Shivers once used to be a wild Screech Owl- a diminutive and fluffy hunter.
This changed when he crossed paths one day with an adventuring band which included a Druid, who Awakened the little bird in exchange for helping them find shelter in a storm. Unsure how to proceed with his new intelligence, Shivers studied the largest and fiercest of the strangers- a warrior holding a sword, clad in steel that stopped all of Shivers' claws. He was so impressed that the human was invulnerable, that he resolved to follow this path, and begged the warrior for some armour of his own. The warrior, amused, bent some spare plates into shape for the tiny owl, and adopted him as a friend. Over the years, Shivers' gear improved in quality, even being gifted a small magical dagger to use as a sword. When the warrior died in battle, Shivers became a mercenary in his own right, and went out into the world. Statistics: Shivers is a Neutral 4th-level Fighter, about 6 inches high (Tiny size). He wears an Owl-sized breastplate and shield, and wields a Tiny +1 shortsword (base damage 1d3+1), and has an Intelligence score of 13. He is very fierce, and seems to know no fear in choosing enemies, often picking fights with creatures that would make some humans quail. If he takes the time to remove his armour, he can also pass for a non-magical animal, which makes him an excellent scout. How you can use Shivers in your game: - If your player characters need a strong arm, they might have a friend at the mercenaries' guild recommend a tough guy named 'Shivers' to them. Finding out that Shivers is a six-inch high bird wearing a breastplate made out of an old shoulder pauldron, who enjoys chewing cigars, might be a surprise. - Player characters who have worked with Shivers before might have earned his trust, and he might ask them for assistance. If he can find out who killed his first human friend, he desperately wants vengeance upon them, and he can do with a few allies. Also posted on Game Masters Stash on 30 April 2019. Swordmites, as they are affectionately known, are chaos-infused offshoots of the Mimic species. When grasped, their minor telepathy allows them to sense the shape that their wielder desires, and shift to reflect that. The shapes are always slightly organic-looking, with crystalline blades, and odd horns, spikes, eyes, and other protrusions.
Swordmites are found in unusual places, often deep in the Underdark, though there are rumours of a weaponsmith farming them for sale somewhere in the Human realms. Those who bear a Swordmite often find themselves with a hand on the weapon's hilt or handle, which they find comforting. They often also sleep beside their weapons, and find the Swordmite's little mouth nuzzling up against their skin somewhere. Swordmites are slightly intelligent, and easy to please with attention and physical contact. They are able to speak, although they cannot pronounce or understand many words, and often resort to "baby speak". Swordmites that have experienced large amounts of combat often manifest magical qualities, and become more powerful as they age. If a Swordmite's wielder dies, the Swordmite suffers psychic feedback, and usually loses their gained powers. Once every few years, the Swordmite will crawl off somewhere to bud, laying little crystalline eggs. The wielder is aware of the Swordmite's absence, but feels unalarmed about the situation. Statistics: When unbonded, a Swordmite is a Tiny sized 1/2 HD Aberration, with Intelligence 2. When they have bonded with a host (taking a full round of skin-to-skin contact), they can change into the form of a normal melee weapon, with a clearly unusual appearance. They function as an ordinary weapon of that type, and function as a masterwork version of that weapon after their first five combats. Swordmites gain in experience when they have been used for particularly impressive acts (slaying a Fire Elemental, for example), and will gain the equivalent of a +1 enchantment or quality, after hibernating for about a week. They also have Intelligence 2, and can sense with sight and hearing within 10 feet, at +1 on any perception-related skills. Swordmites do not sleep except when hibernating, so they also guard their wielders while they rest. If sundered by an enemy attacking them directly, they can be harmed and slain as normal. A Swordmite gains 5 bonus hp each time it has gained an enchantment quality. A newly-hatched Swordmite sells for about 1,000 gold pieces to a discerning buyer. How you can use Swordmites in your game: - An enemy of renown might use a Swordmite weapon, which would 'reset' and assume its normal shape when the enemy is slain. It might bond to someone able to pick it up. - A Swordmite that has gained some qualities might try to influence its wielder to assist in finding an appropriate cavern for it to lay its eggs in. This hatchery might even have other Swordmites present, if the crystal radiation influences their growth... and Drow soldiers are coming to harvest the crop for this season. Your PCs might have to fight them off, without their faithful Swordmite handy to help out. - Swordmites are a good way for enemies to have additional powers which don't transfer to the PCs as treasure when defeated, although the Swordmites themselves have some value. Also posted on Game Masters Stash on 19 April 2019. Those who have them would tell that all doggos are magical. Some are mysterious and wise beyond their means.
This table is for the GM to use when a player gains a dog or wolf familiar, companion, or pet. Roll 1d10 secretly, and the players can find out when it happens. 1: Bestest Doggo. The dog is actually a Hound Archon, and can Smite Evil with its bite once per day for an additional +5 damage, and will bring your slippers and/or newspaper on command. It judges when you make bad moral choices. 2: Bad Dog. The dog is a wildly, and dangerously, misidentified juvenile Hell Hound. Once per day it can breathe fire for 3d4 fire damage (Reflex DC 13 for half), and will chew your party members’ shoes beyond repair and throw up acidic bile into your bedroll. But you really love it. 3: Weredog. The dog turns into Hans, a really confused shepherd, for three nights a month. He has no special powers, but he’s pretty handy at getting in the sheep, one way or another. 4: Smol Pupper. The dog is very young and small, and has a +6 bonus to its Charisma score. It has no way of using this particularly, but it is noticeably cute. 5: Such Doggo, Much Confuse, Wow. The dog is perpetually confused, and any Handle Animal checks used on it take a -5 penalty. However, if it is affected by a Confusion effect, it gains perfect understanding of Common and any Handle Animal checks used on it automatically succeed. 6: Eager Dog. Any Handle Animal checks to get it to fetch things gain a +5 bonus, and once it has been taught, it will do those on command without a Handle Animal check required. 7: Loyal Hound. This dog gains a +4 morale bonus against any Intimidate checks or against Fear effects, and grants +2 to these saves to anyone touching them. 8: Bloodthirsty. The dog gains a +1 bonus on attack and +2 to all damage rolls. It is aggressive to everyone who comes anywhere near it. 9: Good Hunter. The dog gains a +4 bonus on Survival checks to follow a trail or locate prey. 10: Protector Dog. The dog gains a +2 bonus on attack and damage rolls when it is adjacent to a member of its pack (as decided by the dog). It will generally be aggressive towards anyone who is not part of its pack who is adjacent to one of its pack members, whoever they are. (Originally posted on Game Masters Stash on 11 March 2019) Anyone who has owned one can tell you that cats are a bit special sometimes. They’re adorable little jerks, but sometimes you wonder if there’s something they’re not telling you...
This table is for the GM to use when a player gains a cat familiar, companion, or pet. Roll 1d10 secretly, and the players can find out when it happens. 1: Cat can see into the Ethereal plane, and strike incorporeal opponents without any miss chance. To anyone else watching, it looks like the cat is just shadow-boxing. 2: Cat protects anyone adjacent from any unpleasant dream effects, and any spells that target sleeping creatures. 3: Cat is actually some kind of horrific alien monster. Creatures from other planes will clearly identify the cat as a different creature, but refuse to describe what the creature is or does. Up to three times per day, the cat can make melee attacks against any creatures in range, as if the cat were a Giant Octopus. It usually does this when not observed. 4: Cat is actually an Imp, keeping track of someone nearby for its own reasons. 5: Cat is a celestial guardian, and grants Protection From Evil to any creature it touches, for 10 minutes afterwards. 6: Cat is actually a thief who has been cursed. Occasionally, will turn back into an embarrassed human, with pockets full of stolen silverware and coins. 7: Cat is actually an Adult Gold Dragon traveling the world. It doesn’t want to interfere, but observes how people treat each other, and will occasionally assist good-hearted people. 8: Cat uses Charm Person on anyone patting it (Will DC 11). It plans to rule the world, but doesn’t really have any capacity to do so. 9: Cat is a Reincarnated (dead person from character’s backstory). It doesn’t possess any particular memories or class abilities, but does show affinity for particular objects. 10: Cat is a territorial warlord and aggressively claims its territory. It has no special powers to hold those, but is immune to Fear effects, and has a +10 Intimidate skill. (Originally posted on Game Masters Stash on 7 March 2019) These tragic undead spirits protect and shepherd the dead to their rightful place.
Folklore tells that the first to be buried within a cemetery doesn’t cross over to the Land of the Unliving, but helps others to move on. Wanting not to “lose” their family and friends, a solution was found- a local dog was buried first, meaning that the humanoid inhabitants of the area were guarded against evil spirits by a faithful and loyal servant. They appear as a great dark hound, streaming glowing spirit-essence as they pant or breathe, and can pass through objects without disturbing them. Statistics: a Hallow Grim is an incorporeal creature with 4HD, and can sense any other undead within a mile of its cemetery. They can take on a semi-corporeal form to battle physical threats, but fade away in sunlight. As a ritual action, they can howl, granting a specific target within hearing Protection From Evil, usually come to protect the spirits of those about to pass on. Unfortunately, this has become associated with causing the death of those who hear it. When they spend a night sitting over the grave of someone recently deceased, they grant a Gentle Repose effect, preventing that creature rising as an undead. How you can use a Hallow Grim within your game: • PCs who come across a new frontier town might be surprised to see a dog being feted, showered with affection, and fed treats aplenty. They might also be surprised to see that the parcel they are delivering carries a small vial of a fast-acting and lethal poison, intended for the dog before any inhabitants of the town die. They may have concerns as to its usage, however. • A PC who has a connection to the Land of the Unliving somehow (whether scarred by a necromantic spell at birth, or somehow undead themselves) may face some antagonism from a Hallow Grim, which doesn’t quite understand their state of being. This might also apply to someone cursed by necromancy. Alternately, they may have had the spirit bound to them to protect them. • A town being haunted by a great black spirit hound may request help to vanquish it, unaware that it’s attempting to hunt out some kind of evil undead within the town, whether a vampire, wraith, or other kind of insidious creature masquerading as one of the living. (Originally posted on Game Masters Stash on 19 February 2019) Pebble (full name: Perable Elanaevum Spirisfirmus) is an oddly-shaped small boulder with stumpy arms and legs, as wells as some grass, flowers, and moss growing from his head, and small shiny black eyes. One of the flowers lights up when he smiles, gaining nourishment from his joy. Pebble is a young elemental as things go, weathered off from his parents several centuries ago. He comes from an area of the Elemental Plane of Earth where it is close to the Positive Energy plane, leading to his sunny disposition. His voice sounds like rocks scraping against each other, but he apologizes if he can see anyone wincing from it. He loves building things (shaping inert rock like sandcastles) or digging, which is his favorite activity. He is a little unaware of his own physical power, and might ‘play rough’ without realizing it. As he is about 2 1/2 feet high and weighs upwards of 180lb., this can easily become an issue. Pebble can be summoned with low-level summoning spells, as he is not terribly powerful. He is, however, very sweet-natured, and loves to help those who call for his aid, whoever they are. Statistics: Pebble is a Small Earth Elemental, who emits light (as a candle) when he is happy. He would make an ideal familiar or companion for anyone able to conjure him long-term, or a temporary assistant for anyone using summoning spells. How you can use Pebble in your game: • Pebble can be the unexpected result of a summoning spell- a summoner expecting a usually dull-witted Elemental may catch a surprise from the young, almost sprightly creature. • Pebble also makes a good envoy to more powerful Earth Elemental princes, if a messenger needs to be sent. • An evil cult like those who serve the Elemental Chaos, Tharizdun, would love to use a positive-aligned creature like Pebble as a sacrifice. Elemental creatures may call upon the PCs to rescue Pebble, where they might be in more danger interceding directly. (Originally posted on Game Masters Stash on 31 January 2019) Categories All This pair can be found huddled pitifully around a small cooking fire, trying to keep warm and prepare food. On sight, these two pose no threat- a small grubby child of indeterminate gender, perhaps eight years old, wearing an old Army jacket and clutching a scruffy teddy bear, and a battered red Home Assistance robot wrapped in a child’s blanket. They barely react to anyone approaching, spotting them at a distance and warily huddling tighter. The two have little ability in combat, and resort to running away from foes, but if treated kindly, they will happily converse with strangers. The child’s name is Snails, after their favorite animal. They have a small collection in an old Chinese take-out box which they will enthusiastically show to anyone who doesn’t escape fast enough. Nomilly is the child’s old house robot, which looks after the child. It has several logic errors and serious chassis damage, but is adapting well to being well out of its comfort zone. If strangers are friendly enough, they can pry information out of the pair that they’ve been fleeing “Roiders” who beat them up and tried to take their blankets a few days ago. During this, Snails dropped the journal they’ve been keeping, a little instruction book for other kids in the Wastes. Snails really wants it back, as they’ve got lots of useful information in there. If the PCs are willing to help them, Snails excitedly reads the book to them, which is written in mismatched crayon, but definitely has useful information on avoiding a few particular environmental hazards nearby (this could include Fire Flowers, Green Slime Water, or The Pit Where That Cow Fell In And Died). Snails and Nomilly would make adorable NPCs to have if the PCs can guide them to a settlement where they’ll be safe, and Snails may grow into a useful chronicler of the Wastes. (Originally posted on Game Masters Stash on 30 January 2019) Categories All Some old ladies got to be that way by being the meanest, nastiest pieces of work on the block. Granny Aniya, thankfully, is everything she appears to be. Granny Aniya is a wholesome, lovable Tiefling, and actually a great-granny, with four children, six grandchildren, and twelve great-grandchildren, all of whom have left her home for their own living. Granny insists on being addressed that way, as everyone has a granny somewhere, and if someone is not looking after their own granny, they can gosh-darn look after her. She operates on a dazzling variety of shaming people for not eating enough and rewarding good behaviour with praises, cheek pinches, and hair ruffles. Occasionally, she’ll slip someone a gold piece and tell them to buy themselves something nice. Granny can be someone giving quests (like “I have a deep secret. Long ago, when my husband was alive, we swore never to keep anything from each other. But I’m afraid I’ve been naughty... I kept this purse aside for rainy days. And now I think it’s time to come clean. I want you to take this 9 gold pieces and give it to an orphanage, and tell them I’m very sorry.”), or just an NPC met along the journey. She’ll greet any travelers with enthusiasm and warm cocoa. If they’re nice, she’ll give them each one of her special boiled sweets which she keeps in a jar up high (which operate as Goodberries). (Originally posted on Game Masters Stash on 15 December 2018) Categories All There are an awful lot of violently-orphaned PCs out there, and it doesn’t have to be that way. Having loved ones- a family you’re saving up money for, spouses and children you’re returning to, or even just someone you want to be proud of you- should be a reason to succeed. They can be a good reason to use a particular town or city as a base of operations. And given the number of parentless sociopathic adventurers who exist, in-game reasons to not distrust everyone sounds great. So, when your adventurers return home for a favourite meal, give them a little something. Maybe their parents saved up all their earnings from the farm to buy them a new dagger. Maybe there’s some repairs done on their last set of clothes that got torn fleeing from Bugbears. Maybe their favourite old dog will be waiting at the fence for them. *Reward people* for being in-character. Although these people and places and pets can be threatened, don’t overdo it or just kill them off, because then the players are less likely to be vulnerable with you again. If they’re trying to hold on to not be charmed, or bleed out, give them a +2 bonus, or a reroll or something, if they’re stating that they’re thinking about how much they don’t want to let their family down. It’ll mean a lot down the track. (Originally posted on Game Masters Stash on 9 December 2018) Categories All The Interior Decorator of Sin, the Rug-Layer of Disaster, the Clear Eye for the Evil Guy “Yes, yes, your exalted unholiness, columns made of your fallen enemies’ spines *would* look lovely lining the cloisters, but we need to seriously look at the light here, otherwise no-one will be able to see them, and appreciate your magnificent grandeur! They will, however, be expensive... and I don’t think you want to give your foes the impression that you’re cheap, after all.” Meet George. George was once a simple carpenter, swept up into the service of a local evil-doer (in fact, he remembers his first job working for Malko the Necromancer fondly, and keeps a binder with sketches of his work there). He discovered a talent for arranging architecture and interior design in such a sinister way that it drew the attention of another local warlord who visited, and quickly made a career of sourcing exotic and terrible materials. Many of the best dungeons bear his handiwork, and he is well-paid. One evil Demigod for whom he worked was so impressed that they conferred an extended life upon him, and for hundreds of years, George has made a comfortable living crafting intimidating fortresses, strongholds of evil, and modest holiday homes in the mountains. He is a pleasant and well-tempered man who has created countless job opportunities for the morally infirm and underprivileged, he tithes to all of his local temples, and donates to the local orphanages (of which there are unfortunately many). He regrets the actions of his various employers, but he truly enjoys the challenge of his job, and looks forward to new and exciting opportunities serving nightmarish overlords from the Far Planes, undead Lich-kings from the dawn of civilization, and whatever other masters life throws his way. He will brook no intimidation or threats to convert him to an undead minion, however; he is fiercely independent, and his blessing renders him unable to be changed from his nature. He has been kidnapped and tortured for information unsuccessfully many a time, but would honestly tell about what he has built over a cup of nicely-steeped tea any day. “Tyrants come and go, but wondrous architecture lasts many lifetimes.” Statistics: George is a Neutral 20th-level commoner. He has no combat skills whatsoever, but his knowledge of building, both practical and theoretical, knows no equal. It is rumored that he was consulted by an Overgod for constructing the new Pantheon of the Gods, but he will not speak of that, just referring to mysterious “nondisclosure agreements”. (Originally posted on Game Masters Stash on 22 November 2018) Categories All Quivnozz is a recently-hatched Beholder, only a few weeks old. Although he has gained the racial memory of the Beholder race, and knows that he is a fierce, perfect being that deserves solely to rule the cosmos, the fact that he’s a squishy ball about the size of a fist, with very weak magical powers, and only one tooth, makes this difficult. Don’t get him wrong, he *wants* to kill you all... he just can’t. And it makes him adorably sulky. Quivnozz may be willing to be SERVED BY (be a familiar for) a lesser race willing to worship and feed him. Especially if they can tear the food up small for him, because he can’t chew very well yet. His eye rays are pretty low-powered at this stage of growth, as follows: Central eye: Dispel Magic as a 1st-level caster, once per day. Eye 1: makes the target think Quivnozz is adawwable and he’s got such cute widdle cheeks. Eye 2: makes the target a little bit numb, in an area about the size of a gold piece. Eye 3: startles a target, like they just lost their purse for a moment, and then found it in another pocket. Eye 4: makes a target yawn. Eye 5: makes a target get a chill up their spine, like someone just “walked over their grave”. Eye 6: functions as a Mage Hand spell, but pretty clumsy. Eye 7: makes a target feel a little bit tired, like they could go for a nap in like half an hour or so. Eye 8: this ray actually works as a Petrification ray, but only on creatures about as large as ants. Eye 9: this ray actually works, but it’ll only Disintegrate very small dead material. Ideal for shaving with. Eye 10: deals 1 point of negative energy damage, if the target fails a DC 10 Will save. Gets annoying over time. (Originally posted on Game Masters Stash on 19 November 2018) Categories All Displacer Beasts are terrifying, nightmare-spawned hunters that delight in the visceral fear of their prey. Occasionally, though, they have been known to cross-breed with more domestic feline species. The result is... less terrifying. These wide-eyed critters are easily domesticated, but intelligent and willful enough that they are never, ever, fully trained. They enjoy being wild creatures, even though they also enjoy warm beds (not to say whose bed, though), and grow to a maximum size equivalent to a Golden Retriever. Being cats, they also exhibit curiosity, as well as inscrutable stubbornness at times. Statistics: Treat infant Displacer Kitties as housecats, and fully-grown Displacer Kitties as Wolves, with an additional ability (at both age levels) to use a bonus attack to grapple with their tentacles, with a +2 racial bonus. They occasionally accompany Druids or Rangers, though those often find the creature’s unnatural origins disturbing, more often finding their home among more accepting wizards seeking exotic familiars. (Originally posted on Game Masters Stash on 14 November 2018) Categories All Slimey is an unfortunate ex-adventurer, who was Polymorphed by a trap into a small (about 5ft.) Gelatinous Cube. Slimey can speak, with great effort, but it sounds like someone talking through a bowl of custard, and is often a little terrifying if someone isn’t expecting it. Slimey can also form crude replicas of features to make faces. Slimey is desperate for human(oid) attention- they’ve been locked up in the dungeon all alone, with no way of escaping, and no one will will talk to them. Slimey doesn’t remember anything specific of their past life, but does recall being human, or something, and really wants to have company again. Slimey will happily follow people, dissolve garbage, get rid of evidence, whatever. Slimey just wants someone to talk to! (Originally posted on Game Masters Stash on 25 July 2018) Categories All |
AuthorI'm Luke. He/him pronouns. Archives
May 2022
Categories
All
|