This spell charges the caster with a storm's power, able to absorb and fire lightning.
Stormcharge 3rd-level evocation (Druid, Sorcerer) Casting Time: 1 action Range: Self Components: V, S, M (a chain of copper links worth 50 gp) Duration: Concentration, up to 1 minute You charge yourself with a storm's power, and small arcs of lightning crackle across your skin. You have resistance to lightning damage for up to 5 attacks. Once you have used all of protection granted by this spell, the spell ends. You can also attack with the lightning, although doing so counts as one attack's worth of protection. When you make an attack with this spell, you can hurl a bolt of lightning at a target within 60 feet as an action. Make a ranged spell attack. On a hit, the target takes 5d6 lightning damage. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the number of attacks against which this spell grants protection is increased by 2 per slot level above 3rd. Also posted on Game Masters Stash on 31 December 2020. This axe is a terrible weapon, able to transform its steel blade entirely into gleaming, dense ice which radiates intense cold. It is said to be an ancestral relic of the fierce Frost Reivers, and is highly sought-after since its loss in battle.
The Axe of Black Ice Weapon (battle axe), rare (requires attunement) When you hit with an attack using this magic axe, the target takes an extra 1d3 cold damage. In addition, while you hold the axe, you have resistance to fire damage. As an action, you can cause the axe to transform into ice itself. When you do this, a hit from an attack using this magic axe inflicts 2d8 cold damage instead of its usual slashing damage and the bonus cold damage. Also posted on Game Masters Stash on 30 December 2020. This spell calls upon an ancestral tradition, summoning a phantasmal spirit to guard the caster from harm.
Ancestral Defender 2nd-level conjuration (Cleric, Sorcerer) Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M (a treasured possession which belonged to an ancestor) Duration: Concentration, up to 1 minute You call forth a spirit to ward you from harm, which stands nearby you to a distance of 10 feet. They appear glowing and translucent, with blazing eyes. They stand between you and harm, defending you. When you cast this spell, you can designate any number of creatures you can see to be unaffected by it. As a bonus action on your turn, you can reposition the ancestral defender to anywhere within a 10-foot radius of you. Any affected creature within 5 feet of the ancestral defender which makes an attack must make a Charisma saving throw. On a failed save, the attacker takes 2d8 psychic damage. On a successful save, the creature takes half as much damage. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd. Also posted on Game Masters Stash on 26 December 2020. Part 3 of the ongoing Sorcerer-Kingmaker conversion leads the PCs to House Drelev and a confrontation with Baron Hannis Drelev, a lean and tough dune trading baron. This fight will take resources and a small army to bring down, as his manor is well-fortified and he is protected by an army of mercenaries, barbarian tribesfolk, and his elite half-giant juggernaut guards.
Hannis Drelev has always been a mean, opportunistic man. His early years on the streets of Balic are littered with incidents of betrayal, violence, and taking advantage. After one particularly violent year, he shipped out as a merchant guard on a caravan taking trade goods to Tyr, barely surviving an attack by the Jura Dai elves, but escaping with the wagon's pay-chest. He lived it up for a couple of days, and then was persuaded that he should invest in a better standard of living. So he started his own caravan, hiring gang members as guards, and shipping stolen iron back to Balic. Over the years, he has resorted to poisoning, murder, betrayal, and all but outright treason to survive. He has formed his fledgling dune trader enterprise into a powerful trading house, a fearsome military presence in the Stolen Lands, and a borderline- independent outpost on its own, staffed with thousands of slaves. Recently, an attack by barbarian tribes and forces of Balic (led by High Praetor Irovetus) forced a surrender from House Drelev, and oaths of fealty to Sorcerer-King Andropinis. As part of the treaty, five of House Drelev's children were to be handed as slaves to the barbarians. Terrion Numesti, one of the mercenary captains who served the house, protested, and was punished with imprisonment. However, his daughter Kisandra dressed herself in soldiers' clothes and escaped, pursued by a sizeable force of soldiers. After this force was presumably defeated at the Siege of Siltford, House Drelev has recalled all of its traders and slaves, and hired on extra guards, turning into a fortified outpost. While the PCs will still likely end up infiltrating, this should be against the background of conflict between House Drelev and the PCs' settlement- armies clashing; half-giants rampaging; the struggle for resources, respect, and riches; bloody violence on the sands. Fort Drelev holds a town of perhaps two thousand slaves, and is currently garrisoning near three hundred warriors. Its resources are already stretched thin, and the warriors have been commandeering supplies and slaves from the nearby area. Not only do the PCs need to take revenge for the unprovoked attack by Drelev's forces, they will need to take proactive action to safeguard the region from further attacks. Liberation of the slaves will be the best way to triumph in this situation. Key NPCs of House Drelev - Baron Hannis Drelev, neutral evil, Challenge 8 (disengage, sneak attack, and poison attacks) - Pavetta Stroon, Lady Drelev, neutral evil, Challenge 1/2 (poisoned daggers) - Imeckus Stroon, court Defiler for Andropinis, lawful evil, Challenge 6 (use 'Mage' statistics) - 'Lady' Quintessa Maray, bard and assassin, chaotic neutral, Challenge 8 (use 'Assassin' statistics) - Captain Terrion Numesti, mercenary captain, neutral good, Challenge 3 (use 'Veteran' statistics) - Three dozen barbarian warriors, chaotic, Challenge 2 (use 'Berserker' statistics) - About 200 mercenary warriors, neutral evil, Challenge 1/2 (use 'Thug' statistics) - Two dozen Half-Giant Juggernauts, neutral Challenge 6 (see statistics in Part 1) - Four mercenary captains, neutral evil, Challenge 2 (use 'Bandit Captain' statistics) - Fifty skirmishers, neutral, Challenge 1/2 (use 'Scout' statistics) If she is present, Kisandra will aid the PCs in trying to free her father Terrion, who can talk around forty of his mercenaries into deserting. He can also warn of some of the Baron's plans and help them fight back, as well as warning that the other four prisoners were taken away by the Loud Sisters, and that they said they would be used to 'wake the axe', whatever that means. Once the situation at Fort Drelev has been resolved, the PCs should be free to pursue Armag Twiceborn, and come to the finale of this adventure. Also posted on Game Masters Stash on 25 December 2020. This sword is simply a hilt, to the touch. The blade appears to be only a translucent illusion made of light, which causes a warm feeling if touched, but has no substance. However, its effect on spirit creatures is incredible- causing great pain, and reactions as if it harming a real creature.
The Blade Immaterial Weapon (longsword), legendary (requires attunement) You cannot harm any living creature or cause damage to a physical object with this weapon- even when held in close contact, it causes a slow warming effect only, not even enough to melt ice or start a fire. However, when used against a creature with the Incorporeal Movement quality or Possession ability, it has a +2 bonus to attack and damage rolls. In addition, it inflicts +2d6 force damage on such creatures, and on a critical hit, they are subject to a Dispel Evil and Good effect (saving throw DC 15). Also posted on Game Masters Stash on 24 December 2020. A Deathcyst is an awful abomination, able to animate dead tissue and enslave it to its will. They are small creatures, but able to meld with the flesh of any creature no longer inhabited by a soul.
Deathcyst Tiny monstrosity, neutral evil Armour Class 14 (natural armour) Hit Points 28 (8d4+8) Speed 40ft. Str 11 (+0); Dex 16 (+3); Con 13 (+1); Int 12 (+1); Wis 16 (+3); Cha 14 (+2) Saving throws Dex +4, Intelligence +4, Cha +5 Skills Deception +5, Intimidate +5, Perception +6 Damage resistance necrotic, radiant Senses darkvision 120ft. Languages Can understand common and any other languages understood by its host, telepathy 30ft. Challenge 6 (2,300 xp) Parasite. As an action, a deathcyst can inhabit the body of any dead being, and transform it into a zombie of appropriate size. The deathcyst has full control of the zombie and uses its own skills and proficiency bonus (of +3), and must spend its own actions to make the zombie take actions. The zombie's eyes burn with a purple light while the deathcyst is controlling it. The deathcyst may detach from the zombie as an action, deanimating it. Actions Claws. Melee weapon attack: +4 to hit, reach 5ft., one target. Hit: 3 (1d4+1) slashing damage. If the target is a creature, it must make a DC 12 Strength saving throw or become grappled. How you can use a Deathcyst in your game: - A deathcyst gains all the knowledge possessed by the host it inhabits, making it a good way of returning 'lost' knowledge to a campaign world, especially for an enemy seemingly slain. These creatures have agendas of their own, but sometimes choose to follow the goals of the host they inhabit, usually for the purpose of causing more dead bodies it can gain access to. - A deathcyst may inhabit the body of a mighty enemy which has been vanquished- a dragon or other gigantic beast. PCs who have claimed glory for defeating a dragon may find their contracts drying up and their glory diminishing unless they "finish the job". - A deathcyst can also 'jump' from body to body, and so a very interesting murder mystery could emerge, where multiple suspects all seem to have died, but share a method of operation and goals inimical to their own. Also posted on Game Masters Stash on 23 December 2020. Some cultures prefer not to have a standing army, depending instead on constructed defenders which take no sides. These ancient guardians stand silently watchful over their peoples, guarding against outside influences. Sadly, these can fail to protect from internal strife, or other hazards to a society, like famine or corruption.
These guardians are intricately-decorated, telling the story of the culture that shaped them. Some are crafted to resemble heroes or deities, while others are more stylized and represent sacred animals, beasts, or take other forms altogether. Ancient Guardian Large construct, unaligned Armour Class 18 (natural armour) Hit Points 89 (18d10 + 90) Speed 20ft. Str 20 (+5); Dex 8 (-1); Con 20 (+5); Int 6 (-2); Wis 12 (+1); Cha 3 (-4) Senses blindsight 10ft., darkvision 60ft., passive Perception 11 Damage immunities poison Condition immunities charmed, exhausted, frightened, paralyzed, poisoned Languages understands commands given in its native language, but cannot speak Challenge 8 (3,900 xp) Culture Bound. The ancient guardian is magically bound to protect the people of one culture. The ancient guardian cannot make an attack roll against people of that culture, even if magically controlled. People who possess formal roles within this society may command the ancient guardian. If a person is formally cast-out from that culture, this protection no longer applies. Guard. When a creature makes an attack against a person of the ancient guardian's culture, the guardian grants a +2 bonus to the target's AC. Magical resistance. The ancient guardian has advantage on saving throws against spells and magical effects. Regeneration. The ancient guardian regains 10 hit points at the start of its turn if it has at least 1 hit point. Actions Multiattack. The ancient guardian makes two fist attacks. Fist. Melee weapon attack: +11 to hit, reach 5ft., one target. Hit: 16 (2d10+5) bludgeoning damage. Also posted on Game Masters Stash on 19 December 2020. In chapter 2 of Blood for Blood, part of the ongoing Sorcerer-Kingmaker adventure path conversion for Dark Sun, the PCs head out looking for information- and possibly revenge- from House Drelev for their cowardly attack on Siltford. The Hooktongue Badlands, a craggy and dangerous area to the southwest of the Stolen Lands, holds many challenges and foes which the PCs might run across.
Exploring the Hooktongue Badlands A. Collapsed Mine: A wooden mine head frame in the side of a sloped hill marks an old House Drelev mine site. It collapsed when a wall gave way and flooded the mine entrance with sand. A rich vein of silver lies several hundred feet below the surface, but tons of loose sand, and several vengeful dwarven banshees block access to the treasure. B. Giants' Cave: An old mekillot caravan has been torn apart and scattered about the entrance to the cave. Some enormous bones and shell fragments belonging to the mekillot are scattered around. A trio of desert giants dwell loudly within the cave, and their paranoia and xenophobia have led them to attack any travellers who pass by. C. Wyvernstone Ford: A cobbled stone ford once attempted to bridge the silt flow here. Built over two hundred years ago, it has settled and sunk in substantially, with little maintenance. Its two ends are marked with wyvern statues in Kalidnay's stylized aesthetic. D. Dwarven Ruin: This ancient dwarven ruin is detailed in Part 4. E. Cloudberry Field: This region holds a field several hectares wide of golden cloudberries, a semi-tart fruit used in pies, jams, and prized alcoholic drinks. The berries ferment in sunlight, making the field attractive to wildlife. This area usually attracts a random encounter roll, with a 35% chance that whatever creatures are encountered are heavily intoxicated, their mouths stained yellow with the berries. F. Slig Ambush: A war-party of 14 Sligs have laid an ambush in a canyon here, leaving the corpse of an elf (badly gnawed and very truly dead) curled around a half-empty water-barrel in the open as bait. They launch the attack with a shower of bone javelins, then close the distance, trying to flank and bring down their prey. G. Decayed Corpse: The remains of a long-dead Tyrian explorer lie partially buried here in a cleft. Most of their gear has rotted away, but they have fallen upon a finely-made shield (+1 enchantment) of stretched Hatori hide. The scale pattern is immense, implying that the beast must have been one of the greater variety, perhaps hundreds of feet long. H. Tembo litter: A twisting set of burrows houses a mated pair of Tembo, and their two juveniles. The adults are vicious and hardened killers, able to lure off explorers and take them by surprise with their psionic powers. Exploring this den could be lethal. I. Mastyrial Crevasse: A crevasse in the valley floor here is devoid of vegetation and littered with bones. The nearby stone outcroppings bear large scratch marks left behind by some unseen animal or beast. A trio of Desert Mastyrials make their home here, and the great scorpion-like beasts prey on anything in the area. However, they will flee if they are badly wounded, burrowing into the sand. J. Silt Flats: This area is littered with patches of still silt, and exploring the area risks an explorer falling prey to stepping into a silt hollow. K. Spinewyrm Lair: A narrow valley filled with thorny plants lies nestled between two sharp-sloped hills here, with a forbidding rock outcropping towering nearly seventy feet from the floor. This is the lair of a mature adult Spinewyrm that the local folk have named Speartooth. So far, it has eluded every effort from Fort Drelev to capture or kill it, and has killed no less than two dozen of its hunters over the last decade. Among the picked-clean bones in its nest are shattered and whole weapons carried by many of the hunters, including a magical Spear of Wounding. L. Haunted Vale: The entire northern area of the Hooktongue Badlands has a reputation for being haunted, but this particular stretch of jagged stones is the worst, and is known locally as the Haunted Vale. Rumours speak of how hunters and escaped slaves who stray too far into this vale hear voices calling out for them, and bodies found have often had their brains and eyes nibbled away but have left the rest of the body relatively untouched. In reality, it is the home of a Gaj which likes to savour the fear of its prey, sending small rocks tumbling and deliberately giving its victims red herrings to increase their panic. M. Fort Drelev: This area is detailed in Part 3. N. M'botuu: This is the home of more than fifty Sligs, having built themselves a very crude mud-and-rock fortress over a network of caves, littered with traps which they can all activate quickly and easily upon attackers. They are warlike and determined, and curiously, have no leader- all of the sligs communicate via local-range telepathy. They have Ka-Kekt, a Thri-Kreen, as hostage and/or food for later. He will communicate his thanks for being freed, if possible, and invites them to visit his clutch, if they have a chance. O. Hooktongue Badlands: The deep, shadowed canyons of the Hooktongue Badlands reach a height of several hundred feet in some places, and when the rare rains come, the canyons are awash with fast-moving, angry water. The canyons are said to be the lair of Hooktongue, an ancient Nightmare Beast which slumbers for years or decades at a time before awakening to devastate the lands around. Hooktongue still slumbers for the purposes of this adventure, but the canyons are far from safe- they are the home of gargantuan megapedes, large nests of antloids, and great crab-like chasmdevils. P. Bamboo Glade: This area contains a large glade of patchy bamboo and muddy pools, as well as a Cha'thrang, a great turtle-like monster which can fire spines into its prey and haul them back to be chewed with its large beak. Q. The Bad Scar: Some terrible event here has scarred the badlands here in primordial times, tearing through towering rocks and stretching across gaps, with a vast crater at its centre. The crater is riddled with the rubble of the rock towers around, forming lots of little nooks and crannies. Making her home here is the spirit naga Ngara, a voracious and avaricious creature with psionic charms and sorcerous power. R. Wild Inixes: A large pack of over twenty inixes roam the wastes here, led by one that is noticeably larger, with red colouring on its frills. They are wild, but could be captured and domesticated, with some work, and used for heavy cavalry. S. Chuul Lair: A rocky cave marks a steep hillside by the edge of the badlands, nearly hidden from sight by high scrubby bushes screening it from view. Four Chuuls make their lair in this cavern, the walls decorated with crude depictions of tentacled crab-beasts eating elves, formed of dried blood. T. Weird Water: A large, crystal-clear pool of water, easily a hundred feet across, is nestled in a canyon with a very narrow opening. At the water's edge is a Grey Render, entranced by the serpentine figure of water (a Water Weird, awakened by Nyrissa, the mad Pyreen) before it. However, if they are disturbed, the water weird 'instructs' the Grey Render to attack anyone approaching. U. Lily Patch: The azure lily is a highly sought-after, and incredibly dangerous, plant growing almost exclusively in the Hooktongue Badlands. This cluster of the rare flowers has five of them, each loaded with enough toxic pollen to permanently paralyze a mekillot. Someone taking the risk to harvest and develop the rare pollen could make a lot of money. V. Toqu'Nixhrat: A clutch of a dozen Thri-Kreen make their homes here. Although Thri-Kreen are generally nomadic, the Badlands offer sufficient nourishment for the clutch, but are dangerous, meaning they have formed a semi-permanent home of snail resin and the existing rock. The Thri-Kreen are insular and standoffish, but if they have rescued Ka-Kekt from the Slig castle M'botuu, they are welcomed as pack members and offered warm sap and food. Their clutch leader Toqu'Tekt is an aged warrior, and is familiar with the ways of city-dwellers. W. Hall of Bones: Carved into the rock of the badlands is a colonnade and wide opening, leading into the hillside. The wind itself is still and silent here, and the ever-present sand has been swept away, leaving the steps clean. The tunnel is masterfully-cut into the stone, and holds alcoves lined with dwarven skulls, stretching back into the darkness for dozens of feet before terminating in a cataclysmic cave-in. Everything beyond this point has been ruined, and thousands of hours of work, even with magical assistance, would be required to begin clearing this region. Walking calmly from the darkness comes a baroquely-clad dwarf with an intricately-braided beard, calling a challenge. This sister complex to the Dwarven Ruin at area D was destroyed in an earthquake centuries ago, although the dwarven Meorty that guards it has kept it as tidy as it could. It warns that trespassing is forbidden, and refuses to acknowledge even a modern dwarf as one of its race, lacking the signature beard and braided hair. If challenged, it summons up a magical axe and defends the complex with its blade and psionic powers, seeking to drive intruders out rather than slaying them, if it can. X. Desperate Refugees: A forlorn group of refugees who have fled from Balic have been making their way towards what they have heard is a kinder, gentler land - the PCs' settlement. However, their journey has met with disaster, violence, and horror- they have lost their wagons to accidents, their belongings to bandits, and six of them died only recently after an attack by an enormous Hydra. They are crafters, traders, and experts, and will benefit the settlement greatly if rescued. Y. Hydra Den: One of the most dangerous predators in all the Badlands dwells here- a 12-headed Hydra. The beast lies mostly submerged under warm sand when resting, which grants it a +10 bonus on Stealth. Z. Pterrax Nest: A high alcove hosts a nest of a half-dozen Pterrax, which wheel and swoop on prey if they spy it. With effort and magic, they could be captured and trained. Also posted on Game Masters Stash on 18 December 2020. This spell surrounds the caster with a powerful kinetic barrier that absorbs damage directed at them.
Globe of Abnegation 3rd-level abjuration (Sorcerer, Warlock, Wizard) Casting Time: 1 action Range: Self (10-foot radius) Components: V, S, M (a small ball of adamantium worth 100gp) Duration: Concentration, up to 1 minute An immobile, crackling field of kinetic force springs into existence around you in a 10-foot radius, and remains for the duration. The globe has Armour Class 10, and absorbs 50 hit points of damage before it shatters, inflicting 2d6 force damage on any creature in a 5-foot radius of its outside. You cannot be targeted by any damaging effects while you maintain concentration on the globe. Any blows it absorbs do not pass through, and cannot affect anyone inside. If an effect or attack reduces the globe to 0 hit points, the remainder of the damage affects you immediately without requiring any further attack roll. The globe does not move, and you cannot leave the globe without breaking your concentration. If an effect that would allow less damage on a successful saving throw would affect the globe, it counts as having failed its saving throw. At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the globe's hit points are increased by 20 per spell slot above 3rd level. In addition, the force damage caused when the globe shatters is increased by 2d6 per spell slot above 3rd. Also posted on Game Masters Stash on 17 December 2020. A relic of the Last War, this life-size porcelain construct is said to see with incredible insight and perception, being able to predict the future with uncanny accuracy. It is similar to a Warforged in construction, and they can share some kind of similarity with the Oracle, but it seems to lack the spark of individuality and soul which a true warforged possesses. It speaks with a soft, feminine voice and slightly halting tone.
Statistics: The Oracle has an Intelligence score of 20 (+5) and a proficiency bonus of +5 with any skill, allowing it to answer questions on everyday topics or sagely specifics with an impressive level of competence, as well as having competent conversational skills. However, if allowed to digest knowledge about a topic for at least an hour, with detailed back-and-forth questioning to every level of specificity it can imagine ("Did the attacker come from the east end of the alley, or the west?", "Was the attacker left-handed or right-handed?", "Were the pieces of dirt on its shoes brown, or more of a grey colour?", "Did the attacker speak with an Aundairian accent, with emphasis on rolling 'R's and mellifluous intonations?", "The dagger they used, was it heavy on the pommel, with a drop-tip, reinforced fuller, and steel-alloy construction ?", and so on), then it can then use this knowledge to construct a detailed answer to a single complex question ("Who was the attacker, and where can we find them?" with 94% accuracy ("The attacker was Harlan Nalban, a fallen paladin of the Silver Flame, left-handed, and with a heavy tread on his right foot due to a battlefield injury. He spends time in an inn in Sharn called the Burnt Candle between 4 and eight bells of an evening. He will likely be forewarned of your coming, and forearmed."). However, on a roll of 95-99, it delivers slightly incorrect information ("The attacker was Harlan Gnoban, a paladin of the Silver Flame. He can be found in the Burning Lantern and is four armed."). On a roll of 100, it shudders and clicks, spewing incomprehensible gibberish ("Attacker left forearm candle fallen baker's dozen."). Whatever the result, it shuts down for seven full days following this service to recharge. Also posted on Game Masters Stash on 16 December 2020. This spell fires rocks from the ground into sudden activity, shooting upwards at great speed and harming anyone in the area.
Galvanize 4th-level transmutation (Druid, Sorcerer) Casting Time: 1 action Range: 100 feet Components: V, S, M (a lodestone or magnet) Duration: Instantaneous You point to an area, tearing chunks from the ground and hurling them upwards at terrific speed, smashing into any creature in the area. Each creature in a 15-foot radius must make a Dexterity saving throw, and the spell's area becomes difficult terrain permanently. A target takes 4d6 bludgeoning damage and 2d6 fire damage for each 5-foot square in the area which it occupies if it fails, or half as much damage on a successful save. The rocks plummet to the ground at the end of the round, inflicting an additional 2d6 bludgeoning damage to each creature in the area. At Higher Levels: When you cast this spell using a slot of 5th level or higher, the radius of the spell increases by 5 feet per spell slot above 4th level, and the initial bludgeoning and fire damage both increase by 1d6 damage per spell slot above 4th level. Also posted on Game Masters Stash on 12 December 2020. Beginning Book 4 of the ongoing Sorcerer-Kingmaker conversion, this book will be changing a little to reflect some more of Athas' themes, and the themes. The overall synopsis is the same, but some events will need to be altered.
This adventure should begin shortly after the PCs return from completing The Dusthold Disappearance, which means they should be around 9th-10th level. The original Kingmaker modules include rules for mass combat as of the next adventure (War of the River Kings), but it feels appropriate to introduce some elements here. This compares favourably to this 'tier' of 2nd edition, which was when players would start accumulating followers, armies and strongholds, and I like the feeling of having larger responsibilities than just personal heroics. Background: The 'Black Sisters' of the original module are replaced with the Loud Sisters of the Cult of Cold Malice, last encountered at the start of Sands Stained Red. They are a nihilistic cult who follow the power of elemental Rain, wishing to wash away the city-states and Sorcerer-Kings of the Tablelands to usher in a new age of thunder and flowing waters. They are outlawed and hunted in all of the city-states. The Loud Sisters raised their child to be a warrior, a champion of their cause, and to rule the barbarian slave-tribes of the wastes. Armag Twiceborn, as he has become known, is a peerless warrior and has been attuning to the ancient weapon of the Cleansing which was located within an ancient Dwarven ruin- Ovinrbaane, Enemy of All Enemies. The barbarian tribes' wars against House Drelev, and High Praetor Irovetus of Balic, are about to cause troubles for the PCs' nascent city-state, leading to House Drelev's attack on Siltford. This adventure begins with the PCs being contacted by Loy Rezbin, who they may have met some time earlier (in Sands Stained Red). He's impressed with their success, and wants to show how well Siltford, the town he has founded, is going. He'd like it to be a part of their territory, and is happy to render the appropriate tribute to them to make this happen. The village is now cozy and well-kept on the shores of the silt flow, with a few hundred comfortable inhabitants. Loy Rezbin is likeable, loyal, and down-to-earth, but concerned for the needs of his people. It is when the PCs arrive to visit that they meet Kisandra Numesti, a tough young woman dressed in the manner of the soldiers of House Drelev, who has been captured by Siltford's militia. She warns that House Drelev has sent an army of near a hundred mercenaries to take Siltford, as well as a few dozen barbarian warriors, and six of their elite half-giant Juggernauts, under the control of Ameon Trask, an unassuming-looking psion. This gives the PCs just enough time to mount a defence, letting them set archers, build barricades, use magical defenses, set snipers on rooftops, leave traps in the wastes to slow their attackers, dig trenches, or even to attract local wildlife to assist, and also to send for aid from their own lands, giving them access to some of their allies and troops to assist in the battle. Throwing back the siege will take some fighting- the mercenaries are skilled combatants, but not in any particular rush to accomplish their goals. The barbarians are powerful and fervent in their attacks, but lack the discipline of soldiers. The half-giants are dosed up on a combination of bloodvine extract and tamarisk sap, making them all but impervious to pain, and dreadful combatants. Half-Giant Juggernauts Large humanoid (half-giant), Neutral Armour Class: 14 (scale mail) Hit Points: 95 (10d10 + 40) Speed: 40ft. Str 20 (+5); Dex 12 (+1); Con 18 (+4); Int 8 (-1); Wis 9 (-1); Cha 8 (-1) Skills: Athletics +8, Intimidate +8 Senses passive Perception 9 Languages Common, Giant Challenge 6 (2,300 xp) Juggernaut Resilience. Once per round, a half-giant juggernaut has resistance to bludgeoning, piercing, or slashing damage against one attack. Actions Multiattack. The half-giant juggernaut makes three Wrist Razor attacks against the same or different targets. If the attacks are made against the one target, the attacks gain a +3 bonus to damage. Rampage. The half-giant juggernaut moves up to 50 feet, with resistance to damage against any opportunity attacks. All creatures or objects in the way must make a Dexterity save (DC 16) or take 16 (2d10+5) bludgeoning damage. Wrist Razor. Melee weapon attack; +8 to hit, reach 5ft., one target. Hit: 9 (1d8+5) slashing damage. Overcoming the besieging troops will allow the PCs to investigate further, heading out towards Fort Drelev to find some answers about why Siltford was attacked. Also posted on Game Masters Stash on 11 December 2020. This simple blessing makes an individual feel warmly loved, and their soul clings more closely to life.
Kindle Hope 1st-level enchantment (Bard, Cleric) Casting Time: 1 action Range: 30 feet Components: V, S, M (the flame of a lit candle) Duration: 24 hours This spell bestows hope on a target. The target gains inspiration, if they did not have it already. In addition, for the duration of the spell, the target has advantage on Death saving throws. Also posted on Game Masters Stash on 10 December 2020. Generally, someone with an education will know more than someone without one- not just the dry facts and figures, but where they come from, how to question them, and why they're necessary. A warrior who practices and studies with the greatest warriors is going to learn faster than they would if they were stationed at some dull watchpost for the time period, and a wizard who converses with other more powerful wizards is going to learn the spellcraft, at the very least, more quickly than someone without assistance or access. This is why elite university educations are prized- as much for the contacts and networking as much as the actual education.
So, how can you reflect this in game? Player characters who take part in study can earn a small benefit, depending on how much time they devote, and the access to teachers and study materials they have. This grants one 'Education Die' which is available after you take a long rest, and can be spent as a reaction or bonus action. The type of die is described below, and can be added on a single skill check or ability check for a skill you have proficiency with. Education bonus -- Time/Quality of study d2 -- Spend at least one hour researching or practicing skills alone, unarmoured drills or kata, or studying a single book or illustration. d4 -- At least two hours practicing skills with a partner who is proficient, discussion of material or techniques, at least three books or reference documents to refer to. d6 -- At least four hours spent studying or practicing with a proficient partner or instructor who has at least equal proficiency bonus, at least a dozen books or sources of relevant information. d8 -- At least six hours spent studying or practicing in a dedicated area (library, dojo, barracks, etc.) with multiple proficient partners or a proficient instructor who has a higher proficiency bonus, at least two dozen relevant sources of information. This level of study confers one level of exhaustion d10 -- Full day's study or practice at the skill in a personalized facility, engagement with multiple proficient partners of at least equal proficiency bonus, or several proficient instructors who have a higher proficiency bonus, dozens of sources of relevant information. This level of study confers one level of exhaustion. Also posted on Game Masters Stash on 9 December 2020. Something to think about, especially as a game is drawing toward its end, is whether your characters have undergone development. Are they the same person and concept that the player brought to you at level 1, but now with better bonuses? Or have they changed course, gone in unexpected directions, and gained understanding of the world, of their role in it, and of themselves?
Joseph Campbell's 'The Hero's Journey' talks to us of mythological cycles in storytelling, following roughly the same meta-concepts: Heeding the call to adventure, overcoming thresholds, surpassing revelations to transform or atone, and then returning to their life. While this 'monomyth' doesn't strike true for all cultures (or even most cultures outside of Western male-centric storytelling), some of the concepts can be valuable in considering how and whether to develop characters. To break down a pop culture reference, let's look at how, say, Starlord from the Guardians of the Galaxy develops over his 2-and-a-bit movies [minor Marvel movies spoilers]: - In the first movie, Starlord begins as a selfish loner, desperate for respect, who comes to realize that he needs to take actions to save the galaxy because he's one of the idiots that lives in it. His earnestness and honesty mean that his warning to the Nova Corps is heeded, and they're able to overcome Ronan, and rewarded with some respect and repairs to his ship. He has also come to make a family with his crew of outcasts. - By the start of the second movie, he is struggling for respect again, this time with and because of his new family. He argues with them, fracturing the group, and follows his father, who promises respect and power. But when he realizes that his father's actions have led to his mother's death, he reunites with his family, and with the man who raised him, to defeat his father and save the galaxy again. He sees that Yondu has won respect in death from the people who cast him out, and realizes how much he loved him. - Infinity War/Endgame is a weird development because it involves being dead for a while, but let's continue- Starlord finds Thor, nearly dead at Thanos' hands and finds a challenge to his masculinity and leadership. The family fractures again to pursue different goals, and Starlord has to question his own devotion to the woman he has come to love, eventually and unwillingly losing her to Thanos. His professionalism is called into question, leading him the tragic mistake of attacking when he could have co-operated with his friends, and costing them the battle. Thanos' victory leads to his death during the Snap, and restoration toward the end of Endgame, just in time to return for the climactic battle. The Starlord we see is one who now works with others, who accepts his role as a true Guardian of the Galaxy, and who emerges victorious, but not without cost. He has lost the woman he loves, and now faces sharing his leadership with another. He will hopefully face new challenges in the next movies, but you can see development through challenges, overcoming thresholds, and revelations that triggered transformations before a return to status quo. I know it can sometimes be hard to motivate growth when people come with very defined concepts, especially if those concepts follow an established character from another property, and the player would like their character to follow that journey. In this instance, it may be useful to recommend that while their character might be inspired by that existing character, they're not that exact version, they're a version in your storytelling, so ask if perhaps they can allow that concept to change rather than being rigidly unchangeable. So although your character is gaining new powers and gear, question whether they're actually developing- where have they come from, what things have changed them (scarring them, or inspiring them?), and how have they tranformed or changed because of those experiences? I hope this post at least plants a seed of growth for you to think about, and maybe your players, too! Also posted on Game Masters Stash on 5 December 2020. This will be the final post for the Dusthold Disappearance, which is book 3 of the ongoing Sorcerer-Kingmaker conversion. This post will cover the bounty posters issued for this era of the adventure path.
Bounty Posters The Nomen Problem Source: Charter from the Free Council of Tyr Task: Rumours are spreading that a group of furred and four-legged warriors calling themselves the Nomen are causing trouble for the southern regions. They are violent and territorial, and sem to be a constant thorn in the side of and attempt to settle and colonize the easter Stolen Lands. Completion: Either drive the Nomen Wemics out of the Stolen Lands, or secure some kind of peace treaty with them. Reward: For securing peace with the Nomen (or finishing their eradication; either solution sits alright with the members of the Free Council), the Free Council are willing to pay a 4,000 ceramic piece reward. Wanted: Cilops Quills Source: Wanted poster, backed by local bard Iosis Vemarelian Task: Local (and quite eccentric) bard Iosis Vemarelian wants to write a complex epic about the essence of longing, using only the quills of a Cilops. He wants a healthy collection of quills to see him through his project. Completion: Quills harvested from at least two or three Cilops should be enough to satisfy Iosis. Reward: In exchange for a delivery of quills, Iosis has promised to spread the word of his saviour's prowess and competence, resulting in patronage and gifts of around 3,000 ceramic pieces. Mmm.... Eels! Source: Wanted poster, backed by local Mul innkeeper Beven Armaki Task: Beven, who runs the Blue Mekillot inn, has announced an eel bake. He has heard that the eels of the Silver Springs make for particularly fine dining, and has asked for a dozen of them for his centrepiece. Completion: Catch and deliver 12 eels live to Beven. Reward: Not only does Beven invite whoever delivers the eels to take part in the eel bake as guest of honour, he awards a fine cloak made of their shimmering skins, which he has crafted into a Cloak of Protection. Commission: Anakore Spines Source: Wanted poster, backed by a druid named Chamaie Lerian Task: The druid Chamaie says she can craft a useful wand which can be used to find enemies who are hidden. But she will need some parts, and she gets to keep the leftovers for her own use. The most important part is the dorsal spines of half a dozen or so Dune Freaks, also called Anakores. Completion: Bring the dorsal spines, mostly intact, of at least six Anakores to Chamaie. Reward: In about a month, Chamaie has crafted a Wand of Enemy Detection as commission. A Missing Brother Source: Wanted poster from one of the local aristocrats, Edrist Hanvaki Task: Edrist is worried about his brother Tomin, who recently traveled to Dusthold to seal a deal with the village's gemcutter. Tomin's been missing for days, and Edrist promises a reward or support for news of his brother's fate, or at the very least , return of his brother's mother-of-pearl brooch. Completion: Learn of Tomin's fate, and report the discovery to Edrist Reward: Edrist's support politically and materially is worth about 5,000 ceramic pieces over the course of the next six months, or 3,000 ceramic pieces in cash, upfront. Dark Wings Source: Local rumour Task: The great black Roc of Talon Peak has made off with fully-laden Mekillot wagons, and no survivors have ever made it back from one of its attacks, although its size cannot be mistaken from a distance. The creature must be slain or driven off for the region to prosper. Completion: Kill or drive away the Roc of Talon Peak. Reward: The kingdom's prosperity is greatly increased due to the lessened danger, increasing the kingdom's treasury by 6 Build Points. A Missing Master Source: A student named Jemanda Orlasken, who petitions for aid Task: A representative of Balic's Kitharodian Academy has come to the Stolen Lands seeking her master, a man named Ervil Pendrod. It seems he recently traveled to Dusthold, following up some ancient story about a relic of the region, but didn't arrange for a leave of absence. Completion: Find Ervil and convince him to return to his duties in Balic, or advise of his fate. Reward: Jemanda promises a reward of 2,000 ceramic pieces if Ervil can be returned, or equivalent sagely research if his fate can be proven. Forgotten History Source: Wanted poster, backed by psionic historian Tamerak Elenark Task: Traveling scholar Tamerak Elenark has come to the Stolen Lands seeking information on the history of the ancient cultures who dwelled here. He's promised a reward, a psionic crystal mounted in a circlet, to the one who can bring him the most fascinating piece of information by year's end. Completion: Bringing a fascinating piece of history to Tamerak by the end of the year, whether telling the story of something, presenting an artefact, or some other kind of evidence. Reward: Tamerak faithfully awards his Headband of Intellect to the person who brings him the most fascinating piece of history. Also posted on Game Masters Stash on 4 December 2020. As a mortal, the Rendered Regent held a throne for her younger brother, only newborn when her parents were slain. Although she burned under the restriction that only a boy-child could inherit the throne, she resolved with all her heart to leave it in good condition for the infant. Sadly, those who surrounded her did their best to make her regency short and brutal, besetting her with a revolt of both barons and peasants alike, an unpopular war based on an ancient tradition that neither kingdom cared much for, and eventually even an assassination attempt on the young boy. At every opportunity, she was forced into backroom deals, poor compromises, stripping of her power and dignity, and finally, even her success. As the young prince lay poisoned by one of their enemies, she raged and swore an oath that she would see it all burn before she failed in her one task... and was heard. A legion of Devils marched from the palace gates, brutally cut down her foes' troops, murdered her enemies in their beds with their families, and desecrated the temples of the church that forbade her to rule herself. With their last gesture, they restored a crooked life to the heir so that he could take the throne, and then they departed. The Regent's Rage, as it was known, is legend in that kingdom to this day, although its telling makes her the vilest villain, and forgets her court's treason, and her brother's madness. For her one day of unbridled bloodshed, the Regent was raised to be one of the Ten Thousand Kings of Hell itself, when life left her only five years later.
Now, she grimly oversees those who would do their work and are beset by enemies. She occasionally intervenes, spoiling an ambush, spilling words that should not be heard to those who those who need to overhear them, and ensuring that duty is done, no matter the cost. Those who swear oaths to her bear tattoo-like markings spiralling down a finger like a ring, expanding to cover their hands and wrists as they gain more powers. Her court, the Splinterspire, is a cold and spartan place where flocks of Erinyes serve her wish, constantly scheming against one another. Each of her pronunciations is absolute law for them, and they spend much of their time finding loopholes in her commands, which she then promptly makes more rules to cover. Statistics: The Rendered Regent is a powerful Devil with 21 Hit Dice. She possesses most of the powers of a Pit Fiend, with an Archdevil's ability to grant a Wish if a mortal strikes a deal with her. Her Erinyes legions carry Ropes of Entanglement made from scrolls of her pronunciations. Also posted on Game Masters Stash on 3 December 2020. Effulgence is a greatsword hammered from a moonbeam by the master Dwarven smith Nemril. It glides through the air without sound, and glows with an inner radiance. Dust or small objects nearby the sword which are left unattended orbit around it slowly.
Effulgence Weapon (greatsword), unique (requires attunement) You gain a +1 bonus to attack and damage rolls made with this magic weapon, which also counts as being silver. The sword has 1d8+1 charges. You can spend 1 charge to cast Sacred Flame at your character level, and 2 charges to cast Moonbeam at your character level. The sword regains a maximum of 1 charge per night if exposed to moonlight, and 1 charge per hour if exposed to the full moon's light. The sword's luminous blade emits bright light in a 10-foot radius and dim light for an additional 20 feet. This light counts as moonlight. You can use an action to expand or reduce its radius of bright and dim light, to a minimum of 5 feet of dim light. How you can use Effulgence in your game: - Some say that the blade was forged for the Lunar Eladrin, who rule the distant moons, and that it has slipped from their grasp when Accretian, the Bad Moon, rose. They may come seeking it again, jealous of its radiance being held by another. - This weapon is feared and respected by the Were-clans of the Elden Reach. Its use against them may trigger panic, and a quickly escalated reaction. They may even convene a Meet to bring one of their clan warlords before its wielder, authorised to visit terrible violence, or trade some great treasure, for its use. - As a powerful and unique magical blade, this item might be sought out by collectors of rare and exotic weapons. The Gith, for example, might send first exploratory agents seeking out the rumour of such a weapon, and then a strike-team to seize it from whoever currently holds it. Also posted on Game Masters Stash on 2 December 2020. |
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