This spell, often used a persuasive or threatening tool, becomes more dangerous over time until triggered by the caster.
Blades of Damocles 2nd-level conjuration (Sorcerer, Wizard) Casting Time: 1 action Range: 50 feet Components: V, S, M (a gold medallion in the shape of a sword, worth 50gp) Duration: Concentration, up to 1 minute You conjure your choice of weapon, formed of magical force, which hangs in the air about 10 feet over the head of a target within range. Each round at the start of your turn, another weapon of your choice appears over the head of the same target. When the spell ends, either because your concentration is broken or because you decide to end it, all of the weapons immediately descend to strike the target, causing force damage. The target must make a Dexterity saving throw. On a successful saving throw, they take half damage. The spell's base damage is 3d10. If at the start of your turn, you haven't ended the spell, the damage increases by 1d10. You may choose to dismiss the spell without inflicting damage on the target, if you wish to. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, you can select one additional target to be affected at the time of casting for each slot level above 2nd. When you decide to end the spell, all targets are affected at once. Also posted on Game Masters Stash on 28 November 2020. The final major part of book 3 of my conversion of Pathfinder's Kingmaker adventure path conversion to Dark Sun, this deals with the psionic lich beast-headed giant, Vordakai. Not truly the first of his name, this psionic warlord of days past assumed the identity of his master, and was imprisoned by the wemics of the Iobarian lands before their annihilation at the hands of Tectuktitlay. Imprisoned in his tomb, the psionic warlord placed himself in a torpor, to rest until he could be freed. The last surviving wemics of Athas, the Nomen tribe, have guarded his tomb for three and a half thousand years. However, they missed an explorer who slipped through their territory not too long ago- one who chanced upon Vordakai's tomb and tripped an alarm before escaping with one piece of treasure- a jade giant-size ring, mistaken for a bracelet by the humans. This alarm was enough to awaken the now-atrophied Vordakai, his powers much lessened due to his long, long absence. Nevertheless, his power and his collection of artefacts and servant have been enough to utterly empty the town of Dusthold in one horrid evening, and may cast a longer shadow across the Stolen Lands yet...
Vordakai stays in his tomb absorbing the knowledge of the inhabitants of Dusthold, unless he psionically observes an opportunity to expand his territory and crush his enemies. He will use one of his artefacts, an ancient obsidian orb known as the Lens of Abaddon, to summon up a Caller in the Darkness and send it after his foes. These incorporeal psionic monsters steal the essence of their victims and devour them, and the PCs are likely to be the victims of one such attack soon after they learn any hint of his existence. Locations of the Tomb: Locating Vordakai's tomb within a hundred-foot-tall bluff on an island in the silt is not an easy task, but following Xamanthe's trail through Olah-Kakanket may be the easiest way. W3 - Wyvern Bluff: Atop the bluff lair a pair of Desert Wyverns, sandy-coloured and aggressive. W6 - Cairn Entrance: The cairn's entrance has had some collapse in the stonework over the past few milennia, but contains some shattered amphorae spilling golden coins and another giant-sized jade ring, matching the one that Uriusyne Ganus stole away with. W7 - Sepulcher: A pair of Vordakai's servants, giants imprisoned within their own decaying bodies for millennia, guard the region. Their minds have rotted away to near-dust, but some elements of his commands remain. These giants overcame Xamanthe, and bore her away upstairs to area W15. W8 - Pool: The giants' source of water has stayed here for many long years, kept safe from the devastation outside. Within can be found several swarms of Quippers, which will feast on anyone dipping more than a hand or bucket into the silty water. W10 - River trap: This trap originally vented the river above into the chamber. However, the river was long ago replaced with silt, and the trap mechanisms jam open, dropping portcullises at either end and flooding the room with dry, dense sand. This will leave the chamber filling with silt, choking and crushing anyone trapped within, including the two thinking zombie giants. A variety of infant silt horrors, the size of a human's hand, flop about and attack anyone slow enough not to escape. W12 - Psionic focus chamber: This room is made of elegantly-hewn and polished slabs of marble, and decorated with several crystal orbs resting on tripods of polished brass. The orbs can be used to aid concentration, giving advantage on any psychic checks but increasing the time taken to one minute. The doors are inlaid with psionic circuitry, requiring that a user attune themselves to the door using a Charisma saving throw, or be telepathically confronted with a premonition of their own death, taking 10d10 psychic damage. This trap is powerful but can be avoided by using one of the crystal orbs to assist. W14 - Guard chamber: Vordakai entrusted his prisoners to the guardianship of a great crystalline golem built in an age past. It stands down on hearing his name, but will not allow anyone to pass with a prisoner from area W15, no matter how many times they mention his name. Its structure absorbs any psionic power directed its way harmlessly, but it is affected by magical effects. W15 - Prison: Xamanthe has been imprisoned and held paralyzed here since her capture. If freed from her paralysis, she can tell that she has only flashes of memories—periodic visits by other undead giants who brought her foul-tasting food, pain filled dreams and nightmares, and a growing sense of despair. She does say that she has a particularly disturbing memory of a nearly skeletal cyclops with a glowing gem wedged in his otherwise-empty eye socket, who whispered the following to her at some point during her ordeal after she’d been imprisoned here: “You should be honored to be a guest of Vordakai, beastwoman. I shall return once your fear and dread drive all semblance of will and self from your mind, at which point you will thank me for these gifts of pain.” If invited, the headstrong Xamanthe readily joins the PCs in exploring the tomb, but she knows she may well be out of her depth here. Although she has no reward to give them, she describes the spear she brought with her, tipped in a leaf-shaped cold iron blade, and says that they are welcome to it if they can find it in the tomb (currently amid the other treasures at area W27). W16 - Central crypt: Vordakai's minions arose from their repose when Uriusyne Ganus disturbed the tomb. Two Callers in the Darkness have been bound to guard this area, and float in the darkness of the vaulted ceiling. W19 - Lens focus: This chamber is empty. Its walls bear eye-shaped patterns and carvings, all of which seem to be looking at a point on the eastern wall where a single carving of a giant, stylized eye looms. The eye's pupil is an intricately ingraved relief roughly the size of a human palm. The eye carving is actually part of an intricate psionic enchantment binding Vordakai's intellect, and linked to the Lens of Abaddon which he carries. If it is destroyed, Vordakai receives a searing jolt of pain and inflicts a 20% failure chance on an psionic powers he manifests, as well as disabling the powers of the Lens. If this happens, he will immediately mobilize and seek out the PCs, calling up another Seeker in the Darkness if he has time. W20 - Hell pool: This wide chamber is filled with boiling-hot volcanic tar and noxious sulfurous gases, and guarded by Ervil Pendrod- once a member of the Veiled Alliance who had come to Dusthold to study the bracelet recovered by Uriusyne Ganus. He was interrogated by Vordakai and brutally murdered, finding himself transformed unwillingly into a tortured undead monster who needs to feed on humanoid brains to sustain himself. He will attack any living creature travelling through the room, muttering mixed apologies and growls of hunger for brains. W22 - Secondary crypts: This crypt, strewn with rubble and grave-filth, stretches into darkness. Sprawled on the floor is the corpse of a man wearing a Balican toga over leather armour. This was Uriusyne Ganus, who recovered from Vordakai's beckoning just as the feast began, and ran for his life. He fought valiantly for his life with the stone dagger in his hands, but was overcome and his brains devoured by the giants at Vordakai's service. His horror and the madness of the situation caused Ganus's spirit to flee and become a Spectre. W23 - Feasthall: Four of Vordakai's giant thinking zombies stand guard over the corpses of their victims here. More than thirty of Dusthold's inhabitants were horrifically slain here, and their brains devoured by Vordakai and his servants. The victims include Maegar Varn and some other faces, but not everyone known to be missing from Dusthold- many have been imprisoned in Vordakai's Vitality Orbs. W26 - Pool guardian: In ages long past, Vordakai's will dominated a powerful water elemental and imprisoned it here as his final guardian. It has no moral alignment, but after such a long time of imprisonment, it finds a great deal of enjoyment in crushing and drowning mortals. W27 - Throne of Bones: Vordakai's throne room is dominated by a giant-sized throne of thousands of ancient bones, strengthened to take his weight. He spends much of his time here gazing outward and using the Lens of Abaddon to scry the surrounding territories. His arrogrance, even with his reuced power, might surprise the PCs and allow them a chance to overwhelm him if they are quick. However, his psionic powers are by no means weak, and facing him may be their hardest challenge so far. W28 - Dungeon of vitality: This room contains rack upon rack of fist-sized obsidian orbs, lit from within by dim sparks. The sight is eerie and beautiful, and contains the remaining population of Dusthold, their intellect and animating spirits trapped forever in these orbs. When at the peak of his power, Vordakai would have used these to fuel his more powerful psionic enchantments, and any of the Sorcerer-Kings would be willing to pay a small fortune for this hoard. However, even the vilest PCs might balk at the option, as handling one of the orbs gives a small empathic connection to the intellect imprisoned inside. Vordakai, atrophied psionic lich beast-headed giant Large undead, neutral evil Armour Class 16 (natural armour) Hit Points 127 (15d10 + 45) Speed 30ft. Str 22 (+6); Dex 11 (+0); Con 17 (+3); Int 16 (+3); Wis 14 (+2); Cha 20 (+5) Saving Throws Int +7, Wis +6, Charisma +9 Skills Arcana +7, History +11, Insight +6, Perception +6 Damage resistances cold, lightning, necrotic; bludgeoning, piercing and slashing from non-obsidian weapons Condition immunities charmed, exhausted, frightened, paralyzed, poisoned Senses truesight 60ft., passive Perception 16 Languages Common, Giant, telepathy (60ft.) Challenge 12 (8,400 xp) Legendary Resistance (1/day). If Vordakai fails a saving throw, he can choose to succeed instead. Limited depth perception. Vordakai takes disadvantage on any ranged attack rolls more than 30 feet away. Rejuvenation. If destroyed, Vordakai can psionically reform himself in 1d10 days, regaining all his hit poitns and becoming active again. The new body appears within 5 feet of his phylactery and focus, at area W19. Psionics. Vordakai's power has atrophied significantly due to his thousands of years out of his body, and his current power level is that of a 12th-level psion. His manifesting ability is Charisma (power save DC 17, +9 to hit with power attacks). Vordakai prefers telepathic powers, which are augmented by the Lens of Abaddon. (Sorry for no specific psionics rules, Tasha's Cauldron hasn't yet released at the time of this publication where I live) Turn Resistance. Vordakai has advantage on saving throws against any effect that turns undead. Actions Paralyzing Touch. Melee spell attack: +9 to hit, reach 10ft., one creature. Hit: 10 (3d6) cold damage. The target must succeed on a DC 15 Constitution saving throw or be restrained. A creature which is already restrained instead becomes paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Legendary Actions Vordakai can take 1 legendary action, choosing from the options below. Only one legendary action opton can be used at a time, and only at the end of another creature's turn. Vordakai regains spent legendary actions at the start of his turn. Talent: Vordakai can manifest a talent (usually Mind Sliver or Mystic Charm) Recharge: Vordakai regains 1d4 psi points. Also posted on Game Masters Stash on 27 November 2020. You can foreshadow your adventures by introducing NPCs who feel like they'll make a difference. In this case, a swaggering and elitist Knight, someone as well-outfitted as anyone can be, makes mockery of the PCs at an inn. If they rise to his bait, his martial skill is enough to threaten the PCs in combat (perhaps a duel with scabbarded swords out in the street), and his social standing and sway will be enough to see him awarded a job that the PCs had already agreed to do. No-one can risk offending his family by refusing him, and he really is just that good a warrior that he might be worth all the bluster.
Which will make it all the more concerning when they find his cooling corpse in a pond the next day, his own sword rammed through his steel breastplate with inhuman strength, and with no other wounds on him. Who has he offended so gravely to make such an ignominious death his end? And how have they accomplished such a feat? Returning his body, and his sword, to his angry family might be worth a small reward- but being able to explain that they've already brought his killer to justice will be worth a lot more. Also posted on Game Masters Stash on 26 November 2020. The trouble is, a 30-foot pit trap just doesn't scare adventurers nowadays like it used to. 3d6 damage probably isn't enough to kill someone, and then the most scary part is the annoyance of remembering who has a rope or Levitate spell to get back out again. So how do we make them frightening again?
Draw on an old classic... Return of the freakin' Jedi. Sure, that pit trap might drop you down 30 feet to some sand, and if you want to (heh) throw 'em a bone, take 1d6 of damage off due to the soft landing. Then hit them with the smell of carrion and the jeers of some goblins watching through slits in the walls, as a enormous Otyugh comes out of a hole in the wall for them. The panic on other players' faces will be quite fun as they face a delay of a round or two to break in and join the fight... if those pesky goblins outside don't target them for interfering. And one player having to fight a creature solo won't enjoy that, at all! Also posted on Game Masters Stash on 25 November 2020. This spell awakens the hot anger of a desert wind in the shape of a vicious animal.
Sirocco 7th-level evocation (Druid spell) Casting time: 1 minute Range: 1 mile Components: V, S Duration: Concentration, up to one minute A storm made of hot, whirring sand appears in a location you choose within range, taking the shape of a roaring face. The area of the storm consists of up to ten 10-foot cubes, which you can arrange as you wish. Each cube must have at least one face adjacent to the face of another cube. Each creature in the area when you cast the spell, or that starts their turn within the area, must make a Strength saving throw or be pushed 30 feet directly away from you. It also takes 3d6 slashing damage and 3d6 fire damage on a failed saving throw, or half as much damage on a successful one. The fire damages objects in the area and ignites flammable objects that aren't being worn or carried. If cast in a desert area, the storm consists of up to fifteen 10-foot cubes instead. As a bonus action, you can move the sirocco up to 30 feet. A creature can only take damage from this spell once per turn. Also posted on Game Masters Stash on 21 November 2020. Part 3 of Book 3 of the Sorcerer-Kingmaker Dark Sun adaptation of Pathfinder's Kingmaker adventure path begins with the PCs on the trail of a race long thought not only dead, but annihilated at the hands of the sorcerer-king Tectuktitlay. This seems like one of the largest changes to the adventure path so far, as the Wemics are canonically all dead. However, they fit the flavour of Dark Sun much better than keeping the Centaurs, and the last surviving members of an almost-extinct race can make for some great storytelling.
Overall Wemics and Centaurs are a lot alike, statistics-wise, and probably don't need any changes made from the Monster Manual, except making their natural attacks claws instead of hooves, and inflicting slashing damage. Narratively, they can substitute in pretty easily, inhabiting open plains areas and taking up the same kind of niche, the major difference being their supposed extinction. While knowledge of their existence might interest and/or irk the mighty Tectuktitlay, he likely has other things on his mind than chasing up a valley of creatures that he won a title for exterminating over three millennia ago. Templars who serve him might be commanded, should they choose to send him word, to slay them in his name, but even their reduced numbers do not leave them weak. Draj is far enough away that even should Tectuktitlay wish to bring a final end to these last few Wemics, he could never mobilize an army all the way across the Tablelands through the territories of the other Sorcerer-Kings. Weady for the Wemics The Nomen tribe are matriarchal and not friendly to humanoids, driven by millennia of cultural fear of their extinction. The tribe is made up of perhaps 200 Wemics, who are well-organized and hunt sparingly in their tribal lands, not overburdening the resources of the area. Their numbers have dwindled over time, and they have perhaps another three or four generations before their genetic diversity curdles. The PCs' first encounter with them is likely to be trespassing into their lands and encountering a hunting-party of eight warriors, who will cross the plains with frightening speed, and challenge the PCs with wood and stone weapons ready. Diplomacy is a wise option here, as the hunting-party will be quite a challenge, using clever tactics- circling in a widespread skirmish formation, or darting in and out to eliminate weaker members of the PCs' "pack". They hate psions, and will attack anyone they witness manifesting powers. If the PCs come peacefully, and especially if they present the relic weapon 'Skybolt', found in Dusthold, they will be led to the Nomen camp, where a series of tents rings a bountiful oasis, and young and old Wemics can be seen lounging, playing, or practicing warfare with vicious efficiency. There, they can meet Aecora Silverfire, a scarred and irritable Druid who has guided her tribe for many years, and her family. She is concerned about the disappearance of Dusthold, and worried that this could happen to her people as well. However, she does not trust strangers easily, and her eldest son Dehkgan is itching to test them. If they have not returned and given over the bow Skybolt, she allows the armoured warrior Dehkgan to challenge the PCs, and depending on their conduct, to perhaps slay one in combat. However, if they are respectful and show mercy to her son if the chance arises, she calls off the challenge. Dehkgan, Wemic champion Large monstrosity, Chaotic Neutral Armour Class 15 (scale armour) Hit Points 110 (17d8+34) Speed 50ft. Str 19 (+4); Dex 12 (+1); Con 14 (+2); Int 9 (-1); Wis 14 (+2); Cha 14 (+2) Saving Throws Dexterity +4, Constitution +5, Wisdom +5, Charisma +5 Skills Athletics +7, Perception +5, Survival +5 Senses passive Perception 15 Languages Common, Sylvan, Wemic Challenge 5 (1,800xp) Champion Charge. If Dehkgan moves at least 30 feet straight forward towards a target and then hits it with a spear attack on the same turn, the target takes an extra 14 (4d6) piercing damage. Pack Tactics. Dehkgan has advantage on an attack roll against a creature if at least one of his allies if within 5 feet of the creature and the ally isn't disadvantaged. Actions Multiattack. Dehkgan makes two attacks: one with his spear and one with his claws, or two with his longbow. Spear. Melee weapon attack: +7 to hit, reach 10ft., one target. Hit: 9 (1d10+4) piercing damage. Claws. Melee weapon attack: +7 to hit, reach 5ft., one target. Hit: 11 (2d6+4) slashing damage. Longbow. Ranged weapon attack: +4 to hit, range 150/600ft., one target. Hit: 5 (1d8+1) piercing damage. Rearing Strike (Recharge 5-6). Dehkgan rears back and slashes nearby attackers with his claws. He can make two claw attacks. If a target is hit by two claw attacks, the target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, Dehkgan can make one additional claw attack against them as a bonus action. This causes Dehkgan to take a -2 penalty to his Armour Class until the start of his next turn. Eventually, the PCs may win Aecora's grudging trust, and perhaps even a glimmer of respect from the reckless but doughty Dehkgan. They can tell of the name "Vordakai", a slumbering warlord from the time of the mother tribes. She tells of the valley they call "Olah-Kakanket, and that it is forbidden to her people, although one of her hunters spied a lumbering figure up a narrow mountain trail leading up into the mountains. With some persuasion, she may admit that this hunter was her own daughter, the headstrong and wilful Xamanthe. She worries (correctly) that her daughter has violated taboo and ventured into Olah-Kakanket, and asks them to keep their nostrils wide for any sign of her daughter. If one of your PCs has died, or dies at a point in the future, a Wemic from the Nomen tribe makes an ideal, if exotic, PC choice. If you have access to Mythic Odysseys of Theros, you can combine some of the elements of the Centaur and Leonin PC races to create something that seems appropriate. Check back in next week for the big showdown with Vordakai, the psionic lich beast-headed giant! Also posted on Game Masters Stash on 20 November 2020. Wights are dark spirits granted a reprieve by the demon lord Orcus to pursue a malevolent agenda. Wight Lords are those spirits whose drive for evil is unvanquishable, and whose power is so great as to drive them to snuff out the spark of life in all beings, reigning as lords of the undead. Some call them knights of death, although true Death Knights are something different again. Unlike their lesser brethren, wight lords are usually dressed in funereal finery- gilt plate armour and exquisite jewelry.
Wight Lord Medium undead, neutral evil Armour Class 19 (plate and natural armour) Hit Points 150 (20d8+60) Speed 30ft. Str 16 (+3); Dex 14 (+2); Con 16 (+3); Int 12 (+1); Wis 14 (+1); Cha 16 (+3) Skills Athletics +7, Intimidate +7, Perception +5 Damage Resistances bludgeoning, piercing, and slashing from nonmagical weapons Damage Immunities necrotic, poison Condition Immunities exhausted, poisoned Senses darkvision 60ft., see invisibility, passive Perception 15 Languages the languages in knew in life, speak with dead Challenge 9 (5,000 xp) Sunlight Sensitivity. The first round that a wight lord spends in sunlight, it has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight. Innate Spellcasting. The wight lord's spellcasting ability is Charisma (spell save DC 15). The wight lord can innately cast the following spells, requiring no material components: At will: Bane, Compelled Duel. Daily: Elemental Weapon, Fear. Actions Multiattack. The wight lord makes three longsword attacks. It can use its Life Drain in place of up to two longsword attacks. It can use one of its at-will spells in place of up to one longsword attack. Life Drain. Melee weapon attack: +7 to hit, reach 5ft., one creature. Hit: 10 (2d6+3) necrotic damage. The target must succeed on a DC 15 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain by this attack rises 24 hours later as a wight under the wight lord's control, unless the humanoid is restored to life or its body is destroyed. The wight lord can have no more than twelve wights under its control at one time. Longsword. Melee weapon attack: +7 to hit, reach 5ft., one or two targets which must be within 5ft. of one another; Hit: 7 (1d8+3) slashing damage, or 8 (1d10+3) slashing damage if used with two hands. Reactions Parry. The wight lord adds 3 to its AC against one melee attack that would hit it. To do so, the wight lord must see the attacker and be wielding a melee weapon. Ruthless. When a wight lord reduces an opponent in melee range to 0 hit points, and is not engaged by another melee attacker, they make a life drain attack on the opponent who has fallen. Also posted on Game Masters Stash on 19 November 2020. As a mortal, the Devil who is now known as the Blademartyr was a swordsman and poet, renowned as being a master of both arts. He wove songs with his weapons, cut down foes with his dark mockeries alone, and dazzled with his displays of swashbuckling. He indulged every nefarious vice, sated every desire, and sought out ever more challenging creatures with which to write his bloody story. Eventually, a cult sprang up around him, worshipping him as an immortal and powerful being, begging him to perform miracles for them.
When he met his ignominious end, hacked down by a mob of talentless and disappointed peasants with farming-tools, he cursed every being that had ever drawn breath, swearing an oath of such vileness that he came to the attention of the Ten Thousand Kings of Hell, and was instantly acclaimed as one of their peers. His grand court consists of fawning sycophants who battle one another, scoring bloody introductions on one another's skin to momentarily win their master's attention. His decaying corpse glows with a scalding inner fire, and his head is constantly surrounded by a halo of spinning daggers, melting into slag and reforming. Those who swear loyalty to the Blademartyr find themselves gifted with an uncanny fascination with any bladed weapon, and find themselves absently tracing their passage through the air with a finger from a distance. They find that this fascination often becomes a preternatural awareness of how to avoid the blades of others. Statistics: The Blademartyr's statistics are about equivalent to a Pit Fiend, but with no bite, claw, or tail attacks. Instead, he can make six attacks with his sword every round, inflicting 17 (2d8+8) slashing damage, plus 21 (6d6) fire damage. Warlocks who swear loyalty to the Blademartyr favour use of longswords, and the Blade Ward and True Strike cantrips. How you can use the Blademartyr in your game: - A favoured opponent of both the Exarch of Blades and the Decapitate Captain, the Blademartyr is a philosopher-savant of sword use, and honoured as one of the finest blademasters who ever lived. Many go to him to learn at his vile court, and shed blood or viscera for a glimmer of his teaching. - The Blademartyr's servants are holy warlock-warrior-poets, disdainful of foes who would seek anything less than pure mastery of their chosen weapons. They are often sneering, swaggering elitists who wander the world seeking trouble, and are likely to pick fights with famed adventurers. - It is rumoured that each year, on the anniversary of his death, the servants of the Blademartyr pick one inhabitant of the village that killed him, and ritually torture him to death for the four days it tooks him to die in a plague-pit. Those who stand in defence of the village earn his ire, and perhaps his grudging respect. Also posted on Game Masters Stash on 18 November 2020. This bardic enchantment allows you to speak so sharply it splits the sky and sunders the surroundings.
Outburst 3rd-level evocation (Bard, Sorcerer) Casting Time: 1 action Range: Self (30 foot cone) Components: V, M (a small gold-plated rod) Duration: Instantaneous You shout, splitting the air with arcs of writhing lightning and a deafening crack. Each creature in a 30-foot cone must make a Dexterity saving throw. A creature takes 3d8 lightning damage and 3d8 thunder damage on a failed saving throw, or half as much damage on a successful one. A nonmagical object that isn't being worn or carried also takes the spell's damage if it's in the spell's area. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d8 lightning damage and 1d8 thunder damage for each spell level above 3rd. Also posted on Game Masters Stash on 14 November 2020. Part 2 of Book 3 of the ongoing Dark Sun conversion of Pathfinder's Kingmaker Adventure Path deals with the disappeared district of Dusthold, emptied of its inhabitants by the beast-headed giant, Vordakai.
The town was founded by Maegar Varn, third son of one of Balic's Patricians, at about the same time as the PCs arrived in the Verdant Belt. Dusthold is a plain little town with not much to show for its hundred or so inhabitants, but is peaceful and organized enough. The PCs' settlement may have had a contact or two with Dusthold's agents coming to explore the area and trade, but are unliely to have ventured out to find the town themselves. The town's trouble began perhaps a year ago, when a treasure-hunter named Uriusyne Ganus, another native of Balic, reached Dusthold. He possessed an ancient map claiming to lead to a long-forgotten crypt in the mountains southwest of the new colony. Yet, when he finally located the tomb, he gained naught but a single jade bracelet before awakening an ancient evil. Eager to cover up his foolish brush with death, Ganus adjusted his story and claimed he had found the jade bracelet abandoned in an desert grove while scouting the Tors. Lord Varn, being something of an amateur historian, took a great interest in the jade bracelet, and sent for one of Balic's philosopher-scholars (and a secret member of the Veiled Alliance), a man named Ervil Pendrod. This sage was able to recognize the bracelet by its description and the drawing sent as being a relic of the long-forsaken Wemic culture, thought to have been annihilated by the Sorcerer-King Tectuktitlay during the Cleansing Wars. However, he was not the only one to show an interest. In times long past, the beast-headed giants of the Tors of Levenies ruled this land unopposed, headed by the terrifyingly powerful Vordakai, whose psionic might threatened even a Sorcerer-King. He was trapped eventually by one of his own apprentices who lured him into a psionic torpor, and imprisoned him in a complex that Vordakai had built to help focus his mind. For thousands of years, his mind has wandered the planes, unattached to his physical body. However, the theft of the jade bracelet awakened him and returned the antediluvian psionic lich to his crumbling body, his powers significantly weakened by the vast stretches of time since he lived. Following his awakening, he armed many of the psionic enchantments guarding his complex, and then set out to learn about the changes to the world. Following his senses to the town of Dusthold, he unleashed ancient psionic power and emptied the settlement of its inabitants in a single night of horror, trapping them in obsidian orbs holding their soul energy. Now, Vordakai studies the lore he has learned from Dusthold's disappearance and draws up his plans to establish a new empire. The empty village has, in the meantime, been taken over by the Culchek tribe of Hej-Kin, and wil be dangerous for explorers to venture into. A flock of Kes-trekel can be seen over the town, circling the 1. The Kank Farm: The Kank farm here on the outskirts of Dusthold has been overrun by a dire Crodlu which has slaughtered all of the Kanks and made itself a nest within the farmhouse. It viciously lashes out at anyone approaching, guarding its valuable clutch of eggs. 4. The Selenford: A horrid Chuul dwells in the muddy oasis here, and has attacked several of the Hej-Kin which have approached already. 8. Outfitters: The long, low building in the middle of town has several slaughtered livestock, picked at by a vast flock of Kes'trekels. If disturbed, the hundreds of carrion-eaters rise in several swarms and descend on the unlucky explorers. 12. The Siltbeast: The town's inn has a 'door' of lizard scales threaded on string, half torn down. The inn's sign, on a ceramic shingle, hangs uneasily, and on the wall is carved a single word- "NOMEN". This is the last sign left by Ervil Pendrod before his mind failed to Vordakai's will. Inside can be found a single Hej-Kin that stands, silent and perfectly still, facing a paper-strewn desk in one corner of the common room, one hand clutching a book. This unlucky creature stumbled upon Pendrod's trapped spellbook which bore a Glyph of Warding, which slew it instantly. Among the scrolls and clay tablets which Pendrod had among his possessions can be found some writings about the Nomen wemics and some very slight details about the beast-headed giants who once lived in the area, and the name 'Vordakai'. 13. Sacred Spring: The sanctified spring has been thoroughly looted, and the waters muddied and befouled by the Hej-Kin. In a cask weighted with rocks and sealed with pitch can be found several recently-written parchment spell scrolls. 15. Grange: Since the disappearance, the beetles which have long plagued the town's grain storage have reached crisis level. Fiercely territorial and aggressive, the beetles swarm to attack anything they perceive as trespassing, pursuing foes outside the grange for 1d4 rounds before they return to continue their feeding. At this stage, the town's grain is hopelessly befouled without magical intervention. 18-37: Dusthold Stockade: The stockade and manor-house of Maegar Varn have been siezed by almost two dozen Hej-Kin of the Culchek tribe, including their skilled hunters and some skilled with clerical earthen magic. They are clearly uncomfortable making their home above the ground, but have found the lure of ready water and food just too good to resist. The Hej-Kin have a pack of four leashed Jhakar which they will loose on foes if threatened. Their chieftain Agai is a mighty cleric of the Earth, and has powerful magic which he will use to defend his tribe. Within the stockade can be found several magical items, including Agai's Bag of Holding, a magical ring matching the one on Vordakai's hand itself, and Skybolt- a beautifully-crafted longbow of incredibly heavy pull, inlaid with ivory panels. This was stolen from the Nomen wemics by the Hej-Kin many months ago, and they will recognize it and welcome its return. In Maegar Varn's quarters can be found a mosaic map built into the wall, detailing the area within around twenty to thirty miles of town, including the location of the Wemics' hunting grounds. From here, the clues point the PCs in search of the missing townsfolk towards the pridelands of the Nomen wemics, a race thought extinct. Coming soon in part 3! Also posted on Game Masters Stash on 13 November 2020. This spell sends forth a steady blaze of light to cast out darkness.
Banishing Beam 5th-level abjuration (sorcerer, wizard spell) Casting Time: 1 action Range: 50 feet Components: V, S, M (a crystal orb worth 100gp) Duration: Instantaneous You create a brilliant ray of light which erupts from your hand, lancing out to strike your foes. Make a ranged spell attack. On a hit, the target takes 5d10 radiant damage. Additionally, if the target is native to a different plane of existence, it must succeed on a Charisma saving throw or be banished, returning to its home plane. If the creature has more than 50 hit points, it has advantage on this saving throw. At Higher Levels: When you cast this spell using a spell slot of 6th level or higher, you create one additional ray, which can target an additional creature, for every spell level above 5th. Also posted on Game Masters Stash on 12 November 2020. As much as wars shape and reshape nations, it is important to remember that peace shapes them as well. When and how a war finally ends, and how they treat those who they have won against, says a lot about the victors. Whether its people commemorate a tragic loss of life, or celebrate a victory against the odds, or recall just another victory against their foes, speaks volumes about their culture.
On today of all days, recalling the end of what we once called The great War, as if it would be our last, it's important to consider how to observe the occasions of war. When a war ends, is that celebrated? Does the nation observe a moment of silence for the fallen, raise a tankard for victory, or prepare for a new campaign? How you can use Memorials in your game: - On the anniversary of an important war, peace talks are being held between two nations. Both approach it respectfully, and offer gift of trophies once held, or prisoners taken. However, there are others who would see the fires of war re-fanned. As neutral parties, the Player Characters might be asked to find an assassin or saboteur before things get out of hand. - A political rebel seeks refuge in the memorial complex, threatening to release a secret that could see the delicate peace shattered. Is the truth more important than the peace that the lie has caused? The PCs might be called upon to make a hard choice on whether to allow this secret to spill forth or not. - A souvenir of the war might be used in crafting medals or decorations- for example, England's Victoria Cross (the most prestigious award for members of the British Armed Forces) medals are allegedly struck from melted-down enemy cannons captured at the Siege of Sevastopol. In such a way, medals for great heroism or commemorative awards might be made from fragments of an enemy's armour. You could use this as an adventure hook if someone wishes to reforge the suit of armour, and wishes to reclaim all of the fragments. Also posted on Game Masters Stash on 11 November 2020. Gathering in numbers is a very predictable humanoid trait- people generally crave companionship, or at a least the company of knowing they're not alone. They gather for warmth, to eat together, to study and philosophize and love and dream.
But sometimes, gathering can be sinister or suspicious. When people gather late at night, they may be disguising or hiding their activities, or evading notice for them. Maybe they're fomenting unrest, maybe they're enacting dark deeds, maybe it's a concert, who knows? There may be reasons, after all. How you can use Gatherings in your game: - Each night in a city, hundreds of unlikely people farewell their families and head into the streets, cloaked to disguise their identities. These individuals share no politics or blood, so their gathering is all the more unlikely. Perhaps their minds have been snared and enslaved by a mind flayer, using their positions to bring about the changes it wishes to see in the World Above. - Haunting tunes float over the city at night, causing those who hear it to come and witness the sublime beauty of the drow bard Phyrynrae "the Nightingale", who is harmed by the sun's rays but wishes to share her music. The Minstrels' Guild have placed a bounty on her head, and the Nightingale's career may be short unless the PCs step in. - Youngfolk have begun congregating at a storefront at midnight once a month, and have been busily talking about 'new releases'. Some kind of fiendishly clever patron has addicted them to warlock magic, and is teaching them tiny ergs of power in return for ruinous amounts of coin. Those who cannot keep up find their power crumbling, as the secrets they have learned are no longer of value. This magical gathering is highly suspicious, and the city's guards have asked the PCs to investigate the wizards by the coast who they believe are responsible. Also posted on Game Masters Stash on 7 November 2020. The Dusthold Disappearance is the third book of the Sorcerer-Kingmaker adventure path conversion, establishing the PCs' new city in the wastes of Athas and the challenges facing them. This book will deal with the covert Wemic nation of Nomen, long hiding from the annihilation of their race during the Cleansing Wars, and the terrifying beast-headed giant, Vordakai, who has been awoken from his long psionic reverie.
The adventure begins as the PCs hear of a mysterious loss of communication between the village of Dusthold to the east and the rest of the world. The PCs should already know that Dusthold was established at about the same time as they established their own settlement - the agents sent into the Nomen Heights by Balic consisted of a group of mercenaries led by a man named Maegar Varn, third son of one of the city's Patricians. Although the events in "the Dusthold Disappearance" are serious, they're not on a timer. The prisoners that Vordakai has taken from Dusthold are either already beyond any aid, or able to wait for rescue for some time, so as a result you should let the PCs set the pace of the adventure. You might wish to set this adventure a year or two past the end of "Sands Stained Red", to let them expand their settlement until it reaches a respectable size, perhaps extending slightly into the Nomen Heights to the west of the Tors of Levenies) before beginning this adventure. Exploring the Nomen Heights A. Fort Serenko: This wooden trading-fort has stood for years but the soldiers here were recently recalled to Tyr. The fort itself is abandoned, but an examination reveals evidence that it was evacuated in an orderly manner. B. Nivatka's Crossing: The southernmost village in the area is an alert town of tradesmen, hunters, and trappers. The village itself is surrounded by a wooden palisade and set on the northeastern bank of the Shrike oasis, controlling the nearby source of water. It is an excellent place for the PCs to rest, shop, and trade in the area. C. Restov: Restov is a chaotic but well-established large town under Balic's nominal protection. It has large olive orchards and is protected by a citizen levy under the guidance of Andopinis' Templars. This makes a good trading-point for PCs who need greater access to resources than their own settlement has currently. D. Crooked Cliffs: Over a distance of about a mile, the land drops by about three hundred feet over the course of one to five cliffs. Many Kes'trekels live in this area, and will mob living creatures for food if disturbed. E. Dead Noble: The body of an unfortunate and foolish man named Tomin Hanvaki, the eldest son of a minor aristocrat in one of the PCs' settlements, lies dead in a shallow gulch in the foothills here. His body has drawn carrion-eaters which might be spotted by PCs. F. Nomen Burial Mounds: A number of 8-foot high mounds of loose stone, arranged in a strange spiraling pattern connected to each other by a low wall, are located here. A trio of Cilops have made this area their home, and will stealthily surround and attack the PCs if they approach. G. Shrike Cascade: The Shrike Cascade is a single waterfall over 50 feet high, quite breathtaking to behold, and dropping into a safe and clean pool, currently unclaimed by any druid. H. Ettercap Lair: A massive web hangs between two crags on the mountainside here. The web is 30 feet wide and hangs above a 50-foot high chasm, the walls of which are riddled with shallow caves. The web itself is not sticky and appears to be some sort of exotic rope bridge across the chasm. The area is inhabited by a clutch of six ettercaps, who will hungrily stalk any trespassers, but may jump the gun if any of their favourite food, Thri-Kreen, is present. I. Kiravoy Bridge: This simple wooden bridge is a new construction, recently built by the settlers at Dusthold. The bridge itself is sturdy and well-constructed, but it doesn't show much evidence of use, as it was only finished recently. J. Anakore Fields: A group of Anakores have moved into this area for hunting, and will encircle and burrow up from beneath the dunes to attack PCs who visit. K. Dusthold Pass: The rugged Tors of Levenies dip low here, creating a natural pass from east to west. There are 150-foot high sheer cliffs to the north and south, making it relatively secure. A single stone watchtower sits at the top of the pass, which is currently abandoned, albeit with no signs of struggle. On a clear day, the town of Dusthold can be seen to the southeast. L. Dusthold: This area is detailed in Part 2. M. Blood Furrows: A number of strange furrows scar the plains in this area, disrupted here and there by sinkhole-like depressions and mounds of earth and soil. This region is the territory of a single, cantankerous bulette that the Nomen wemics have called Kankerata ("world chewer"). Kankerata has dominated this region for decades , and by now it is part of the Dunsward's landscape. The wemics are fond of daring each other to race through Kankerata's network of drifts and nests- they view this feat as a test of bravery and often use it to settle disputes. N. Talon Peak: A crumbling watchtower stands atop a low mountain here. Known locally as Talon Peak because the jagged ruins of the tower look almost like a sharp claw protruding from the peak of the steep mountain, this location has been the nesting-ground of a midnight-black Athasian Roc for years. Locals likely know the stories of the "giant black bird" that hunts in and haunts the skies above this region. O. Culchek Cave: Once the lair of the Culchek tribe of Hej-Kin, this cave is currently abandoned. The entrance is hidden from sight, but surrounded in mystical markings of ochre left by the Hej-Kin who lived here. The 15-room complex of unworked stone is now completely empty - the Hej-Kin took everything of value when they moved into Dusthold, and destroyed anything that was left behind. P. Nomen Tribe: This area is detailed in Part 3. Q. Mud Flats: This 3-mile long, 1,500-foot-wide swath of lakeshore is a stretch of bubbling mud and silt, heated by geothermal activity. The air is thick and muggy, and more than a little sulfurous. A nest of a dozen Mud Fiends make their home at the northern end of the mud flats, and resist anyone harvesting the fertile mud. R. Sandwyrm's Grave: The bones of a truly colossal sandwyrm lie protruding from the sands here, the curved bones forming a long series of arches sticking into the air like strange trees, and providing nesting grounds for dozens of families of Kes'trekels. Pairs of Mekillots graze this area, and the Nomen wemics sometimes hunt them for food. S. The Silver Springs: The cleanest and clearest source of water in the Stolen Lands, the Silver Springs are adjacent to the mud flats and carefully-guarded by local wildlife. Within the water can be found silver eels, which make for great tasty eating and are a local delicacy, when they can be caught. T. The Ghost Stone: A strange, grey stone monolith, its sides polished and smooth, stands at the western end of the valley here. The stone is known by locals as the Ghost Stone, for, at night, the air surrounding the stone within a 120-foot radius darkens and becomes almost impenetrable to light, and strange ghostly figures can be seen in the darkness. The stone once served as the foundation for a structure reaching into the plane of The Black, and the veil between planes is still weak here. At some point before actually reaching the stone, the PCs will be approached by a Phase Spider by the name of Zzamas, seeking help. A trio of Shadow Giants are trying to emerge from the Black here, and their escape could be tremendously dangerous. U. Dragonleaf Gulch: The Little Sellen river narrows here as it passes through a gully between two rocky hillsides, flowing around an oblong island thick with vegetation. Among the vegetation present is a single giant flytrap which will eagerly devour any living beings that venture close enough for it to eat. V. Ironstone Gully: Just west of Little Sellen, a shallow cave extends into the mountainside. While to the untrained eye this cave (which currently serves as the lair of a flock of harmless cave bats) might seem unremarkable, the far wall of the cave bears an incredibly rich vein of iron ore that can be mined for a very valuable resource. W. Vordakai's Tomb: This area is detailed in Part 4. X. Valley of the Dead: The entrance to this wide valley is marked by a series of posts decorated with bones and skulls every 50-60 feet, a wall of warnings erected by the Nomen wemics that runs for the entire 6-mile opening to the valley. The Nomen call the lands beyond this valled "Olah-Kakanket"- the Valley of the Dead. Beyond the warning wall of bone totems, the valley doesn't seem much different than the surrounding foothills. Yet the further one travels towards the mountains, the more a strange feeling of oppression grows, the wind seems oddly muted as it flows through the sparse dead trees and rocky badlands, the sun seems dimmer, and the unusually regular crags along the surrounding mountains seem almost to crouch in expectation of the PCs' approach. A mile past the bone totems, the first of the gravestones appears. These 6- to 11-foot high steles are badly weathered, and many are partially or wholly collapsed, each bearing strange runes that glow in sunlight, and list ancient names in the tonue of Giants. There are thousands of gravestones in the valley, but the bodies beneath them have long since decayed into soil - all that remains are the fragments of bones. Guarding the throat of the stairs is a Giant Meorty who was tasked, thousands of years ago, with ensuring that only the worthy could pass into the crypt. Y. Whispering Grotto: A strange and somewhat unsettling sound almost as if the sound of whispering conspirators were carried on the wind, blows through an otherwise unremarkable dale between two hills. Careful investigation reveals numerous small holes and fissures, generating the bizarre noise. Carefully digging into these fissures will uncover glittering tangles of crystals, leading to subterranean deposits of gemstones, likely guarded by earth elementals and crystal beings, but worth a considerable value to a settlement. Z. Dead Drake's Lair: Deep in the trackless reaches of the Tors of Levenies lies a large cave entrance. Within, a 50-foot wide tunnel stretches 30 feet into the mountain before opening into a large vaulted chamber around 140 feet in diameter. Yet more impressive are the dry bones of an elemental earth drake itself, which lie sprawled in the center of the cavern, and the signs of cataclysmic damage done to the surrounding area, as if two like titans had done battle. The drake's remains are missing the right forearm and claw, as if removed altogether. No sign of the drake's skull remains, as if taken as a trophy. Also posted on Game Masters Stash on 6 November 2020. This mystical beacon calls the souls of the fallen, storing them in safety. They are known as the signature of the angels who herald the Halls of the Dead, although their appearance often causes unsettlement in those who are not particularly ready to die.
Beacon for the Breathless Wondrous item, rare This intricately-filigreed silver lantern glows with a silvery-blue light, and while it is opened, a soft noise like a high whistling wind can be heard. It sheds brilliant light in a 30-foot radius and dim light for an additional 30 feet. You can use an action to close the lantern, reducing the light to dim light in a 5-foot radius. Any creature in the light gains advantage on death saving throws. The beacon has five charges when created. For one charge, the bearer can cast Spare the Dying on a creature in the light. For three charges, the bearer can cast Revivify on one creature in the light. For five charges, the bearer can cast Raise Dead on one creature in the light. Once per day, the bearer can inflict two death saving throw failures on one ally in the light, to restore one charge. Also posted on Game Masters Stash on 5 November 2020. This spell turns a weapon into pure spiritual energy of destruction, consuming it in the process.
Blade of Regrets 2nd-level transmutation (Cleric, Paladin, Warlock) Casting Time: 1 action Range: self Components: V, S, M (a melee weapon) Duration: Concentration, up to 10 minutes Casting this spell, you transmute a weapon into a ghostly remnant of itself, which weeps softly and lasts for the duration. If you let go of the weapon, it disappears, but you can evoke the weapon again as a bonus action. The weapon is consumed in the casting. You can use your action to make a melee spell attack with the weapon. On a hit, the target takes 3d6 psychic damage, experiencing incredible pain and sorrow and becoming consumed by regret. The glowing blade can be seen glowing dimly in a 10-foot radius. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for every two slot levels above 2nd. Also posted on Game Masters Stash on 4 November 2020. |
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