Moss dragons are small and mysterious creatures, not truly dragons but termed as such by most who see them. They dwell in forest pools and grow moss and algae on their scales, as well as occasional mushrooms.
While moss dragons can be vicious if they're in danger, they're not aggressive. If physically threatened, they can stand on their back legs to about 7 feet tall, and claw and bite their opponents. They often befriend and protect lone travellers through their area using their plant-control powers. Hooks: - A player character who becomes separated from their group in the woods might encounter a moss dragon, or perhaps a tangle of them, willing to assist them if they can co-operate. - A small child who has gone missing might have been found by a protective tangle of moss dragons in the woods. Tracking them to the pond will be difficult, and then convincing them that they mean no harm to their new child might make things more complicated. - A town wishing to expand needs to fell trees, which are in an area inhabited by moss dragons. The otherwise peaceful creatures start attacking loggers, and the town puts up a reward for anyone able to rid the forest of the creatures. MOSS DRAGON Medium monstrosity, unaligned Armour Class 14 (natural armour) Hit Points 22 (4d8 + 4) Speed 20ft., swim 40ft. Str 12 (+1); Dex 13 (+1); Con 12 (+1); Int 5 (-3); Wis 17 (+3); Cha 14 (+2) Proficiency bonus +2 Skills Nature -1 Damage resistances poison Senses darkvision 50ft., passive Perception 13 Languages understands Druidic, but can't speak Challenge 1 (200 XP) Natural Spellcasting. The moss dragon is a 4th-level spellcaster. Its spellcasting ability is Wisdom (spell save DC 13). It can cast the following spells: At will: druidcraft 3/day: entangle, thorn whip 1/day: spike growth ACTIONS Multiattack. The moss dragon can make two claw attacks or one claw and one bite attack. Bite. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 5 (1d8 + 1) piercing damage. Claw. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 3 (1d3 + 1) slashing damage. Updated from an earlier post, published on 23 June 2019. On the walls overlooking the docks of Laufenzell, an urchin by the name of Drasia sits, bored and waiting for travellers. She sells exotic pets, often small creatures stolen or liberated from ship's holds. While chatty, Drasia doesn't really know a lot about the different types of creatures she sells, but will happily make up things she thinks they might do, if it'll get her the sale. She sells these creatures for her bosses, getting a percentage of the sale. She'll try to talk up the sale in order to get tips.
Here are a few of the critters she has for sale, and what she might say about them: 1. Fledgling Hyenagriff (150gp): This winged doglike beast, about the size and weight of a small kitten, only hatched last week. It has a scrap of leather as a collar, and barks manically like a chihuahua. Drasia says it'll breathe fire if you tell it the right jokes. 2. Ooze Salamander (75gp): This rather sluggish reptile with a blunt head has a frill of large scales behind its neck. It mostly just sits there but will occasionally eat an insect that wanders past. Drasia tells that if you treat it well, it grants wishes. 3. Floating Eyes (20gp each): Drasia has three of these single-eyed beasts with wings, tied up on string and flitting about at head-height. They're ugly and ill-tempered, and her bosses can't quite figure out what to do with them, so if someone buys all three, she can let them go for 50gp. Unknown to her, they are bizarre variants of Spectator Beholderkin, and can each Counterspell once per day, with a spellcasting ability modifier of +2. 4. Drakehound Hatchling (250gp): This small wingless drake, about the size of a Jack Russell dog, is a territorial and aggressive critter. Drasia says it's a fine creature and well-behaved. In actuality, it has a breath weapon which produces a 5-foot cone of cold, dealing 1d6 cold damage, which refreshes on a short rest. 5. Tentacle... Thing? (100gp): This roiling mass of tentacles and eyes emits pitiful mewling noises. It is being held in a wooden cage to avoid it slithering away. It is some juvenile form of chaos beast, found on a faraway island some time ago. Drasia has no clue what it is, and just wants it gone because it's creepy. 6. Iguana (35gp): This sizeable lizard is personable and has no magical talents. Drasia tells that it was once a prince, and that only his true love's kiss can turn him back to his proper dwarven form. Also posted on Game Masters Stash on 26 August 2021. Sir Cinder is an adventurous elemental who has attained sentience. Early in its life, it was rescued from imprisonment by a knight, and began to idolize the steel-clad warriors. It served an artificer for several years in exchange for a custom-built suit of furnace armour, which keeps it stoked and protected. Now it travels the land doing deeds of service, and confusing peasants. It might be an unexpected ally in a pinch, or choose to serve a PC as a loyal companion.
Sir Cinder Medium elemental, neutral good Armour Class 18 (plate armour) Hit Points 38 (6d8+12) Speed 25ft. Str 10 (+0); Dex 12 (+1); Con 14 (+2); Int 7 (-2); Wis 10 (+0); Cha 9 (-1) Damage resistances Bludgeoning, piercing, and slashing damage from nonmagical attacks Damage immunities Fire, poison Condition immunities Exhaustion, paralyzed, petrified, poisoned, unconscious Senses darkvision 60ft., passive Perception 10 Languages Ignan, Common Challenge 4 (1,100 XP) Red-hot Form. A creature that touches Sir Cinder or hits it with a melee attack while within 5 feet of if takes 3 (1d6) fire damage. Illumination. Sir Cinder casts bright light in a 60-foot cone through the bars of his furnace, and dim light for an additional 60 feet. Water Susceptibility. For every 5 feet that Sir Cinder moves in water, or for every gallon of water splashed on it, it takes 1 cold damage. Actions Heated Sword. Melee weapon attack: +2 to hit, reach 5ft., one target. Hit: 3 (1d6) slashing damage and 3 (1d6) fire damage. Fire Bolt. Ranged spell attack: +3 to hit, range 120 feet, one target. Hit: 6 (2d10) fire damage, and flammable objects are ignited if they aren't being worn or carried. Also posted on Game Masters Stash on 13 February 2021. The urban legend / cryptid / arcane entity known only as 'the Tunnel Granny' is mysterious and kindly, given to caring for those who have become lost in the darkness. Its pale, rounded face, dishlike eye hollows, and crooked smile can be seen emerging from the shadows, and its chirping tones and outstretched arms are somehow disarming. The Tunnel Granny can defuse hardened Drow priestesses, Dwarven tunel-fighter veterans, and even Mind Flayers alike.
Those who receive her aid are healed of their wounds by her oddly chilled chicken soup or Amethyst cake that she provides, and led through dark unseen ways to safe havens. There, it retreats after taking something symbolic- a small triangle of skin, harmlessly plucked from its ward. This mark causes no bleeding or pain, but it never truly heals, leaving a pale triangular scar. Some have attempted to leave offerings or pledge service to the Tunnel Granny, but it cannot be located except by those who have truly become lost in the underdark. It is most akin to an Aspect, but seems to have powers that defy even clerical divinations. With many thanks to Blob Doss for permission to use the art and concept design. Also posted on Game Masters Stash on 13 January 2021. The Chapel of the Martyred Lady has always had an odd reputation, but now it stands all but abandoned. Only one soul still inhabits it, although her contribution to the church's work is reduced somewhat these days...
Raised almost two hundred years ago to one of the good deities, the Chapel of the Martyred Lady strove to emulate a saint of the faith who was unjustly slain at the hands of a wicked king. However, catastrophe and tragedy undercut the success of the chapel from its first consecration, when one of the bellringers stumbled and was hanged on striking the first peal of the bells. Although many members of the chapel's congregation tried valiantly to keep the congregation up, it faltered and was abandoned. Around fifty years ago, it was cleared of local bandits who had set up inside it, and reconsecrated, but the priestess who started this endeavour was murdered atopher own altar one night. No-one ever claimed responsibility, and the chapel was quietly abandoned again. It is now falling into ruin, as some of the leadlights have been shattered by thrown stones, and the roof is sagging and broken in places. On walking into the nave, however, an air of quiet peace can be felt. The dust motes in the shafts of sunlight coming though the roof holes seem atmospheric and almost welcoming. And a pale presence sometimes makes itself known, silently setting bones and closing wounds with a ghostly touch. At her neck she wears a holy symbol depicting the Martyred Lady, although her veiled face seems contorted with pain. How you can use the Chapel of the Martyred Lady in your game: - A low-level party might seek refuge in the chapel on the way to or from an adventure, especially if they need assistance and sanctuary from enemies. The Lady might even point them to a clue about her murderer, if they are faithful and respectful. - The PCs might be hired to 'clear' the chapel of the Lady's spirit so it can be reopened, and although they may be able to solve her murder at the hands of a young street thug who is now very aged and much more influential, finding out why he murdered her will be another quest altogether. - If the PCs become trusted allies of the Lady, it might help her to remember more of her life, and why she was murdered. She might become a friend who can assist in spiritual matters, in more ways than one. Also posted on Game Masters Stash on 27 May 2020. One of humanity's strengths is its ability to empathise with and add personality to almost any creature, even ones that have no personality themselves. This is one such example.
The Golem of Greenbend has walked the streets of the sleepy town for decades, since being made by a long-dead wizard. It has defended the village from bandits, wolves, and a corrupt and overly-zealous tax inspector and his guards. Over time, it has taken damage which the villagers have attempted to repair with bolts and straps of metal. It has also been adorned with flower-chains, long since worn away, and a nice red wool cloak made by the children, "to keep it warm". The golem itself barely notices the adornments, but very occasionally displays behaviour more suited to a person than a construct. It will pat a head with terrifying gentleness as it approaches someone, or merely trail its fingers along a wall as it passes. Perhaps it is learning after all? How you can use the Golem of Greenbend in your game: - A Player Character might be from the town of Greenbend, familiar with its protector and unsure why other golems aren't similarly cared for. - Strangers coming into Greenbend might be alarmed to witness a clay golem walking the streets, on some sort of patrol. The locals reassure them that it will give them no trouble- unless they cause any. The display of rusted staved-in breastplates that they display serve as a warning to any who might stir anything up. - A mage has fascinated by the level of emotional display which the golem displays has moved to town, and has started tinkering with the golem's binding spells. If he manages to sieze control of the Golem, will it be able to resist his commands, or will it be only a slave to its nature again? Also posted on Game Masters Stash on 6 April 2020. This curious little magical construct is a relic from ages past, which lurks still in an ancient tomb. It is usually dormant, but awakens if disturbed. It is about six inches high and made of a dense green-black stone, with tiny runic engravings covering its surface.
Statistics: The Relic Protector is a Tiny animated object with 30 hit points, and an Intelligence score of 6. It guards any children (or Gnomes or Halflings, as it lacks the intelligence to tell the difference) fiercely, and will defend them fom any who threaten them, waddling along beside them or waiting in a pack otherwise. Its styling is alien to most modern folk, but it appears quite adorable otherwise. It can cast Alarm once per day if it stays in place for the entire hour. How you can use the Relic Protector in your game: - Defenders of a tomb might not be gigantic golems- an army of teddy-bear sized constructs could be quite dangerous as well, especially if the complex is set up to give them hiding-places or cover form attacks. - A PC who discovers and awakens the Relic Protector might be able to convince it to come home with them, and stay as a guard for a child. A noble or powerful person might pay handsomely for such a construct. - An enemy might also have such a guardian, especially if they are one of the smaller races. This could add complication to an encounter which might be simple otherwise. Also posted on Game Masters Stash on 3 April 2020. It's not very common for children to go adventuring in the way you'd expect of adults, but anyone who has been a child generally remembers going on adventures with their friends- exploring the old forest behind the park, walking along beside the train lines, or going all the way to the corner shop together. So what about children inside the game setting?
Obviously, children can't face the same challenges which adult adventurers would, but they might slip by foes unnoticed where adults would face a challenge. Telling the story appropriately here will be an important factor, as having children brutally murder an Orc together probably isn't the story you want to be telling- like the Hobbits play-fighting with Boromir in the Lord of the Rings, tripping him and scarpering is probably much more important to them than crushing his skull with a big rock. Gauging your players' interest in this will be an important step. How you can use Junior Adventurers in your game: - You can use this as a narrative framing device, playing through as local children to sneak into the overgrown ruins and past the Dark Growly room and under the table where the Ogre chops his food, which will let you foreshadow threats to your players while threatening (but generally not using) a real sense of danger for unarmoured and defenceless children. This can make their later attack on the dungeon all the more enjoyable, as the Dark Growly is revealed to be an aggressive Dire Wolf, and the Ogre is armed with an ogre-sized set of kitchen tools, which can make for some enjoyment. - You could also use this as a serious challenge where local children need to rescue their adult adventurer friends or parents, who have been captured or incapacitated somehow. Taking your players' agency by having their characters already defeated by something can be really un-fun, especially if they're resistant or immune to something, but can make for a memorable adventure if they're into it. - Alternately, this could be a flashback (or dream sequence, or something inflicted by a mind-affecting enemy), revealing how some of the characters knew each other. For longer-lived races like Dwarves or Elves, they might already be adults, and could participate in a very different way to human-type children, but getting to play your gruff, tough noble fighter as a snot-nosed brat with a wooden sword, or your bookish mage as an excitable nerdish child could be enjoyable as an almost-one shot game. Learning how your fighter broke their nose, or gained that scar, could really be fun. Also posted on Game Masters Stash on 7 March 2020. No-one is entirely sure who is responsible for creating these creatures, or exactly what to do with them. In form, they resemble the body shape of a hunting spider, but with the bodily features and behaviour of a dog. They hunt small vermin like mice (or sometimes slightly larger creatures, depending on what is available), and are affectionate, if somewhat horrifying, pets. They make soft whimper noises, but rarely bark.
Those who can override their usual arachnoid startle-reflex and tolerate such a creature often gain a faithful and loyal friend. However, they elicit an almost supernatural fear and revulsion from most humanoids, so they are usually kept indoors and away from unfamiliar eyes. Statistics: Spiderpuppies have the same statistics as a dog, with slightly increased (+10ft.) land speed and an additional +1d4 poison damage from their venomous bite. Humanoids usually react unfavourably to them, despite their four dark, glistening puppy-dog eyes. How you can use Spiderpuppies in your game: - A human noble who has traveled far away might have acquired such a creature as a pet, and keep it within a fenced yard in their house. After a storm damages the fence and their exotic pet escapes, they quickly hire adventurers to locate and return little Ralphie to them before the villagers hunt it down with torches and pitchforks. - A colony of Spiderpuppies have taken up residence in the hills near a town. Only a few hunters have glimpsed them, and run in terror at their appearance. They have hired adventurers to "clear out the caves of some vicious giant spiders". However, the cruel game hunters who are interested in their pelts will be dangerous if opposed. - A Player Character might want to keep such a beast, but will face challenges in keeping one. They may have to live far from town and keep it away from prying eyes. - Oddly, Drow find these creatures to be horrifying abominations, and cannot bear their presence even long enough to slay one. Also posted on Game Masters Stash on 6 March 2020. Spleck's Wares is a familiar sight in many a country town, a lovingly-decorated little covered wagon with a blue-and-yellow striped awning, staffe by a friendly Lizardfolk who sells magical potions and curatives. The proprietor is charming and friendly, and always willing to apply a discount if someone has a story of urgent need or heart's desire. It also won't entirely guarantee that it's not selling snake-oil (with a big sideways wink).
Spleck seems to have a habit of occasionally selling what you actually need, instead of what you ask for, so most of the time you'll get a potion that makes you able to focus in a situation, and sometimes you'll get hallucinogenics that make you capable of understanding the entire universe in excruciating detail for a few hours. Spleck offers no refunds for these occasions, explaining that the path of destiny sometimes takes you to places you cannot expect. How you can use Spleck's Wares in your game: - Spleck is a well-respected traveling merchant, and might offer payment to a few low-level adventurers in the way of a handful of potions, to be distributed at the end of a journey they have spent guarding the wagon. - More capable adventurers might seek out Spleck for a potion which cures petrification, poison, or even recent death. Spleck might offer all these and more, but might demand the story of why the target needs such a curative. - High-level adventurers might begin to realize that the things Spleck offers are technically not even possible, and start to wonder how these potions are manufactured, let alone distributed seemingly on a whim. Also posted on Game Masters Stash on 2 January 2020. Having a set-in-stone alignment system is sometimes useful- it lets you know which targets are hurt by particular spells, decide who gets to be smited, and so on. But sometimes it's nice for all dogs to be Goodbois and Goodgirls, whether their alignment says they can be or not.
So, who defines alignment? In a functional sense, you as the GM define alignment. But (hod on to your brains, people, I'm about do discuss philosophy) do you define it in a Kantian sense, that certain actions (like lying, killing, and kicking puppies) are always evil no matter the context and no matter how much joy they bring to the wider world, or a Utilitarian sense, that actions are only good or bad depending on their wider outcomes ("we have to lie to the princess because her knowing the truth would be bad for the peasants"). Can a wicked creature do good, and thus attain goodness, even temporarily? And, most importantly, who keeps track of this in your game world? Do the Gods keep objective counters tracking who is evil and worthy of punishment (and does an evil god then reward those people? How does that work?), or is alignment only what morality makes of it (and there's no lasting objective scores, people are just people)? Are creatures who don't know any better (and some which explicitly have no alignment as they're not considered intelligent enough to have morality) still "good"if they're devoted to doing what they do well enough to make people happy? What this all comes down to is Christmas presents, naturally, and who gets them. How you can use moral philosophy in your game: - D&D's inbuilt alignment system is a little more Kantian, but it's also a bit super racist (all Orcs and Drow are evil, for example). Eberron's alignment system decoupled race from alignment, saying that creatures of those races tended to behave that way because of their societal upbringing. Perhaps there is a true moral philosophy of 'Goodness', and striving towards it is what confers the status of being Nice. - Maybe your world's version of Santa only delivers to people who have made progress in taking more good actions than the last year, and taking those actions, regardless of whether they were mind-controlled, persuaded, or dodged around, confers the status of Niceness. - Alternately, your world could always have some kind of corruptor-devil, a creature that travels the world distributing gifts to the Naughty. They reward people who've made little actions of Evil (lying, stealing food, cheating on taxes) to further sway them to more committed Evil deeds. Also posted on Game Masters Stash on 21 December 2019. Stonetoads are a curious holdover from some past magical dynasty- a race of creatures bred for a specific and useful purpose- to form roads and paths. They appear as paving stones with a large toad growing from the bottom, and feed on lichen, weeds, and slow-moving insects which crawl across them.
When one dies, its "stone" crumbles slowly over the next few weeks, resuming an organic nature. Stonetoads gather in large numbers and seem to enjoy forming patterns. Occasionally, the patterns change, apparently on the whim of the stonetoad colony. If damaged (by a fireball or similar incident), stonetoad colonies tend to 'ripple' which may betray their nature. Statistics: These creatures are barely a pest, serving a useful function and in the very rare situation that one has been angered enough to endanger a humanoid, it poses more threat being dropped onto them than by having any weapons. They have resistance to all types of damage, and immunity to nonmagical slashing, piercing and bludgeoning attacks while surrounded by other stonetoads. A stonetoad weighs about 4 pounds, which is surprisingly dense for such a small creature. They have animal level intelligence, and no special powers. How you can use Stonetoads in your game: - A path through a mage's garden may be made up of a colony of stonetoads for aesthetic. The mage who lives nearby enjoys their quiet creaking noises at night. - An ancient highway which has existed for centuries appears in nearly-new condition, and the local ruler asks adventurers to investigate if the stones can be relocated. Surprisingly, they can, but the colony may resist such efforts, hopping away at night-times if unattended. - Stories tell that a specialized breed of stonetoads exists, with decorative markings on their backs rather than plain stone. Finding and breeding such creatures could make an enterprising adventurer a lot of money! Also posted on Game Masters Stash on 7 December 2019. A Squonk is a pitiful and pathetic creature, horrific to look upon and quite aware of its own horrid appearance. It roams the world in solitude, weeping at its own loneliness and shame. No-one knows exactly where a Squonk comes from, but they are a much-fabled creature. They are perhaps two feet tall, with vast and bulging eyes.
Statistics: Squonks are 2-Hit Die monstrosities, that cause people who look upon it to make a Charisma save or become Frightened. If cornered and wounded, a Squonk can dissolve into a puddle of its own tears as an action. How you can use a Squonk in your game: - Legend tells that someone who can catch a Squonk and convince it that it is loved can coax a Wish from the creature. - The tears of a Squonk are reputed to be able to heal critical wounds and restore life to those who have been poisoned. If an important NPC has been wounded in such a way, your Player Characters might be hired to attempt to capture one alive. - Perhaps a PC might remember a Squonk they befriended in childhood, and be called to defend it from hunters trying to beat a Wish out of it. Also posted on Game Masters Stash on 22 November 2019. This has been doing the rounds of the internet for about a week, and I've been asked to talk about it. I considered making my own version, but I think linking back to the original one is actually more powerful. It was created by Sean K Reynolds and Shanna Germain for Monste Cook Gaming. The download links for it are down at the bottom.
So, let's discuss! I've seen a lot of comments where other people have shared this, saying "just have a discussion with you players beforehand", or "yeah, you do this during Session Zero", which I completely agree with. You should be discussing this with all your players, GM included, whether as part of your friendship circle or before you all start gaming together and sharing vulnerability. This is a tool to help that, it's not an absolute requirement if you're already open about this kind of stuff. If you're an average group of friends, there's probably stuff that someone has told to someone but not everyone, or hasn't even talked about, but might still want to avoid, for whatever reasons. So respect that, and at least give people an option. It's really valuable to be able to say "I really don't want to engage in [whatever]" without having to justify it, on the spot, in front of people who you may or may not know well. This can help to build friendships, rather than exposing people to things that can legitimately traumatise them. And for whatever God's sakes, don't be the kind of asshole who pushes people's buttons on this kind of stuff. This sheet could be adjusted to reflect differences in different countries or cultures- down here in Australia, we don't tend to have so much in the way of hurricanes and tornadoes, but we get plenty of great big massive bushfires. In Europe, avalanches are more common, and in South America and India get mudslides. Here, we don't tend to get as much police violence (at least in the part of Australia where I'm from), but I can definitely see that as being an issue having seen American news reports. You should definitely consider where your players are from when you send this out, and be willing to accept that even if you don't think something is a problem, it might be a huge problem for someone else with a different lived experience than you. And if you're willing to wave it off because you don't value that opinion, you're telling your friend that you're not valuing their openness, their vulnerability, and their safety. Don't be a dick about this. Download Links: • MCG shop link https://www.montecookgames.com/store/product/consent-in-gaming/ • DriveThruRPG link https://www.drivethrurpg.com/product/288535/Consent-in-Gaming Also posted on Game Masters Stash on 21 September 2019. Imzt is a delightful Familiar that has taken a different attitude to spellcasting- it wants to cast spells itself, and has put so much effort into trying, that one of the Gods has blessed little Imzt with a smidgen of healing ability. This causes absolute delight for the miniscule lizard.
Imzt can be taken as a standard Familiar option for a Sorcerer or Wizard, but does not gain the standard ability to deliver touch-range spells for them. Instead, Imzt has the ability to cast Cure Minor Wounds three times per day, healing a single hit point each time. While it is not terrifically effective, Imzt gains great joy from stabilizing the wounded, kissing grazed knuckles better, and making little ouches like stubbed toes hurt less. Imzt is a prized companion and friend to any group lucky enough to have them. Also posted on Game Masters Stash on 23 August 2019. The Fresh Grave of Goodheart Gardens (a CR 5 encounter for Bloodlines & Black Magic)
"There's a grave in that cemetery, Goodheart Gardens, that's always fresh. I hear they've even cemented it over, but it's always just turned earth in the morning, with some flowers on top. But here's the weird bit... it's always got fresh flowers. Every single day." The Fresh Grave of Goodheart Gardens is a place of wierdness, one that's got a small Atlas Obscura entry and mentions on a local ghost tour pamphlet for disinterested hipsters. But the ghost tours don't even scrape the barrel of what's going on, and why Goodheart Gardens is visited by an assortment of oddballs and powerful people at the witching hour. The Gardens belong to a free spirit which has refused to pass on, a servant of the people who has moved on to looking after the dead. Those buried here are looked after, and at rest- like, properly at rest. They're looked after, and no-one dares bother them because of Poppa Daydream. Y'see, if you turn up at just the right time of night, you can meet Poppa Daydream, a huge, friendly, aged Hippie, wearing a tie-dyed t-shirt and bandanna, as well as faded denim shorts. He's happy to share a joint and a tall tale, and some words of advice about whatever personal issues someone has. Those who spend any amount of time with him get an overwhelming sense of just how good a guy he is- he cares, incredibly deeply, about social issues and injustice, about making an active difference in the life of everyone he touches. And now he's dead, he's got some other folks to take care of, too. If you'll promise to lay flowers for someone, say a little prayer and wish 'em well, he'll do you a solid and talk to the dead for you- bring you some closure, tell you some secrets, something you need. He watches carefully to see who people pick- just the closest grave, or someone meaningful, a kid, an old person, and he judges what people are doing. In life, Poppa Daydream was a 5th-level Spiritualist. Now he's dead, he's gained the Prana Ghost and Undead Lord templates, although he can't interact much with anything physical any more. He can speak with the dead of Goodheart Gardens, and he can ask pretty much anything of them that people need to know. He'll pass some of that on, as well as some tips- how to fix your car, or your love life, how to say sorry to your mom, or move on from that guy, or how to shake that cigarette habit (that's a nasty one, he says ruefully, and hard to kick). How you can use the Fresh Grave of Goodheart Gardens in your game: - Sometimes you need to find something out from someone who isn't alive any more. A contact might pass on some advice on how to find Poppa Daydream, and what to bring to get his help. - A Player Character who's down in the dumps for some reason might go looking for trouble in a graveyard, and find help from a very unlooked-for place. Moss Dragons are small and mysterious creatures, not truly dragons byt termed as such by most who see them. They dwell in forest pools and grow moss and algae on their scales, as well as occasional mushrooms.
While Moss Dragons can be vicious if they're in danger, they're not aggressive. They often befriend and protect lone travellers through their area using their plant-control powers. Statistics: Moss Dragons are 4 Hit Die Magical Beasts, with Druidic spellcasting equal to their Hit Dice. They are fond of spells which do not have obvious effects, like Entangle, allowing them to stay unseen. If physically threatened, they can stand on their back legs to about 7 feet tall, and claw and bite their opponents. How you can use Moss Dragons in your game: - A player character who becomes separated from their group in the woods might encounter a Moss Dragon, or perhaps a swarm of them, willing to assist them if they can co-operate. - A small child who has gone missing might have been found by a protective swarm of Moss Dragons in the woods. Tracking them to the pond will be difficult, and then convincing them that they mean no harm to their new child might make things more complicated. - A town wishing to expand needs to fell trees, which are in an area inhabited by Moss Dragons. The otherwise peaceful creatures start attacking loggers, and the town puts up a reward for anyone able to rid the forest of the creatures. Also posted on Game Masters Stash on 23 June 2019. Lumpen is an unfortunate and uncoordinated Earth elemental, who has been 'living wild' since being called to the Material Plane many centuries ago. He does not understand 'living' things, or the need to eat, or sleep, but is very curious. He is also a complete coward, and will flee if threatened.
Lumpen towers over most humanoids at about 16 feet tall and over 5,000 pounds, but is covered with moss and dirt. If spotted, he will often try (very poorly) to hide, or just hunker down and 'pretend' to be a rock for a few days. Those who wish to befriend the gentle giant will need to have patience and a calm demeanor. Statistics: Lumpen is a Large Earth Elemental with an Intelligence score of about 8. His eyes are gleaming black obsidians, giving him a very soulful look. When he speaks, which is rare, he sounds like a harmonic rumble from deep within. How you can use Lumpen in your game: - Townsfolk who have witnessed Lumpen in the woods might call for adventurers to hunt the giant who is no doubt coming for their farms RIGHT NOW! Those with a little curiosity will find that Lumpen was merely attempting to get to meet their cows, who were unafraid of him. - Finding Lumpen a secure place in the woods where he won't be at threat could be a quest for friendly PCs, whether that involves locating a suitable area, clearing out the region of threats, or fighting off a Xorn that comes hunting for the tasty rock-creature. Those who win his friendship might find his talents at earth-shaping to be tremendously helpful. - Finally, a powerful PC might attempt to help Lumpen to return home to the Earth elemental plane. Although he will appreciate the assistance, he can do little against the monstrous creatures that lair here and will threaten those who attempt to bridge the gap between planes. Also posted on Game Masters Stash on 14 June 2019. Rimzepen is a mouse, and a Paladin. He wages a tiny war against demons, monsters, and other creatures which threaten the home in which he lives.
He wasn't always a paladin- in fact he was merely a plain mouse until the house came under attack by a horde of minor devils. Although the humans who lived there battled most of them, one imp tore its way into the the underfloor. The mice fled, except for Rimzepen who froze in fear and then let out a squeak of defiance. The Lord of Light felt this little act of bravery, and looked down from the High Heavens into the house, burning away each of the devils. There, he spied a single mouse standing against a monster from the Hells, with nothing but its teeth. He reached down and shrouded the mouse in armour to befit his station, and a weapon to bite through the hides of Hell, and an inner light and drive to match. The imp, terrified, leapt forwards and was impaled upon Rimzepen's tiny halberd. The mouse came to terms with his intelligence and ability over the next few years, and has been the guardian of the home since then. He serves bravely and boldly, and has been called upon by the Lord of Light several times since then to accomplish tasks which others could never even attempt. Statistics: Although he is a 3rd-level Paladin, Rimzepen is still a mouse. He's like an inch tall and has tiny adorable armour and weapons, but a Strength score of about 2. How you can use Rimzepen in your game: - Rimzepen is a brave defender of his home, and adventurers sneaking into a house might run across a mouse that bars their way. So long as they do not seem evil, he might allow their entrance. - Player Characters might be directed for assistance to seek out the divine champion within a home, unaware that their target is not a humanoid. Having a mouse paladin join the party to assist them might be helpful, if a little strange. He's very curious about human traditions, and will have lots of questions to ask. Also posted on Game Masters Stash on 27 May 2019. Legacy is an ancient construct, built by Druids centuries ago to defend them. Over time, Legacy has developed their own morals and ethical code, and, its original creators long dead, has taken to walking the earth doing acts of Good.
Legacy dates to some centuries ago, when a circle of Druids were endangered by invaders. They crafted Legacy over time, built as a battle-construct, and empowered them with a true soul, rather than merely an elemental spirit. Legacy functioned as required, and the invaders were defeated. The circle of Druids lasted another fifty years before falling to infighting and elitism, with Legacy serving as their loyal guardian. Another decade of mutely standing guard over their empty grove, day in and day out, led to deep philosophical musing. Finally, Legacy decided that merely doing what had been right in following others' orders was no longer enough, and started walking. Legacy performed small acts of kindness, such as sheltering a bird from rain, preserving travelers being held up on the road, and encouraging thought in others. Several hundred years of itinerant wandering without basic needs like food or sleep have led Legacy to many thoughts on the nature of Goodness and Evil. Legacy decided that although great acts of Evil could be carried out or stopped, there was no point in merely being vigilant for ill deeds. Legacy decided that proactive kindness was the best philosophy. Legacy now travels the world just trying to be an example of how others should act- treating each other and animals with respect and whatever approximates love in their culture. Legacy is a quiet, deeply spiritual construct which tries to encourage others at all times. Statistics: Legacy is a 6th-level Warforged Paladin. Although Legacy is an experienced warrior, their experience of dealing with people for more than a few weeks at a time is stilted and a litlte awkward. How you can use Legacy in your game: - If your Player Characters are struggling with an encounter, having a Warforged Paladin pop up out of nowhere to assist them, and make sure that they're stabilized before leaving, might be helpful. - Legacy has been sitting at a roadside for a year, watching and assisting travelers in their journey, and making friends with the local animals. However, bandits are now taking advantage of the Warforged Paladin's kindness to rob travelers who have passed the area. Perhaps your PCs overhear something, and can come to Legacy's aid? - If Legacy has been badly damaged by an attacker, its body will deactivate. In such an instance, a clever animal might be able to come to the nearest town and try to lead someone (like a Ranger or Druid) back to bring help. Also posted on Game Masters Stash on 15 May 2019. |
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