Using My Monsters

Saturday, 30 December 2017

Veteran's Solo Adventure

So, I've been off sick following an elective operation (and indeed, currently am still off, as the damn wounds is being stubborn), and I have been lucky enough to be able to run D&D daily through Discord with the Veteran. At the end of the last Ormid et al game, the warforged activated a dormant part of his brain, and became aware of multiple ancient distress beacons across the plane that belonged, he felt, to warforged. Sensing one close by, the left immediately to track its source.

Wanting to get on with the main quest in the next face to face session, we played the adventure over Discord...what follows, is that game. I apologise if its hard to follow. I have tidied it up a bit to make it easier to follow...

We use the incredible Avrae Bot for dice rolls, in game rule clarification etc. Can't recommend it enough!

*   *   *

Lorehaven, Evening, 4/11/53 (Third Age)

"No plan. Just heading straight there on foot at the fastest pace I can sustain."

As you approach the main southern gates, the guards tense, wondering what the hell is going on. However, when they see you, they back down, one of them calling for the gates to be opened.
Beyond, the familiar roads yawn before you, the frozen waters of Deep Pool reaching off into the distance, it's edges studded with the lights of the many settlements it holds close. You pause to get a sense of where you are going, and then head West, towards the beacon.
As a warforged you do not get exhausted, and so can go through the night. You should reach your destination by dawn....

You push on, ignoring the biting cold, ploughing, steam pouring from you, through the snows. The night deepens and were it not for the clarion call of the beacon, you would likely struggle to find your way. Trulls and bandits mark your passing with dread, slinking deeper into their lairs, and more than a few guests at a wayside Inn are shaken awake by your thunderous passing...

Still, as the southwestern skies are starting to show the first hints of the coming dawn, you come across Altersweir, a small town, little more than a village with delusions of grandeur, nestled by a narrow channel that leads to the open waters of Deep Pool. From the slight rise upon which you stand, you see that it comprises a dozen sturdy stone homes, built around a central plaza, a temple, and what seems to be a cluster of businesses by the channel. Two small fishing vessels lie, redundant, in dry dock by the channel.

Smoke rises from most homes, and you realise that the call is coming from beneath the ornate fountain that dominates the plaza.

"I'll head to the temple. Best give someone a heads up I'm about to smash their fountain and start digging. I'll offer enough gold to cover a replacement fountain. But this isn't a negotiation, Veteran is filled with righteous purpose."

You storm down towards the town, and find several terrified town folks waiting for you, drawn from their beds by the rumble of your approach. On seeing you, they panic, running screaming back to their homes....


Hahahaha. Make a Persuasion roll. What language are you using?

"Will likely have to be trade."

Cool. Go for it. About half the people with understand...

"Persuasion check"

@Veteran game_die
Result: 1d20 (3)
Total: 3

People, half sleep and afraid panic. They scream for mercy, and either run into their homes or out, barely clad, into the night.

By this time you notice that the door of the temple (which has the crashing wave symbol of Swaervar'Tritul on one half and Quaine'Ar on the right) has opened, and two men - one older, half asleep and half terrified (obese and thin haired with wide, pale eyes), the other in his mid twenties, dressed in neat robes of palest blues and silver, and bearing a faintly glowing spear - emerge.
Both baulk a little at sight of you, the older man gripping his holy symbol and stumbling back toward the doorway, eyes fixed on you. However the younger man grits his teeth, and demonstrates either remarkable bravery or a poor grasp of reality as he announces in a clear voice "Who sent you Golem? By the Lenient Force, I shall not let you harm these goodly folks."

"I am no golem, priest. As I said I am The Veteran and I am here to investigate strange signals emanating from beneath your towns fountain".

Both men seem quite taken aback when you speak, and the older man stammers. "Th- the Veteran that saved the North? Ormid's Son?"

"Son. Error. Discoverer. Correct. I am here seeking others of my kind. Warforged. Your fountain holds information I seek."

Both men look at each other with puzzled expressions. Snow begins to silently drift down from the slowly lightening sky, and a slight, frozen breeze breathes across the town. The younger man speaks. "The fountain? I know the statue on it is relatively new, a few decades old. The foundations though, run deep. I also know that the water that flows from it comes from my Lord's realm, and not some hidden place in this one"

"Could it be," wonders the older man out loud, "There is a space beneath it?"

(It is now about 5am on the 5/11/53)

A few townsfolk have crept out now, and you notice a couple of menfolk have longbows and swords with them - though non make even the slightest hostile gesture, seeming awed and terrified of you.

"Thank you priests. I apologise in advance for any damage cause. I will replace any part of the fountain that is destroyed during my investigation".

I will immediately set to examine the fountain. If I can remove the statue I'll do that first.

They look at you and then realise what you are saying. The younger man moves to say something, but the older priest stops him with a stare and a sharp shake of the head...

The Fountain:

So, the statue depicts a human, dundorin and Lir'Aelwyn all stood, side by side, looking southwestwards - no doubt some comment on the alleged unity of the three major races locally. It must weigh many tons. A wide, circular, shallow bowl holds the central carving, currently filled with ice. Icicles cluster around the mouths of the carved figures, and you guesse they normally spout water.

Make an Investigation check. And describe what exactly you are doing.

"I'll check the base first and then move to the statues themselves."

@Veteran game_die
Result: 1d20 (18) + 1
Total: 19

Oooh hero point on that roll.

@Veteran game_die
Result: 1d6 (1)
Total: 1

"Investigation 20"

You look over the statue, and notice that, just as the cleric said, the statue is much, much newer than the base. You smash the ice, removing the heavy chunks, and looking at the bottom of the basin, realise that it is designed to fold downwards, forming spiral stairs. How it works however?

The beacon seems to scream louder...

"I'll use my once per day +10"

Make an Athletics check

"Can the statue be turned?"

@Veteran :game_die:
Result: 1d20 (14) + 28
Total: 42

Hahahahaha! Using your +10 I take it?


You grip the statue, and begin to apply pressure, activating the arcane circuits that grant you a momentary, substantial burst of strength. Within seconds, you hear the stone supports within the base of the statue fragment, and you are suddenly carrying the full weight of the thing, which is starting to get really heavy...
Dropping it?

You did not feel there was any "give" in the statue or its base as you turned it.

You hear a collective gasp of shock and disbelief from the half dozen or so villagers who are watching you, and hear them scrambling to get away as you turn, holding the 2 tonne statue in your hands, you unnatural strength now waning...

(2 tonnes = 4409.25 lbs). Not sure what your drag weight is, but...

"Ha ha oops can I move the fountain to the side and see if I can see if I can see the route down."

Yeah, sure. You dump the statue, which immediately breaks in half on the floor, and stomp towards the exposed stump of the old fountain. At once you feel an odd rush of nostalgia, for the decoration on this part, though hugely worn away by time, is that so commonly seen during the ages of the great Guilds.

Make another Investigation check.
(What's your strength?)

"Strength 25 without the temporary boost"

"Investigation check"

@Veteran game_die
Result: 1d20 (9) + 1
Total: 10

Holy crap, so your lift limit is 1,500 lbs... Or 1.5 tonnes


You look over the stump of the fountain, and notice that the core is some kind of dull metal. Other than that, you notice nothing more, and suddenly wish you had the Vyrleen's keen eyes or Ormid's artificer expertise to call on.

The snow falls a little heavier.
The crowd has grown larger...

"Ha I just checked in Google and Veteran could pick up and throw my car! I'm the Incredible Hulk"

"Okay let's make the assumption I'm not going to find any well crafted secret, and let's go with my main 'strength', brute force!"

What's the plan?

"I'm thinking of activating my Belt of the Umber Hulk and dig down to where the stairs woukd emerge if I were able to activate them. Or I'll just excavate the whole area one 9ft level at a time."

Hahahaha. You will the belt to life, and at once begin to chew into the stone. The villagers are silent as they watch you begin to rip their fountain apart. However, as you dig a foot down, there is a sudden crack and at once you detect the presence of a cocktail of noxious gasses, mostly associated with decomposition, suddenly hissing from a dark space below.
Almost at once the nearest villagers start to cry out and retch, their eyes watering. As the Carrion stink spreads, they fly, vomiting and gagging, back to their homes. A few more moments pass, and you clear a hole big enough to fit through. Beneath it, is utter darkness - a vast, stinking space....

Do you have Darkvision?

"Nope but I have a light spell attachment for my head."

You unleash your headlamp, and the beam stabs into the gulf beneath the fountain. There is a drop of about 40ft, into a vast cavern, too large to see much of from your current spot. However, the ground... The ground seems to be covered in hundreds of ancient, rusted, decaying warforged....

These are the source of the vile stink.


"Can I try to climb down?"

Sure. You can Tie a rope to the statue base, and easily lower yourself down. You'll need about 60ft rope.

You secure the rope and drop down into the cavern. As you descend, your sensors alert you to the toxic nature of the atmosphere, and you realise that had your companions joined you, they would be in trouble.

Soon you are standing on the piled, scummy bodies of your...
... The pile trembles beneath your feet. Gasses vent from several spots around you...

A low rumble fills the air, and then you become aware of a sussurus of squeaks and groans, as if the bodies are... Oh shit...

"I'll start talking in machine cant. "I come in peace brothers!"

You desperately cry out in the machine cant of your kind, a sick realisation setting in as, across the floor of the vast chamber, numerous sets of pale green eyes, undead woeforged eyes, start to shine. At your feet, at least a dozen of the ancient dead begin to stir, rattling and groaning to animation.
Worse, something rumbles and thrums beneath the piled dead... Something huge, though currently buried by the massed cadavers...


"What is this blasphemy! Brothers what fate has befallen you? What nightmare denies you your eternal sleep?"

As one, at least a hundred of the corpses begin to Shamble brokenly to their feet, the air filled with wheezing mechanisms and squealing, atrophied joints. Beneath your feet, where older, far more damaged warforged bodies lie mixed with ancient rubble and bone fragments, the unknown something rumbles with increasing strength...

"Humanoid emotions are interfering with Veterans OS."

Roll Initiative. They have no such issues... And you are surrounded...

"Settling himself to his usual operating procedures, he draws The Annihilator and plants the dragonscale tower shield and (almost sadly) prepares himself for his calling.... WAR"

Woeforged Junkers...

@Sefotron game_die
Result: 1d20 (17) - 1
Total: 16

@Veteran game_die
Result: 1d20 (20) + 2
Total: 22
Critical Hit!

OK, you go first. You are surrounded by at least thirty of the dead things, though only 8 can reach you at once. They press in on you, talons extended, empty, dripping faces emitting choked, snarling code.

"I'll activate my Unyielding Avalanche stance. Then 4 attacks on the nearest ones to either side.

Hit ACs of:

Four hits...each blow takes out three of the undead, smashing them to bits...

... However, a wall of undead closes in on you..
Anything else you wanna do?

"Brace for impact!"

"At the start of their turn all enemies within reach take 1d12+11+4d6 from Unyielding Avalanche stance."

So, another 16 undead are instantly shredded, their decrepit parts flying back. However, the press of undead stumbles in... 8 attack (all are flanking)

" Yikes!"

(28 slain so far)

(I make 8 attacks with advantage, and get some great rolls)

All missed?

"Yes, but a few too close for comfort!"

They lash out at you, your heavy plating just managing to deflect their strikes... The ground heaves again, and more blasts of gas shriek into the air.

Your go!

"Same as before 4 attacks vs those within 10ft reach."

The Annihilatior weaves a deadly net around you, slashing, blasting and burning them instantly. As the ones next to you fall, your whirling blades slice into the others, and another 24 fall...

(48 slain so far)

Even more Shamble past your blades to strike.

(I roll another 8 attacks with advantage. All miss except for the last one....)

@Sefotron game_die
Result: 2d20kh1 (20, 20) + 5
Total: 25
Critical Hit!

Roll.your Fortification

"Double crit .... nasty!"

@Veteran game_die
Result: 1d100 (85)
Total: 85


!r 2d10+3

@Sefotron game_die
Result: 2d10 (1, 10) + 3
Total: 14

After your DR, 5 slashing damage...

At the end of the round, make a Dexterity save as the ground rises and falls as if something vast is pushing up from beneath...

@Veteran game_die
Result: 1d20 (3) + 8
Total: 11

You manage, just, to keep your feet...

The undead stumble and fall, allowing you a view of the chamber. It is litten by a foxfire glow, emanating from whatever is trying to burst through from below. The beacon screams louder, but now its message is changed; gurgling and exultant.

From below, a huge, pitted scythe rips upwards, slicing multiple woeforged in half...

What you doing?

""I think you'll find it is you trapped in here with me abomination!"*

*copyright Rorschach"

"No time like present. Let's bring it on you big Windows Vista running MF!"

The owner of the pitted scythe emerges from below, the woeforged tumbling off it like leaves. It clambers, wheezing and bellowing to its full height, flourishing its scythe on one arm, and a huge filth bleeding hammer on the other....

It's a woeforged titan...

(it rolls initiative 7)

You charge towards the pestilential thing, and feel a sick, suffocating energy envelop you as you draw close...

You charging straight in?

"It's probably a bad idea but yes"

OK, you charge in, barely coming to the horrors' knee, the Annihilatior blazing. The air around this thing is dead, rotten with necrotic energy, and you can feel it corroding you even as you enter it...

OK, attacking?

"4 attacks vs Rotten Juuuuustice."

@Veteran :game_die:
Result: 1d20 (7) + 17
Total: 24

@Veteran :game_die:
Result: 1d20 (8) + 17
Total: 25

@Veteran :game_die:
Result: 1d20 (4) + 17
Total: 21

@Veteran :game_die:
Result: 1d20 (19) + 17
Total: 36

"So ACs of:
36 (crit)"

Three hits. Fortification Vs the Crit... (it has 75% Fortification)

@Sefotron :game_die:
Result: 1d100 (71)
Total: 71

Crit is a normal hit

"Oh for good fortification :sob:"

So, it has resistance vs Fire and Thunder.

Roll thy damage (halving fire and thunder)

"I'll make the fire bane"

AvraeBOT - Today at 2:58 PM
@Veteran :game_die:
Result: 3d12 (11, 8, 9) + 15
Total: 43

"Okay didn't type the command correctly. That should be 73 damage. Metaline if that makes a difference."

Now for energy damage

@Veteran :game_die:
Result: 9d6 (2, 6, 4, 1, 2, 1, 6, 6, 4)
Total: 32

@Veteran :game_die:
Result: 3d6 (2, 4, 1)
Total: 7

"So a further 32 lightning and bane fire damage and 3 thunder damage."

Whoosh. 108 damage (you do notice the blade reconfigures, becoming Adamantium) The titan reels, your blows ripping into the bloated, rusty armour of its lower abdomen...

Titan uses a Legendary Action...

The hammer swings at you...

@Sefotron :game_die:
Result: 1d20 (4) + 16
Total: 20


The huge, filthy, rot imbued hammer, dripping black sizzling slime swings at you. However, you easily parry the blow...

8 more of the Zombie like woeforged rise and Shamble to attack, the titan able to reach over them...

@Sefotron :game_die:
Result: 2d20kh1 (7, 11) + 5
Total: 16
@Sefotron :game_die:
Result: 2d20kh1 (17, 5) + 5
Total: 22
@Sefotron :game_die:
Result: 2d20kh1 (4, 2) + 5
Total: 9
@Sefotron :game_die:
Result: 2d20kh1 (18, 11) + 5
Total: 23
@Sefotron :game_die:
Result: 2d20kh1 (15, 11) + 5
Total: 20
@Sefotron :game_die:
Result: 2d20kh1 (20, 14) + 5
Total: 25
Critical Hit!
@Sefotron :game_die:
Result: 2d20kh1 (19, 19) + 5
Total: 24
@Sefotron :game_die:
Result: 2d20kh1 (13, 13) + 5
Total: 18
Sefotron - Today at 3:23 PM

Roll fortification vs Crit.

@Veteran :game_die:
Result: 1d100 (46)
Total: 46


A just realised, at the end of your turn, make a Con save vs Necrotic
Crit damage...

@Sefotron :game_die:
Result: 2d10 (1, 9) + 3
Total: 13

So, after you DR, a mere 4 slashing damage from the minion.

The titan goes next...

Veteran - Today at 3:39 PM
Saves vs necrotic (rolls 26, a save)

So, as you landed your final blow, the dolorous aura bleeding from the ancient warrior begins to corrode your body.

AvraeBOT - Today at 3:43 PM
@Sefotron :game_die:

Necrotic: 6d8 (6, 4, 7, 4, 3, 3) / 2
Total: 13

13 Necrotic (before your reduction)

A horrific space opens in the things chest, revealing a pulsing throat like tube. At once, the air around you begins to resonate violently, every single woeforged minion exploding into grotesque globules of rot and rust.

And now....another Constitution saving throw (Vs Thunder) please, as the Thunder Cannon of the titan speaks...

Result: 1d20 (20) + 12
Total: 32

The pressure wave hits you like a physical blow, and you almost bow under the sheer weight. Countless alerts blaze across your auspex as multiple systems are hit. However, you are made of tougher stuff, and you resist the main brunt of the blast. Any resistances or reductions Vs Thunder?

@Sefotron :game_die:
Result: 20d8 (1, 5, 4, 7, 4, 4, 3, 3, 2, 1, 2, 2, 4, 8, 7, 4, 2, 1, 5, 4)
Total: 73

So, 37 thunder damage....before you apply any resistances / reductions etc.(edited)

How you looking?

I have resistance vs fire/lightning/thunder and reduction 6 vs necrotic.
Currently on 247 hit points following that round.

nice, so you only took 7 Necrotic, and 18 Thunder then!

On then into ROUND TWO!!!

Vetters! You have started your round in the aura of death that surrounds the titan. You feel its mouldering power leaking into you, not just physically, but psychically...

What you doing?
"I'll use 4 more attacks vs the titan and then hero point to activate the Thundersong Gorget at the titan and as many woeforged as I can catch. I know titan has restance to thunder but need to break out the big guns."

@Veteran :game_die:
Result: 1d20 (13) + 17
Total: 30

Result: 1d20 (19) + 17
Total: 36

Result: 1d20 (5) + 17
Total: 22

Result: 1d20 (15) + 17
Total: 32

Three hits!

And is it a CON save vs the Gorget?

As I got a crit with 19 I get another attack (should have last round as well but forgot - doh!).

@Veteran :game_die:
Result: 1d20 (8) + 17
Total: 25

Another hit. Chance to reduce additional damage from the crit...

@Sefotron :game_die:
Result: 1d10 (10)
Total: 10

Reduced to a normal hit.
Hang on...

@Sefotron :game_die:
Result: 1d100 (53)
Total: 53

Yep, normal damage from the crit due to Fortification.

"DC 20 Con save for half vs the Thundersong Gorget. Thunder damage"

@Veteran :game_die:
Result: 30d6 (6, 3, 2, 3, 6, 1, 6, 6, 1, 5, 5, 6, 2, 4, 5, 5, 3, 4, 1, 2, 5, 6, 6, 2, 4, 4, 4, 2, 5, 2)
Total: 116

Roll weapon damage as separate attacks, as you may inflict enough damage to trigger something

Con save vs Gorget

@Sefotron :game_die:
Result: 2d20kh1 (13, 1) + 16
Total: 29

The blast rips into the titan, sending it back on its heels. However, built for war involving magic, it takes the massive strike easily, its armour denting under the blast.

29 Thunder damage then.

"Any smaller woeforged caught in the blast?"

All of those nearby were evaporated when the titan unleashed its blast. It will be a round or two before any more can attack...

Individual weapon damage

@Veteran :game_die:
Result: 1d12 (11) + 15 + 3d6 (4, 2, 2) + 1d6kl1 (6)
Total: 40

@Veteran :game_die:
Result: 1d12 (3) + 15 + 3d6 (3, 6, 4) + 1d6 (4)
Total: 35

@Veteran :game_die:
Result: 1d12 (8) + 15 + 3d6 (2, 5, 2) + 1d6 (1)
Total: 33

@Veteran :game_die:
Result: 1d12 (7) + 15 + 3d6 (5, 5, 5) + 1d6 (4)
Total: 41

"Okay the actual damage from 4 hits is 142"

The first two blows strike true, carving through the bubbling, rotted armour of the titan. However, as the third and fourth strikes land, so a disgusting mist of rotten fluids erupt from within, the titan roaring in pain... Two Dexterity saving throws Vs Necrotic please.

Also, a CON save vs Necrotic for the end of your turn...

Dex saves

@Sefotron :game_die:
kh1+9: 2d20 (19, 1)
Total: 20

@Veteran :game_die:
Result: 2d20kh1 (4, 16) + 9
Total: 25

One save, one fail...

@Sefotron :game_die:
Result: 5d4 (3, 1, 3, 4, 1)
Total: 12

@Sefotron :game_die:
Result: 5d4 (2, 3, 1, 4, 2)
Total: 12

"Con save"

So, 3 damage

@Veteran :game_die:
Result: 2d20kh1 (10, 20) + 12
Total: 32


@Sefotron :game_die:
Result: 6d8 (5, 1, 4, 3, 7, 7)
Total: 27

So no damage from the aura either...

Titan goes. First a legendary action, then it's go...

Legendary Action... Hammer...

@Sefotron :game_die:
Result: 1d20 (8) + 16
Total: 24


Now it has its go

Thunder Cannon recharge

@Sefotron :game_die:
Result: 1d6 (4)
Total: 4


"Does it still take the weapon damage from my hits after it's gooey counterattack?"


It's looking pretty fucked...

"Good. I do not want to hit by tgat hammer I reckon!"

Your second two blows carve deep into its belly, swollen loaves of corrupted meat and septic haemolymph flooding out with each blow. The titan stumbles back, roaring like a wounded animal...

Two melee attacks...

Hammer then Scythe...


@Sefotron :game_die:
Result: 1d20 (3) + 16
Total: 19


@Sefotron :game_die:
Result: 1d20 (16) + 16
Total: 32



@Sefotron :game_die:
Result: 6d6 (1, 3, 4, 4, 4, 4) + 9
Total: 29

29 Magical Slashing damage, and you are immune to the secondary effect...

The titan slams the hammer down, keening and shrieking in insane fury, but you dodge the stinking blow. However, the scythe manages to catch you, it's keen edge slicing in through your plating, and cutting into the flesh beneath. Flakes of the sickly, damp rust that covers the blade break off in your wound, but the tiny daemons of plague they carry find no home in your machine form...
At the end of the round, more of the shambling minions. Begin to rise in the near distance...


Your go!

"Okay rust bucket time to go to silicon heaven."

4 attacks vs titan.

@Veteran :game_die:
Result: 1d20 (2) + 17
Total: 19

@Veteran :game_die:
Result: 1d20 (9) + 17
Total: 26

@Veteran :game_die:
Result: 1d20 (12) + 17
Total: 29

@Veteran :game_die:
Result: 1d20 (3) + 17
Total: 20

"2 hits 2 misses I reckon."

So it has resistance vs the thunder
Otherwise roll the lot

"Hero point for another attack for good measure."

@Veteran :game_die:
Result: 1d20 (13) + 17
Total: 30

Yeah Three hits, so three Dex saves

"Are all dex saves vs necrotic?"

Indeed they are!


@Veteran :game_die:
Result: 1d12 (2) + 15 + 3d6 (2, 1, 2) + 1d6 (2)
Total: 24

@Veteran :game_die:
Result: 1d12 (11) + 15 + 3d6 (6, 4, 3) + 1d6 (3)
Total: 42

@Veteran :game_die:
Result: 1d12 (10) + 15 + 3d6 (6, 4, 6) + 1d6 (3)
Total: 44

110 damage!

"So that's 105 due to thunder resistance"

Dex saves

@Veteran :game_die:
Result: 2d20kh1 (18, 15) + 9
Total: 27

@Veteran :game_die:
Result: 2d20kh1 (20, 9) + 9
Total: 29

@Veteran :game_die:
Result: 2d20kh1 (14, 9) + 9
Total: 23

You avoid all the Necrotic spray. Constitution save at the end of your turn please, Vs Necrotic

Your blows crack the chest of the titan wide open, and the polluted, corrupted horror of its foul existence is laid bare. It bellows and gasps, but remains animate. Fluids surge from it covering the ground....

@Veteran :game_die:
Result: 2d20kh1 (17, 11) + 12
Total: 29

@Sefotron :game_die:
Result: 6d8 (7, 6, 2, 6, 7, 3)
Total: 31

4 Necrotic damage after reduction

Legendary Action then attacks...


@Sefotron :game_die:
Result: 1d20 (14) + 16
Total: 30

Hit! Con save Vs Necrotic please!

@Sefotron :game_die:
Result: 4d8 (5, 1, 3, 5) + 9 + 5d6 (2, 6, 2, 5, 2) - 9
Total: 31

So, the hammer strikes hard, smashing into you. You suffer 23 magical Bludgeoning and (after reduction) 8 Necrotic

And that CON save vs Necrotic

"Con save"

@Veteran :game_die:
Result: 2d20kh1 (5, 18) + 12
Total: 30

You feel a filthy "slime" of necrotic power slop onto you from the hammer, though it gutters and dies before doing you any harm....

Attacks now...


@Sefotron :game_die:
Result: 1d20 (9) + 16
Total: 25

Sefotron - Last Thursday at 10:42 PM


@Sefotron :game_die:
Result: 1d20 (10) + 16
Total: 26


Another Con save vs Necrotic please...

Hammer damage...

@Veteran :game_die:
Result: 2d20kh1 (16, 15) + 12
Total: 28

@Sefotron :game_die:
Result: 4d8 (4, 1, 3, 5) + 9 + 5d6 (6, 1, 5, 4, 1) - 9
Total: 30

30 damage (with necrotic reduction applied) and you once again resist the Necrotic energy that seeks to infest you...

Scythe damage...

@Sefotron :game_die:
Result: 6d6 (4, 5, 1, 1, 1, 2) + 9
Total: 23

23 Slashing damage...
The titan roars in exultant rage...

"Do not fear titan, you will soon return to the base metals that spawned you and I will spend my life laughing at Ebon Eyes inability to trap nothing but rancid air".

So, it is your go dude...


The titan shudders and steams, frothing flows of filthy fluids, mutated organic components and corrupted artifice slumping and swinging from its eviscerated form. It stumbles back, ebony sparks of necrotic corposant forming a halo of inverse light around its swinging, screaming, skull like head...

"Time to prepare for the 'true death titan. Denied you by your false prophet, but brought now with furious vengeance".

@Veteran :game_die:
Result: 1d20 (14) + 17
Total: 31

@Veteran :game_die:
Result: 1d20 (9) + 17
Total: 26

@Veteran :game_die:
Result: 1d20 (19) + 17
Total: 36

@Veteran :game_die:
Result: 1d20 (3) + 17
Total: 20

Extra attack from the crit

@Veteran :game_die:
Result: 1d20 (5) + 17
Total: 22

Three hits...

Roll that there damage

@Veteran :game_die:
Result: 3d12 (9, 6, 10) + 45
Total: 70

@Veteran :game_die:
Result: 9d6 (2, 1, 3, 3, 4, 5, 4, 1, 5)
Total: 28

@Veteran :game_die:
Result: 3d6 (5, 3, 3)
Total: 11

"So 103 damage total with thunder resistance taken off."

And that good sir, is that.

You rip the Annihilator deep into the stinking chasm of the Titan's form, getting utterly drenched in its repugnant fluids, and strike at the stuttering,inflamed heart of the thing. The blade bites deep, and, with a final, horrible ululation, it slowly tips forwards and slams - dead - to the ground...

As the titan collapses, you sense a brief return to sanity before it dies, and, in a voice devoid of hate though heavy with regret it gasps....

"He is as much a victim as we. The Shadow that Rises controls him. Beware his traps... He has... H…-he hasssssss.....a parad... Para.... Ngine...."

As the titan falls,so the beacon fades. The animating force within the other undead flees, and the only movement is the soft fall of snow drifting from above.

The other beacons silently scream all around...

What now?

"Can I see if there is some way to collapse the cavern (perhaps with the Belt of the Umber Hulk) so I can lay my brothers to rest?"

You look around and spot several areas where there are marked weaknesses. Make an Intelligence check.

"Oh dear. This is why I travel with Ormid."

@Veteran :game_die:
Result: 1d20 (3) + 1
Total: 4

I rest my case.

Yeah, no problems collapsing this chamber...The only exit us your rope of course...
You can hear distant, frightened voices echoing from the town above. Folks are clearly wondering what evil has been unleashed....

"Brute force is always best. I will collapse the cavern (on top of myself if neccesary) and dig out. Follow up with the daily energy blast from the Annihilator to melt the remains.
"I'll speak to the brave cleric to inform him that the evil has been vanquished but to post a guard until I return."

So, as a result of your battle you have earned the following epic boon...

Knight's Valour

Prerequisite: Fighter, Paladin
Description: As a bonus action you can spend a number of hit dice equal to your proficiency bonus. You not only heal the appropriate amount, but enemies have disadvantage on attack rolls against you until the start of your next turn. Once you have used this power, you cannot use it again until you complete a short rest. You cannot use this ability if you have no hit dice.

"I will then head off back to the city to go to the temple of Namaea. I need to speak with the reverend mother about sanctifying the area and also what she may know of The Shadow That Rises."

You begin to dig at the edge of the chamber seeking to bring it down. Sure enough, within minutes there is a very deep, very ominous rumble that suggests the cave is about to....
Make a Dexterity save please...

"Knights Valor boon - sweet! :grinning: :thumbsup:"

"Dex save"

@Veteran :game_die:
Result: 1d20 (12) + 9
Total: 21

Collapse damage....

@Sefotron :game_die:
bludgeoning: 20d10 (8, 9, 2, 2, 7, 7, 8, 9, 6, 10, 3, 6, 9, 3, 10, 8, 2, 2, 3, 5)
Total: 119


With an apocalyptic roar you are slammed to the floor and buried. Above the people scream as the entire central plaza, including a couple of homes, slump down into the sudden sinkhole that now yawns there, a mushroom cloud of dust and grime surging into the sky...

"Err oops!"

"Crap looks like my rebuilding bill just got bigger...
Can I dig myself out? Or am I gonna have to wait for an artificer to dig me out in a few hundred years? "

Hahahaha. As it is loose soil and dirt you can dig yourself out. Are you heading up, or at an angle? Basically, are you facing the wrath of the town, or slinking off lol

"I'll face the wrath of the insignificant meat sacks .... er I mean townsfolk."

So, you take a moment to register the damage you have sustained, and then activate the belt. Fortunately (you can only dig through solid stone 1/day) the collapse is loose enough to push aside, and you emerge a short while later, rising from the collapse like the ancient war machine you are...

Result: 1d20 (15) + 3
Total: 18

Result: 1d20 (16) + 3
Total: 19

Result: 1d20 (16) + 3
Total: 19

As you emerge, three well placed arrows strike you, though non penetrate your plating and you realise the menfolk must be there with their bows...

Snow drifts through the dirty air, and people fall back in fear as you rise to your full height.

What you doing?

"The evil is vanquished. Return to your homes. Those houses damaged will be rebuilt. Cleric post a guard here until the ground can be sanctified. I will be back shortly".

"Then I'm heading off back to the city at full speed."

You are vaguely aware of a tumult of angry and terrified voices, the younger priest chief among them. However no one tries to stop you leaving...

Random Encounter check...

Result: 1d30 (14)
Total: 14

By the time you reach Lorehaven, the sun has already set, and the snows are falling in earnest.

This is where we will pick up on Tuesday night...

Current date 5/11/53

Monday, 25 December 2017

Happy Christmas / Yule / Dark Season

There is no Christmas as such on Arbel'Verdaniss, though many societies recognise the shortest and darkest days of the year. However, here, in this dimension and world, many do celebrate this day - either because they feel it is the day a deity was physically manifested in this plane, or because, like me, its a nice day to chill out, eat too much, and enjoy your family...

Either way - HAPPY CHRISTMAS!!!

Friday, 22 December 2017

Epic Boon - Energy Negator

Bonus entry, as I am currently off work after some elective surgery and so am getting chance to do a butt load of writing - an Epic Boon you may like...

Energy Negator

Chose one of the following energy types – Acid, Cold, Fire, Force, Lightning, Necrotic, Psychic, Thunder, Radiant. When you would take damage from that energy type, there is a 10% chance that it is entirely negated.

You may choose this boon multiple times, each time either choosing another energy type, or increasing your current chance to negate damage from an energy type by +10%.

Art from:

Agarat - Medium Undead (CR2)

The Agarat comes from original D&D, and is a ghoul like undead that lacks (in its lesser form anyway) the paralysing claws of that other undead, but which possesses a far more fearsome ability. Often found leading packs of ghouls, these filthy things can quickly weaken enemies with their unearthly howls, rendering them unable to act, and even, if exposed for too long, killing them.

Agarat's are one of those monsters that come out as a low CR, but which have proper TPK potential if not dealt with quickly (and of course, this can be complicated by its immunity to non-magical weapons that are not forged of Cold Iron - or Adamantium if you don't have that as a house rule). Of course, with its low AC and hpts, even low level characters shouldn't struggle too much if they focus their attacks on them. However, these should definitely be used with care.

Have fun!!!

Sunday, 17 December 2017

Earthquake Beetle - Jishin Mushi (Huge Beast - CR 5)

"We expected to face an elemental of some kind, or a powerful druid. We certainly did not expect to be fighting against a hulking, shimmer-shelled beetle the size of a small warship!"

- Allegro Sontante, Adventurer, Bard and Lover.

The Jishin Mishu is a monstrous beetle that I first found on page 123 of  AD&D 1st edition's Oriental Adventures, though it has subsequently made many more appearances. A typical specimen of this monstrous creature is huge, having an iridescent shell, shimmering compound eyes, and vast curved mandibles. They live in thick forests, moving freely among the trees in spite of their immense size, and seem uncommonly drawn to cattle.

In my world, although most often thought of as natives to Kai'Yassan and other lands linked to it, they actually crop up all over the world, being found most commonly in the thick forests of Low Dark on Calsor, in the jungles of the Storm Shroud Peninsula, and after the sundering, in any place where the right habitat exists.

Anyway, here you go.

Click to make it as large as the beetle it describes....

Sunday, 10 December 2017

A Quick Note About the Older Content

So, you may know that Photobucket pulled a major asshole move earlier this year, and made it so that older links for non-paying customers went dead. I have no intent of paying Photobucket, and unfortunately, a huge amount of the older 4th Edition stuff was held there. This means that if you go to those pages, you are likely to find a Photobucket splash page rather than the stats you wanted. 

I really don't have time to go through all the pages and to sort out those that are broken from those that aren't and so, have got rid of the indexes for the older stuff. You can still access it via the links on the right, but the main index page is no more. 

Obviously, if you go there and find something you like but cannot see, drop me a DM, and I'll find the missing thing and send it to you!

Saturday, 9 December 2017


Ello ugly! Iz been asked te tawk about ‘ow Gorgy weapons iz da bestest, an’ to show you lot, ooh makes da bestest wepuns! So, ‘fore I start, any quest….”
- Yongob’s first and last lecture about Gorgoth Weapons

Please note: Although a cost is given for each weapon, it is rare in the extreme that anyone sells or wants to buy them. Most that come into use by adventurers are taken from the corpses of the greenskins they kill. However, its an infinite universe out there, and its better to have the costs and not need them, than need them and not have them!'s+Orc+Shield.jpg
Yongobb was unavaiable for further inquiries...

Gorgoth Stabba’ - Martial Weapon
Little more than a heavy, long, sharp tipped piece of steel, crudely drawn into a blade, and attached to a poorly balanced handle, this thing is still capable of dealing some serious damage in the right hands.

Cost: 2sp
Damage: 1d8 piercing
Weight: 8lbs
Properties: Brutal 1, Heavy

Gorgoth Bow – Martial Weapon

This bow appears crude and unwieldy, with its thick bowstring and patchwork construction. However, with practice and a strong arm, it proves to be an effective, if relatively short range bow weapon.

Damage: 1d10 piercing
Range: 100/220
Weight: 5lbs
Properties: Ammunition, Brutal 1, Heavy, Two-Handed

Gorgoth Massive Bow – Martial Weapon

This bow is stupidly heavy, making even heavy crossbows look light in comparison.

Cost: 35gp
Damage: 2d6 Piercing
Range: 150/450
Weight: 25lbs
Properties: Ammunition, Brutal 1, Heavy, Two-Handed, Unwieldy (Str 16)

Gorgoth Spiky Fists – Simple Weapon

Imagine heavy gauntlets of the crudest manufacture and a cestus had a baby. That horrible offspring is what these are – heavy curved plates of steel, with nails and burrs protruding along their leading edges…

Cost: 1gp
Damage: Unarmed +1d6 piercing
Weight: 4lbs
Properties: Heavy, Unwieldy (Str 14)

Some Notes on Gorgoth Ammunition

Bum Arrers: Gorgoth sometimes smear faeces on their ammunition, forcing those wounded by them to make a D.C. 13 Constitution saving throw. Failure indicates they contract Sewer Plague (or another disease at the GM’s wish).

Poisoned Arrers: Gorgoth witch doctors brew a number of poisons. One of the most common is applied to ammunition, and forces the target to make a D.C. 13 Constitution saving throw, failure indicating that they suffer an immediate 3 (1d6) poison damage, and, at the start of their next turn, another 3 (1d6) poison damage.

Another common poison they use is what they call Mad Biter; a sticky resinous poison that smells faintly of spilled beer, and which forces those hit by it to make a D.C. 14 Constitution saving throw. If they fail this, they become Poisoned for 1d6 rounds, and whilst poisoned, attack the nearest creatures to them each turn with crazed abandon. Creatures under the effects of this poison always use melee attacks, and attack until either taken down, there is no one else left to kill, or until the poison wears off. Those recovering from the effects of this poison after suffering its effects for their full duration accumulate +1 level of Exhaustion.

New Weapon Property

Unwieldy: Characters who’s strength is less than the specified amount suffer Disadvantage when making attacks with these weapons, due to their poor balance and great weight.

Wednesday, 6 December 2017

Glowing One - Medium Humanoid (CR 4)

I'm playing Fallout 4 at the moment, and have been thoroughly enjoying the post nuke mutants and monsters. I also own some good old Gamma World stuff, and have decided to do a few conversions for 5e.

Glowing Ones are a variant of the Ghouls found throughout the Wastelands, and are individuals who absorbed particularly huge amounts of radiation. They are particularly notorious however for their ability to unleash a burst of radiation which not only damages the non-mutated close by, but which bolsters allied mutants and actually reanimates the dead! Even worse, these things continue to emit dangerous energies even when slain...

...So, yeah, enjoy!

Wednesday, 22 November 2017

Nullstone Gargoyle - CR 6 (Medium Construct)

Obviously this is the Wizards of the Coast's IP
Was looking for something with a slightly different mechanic for one of my current games, and whilst flicking through Gatherer came across this. The result was the following....

Tuesday, 21 November 2017

Getting Drunk, Very Drunk and Dead Drunk

So, if you clicky on the link below you will find a .pdf holding a bunch of my house rules for determining intoxication, its impact and duration. There are also some new feats around booze and boozing, and an updated version of the play test condition, Intoxicated. Enjoy!

(Caveat: This is in no way supposed to make light of the serious issue of addiction or intoxication. Trust me, my real world work puts me face to face with the grimness of that on a daily basis. This is intended to give DM's  some fairly simple rules for keeping track of drunkenness, and players some extra options). 

Getting Drunk, Very Drunk and Dead Drunk

Edit: One of my players is using these rules, and pointed out I forgot to mention the D.C. of the saves, which was...dumb of me. I have updated the document with this entirely vital information!

Monday, 13 November 2017

Some More Epic Boons

The Ormid game has now passed level 20, and they are getting to pick Epic Boons (if they want) when they go "up a level". They are about to enter a Beholder hive to face a Hive Mother and her children, all in the hopes of locating a Chrono Portal with which to use an ancient Chrono Key, which was left for them by persons unknown (and which is probably a trap).

Yes, the power level is insane, yes, the combat is insane, no I am not struggling to challenge them at all, and yes, yes YES, it is a huge amount of fun!!!

I know a lot of groups despise ultra high level play. I never have, and indeed, love the ability to throw the characters into time and plane spanning plots involving Gods, elder daemons, angelic armies, elemental plots and technologies that were banished for their universe consuming dangers. I also love seeing characters that once paled at lowly Gorgryn, facing off against hordes of mind dissolvingly deadly enemies, and just love how insane and overpowered it all gets...

And so, the Boons. Epic Boons are a way that characters can continue to expand their power once they hit level 20, and are in the DMG on pages 231-232. I know they are not many folks cup of tea, and I know that many of you will read this and have a small internal meltdown.

That's cool, this isn't for you.

However, some of you are probably after some extra boons, and well, you are in luck!

Here are a few I made for my campaign. There are many more, but hey, they can appear later.


One little note. I do think that any epic boons should change the characters appearance and / or demeanor. These are little slices of Godhood, and mortal forms cannot hold them. It is only logical that your character will develop some clearly supernatural change because of them. For example, if you chose Crimson Determination, you may gain extended eye teeth and sullen, glowing red eyes which flare brightly when enemies bleed before you, or you may gain strange metallic growths or plates when you attain the Fortified Form boon.

You may be epic level if the Gnarrak have floaty crystals...

*     *     *

Crimson Determination (Epic Boon)

You have advantage when making attack rolls against living enemies that are at 50% or less of their total hit points.(This is a conversion of a 4e power found in Dragon Magazine 393)

Impressive Oration (Epic Boon)

You have advantage on all Charisma (Diplomacy), Charisma (Performance) and Charisma (Persuasion) checks. If you roll less than a 15 despite this, you are considered to have rolled a 15.

Fortified Form (Epic Boon)

You gain 50% Fortification*. You may choose this Boon more than once, each time increasing your Fortification by +25%. You may increase your Fortification to an amount over 100%.

Dolorous Blow (Epic Boon)

You consider an enemies Fortification* to be 50% less than it is. You may take this boon multiple times, each time increasing the amount your ignore by +25%. You may increase this value to an amount over 100%.

Devastating Critical (Epic Boon)

When you score a critical hit against an enemy that does not possess Legendary Actions or Abilities, they must make a Constitution saving throw (D.C. = 8 + Your Attack Modifier). If they fail this saving throw, they are slain. Once you have used this power, it cannot be used again until you finish a long rest.
You may choose this boon more than once, each time allowing you to use it one more time between long rests. However, this boon cannot fill more than half your choices of epic boon.

You are almost certainly epic level if Wayne Reynolds is painting you...

Entropic Strikes (Epic Boon)

Your attacks are now imbued with the power of entropy, and inflict +5 (1d10) necrotic damage.

Celestial Strikes (Epic Boon)

Your attacks are now imbued with the power of the Relucent Planes, and inflict +5 (1d10) radiant damage.

Bane Strike (Epic Boon)

You may expend your reaction when hitting an enemy with an attack or spell, to convert the damage into the Bane form of that damage. Once you have used this power, you cannot use it again until you have had a short rest.

* Fortification is a house rule, based on an old 3.0 / 3.5 mechanic. In my 5e games, Fortification is a percentage chance that a Critical Hit scored against the target is reduced to a normal hit. It is something we all quite like, and I include these Boons here in case you use something similar, or want to start. Again, not for everyone - many may think its a "Gotcha!" ability, and I kind of agree - except many spells, items and abilities in my home game grant players Fortification too!

Sunday, 5 November 2017

A Few Items I Posted on D&D Beyond

I am loving D&D Beyond, and although most of the custom stuff I have put on there I have kept private, I have published a few. Here are the links to those items. Enjoy!

Friday, 3 November 2017

Hell Knight - CR 12 (Large Fiend)

Goddam I loves me some Doom. Ever since I first saw it playing on my mate's PC back in the mid 90's, I have played almost every version of the video game imaginable, and I have loved them all (yes, including Doom 3).

Anyway, the Hell Knight is a staple of the game; a towering juggernaut of tense flesh, roaring mindless fury, and horrible screaming pain. They have gone through a few iterations, with some lobbing bolts of plasma at enemies and some not, but I must admit, I think the scariest are the ones from Doom 2016 - ferocious, merciless, resilient and fast !

So, as I didn't get chance to post a Halloween monster or article, here are my stats for the Doom 2016 version of the Hell Knight....ready to drop in amongst your players....

I am Hell Knight, hear me roar! I'm the daemon you can't ignore!!!

Friday, 27 October 2017

Pistol Wraith - CR 18 (Medium Undead)

Another monster from the amazing Monsternomicon - which is currently part of a Humble Bundle BTW - the Pistol Wraith is the undead soul of a Gun Mage, and according to that tome is a foe for high level and epic characters. Firearms, in the late 2nd Age, nearly whole 3rd Age and mid to late 5th Age of my game world are a common thing, and there are those who dedicate their lives to using their favorite weapons in conjunction with magic. Therefore, it seems only right that these things could infest my own - and probably your own - worlds, waiting to shoot their ghostly bullets at would be heroes, and looking utterly kickass too!

Also, as Halloween is upon us soon, I'm going to try and do some spooooooky conversions / new monsters (time, as always, allowing).

This handsome chap is one...


Saturday, 21 October 2017

Nethersoul Shambler - CR 3

There are some who use methods other than the norm to achieve the unholy, and these monstrosities are the result of one such work around. Corpses animated by infernal souls, these foul undead are smart and exude wisps of abyssal flame which consume not the flesh, but the essence of the living. They can use tactics and understand complex orders - well, within reason.

These are actually something I have created for one of my games, and I am looking forwards to seeing how my players handle them. If you are wondering why they are CR 3 and not CR 2, I upped it a bit due to the use of Bane damage in a low level monster.

Happy Samhain!!!

Saturday, 14 October 2017

Screamer Beetle - Medium Beast (CR 1/2)

For those travelling through the desert, the eerie, thin wail of these giant, irridescent beetles is a terrible sound, for it is the herald of a swift, screaming death. 

Another of the monsters from Dark Sun - Shattered Lands, this monster is a psionic bug that can really ruin your day - especially at low levels, when that blast of psionic energy can really hit hard!

Wednesday, 4 October 2017

Dagolar Slime - Medium Ooze (CR2)

These odd little things were found in the old video game Dark Sun - Shattered Lands - an utter classic. They are psionic slimes which resemble grey oozes with human like brains in their hearts, and nerve like tendrils running through their forms. even better, back then, it wasn't uncommon for SSI to publish AD&D stats for their new monsters, meaning I could use these in my own games.

I have, in most editions of D&D done a conversion for these things (and Mountain Stalkers - those guys were badass), and this is my conversion for 5e. I hope it pleases you!

Friday, 29 September 2017

The Alchemy Domain

In my PUG there is a dundorin who knows everything...well, he thinks he does, and although from a power point of view it's not the best idea, he is levelling up from a roleplaying point of view, dipping into various classes to back up his ridiculous claims. This same character has a potion addiction, hoarding them when they are needed, and often drinking them when they are not.

It is probably not surprising then to learn that that Ghaerduun Goddess Dhemiir - Goddess of brewers and alchemists - has taken an interest in him, and that last time they levelled, having raised his Wisdom to the preqrequisite, he has become one of her faithful.

So, a potion obsessed dundorin and an alchemical Goddess...not a good match with the domains out there...


The Alchemy Domain

Alchemy Domain Spells

Cleric Level Spells
1st Create or Destroy Water, Goodberry
3rd Creeping Cold**, Solute Sending
5th Acid breath**, Magnetism**
7th Blood Mantle**, Burning Blood**
9th Transmute Rock, Greater Water to Poison*

Level 1: You gain Proficiency with one of either Alchemist’s Supplies or Brewers Supplies, and one of either Herbalism Kit or Poisoner’s Kit.

Alchemical Attunement: When you use a Potion, you gain Temporary Hit Points equal to your Proficiency Bonus.

Level 2: Channel Divinity: Potion Mastery: When you use a potion, you may expend one use of your Channel Divinity to create one of the following effects.

* Duration of the Potion is Doubled
* Number of Hit Points restored by the Potion is Doubled
* An adjacent ally also gains the benefits of the Potion

Rapid Alchemy: At level 6 You may use your Channel Divinity to transmute any vial of water, wine or similar mundane fluid into any common, uncommon or rare Potion or Alchemical Item. The created item works as normal, but reverts to its mundane form if not used within 1 minute of it being created.

Alchemy Infusion: At 8th level, you gain the ability to infuse your weapon strikes with alchemical energy. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 acid, fire, lightning or poison damage (your choice) to the target. When you reach 14th level, the extra damage increases to 2d8.

Divine Alchemy: At level 17 You may use your Channel Divinity to transmute any vial of water, wine or similar mundane fluid into any common, uncommon, rare or very rare Potion or Alchemical Item. The created item lasts 24 hours before reverting. Furthermore, when you consume a potion you gain temporary hit points equal to your Cleric Level + Proficiency Bonus, and gain Resistance to one of the following energy types for 1 minute (your choice); Acid, Fire, Cold, Lightning, Poison.

Tuesday, 26 September 2017

Gun Totem - CR 5 (Large Construct)

In the manifold physical planes that I have created for my D&D games, there is one that holds a curious little world named Damnus by those forced to live there. It is a cursed world, held in the hideous reality warping gaze of planetary planar  corrosives and ancient, dead artifice. When I first started to detail the world, I thought "Deadwood and Dragons", and...well, it's horrible.

Anyway, this thing would fit nicely into that world. Its not based on anything really, other than the idea of a totem being made from old guns, and animated with the souls of slain gunsligers,'s cool!

I hope ye like it!


Monday, 25 September 2017

Two Poisonous Plants

Night Maiden : This low growing herb has dark glossy leaves which are lined at their edges by fine, silvery hairs. From early summer until autumn, it produces small clusters of star shaped, five petalled flowers, each with a cone of bright red or yellow anthers at their centre. The petals are usually dark purple or blue, though white, reddish and even a spotted purple and white variety have been found.

Once the flowers are pollinated, clusters of berries form, ripening from a dark green to a vivid red. These take about three weeks to fully ripen and are often quickly eaten by local birds.

Although the whole plant is toxic, it is the berries that are particularly useful / noxious. The green, unripe berries can be crushed, and their paste (which is very sour) used to make a sharp tea, which is prized for its ability to sharpen one’s senses and keep them awake1. However, the ripe berries can be crushed, and used to make a powerful stimulant that can cause panic and death in those that consume it2.

1: Night Maiden Tea: After 1d6+9 minutes become very alert. Cannot take a long rest for the next 2d12 hours, and gain advantage against effects that cause sleep during that time. +2 bonus to Initiatives and +5ft speed. However, you gain the following flaw during that time: You are quick to assume that things are a danger to you, and will misinterpret even normal sounds and actions as possibly dangerous. You will be on edge, will struggle to sit still, and will become easily panicked.

2: Night Maiden’s Blood: Consumed poison; 1d20 minutes after consumption target must make a D.C. 12 Constitution saving throw. If they succeed they are affected as if they had drunk Night Maiden Tea. Otherwise, they quickly become suddenly overwhelmed by panic, and drop to the floor weeping, screaming and generally act as if they are imminently doomed. Whilst in this state they are Incapacitated. Every round they start in this state, they must make another Constitution saving throw, the D.C. increasing by +1 for every save they have made before. If they fail a save, they loose 1d2 points of constitution (dying if their score reaches 0). This continues until either 1d10 minutes have passed, they die, or until the poison is neutralised. Lost constitution returns at the rate of 1d6 points per long rest, or instantly if the poison is neutralised.

Bitter Milk Fig: A common tree found on many worlds in subtropical swamps, prone to summer drying. They can live for up to 300 year of age, and grow to be almost 100ft tall. They are distinctive plants, that begin life as parasites, draining nutrients from larger trees, before breaking free and supporting themselves. Trees over 5 years of age develop swollen, tear drop shaped trunks with smooth, shiny green bark. At the top of the trunk, long stems grow, each bearing clusters of glossy sessile leaflets. After 20 years of age, they also, once a year, produce clusters of white to creamy yellow flowers, which are born directly from the trunk, and smell strongly of honey and sweaty feet. These are followed by armoured nuts, which are inedible to most, but have a strong, earthy flavour when ground and used as seasoning.

However, it is the milky latex that fills the trunk and leaves of this plant that is valuable. Firstly, if mixed with a mild acid, the latex forms a crude rubber, which has many uses in artifice and engineering. Secondly, the latex is mildly poisonous, those drinking at least a mouthful of it (which is not easy as it has a deeply unpleasant “grassy” taste) having to make a D.C. 10 Constitution saving throw 1d6 minutes later. Failure indicates that until the end of their next long rest, they are impossibly thirsty, and gain the following Flaw: You are overwhelmed by your thirst, and no matter how much you drink, you cannot slate it. When something even slightly potable is in your line of sight, you struggle to concentrate on anything else (can inflict disadvantage on rolls at GM’s discretion), and you must – you must – drink it down, for anything that can stop you feeling as you do, is worth a try...even if it is a risk...

Tuesday, 19 September 2017

Intellect Glutton - CR 9 (Large Aberration)

Holy Hell! Has it really been nearly a month since I last updated here? Sweet Namaea! I do apologise. I have been busy as. However, I hope you think the wait was worth it, for today, I bring you a monster from 4e'a Monster Manual 3, that I never got to use, but really wanted to - an advanced form of the Intellect Devourer that has some really nasty abilities beyond the usual.

My epic (21st level) guys will be facing packs of these tonight, mixed with Chaos Beasts (from 3.0 / 3.5), various Quori and probably a few other nasty psionic monsters, as they are trying to acquire some psionic means of flying, so they can storm a Beholder hive and fly without fear of anti-magic putting them down (I use the "psionics is different" idea in my games).

Anyway, here it is - a much larger, nastier Intellect Devourer the size of a bear, shimmering with psionic energy and shrouded in a fog of deflecting psychic force.