Biweekly Item-Hand Cart

Made from the severed and animated hand of a giant, a hand cart follows its master or his designee unless otherwise instructed, usually carrying goods in its hollowed wrist. It’s armor class, hit points, speed, carrying capacity and immunities depend on the giant from which it was taken: Continue reading

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Biweekly Monster-Eber-Negen

EbernegenThe eber-negen are a pest of ancient legends said to roam the land eating all in their path. Whether they were exterminated in some prodigious effort, went into hibernation, were and still are very rare, or never existed at all is a topic of debate among entomologists and historians alike.

Undying. It was said the the eber-negen never died of age, only growing larger and larger the more they ate, and in turn becoming more capable of continuing consumption. Larger specimens were said to reach 15 feet long, large enough to gain the attention of adventurers that would mean their end. Some researchers believe that this size was a limit regardless of predation, as there is some implication that at this size they produced enough waste to satisfy their own hunger, but not to nourish further growth.

Inner Child. An eber-negen becomes a wholly new creature as it grows, but it keeps its inner child in a very literal sense. When killed, this inner child sheds its outer, larger body and continues its life cycle from that earlier point. Sometimes this smaller eber-negen emerges immediately, but more often it waits a while in order to emerge safely. If its outer corpse is in danger, it will always emerge immediately. Continue reading

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Raglan’s Journal 24

Somewhat recovered, and not yet cowed into withdrawing, we crept to the college, where the guards had withdrawn from our threats, under the eye of the massive dragon. Juniper led the way in as a giant snake and though fireballs exploded around us (it seems some of the mages of the college welcomed House Grey) we rapidly dispatched of knights and mages alike, moving quickly through the ground floor.
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Haven: Shrine of Knowledge Negotiation

On the 29th of June, Year 5, the Vale responds to Union of Schek negotiators (orcs and goblins) arriving to make good on the requirement of their treaty with the Vale that the Vale facilitate their entry into the agreement with the God of Knowledge (a purported dragon) concerning the land surrounding its shrine:

Paul (District President of the Vale North District and the Vale’s primary diplomat) accompanies them to the negotiations before the dragon statue. Also present are the five representatives of the Union of Schek (one each), the lizardfolk commander of the tower above the shrine, and the Dragon Empire ambassador to the Vale (a lizardfolk). Continue reading

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Games in the Car

Driving home from camping in Zion this last Saturday, I ran a couple of very short, casual adventures of my very vague understanding of Fate Accelerated, further simplified from my only source of knowledge: GM Showcase. This is my favorite “system” to run when while driving or just lounging around in hammocks, and it can be easily adapted for any setting (I may need to buy some actual Fate Dice, rather than just using an app). Part of what I love about it (specifically the Labyrinth of Eternal Horror and also Knives variant) is that when a major aspect of the story is ridiculousness, I can take the players at their word without hesitation and just have things backfire in nonsensical ways. My phone died not far into the first set, taking our dice app with it, but that just meant that I could twist what they were doing in a fun way without having to check what the dice said.

There were some character changes between the scenarios, so here are the characters for the first one:

  • Lance (RiS)-A giant blade master who struggles with ranged situations
  • Cadence (EnS)-A bird-man arcane archer who can’t stand bad music
  • Slayer (TaS)-A human who has all the equipment imaginable, except some vital things he forgot
  • Phoenix (CaS)-A human elementalist whose weakness is dark magic
  • Drej (TrS)-A psuedodragon that spits acid but can’t speak

They all awakened in a strange, empty city of massive proportions from a Play-by-post campaign that fizzled some years ago. After Cadence shot down the middle finger on a pair of hand statues near the center of the city, they investigated the dry fountain near them and focused on some runes none of them could understand (the most learned character rolled a -3!). Continue reading

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Biweekly Item-Capricious Cowl

On the one hand, these powerful cowls provide great boons in time of need, with various powers and a mind at the helm that knows when to use them. On the other hand, that mind is not particularly loyal or communicative. It will eventually let you down.

The cowl has the appearance of a spider gripping the wearer’s forehead with its head and mandibles covering the bridge of the nose, forelegs wrapping under the eyes. The spider has small, bat-like wings and eight gleaming rubies for eyes.

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Primordial Frontier S11: Fallout

With Mazuur’s protective dome presumably removed from his control, the party returns to the inn where they entered the underground. On the way, Amhran detects some tracks roughly her size joining their previous tracks and following exactly in her footsteps. Upon returning to the tavern, they take rooms and Rathdar goes back with Seula to make sure the orb has been undisturbed while Bilbil goes out to make sure the dome hasn’t changed too much.

  • Rathdar (ByW): Level 4 Human (23) Cleric of Vardor
  • Bilbil (RiH): Level 4 Harpy (16) Thief/Roboticist
  • Amhran (BiW): Level 4 Human (10) Cleric of Emedia
    • Clarence: Level 9 Skeleton Gunner with Revolvers

Amhran, leaving Clarence to keep jumping on the bed in her room, takes cat form and follows them, returning ahead of Seula when they find the orb undisturbed. Rathdar remains behind to keep an eye on orb and move it when the time comes to demonstrate to the people that Mazuur no longer has power over the dome.
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Haven: The Enemy Neighborhood

On the 22nd of June, Year 5, Citadel House Adventurers go to Confluence to investigate reports of children returning from play in the forest beaten and bruised and unwilling to talk about why:

  • Gorg (HuS): Level 3 Orc Thief
  • Rowan (MiM): Level 3 Elf Magic-user
  • Ragnvaldr (TrS): Level 2 Human Fighter

After asking around Confluence, a thunderstorm having kept the kids from going out, they venture into the woods along the South bank of the West Confluence River where the children typically play. As they go, Gorg notices carvings on the trees that he identifies as a rudimentary claim on behalf of Confluence. They follow the carvings, eventually finding trees where the Confluence sign has been crossed out and replaced with a new sign, this one seeming to represent Kite to the Northwest.
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Biweekly Monster-Mind Worm

Edits per Abelhawk’s feedback in the comments below.

Mind Worm
Tiny aberration, unaligned
Armor Class: 8
Hit Points: 6 (4d4-4)
Speed: 0 ft. fly 25 ft. (hover)

4 (-3) 6 (-2) 8 (-1) 12 (+1) 17 (+3) 12 (+1)

Saving Throws: Wis +5, Cha +3
Damage Resistances: cold, fire, force, lightning, necrotic, thunder; bludgeoning, piercing, and slashing from magical attacks.
Damage Immunities: acid, poison; bludgeoning, piercing, and slashing from nonmagical attacks.
Condition Immunities: exhuastion, grappled, paralyzed, petrified, poisoned, prone, restrained
Senses: darkvision 60 ft., passive Perception 13
Languages: understands all, but does not speak
Challenge: 1/2 (100 XP)

Incorporeal Movement. The mind worm can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object. 

Invisible. The mind worm is naturally invisible, even when attacking.

Mind Rend.
A single creature within 60 feet of the worm must succeed on a DC 13 Wisdom saving throw or take 6 (1d6 +3) psychic damage.
Mind Wrap (Recharge 5-6). One creature with which the mind worm shares a space must succeed on a DC 13 Wisdom saving throw or have its mind entered by the mind worm. On its turn, the creature takes movement and one action as dictated by the mind worm, but takes no bonus actions or reactions. Also on its turn, the creature may either make a DC 13 Intelligence check to deal 2 (1d4) psychic damage to the mind worm or a DC 13 Wisdom saving throw to eject it from its mind into its space.

The mind worm can still use mind rend while in a creature’s mind.

When the mind worm is in a creatures mind, it cannot be targeted except by that creature’s Intelligence check. It does take all psychic damage taken by the creature, however.

The mind wrap lasts until the creature drops to 0 hit points, the mind worm ends it as a bonus action, the creature succeeds on a Wisdom saving throw, or the mind worm drops to 0 hit points. The target is immune to any mind worm’s Mind Wrap for 1 hour after the mind wrap ends, regardless of the cause.

I am getting very close to releasing a new module: Sentient Skies. It’s an aliens invade your fantasy world story with a lot of content of all kinds. If you like things like today’s monster, keep an eye out for it.

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Raglan’s Journal 23

Nearer the college as I was, I was able to see the guards there, though aware of us, not coming down to meet us. However, I perceived, the sound of dragon wings beating. I returned to the others, proposing we charge in quickly to get into the college before the dragons catch us in the open. Anduin, though, thought we should meet them in the tunnel, a confined space we already controlled.
Continue reading

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