in the course of another mission. He's become desolate at the loss of his one true love. He wistfully describes her gentle curves, her fiery temper, her sweet foibles... and may go on for quite some time before someone works out that he's talking about his favourite sword, Alessandra. Someone who can help him recover it would win a very useful friend and powerful ally. Also posted on Game Masters Stash on 27 November 2019. The Demolisher is a mysterious mercenary, clad in a pair of gigantic iron gauntlets and with a metal helmet enclosing his head. He speaks only rarely, preferring to demonstrate by action. No-one has seen him eat or drink, leading him to be a curious figure.
Statistics: The Demolisher is a 9th-level Barbarian wearing a pair of Gauntlets of Giant Strength, making him a formidable foe. He fights with the gauntlets exclusively, seizing improvised weapons or errant victims to hurl at distant foes occasionally. He is a fearsome warrior, rampaging across a battlefield and unable to be stopped. How you can use the Demolisher in your game: - The Demolisher makes an ideal henchman for a villain, enforcing their will across the world. He would be a feared force to spy across a battlefield, causing Player Characters to change their tactics and seek backup when able to. - Research on The Demolisher may lead to discovering the amulets studded into his body enhancing his strength and durability. This may lead your PCs to finding a way to weaken him, allowing them the upper hand in battle. - In desperate times, the PCs might even discover the Demolisher's true weakness, and the reason he serves a villain- he has a family. The Demolisher's husband and daughter are held hostage by the villain's servants. If the PCs can free them and keep them safe, the Demolisher can become his true nature, a surprisingly tender man who was cursed to wear an iron mask and serve an evil master. He will be eternally grateful to lay down his gauntlets and helm, if someone can free him from them. Also posted on Game Masters Stash on 23 November 2019. A Squonk is a pitiful and pathetic creature, horrific to look upon and quite aware of its own horrid appearance. It roams the world in solitude, weeping at its own loneliness and shame. No-one knows exactly where a Squonk comes from, but they are a much-fabled creature. They are perhaps two feet tall, with vast and bulging eyes.
Statistics: Squonks are 2-Hit Die monstrosities, that cause people who look upon it to make a Charisma save or become Frightened. If cornered and wounded, a Squonk can dissolve into a puddle of its own tears as an action. How you can use a Squonk in your game: - Legend tells that someone who can catch a Squonk and convince it that it is loved can coax a Wish from the creature. - The tears of a Squonk are reputed to be able to heal critical wounds and restore life to those who have been poisoned. If an important NPC has been wounded in such a way, your Player Characters might be hired to attempt to capture one alive. - Perhaps a PC might remember a Squonk they befriended in childhood, and be called to defend it from hunters trying to beat a Wish out of it. Also posted on Game Masters Stash on 22 November 2019. Healing and Dying are tricky concepts in a role-playing game which often centres around slaughtering large quantities of foes. On one hand, you want it to mean something, so if a character dies, it's not just "five minutes in time out until you get a Resurrection card", but on the other hand, you want to be a fan of your characters, and not derail your entire game because someone gets accidentally killed off by a lucky roll or random encounter.
I've touched on a similar theme before with scars and wounds but this is a slightly different approach. You can offer Player Characters of some specific status (some demigod blood, chosen by fate, load-bearing to the plot, whatever) a chance to 'make a deal with death' to get out of it, stay alive, and maybe take some sort of mortal wound instead, but you then have to wonder which enemies should possess that status as well, and how this would affect them if they come back. You can start to think about what constant exposure to this would do to someone's psyche- "that mercenary with the thousand-yard stare, apparently he died six times already. It's like looking into coals when you look into his eyes..." or even causing some kind of death-resistant mania, like daredevils who don't believe they'll ever truly die. I've included a 'cheated death' condition below for consideration. Another thing to think about is that people get attached to what their characters can DO. If they know that mechanically, their character can heal someone 4d8 hit points, and you don't let them heal someone who's been fatally stabbed with a dagger, people often get frustrated. So how can you communicate that someone can't be healed, without just slapping a "cut scene" label over the top and telling your players that what they do can't affect the outcome? An option is to introduce a rule for critical wounds- wounds which can't be healed as easily, and will definitely lead to death if not healed quickly. Failing that, investigate what to do when it all goes off the rails... Cheated Death (condition) You gain this condition when you've been restored to life by magical means. You may gain this condition more than once, but it stacks each time. When you return from death, you lose some of yourself forever, it being lost in the trauma of remembering your own dying agonies and the secrets which no mortal was meant to know. Effects: Your Charisma score is lowered forever by 1d3 points. You gain a +2 bonus on any saving throws against fear based effects. In addition, you have resistance to healing magic, whether you like it or not. Something about it just doesn't work on you any more. Also posted on Game Masters Stash on 21 November 2019. A Fractyl is a rare creation of pure Order, so pure that its very presence on the Material Plane causes its logic to decay irreparably. Although they are powerful, even a brief trip to the Material Plane causes permanent 'materialization', let alone exposure to creatures of the Chaotic planes. They are thus used only sparingly and for highly important missions. Modrons particularly find Fractyls to be 'sacred' creatures, possessing purity unlike any other beings. They venerate them in such a manner even when corrupted, making them
In appearance, Fractyls are large, vaguely humanoid shapes of geometric design, their 'skin' constantly shifting inwards as if being folded back upon themselves. They are ideally pure white in colour, and become stained through exposure to other materials or objects. Their fists are their primary weapons. Statistics: A Fractyl is a 12 Hit Die Construct, with the Axiomatic Mind and Disintegration qualities which Modrons possess. They strike blows with their mighty fists, inflicting 4d8 +8 (26) damage per hit. They have Intelligence 3 and Charisma to begin with, and can use Dispel Evil and Good once per round as an action. Although they understand speech, they almost never use it unless they have become degraded. Degradation: A Fractyl which rolls either a 1 or a 20 for any d20 roll experiences signal degradation, as their results are unintendedly effective or ineffective, adding chaotic calculation to the perfect order of the Fractyl's mind. They become Stunned for 1 round, and gain 1 (d10) Hit Die permanently, as well as +1d2 to their Intelligence and Charisma scores. A Fractyl which reaches 16 Hit Dice becomes Neutral, and a Fractyl reaching 20 or more Hit Dice becomes Chaotic. How you can use a Fractyl in your game: - A Fractyl might be summoned by a cleric of Order to smite foes. However, their care for the being under their control may not be high. - Someone summoning or observing a bound Fractyl over time might notice small 'tics' making it slightly smarter and able to adapt, unlike it has been programmed to be. This may cause an observer to wonder if it has become more than it was meant to be. - A rogue Fractyl might go all the way "off the deep end", interacting with humanoids and taking on trappings of mortality. Such a being might even desire worship or service from those around it. Also posted on Game Masters Stash on 20 November 2019. It’s important to think about how different challenges can affect your encounters, and which ones can be a challenge all on their own.
Height is an important consideration. Without a Player Character with some kind of flying ability (spells, wings, or something) or lots of climbing gear, then height can be an insurmountable challenge (pun intended). Something being underwater (more than a round swimming or so) can dead-end an entire adventure if characters don’t have the capacity or confidence to try it. You can even use threats like this- if your low-level party spots a great big dragon stomping around, the challenge might be in luring it away, rather than just fighting through it. How you can use Location Challenges in your game: - Think like a video game designer, and incorporate the things that need to be done, into the environment. If an area of the dungeon is flooded, perhaps a mechanism can be reached to drain it- or maybe just enough to make swimming it possible, instead of impassible. - Give your PCs some latitude at problem-solving. If they come up with some ingenious way to do it, which amuses them more than just saying “I use a 4th level spell slot”, go for it. - As with everything else in a collaborative story-telling game, don’t overuse it. Nothing is more frustrating than constantly being told “no, you can’t even try to do that”, and it disengages your players. Try to remember to vary what you’re doing and keep things interesting! Originally posted on Game Masters Stash on 16 November 2019. To a point, everyone has to rely on allies- having friends and other people you can trust to do what's needed when you can't do everything yourself. But just how far can you really trust them?
It's a fact of life that everyone is going to have their own motivations and agenda. For the most part, NPCs' agendas won't be important- whether a city guard wants to retire next week or get home to marry their sweetheart will usually just be background information. But in some cases, they may take advantage of what happens in order to advance their own goals. Some examples of how you can use Allies' goals in your game: - While hunting down a cult, a Noble family lends a cohort of guards to help round up the cultists, confronting them all at once rather than letting them escape to hunt down the Player Characters. But when they go off-script and slaughter the scions of another noble family, disguising the battle as part of the fight against the cult, this might cause unintended results for your PCs. - A loyal armsman's motivation for being loyal may not be as straightforward as possible- he's saved a PC's life many times, cared for them when they were sick and polished their armour- but if the truth about their criminal past comes to light, their cushy and protected position might be in danger. - A reclusive wizard lives alone in her tower in the woods, refusing to intervene in local matters. At first, this seems to be an infuriating statement of neutrality even when innocents are threatened- but a prophecy stating that her power will burn the town to ash if it is unleashed, puts a different spin on this choice. Also posted on Game Masters Stash on 15 November 2019. The Vault of the Sighing Skull is a rarity- something of a tourist destination for adventurers. Those who visit it speak of the bizarre architecture, the immense gateway at its heart, and the spectral skull which appears, and randomly gifts travellers with treasure, or destructive magic.
The Vault itself is located far out from the nearest town, deep into the dangerous hills. Due to its remote location, it often draws a population of beasts and bandits or humanoids, and adventurers rarely face an 'easy run' of an empty dungeon. The dungeon often has some form of trap within one of the rooms, but adventurers interviewed report it being in various different locations and types- some report a trap with gnashing blades from the walls, through which a cautious explorer can time a jump, other a crystal that fires lightning bolts down a long corridor. Yet others have complained of flagstones that fall away beneath the foot, baring spikes under them. All the explorers who have reached the cyclopean vault at the dungeon's centre report the same- a shimmering field of amethyst magical energy forming a gigantic skull which looks upon those who approach it, and seemingly at random, awards either violent magic or some kind of magical treasure. How you can use the Vault of the Sighing Skull in your game: - An aged explorer sells a map purporting to teach the secret of the Vault. He'll part with it for no less than two hundred gold pieces, and it'll warn of traps with about 50% accuracy. He also reports knowing the secret to making the skull grant an award- you have to avoid damaging the slugs on the ground in the second hall. Whether his 'secret' is correct, or some crazy nonsense, is up to the Game Master. - A bandit has kidnapped a merchant, and has fled to within the Vault to hold his prisoner. The merchant's family hires the Player Characters to deliver the ransom- with the caveat that if they return with the merchant, the ransom of five hundred gold pieces is theirs. Can they deal with the traps, bandits, and the Skull, as well as saving the hapless merchant's life? Also posted on Game Masters Stash on 14 November 2019. Geglakoth, lord of the Ruincage, is a vast, ancient, and mighty demon. He thrills in the stink of fearsweat, in the terror of moments cognizant of one's inevitable death, in the rip and tear of bodily structure. He is an engine of destruction, a mighty general of the Blood War, and an implacable foe to those who stand in his way. His appreciation of poetry often goes unremarked-upon, but might spare a desperate person trying a dangerous gambit.
Appearance: The Lord of the Ruincage is easily fifty feet tall, with four enormous talons and a pair of long, grasping hands below enormous chitinous shoulders studded with large eyes, three per side. His lower half seems to be a mass of writhing, rubbery tentacles supporting his vast bulk, as well as one vast eyeball making up his abdomen area. His head is a bony skull-like protrusion with vicious fangs and horns, and eyeless pits. Statistics: Geglakoth has the statistics of a Balor, with an additional 100 hit points. He lacks the magical weapons of a Balor, but can make a four attacks with his four scything claws for 6d8+8 damage each (average 35). Domain: Geglakoth's domain in the Abyss is known as the Ruincage- a vast, semi-organic arena where horrific battles constantly rage between enslaved mortal warriors, demons, and even stranger monsters. The whole domain stinks of old blood and sweat, and any blood shed dries almost instantly on contact with the ground. Geglakoth can cause organic blades to spike upwards from the ground anywhere within his domain as a bonus action once per round, attacking for the same damage as one of his scything talons. How you can use Geglakoth in your game: - As a patron for a Warlock, Geglakoth craves violence and shed blood. Those who serve him appear tired, and their eyes sink down into their darkened sockets. They also bear an eyeball within their navel, if they have one. - The cults who serve Geglakoth often participate in and run fighting arenas, slowly becoming more depraved and blood-soaked. They may infiltrate 'civilized' society and attempt to bring it to ruin, for their master's enjoyment. - Summoning up Geglakoth or any of his servants requires a sacrifice of warriors' blood, spilled unwillingly. Although he and his lieutenants, a score of violent Glabrezu demons, are powerful warriors, their cost will be commensurate. If a summoner is lucky, they may settle for an enemy's blood. If not, they may be hungrier yet. Also posted on Game Masters Stash on 13 November 2019. Shrines are small places of worship, short of a full temple and often unattended and placed in out-of-the-way places. Journeying to them often involves following a long and winding path, allowing the pilgrim to reflect upon their own spiritual journey and how it relates to their patron. Distant shrines are often enchanted to grant blessings to those who make proper offering to them.
Statistics: Those who journey to a shrine and make an offering of goods, coin, or prayer can gain the benefits of an appropriate 1st-level Cleric spell (depending on what they pray for, defaulting to Bless otherwise), as if cast with a 5th-level slot, once per day. How you can use Shrines in your game: - Player Characters might be hired to escort a noble or merchant to a nearby shrine, protecting them from hazards in the wilderness. If they are devout, they may even choose to make an offering while they're there. - PCs might go themselves in search of a shrine, perhaps to a less-popular deity which they worship. A cleric might even task them with reclaiming a shrine which has been overtaken by hostile forces, or some kind of fiend. - Some shrines exist to some evil deities as well, although they are generally attacked by agents of 'good' deities. Your PCs might be sent on such a task. Also posted on Game Masters Stash on 9 November 2019. This imposing weapon is made of elegantly-shaped and machined steel, whirring from within. When held by an artificer, it activates and becomes a dangerous engine of destruction and creation, able to deliver mighty blows as well as reveal secrets of new infusions.
These weapons are crafted only by master artificers, and each is a work of mechanical art. Their manufacture is a secret of artisanry and infusion with powerful magics. Statistics: A Staff of Domination is a quarterstaff which grants a +2 magical bonus to attack and damage rolls when used in combat, and also acts as a set of masterwork artisan's tools when used for repairing mechanical devices or for an artificer's spellcasting. When holding it, an artificer gains a +1 magical bonus to Armour Class and saving throws. The staff has 10 charges, and regains 1d6+4 charges at the start of each day. If the last charge is used, roll a d20. On a 1, the staff shudders to a halt and then fractures apart into a pile of springs, gears, and metal shards. While holding the staff, you can expend 1 or more of its charges to immediately gain access to a new infusion, up to 1 level per charge expended. This lasts until the next time you take a long rest. Also posted on Game Masters Stash on 8 November 2019. Glorimraegrett, the Glorious Sun Wheel, is the goddess who governs the sun's movement through the skies and brings order to the cosmos. She is serene, magnificent, and compassionate in all things, appearing as a rosy dark-skinned dwarf woman in elegant robes, with eyes shining with brilliance. She is subordinate to Padraig, Lord of Light and the Flame of Justice.
The servants of Glorimraegrett are given to charity and establishing systems that bring safety and order to all those around. They set themselves at the heart of all matters, sometimes even involving themselves in matters they would be best served by not being involved in. They are, however, caring for those who they are involved with. Statistics: The devotees of Glorimraegrett tend to Lawfulness and Goodness, alternating between emphasis on the order of reality, and the safety of those who live in it. They often have domains of Life, Sun, or Goodness. How you can use Glorimraegrett in your game: - As a Lawful and Good church, Glorimraegrett's temples are in many places through civilized society. Although they are still rare for now, the faith is growing and popular. She makes an ideal patron for a player character to serve. - In her hands, Glorimraegrett holds the globe of the sun, with which she controls the Heavenly Orb's holy movements. But when the sun fails to rise one day, it looks like the globe may have been stolen by a thief. Those who serve the Glorious Sun Wheel will want this recovered at any cost, while those enemies who benefit from darkness, such as Drow or Mind Flayers, may take advantage of the opportunity. - Followers of Glorimraegrett are spreading across the world, attempting to establish themselves in more communities. They may need guidance, or assistance in dealing with threats. Their worshippers are likely to pool their wealth to hire adventurers. Also posted on Game Masters Stash on 7 November 2019. The Dark Warden is one of the Ten Thousand Kings of Hell, a former mortal who has ascended to rulership of a little part of the Hells. In life, he was a kingmaker, someone who manipulated the deaths of no less than four reigning monarchs and dozens of heirs, as well as masterminding countless law changes and executions. In the Hells, he is forced to watch as his plans spiral hopelessly out of control, held near-powerless by alien tentacles which burrow beneath his skin and writhe within his brain.
Those who serve the Dark Warden seek to control and manipulate others, their honeyed words and silver tongues able to keep them out of most trouble. They bear his mark- a small slug-size creature beneath their skin which can be seen to move from place to place occasionally. In person, the Warden is aloof and ruthless, given to shuddering unexpectedly when the tentacles surrounding him squirm under his skin. He wishes desperately to be able to escape his own shadowed realm, away from the tentacles constantly devouring his flesh. Statistics: The Dark Warden's statistics are approximate to a 16-Hit Die Chain Devil (Osyluth) where chain attacks are replaced by tentacles. He uses a +4 silver sickle in combat when forced to participate himself. He is surrounded constantly by a Black Tentacles spell. How you can use the Dark Warden in your game: - A Warlock Player Character might have made a pact with the Dark Warden, granting them supernatural powers of persuasion, luck and foresight. However, they may not have bargained for the body horror they will likely experience. - A servant of the Dark Warden may be up to their master's old tricks, and heroic adventurers might luck onto their plan, and decide to intervene. - Rival servants of the Dark Warden might even be in competition with one another, sending adventurers after their own foe and confusing any efforts at kingdom-saving. Also posted on Game Masters Stash on 6 November 2019. Maellyn is a mostly-amoral warrior hailing from the Barrier Peaks. She grew among the hardy tribes there, and, driven into a fury, killed three men when they attacked her as a teenager.
Afterwards, she took up their weapons and what armour they had between them, and trekked down the peaks, looking for a new life. She became a mercenary, and has been working various contracts for nearly ten years. She is an unpredictable but mighty warrior, and valued by most employers- at least until she gets her hands on a bottle. When she starts drinking, people usually get hurt. Statistics: Maellyn is a Neutral 6th-level Barbarian, and enjoys simple things in life- being paid, getting a drink, and getting into a fight. She often takes things a little too far- bringing a knife into a fistfight, or a sword into a knife-fight. She’s loyal-ish, but won’t throw away her life for a cause she doesn’t support. She’d rather just cut her losses and find a new job somewhere. How you can use Maellyn in your game: - Your Player Characters might come up against Maellyn in a scrap. Although she’s dangerous, she would rather surrender than get killed, especially if her employer is already down. - Having run up against Maellyn before, she may be looking for a new job, and willing to accompany adventurers on a specific job if they need a little extra muscle. She can be a danger to them though, drawing extra trouble due to her propensity for fights. - Valued employers may even become friends, and Maellyn is actually fiercely loyal to the people she loves. She might come as a surprise reinforcement for someone who she’s worked for in the past, or might come to them looking for aid if she’s desperate. Originally posted on Game Masters Stash on 2 November 2019. A Fandanger (pronounced fan-dang-er) is a curious positive-energy based undead, revered but respectfully exiled from Nïa's domain in the Halls of the Dead. They manifest spontaneously and seemingly at random when mortals die, and without any known method of controlling their occurence.
Fandangers are undead, and cannot disguise this appearance except by covering it with clothing or armour. They are surprisingly hardy, and have the supernatural ability to take pain from mortals when they touch them, smoothing their passage to death. They are usually Good-aligned, and despite their lack of vocal chords, are quite well-spoken. Statistics: Fandangers gain a +2 bonus to Constitution, and a +1 bonus to Charisma. They have immunity to poison damage, and to exhaustion and poisoned conditions. However, they have vulnerability to necrotic damage. Fandangers are infused with positive energy, and can often grow flowers or shoots from seeds held in their hands, as the effect of the Druidcraft ability, at will. As an action, they have the ability to Cure wounds at 1st level, requiring a short rest before this ability may be used again. Once per day, as an action, a Fandanger may use Song for the Dead to help a soul pass on, without requiring the material component. How you can use Fandangers in your game: - Fandangers are said to be the reapers who assist mortals of specific destiny to move on peacefully. One may be visiting a dying hero when it is revealed as an undead creature, causing adventurers to have to intervene. - A Player Character might be a Fandanger, wandering the mortal realm to restore balance with harmful undead. - If your players are already familiar with 1998 LucasArts video games, they'll likely jump at the opportunity without much more than this. If not, they should definitely try to track down Grim Fandango. Also posted on Game Masters Stash on 1 November 2019. |
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