Showing posts with label good. Show all posts
Showing posts with label good. 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, September 9, 2021

Pegasus

Few creatures are quite as recognizable as the Pegasus—a staple mythical creature that is fitting in any mythical fantasy setting. Though they are somewhat cliche, there are many reasons to consider using one. Beyond mounting an angel of some kind on its back—something you definitely should do at least once—this beast is simple and relatively low-level given that we often associate the creatures with powerful angels and/or spellcasters.

While there are not many occasions that one would need to fight a pegasus, thinking about where you may find these creatures and how they may be seen in your setting can be a good worldbuilding exercise. As an added bonus, as a level 3 creature, it is entirely reasonable that your players could gain the (temporary) aid of some pegasi to get somewhere quickly and efficiently! A sufficient Diplomacy or Nature check could convince a pegasus to assist a party of adventurers—assuming they have good intentions that is.

- Reece

Hook 1 (Nemanja) - Pegasus Pariah

For almost a thousand years the head monks of the Saltspire monastery and the lead mares of the Flutterhoof herd of pegasi have had an agreement: prospective champions of the monastery would, as a part of their final test, need to demonstrate athletic excellence by jumping onto a pegasus in full flight.

For their part, the pegasi agreed to this as their ideals were quite close to those of the monks' order, and to even become a candidate for a champion, one would need to show extreme strength of both body and character.

This recently changed, however, with the rise of a fiend-tainted new head mare, who now tries to recruit the monks into her infernal schemes...

Hook 2 (Max) - Mighty Magical Mishap: A Lesson in the Misuse of Transmutation

Grand Imperial Academy of Magic - Dean's Office. Early morning.

"Alright, young mister, give me a single reason why I shouldn't turn you into the ugliest toad this world has ever seen this instant." The pale young man in front of the ancient wizard merely gulps, trembling with sweat running down his face, half from fear and half from the raging hangover. "The merchant Branibor is furious—that was his most prized racing horse, you know. He's out for blood, lad! Your blood, might I add!" 

The old man sighs heavily, running a palm across his face. "And, as if this wasn't enough, you go and sneak into the prince's gardens! The prince! It truly is a marvel how you did not accidentally turn into a huff of cloud or a table plant, boy." The dean takes a sip from his chalice, usually filled with wine, though today's occasion called for something stronger. "But no, you couldn't just stop at stealing precious animals, no, you had to show off. The prince really loved that eagle, you know. He will not be pleased." Silence befalls the room. "Luckily, I've managed to buy you some time. You can thank me later. You have a week to retrieve both the horse and the bird."

"B-but, they're..."

"Oh, I know. I didn't say it was going to be easy, lad." He takes another solid swig from the cup. "I'd get moving if I were you, though. I heard the beast flew off into the sunset—you'll need to be quick if you want to catch up."

Hook 3 (Reece) - Stylin' Stallion

Treven had seen a lot of strange things in his life, having spent the entirety of it in The Verdant Isles. The old forests on the isle were strange, and fey creatures were known to play tricks upon foolish farmboys and loggers for a laugh. In Pinefall, his tiny home village, it was a fact of life that the local spirits would play tricks upon unsuspecting villagers. Fortunately, these tricks were rarely dangerous and, for the most part, were simply inconveniences. Having lived through thirty summers, this was the last problem he expected to solve.

There, in his neighbor Reddy Tem's horse pen was a massive, winged horse-thing that was harassing the only other stallion in the pen; Steelshod was not particularly interested in contending with the winged rival who was both larger and had the advantage of flight. They'd spent near an hour trying to decide on a course of action after trying to shoo the thing off, nearly getting kicked in the head in the process. The beast was after Reddy's mares and there wasn't much either of them could do about it.

"Call the council together," Treven said, crossing his arms and frowning at the thing. "Perhaps some of the village kids are looking to prove themselves."

Tuesday, August 17, 2021

Naiad (Naiad Queen)

Naiads are nymphs bonded to bodies of water with the caveat that, unlike other nymphs, they can travel away from their bond, though they will wither away, being unable to regain hitpoints or remove the drained condition.

As nymphs, you can always utilize naiads as the tragic victims of greater powers' sick games, as is the case in the classic greek myth—but you can also put an empowering twist on that and have nymphs get out unscathed for once.

Naiads specifically are absolutely ready to take arms when nature is threatened; as fey, their tactics might feel alien to players since they deal in eons, not years. Their queens supplement their natural abilities with high-powered spellcasting that will have nature's enemies running away and allies reminded that they tread upon thin lines.

- Nemanja

Hook 1 (TJ) - Empire of a Thousand Lakes

Despite holding territory that consists of more water than land, the Prescient Triumvirate does not control a navy. This is primarily because the water they control is the sum of thousands of lakes of varying sizes. regardless of what direction they are attacked from, the Prescient Triumverate is always prepared. The secret to their so-called prescience lies beneath the surface of each of the lakes. Each of these lakes is home to a naiad. Given the close proximity of each lake to the next, the naiads are able to communicate information from one corner of Triumvirate holdings to another in a matter of moments. To truly have a chance of attacking the Triumvirate directly, draining the lakes would be the best option. Unfortunately for the Triumvirate and the naiad they employ, the addition of parchmages to the Iorinaxi legions may be their undoing.

Hook 2 (Max) - The Guidance of Two

The Twin Gems of the South are a sight to behold. Both cities lay at the edge of enormous lakes divided by a small mountain range. Legend has it that the founders of both metropolises were guided in their efforts by the ancient spirits of their respective bodies of water. Word is that the rulers still council with them to this day!

Should one undertake travel to The Gems, they would, without fail, see how similar the two are. This has been a point of great argument over the generations—each city arguing that the other copied it.

The truth, however, is a little more interesting than a case of architecture theft. The spirits of both Gems are the same, as the lakes are connected by an underground canal. Why the queen of the lakes decided to guide the mortals on their way, remains a mystery. One can only hope her reasons are not more nefarious.

Hook 3 (Nemanja) - River Runs Red

The extremely high rate of crime in Sheballa city gave rise to a new profession—the magi-forensics. These mages of all kinds and flavours use magic, prophecies, and other such miracles to divine truth from dead bodies, bringing their killers to justice.

This, in turn, led to a different development in criminal activities—fixers working for the Lord of the Underworld have begun dropping bodies into the Red River which creates the Fool's Falls waterfall just on the outskirts of the city. Unfortunately, the waterfall is the resting place of a particularly short-tempered naiad named Deep Blue, who finds her rest disturbed by blood and gore.

In an effort to scare away the intruders, Deep Blue now allows no one bearing weapons to cross the nearby bridge—this wouldn't be an issue if not for the fact that it lies on a massive trade route...

Wednesday, July 28, 2021

Lyrakien (Wanderer Azata)

Another azata—one similar both in name and presentation to the Lillend—the Lyrakien, AKA the Wanderer Azata. We've previously lamented about outsiders, as sometimes it can feel like they are boxed into a particular story archetype that can make them somewhat uninteresting. Max once noted that, to your average medieval peasant, anything that isn't human would probably just be called some variation of demon, devil, or angel, that sort of thing. There's probably some design space there to play with, perhaps someone who is or is not educated in the nuances of planar creatures and the misunderstandings that can result from that understanding.

For our purposes, the wandering themed celestial can be used a few different ways. Consider how prevalent celestials are in your setting and game, and try to determine what circumstances may draw the attention of one such as a Lyrakien. The chaotic meddling of a celestial can shake things up, particularly when that celestial is themed around traveling and could be encountered anywhere.

As a low-level creature, the lyrakien can be a help or a hindrance to players as well as a powerful ally. A burst damage ability alongside some celestial-themed spells (most importantly heal!) can be used a number of different ways when needed. Should you use one (or modify one for an encounter), consider pairing with larger, hitpoint-heavy creatures that can protect the lyrakien while it heals them.

And that's the wanderer azata, patron of the open road. Perhaps when your players decide they need to restrict someone's freedom of movement, you'll know just what creature to present as a foil.

- Reece

Hook 1 (Max) - Gods Save the Queen

Mercenaries needed! A group known as the Free Spirits roam the realm and incite rebellion against its ruler, singing about revolution and bringing the tyranny down. The aforementioned tyranny does not take kindly to it.

Several towns are in a state of open revolt, refusing taxes, arming themselves in preparation for battle, and withholding information on the whereabouts of the musician troupe. The situation is starting to look somewhat dire.

The job is simple. Bring the queen the heads of all of the Free Spirits, and get your weight in gold, in addition to land, titles, and privileges.

Hook 2 (Nemanja) - The Spice of Life

A dwarven mining town seems to have gone dark—neither messenger nor traveler has come back from it in almost two weeks.

If anyone dares the treacherous mountain pass separating the town from civilization, they will not find it overrun with the forces of evil, but rather, under a spell by misguided though well-meaning azata. Indeed, to break the town's bleak, industrial and everyday reality, the wily outsiders put the workers of the city under a mass sleep charm. They are refusing to lift it up until a loud, cheerful, and colorful feast is thrown to cheer up the many laborers of the city. Of course, not they won't allow anyone who offers to headline the event, those who would take such an honor upon themselves must be tested against the finest of the lyrakiens' own musicians, dancers, and other performers.

Hook 3 (Reece) - Wanderer's Lament

From town to town my horse does ride
With water and food the world provides
There's one thing though, I cannot find
Dear Lyra, dear Lyra, that voice divine

While riding south, that winter cold
They called me fool, 'You're too old!'
And they were right, they told me true
Though I'd lost my wits, I did find you

When fallen from old Swiftstep's seat
I heard your voice, so kind, so sweet
You'd given me warmth and saved my life
Dear Lyra, Dear Lyra, don't cause me strife

From the grave, you brought my heart
There you sat, your smile? Art
In the morn', the cold did wane
I wish to see you once again

When the storm had settled down
and you'd brought my life around
You gave me help and asked for none
and now I wish to call ya hun

Dear Lyra, my Lyra, you've caught my soul
when you left, my gut did roll
though my passion burns like coal
in my heart, you left a hole

So I search these lonely trails
for that smile, this old heart ails
Now in this storm, I will take rest
and in its passing, I'll surely be blessed 

Friday, July 23, 2021

Lillend (Muse Azata)

When we camp too long on celestials, non-evil outsiders, and planar creatures, I tend to get... sort of bored with them? You may find, as I do, that it's harder to use a creature that's inherently good-aligned for something interesting. I can't think of the last time I used a statblock for a good-aligned creature when it hadn't been summoned by a PC. That's entirely on me, I need to get more creative. Thankfully, my good friends here at Beastfinder push me to do so.

When we talk about the lillend, we finally have an example of a creature that uses music for good, rather than using it to debilitate your party. A lillend has a lot of great spells for aiding allies, so it's probably not the best to deploy as a solitary creature. A lillend supporting a large number of other planar creatures serving as the "bard" of an encounter alongside its kin is probably the ideal way to use it. Additionally, as previously mentioned, it makes a good candidate for a summon given its access to the bard's inspire competence and inspire courage.

The lillend definitely has potential! If one were to be following your party for an extended period of time, helping them out in a pinch, you've just given a story reason to use some GM fiat now and again. Give it a try! While you may not use them against the party—unless you run for evil-aligned PCs, in which case, godspeed—they do make for good narrative creatures, not to mention that having a lillend ally would turn any battle a bit more in the players' favor.

- TJ

Hook 1 (Nemanja) - Virtue Vandal

In the city of Virtue, known for the Church's firm hold on the culture, there's a new breed of vandal. For several weeks now, at the grandest and most frequented of social gatherings, people's clothes have begun disappearing right off their backs and buttocks, leaving them stark naked.

Indeed, a Lilend with a peculiar definition of art has recently made the city their home—one who considers bodies a work of art, thereby making clothes offensive.

The Church's elders fume and froth at their mouths, offering obscene amounts of money if this vandal is caught, though more anarchistically inclined individuals might also be able to use the scandals to shake up the city's power structures...

Hook 2 (TJ) - The Harmonics of the Soul

The Planar Armistice over the souls of the Tharodrosi people causes all manners of strife for the aligned creatures. The lillends in particular have voiced their displeasure at the inability to visit and record the chronicles of those on the Impure Plane. Other than the stagnation of their existing tales, the lillends argue that their influence could change the public opinion of bards and troubadors, which is largely untrusting.

As it stands, the two major groups that provide inspiration for the lyricists and balladeers that call Tharodros home are the sirens and the harpies. The ability for music and magic to merge and influence the harmonics of the soul, one's own natural resonance, is viewed with suspicion, even without the influence of these monsters. The manipulation of the natural harmonics of the soul can be more beautiful, the lillends argue, if only the Tharodrosi peoples could be shown. The sirens and harpies are a perversion of what it means for music to be captivating. The lillends are chafing at the restrictions of the armistice. Given their aptitude to remain hidden, they may begin breaking the terms of the armistice. That is, of course, if they haven't already.

Hook 3 - I Hate Moondays

"The circumstances that brought you here are quite strange. You must understand that." This was the start of Poli's second week in the Mirrorguard. Last week, the docks were bombarded. She thought the cleanup from that mess was the worst it could get, but this! This was somehow both more confusing and more frustrating!

"I do." The woman—if that was indeed what she could be called, as she was definitely not human—was coiled about the stool she had been given to "sit" on. The half-woman-half-snake laughed quite heartily when Poli had asked for something to make her comfortable, only for one of the new recruits to bring a stool.

"And you know why you're in there." Poli gestured broadly at the cell in which the woman, who called herself Yaranaya, was resting.

"Of course."

"So," Poli began, hoping she could get something more from her obstinant "prisoner", if she could even be called that. "You came here because you lost your cat, a being of pure, distilled chaos."

"Dram is technically a Dweomercat, but yes, that is correct."

Poli sighed, it had been a long first week. "That doesn't explain why you attempted to destroy the market in the eastern district."

"I didn't destroy anything—" Poli attempted to interrupt, but Yaranaya was having none of it. "I played Dram's favorite song. It just so happens that that song... Enflames the passions of mortal kind."

"You started at least four brawls, at least fifteen citizens began to bathe in the drinking water, and we arrested twenty-five others for..." Poli blushed and cleared her throat, "Acts of public indecency."

"It's not my fault you all are so pent up with your feelings." Yaranaya smiled and winked at Poli, whose blush continued to deepen.

Before she could properly respond, one of the other guards opened the door to the holding room with a panicked look on his face. Outside there was a terrible racket; people screaming and what sounded like carts crashing into one another.

"Problem," said Stool Guy.

The idiot could've brought literally anything else. Poli scowled. "What?"

Just then, a purple blur rushed by the door outside the guardhouse. The food cart down the street smashed into the shop opposite of the door. One of the cart wheels smashed against the doorframe. Something was yowling outside.

Poli put her face into her hands and proceeded to groan. Loudly. It was going to be another long week.

Friday, July 16, 2021

Legion Archon

Legion Archons are said to be of a diplomatic disposition, their preferred way of enacting justice being talks and compromise. This is interesting given they wield flaming swords and bear heavy armor, giving them the look of a military force. Even the name "legion" implies that they would operate in large groups, so why would you need a large group of heavily armed celestials to mediate?

Their abilities, again, hint at Legion Archons having a slightly different approach to problem-solving than the one provided in their description. For one, Menacing Guardian aura has a solid potential of impairing the attacks of its enemies. It has both melee and ranged attacks that both deal quite a lot of damage, paired with Flame of Justice they become alarming. Also, Legion Archons have access to several spells that are useful both in and out of combat, true strike being especially notable, as it greatly increases the chance of the archon hitting you with its giant sword.

Even though they are listed as LG, it is important to keep in mind that archons are alien beings at the end of the day. Their ideas of good and evil may notably vary from our own!

- Max

Hook 1 (Max) - The Purging Flame

As the fabric of reality tears in two, the shining lights coalesce into humanoid shapes with bird-like wings. More similarly striking figures begin pouring in, their dispositions grim and stern, their blades aflame. The Day of Judgement has come.

The skies rain down sulfur and fire, mighty beasts of old wake from their slumber to wreak havoc, the dead walk again, the earth runs with blood as brother turns against brother.

Only those of pure heart and free of sin can join in the purification of this wretched world, lest they wish to be smote with their forlorn kin into dust.

Hook 2 (Nemanja) - Ending in the Inn at the End

The Inn At The World's End is a famous meeting place for interplanar travelers of all kinds. The unassuming building, larger on the inside than it is on the outside, has a single signpost next to its bronze-framed door: 

NO FIGHTING

Indeed, djinn, devils, and fey drink the Inn's famous IPA (Inter-Planar Ale, made from ingredients gathered from at least seven different worlds and three different timelines) in peace. Said ale is rumored to be the source of the air of unnatural tranquillity present among the patrons, but that isn't exactly the truth. Instead, the innkeeper—an odd fellow forever hidden behind a heavy, beige, deep-hooded robe—is an archon who has long ago abandoned his post, though he still abhors violence and uses his innate magic to pacify the crowd.

It is to this very place that the witches' patron has invited her, to calmly give her the news he has bargained for the soul of her unborn sister, and no longer needs a mortal emissary. Should the witch—quite reasonably—respond with violence, the innkeeper is sure to draw his rusty flaming sword and banish her from planar travel forever, stopping any chance she might have of saving her kin dead in its tracks.

Hook 3 (TJ) - The Final Price

They say that the paragon of virtue that blocked the fallen ones out of paradise still lingers on our plane. They say that the flaming sword that enforced the decisions of the First still calls their hands its home. They say that if you find this legionnaire of the Great Beyond, if your heart is pure enough, you can borrow its strength—but not without cost. 

History is replete with stories of people slaying their oppressors in a pivotal battle with a flaming pactblade, always of the same description. Inexorably, these heroes collapse dead from its use after their mission is complete. The growing legend of this pactblade suggests that the archon entrusted with its use continues to find new missions, so that it does not need to feel the empty embrace of the blade's final price. The longer it resists, however...

Thursday, July 15, 2021

Lantern Archon

Lantern Archons may be the simplest of their kind, but they come with some interesting and thematic abilities attached; my personal favourite among them is its ability to pull off a power-rangers combiner transformation.

Thematically, they are supposed to represent a glimmer of hope, so throwing one as a guide in your characters' darkest moment might not be a bad idea either.

- Nemanja

Hook 1 (Max) - The Purging Sky

Weird lights started appearing all over the world. Shining geometric shapes, flying at ludicrous speed, until they stop and hang in place. Attempts at touching them resulted in severe injuries, and several had been since shot from afar.

They are not some magical anomalies, as many speculate, but emissaries, taking up their spots, growing more numerous by the day. It will not take long before they blanket the sky. The nights are already as bright as day.

They wait until all of their brethren arrive. Once this happens, they shall shine with blinding light and give their message, a unified, thundering voice roars throughout all of the world.

"This world has become unpure and full of sin. We are the harbingers of its cleansing. Prepare for the healing flames to envelop you."

And with that, both skies and earth shall part.

Hook 2 (Nemanja) - Shadow of the Lantern's Light

All is not orderly in the archon city of Everlight.

A flock of lantern archons have refused to split again after bonding, and are now stuck in their combined state. What is more, they are accepting more and more archons into the mix, growing considerably more powerful. However, they are still acting as simple lanterns, traveling to the mortal plane to help out wherever they can. As power draws power, and the entity keeps growing, nasty things have started following in its wake...

Hook 3 (Reece) - Beacon in the Night

The great city of Reylar's Rest is anything but restful these days. For the last few months, pressure has been building in the city. A bad crop, widespread disease, and the rumor of demons at work within the city have all caused outbursts of violence against the general situation, and against the noble and merchant classes that much of the common folk blame for the situation.

You are a member of this underclass, though you have yet to participate in any of the demonstrations. One night, you and a few others are greeted by a small mote of light. It does not speak, but it flashes and bobs about, seemingly beckoning you away from your home and out into the city.

As best as you can tell, this strange being—unlike any you've seen before—wants your help. Do you answer the call? 

Thursday, June 24, 2021

Horned Archon

Horned Archons are essentially the frontiersmen of celestials. Their equipment, and to a certain extent their spell list, makes them uniquely suited for exploration. Their aesthetic fits into it as well, and if you're playing in Golarion, also has a pretty straightforward resemblance to a certain god, which you may want to explore...

In combat, despite their ranged weapons, these beefy bois make for phenomenal tanks; not only do they do great at area denial via ranged retributive strikes, but they also possess one of the few rare abilities that force enemies to target them.

Out of combat, they come with a slew of interdimensional travel and hunting-related abilities as well as a phenomenally thematic power that lets them take on others' wounds, healing in the process.

- Nemanja

Hook 1 (Max) - The Timber Baron

Lumberjacks of the local barony are refusing to go into the woods on the grounds that they are being hunted by some self-proclaimed protector of the forest. It would be easy to dismiss said claims if not for the fact that half a dozen of them have indeed vanished within the weald.

The baron is understandably angry at this and has issued a bounty on the monster's head—a hefty one at that.

Interestingly enough, the attacks began shortly after the baron ordered an increase in timber production for his war efforts. This was met with considerable pushback from local scholars that argued the forest mustn't be destroyed, lest the baron wishes to face the consequences.

Hook 2 (Nemanja) - Watcher Upon the Gate

Douvek Doulek is a dimension-hopping fey-touched thief and conman.

Astras is a horned archon, rumoured to be the only living person to have ever found Doulek's base of operations—though, for reasons unknown, he spared the fugitive.

Should one seek help from the celestial, however, they will find him preoccupied. 'tis the season of nether drake migrations from the Lower Planes, and archons do not have a moment's respite. He will remain as such—unless someone were to help guard his post on Heavens' Golden Gates...

Hook 3 (TJ) - Dourwood Dilemma

The Huntsman of the Dourwood is rarely seen. A spirit of benevolence and protection, the Huntsman provides for those that become lost within.

Recently, The Huntsman has been occupied chasing a barbazu around the treetops. Woodcutters and foragers have reported hearing rustling and seeing displaced foliage in the canopy of the forest.

Unbeknownst to The Huntsman, he does not chase a single barbazu, but rather a small group who take advantage of the dense foliage and rapid teleportation they are capable of in order to lead the Huntsman in circles. They are biding their time, waiting for someone to become lost. When the opportunity arises, the barbazu will descend upon the distracted archon in order to take the Dour Wood for themselves.

Friday, June 11, 2021

Guardian Naga

Friendly aberrations are few and far between both in fantasy RPGs in general and in the currently published bestiaries for Pathfinder 2nd edition. It is, then, with great honor that we present the Guardian Naga who are as patient as they are unsightly to the more common folk.

The guardian naga is a great companion to the much later published Flumph, which I am sure we will get to in a few hundred days after chewing through the rest of 1 and all of 2.

Daunting, that.

Kindly creatures that have some monstrous elements to them are among my favorite tropes in fantasy. Dragons are often the most commonly cited, though there are many others—like the guardian naga—that may satisfy this role such as friendly were-creatures in control of their faculties or grandmotherly druids of the forest that one could mistake for a hag.

When finding a use for the guardian naga in your game, it is not only a more-than-proficient combatant, but it also has access to a plethora of spontaneous divine spells that both heal and deal damage. If for instance a guardian naga is mistaken for a creature one might attack, the guardian naga may do everything in its power to avoid killing a perceived innocent, up to and including the use of breath of life on a creature it just nearly killed.

Consider these things when utilizing the naga. A friendly, albeit ghastly, face in the center of some dilapidated ruin could serve as welcome respite to a combat-laden dungeon crawl, as well as providing opportunities for roleplay where there would otherwise be few sensible options for NPCs that could be placed within a terribly dangerous locale.

- Reece

Hook 1 (Nemanja) - Ishtara Exul

Before the Royalists seized power, Ishtara's grand temple had an entire ward dedicated to taking in pregnant women and caring for them. Unsurprisingly, the Goddess was not a popular figure with the heavily patriarchal regime, and the temple's clergy were chased away or executed.

These days, rumor has it that a trio of women operates in the catacombs below, granting aid to women hurt or ostracized by the new system. These rumors vary wildly in how easy or hard it is to acquire that aid. The reason is quite simple. 

The triumvirate, while powerful and united in their cause of helping downtrodden women, is quite the heterogeneous group; it consists of the temple's last high priestess—presumed dead—a hag who is trying to earn favours from the local population, and a guardian naga fascinated with the temple's sacred purpose. Their respective backgrounds and attitudes often change their approach as each of them favor varying tactics

Hook 2 (Max) - Blightguard

The Wandering Magus is a blight on the land. Wherever he walks, calamity follows, more often than not a direct result of his work. He appears as a senile old man in rags, his only apparent possession is a walking stick, worn smooth from centuries of continuous use.

Because of the mischief he sows, a bounty has been placed on his head. He has already been slain a number of times, which led to a simple conclusion: his real body must be hidden somewhere else.

And so it is, in an old, forgotten tower, guarded by nagas that come from an ancient and proud line who believe that the Magus is about to finally bring peace and solace to the world. With this sworn duty, they will defend him with everything they have.

Hook 3 (Reece) - Vaultkeeper

At the farthest point from any habitable land, deep within the ruins of a long-forgotten ruin, in the bowels of the Infinite Darkness that seems to swallow the world is a vault of divine purpose. The trek to this place is fraught with incredible hardships comprised of dangerous monsters, mystifying puzzles, and deadly traps. Should one survive the journey and reach the vault, they are greeted with a much-needed respite from the difficulties of their mission.

Pormandagon The Kind has guarded the Divine Vault for thousand-ten-thousand years. The vault, which is said to hold that which those who enter wish for most, is Pormandagon's charge and duty. While his judgment is swift upon those he deems of ill intent, he is more than likely reading and drinking tea at the center of the Infinite Darkness, waiting for the next brave traveler that might survive the descent.

His sight is regarded as the most discerning of any creature to ever live, as he is thrice blessed by three different gods to guard the vault from unwelcome intruders.

It is said to be a tradition to sup with Pormandagon as he prods you with questions both moral and philosophical. His queries are of course pretense; his true sight reveals both the desires and sins of mortal kind. This has never stopped him from keeping up the practice, even if it means that he must then strike down a guest he has become fond of.

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 21, 2021

Ghaele (Crusader Azata)

Ghaeles occupy a weird thematic niche because they are both knights and azatas. On one hand, their knightly demeanor means they are rather likely to join forces with the players against the forces of evil. On the other, their chaotic outsider nature means they are as fickle as fey and their motivations may seem erratic, which can often conflict their mortal, more grounded allies' goals.

In combat, a ghaele's gimmick is essentially "making one specific dude's life living hell", adapting to their enemies weaknesses on the fly and specializing in both dishing out extra and taking less damage all at once. Notably, it has some powerful spells (Chromatic Wall) which it can use in tandem with its Free Blade ability to lay down some control without necessarily hampering its offensive abilities. The innate fly speed in combination with other utility can make the ghaele a powerful ally or adversary, depending on its whims.


Hook 1 (Nemanja) - Down with Tyranny


The current uprising against the tyrannical Emperor Exewald, led by a dozen or so dukes who were brave (or foolish) enough to stand up to the deranged monarch, is going well. A big part of the rebels success is due in part to one man only - a mysterious knight wearing green and silver armour who seemingly appeared out of nowhere at the outset of the conflict.

Unfortunately, when the pragmatic council of dukes starts negotiating vassalage to a foreign ruler, the strict but just King Ladislaus, the Knight and his elite allies somehow catch wind. Dropping their disguise as mere humans, they go on an indiscriminate rampage against any and all landed men of the area in the name of "freedom".

Hook 2 (Max) - Brave Ser Claydon


The tiefling of the party is experiencing some unexplained anxiety, as if they are being watched. Days go by and they start seeing a figure in beautiful plate armor in the distance, though no one else seems to spot the stalker. This may go on for an extended period of time; visions soon accompanied by nightmares of the misdeeds done by the tiefling's fiendish progenitor, writings on the walls spelling impending punishment, driving the character to be more and more unsettled. This comes to a head when they are alone and suddenly attacked by brave Ser Claydon, the fae knight. Ser Claydon states that he enacts judgement upon the "vile fiend" he has been tracking to prevent any devilish schemes it may develop.

Hook 3 (TJ) - The Cerulean Pass


The Cerulean Pass was the most scenic byway from Rendford to Kurst. After Rendford fell to the fiendish hordes, the road has fallen into disrepair; opportunists and slavers willing to treat with the demonic entities now holding Rendford have taken the Pass as their own. Escapees have begun returning to Kurst recently, speaking of a knight from nowhere freeing them from their captors. Each captive he frees tells the same story: immediately after being saved, the knight began asking them pointed questions about the current state of Rendford and a fiend he named as Oxblood Regent before sending them on their way.

Monday, May 17, 2021

Gancanagh (passion azata)

Heavily inspired by the gean cánach of Irish myth, the Gancanagh is essentially a benevolent spin on the incubus archetype. While brief and baffling in their quantities, a gancanagh's romances come from a place of honest desire.
However, other than their partner's wishes and maybe the will of gods, there's not much holding a gancanagh in check - they will straight up ignore laws and societal norms in their pursuit of free love. This often puts them at odds with those who might see promiscuity, revelry and hedonism as sins.
Interestingly, the bestiary notes that, as shapeshifters, gancanaghs do not give much thought to the idea of gender, presenting depending on spur of the moment rather than some deeply rooted idea of their own preference.
The stat block confirms the gancanagh's status as primarily a social encounter creature - its spell list lends itself to diplomacy more than anything else.
If forced into combat though, the best bet the passion azata has is supporting their allies through invigorating passion, before it gets relegated to competent but somewhat limited rapier swinging.


Hook 1 (Nemanja) - Plain Joe


Plain Joe is the administrative clerk who gets assigned to most adventurers' banking business. While eerily unremarkable in almost every way imaginable, he catches the eye of the Thriceborn Three with his friendly and somewhat strangely spontaneous actions. As the friendship grows deeper, Plain Joe becomes more and more obviously uncanny in his mannerisms and behaviours.

If the adventurers catch wind of something being wrong, an investigation involving the dark and shady magical underground of the Gilded City will reveal to them that Plain Joe is actually a passion azata cursed by a jealous witch-ex-lover to be forever stuck in a single, unremarkable body.
Should the adventurers manage to lift the curse (no thanks to the bitter, obstructive witch), they will gain a lifelong ally and companion.

Hook 2 (Reece) - Passions of Revolution

Something is afoot in the brutally dictatorial city of Coalwick. The Coalwickers are dissatisfied both by their leaders and the terrible working conditions of the mine that employs over half the town. They have begun to speak of The Man of Many Faces, one who is reportedly hard at work to free the people from their gray and unsatisfactory lives. While no one seems to know who he is, it is widely known that his lavish (and illegal) parties are stirring revolutionary sentiments amongst the commoners.

These passions are an inconvenience to the Coal Baron and, as his go to enforcers, you've been sent to put a stop to them. Perhaps, however unlikely, this could instead be the spark that lights the wick of rebellion; for you, or for the whole city.

Hook 3 (Max) - An Oracle's Quarrel


While it is a somewhat well guarded secret, there is purportedly a contract out to kill somebody in town. Ghiarma, the old oracle believed by some to be an actual hag, has an unforeseen competitor in her field. Now all the young men and women who once came to her for advice on how to win someone's love go to another; a young fellow known only as Archibald.

He arrived a couple months ago and from the outset became a favorite amongst the adolescents as he was more welcoming and forthcoming than the old fortune teller. Archibald, or as townsfolk began to call him, "Archie", offers friendly (and nine out of ten times correct) guidance to anyone who finds themselves in emotional turmoil. Some are saying that he himself is looking for his one true love, but that's just teen gossip.

Despite his popularity, the prize on his head is quite good, should anyone be willing.

Sunday, May 9, 2021

Faerie Dragon

Faerie Dragons, though often (not without reason) typecast as good-willed tricksters, offer many thematic lanes of approach. They might...

- Foreshadow the obsessive, narcissistic tendencies of greater dragons,
- Sum up the chaotic, almost maddeningly fickle, attitude of fey.
- They may even serve as a reminder for players that they aren't in Westeros anymore.

Faerie Dragons are distinctly non-humanoid creatures that are statistically predisposed toward a social encounter role; a type of encounter I personally find really enjoyable for immersing new players into the game(s). This offers many different potential options for use.


Hook 1 (Reece) - Tiny Tithe

 
The tiny farming village of Brish hosts a lavender festival in the heart of summer to celebrate the longest day of the year. The players may find themselves starting their adventure here or they might stop by on the way to another location during the holiday. While enjoying the merriment and chaos of the occasion (in addition to partaking in the local refreshments), the local Lord Gittonham has taken it upon himself to collect his "Noble Tithe" while everyone is in one place. A local cat (the Faerie Dragon in disguise!) pipes up to ask the players for their help in putting a stop to the scheme.

Hook 2 (TJ) - A Blissful Rest


Blissful Rest is a bar of sorts on the outskirts of Riddlesborough, widely renown as the most calm "bar" in the area. Guards don't bother patrolling that far, as a bar fight has never broken out. Rumor has it that it's actually impossible to fight within its bounds; the very air itself seems to ooze euphoria. Those who select the all-day care package available also receive a guarantee of the best night's sleep they've ever had. Any questions about the nature of possible enchantment or exactly what goes on in the Blissful Rest gets a knowing, almost draconic, smile from its owner, The Matron.

Hook 3 (Nemanja) - Unlikely Assistant

A group of mercenaries looking for a runaway princess (and heiress apparent to the Golden Kingdom) stumbles upon an unlikely witness - a Faerie Dragon prankster who obsessively collects psychic impressions of his "victims". The mischievous miscreant conveniently claims to have pranked the princess a full two weeks after she was last seen.

Obtaining the information from him, quite naturally as he often notes, involves completing a series of increasingly bizarre and ludicrous tasks.

Hook 4 (Max) - The Emperor

 
According to the locals, you'd do wise to avoid the nearby Emperor's Grove- lest you want to pay him his due.

Setting out into the area, a few things become immediately distinct:

  • A myriad of small altars laid with offerings of all kinds (though mostly gold is present)
  • Trinkets and baubles seemingly left and forgotten
  • Torches set in a circle around a stone pedestal.


Stepping into the circle, you hear a thundering, omnipresent voice that exclaims:

"Who dares enter my domain? Pay your tithe to the grand emperor!"

Should anyone listen to the command and place a gift for the emperor on one of the many altars, the "emperor" speaks again:

"The emperor accepts your offering! Go now in peace."

The visitor finds themselves drowsy thereafter, seemingly content with the emperor's approval.

Friday, October 2, 2020

Eagle

 Whew, another letter down! On to some simpler encounters, i bring you the eagle, along with the tolkienean giant eagle.

The Everfyre planes are the territory of The Great Eagles. While the majestic birds don't have anything resembling a state, and their ruling body is naught more but a council of elders, it's has been a long-standing custom to ask their permission before settling in their lands, or even more rarely, collecting resources there.
Greedy King Glabradox, unfortunately, stepped all over said tradition and set up several logging operations across the region. These days, any humanoids that trespass without a heavily armed escort are snatched taken to the eagles' home, the Lonely Mountain, for interrogation.

The great eagles of Crownspire train hunting birds for the elves who live in the woods below. However, the eagles are not above intrigue and subterfuge, and more than one falcon has stolen an amulet, hid a letter, or outright attacked their master. When an elven noble ends up dead, their eyes pecked out, an investigation is called for.

The great eagles of Uplands betrayed the ancient oath that they made, and disaster struck. Long ago, the first bird-king made an oath that no kin of his shall ever take part in land-walkers' wars. And yet, the Dark Lord's advance was a threat to the entire world, and so the Eagles flew to war. Their aid turned the tide, and the Dark Lord was defeated once and for all. The day after he fell, the first Eagle lost his mind. In the weeks since, every day the great birds have been going feral. The eagles' now ask the mammals to return the favour - namely, by seeking out Mother Cassowary, a living deity that resides in a land no Eagle is allowed to visit, and petitioning her to lift the curse.

Sunday, September 27, 2020

Dryad&Hamadryad

 Dryads are the elven-looking fey guardians of single trees. Hamadryads are their jacked up versions that watch over entire forests. Both like to use charm and guile to trick folks into helping them, but the latter often bring some bigger friends into the fray as well.

Llikanthika was a Hamadryad that fell into a deep sleep several millennia ago. When she laid, her demesne was a massive, deep forest, and her subjects were legion, with dozens of dryads and other fey at her call. When she finally wakes, she finds her self in but a little park, a tiny speck of green in a massive, gray city. Some kids stumble upon her soon after, and only their childish innocence stops her hand. The kids, for their part, now bear a terrible responsibility - stopping the wraith of nature itself from being unleashed upon the city...

Not all dryads rely on charms to win allies for their cause. Drizilla, the Dealin' Dryad, is a well known card player and gambler. When playing against her, the stakes will inevitably go from gold and baubles to favours owed to the forest itself.

The emerald forest is so big that not even a hamadryad can take care of it alone. Several of them have banded together, and ritually crowned Queen Amalfia as the Archidryad. She now watches over an entire continent's worth of deep and lush forests, bonded to the Tree of Ages, the oldest living organism. While Amalfia is good-natured, if somewhat stern and impulsive, she hides a secret - unlike other hamadryads, who rule over more sinister beings of nature, Amalfia has a second form: that of a green woman, nature's wrath incarnate. If the forest is threatened, or any of her hamadryads and dryads hurt, Amalfia will fly into a rage, and her fury matches that of gods.

Sunday, September 20, 2020

Djinni

The friendliest and most sociable of geniekind, the djinni make for phenomenal social encounters that push forward the point that you're not in Kansas anymore.

A deaf djinni is disaster engine, as the residents of New Dervishire recently found out. A venerable and gentle-natured being, Angharadd promised each resident of the newly founded colony three wishes - and he has been hard at work making them come true. Unfortunately, his hearing is damaged - and his will is literal. After several mishaps, the least of which is a man who became incredibly good at overcoming large turtles, a group of emissaries are sent to the old genie to beg him to ask twice. However, the noble elemental refuses to admit he has made a mistake - and if pushed, can become violent.

A group of bounty hunters have been hunting for their nemesis for ages. Their hunt, a legendary quest that has been sang about in taverns across the entire world, has taken them across the elemental planes. Finally, they catch up to their quarry in the Netherworld. As they draw to a close, a djinni vizier appears. Out of sheer need for amusement, he offers to fulfill up to seven wishes - but for every wish that someone in the group is granted, one will be given to their nemesis as well.

A sad looking djinni found sitting by the road offers a group of adventurers a wish fulfilled if they get him back the platinum ring he is bound to. The ring, he says, was stolen by a master thief then sold, and is now in the possession of a mighty noble of the Svalyaki line.
In truth, the djinni is not able to grant wishes to mortal, and was never bound to the ring - instead, it is a mighty artifact capable of visiting great harm upon one of the efreeti. The djinni has a plane shift ready to go as soon as the adventurers bring him the ring - but if they see through his lies, or try to one-up him in any way, he will haunt them for the rest of their lives.

Sunday, September 6, 2020

Copper dragon

 Copper dragons are essentially fairy dragons with an agenda. While threading on almost fey territory with their hedonistic approach to life and love of jokes, but their staunch, if easily misdirected moral compass is what sets them apart.


While dragons are wise and powerful, they aren't immune to indoctrination. While investigating ways to combat a dwarven lich king, a group of would-be heroes end up facing his top enforcer - a young copper dragon, convinced from hatching that tyranny and lordship over the weak are virtues. While battling him remains a (risky, bordering on suicidal) option, if swayed he could make for an exceptional ally.

A venerable copper dragon is throwing a massive party in the city's keep. The party is supposed to be a masquerade, and there's a prize - those who divine the draconic patron's identity will be given riches beyond measure.
While that is certainly true, the great wyrm also plans to recrtuit the five most successful investigators from the crowd - and with or without their consent, transport them to the city of Tarabath, where he needs help thwarting the plans of a secret society of shapeshifters.

An accomplished gang of mage-criminals travels to the faraway, dragon-ruled land of Netraxia. After stealing a prized diamond in a diabolical and daring heist, an officer of the law finally catches up to them - except its a dragon as tall as a house. If they express disbelief, the dragon responds with "Well yeah, we're know as coppers, aren't we?", before trying to chomp their heads of - keeping a self-satisfied grin on its face while he does.

Sunday, May 17, 2020

Choral

Chorals, or choir angels, are the archetypical harp-wielding cherubs sitting atop a cloud. While their ferocity in battle increases with their numbers, granting them access to higher-level spells, actually ending up fighting six angels probably means your campaign went sideways at some point.

The Quantum Quintuplets are a wildly successful choir who have achieved worldwide renown. Except for their conductor, Master Mazzio, the members of the choir all perform under masks, and their identities are a closely guarded secret - leading to wild speculations about them, from those claiming that they sold their souls to Mephistopheles in exchange for perfect talent, to those that say they are instead all children of one of the Primordial Beings Of The First World. The truth, instead, is that they are all chorals, bound to service in a dark ritual by Master Mazzio, an infernalist who has no real agenda - instead, only enjoying in the irony of using the purest beings in existence for purely selfish means.
What Mazzio doesn't know, is that the angels are secretly looking for help - reaching out to a bard known to fraternize with a group of adventurers widely known for their distaste for slavery.

Silenius is a weird case among choir angels - while most angels sing serious and ceremonial tunes, they still impart a dose of optimism into them. Unlike them, this gloomy choral sings somber melodies, almost dirges. An overly zealous Solar has accused him of treachery, mistaking such breaking of tradition for treachery. While solars wisdom is almost infinite, it is not infallible - and the poor little depressed lad is looking for someone to petition the heavens in his name.

Boldegard is a choral angel who is never content with his songs. He often roams to the mortal realms, seeking out musicians and performers, trying to find new, different approaches to music. Those who manage to impress him are given one feather from his wing - and rubbing it will summon him to remove a curse, disease, or fear from the petitioner.


Sorry for the late entry today, my home game took a fair bit longer than i expected. No regrets, really.



Saturday, March 14, 2020

Catfolk Pouncer

The catfolk pouncer's statblock is really nothing radical and new with two special abilities, one lifted straight from a fighter feat, and another potentially falling into the category of what the Gamemastery guide calls "invisible abilities" and suggests avoiding.
That said, the catfolk have appeared in so many media across the years, in so many different incarnations, evil, good, and everything inbetween, that you have an insanely big well of ideas to draw from, and not giving them something interesting lorewise would really be a mistake.

In the world of Landya, there is a dark secret behind the catfolk's creation. Apparently, long ago, the world was ruled by humans (now reduced to small, hairless, semi-bipedal primates) while the cat "folk" used to have a form of mere "cats", quadruped forms of their now bipedal bodies. A small white cat prayed to the god of dreaming, to end the cats' suffering, and when she woke up, the world was as it is today.
When a druid with a human companion learns of this, he seeks out sages, wizards and clerics, seeking to find a way for both versions of reality to coexist.

The Unluckies are a group of black catfolk who specialize in divination and illusion magic, as well as thievery. While they are well known to be thieves and scoundrels, there are many legends that say those who try to go after them bring misfortune upon themselves. Of course, such stories may be circulated and inflated by the catfolk themselves...

Thuomas and Gerardo are a famously opposed catfolk and ratfolk. Thuomas is a paladin of Arslan, a catfolk deity of "might and light", while Gerardo is a chaotic scoundrel, popular among the common folk, but hated and hunted by many authorities. The stories following the two's escapades are numerous and possibly inflated, but that chaos follows wherever one of them arrives is certain.
While clearing out the basement of a chateau they inherited, a group of heroes stumble upon a ratfolk nest, with the notorious scoundrel easily identified among them. He offers them riches beyond measure if they smuggle him out, but behind the golden-fanged smile there's the obvious threat of a knife in the dark if they rat him out (pun damn well intended).
Otherwhere, the city has seemingly overnight been covered with posters promising gold and the mercy of gods to those who report any information about Gerardo to the Paladin, currently staying at a local tavern...

Thursday, March 12, 2020

Cassisian (Archive Angel)

Aight, blog update time. I've been away for several days, and I am sorry for that. A lot of life happened in those few days, but now that everything is fine, i'll be getting back to beastfinder. Anyway, back to the topic at hand.

I  really, really love abilities that rely on some GM fiat, like the Cassisian's repository of lore. Your angel witnessed the creation of the world and knows everything about every deity, but can't see the difference between dwarves and humans? Sure.

In the duchy of Santa Clara, the aristocracy has always had good relations with the heavens. Several cassisians are present within castle walls at all times, prime among them an old an experienced being called Firstlight. Firstlight is not above investing itself within day-to-day politics of the duchy, though it mostly concerns itself with matters of piety and morality.
When the old Duke dies, his twin sons call a moot, to decide who will ascend to the throne. Unfortunately, instead of landing on one of their heads, as it had for every duke ten generations prior, the angel decides to land on a lone ranger, expelled from the city for his treacherous claim he was the duke's illegitimate son...


Before ascending to godhood, claiming the title of God Of Hard Work, Mistress Bunuela was a wizard specializing in good-aligned planes. In one of her many travels, she famously formed a bond with an archive angel named Flutterswap. Now that she is gone from the mortal realm, a race to find the angel has begun, as many speculate it's perfect memory holds his mistress's plan to achieve godhood, and could indeed be used to recreate her feat.

Oswint Orkbane was a legendary knight, known for never appearing in public without his suit of armor and winged helmet on. After he embarrasses himself during a feast, an investigation reveals that ser Oswint is gone, and that what has been walking around in his stead is a suit of animated armor, and a cassisian angel mounted on top of it. Weirdly enough, even when questioned within magical zones of truth, the angel seems to fully believe himself to be the legendary knight.