Showing posts with label fire. Show all posts
Showing posts with label fire. Show all posts

Friday, September 10, 2021

Phoenix

Of the many creatures that exist in the first Pathfinder bestiary, few are as rife with tropes as the Phoenix. The phoenix is, perhaps, the most recognizable creature in pop culture due to a particularly popular children's story about wizards, alongside the fact that it has been adapted and readapted ad infinitum across all sorts of literature and media.

Beyond how well known it is, the theme of death and rebirth that the phoenix is so readily associated with can be a powerful trope to leverage when you want to bring a little bit of extra drama to your table. What makes the Pathfinder 2nd edition Phoenix stand out? First off, it's gargantuan, making this iteration of the mythical beast literally larger than an elephant.

The phoenix as the book presents is both physically and magically powerful, accentuated by its very high level in comparison to other classically mythical creatures such as the unicorn or the pegasus. Also, unlike other depictions, the phoenix is sapient and can speak a slew of other languages.

There are many different reasons you may want to use a phoenix. As a rare creature, consider what impact a phoenix might have on the environment it inhabits. An enormous, good-aligned, fire-breathing beast could give many dragons a run for its money.

Lastly, I recommend that if you think there is sufficient reason for it to reflavor the phoenix to a different element or damage type. A frost phoenix that lords over a mountain range or a lightning phoenix that heralds a coming storm can make for a compelling and unique version that is unique to your setting.

- Reece

Hook 1 (Max) - Light My Fire

Every seventy-seven years, a fiery mote of magma erupts from the ground, heralding the arrival of a phoenix into the world. The birth of these ferocious creatures is a rare occurrence and a grand event at that. For a week the egg sits in its place, impervious to all magic, burning anyone who gets too close. After some time, a blinding flame bursts forth and envelops everything in a fifty-mile radius, proceeding to burn for months on end.

This, understandably, is not lenient to any creature that is not made of fire actually living a life, so there are precautions taken whenever magi report the emergence of a phoenix egg in the wild.

The trouble is, one of these rocks surfaced beneath the imperial capital and needs to be transported somewhere else before it hatches. Not only must this be done with extreme care, but the job must also be performed without the populace becoming aware of it, lest it causes a panic.

Hook 2 (TJ)- The Festival of Pigmented Plumes

During Fairsun In Tulgolthi lands, you can catch iridescent light shows as the locals celebrate the Festival of Pigmented Plumes. The storytellers all have their own spin on the story of what began this fireworks festival. Some say the adversary was a demon king seeking to corrupt the eggs of the phoenix. Others say it was a draconic empress, bent on removing any opposition to her throne. All agree that the phoenix was very clever and insisted on a fight in familiar terrain. 

In the end, the potent adversary slew the flaming bird, though the clever phoenix was not so easily defeated. As the phoenix's life force slipped away, it burst into one last eruption of flame, igniting the vast stores of flammable powder hidden beneath its nesting materials. This hidden arsenal of explosives served a dual purpose of removing her adversary from existence as well as providing the last catalytic heat needed to hatch her clutch. 

The legend goes on to say that early Tulgolthi people traveled to investigate the massive explosion where they found the phoenix reborn anew, taking care of her young. She imparted to them the news that their oppressor was dead and instructed them on the specifics of the compounds she used to set her trap. Tulgolthi celebrations and warfare have used gunpowder and light shows as a centerpiece on both fronts ever since.

Hook 3 (Reece) - Furies and Fugitives

Kavahar is a strange world full of powerful and strange beasts. Denizens of the elemental planes warn planar travelers not to wander too close to its outskirts as the powers within are extraordinarily dangerous, and escaping off of the world is exceedingly difficult.

On Kavahar, known to outsiders as The Land of Four Furies, four great avian beasts control the very essence of the land. The Fire Phoenix Aan, the Greater Thunderbird Bijal, the Frost Phoenix Thand, and the Greater Tidehawk Gahar. Each of the four furies are so vast and powerful, being anywhere in their vicinity is dangerous to mortals. The constant migrations of the four can shape the land and shift leylines drastically, creating an ever-shifting ecology of chaos.

While sentient elementals are quick to warn travelers of the dangers on Kavahar, they are also incapable of traveling there themselves without risking their own lives, as traveling near one of the four furies can instantly destroy any planar creature caught within the wingbeat-wind of the wrong fury.

This is all particularly unfortunate given that a fugitive of the Brass Kingdom in the Plane of Fire is hiding on Kavahar, out of reach from any of the Elemental Lords. Due to the difficulties inherent in the job, the bounty to retrieve this criminal is exceedingly high. Any mortals willing to risk the danger could make out quite well, assuming they survive...

Thursday, June 17, 2021

Hellhound, Nessian Warhound

The hellhound is indeed one of the most iconic creatures of classic fantasy tabletops. As one of the oldest creatures in the game—both in the sense of the idiom and literally—this fiendish foe comes in two varieties; the classic Hellhound for that early-level punch and the Nessian Warhound for a reminder later on that the forces of the evil aren't messing around.

The hellhound at level 3 makes a wonderful minion to some greater threats between party levels 2 and 5. It remains threatening throughout, as its go-to jaw attack does an extreme amount of damage for its level—assuming the target is good-aligned, of course. Though it's a simple creature, it does exactly as it needs—especially when working in packs. Any fire breath that is used in combat has the potential to recharge allied fire breaths. A potent combination.

The Nessian Warhound operates in this same space, only at level 9 with the added nastiness that it can use a reaction to recharge its own breath weapon if you hit it too hard.

These two creatures are indeed Hell's Best Friend. Consider including them when you want to hint at more nefarious forces at play within your world. Also, consider what you could do to easily modify the statblock to make it more horrifying! Make them explode on death! Make a death hound that does negative damage instead of fire! Make Cerberus and cross the Hydra with the Nessian Warhound!

The game is yours. Give them hell.

- Reece

Hook 1 (Max) - The Nighthound

The local baron is very proud of his hound, naming it as the reason his hunts always go without issue—no prey can escape him. To his credit, it is most likely true. Every single one of his ancestors has had an animal like this; some theorize that the family is blessed by the spirit of a great hunter who watches over them and takes the form of the creature that aids them.

This beast appears to be a large wolf, its fur is black as coal and its eyes are cold pupilless white orbs. Unusual, no doubt, but nothing that should make people wary.

What should scare them, however, is the fact that in the darkness of night, shadows in the shape of a hound stalk both the castle and the outlying town. Where these shadows lurk, bodies are often found in the early morning hours after it's been spotted, seeming as if attacked by a large dog. Stranger still, these corpses are not only torn apart, they are also singed or terribly burned as if someone wished to hide the evidence of the killing.

Hook 2 (Nemanja) - The Beasts of Mochmor

The warlock-kings of the secluded orkish kingdom of Mochmor have been hunting alongside a pack of blood-haired hyenas for as long as anyone can remember.

In truth, it is not the hyenas who serve the warlocks, rather it is the reverse. The fiendish predators have a reputation for hunting down aasimars on the material plane. This, of course, is achieved by pointing their vassal kingdom in the direction of any single target they deem worthy. They raid and even declare wars without regard, all to score a singular kill against their most hated foes.

Hook 3 (TJ) - Can We Keep Him?

"Look Daddy, a puppy!"

Griswold turned to look in the direction his son was indicating. Sure enough, there was a small canine in the alley to their right. And it was smoking. Smoldering, even. Oh, dear gods. He rushed to it as it limped out of the alleyway. Had someone tortured this poor little dog? He went to pick it up and almost immediately dropped it, his hands singed. The dog—or maybe creature—was hot to the touch, though it didn't seem to be damaged save for the limp. The small pup looked up at him and Griswold froze. Its eyes were like burning coals. It licked him in his stunned state and his skin charred where its tongue passed.

"Back away, son, it isn't safe!"

But Luka didn't listen. He outstretched his arms for the small dog and it lept into them. Immediately, the boy's clothes began to scorch, small burn holes pocking the new outfit. His husband wasn't going to like this. He turned back to his father with wide eyes, oblivious to his now-smoking clothes. Before he could utter a word to drop the thing, Griswold already knew what was coming next. His husband wasn't going to like this either.

"Please, Dad, can we keep him?"

Still shocked, words fled his mind as he rushed over to Luka to tear the dog away from him. His clothes were already thoroughly burned.

His skin was not.

Wednesday, June 2, 2021

Gold Dragon

What sets apart a dragon from any other big scary monster? Its ability to fly, or to breathe fire? These are no doubt attributes that come to mind when you think about them, but this is only half of the story. For what makes a dragon not just an oversized lizard is its intelligence, which in turn leads to other capacities stemming from that attribute - a fondness of, or at least the capability for, social discourse in addition to the ability to plan, scheme, and learn.

Gold Dragons are a fine example of this, as they are regarded to be the paragons of metallic dragons; they are respected by all of their cousins and are said to rival even the might of their chromatic counterparts. Despite their raw power, one of the Golds' greatest joys is that of conversation - a delight they are willing to partake in even with the most unlikely of interlocutors. This rises from their innate need to fully assess any situation they find themselves in.

Given their natural affinity for insight, a lot of other metallic dragons oftentimes turn to their golden brethren in times of need. Unfortunately, Gold Dragons' predilection toward dwelling on philosophical quandaries might make them somewhat unreliable in that department. Still, they are a great source of knowledge and wisdom, should one feel inclined to seek one out, which may prove no easy feat.

However gentle in character they may appear, a dragon remains a dragon. As such, you do not want to face them in battle. Most of their melee attacks have a reach of 10 ft., something to keep in mind when a character tries to get the hell out of dodge and forgets the dragon can make attacks of opportunity. Of course, this isn't where the real threat comes from, is it? A Gold Dragon's breath weapon is a nasty little thing, for even an adolescent beast has good reach and deals considerable damage, not to mention the ability to change its effect to enfeeble. Add to that its Draconic Frenzy, with high crit potential due to its capability to dish out many attacks, in addition to Draconic Momentum, you quickly realize that it can breathe fire more often than it would seem at first glance. The older a Gold gets, the harder it will prove to kill - Adults get the Golden Luck reaction, which can effectively ruin any caster's day, while Ancients get 2 reactions.

But that's just regular dragon stuff, isn't it? All Golds have some innate spells, detect alignment being a particularly interesting one. Let us suppose that your party is actually not that good, perhaps they are outwardly evil. The dragon will know. Add to that the fact that, as mentioned before, the big lizards live for a ridiculous amount of time, during which they can learn many things and an idea comes - why not give the thing some more fun and interesting magics? The Bestiary offers some good choices, but good is the keyword here. There is no reason why one of them couldn't research spells of a more nefarious nature, is there not? If you consider that technically **all** dragons can shapeshift, the possibilities suddenly become endless.


Hook 1 (Max) - The Golden Terror

"One hundred thousand crowns for the head of the Golden Terror," exclaims the herald standing in the center of a plaza. The surrounding edges seem to have been scorched by some recent fire.

One Eye, more commonly referred to as the Golden Terror, was driven mad millennia ago. Some theorize he was once a benevolent soul whose madness consumed him after some great betrayal, likely conducted by humans, given his hatred for them.

The dragon is enormous, his scales thicker and more resilient than any armor. His breath melts stone and his razor-sharp claws tear into anything they within reach. The right side of the beast's head is covered in an enormous scar, his eye socket emptied by the long-forgotten blow.

One Eye has made his lair in the bowels of the nearby mountain range, deep within a network of massive caverns connected by vast tunnels. He does not hoard treasure, as he does not care for it. When he lost his mind, he also lost his capacity for anything that isn't rage-fueled slaughter, though he has proven again and again that he can be disturbingly cunning as he dispatches hosts of soldiers and mercenaries sent his way with alarming ease. Allegedly, he enjoys ranting to his prey and teasing them from the hidden depths of his domain before emerging and devouring them.

Hook 2 (Max) - Pots o' Gold

When stepping into the city of Golden Grove, one might spot a suspicious and utter lack of gold. It's not even the ornaments of temples or other important buildings, but even coins and jewelry. Any traveler entering the area with any gold on their person whatsoever is promptly asked to exchange it for silver and gemstones. Resistance is ill-advised.

This is peculiar behavior, to say the least. What is driving the townsfolk to do this? The answer is quite simple.

And big.

Her name is Rahastra, the self-proclaimed Golden Queen. She believes that her scales are the most golden of golds and thus demands all valuable metals that might challenge her are to be given to her so that she can make sure nothing in the world is more vibrantly gilded than she. Of course, she provides ample compensation in the form of silver, gemstones, art pieces, weapons, magic, and even knowledge, depending on the size of the contribution.

If someone were to fail to deliver this gold to her, she may take it personally, believing that finally there was something that could outshine her majesty. That she cannot suffer, so much so that she will take any steps to hunt down any such treasures. Obviously, thanks to her immense and nearly unimaginable wealth and knowledge, she has a lot of nasty tricks up her sleeve beyond just breathing fire.

For what good is treasure if it lays about unused?

Hook 3 (TJ) - The Darkness of Dawn

Sun'zam'ei'thek, the Brightness of Ten Thousand Dawns, the Glint of the Grainlands, is unapproachable. This is not metaphorical in nature. While His High Brightness can often be seen circling above the Grainlands, imbuing a sense of safety and hope in those that farm there, attempting to get closer to him proves to be impossible. One can walk for miles and miles attempting to draw nearer to the majesty of this golden dragon's circling form only to turn and find you've gone no distance at all.

This does not mean that the gold dragon is not present in the lives of those around him, quite the contrary. He regularly intervenes and mediates in the squabbles of the farmers, whether they be land disputes or even disagreements over the validity of bits of trivia shared at the bars late at night. In between these appearances, Sun'zam'ei'thek drifts upon the winds, wheeling about seemingly random patches of farmland, lost in thought.

One morning, when the farmers of the Grainlands rise to tend the fields, His High Brightness is nowhere to be seen; the familiar and bright gleaming of his scales is not visible in the light of the dawn. A search party has gone out, scouring every farm and valley for head or scale of Sun'zam'ei'thek, but they've found nothing. All of them agree, though, that the winter's chill is already on the winds, months ahead of when it should be.

Hook 4 (Reece) - Sundrinker

When there was darkness, I was made Light. At the Dawn of time, I was given breath, born at the epicenter of a blazing sun, drinking of its nectar. Before the ages of Elf, Giant, or Man, I was given life. My charge to guard The Paths, a sacred oath ne'er broken.

From that blazing sun, I forged my kin, though they shant call me their god, as I am only the hand by which their forms were given life. When Giant, and Elf, and Man came, I welcomed them with knowledge and kindness, their squabbles far beneath my charge to guard The Paths.

When The One swore himself and his people to my cause, I saw then that my watch was did not have to be alone, as we all must guard that which binds everything to one.

I claim myself as Bek-Ra-Ai, The Sundrinker, named King of Dragons. To you, Toordan-Na-Sech, I charge thee guard me in my slumber so that when I am needed, I may be called upon for battle. I name you the First to sit at the Sunclaw Seat, a Watcher of The Paths. Rouse me when I am needed, and I will come.

Such is the duty of the Sunclaw until The Paths are sealed.

Quoted from the "Toordani speaking tablet". It appears a piece of stone with ancient glyphs or runes that approximate an ancient form of the dragon's language. Displaced Toordani soothsayers tell me that The Sunclaw is some kind of mortal king tasked with rousing the ancient dragon from his pyramid during a great time of need.

Hoping we don't need him considering the capital where his temple was located appears to have sunk into the sea over a thousand years ago.

Friday, May 14, 2021

Fire Giant

 The emphasis of both law and militarism for the fire giant can be leveraged in a few interesting ways, both mechanically and narratively. As Lawful Evil creatures, they can serve as temporary allies to players against more immediate enemies that threaten the strict interests of the Fire Giant societies. The Fire Giant isn't flashy, as it has many of the same abilities as the other Giants, but it is powerful and thematic, with its flaming stroke that serves as a go-to ability capable of quickly turning a fight against the ill prepared, even if the Fire Giant is outnumbered.

 

Hook 1 (Reece) - Hell Guardian
Deep in the bowels of Mount Gedar lays one of few gateways into the Pits of Hell. The Pact, forged between The Devil Lords of Moch'Mordrin and the Blazing Blade Fire Giant clan, grants access to rare infernal metals not found on the material plane. In exchange, the Fire Giants guard the Hell Gate from unwanted interlopers who might enter, and unlucky souls seeking to escape damnation. A statue lined hallway can provide an interesting challenge for players to surmount as the Fire Giant line attack can easily thrash poorly positioned PCs. In light of outright combat, bargaining with the Devils and the Fire Giants could prove fruitful, as their master craftsmen could provide powerful and exotic treasure.

Hook 2 (Max) - Ghargal The Lonely
According to the local huntsman, there has been very little game in the woods surrounding town as of late. Many travelers and patrols have noted seeing bursts of distant flame in the dark of night. Local or not, the rumors have people afraid of some unspeakable horror lurking deep within the forest; each whisper birthing new life into a creature of nightmare.

The truth, however, is far more prosaic. Gharghal, the lone fire giant serving as source for the commotion, was left to die by his raiding party after being mortally wounded. Not one to give up easily, he unearthed a cave where he could rest and recover. Hungry and alone, his expertise as the party's scout paid dividends. Gharghal set up numerous traps to catch prey, allowing him to survive. At this point he has regained most of his strength and is determined to get his revenge.

The area immediately surrounding the giant's base of operations is laid with rudimentary, albeit effective traps. These can potentially hinder the party's approach. Should the situation become dire, Gharghal can always withdraw to his abode, where he has a great number of trinkets gathered from his raids on the locals

Hook 3 (TJ) - Smithy Squabble
There are growing tensions in the mountain town of Duern-Dwennan. The dwarven patriarch has been long renown as a teacher for legendary craftsman the world over. The pride and joy of his forge, his anvil, has been passed down for generations and is essential to his craft. The local cadre of fire giants, however, have entrenched themselves outside the walls of Duern-Dwennan, demanding that the anvil be returned to them as it is one of their most holy relics. Inquisitive and discerning eyes might be able to find some truth in the giants' claim that the anvil was created from the breastbone of their ancestor, Mul'Garr Ore-Eater. As to who has rightful claim to the anvil? It needs to be decided soon, as the confrontation rapidly careens toward war over the matter.

Hook 4 (Nemanja) - Brazen and The Bold
Brazenholme is a famous tavern notable for two big reasons.

First, it is the last sign of civilization before the massive swath of wilderness known only as the Desolace.

Second, the tavern's owner is a brash young fire giant who occasionally challenges patrons to a fight. Should the patron win, they get to drink and eat for free for a year and a day. Should the barkeep win however, the defeated must give him a piece of their armor, in addition to owing him a favour.

Why do this? He has been secretly planning to one day call each and every one of them together to form a makeshift raiding party that may reclaim his ancestral home in the Desolace from the duergar who now claim it as their own.

Tuesday, May 11, 2021

Flame Drake

Flame Drakes, despite being being considerably smaller and less intelligent than their draconic cousins, may still prove a formidable foe, especially for those that underestimate them. They display a fondness for valuables, though they lack the faculties to differ real treasure from mere shiny trinkets. These hoards of theirs tend to be a mixture of junk and riches.

Typically, Flame Drakes seclude themselves to volcanos, though they can nonetheless dwell in other environs; typically forests or the surrounding hills. What they lack in size, intellect and cunning, they make up for in numbers, forming vicious hunting packs. This, combined with their territorial and violent tendencies, can make them a threat to towns and caravans alike.
 
Their abilities grant them considerable mobility and a myriad of possibilities to harass the party. Despite not appearing to be the most dangerous creature for a low to mid-level party, Speed Surge and Fireball Breath can be used to great effect against less mobile players.


Hook 1 (Reece) - The Smokeless Coast
The Smokeless Coast did not earn its name through the hearsay of wandering travelers. Amongst the rocky shores cannons and muskets, cookfires, and even torches might draw the attention of the local fauna. Fire made by other lesser creatures is seen as an affront to these jealous beings. Should the players find themselves traveling by land or sea, keeping fires from being lit can serve as a easy way for those in the know to bypass an encounter entirely. The bold or the stupid might forego safety to instead draw the beasts in and hunt them for valuable materials.

Hook 2 (Max) - The Trio
"The road ain't safe no more, mister" says the old farmer, if questioned as to why their town is in such disarray.

The reason for this soon becomes obvious to anyone investigating the tract; burnt remains of carts and, occasionally, people, litter the path ahead. Should anyone linger for too long, a single, scar-covered drake attacks them, that may shortly be joined by a second. If the resistance proves fierce enough, the beasts quickly withdraw to their nest, where a third lies in wait.

The trio came here a couple months ago, driven from their previous home by an eruption. They found themselves a nice niche to fill, as the local fauna was not accustomed to hunters so ferocious. Both the people and the creatures weren't prepared for the onslaught they brought. As such, the corpses littering the area surrounding the cave they nest in grows ever larger, along with the hoard of trinkets and valuables they steal from any unfortunate travelers they happen upon.

Hook 3 (Nemanja) - Ol' Ember Eye
Ol' Ember Eye is the closest thing the half dozen magical beasts and monsters calling Cozydale Forrest have to a leader.

A veteran of many fights (most notably the one that left him without his left eye), this venerable flame drake is painfully aware how easily he would be outclassed if trouble ever came to Cozydale. To that end, he has convinced a local tribe of goblins to start bringing him dry wood, coal, lamp oil, and other flammable material as offerings. His lair, though covered with countless minor riches, is now a volatile labyrinth that can erupt into smoke and fire on a moment's notice, should anyone intrude.

Friday, October 9, 2020

Elemental, Fire

 The fire elementals are so inspiring, that this writeup is already longer then their description in the book. Still, the actual stat blocks actually give us some fun stuff to work with - those stat blocks including the cinder rat, elemental inferno, living wildfire and salamander.

Space pirates of the Nebulon Reach use conjured cinder rats to efficiently sabotage enemy ships. Cinder rats are conjured right into the ventilation systems of space-faring vessels, and their fetid fumes, while not overly toxic, replace fresh air overtime. Some spaceships have taken to hiring teams of halflings, gnome and other small races - these teams are trained to squeeze into the vents and fight the extraplanar vermin.

Unlike other creatures of elemental fire, salamanders can't actually see through thick smoke. This can be very useful to planar travelers, who can sometimes bribe elemental wildfires or other sentient denizens of the plane of fire to help them hide their locations as they traverse the evil salamanders' domain.

Universitas Arcanum, the premier mage school, has a long list of forbidden summons for its conjuration class. While most creatures on the list made it there for their corruptive influence, the elemental inferno is on the list for a simpler reason - it's only purpose to exist is to burn and destroy. However, some younger, more radical mages are looking to challenge several rules of the institution, among them the inclusion of elemental infernos on the forbidden list - but for all their academic pedigree, the mages also feel they aren't good at debates, having spent their lives as reclusive hermits. They are now looking for a lawyer, or really anyone good with words, to take up their case with the high council

Tuesday, October 6, 2020

Elananx

 Hey, what if the Cheshire Cat wanted to murder you? And also became an arsonist along the way?

While most elananxes, due to their inherent fey arrogance, avoid goblins, the goblins instead adore the fiery cats. The Burning Bowel goblin clan indeed managed to tame some several generations ago, and have since had a semi-successful breeding program. The goblin-bred elananxes may appear malnourished, but in addition to their fiery attacks, many of them carry the same diseases that are usually present on goblin dogs that they replaced. Although several fatalities happen when brave goblins try mounting the proud felines, the spread of arson and mayhem works out for both parties.

Mad Morgan the Firestarter is a sadistic arsonist wanted dead or alive in seven different kingdoms and thirteen duchies. While Morgan himself is a scrawny, cowardly man who can't really hold his own in a fight, an elananx has decided to follow him. The feline creature has a weird sense of adoration for the old criminal, and while it mostly follows along to bathe in the fires the man starts, it shows a level of loyalty in defending him few of its kind are capable of.

While elananxes are violent and attracted to destructive forces, they are still fey, and signs of adoration will sometimes stay their hand. Indeed, the elananx pack of Bluebloom forest have developed a strange affection for honey harvested from the giant bees that dwell in the Hintari Highlands. Offering the pack's leader (usually the quickest, most slender female of the bunch) a jar of said honey will not only get travelers safe passage, but the fickle feline will also give them three strands of their hair. These hairs each have a different effect when activated by throwing them into the wind. The first shall make the user invisible. The second, let them fly like a wind. The last one shall grant aid from an unexpected source, but once it has been used up, the pact is over, and the elananxes are free to hunt once more.

Monday, October 5, 2020

Efreet

While i kind of hate the "hehe, every wish gets corrupted" trope that seems so popular in the hobby, and even consider it a symptom of a greater issue - namely, the players vs GM mentality - if you really like those? Use Efreeti, its implicitly in their nature to corrupt wishes to their own gains.

Aggagni the malik has a very specific choice of victims. His army of spies, scouts and turncoats is present across the world. Whenever a sorcerer with a fiery blood, someone aspected to a fire breathing dragon, or a cleric worshiping one of the fire gods makes their first kill, Aggagni appears before them offering to fulfill a single wish. While he will rarely straight up corrupt the wish (unless insulted during the exchange), if a wish can somehow help him advance the construction of his fortress-city, he will take the opportunity. Once Granjipoor, the scourge of Mortals is complete, Aggagni plans to launch a full-scale invasion of the material realm and crown himself its god-emperor.

An immortal monster from the realms beyond is ravaging the world. Only magic as powerful as the wish spells can even allow it to die, though it would still take a heroic deed to actually slay it. The gods have abandoned the mortals, as they gave up hope long ago. As a group of warriors and mages prepare for their last stand against the foul beast, a devil and an efreet appear before them. The devil offers them a wish in exchange for their souls. The efreet smiles from ear to ear and says he will grant them a wish that will to exactly as they ask. As the sounds of wanton destruction draw ever closer, the heroes must choose.

Even without the wishes and fireballs, an efreet is a tough combatant. An efreet rogue's favourite way to loot is an overly elaborate prank. Several years ago, he decided to put an alarm spell on an ornate old lamp. When someone touches the lamp, the efreet dimension doors to appear before them, using some smoke and mirrors tricks to make sure the finder believes he was truly stuck in the inanimate object. If the victim is alone, he slays them outright and takes their belongings - but he much prefers meeting groups. In such a case, he spends a few days filling the ears of the finder (his faux "master") with tales of jealousy and betrayal - and when the group inevitably starts a fight, he uses it to disappear with their treasures, as well as the lamp. Then he places the lamp somewhere for the next poor suckers to find, and the cycle starts anew.

Tuesday, September 8, 2020

Crimson worm

 You know, i like to throw in non-combat encounters into these, i really do. But if anyone does find a way to deal with fire-spewing, adventurer-swallowing, volcano-dwelling worms, they should be given a fantasy Nobel Prize for Peace.


The greatest battle in the history of Undermount was about to begin. Dwarven kings Ulfhar and Harulf stood opposed, the two largest armies in recorded history at their sides. The future of dwarfkind was about to be writ... but then a monstrous swarm of Crimson Worms burst forth from the nearby geyser, and proceeded to consume everyone but the two kings and their three champions each.
Their lives in ruins, dwarvenkind all but extinct, the survivors struggle to find place in a world turned upside down.

Every fifty years, the youngest child of the monarch of Sunridge Isles is given to Ashmaw, the ancient crimson worm that slumbers beneath the capital. However, Vasylisa, the king's daughter, has fallen in love. When her secret betrothed does the unthinkable and allows herself to be swallowed by Ashmaw as well, seeking to free Vasylisa from the literal belly of the beast, she uncovers an ancient conspiracy. Ashmaw isn't a vengeful predator, it is a containment mechanism - that for the accursed, magical children that wield the power of apocalypse in their hands.

A meteor crashes into peaceful and uneventful lands of Shiresheere. Several days later, a tall metal tower rises from the crater, and starts emitting unsettling sounds. Attempts to approach it fail miserably - as the crater is now inexplicably surrounded by a moat of molten lava, in which a massive, aggressive, worm-like being appears to be swimming.

Monday, September 7, 2020

Crag linnorm

 Yesterday, we covered copper dragons, and as much as i hate to say it - good old mettalics and chromatics are beginning to feel a bit... mundane. If you want dragons that feel primal, destructive, alien, linnorms are where its at. Of them, the crag variety, while being the weakest one we got as of bestiary 2, might get some recognition - from its appearance in owlcat's pathfinder kingmaker video game.
Also, do note that while a crag linnorm speaks three languages, it has basically animal level intelligence.

Traditionally, when a chieftain of one of the Eleven Tribes of Evershore needs council, a shaman is sent to the Elvenspire. The ancient monolith is said to hold the collective knowledge of ancestors hidden within it, which the shamans access by falling asleep at its base, and having dream-visions. Several days ago, however, a monstrous, serpentine beast arrived from beyond the sea, coiled around the monolith and fell asleep. While its usually docile, whenever a shaman tries approaching it it flies into a violent rage, and three of the eleven sages already lay dead. As Times Of Trouble come ever closer, the shamans knowledge is needed more than ever, and unless a different source of power is found or the beast slain, the tribes are sure to perish.

After eating Gustaff Ustaff, the King of Narfleek, an ancient and vicious linnorm named Nagaytasha crowned herself the new queen. The ceremony itself was a perverse mockery of the land's tradition - yet noone dared raise their hand against the queen, as Narfleek was always ruled by fire and blood. However, word has come of the Sovereign, a mighty blue dragon monarch, offering her his hand in marriage. A draconic marriage, of course, is unheard of - but the Sovereign plays by the letter of the law, even as he mocks its spirit and intent. If the marriage comes into fruition, the Sovereign and his legion of blue-scaled Dragonborn grunts would gain a foothold on the last free continent, and would surely use it to stage a final invasion. A group of spies recruited from the ranks of the Last Alliance is tasked with using any means necessary to thwart the marriage.

Flametooth is the ancient, serpentine guardian of Hapthus's temple. Flametooth is also dying, after having guarded the temple for exactly a millennium. A temple guard and his young apprentices are tasked with finding a fresh crag linnorm egg to replace flametooth, and bringing it before the old beast succumbs to age - keeping up the charade that the temple's draconic guardian is truly immortal.

Tuesday, February 25, 2020

Brass dragon

Every race with multiple variants comes with a "chaotic good trickster" archetype, and for the dragons, its the brass.

Gentle Genevieve is an an ancient brass dragon known for her skill at gardening. Such were here skill and indeed age, that the tree between worlds, Yggdrassil, was actually one of the very first plants she sowed. As she had multiple majestic plants, gardens, saplings and forests to tend to across the world, many of her favourites had guardians. For Ygdrassil, indeed, she had formed an entire order of knights, sworn to protect it. Alas, when the giants from beyond the stars invaded, Yggrdassil was felled. Genevieve grew violent and bitter, and went on a mad, bloodthirsty hunt to eradicate the Order of The Tree along with their entire bloodlines.

Whimsical Watcher of the Worlds is the title an outgoing, cosmopolitan young brass dragon claims. He trades in secrets with those he deems worthy, gathering info about any potential clients, before inviting them for a try at one of the many games he has collected over the years. In the last century, he most often faced opponents in three-dimensional chess, or tarot bridge. However, his latest fascination is a new game created by a mad minotaur wizard called J'ason. In the game, players create fake personas, and re-enact adventures from the epics, throwing weird, crystalline dice to determine whether they fail or triumph.

An oppressive order of knights known as the Brvtalmarines have conquered what were once halfling lands. As a cruel joke, the knights offer trial by combat as an option instead of judge and jury deciding the fate of the local populace. When the leader of a localized uprising is arrested, it is no surprise that he chooses to try and fight his way to freedom - what is a surprise, though, is him revealing his form as a mighty brass dragon. Opposing him, as a champion of the marines, is an ill-fated double agent who was only there to sabotage the trial in the first place, but convincing the dragon of that will be no easy task.