Showing posts with label level 18. Show all posts
Showing posts with label level 18. Show all posts

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.

Friday, February 28, 2020

Bronze Dragon

Bronze dragons seem to occupy a bit of a weird niche in pathfinder 2 - while they are explicitly the most common of the metallic dragons, and the most likely to ally with humanoids, they also seem to have a bit of a lethargic, maybe even misanthropic angle to them, where they won't go out looking for adventure - but if it does come to them, they will gladly accept it.

Llyweth and Thywell are a rare case - two differently coloured dragons who lair together. It is said that together, their knowledge of the Duchy of Antal - on whose outskirts their lair lies - is complete. Llyweth, the bronze, tends to know the scientific and empirical stuff, while Thywell, the brass, knows all of the latest gossip, along with the oral history and folk tales of the region.

The Knights Most Eclectic And Electric are an extended family and an order of knights founded by Sir Montague. The patron formed the order several years ago after returning from a voyage across the Black Ocean. Apparently, on that expedition, the ship's crew almost died of starvation on a deserted island, before a mysterious, tanned stranger appeared out of nowhere with food, water and tents. After saving them, he made sir Montague promise that when his time of need comes, one from the knight's bloodline will answer.
Several generations have passed, and while sailing across the Green Sea, a mighty dragon rises from the water, and demands that one of Sir Montague's heirs come with him...

Hengra is a particularly reclusive young bronze dragon. In her quest to be left alone, she found a way to make her repulsive gas stick around, and coats the entire in it every week.
Unfortunately, Hengra also owns the only remaining issue of an ancient book detailing how to cure lycantrophy, and it recently hit the nearby town of Mosswell. A borderline insane group of teenagers now plans to try and plead with the dragon, hoping to at least see the book, but luck may not be on their side.

Thursday, February 20, 2020

Blue dragon

Random thought: if you run them as written, there's a decent overlap between what makes a blue dragon encounter (be he a young, adult or ancient) tick and what makes a devil encounter tick - in both cases, you can have a completely civil discussion (or even a full-blown social encounter, with rounds, and skill checks, as the pf2 core rulebook suggests) while everyone involved is planning the demise of the other party.

While all blue dragons desire power, wealth and titles, Bandallagrim has seen enough of the first two in his long lifetime. Titles, though, are what he tends to hoard. Whenever there's an inheritance crisis, a title that can be gained through election, or even a revolution, Bandallagrim is sure to be close by, in one of his many humanoid guises. Although he rarely accepts any responsibilities that come with the ducal, presidential and even kingly positions he claims, he is sure to murder anyone who dares contend with him in cold blood.
The inheritors are a group of descendants of nobles whose titles the ancient dragon usurped several generations prior, and they are sworn to one day defeat him and reclaim their ancestral homes. While they have their suspicions that the next high priest of the theopolis of Nea Romagna is indeed their ancient foe, acting out on it too soon might turn the entire god-sworn city against them.

A mad dryad is known for singing "the blues" deep within the darkest corners of the Feywood. Unfortunately, while her song is indeed as beautiful as the stories describe it, it is also a part of an insidious ritual, and those who hear it become enthralled to the dryad's blue dragon master, unless they have a will of iron.

In the world of Sarpharathia, though they rule their domains alone, blue dragons actually follow a strict hierarchy among themselves. When the mysterious god-emperor of dragonkind disappears without a trace, the world plunges into chaos. After several days, a young blue dragon appears before the city of Porfiria's champions, claiming he knows of a way to crown a human(oid) as leader of the dragons, solving two problems - both renewing stability across the globe, and insuring that humans will be treated with respect and dignity. Of course, that plan of action also conveniently requires the heroes to dispose of some of the dragon's own rivals, and he has yet to explain his own motivation for helping them...


Anyway, blog maintenance time. I'm toying with the idea of actually posting some of the stats for the monsters I implied should be modified from their bestiary entries(the Ghost-Rider aasimar, the myriad exotic treants, the mutated stirges...).
However, as this would consume a bit more of my time than the blog has been so far, I'm not going to do it if it rings on deaf ears. If one of those has particularly piqued your interest, do leave a comment and let me know, I'd like to start off with a more popular one, and see how it goes. Cheers.


Friday, January 24, 2020

Adamantine golem

The biggest, meanest entry in the golem family so far, an adamantine golem is a high-tier threat. It is rare and and expensive to create, that the mere creation of one should be an event of epic proportions. Its' high CR and insanely powerful abilities make it a great choice for a campaign-ending encounter.

Fifteen years ago, king Fulchrist sold his crown to the people of Stadia, turning it into a republic, and then mysteriously disapeared. Now he's back, riding on the shoulders of an an adamantine golem, and is threatening to destroy his old capital, unless the council gifts him The Elder Sword.
However, The Elder sword is the last known vorpal sword in the nine realms - supposedly the only weapon able to bring down an adamantine golem. As betrayal and backstabbing erupts among the councilmen, it is up to the newly appointed Chamber Guard to decide the fate of the republic.

When the Burntooth tribe discovered a giant metal man in the depths of their caves, they did what any sane goblin would do - they set it on fire and then promptly ran away.
After discovering that the thing is now awake, and will not harm them as long as they keep it supplied with a steady stream of fire and explosives, the Burntooths have quickly become the leading force in the Emerald Woods. As reports of them becoming bolder and luring the golem towards dryad outposts in the woods are becoming more and more frequent, it is only a matter of time before they set their sight on the undefended elven capital of Llewyth, and the green elders are offering the breath of eternal life to anyone who can put down that technological travesty.

The march of the machines is the local name given to a weird technomagical phenomenon on the world of Dunia. Namely, from the foothills of Gryffon mount, up to the entrance to the Gilded Caverns a thousand leagues northeast, there is always a never-ending line of adamantine golems, or forgewalkers as they are locally known. The golems are docile most of the time, but any attempts to break their line or sneak into the beginning or end points of their journey are met with swift resistance. Recently, however, golems with new designs have started appearing - some sporting antlers, others with intricate engravings across their bodies, and even a rare few whose internal forges seem to be glowing with blue fire. The Shimmerhammer clan of dwarves is launching a mining expedition that will dig through to the core of the mountain to once and for all solve the mystery, and they are anyone capable and mad enough to acompany them on the journey.