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Oracle- Divine Sorcerous Origin

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I thought it would be fun to hack the Pathfinder Oracle class to 5e… At first I pondered doing it at a cleric variant… but then decided to hell with that, since an oracle is born and not trained, it made more sense (to me) to make it a sorcerous origin and just have the sorcerer cast clerical spells rather than arcane ones.

I looked at the miracles in the Pathfinder Advanced Players guide and took some inspiration from them, but largely just took the domains mentioned in the 5e book and just created some abilities that I felt fit the flavor.

Anyways, enjoy!

Oracle

Oracle 1

 

Years ago, before you were born, your mother or father came across a god disguised in mortal form and they fell madly in-love.  While their love was potent and burned bright, it was not meant to be.  Eventually your deity-parent returned to their realm, leaving your mortal parent to care for you.  When you were born, it was immediately evident that you were special and not cut of the normal ilk.  You were conceived by an all-powerful deity and the very power of divinity courses through your veins.  While clerics, existing as lesser beings, must beg and pray for their spells and abilities from their gods, you wield the raw might of righteousness and power at your fingertips.

 

Casting Variation

An oracle does not cast arcane spells like other sorcerers, but instead casts cleric spells.  An oracle still knows a limited number of spells (PHB, pg 100) and does not need to prepare (or pray) their spells to cast them.  The oracle chooses spells from the cleric spell list.

 

Oracle Curse

At 1st level a cleric chooses a curse that hinders them in some way.  While you are born from a deity, your mortal flesh is still weak, and the power that birthed you has also afflicted you.

 Oracle 3

Clouded vision- Your eyes are clouded over, obscuring your vision beyond 30 feet and you see only in shades of white, grey, and black.  However you gain the benefits of darkvison and can see up to 60 feet in complete darkness.

Deaf- You cannot hear and suffer all negative conditions associated with this malady.  However you gain advantage to sight based perception checks.

Haunted- Trickster and slightly malicious spirits follow you around and cause havoc around you.  Whenever the GM feels it is appropriate they can roll a 1d4.  On a 4 the spirits decide to have fun.  This can manifest in any number of interesting ways.  Here are some examples: Items are harder to find in your pack; small gusts of wind blow out your candle/torch; items you drop spin 10 feet away from you; small items fall of shelves or fly across the room.  Add Mage Hand to your list of spells known.

Lame- One of your legs is lame and doesn’t work right.  If your movement speed is 30 ft, reduce it by 10.  If it is 25 ft, reduce it by 5.  Your movement cannot be reduced by armor.

Tongues- When in times of stress or battle you begin speaking in tongues.  Choose a new language and add it to your list of bonus languages.  During combat or stressful situations you can only speak or understand that language.  This does not affect your spellcasting ability unless the spell states it must be spoken in a specific language.

Wasting- Your body is wasting away and you look like a shriveled, nearly dead husk.  You suffer disadvantage to all Charisma based checks that deal with appearance (except Intimidation) and receive 1 less hit point per level (minimum of 0).  You also gain advantage to all Constitution saves vs disease.

 

Mission

At 1st level choose a mission that reflects the whisperings of the deities that the echo through the oracle’s head.   As the oracle gains levels the abilities grow in power.  Once this choice is made, it cannot be undone.   – Choose a mission:

Battle- You are proficient with all simple weapons and shields (wielding a shield can impede on your spellcasting ability).

Death- You gain advantage on knowledge rolls against the undead.

Knowledge- You are proficient in the History skill.

Life- You are proficient in the Medicine skill.

Vengeance- If an enemy successfully strikes you with a spell or attack, your next attack against them, if successful, deals an additional 1 point of damage.

 

6th level

Battle- You are proficient with all martial weapons.  Also, if you take no other action, you gain a second attack as a bonus action.

Death- When you kill an enemy with a weapon or spell, you gain 1d4 HP back (cannot go over maximum hit points).

Knowledge- You gain advantage on any Intelligence roll dealing the knowledge or history.

Life- Once per day you can spend 5 sorcery points and send out a burst of healing energy.  Any friendly target within a 30 foot radius is healed for 2d4+1 HP.

Vengeance- If you take damage from an enemy you gain advantage on your next attack roll against that target.

 

14th level

Battle- You gain a second melee or ranged attack per round.

Death- You are immune to diseases transmitted by undead creatures.

Knowledge- You are able to cast Augury one time per day for free.

Life- You gain the use of the second wind ability (as per fighter class).

Vengeance- If an enemy strikes you in combat they must succeed a DC 15 Wisdom save or suffer disadvantage on all future attacks against you for 1d4 rounds.

 

18th level

Battle- Once per day you can spend 7 sorcery points to issue a fierce battle cry, granting all advantage to all allies on their next three melee or ranged attack rolls.

Death- You ignore your first failed roll on your Death Save (once per day).

Knowledge- Once per day you can spend 7 sorcery points and drain the Intelligence from a creature.  The afflicted target suffers disadvantage to all Intelligence based rolls for 24 hours.

Life- You gain advantage on your first roll on your death save (once per day).

Vengeance- When a creature strikes you with a physical or magical attack that deals damage you can spend 10 sorcery points and reflect that damage back at the attacker.  By spending an additional 5 points you can also deal that damage to two additional targets within 15 feet of the attack.

Oracle 2

Other 5e Goodies

Undead Slayer-Ranger Archetype

Arcane Archer- Ranger Archetype

Fatespinner- Sorcerous Origin

Oath of the Fallen- Paladin Oath

Blood Mage- Sorcerous Origin

Goblin Race

CLAPtrap race



5e Session Four and Five Recap- The Sinister Secrets of Saltmarsh

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Players

Fletch- Dwarf barbarian

Stephen- Halfling barbarian

Chuck- High elf sorcerer

John- Wood elf rogue

Lisa- Human ranger

 

After the tragic demise of the cleric in the last session and the brutal fight the ensued to drop the vile Ankheg, the group decided to travel about a mile away from the creepy house and sleep under a weeping willow that rested on a large hillock.  After the sleeping order was decided I rolled on a few tables to determine if something fun happened.  The group decided no fire would be made- they would wait in total darkness.

 

Two of the four watches went off without a hitch, however during John and Lisa’s fun stuff happened.

 

In the middle of the night during John’s watch a scream pierced the night, issuing from the creepy house of the demon sorcerer Gargamel, and a bright light could be seen blinking from the second story window.  John said, “Wow… that’s fucked up!  We’re actually gonna go IN THERE…” but did nothing.

 

Rise and shine

Rise and shine

 

 

During Lisa’s watch, she heard a faint growl and quickly looked around.  However being that she is human and can’t see in the dark, she was pretty screwed.  She did, however, see glowing eyes and let out a cry to wake everyone up.  The creatures got an attack before anyone could rise (which I rolled poorly on).  When the group came to and saw what was going on, they were greeted by hideous anthropomorphic hyena men… the group sprang into action and after taking a few hard knocks, brought down the beasts.  They explored down the hill and found a large bag that was squirming.  When they opened it they found a fair-haired young man who was headed to Saltmarsh to help the temple of Pelor.

One of the members sighed, “Oh thank fuck, we have a new cleric!”

 

The young man took on a strange Hugh Grant style muttering, “Umm.. I’m a man of faith, but I cannot yet perform the miracles of a cleric.  I have not been blessed by Pelor to aid his followers in that way yet.”

The group looked at me, “You son of a bitch.”

After a few extra hours of sleep the group ventured back to the mansion

Mansion of Saltmarshand begin to investigate the inside of this dilapidated building.

Into the Haunted Mansion… of Boring…

Aside: I purchased the Sinister Secrets of Saltmarsh when WotC first released all the original D&D goodies on Drivethru RPG (as it was highly recommended as an amazing module).  I have no doubt that at the time it was really good (and indeed, probably groundbreaking, etc.), but I found it pretty cut and dry and boring.  There wasn’t much going on in it and the random encounters really didn’t make sense to me… it felt like “let’s have a random encounter just for the sake of having one in here” kinda thing…  I know it’s supposed to a nod to sword and sorcery stuff where the actually villain is nothing but mankind rather than actual spooks, specters, and goblins… but I wanted more… I’ve also admittedly become spoiled by amazing modern adventures like: Scenic Dunnsmouth, Death Frost Doom, Forgive Us, Sailors on the Starless Sea, etc.  

I beefed up things in the module and I also linked it to my own machinations of what I want to happen in this campaign.  

First- I nixed the random encounters entirely.  I had goblins in one room on the second floor with a bunch of crates that was their living quarters in room 17 on the second floor- this also gave validity to the assassin’s story who was pretending to be attacked and tied up by goblins.

Second- the room in the basement that the smugglers just boarded up because they were scared of the skeletons (which is rightfully so- because it’s a six skeleton combat) is boring and cliche- so I nixed that as well… I’ll have to explain the change in recap six however, because my players have two rooms left to investigate in the whole mansion.

Third- I changed the motivations (slightly) of the assassin.  He was still there to stop the players from investigating, but he had other reasons (aside from the smuggling operation) to want the adventurers dead.

Fourth- I added a captive down in the final confrontation area.  A woman, badly beaten, lashed, and suspended from the ceiling.

Fifth- I added a few things that foreshadow my machinations to bring in the Universal Brotherhood and possible link it to Better Than Any Man at a later date.

Sixth- I added a few potions, gold, and a magic item to the mix.  

I won’t give a room by room blow of the module, but will give a few highlights:

  • Room 13- Giant spiders attacking the group from the ceiling because they forgot to look up when checking out the room.  This prompted many “I look up!” reactions in the next several rooms.
  • Room 15- Ned the Assassin- the group debating about taking him as if he wasn’t even there.
  • Room 17- Stephen raging and going berserk at the goblins, toppling over or smashing any box he could see.
  • Room 19- The betrayal of Ned the Assassin.  It never ceases to amaze me how butthurt and eager for vengeance players get when they are betrayed… Ned knocked out the NPC they had rescued from the gnolls and then thrown a sleeping potion on Lisa, knocking her out cold.  He failed his back attack on Stephen.  The group then went into uber-vengeance mode.  Chuck won initiative and cast magic missile at him and killed him..  The holes created by the missiles seeped green goup, and Ned fell dead.
  • Room 20- The rot grub was fun.  Chuck was the one who checked the corpse and got a grub crawling up his arm and disappearing into his marrow.  Lisa succeeded on a knowledge nature check and identified that only holy remedies or fire would like the rot grub.  Chuck Fire Bolted his arm, almost killing himself (8 damage), but dammit!! He killed that grub.
  • Hallway outside Room 27- The final battle.  This was a pretty brutal fight.  The players fought against 2 gnolls, 3 bandits, and a level 3 wizard.  I had the wizard cast invisibility before showing up to the fight and observe who would be the biggest threat- it was Chuck (as a caster).  The wizard materialized and launched a magic missile at him (lvl 1).  This prompted a “who’s wand is bigger” duel between Chuck and the enemy wizard…  Chuck nuked the evil wizard hard, but in the end was unable to drop him.  The wizard retaliated with a level 2 magic missile that dropped Chuck (and almost killed him from sheer damage output).  The group did their best to kick the ass of the bandits and the gnolls.
    • Aside: Poor Lisa was rolling TERRIBLE during this part of the session- she failed every single attack roll…  However she did kick ass at the end- the wizard was dropped to 2 HP and turned to flee.  She gave chase, caught up, and smashed a vial of acid on the wizard’s head for max damage- melting his head bye bye.  
  • Room 27- The group found a young girl suspended from the ceiling, naked, lashed, and beaten badly.  The group got her down, clothed, her and made her comfortable.

This is where we ended the session.  The group decided that they were going to go back and explore the last two rooms that they passed up because they were giving a bandit (room 20) chase- this lead to the final fight in room 27.

While I think that much of Sinister Secrets of Saltmarsh was boring for my spoiled modern adventure mind- it was still fun to run the players through and see their reactions… so in the end it was a win.

 

 

 

 

 

 


The White Elf (Snow Elf): A 5e Elf Subrace

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Snow elf

 

You are a white elf, often called a snow elf, known for your alabaster skin, pure white hair, and red-tinted eyes..  Long ago your kind was banished to the northern reaches, forced to survive in brutal winters and lurk around the icy caps of mountain peaks.  Your kind survived and now holds a bitter grudge against those that dwell in the warmer climates below.  This bitterness keeps you warm in the freezing cold, and has motivated your kind to rebuild a thriving empire where none thought you would survive.

Snow Elf 2

Whether you have left your wintery home in search of adventure, riches, or power you are armed with your cunning, endurance, and tenacity to aid you.

 

Ability Score Increase.  Increase your Strength score by 1.

Cold Blooded. The blood of a white elf is strong against the bitter cold or cold magic.  You have resistance to cold damage, natural or spell.

White Elf Magic.  Choose one cantrip: Chill touch or Ray of Frost.  You now know this cantrip.  At 5th level you can cast Misty Step once per day.  Intelligence is your spellcasting ability for these spells.

Snow Elf 1

White Elf Vengeance.  Bitterness runs through your blood.  If an enemy successfully strikes you with a melee or ranged attack, you gain +1 damage on your next attack against them.  If your attack misses, the effect is spent.  This effect does not stack with multiple attacks and only one target can be the focus of your vengeance at a time.

Snow elf 3


The Shifter- Eberron Race for 5e

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shifter 4

You are a shifter, sometimes called “weretouched,” and are the descendant of a human and a natural lycanthrope.  You are unable to fully shift into an animal form, but do have bestial features and are able to tap into the ferocity of your animalistic parentage.

shifter 3

You tend to be shunned as a heathen or savage, and many believe that you are capable of spreading the curse of lycanthropy to others.  Your kind has been hunted, brutalized, and hated since they first emerged.

Ability Score Increase. Choose your parent’s lycanthrope type: werebear (+2 Constitution); wererat (+2 Dexterity); or werewolf (+2 Strength).

Age.  A shifter ages just like a human.

Alignment.  The wild and bestial ancestry of a shifter causes them to lean more towards chaotic alignment.  There are shifters that have learned to control their savage urges and tend to be neutral.

Size. You are medium sized.

Speed. Your base movement is 30 feet.

Lowlight Vision. You can see in lowlight up to 60 feet as if it is well-illuminated.

Shifting. Once per day a shifter is able to tap into their bestial nature and gain benefits ability score benefits that reflect their lycanthrope parentage:  Werebear- gain advantage on Constitution rolls.  Wererat- gain advantage on Dexterity rolls.  Werewolf- gain advantage on Strength rolls.  The shift lasts 3+ Constitution modifier rounds.  Shifting is a bonus action.

shifters

Shifting Power. Shifting powers are something that activate when you use your shifting ability.  Choose one when you create your character.  This cannot be undone once chosen.

Beasthide: The shifters skin thickens, giving the shifter resistance to piercing, bludgeoning, or slashing damage.

Longtooth: The teeth of the shifter grow to large fangs, gaining a bite attack, dealing 1d6+1 damage.  The shifter is proficient with their bite attack.

Cliffwalk: The shifter gains advantage on climbing checks, is able to climb sheer walls, and has a movement speed of 20 feet.

Razorclaw: The claws of the shifter grow large and sharp.  The shifter can make one attack with a claw or take a bonus action and make two claw attacks.  The claws deal 1d4+str mod damage.  The shifter is proficient with their claw attacks.

Wildhunt: The shifter gains the ability of scent for Perception checks on a target up to 30 feet away.  If the target is upwind, the range is increased to 60 feet.  If the target is downwind, decrease the range to 15 feet.  Also the shifter’s movement is increased to 10’ and they are able to move through any sort of natural undergrowth at their normal speed without suffering impairment or damage.  Magically manipulated undergrowth still affects the shifter.

Shifter 1


The Stone Dwarf- A 5e Dwarf Subrace

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Stone Dwarf 2

Dwarves often brag about being descendants of mountain gods, and while that may very well be true your kind has been hewn from the very mountains themselves.  Your skin is coarse and rough like granite, and has a greyish tint.

Like a boulder you are immovable, stubborn, and fixed rigid in your beliefs of justice and what is right as you ae in your assuredness of your kinds glorious creation.

Stone Dwarf

Stone Skin. Once per day a stone dwarf can cause their skin to become thick and harden, becoming stone-like.  They gain resilience against bludgeoning, piercing, and slashing damage for a number of 3 + Constitution modifier.  While in this state the dwarf’s movement is reduced by 5’ and their weight is increased by 50 lbs.  Your fists also harden like stone and deal 1d4+str damage.  You can use your bonus action to make a second fist attack.

Stone Dwarf1

Stone Death. When a stone dwarf is dropped to zero HP they immediately become stone statue.  While in this state the stone dwarf is not immune to damage at 0 HP rule (pg 197).  The stone dwarf must still roll (and succeed) on their death saves to live.  When the stone dwarf regains consciousness, or is healed to 1HP or above, they transform back to their normal form.  Failure means that they permanently become a stone statue.  The Hall of Kings of the stone dwarf kingdom is lined with the corpses of fallen heroes, permanently preserved.

Stone Dwarf 3


Making Magic Dangerous

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Making Magic Dangerous

Caster 2

I like it when magic is dangerous to cast…  That the players know that their character is messing with forces beyond their full comprehension, but the ability to wield that power is beyond the risk.  It’s one of the reasons I’m so fond of Dungeon Crawl Classics.

 

Aside for those unfamiliar with the DCC rules: When a wizard casts a spell they must make a spell check (rolling a d20 + Intelligence modifier + level) to hit a target number.  For level one spells the base success rate is a DC of 12.  The higher the caster rolls, the more awesomesauce their spells is.  However should a caster roll a 2-11 the spell is lost for the day… Should the caster roll a 1, they suffer corruption, misfire, patron taint, and etc. 

Spirit

Warhammer Fantasy Roleplaying also has possible terrible things happen should the caster fuck up their spell check.  This played a huge inspiration for me (and I hacked from WFRPG 2e) for my own OSR hack.

 

I just started playing the new Dragon Age: Inquisition game (which I’m really fucking enjoying at the moment) and once again shit is going on with the Fade (the realm of demons, magic, and dreams) and it is tearing open, letting demons and spirits come into the physical world… That got me thinking that I really would like that kinda thing in my 5e game…  I don’t want to PUNISH my casters (this isn’t Hubris after all) for being what they are… but I want a REASON for witchhunters to be after them… I want a reason (aside from flinging fireballs and cleaning off the blood on their clothes with Prestidigitation) for the common folk to fear them…

 

It’s… MAGIC!

Caster 1

The amount of space between the material plane and the other planes is a thin barrier unseen by the mortal eye… When someone messes with magic, be it arcane, divine, or nature they risk tearing open that barrier and unleashing unwelcome guests unto the world.

 

Each time a spell is cast the % chance is increased and a roll must be made to see if the barrier gives way.  Consult the tables below for the increase per spell level.

Demon 3

Arcane Spells
Spell Level Percentage Increase
1-2 5%
3-4 10%
5 15%
6 20%
7 25%
8 30%
9 40%

 

Demon 2

 

 

 

Divine and Nature Spells
Spell Level Percentage Increase
1-2 5%
3-4 5%
5 10%
6 15%
7 20%
8 25%
9 30%

 

Demon

Should the barrier be ripped open, it allows spirits (malicious or friendly), demons, nightmares, and elementals to cross over into our world and roam free until killed, convinced to return, or banished.  Roll on the table below to see what comes out of the barrier.  Use your favorite Monster Manual for the stats on the monster.

 

What Emerges From the Barrier
Roll 1d100 What Emerges
1-15 A dream that causes all in a 30’ radius to become staggered for 1d3 rounds (-4 to rolls or suffer Disadvantage) unless a DC 14 Will/Wisdom save is passed.Mephit- 1) dust; 2) ice; 3) magma; 4) mud; 5) smoke; 6) steam
16-30 Roll 1d8- 1-2) 2d6 skeletons; 3-4) 3d4 zombies; 5) shade; 6) wraith; 7) shadow; 8) ghost
31-34 Magmin
35-40 Lesser demon- CR no greater than 2
41-45 Lesser devil- CR no greater than 2
46-50 Lesser celestial being- CR no greater than 2
51-55 A wave of healing hits the party, restoring 3d8 HP
56-57 Elemental- 1) fire; 2) water; 3) air; 4) earth; 5) lightning; 6) ice
58-60 Roll 1d4- Even) Spirit Naga; Odd) Bone naga
61 Couatl
62-65 Magic emerges- 1d6 lightning bolts shoot out of the void, each doing 3d6 damage (roll targets randomly).  DC 14 Reflex/Dexterity save for half damage.
66 Nightmare
67-70 Roll 1d4- 1-3) 2d2 Fire snakes; 4) Salamander
71-80 A guardian spirit emerges from the barrier and casts a protective spell on all cater allies.  This absorbs the damage from the next successful attack or spell.  Effect lasts for 24 hours or until the sun rises, whichever comes first.
81-85 A wave of fear envelopes all targets within a 1 mile radius of the tear in the barrier.  This functions like the Fear spell. The effect lasts for 1 minute or until a successful Wis/Wisdom save is made.
86-87 Demon- CR from 3-6
88-90 Devil- CR from 3-6
91-92 Celestial being- CR from 3-6
93-94 A horrid dream emerges from barrier and attacks the caster- As phantasmal killer cast by an 8th level wizard.
95 Major demon- CR from 7-12
96 Major devil- CR from 7-12
97 Major celestial being- CR from 7-12
98 Demon Lord- CR 13 and above
99 Arch devil- CR 13 and above
00 Paragon celestial being- CR 13 and above

 

Demon 4


The Occult Slayer (Witch Hunter)- a 5e Fighter Martial Archetype

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Witch hunter 2

The occult slayer (often called a witch hunter) is someone who fights tirelessly against magic users who have let their hearts and minds become consumed by darkness.  An occult slayer is not afraid to dive into the depths of an old ruin, or plunder through a haunted mansion if it means bringing a rogue mage, or evil cleric to justice.

While some occult slayers follow the creed of a god of light or healing, and often team up with paladins or clerics of the same order, others are fueled by vengeance, having had their life destroyed (or the lives of loved ones) by dark and terrible magic.

An occult slayer knows that they are often the only defense against these corrupted forces and are willing to pay a terrible price to do so.  All occult slayers become addicted to a potion called Arcania, which grants them many of their powers and abilities to combat magic users.

Witch hunter 3

Brew Arcania- At 3rd level the Occult Slayer learns the secrets of brewing the strange concoction that gives them their powers against the arcane.  The herbs and spices needed are usually readily available in nature and the blood of the occult slayer is easily at hand.  The occult slayer must spend an hour (short rest) foraging in nature to find the ingredients.  Arcania must simmer for one hour on a hot fire.  If not used, Arcania goes inert after 24 hours.

At 10th level the occult slayer is able to brew a more potent form of Arcania, causing the potion to last for 48 hours before becoming inert.  An occult slayer can never have more than two Arcania potions at one time.

Should an occult slayer not take a dose of Arcania, they suffer Disadvantage to all physical rolls due to going through withdrawal.

Weapon Bond- At 3rd level you are able to bond with one melee weapon of your choice.  This ritual takes 8 hours (the length of a long rest) and the weapon is imbued with strange properties as runes are etched into the hilt, blade, etc.

Once the ritual is complete the occult slayer is able to wield this weapon at their magical foes.  Spell casters (divine, natural, or arcane) take an additional 1d6 damage if successfully struck by the weapon.

If the weapon is lost or destroyed, the occult slayer cannot bond with a new for one week.  After the duration has passed, they can begin the ritual to bond with another weapon.

Know Your Enemy- Starting at 3rd level the Occult Slayer gains the Mage Slayer feat (PHB, pg 168).

Detect Magic- At 7th level an occult slayer is able to detect magical auras of people and objects as per the Detect Magic spell (PHB, pg 231).  An occult slayer can use this ability a number of times per day equal 1+ Intelligence modifier.  When you take a long rest, all expended uses are refreshed.

The occult slayer must have taken a dose of Arcania for this ability to work.

Spell Reflection- Starting at 7th level an occult slayer is able to use the Arcania flowing through their veins to cause spells targeted at them to rebound at the caster.  Area affect or touch spells are not able to be reflected.  An occult slayer can use this ability once per day at 7th level, twice per day at 10th level, and three times per day at 18th level.

Occult_slayer

The occult slayer must have their bonded weapon in their hand and have taken a dose of Arcania for this ability to work.

Nondetection Cloak- At 10th level an occult slayer is able to cloak themselves from magical detection once per day as if by the Nondetection spell (PHB, pg 263).  This only effects the occult slayer and their gear.

The occult slayer must have taken a dose of Arcania for this ability to work.

Improved Weapon Bond- At 15th level the bond between the occult slayer and their weapon strengthens.  If the occult slayer lands a successful attack on a magic caster, they take an additional 2d6 damage.

Blank Thoughts- At 18th level an occult slayer can cause the Arcania in their burn out, granting them immunity to mind-affecting spells such as charms, compulsions, patterns, phantasms, and morale effects.  The occult slayer can do this as a reaction.  Once the Arcania is out of their system they cannot use any abilities that require a dose of Arcania to function until they consume another vial.  They are immune to all these effects for a number of hours equal to 1 + their Wisdom modifier.

The occult slayer must have taken a dose of Arcania for this ability to work.

Improved Mage Slayer- At 18th level the occult slayer now gains advantage on spells cast against them by creatures within 15 feet rather than 5 feet.

Witch hunter 1


Wizard Arcane Tradition- The Iron Kingdoms Gun Mage

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gun-mage-1

You hear the chaotic symphony of magic ringing in your ears.  You understand the elegance in the chaos, and revel in it.  Where your boring wizard-brethren spend their time delving into ancient forgotten tomes attempting to unravel the mysteries of the cosmos, you are in the thick of battle, enjoying the life and death struggle, and are exhilarated in victory.

Your understanding of magic grows as you experiment in battle as does your skill with your wheellock weapons.  You know that it’s only a matter of time before you are killed in some horrific manner, but until that time you are going to enjoy the action, the thrill, and the chaos that only fighting and magic can bring.

Wheellock Firearm Bond-

Gun Mage 3

At 2nd level you learn a ritual that creates a magical bond between you and a wheellock weapon of your choice.  The ritual takes 8 hours to perform and the wheellock weapon must be within reach the whole time.  Once you are bonded with the weapon gain the ability to deliver touch spells through the bullets of your weapon with a successful attack roll.  You deal weapon damage as well as the spell effects/damage.

You are also able to summon your bonded wheellock weapon as a bonus action on your turn, causing it to teleport instantly to your hand so long as you and the weapon are on the same plane of existence.

You are proficient with all wheellock weaponry.

Rapid Reload- At 6th level a gun mage can reload their gun at an alarming rate.  Instead of taking three rounds to reload, the gun mage can do it in 2.

Enchanted Runes- At 6th level you are able to etch an enchanted colored rune into the barrel of your gun.  Once per day can cause this rune to activate.  Once the rune has been activated it fades from the barrel of your weapon.

gun-mage-2

At 10th level a gun mage learns additional rune colors.  You can choose runes from the secondary color list as well.

At 14th level the wizard can etch two runes on their gun barrel.  You cannot have two of the same color active at one time.

Rune Colors

Red- Instantly heal yourself for 2d4+1 HP.

Green- Gain resistance to an attack (physical or magical).

Blue- Regain the use of a 1st or 2nd level spell slot.

Secondary Colors

Black- An enemy struck with one of your bullets must make a DC 12+your Int modifier or suffer disadvantage on their next save against one of your spells.

Yellow- The gun mage is able to cast one spell of 1st through 3rd level as if it occupied a spell slot of one higher (IE a 3rd level spell cast in a 4th level slot).  When this spell is cast it only consumes the original spell slot.

Orange- The wizard can consume a spellslot and channel the energy into a single shot.  Each spell level equals 1d8 additional damage.  This can be decided after the attack is successful.  This additional damage is determined after a critical success.

Lightning Reload- At 10th level a gun mage can reload their gun at an alarming rate, Instead of taking three rounds to reload, the gun mage can do it in 1.

Magic Bullets- At 14th level you learn the ability to enchant up to three bullets with special properties.

The choice is mad at the time of shooting the gun.

Choose from below:

Seeker- This enchantment gives the gun mage advantage on their attack rolls with their bullet.

Long Distance- The gun mage no longer suffers disadvantage for shooting their wheellock weapon long distance.

Phase- This enchantment allows the bullet to pass through solid objects (up to 3’ thick) and hit those behind cover.  The gun mage resolves the attack normally.

A gun mage can only have one enchantment active on a bullet at one time.

Gun Mage 4



Wheellock Weapons Master- 5e Martial Archetype for Fighter

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Pistoleer

 

The Wheellock Weapons Master specializes in the strange and bizarre weapons known as “guns.”  You have learned how to wield this clunky, smoky, and dangerous new fangled contraptions with deadly accuracy and efficiency.   You enjoy the sleek feel of the barrel, the rush of power of over life you wield at a safe distance.

 

You smile as a target falls into your sights and you burn them down with a single shot; the great equalizer.  Let the fools play with their toy blades and the mages fling their spells… you can drop them both before they even know you are there.

 

Vital Shot- At 3rd level you learn how to shoot a person in the soft fleshy parts.  If your shot hit a person that is suffering disadvantage against you (not know you’re there), you do an additional 1d6 damage against them.  This increases to 2d6 at level 14.  If an attack is a critical, the damage from Vital shot is factored in afterwards.

Pistoleer 2

Pistol Whip- At 3rd level you are able to take a bonus action and hit a creature with the butt of your pistol or rifle if they are within melee range.  The butt of a pistol does 1d4 damage while the butt of a rifle does 1d6 damage.  This damage is considered bludgeoning for the purpose of overcoming resistance.

 

Rapid Reload- At 7th level a wheellock Weapons Master can reload their gun at an alarming rate.  Instead of taking three rounds to reload, you can do it in 2.

 

Sniping Shot- At 10th level you have learned how to hit a target in the most vital areas.  If you have successfully hidden and your target is unaware of you, you can make a shot with your rifle to do massive damage.  If the attack is successful treat the damage as though it was a critical.  Vital shot can be used in conjunction with sniping shot.

 

Longshot- At 10th level you no longer suffer disadvantage when firing your pistol or rifle long distance.

Rifleman 1

Lightning reload- At 14th level a wheellock Weapons Master can reload their gun at an alarming rate.  Instead of taking three rounds to reload, you can do it in 1.

 

Penetrating Shot- At 18th level you’ve learned exactly where to shoot, that much is true.  Your shots ignore any armor your target may be wearing (except natural armor/hide).   Your bullets also ignore resistance.

 

Rifleman 2


The Church of Titivilla of Vornheim- The Flesh Domain for 5e

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Church of Titivilla

Priestess 1

The Horned Queen, Goddess of All Flesh – once built its temples inside the living bodies of Sacred Beasts (colossal goat-like creatures) – but, so far as anyone knows, none remain. The church still operates out of ordinary buildings all over the continent (Vornheim, pg 6).

 

The Flesh Domain

The flesh domain is controlled by the goddess Titivilla.  Only her priests and priestesses are granted access to this domain.  The flesh domain grants access to the ability to alter and control flesh of yourself and others.

 

Flesh Domain Spells
Cleric Level Spells
1st charm person, inflict wounds
3rd blindness/deafness, hold person
5th bestow curse, vampiric touch
7th compulsion, polymorph
9th dominate person, contagion

 

 

Bonus Proficiency

When you choose this domain at 1st level, you gain proficiency in Persuasion and in the whip and scimitar.

 

Blessing of the Flesh

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself and give it advantage on charisma checks that deal with reaction (IE- performance, persuasion, etc).  This blessing lasts for 1 hour or until you use this feature again.  You

 

Channel Divinity: Alter the Flesh

Starting at 2nd level you can use your Channel Divinity to alter your or another’s appearance as if by the Alter Self spell (PHB, pg 211).  This functions as the spell describes except you can target another individual, not just yourself and you don’t have to maintain concentration to keep up the spell.  You can only have this ability affecting one target at a time.

Priestess

Channel  Divinity: Devoted to You

Starting at 6th level you can use your Channel Divinity to compel a creature within 30 feet to do anything to please you.  The creature receives a Wisdom save (DC 8+ your proficiency bonus + your Wisdom modifier).  If the creature fails it will do one of four things (DM’s choice): (1) attack your enemies for 1d3 rounds; (2) give you its most treasured item; (3) prostrate itself at your feet for 4 rounds; (4) use an ability, spell, items, etc to help a friend/ally that is in trouble (if there is no ally in trouble- it will prostrate at the cleric’s feet for 4 rounds).

 

Transferance

Starting at 8th level you can use a reaction to transfer the physical damage you take from an attack to a creature of your choosing.  The creature receives a Constitution save (DC 8+ your proficiency bonus + your Wisdom modifier) to avoid this effect.  You can do this a number of times equal to 1+ your Wisdom modifier.  After you take a long rest you regain all expended uses.

 

Avatar of the Faith

Baphomet

At 17th level the cleric is able to summon a spectral avatar of Tittivilla.  This vile creature resembles an emaciated anthropomorphic goat creature with yellow glowing eyes.  When the avatar is summoned roll 1d4 to determine ability: (1) all allies of the cleric within 30’ of the avatar gain resistance to all physical damage; (2) all enemies of the cleric that are within 30’ of the avatar suffer vulnerability to all physical damage (3) The avatar heals the cleric for 3d6 HP when it manifests- each round after it manifests the avatar has a 5-6 chance to heal the cleric for 2d6 HP; (4) the cleric’s weapon turns into a jagged serrated blade that is coated in a swirling red glow.  Once on each of the cleric’s turns when they hit a creature with a weapon attack, it deals an additional 2d8 damage.  The avatar remains for 1 minute before disappearing back into the nether.  It can be sent away with a banishment spell.  The cleric can do this once per day for free and afterwards can use their Channel Divinity spell to summon it again.


5e Session Six Recap- Out of the Mansion (Sinister Secrets of Saltmarsh) and Into the Evil Apprentice Wizard’s “Secret Lair”

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Players

Fletch- Dwarf barbarian

Stephen- Halfling barbarian level 1/fighter level 1

Chuck- High elf sorcerer

John- Wood elf rogue

NPC- Benedict (Level 0 NPC)

We ended last session with the group pretty much completing the Sinister Secrets of Saltmarsh modulem, save for the two remaining rooms.

A Surprise Conversation…

The group went to the first unexplored room back in the barracks area, which belonged to the mage leader, and ransacked it- finding a spellbook, three potions of healing, a potion of Tasha’s Hideous Laughter, and another potion (but I forget what it is at this point), and a book of erotic poetry (fully illustrated).

Then next room was boarded up.  Stephen used his crowbar and plied off the planks and opened the door.  Inside the room there was a long table with seven skeletons sitting at it (think the One-Eyed Willy scene in Goonies).  The room was covered in cobwebs and dust.

Goonies

When Stephen entered the room a candelabra on the table flickered to life with eerie blue flames.  The skeleton seated in the most ornate chair coughed dust and hitched on its jaw as yellow pin pricks of light began to glow in its eye sockets.

“Ah..  Guests… It’s been a long time since anyone has been brave enough to venture into this room.”

The group stood wary- waiting for all the skeletons to attack.

“I am Gargamel- or at least I used to be.  Owner and leader of this mansion.”

“What are you doing here?” Asked Stephen.

“My apprentice betrayed me- killing me and the others.  Somehow my spirit was trapped in this form, and in this room!  I cannot leave.  I yearn to be free.  If you destroy the Ruby Eye of Shazal- then I shall be free.”

“We’re not in the habit of negotiating with skeletons… On general principal- undead things of any nature.”  Said Stephen.

“That’s a good principal… however if you agree I will give you the password to my apprentices “secret lair” (he made quotation marks with his bony fingers) and you can help yourself to whatever spoils you find there… also you can have whatever you want from my laboratory…”

“How do we know you are trustworthy?” Chimed in Chuck.

“Yeah- and once free won’t do undead stuff and be evil?” Added Stephen.

Gargamel chuckled, “well you don’t… The word of a skeleton isn’t much.  And I wouldn’t say I’m the most noble of people.  I dabble in magic, am greedy, bitter, miserly…  Oh and I make drugs.”

“Fair enough.” Everyone said.

In the end the group agreed to help.  They went into the laboratory and found several potions of healing, a rare book on the philosopher’s stone, a vile of SMURF, and a pouch of 250gp.

When they came out of the laboratory Gargamel handed them a shriveled mummified eye and said to drop this at the base of the weeping willow one mile west from his manner.  Then they would know when to speak the password, which is “Starlight.”

The group then left Benedict and the unconscious woman that the found last session with Gargamel.  They gave Benedict a short sword and a shield.  Once again he took on an awkward Hugh Grant manner, “I’m..  well..  I’m afraid I don’t know how to use a sword.  It’s never come up at my training with the clergy of Pelor.  It’s rather embarrassing you see…”

Fletch grabbed him and said, “You swing it at things and make them die- so you don’t die.”

Stephen said, “You hold this end (pointing to the pommel) and put the pointy end into bad things.  You use the shield to help you not die.”

Bennedict took the weapons and struck a warriors pose, “I FEEL MIGHTY!!”  The group chuckled and left.

Aside: This is severely altered from what actually was supposed to be in that room in the Sinister Secrets of Saltmarsh module.  In the original it’s just a room with six skeletons that attack and there’s a fight and ZZZZZZZzzzzzzzzzzzz…  My group really liked it when I came up (jokingly) that the owner of the manner was named Gargamel and was creating a strange blue drug called SMURF…  So I kept it.  I figured it’d be fun to actually have them meet him (and also get them some SMURF).  This ended up being a great little role-playing spot in the middle of a dungeon dive, and I’m happy that I made the alteration.  

Into the “Secret Lair”…

The group made it to the weeping willow, placed the mummified eyeball in the ground and watched a skull emerge from the ground and the eye going into its left socket.  The eye became gooey and normal looking.  The skull looked around at all the party, “Guests of the master?  It’s been a long time since we’ve had–“

“STARLIGHT” Stephen shouted.

“Oh- well if you’re going to be rude… then fine.”  The skull sunk back into the earth, and a passage way opened beneath the weeping willow (which them prompted Fletch to compare this to Harry Potter and the Prisoner of Askaban).

Fletch decided he would go down the stairs first and not, you know the rogue, and immediately set of a fire trap that burnt off what little hair he had.  The group then put John out front to check for traps as they went.

The group went into a room and found animal cages that lined the room… but in the corner was a strange sight.  There was an octopus in a cage filled with sand.  In the corner of the cage was a little magical sun that kept it warm.  The octopus pointed to tentacles at the lock on the cage imploringly.

Fletch went over to investigate the octopus and was immediately attacked by a hidden lightning memphit.  This was nasty little fight (there isn’t one of these creatures in the MM- so I used the ice memphit as a base and just made it up).  The creature did thunderclap and any melee attack that hit him caused 1d4 damage to the attacker.  John was knocked unconscious (or damned near) and Fletch was severely hurt, but in the end they dropped the little bastard.

After the fight Stephen went and let the octopus out of its cage.  Stephen felt an empathic link between himself and the octopus.  Stephen now has a sand octopus animal companion.

 

 

Octopus

This picture inspired me to put in a land octopus.

The group found a huge treasure chest in another room that was swirling with magical energy.  They decided to leave it alone for the time being.  They went a ruined and dilapidated library and found three skeletons.  Stephen threw a hand axe at one and then shut the door on them, figuring he’d open the door and throw axes at them, wearing them down.  This would have worked if a door at the end of the hall didn’t burst open, disgorging 5 more skeletons.  Another brutal fight- Fletch was knocked unconscious and John and Stephen were badly hurt.

After the fight the group decided to go in the library to look around and take a short rest to regain some HP.  The group didn’t find any books of interest, but there was a humanoid body in the corner of the room covered in a strange brown moss.  The group kept clear of it… except Fletch decided to throw a torch at it to see what happened.  The thing exploded in a cloud of brown spores.  Everyone had to make a Constitution save.  Stephen rolled a natural 20 (so he was motherfucking-fine), John and Chuck failed and Fletch rolled a critical failure.

Some Friend Die Nobly, Some Die Stupidly

John and Chuck were dropped to ZERO HP and I told them to start rolling their death saves, but Stephen acted fast and dumped two of their few remaining healing potions down their throats, saving their lives and bringing them back into the land of consciousness.

Fletch’s dwarf, on the other hand, was dead.  Deader than dead dead.  Dead.  Now I know that in the mantra of 5e what I SHOULD have done is have him at ZERO HP and have one (or two) fails on his death saves… but no..  I’m of the mind that you critically fail a save- bad shit happens.  I like my meat hot, my coffee black, and my D&D fucking deadly.

The group said a few not so kind words at the dwarf who almost ended them all and then looted his body.  Chuck noticed that some of that moss was growing on the cheeks of the dwarf and began casting ray of frost at the body until it was a block of ice- figuring that would keep the moss at bay.

Fletch had to leave for the night- and decided to make White Elf cleric who follows the Goddess of All Flesh, Tittivilla.  He will hail from Vornheim.

The group rested and then continued up the path into a large room.  The room was empty except for an alabaster pedestal was a skull with a single ruby eye.

John went to check to see if the pedestal was trapped, and failed to realize that the skull was rising off of it, uncoiling a large bony serpentine body.

Naga

I had altered the bone naga a little bit to be more inline with a party of 4-5 2nd or 3rd level party members.  I was a little nervous after Fletch left (because it still was a hard battle).  Even with the tricks up its sleeve, the group eventually beat the naga down and gathered up the ruby eye.

 

We left off there with Stephen and John gaining level three.  John choose the Assassin rogue path.

 

Next Session

The group still has a few more rooms to explore in the dungeon… then back to Gargamel… then back to SALTMARSH!


The Iron Maiden- DCC Monster

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I posted this picture on G+ yesterday and a bunch of people dug it and Michael Pfaff said someone needed to stat her up… So I did.

I considered what system to use and this picture just struck me as a motherfucking DCC monster- it’s metal and so is DCC… So that’s my reasoning- totally sound.

I am considering putting her in my Hubris campaign book..  We’ll see though.

The Iron Maiden

The Iron Maiden

The Iron Maiden: Init +8; Atk claw +8 melee (1d6 + life drain), barbed scythe +12 (2d8 damage + Lamented Existence; AC 16; HD 8d10, HP 75; MV 30’; Act 2d20; SP Un-dead traits (immune to non-magical weapons, flight, life drain), Lamented Existence, heads of the four generals; SV Fort +3, Ref +5, Will +7; AL C.

The Iron Maiden was once a powerful general in the king’s grand army.  She led a failed march against a heavily fortified keep owned by an enemy of her king.  The army generals were quick to place blame on her and her troops.  Her troops were all executed as she was made to watch.  She was then soaked in their blood for two weeks in the freezing cold as a public spectacle.  She was then tortured for sport and beheaded, her head and body left on display as a warning for failure.  There it remained for 1 year, until it disappeared.  Shortly after her body disappeared each of the four generals that presided over her execution were found dead.

The Iron Maiden is an undead creature filled with hatred and bitterness.  She holds her severed head high in one hand while she rambles incoherently about injustice and atrocity.  Her eyes roll, her mouth froths, and blood flows from her neck.  She can attack with one claw attack once per round and those touched by her must succeed a DC 16 Fort save or lose 1d3 Stamina (temporary).  If a target rolls a one on their Fort save they lose 1d6 Stamina permanently.  She can also attack with a jagged scythe.  Those struck by this terrible weapon must make a DC 14 Will save or suffer the memories of Iron Maiden as she watched her loyal soldiers die.  They collapse to the ground and weep uncontrollably for 2d4 rounds.  Floating around the Iron Maiden are the four severed heads of the generals who betrayed her.  Once per round she can cause one of her choosing to act.

General Bryth- The general hovers before a target grants +4 additional armor to the Iron Maiden.  This effect lasts for 2d6 rounds.

General Mordon- The generals teeth are sharp and jagged.  He gets a bite attack of +4 and does 2d4 damage.  If he successfully hits he latches onto the target and does 2d4 damage each round unless a DC 14 Strength check is passed.

General Grys- The face of this general is gaunt and covered in frost.  He releases a 20’ cone of cold at all targets in front of him.  Targets caught in the blast suffer 5d6 damage and are slowed, reducing their movement speed by half for 2d4 rounds.  If a successful DC 14 Fort save is made the target takes half damage and is not slowed.  This attack can only be done once every 5 rounds.

General Fythyr- Was the adviser on magical tactics.  This head is able to cast one wizard spell every 5 rounds.  Roll 1d3 to determine the level of the spell.  Then roll 1d20 on the spell list (DCC, pg 127) to determine the spell cast.  If the spell doesn’t make sense (IE Patron Bond)- simply reroll.  The general casts spells at a 1d20+1d10+1d4.


5e Monster Stat Block Template- Feel Free to Steal (and a stated out monster)

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I created this to use in my home 5e game- so when I create monsters it is easily accessible.  Feel free to use this.

Monster Stats (this is a word document- I created it in Publisher because I like that programs ease of editing/creating things).  Here are pictures below- one is the blank template and the other is a creature that is in my home game (inspired by Shadowrun’s bug spirits).

Monster Stats Blank

 

Ant Spirit Hybrid stats


5e Session Seven Recap Part I- Puzzles, Riddles, and Difficult Decisions

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Last session we left of with the group dealing with the death of Fletch’s dwarf barbarian, defeating a bone naga and claiming Ruby Eye of Shazal for the dead sorcerer Gargomel.  This session we finished off the apprentice’s secret lair and encounter a whole new set of problems.

Players

Fletch- played John’s wood elf rogue for most of the adventure, and then introduced his Snow Elf Cleric of Tittivilla

Stephen- Halfling barbarian level 1/fighter level 1

Chuck- High elf sorcerer

Liam- Gnome paladin

NPC- Benedict (Level 0 NPC)

The group continued down to the southern area and found a wall with a gargoyle head that turned either left or right.  Fletch examined it and was about to roll for traps when I described the new situation.

Aside: I’ve decided to make some traps more like puzzles (and more interesting than just rolling), but structuring them in a flowchart layout (see picture below).  This was fun to watch, because it got the group debating on which way to turn the gargoyle head and wanting to be involved (yay!).  See the picture below:

Multi-tiered Trap

The group decided that the gargoyle’s head was function more like a combination lock and thought they may have missed the combination somewhere.  Stephen and Liam decided to go back and explore each room in an attempt to find it.  I decided to have a random encounter and gave it a 1-in-20 chance (and I rolled a 1)… soooo the bones of the bone naga reformed into a massive bone golem (I used the minotaur skeleton stats from the 5e MM).

 

Bone golem

Stephen and Liam ran like hell back to the group where a good fight ensued.  After taking a short rest (and regaining some HP), the group said screw it and played with the gargoyle’s head some more and managed to guess right and opened up secret door.

 

We’re Not in Kansas Anymore…

The group found a large room covered in thick roots, vines, and brambles.  In the back of the room was an arch that had a wispy green mist danced in-between the pillars.  The moment the group entered the room a flash of green light lanced from the arch and enveloped each of the group.

Suddenly the roots dislodged four humanoid-shaped creatures that looked as if they were made up of sticks and branches and two humanoid-shaped creatures made up of vines and leaves.  The group launched into combat and had a little bit of a tough time with these creatures.  After the second round, the dungeon vanished and the group found themselves in a lush Amazonian style rain forest.  Chuck muttered, “nooo..  We didn’t get the treasure in the dungeon…”  the group kept fighting, lighting one of the vine creatures on fire with oil and a torch.  However the creature ensnared Liam, lighting his little gnome on fire as well.

As the fight continued the jungle would fade, becoming ethereal, showing the dungeon wall behind it, just out of reach.  Eventually five of the six plant creatures were killed.  As the group turned to deal with the last vine monster a massive pink leg slammed on the ground, crushing it.  The group looked up to see a horrid monster; a massive pig head with huge tusks attached to a komodo dragon body.  Its body covered in pink scales and hair.  Stephen moaned, “Why did I buy you the monster manual as a present…?”  I laughed, “sorry dude…  This my own.  I had a dream about it.  I call it a piggard.  It’s a mix between a pig and a lizard.”

Suddenly there were cries from the jungle as arrows and spears were let loose from the foliage.  The piggard roared as several of the projectiles struck true.  Several humanoids with rich brown skin emerged from the trees, shouting at one another and the group in an unknown language.

Witch doctor

 

As soon as the chaos began, it was gone.  With a flash of light the group found themselves back within the dungeon.  The group looked around, shrugged, and decided to go examine the treasure chest that was encased in magical protection that they had found the previous session.

Decisions… Decisions…  Decisions…

The group decided to throw a rope around the treasure chest so they wouldn’t have to touch it and drag it out.  The moment the rope touched the magical aura, it lanced out and covered all of the party members.  Everyone rolled a Constitution save- Stephen and Chuck failing.  When the aura dissipated, Chuck had frog eyes and Stephen was covered in hundreds of hairy brown moles (the trap gave a mutation to those who failed their roll.  I used the cosmetic mutations table in my Hubris Mutant class).

The group heard a small click and saw that a small compartment in the front of the chest had opened, revealing a small rolled up piece of parchment.  Fletch carefully took it out, and saw in a neat calligraphy, the following:

“Interlopers! 

You have come to plunder

Goods and treasures that are not yours.

So a choice is to be made,

If you desire what is to be had.

Four choices you have,

Potentially all of them good,

But all of them are bad.
Opening this chest within these catacombs,

Will yield fruits of your labor,

But it will corrupt you,

And change your behavior.

 

Opening this chest under the open sky,

While the sun shines bright,

Will grant quite an amazing sight,

Yet you will pay most dearly in a rather difficult fight.

 

Opening this chest under the open sky,

At the midnight hour

Will grant you amazing gifts indeed,

Yet others will constantly seek your power.

 

Finally you can choose to walk away

And leave my treasure to me.

However nothing is simple, nothing is free…

Should you leave, one of you will cease to be.”

 

The group debated for a long while and finally decided to carry the treasure chest with them back to Gargomel’s.  They would give him the ruby, see what happened to him once he got it, and decided to do from there (however the popular vote was to open the chest at midnight).

With that decided the group headed back towards Gargomel’s mansion…

To be continued…

 


5e Session Seven Recap Part II- We Don’t Have Fly Paper Big Enough to Help Us With Our Problem…

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See Part I here

Fletch- played John’s wood elf rogue for most of the adventure, and then introduced his Snow Elf Cleric of Tittivilla

Stephen- Halfling barbarian level 1/fighter level 1

Chuck- High elf sorcerer

Liam- Gnome paladin

NPC- Benedict (Level 0 NPC)

Let’s Get the PHAT Loot

The group arrived at Gargomel’s and lumbered down into the basement to find Benedict and the girl they had rescued sitting on a bed, drinking tea.  The girl was still battered and bruised, but looked better.  The group nodded at the pair and then moved into Gargomel’s room- presenting the ruby to the skeleton wizard.  He cackled and looked at the ruby, “Freeeeeedom!  At last.”  He held his other hand over it and small lances of lightning left his palm and lanced the gem.  Gargomel looked at the group, the yellow pinpricks of light in his eye sockets growing larger, brighter, “I would leave this room if I were you…  I’m not entirely sure what will happen.”  The group heeded this warning with haste and left.  As the last person vacated, there was a small explosion and dust rolled out of the doorway.

The group all looked at one another, and then started to discuss what they were going to do with the chest and then returning to Saltmarsh.  A cough issued from the Gargomel’s room and then a very alive man came out, swatting the dust away from his face.  He looked at his hands, jubilant, “I must say, I didn’t expect THAT to happen!  I am FREE!  I am ALIVE!!”  Gargomel cackled.

 

 

Behold, the wizard (and drug lord) Gargomel!

Behold, the wizard (and drug lord) Gargomel!

 

He thanked the group profusely and ran into a room, emerging with a small lock box.  “For what you have done, I shall give you this.”  He opened the box and explained each of the rewards: a ring of protection (+1), a dagger of venom, 3 vials of acid, and 2 sun rods.

The group thanked him, and then decided to rest up for a bit, and wait for midnight to come so they could open their treasure chest, and claim the rewards inside.  While they waited, Benedict introduced the girl as Illiana.  She was shy and meek, but thanked them for their help.  She explained that she was from Saltmarsh and doesn’t know how or why she was kidnapped by the smugglers.

That night the group took out the treasure chest that they had found last session, and once more read the note (just to be absolutely sure that they wanted to go through with this):

“Interlopers! 

You have come to plunder

Goods and treasures that are not yours.

So a choice is to be made,

If you desire what is to be had.

Four choices you have,

Potentially all of them good,

But all of them are bad.
Opening this chest within these catacombs,

Will yield fruits of your labor,

But it will corrupt you,

And change your behavior.

 

Opening this chest under the open sky,

While the sun shines bright,

Will grant quite an amazing sight,

Yet you will pay most dearly in a rather difficult fight.

 

Opening this chest under the open sky,

At the midnight hour

Will grant you amazing gifts indeed,

Yet others will constantly seek your power.

 

Finally you can choose to walk away

And leave my treasure to me.

However nothing is simple, nothing is free…

Should you leave, one of you will cease to be.”

 

With it finally decided the group opened the treasure chest and were all bathed in a sinister red light (a menacing  chuckling could be heard).  What was in the chest is below in white (in case any of my players read this recap)

Opening the chest outside at night: A flash of red light hits all who interested in chest.  Wherever they go there is a 1 in 6 chance that someone will seek after their goods and power and begin plotting and scheming on how to get it.  If a 2 is rolled the target hungers for the targets power, but is not willing to act.  Instead they treat the character(s) coldly and with disdain for 24 hours, after which they revert to their normal temperament with the characters. 

 

Always inside the chest: 500 GP

Bloodstone x2 (50 gp each)

Blue quartz x10 (10 gp each)

Jade statuette x1 (250 gp)

Small silver crown with obsidian and opals x1 (2,500 gp)- will take time in Saltmarsh to find someone to purchase or can go to a larger city (Vornheim or Daggerfall in River Kingdoms). 

A book and map to the Jade Ruins (dungeon dive)

 

Magical items in this chest:

Animated Shield

Shield of Missile Attraction- become cursed. 

Scroll of Insect plague x1

Potion of Speed x1

Wand of Web

The Next Morning and New Troubles

The next morning Gargomel asked the group if they would be interested in a business venture with him.  He wants to start producing SMURF again, but it’ll take time to do and he’ll need supplies.  He also made his fortune appraising rare items and antiquities…. He would like the group to find him a suitable place to set up shop in Saltmarsh, and a steward to run the shop while he is away from the city.  He also needs laborers to come and fix up his dilapidated house.  For their services he will give the group 10% of all he sells in SMURF sales or 10% of his appraisals/sales.  The group declined this offer, not wanting to become involved in the drug trade, and instead a new accord was struck; the group would receive a 15% discount on all appraisals he does for them and they would bring items to him first before any others.  He would- in return- only take 15% of the sale price as his earnings rather than his normal 30%.  The group agreed.  They then asked Illiana if would like a job running a shop.  She stuttered her thanks, and with that behind them the group packed up- ready for the 8 hour walk back to Saltmarsh.

When the group was roughly 2 miles from Gargomel’s mansion a thick fog suddenly appeared and then dissipated with a strong gust around.  In front of the group was a woman with an alabaster mask with two golden triangles going from the forehead, over the eyes, to the tip of the mouth.  In her hand was a chain that led to a naked, and badly beaten snow elf (Fletch’s new character).

To the woman’s right was three men wearing golden masks, bows drawn.  On her left were three men with no masks, bows drawn.  All had red and black leather armor.

IMG_1597

Her voice rang clear when she spoke, “So you are the ones who interrupted our business transaction with the smugglers… Interesting… and unexpected.”  The woman then took notice of Illena, “Beautiful woman… little beat up and worse for wear…”  The group tried to offer their services to, mayhaps, fix whatever they ruined with the smugglers.  “You want to fix something that was in operation for years, and was delicate and special… No.. No no no…  the setback is inconvenient and minor… like your lives…  Kill them.”

She launched a stream of insects from her hands, obscuring the vision of everybody (and dealing 2d10 damage).  All in the 20′ radius suffered disadvantage on all rolls and movement was reduced to half.  Initiative was rolled and the group went to work attempting to kill all these peeps.  The men let loose arrows, and only a few actually struck anyone.  From the sky a buzzing noise was heard as two flies, the size of sheltie, appeared out of the fog, vomiting acid on Stephen and Liam.

The group focused their efforts on the woman first.  After she took a few hits, she cast misty step and appeared a distance away…  “Kill them fools!  We will meet again!”  She threw out her hands and a massive buzzing filled the air.  A fly the size of a car descended and scooped her up, disappearing into the low-lying clouds.  “Son-of-a-bitch!” Stephen shouted.  The halfling barbarian then turned his frustration onto one of the men with the golden mask, dropping him in one hit.  Chuck was defending himself from a man with no mask and one with a mask.  As they neared the ground erupted and a massive crocodile clamped its jaws down on the man with no mask.  He screamed and flailed as he was drug back down beneath the surface.  Chuck used his advantage to draw a short sword and a long sword, “I’ll show you barbarians and fighters how it is done!”  He attacked with both weapons and downed the minion with the golden mask (this got quite a few laughs).

Liam was throwing tridents at the flies that were swarming overhead.  His lil gnome was angry after vomit got on his armor and melted it (reducing his AC by 3 permanently).  Fletch grabbed a short sword from the fallen enemy that Stephen slayed and killed one of the maskless bandits, scooped him up, and ran into the fog to strip him and get himself some armor.

Stephen and Chuck were about to move on to new enemies when a terrible noise issued from both the bodies.  Their flesh tore apart and rising from the strands of skin where hideous anthropomorphic antmen.

Ant Spirit

“Oh fuck.”

Chuck was then downed by the antman creature.  The crocodile reemerged from the waters and transformed into a ragged, sopping wet man who ran over and healed the fallen wizard.

Dorian the Druid

The fight was concluded with more batters and bruises, but in the end the group was victorious.

Fletch’s character was introduced, “Tim the Snow Elf.”  He and the druid, who went by the name Dorian were tracking a sickness that had been cropping up in the swamp when they were ambushed by these fiends.  “I would have saved you sooner if I could, Tim… but we were kind of out numbered.”  Said Dorian.  “I’ve known Tim since he arrived in Saltmarsh years ago from the north… from Vornheim.  Anyways, are you all heading back to Saltmarsh?”

The group all decided to travel together (safety in numbers and all that).

With that we ended the session.

This session was a bit combat heavy (especially with rolling the random badass encounter).  However I needed to set two stages one with the portal (should the group have found it- and they did) and the other with the mysterious masked people and interfering with their smuggling ring operation.

I let the group know that I’d like the next session (maybe two) to take place predominantly in Saltmarsh (should they choose).  We’ve been dungeon diving 5 out of 7 sessions, and I think it would be a nice change of pace to be in the city and flush out their characters.  Also they’ve learned quite a bit of information that they can research, etc.

They also have a ton of money that they can invest in new items, etc.

 

All in all this was a great session and I’m looking forward to session 8.



What’s on Their Festering Dead Body Table for Hubris

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It’s been a bit since I’ve done a Hubris post….  The editing is going well.  I have roughly 60 pages left to edit, and then onto the next phase- kickstarter and all that!  My girlfriend is doing the second round of proofs, and I am making the edits to hers and my changes…  It’s been a fun ride creating Hubris, but man am I ready to be done with this!

Anyways here’s a table of random horrific items that you can find on a creatures dead body.  Just insert these where you (as the Judge) feel is fun and interesting to do.  Once an item has been rolled, cross it out and create a new one.

Table 8-X: What’s on Their Festering Dead Body
2d30 Item(s)
2 Some form of alcohol
3 A book on: 1) poisons; 2) taxidermy; 3) plant of Hubris (pg XX); 4) gods of Hubris; 5) cults; 6) romantic novel; 7) pornographic pictures depicting strange acts and positions
4 Sprigs and sprockets and wad of chewing sap
5 2d20 silver pieces
6 Vial of coagulated blood
7 Human skull with ruby in eye socket- when held in hand can talk to undead.
8 The Eyeballs of a Peeping Tom- When put in person’s mouth they can see through walls.  Lasts for 1d6 rounds before shriveling and dissolving
9 Raunchy-themed deck of playing cards
10 Convulsing Sphincter Muscle of an Ox- Can be used as manacles.  Highly resistant to damage
11 Incense stick x5- they smell really good
12 Everburning torch- always alight, but no heat
13 Winter blanket- smells like goats and mold
14 Intestines of a Bloated Pig Demon- used as high quality rope and stomach serves as a grappling hook
15 Vial of Smoke- will transport all in a 15ft radius in random direction: roll 1d6 1) 100 ft; 2) 500 ft; 3) 1000 ft; 4) 1 mile; 5) 5 miles; 6) 10 miles
16 Bag of Ashes- tastes sweet if eaten.  Causes target to sleep for 1d4 hours (no save)
17 Composite Short Bow- add strength mod and +1 to attack and damage
18 Small Imp Idol- every morning 1d8 random mundane items are found in your bag/pockets
19 Severed Head- must be placed on hand like a puppet.  When used in this fashion the head is able to talk and discern lies told to it 
20 Flask of oil x4
21 Mirror
22 Candle With Blue Flame- when held can see in dark perfectly, even magical darkness.  Blinded for equal amount of time after using.  Candle can stay light for 3d3 hours.
23 Vial of boogers
24 Bladder of a Badger- Always full. Always warm.  Can drink to avoid dehydration, but will become ill
25 Bag of blood soaked mail bound for a major city
26 Flask of Acid x2- 1d8 damage to all in 5’ radius, permanently reduce armor worn by half of damage amount
27 The Belly Buttons of Ten Slaughtered Virgins- when placed on the hands acts as small suction cups and aids in climbing
28 Silver Halberd- adds +1d6 damage to undead
29 Incense Stick x3- fall unconscious when lit.  Make Luck save- if successful, increase gain 1 point of Luck for 24 hours
30 Chisel, Pick axe, and Miner’s hat with candle
31 Kidney Stones of Prisoners- works as caltrops… or daily rations
32 Crossbow with 2d10 bolts
33 Vial of Hemlock Poison- DC 16 Fort Save- Success really ill for one week- failure results in death
34 Serrated Short sword
35 Attack Chihuahua
36 Winter Scarf- it’s warm, but really ugly
37 Bag of Marbles
38 Ulcerated Stomach of the Three Pronged Goat- stomach is used as a bag that can hold items.  Already holds 2d5+2 random items, many of them (Judge’s call) are weird, horrifying, and yet strangely entertaining
39 Skull Dagger- additional 1d4 bleeding damage until successful DC 14 Fort save
40 Small Stone Idol- rub blood on it and it will answer one question
41 Necklace of Eyeballs- can tell when someone is lying while worn
42 Hour Glass
43 Prayer Beads
44 Piece of Marble with Strange Glowing Rune- smearing 2d5 HP of blood on this will summon a strange creature.  Use Summon spell (pg XX)
45 Vial of Oatmeal- drink it and skin is transformed to same consistency as oatmeal.  Affected target ignores 4 points of damage, but decreases AC by 2.  Lasts 2d2 hours
46 Blowgun with 5 darts coated in sleeping concoction
47 A Vial of a Child’s Tears- invigorating to good chaps and horribly toxic to naught blokes
48 Face of a Scorned Lover- can “rip off” your own face and wear this flesh and become a beautiful woman.   Personality bonuses, voluptuousness, and attitude abound!  You are flooded with emotions and memories that are not your own and they are often acute and painful!  You can only take her face off when committing the act she was doing when she died….
49 3d16 gold pieces
50 Brass Scarab Necklace
51 Dying Breath of Old Man- DC 14 Will save, or be crushed by the regret of things left undone.  Unable to act for 2d6 hours
52 Rusted Laser Pistol- has 3d4 shots left before battery is drained.  Does 2d8 damage and ignores AC
53 Rusted chamber pot
54 Jar of Angry Insects- roll 1d6: 1) bees; 2) spiders; 3) hornets; 4) moths; 5) leeches; 6) praying mantises
55 3d3 strips of wooly mammoth jerky
56 Lucky Ogre Big -Toe- rub to gain an additional +2d3 on any three rolls, but suffer 2d4 temporary drain on Luck the next day
57 Brain Preserved in a Jar- The label on the jar says the brain belonged to “Abby Normal”
58 Blood stained bandages- smell of infection and rot
59 3d100 copper pieces
60 Fist-sized ruby-
3d100 copper pieces
Fist-sized ruby- worth 2d100 + 100 gold pieces (if sold).  Once per day the person can shake the ruby and 2d20 + 10 gold pieces will fall out.  While this is in the owner’s possession, they suffer -2d4 to their Luck ability score

Environmental Hazard Table- Snow- and the 600th Post for Wrathofzombie!

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Damn- 600 posts!  That makes me happy!  I’m also coming up on my 5 year anniversary of my blog- so that’s pretty exciting as well…  Ok- enough self-flagellation about my blog- seriously though- I’m fucking AWESOME.

Lately I’ve been pondering easy to use environmental hazards for OSR-style gaming.  I looked at various rpg books (IE- Pathfinder) and just to describe a blizzard or avalanche took up half a page…  That drives me crazy- so no.

I’m stealing the stunts idea from the Dragon Age rpg.  Roll 3d6- two of the same color (if you have that) and one you have designated as the “special” die.  Look at the result of the pair of dice and consult the Environmental Hazard Table- Snow.

If there is any doubles between the three dice, look at the number on the special die and consult the Extreme Environmental Hazard Table- Snow for the result.

Whiteout

Environment Hazard Table- Snow
Roll 2d6 Result Mechanics
2-3 Light snowfall Vision obscured slightly-can’t see more than 60’
4-5 Medium snowfall Vision obscured- can’t see more than 30’. Missile attacks past that distance have 25% chance to miss.
6 Heavy snowfall Vision obscured slightly- can’t see more than 15’.  Missile attacks past that distance have 75% chance to miss.
7 Sink hole Holes that are covered by snow.  Intelligence check to notice.  Dexterity check to avoid.  Falling into one results in 1d6 damage and a successful climb check to get out.
8 Deep snow Snow is up to waist height on medium creatures.  Movement for small creatures is reduced by ¾, medium by ½, and large by ¼.
9 Blizzard Vision obscured- can’t see more than 5’.  Missile attacks automatically fail.  There is a 50% chance of becoming disorientated and lost.  Every hour in a blizzard a Constitution save must be made to resist becoming fatigued.
10 Strong wind Wind makes hearing hard.  Can’t hear anything more than 10’away.  Missile attacks automatically fail.
11 Sub-zero temperature Every 10 minutes in a sub-zero temperature, a Constitution save must be made to resist becoming fatigued.  If in proper winter apparel is worn, the person can roll every hour.  Frost-bite threat high.
12 Ice-coating Ice coats everything, making it extremely slippery.  Movement reduced by ¾.  Sudden movements or combat the target(s) must make a successful Dexterity check or fall prone.

Blizzard 1

Extreme Environment Hazard Table- Template
Roll 1d6 Result Mechanics
1 Deep sink holes Holes that are covered by snow.  Intelligence check to notice.  Dexterity check to avoid.  Falling into one results in 2d6 damage and a successful climb check (hard DC) to get out.
2 Avalanche Occupies an area 1d6x100- snow, rocks, and debris move at 250’ per round.  Creatures caught in the avalanche take 8d6 damage and are buried in the rubble and debris.  GM may call for Intelligence checks for target(s) to figure out which direction they are facing.  Each hour target must make a Constitution save or suffer fatigue.  Starvation and hypothermia are high risk.
3 Fist-sized hail storm Huge lumps of ice fall from the sky and pelt the earth.  Every round roll 1d4 for each character- if a 4 is rolled a hailstone has successfully pelted the target for 1d4 damage.
4 Extreme sub-zero temperature Every minute in a sub-zero temperature, a Constitution save must be made to resist becoming fatigued.  If in proper winter apparel is worn, the person can roll every 10 minutes.  Frost-bite threat extreme.
5 Flash-freezing rain The rain coats the earth and characters and then freezes.  Targets caught in the storm must make a Constitution save or suffer fatigue and take 1 point of damage while encased in ice.  Weapons are frozen, stuck in their sheaths, etc.  A successful Strength check must be passed to free the weapon.
6 White out Dense and heavy snowfall- Vision obscured- can’t see more than 1’.  Missile attacks automatically fail.  There is a 75% chance of becoming disorientated and lost.  Every hour in a blizzard a Constitution save must be made to resist becoming fatigued.

sink hole

 

 

I also plan to do:

Desert

Forest

Tropical forest

Mountains

Swamp

Badlands

 


The Bog Witch- A Terrible Creature Found in the Hubris Bogwood Swamp

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Bog Witch: Init +6; Atk claws +3 melee (1d4 + life drain); AC 14; HD 2d6; MV 40’; Act 1d20; SP Un-dead traits, life drain; SV Fort +0, Ref +3, Will +0; AL C.

swampwitch

Bog Witches first appeared in the Bogwood Swamp five years ago when the Red Moon of the Calamitous Whisper appeared in the night sky.  When the moon swelled and blood rained down on the area those that were caught in the deluge were twisted into these horrific monsters.  Bog Witches are extremely agile, but the features of their once living souls have now waned, leaving them emaciated and feral.  Bog witches have long claws that they use to rend flesh from bone.  Those touched by a bog witch must succeed a DC 12 Fort save or lose 1d3 Stamina (temporary).  If a target rolls critically fails on their Fort save they lose 1d6 Stamina permanently.  Bog witches like to lurk just beneath the water and wait for a meal to pass by.  Those that venture out into the swamp with their barges prospecting for lignite live in fear of the bog witches, knowing that at any time one may burst from the water and onto their boats, bringing only death and suffering.

*picture created by the amazing and talented Jason Sholtis.  Jason’s blogs: They Stalk the Underworld and Dungeon Dozen


The Disgusting and Terrifying Brain Grub- Monster of Hubris

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Brain Grub (Mature): Init +1; Atk bite +2 melee (2d2); AC 8; HD 2d4; MV 10’; Act 1d20; SP Brain burrow; SV Fort +2, Ref -1, Will +0; AL C.

Brain Grub

Brain grubs are vicious worms that reach roughly 8” to 1’ in length.  They are ferocious and deadly.  A favorite past-time in many Hubris cities is Brain Grub fights- pitting these creatures against one another with high stakes betting.  A fair bit of coin can be made to those brave, or foolish, enough to be Brain Grub breeders.  Brain Grubs have three large mandibles that they use to pierce the skull of their victim, while their small circular mouth is filled fibrous tentacles that penetrate the victim’s brain- taking it over.  A brain grub that critically strikes a target burrows into the brain of the target.  The target must succeed at a DC 12 Reflex save or be taken over by the brain grub.  The target is now a mindless husk that can perform simple actions like walk, breathe, clumsily attack, etc.  Each day the target permanently loses 1 Intelligence as their brain matter is consumed.  When they reach 0 Intelligence, they are dead and the brain grub moves on.

*picture created by the amazing and talented Jason Sholtis.  Jason’s blogs: They Stalk the Underworld and Dungeon Dozen 


The Barghest- Filled With Self-loathing and Hunter of Mortals- Monster of Hubris

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Barghest: Init +4; Atk bite +4 (1d4+2), claws +6 (1d6+2); AC 14; HD 5d8; MV 30’; Act 2d20 + 4; SP Feed, Infravision 30’, Shape Change, Unluck, Spells- cantrip, charm person, ESP, invisibility (spellcheck 1d20+3d5); SV Fort +4, Ref +6, Will +7; AL C.

Barghest 1

The barghest is a vile creature that resembles an animalistic humanoid covered in thick, coarse hair, comical-looking bat-like ears, a shriveled nose, and a mouth full of sharp, yellowed teeth.  The barghest is an intelligent beast filled with constant hatred and self-loathing, and looks upon humans with jealousy and a yearning to belong.  Barghests tend to live in the fringes of civilized areas, often in abandoned houses, nearby forests, or even in ruins, waiting for the perfect moment to strike.

Barghest 2

When possible a barghest will approach a lone target and attempt to ensnare their senses by casting charm person (DCC, pg 131).  If the target resists, the barghest will outright attack them, using their claws, teeth and spells to subjugate their prey.  Barghests are conflicted in their actions, acting violently against their victim, ravaging their body and mind as their flesh and soul are consumed.  Barghests sustain themselves by feeding on the flesh and memories of their victims.  Once a victim has been fully consumed, a Barghest gains access to all the memories and emotions of their prey, and are also able to sound exactly like them.  During this time the barghest is satiated and reveals in a false sense of belonging and contentment.  This state only lasts for one week, and once it has passed the self-loathing and hatred return.  The barghest will turn its sights on the victim’s family and friends, attempting to consume them one by one in the hopes of continuing the feeling of belonging and contentment.  If it cannot get to the family, it will simply find a new victim to consume.

 

A barghest can take the shape of a large black wolf at will.  It gains the stats and abilities of that creature while in this form.


Barghest 4

The despair of a Barghest saturates the area around it.  Any living target within a mile radius of a barghest is affected.  Things break, accidents happen, people tend to be more irritable.  All targets make Luck rolls two steps lower on the die ladder while in the affected area.  If a barghest has been in the area for over two months, targets also make all Personality rolls one step lower on the die ladder (no save).

Barghest 3


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