Wednesday, March 29, 2017

FATE Accelerated: Troll

The average troll stands nine feet high and weighs roughly 500 pounds, though females tend to be a bit larger than males. The hide of trolls is rubbery, and usually either moss green, putrid grey, or mottled gray and green. Their coarse hair is typically iron grey, or greenish-black. They walk with an uneven gait, and their arms dangle and drag the ground when running. Despite this apparent awkwardness, trolls are quite agile.

Trolls are infamous for their regenerative abilities, able to recover from the most grievous of wounds or regenerate entire limbs given time. Severing a troll's head results merely in temporary incapacitation, rather than death. After cutting off a troll's head or other limbs, one must seal the wounds with fire to prevent regeneration. Because of this, most adventurers will typically carry some sort of implement capable of creating fire.

TROLL For FATE Accelerated
Troll, Regenerating Predator

Skilled (+2) at: Smelling, Stalking
Bad (-2) at: Dealing with Fire, Listening
Stunt: Regenerate: Once per turn, a troll may remove a Mild Consequence.
Regrow limbs: If a troll is injured but fire isn't used on the wound to halt their regeneration, it will regrow a new limb each day.
Stress: [ ] [ ]
            (2) Mild Consequence

Tuesday, March 28, 2017

Sunless Citadel: Chapter 1

Tonight I launched a DnD 5E campaign using the Sunless Citadel as found in the Tales From the Yawning Portal. I did something I haven't done since 2nd Edition, the player only rolled 3d6 to assign to their Ability scores.

The Characters
Willen of Toth, Half-Elf Hunter Ranger (Revised)
Frances, 650 year old Wood Elf Drunken Master Monk
Lothar Stoneguard, Hill Dwarf Life Cleric of the Raven Queen
Ander Brightweed, Human Loremaster Wizard

The Setting
Oakhurst, about 4 days ride south of New Turath, a village of 900 preparing for the Summer Solstice.

Why They Are Here
Willen is in the village to learn more about the Pathfinder Society (yes, I stole this) and has a meeting schedule with Venture Captain
(Male Human Eldritch Knight Fighter 4).

Frances, is a drunken wanderer, who has decided to remain in the are for the coming Solstice. He has heard that in each of the last 5 years, the owner of Oakhurst's Old Boar Inn, Gavon Pilsner has won the auction for the Guthas Tree's Red Apple that is auctioned off by local Goblins. The Hard Cider he brews from the Red Apple has become renown and the monk is keen to give it a try.

Lothar has been sent from nearby Ironheart to investigate the whereabouts of Utgard Heartsilver, the grandson of his Jarl.

Ander is on a mission for his Patron, Ivers Kant, to retrieve a rare book known as the Palladium from Maggia Melune, who owns The Bookery in Oakhurst. However, Maggia has a sick sister and won't return for several days, forcing Ander to wait for her.

What's Up
Close to 100 visitiors have already arrived in preparation for the Summer Solstice and the Red Apple auction.

While eating at a crowded Iron Wheel Public House for lunch, the characters are forced to sit together and also meet Gemmel and Dardin Du'Cain, 2 tiefling brothers. Dardin, a talkative sort, gets the conversation flowing and after learning about Willen's hopes for the Pathfinder Society,points out Venture Captain Van Zandt sitting alone nearby. Frances manages an introduction and Van Zandt boorishly invites everyone to a meet up that evening where he teases big opportunity.

Meanwhile, a disheveled halfling named Howard Whipperwhill identifies himself as a worshipper of the Raven Queen to Lothar and asks for the cleric to perform funeral rites on his sister, Enid.
Ander and Frances follow the dwarf to the Whipperwhill home. While performing his rites, Lothar observes that Enid's corpse has swollen, yellow glands on her neck and brown pustules on her fingers. Looking over the rest of the family, the cleric sees an older male halfling and a female halfling bearing signs of infection. Concerned, Lothar and the others head over to the Shrine of Pelor, maintained by Corkie and after consulting with her, both are sure it is Yellow Plague. Lothar accompanies two of Corkie's acolytes, Ivan and Drago to relocate the family just outside the village, at a holy place known as the Somberhope, for treatment. Hedra "Heddie" Sunspinner (Female Half-Elf Light Cleric 2) is the caretaker of Somberhope and immediately begins treating the Whipperwhills. Soon, Corkie arrives and thanks Lothar, Frances, and Ander for their aid and tells them they are investigating the Whipperwhill home and the neighborhood for signs of futher Plague.

As they return to the village, Lothar and Frances head to join Willen at the Pathfinder Society meet-up, while Ander, exhausted from the day, sits on the stoop of The Bookery. After nearly half an hour, a beautiful young woman nearly trips over him exiting the store. She reveals herelf to be Nadia Norn, Maggia's assistant who is watching the store while her boss is away. Nadia is on her way to the Pathfinder Society meet-up, as well, and drags Ander with her.

The Twist
Venture Captain Garland Van Zandt quickly introduced himself at the meet-up and informed everyone that a contest would allow the winners admission into the famed Pathfinder Society. Kerowyn Hucrete, a local noble, has not seen her niece or nephew in a month, since the two joined an expedition to the nearby Sunless Citadel. The first group of applicants to find them or their signet wrings and return them to Hucrete would win apprenticeship in the Society, as well as a hefty amount of gold. Van Zandt then divided the applicants up into 3 teams and announced the contest had started.

Lothar, Willen, Frances, and Ander ended up being teamed together and Willen wanted to set off immediately, even though night had fallen. By midnight they found themselves at the ravine that the Citadel resided in, so they found a nearby copse of trees to camp in.
Morning came without incident and the group found their way across the ravine and down into it, where they were viciously attacked by giant, aggressive rats. The rats proved to be easy foes and the group made it's way down the rough hewn steps toward the Sunless Citadel, itself. Lothar noted architectural features that led him to believe dwarvish slaves were used in it's construction and Frances recalled a story of the Citadel being used by a hobgoblin warlord named Drogar Nightbane, long ago. The drunkard monk also recalled a meeting with an odd fellow named Belek over a decade ago, who claimed to be searching for the place.

Sunday, March 26, 2017

Pathfinder: Svetocher

Svetocher CR 1XP 400CE Humanoid (svetocher)
Init +7; Senses darkvision 60 ft.; Perception +7

DEFENSEAC 15, touch 13, flat-footed 12 (+3 Dex, +2 natural)
HP 13 (2d10+2)
Fort +1, Ref +5, Will +1 (+2 vs. disease and mind-affecting effects)
Defensive Abilities negative energy affinity, resist level drain
Weakness light sensitivity

Speed 30 ft., fly 60 ft. (average)
Melee bite +5 (1d6+1) and 2 claws +5 (1d6+1)


Str 14, Dex 17, Con 12, Int 9, Wis 8, Cha 9
Base Atk +1; CMB +2; CMD 14
Feats Blood Feast, Improved Initiative
Skills Fly +7, Intimidate +3, Perception +3
Languages Common

Resist Level Drain (Ex)
A svetocher takes no penalties from energy draining effects, though he can still be killed if he accrues more negative levels then he has Hit Dice. After 24 hours, any negative levels a svetocher takes are removed without the need for an additional saving throw.

Environment any land
Organization solitary, or court (2–5 and 1 vampire)
Treasure standard

Svetochers are the less common offspring of vampires and humans. These monsters typically enter the world by by ripping their way out of their mother's womb and typically spend their lives stalking their homeland. Although not driven to consume blood for survival as their undead progenitors are, svetochers nonetheless know a lifelong desire for blood that nothing else can truly sate. Svetochers are far more beast than human and are solitary in nature, only working together under the control of a vampire. Although polluted by undeath, svetochers do grow old and die, aging at a rate similar to half-elves.

FATE: Blastoise

BLASTOISE For FATE Accelerated
Pokemon, Water Type

Skilled (+2) at: Shooting, Tackling
Bad (-2) at: Fighting Fire Types, Hiding
Stunt: Tail Whip: On a successful close attack, a Blastoise can create an obstacle.
Stress: [ ] [ ] [ ]
            (2) Mild Consequence

Friday, March 24, 2017

Flashback Friday: Phlan's Leviathan for the Forgotten Realms and D&D 5th Edition

Phlan has been destroyed and rebuilt dozens of times in its long history, which has created haphazard catacombs below it.

However, when Abeir returned to Toril over a century ago, those tunnels were replaced by the ones found below the dragonborn city of Zolgotha.  Weirdly, when Abeir and Toril were finally freed of each other during the Sundering, the Zolgothan tunnels did not return..

Today, those catacombs below Phlan are known as Leviathan by those who use the network of tunnels just below the city's streets. Rumors insist that only the truly foolish would brave those darkened passages of peril and pain.  Leviathan is filled with monstrous creatures and wicked defenses that have protected most of it's secrets for over a century.

However, in the last year, the catacombs has been invaded by the Cult of the Dragon, hoping to find treasure and weapons in their newfound goal of freeing the Mother of Dragons, Tiamat.

There are even rumors that the Harpers have have lost agents in the bowels of Leviathan, in their mysterious duties.

The monstrosity that resides below Phlan is a lasting and deadly menace, and a reminder to the misfortunes of magic gone awry.

Wednesday, March 22, 2017

A to Z 2017 Blogging Challenge Theme Reveal #AtZChallenge

This is a few days late and I apologize.

This will be the fifth year I participate in the A to Z Blogging Challenge.

This year I will doing the A to Z of Hexcrawling.

That's right, in the month of April, I will create a 26 part Hexcrawl for my wonderful readers.

I hope you find time to check it out!


Tuesday, March 21, 2017

D&D 5th Edition: Fast Zombie

Medium undead, neutral evil

Armor Class 12
Hit Points 18 (4d8 + 4) 
Speed 35 ft.
   Str            Dex         Con           Int         Wis         Cha
16 (+3)        14 (+2)        13 (+1)        5 (-3)      9 (-1)      5 (-3)

Saving Throws Wis +1
Damage Immunities poison
Condition Immunities poison
Senses darkvision 60 ft., passive Perception 9
Languages --
Challenge 1/2 (100 XP)

Undead Fortitude. If damage reduces the zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is radiant or from a critical hit. On a success, the zombie drops to 1 hit point instead.


Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 
Hit: 4 (1d4 + 2) piercing plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0. A humanoid slain in this way rises as a fast zombie in 1d10 rounds.

Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. 
Hit: 6 (1d6 + 3) bludgeoning damage.

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