Lladrones are rogues who have discovered the wealth that can be obtained from robbing the fey and capturing them to demand wishes to be granted. They are clever and tricky as those who's treasure they hunt for when one steals from beings as ancient as the fey one learns to bluff their way out of and into anything.
Most of the Lladrones are lone rogues, though the call of adventure is strong in their blood and so they will often work with others, or for the good of some great cause. Many Lladrones find however that their only true friends come from the fey, for these creatures love their roguish nature so as long as the Lladrones has not robbed them a fey will often enjoy the rogues company.
Alignment-Any
Hit dice-d6
Skill Points-8
The rogue’s class skills (and the key ability for each skill) are Appraise (Int), Balance (Dex), Bluff (Cha), Climb (Str), Craft (Int), Decipher Script (Int), Diplomacy (Cha), Disable Device (Int), Disguise (Cha), Escape Artist (Dex), Forgery (Int), Gather Information (Cha), Hide (Dex), Intimidate (Cha), Jump (Str), Knowledge (local) (Int), Listen (Wis), Move Silently (Dex), Open Lock (Dex), Perform (Cha), Profession (Wis), Search (Int), Sense Motive (Wis), Sleight of Hand (Dex), Spot (Wis), Swim (Str), Tumble (Dex), Use Magic Device (Cha), and Use Rope (Dex), knowledge fey (int).
Requirements to become a Lladrones
Hide in Shadows +10, Move Silently +10, Knowledge Fey 4, must have stolen from a fey
Advance Attacks, Saving Throws as a rouge
Abilities
1 Sense Fey Door, +3 Knowledge Fey
2 Trap Sense +1
3 Sneak Attack +1d6, +3 to Bluff Sense Motive
4 Improved Uncanny dodge
5 Sneak Attack +2d6, Trap Sense +2
6 Rough Special ability
7 Sneak Attack +3d6, +3 Saving Throw to Charms and Illustions
8 Trap Sense +4
9 Sneak Attack +4d6, Special Ability
10 Detect Fey
Sense Fey Door
The Lladrones can use their knowledge fey ability to sense where a fey door is and what they need to do to open it. For example a Pisgies Fairy Mound might be magically sealed by an immovable rock. To move it one needs to place a hawthorn stick on it. The Lladrones could discover both these things on a DC 15 roll. To break into the court of a faery noble however might require DC 35 making this impossible for all but the greatest Lladrones.
Tuesday, May 20, 2008
Monday, May 19, 2008
Ameonna-Rain Fey for Fantasy Role Playing Games
The Ameonna is a female rain fey (spirit)that can be seen dancing within the rain. Beatiful and poetic in nature they are serine fey that appear as a very beautiful women, dressed in whispy cloths that don't seem to be effected by being wet, her hair on the other hand always appears rain soaked.
An Ameonna has some magic however, able to shape the rain into illusions, however they tend to simply enjoy the natural flow of the rain from the sky and the views of it as it touches the landscape. These gental creatures are not an opponent nor an ally for your fantasy RPG, rather they are something to use to add intrest to the game as they tell the PCs poems and the like.
An Ameonna has some magic however, able to shape the rain into illusions, however they tend to simply enjoy the natural flow of the rain from the sky and the views of it as it touches the landscape. These gental creatures are not an opponent nor an ally for your fantasy RPG, rather they are something to use to add intrest to the game as they tell the PCs poems and the like.
Friday, May 16, 2008
Geancanach-Fairy for RPG
Geancanach
Known as the fireside fairy the geancanach are a form of wilderness sprit, loving the open grasslands and the rolling hills and the wild freedom of spring and summer days. And while they enjoy playing in the snow they do not like to be cold and so well adopt a house and a fireside in the winter time. During the summer months they are typically so far from the villages that on cold nights they opt to rest by campfires. Cattlemen and shepheards who tend their flocks on the plains well often see the Geancanach hiding near their fires.
Geancanach appear almost elven except their eyes are much to large for their small bodies as are their pointed ears. Their large wings act as parachutes slowing their fall and allowing them to hover in the air. Rather then actually flying or walking however the Geancanach blinks from place to place, rapidly moving and flashing along.
Size/Type: Tiny Fey
Hit Dice: 2d6
Initiative:+7
Speed: 48 ft
Armor class: 29 (+8 dex, +6 Blink, +5 Size)
Base Attack/Grapple: +15 (+8 Dex +6 blink)
Attack: Tiny Sword Rapid Strike 1d4
Full Attack: +15, +11, +8, +4, +0 (1d4)
Space Reach: nil
Special Attacks: Spells
Special Qualities: Damage Reduction 15/cold iron, low light vision, Blink, Invisibility,
Saves:
Abilities: Str 2, Dex 26, Con 10, Int 11, Wis 12, Char 13
Skills: Hide+10 Move Silently+10 knowledge games 10 Handle Animal+5 Wilderness Lore+10 Music +10
Feats: (2 total)
Environment: Plains and rolling hills
Organization: Family Units of 3-5 adult couples and 1-3 children per adult couple.
Challenge Rating: 4
Treasure: Double Standard (hidden, never with them)
Alignment: Neutral Good
Advancement: As Level
Geancanach’s rarely engage in combat, preferring to flee rather then confront anyone and with their rapid ability to teleport they are practically impossible to force into a corner. However they have been known to engage in combat to protect their adopted winter homes and when they do this they are fearsome foes indeed. For although they are small their ability to teleport rapidly allows them to teleport with their sword already in their target, in this way they strike an opponent dozens of times a round with their sword before falling back to strike and weaken more with spells.
The Geancanach always enters combat by destroying the eyes of their opponent, they have to gauge where their opponent well be so they gain a reflex check to avoid for each eye to avoid being blinded (dc 15) Each failure causes them to be blind in one eye.
The Geancanach’s then strike rapidly with their swords across the targets body, armor and dexterity are little protection against their rapid movements. Once the opponent appears to be building enough understanding of the attack to fight the Geancanach simply teleports a distance away and Strikes its opponent with spells to annoy and hinder them enough to allow further strikes.
The Geancanach is able to blink as rapidly as a human might step, each blink can take them up to 5 feet, or in can transport them a very short distance.
This is how the make their attacks they blink rapidly around a target so that their sword appears in side the target repeatedly, although tiny the dozens of little stab wounds cause serious damage.
In addition to blinking the Geancanach is able to cast the following spells; at will-light, flare, invisibility, 3 times per day-Cure minor wound, calm animal, speak with animals, once per day they may also cast, entangle, chill metal.
Geancanach’s live in small family units with some 3 to 5 adult couples and another dozen or so children. They are in no way territorial, they however prefer not to be in crowded area’s so well nomadically move around to avoid having too many groups exist in an area.
In the winters when they live in peoples homes they remain hidden most of the time, however the children will often reveal themselves as a joke or simply out of clumsiness and so the stories about them often depict them as much more childlike then they really are.
Known as the fireside fairy the geancanach are a form of wilderness sprit, loving the open grasslands and the rolling hills and the wild freedom of spring and summer days. And while they enjoy playing in the snow they do not like to be cold and so well adopt a house and a fireside in the winter time. During the summer months they are typically so far from the villages that on cold nights they opt to rest by campfires. Cattlemen and shepheards who tend their flocks on the plains well often see the Geancanach hiding near their fires.
Geancanach appear almost elven except their eyes are much to large for their small bodies as are their pointed ears. Their large wings act as parachutes slowing their fall and allowing them to hover in the air. Rather then actually flying or walking however the Geancanach blinks from place to place, rapidly moving and flashing along.
Size/Type: Tiny Fey
Hit Dice: 2d6
Initiative:+7
Speed: 48 ft
Armor class: 29 (+8 dex, +6 Blink, +5 Size)
Base Attack/Grapple: +15 (+8 Dex +6 blink)
Attack: Tiny Sword Rapid Strike 1d4
Full Attack: +15, +11, +8, +4, +0 (1d4)
Space Reach: nil
Special Attacks: Spells
Special Qualities: Damage Reduction 15/cold iron, low light vision, Blink, Invisibility,
Saves:
Abilities: Str 2, Dex 26, Con 10, Int 11, Wis 12, Char 13
Skills: Hide+10 Move Silently+10 knowledge games 10 Handle Animal+5 Wilderness Lore+10 Music +10
Feats: (2 total)
Environment: Plains and rolling hills
Organization: Family Units of 3-5 adult couples and 1-3 children per adult couple.
Challenge Rating: 4
Treasure: Double Standard (hidden, never with them)
Alignment: Neutral Good
Advancement: As Level
Geancanach’s rarely engage in combat, preferring to flee rather then confront anyone and with their rapid ability to teleport they are practically impossible to force into a corner. However they have been known to engage in combat to protect their adopted winter homes and when they do this they are fearsome foes indeed. For although they are small their ability to teleport rapidly allows them to teleport with their sword already in their target, in this way they strike an opponent dozens of times a round with their sword before falling back to strike and weaken more with spells.
The Geancanach always enters combat by destroying the eyes of their opponent, they have to gauge where their opponent well be so they gain a reflex check to avoid for each eye to avoid being blinded (dc 15) Each failure causes them to be blind in one eye.
The Geancanach’s then strike rapidly with their swords across the targets body, armor and dexterity are little protection against their rapid movements. Once the opponent appears to be building enough understanding of the attack to fight the Geancanach simply teleports a distance away and Strikes its opponent with spells to annoy and hinder them enough to allow further strikes.
The Geancanach is able to blink as rapidly as a human might step, each blink can take them up to 5 feet, or in can transport them a very short distance.
This is how the make their attacks they blink rapidly around a target so that their sword appears in side the target repeatedly, although tiny the dozens of little stab wounds cause serious damage.
In addition to blinking the Geancanach is able to cast the following spells; at will-light, flare, invisibility, 3 times per day-Cure minor wound, calm animal, speak with animals, once per day they may also cast, entangle, chill metal.
Geancanach’s live in small family units with some 3 to 5 adult couples and another dozen or so children. They are in no way territorial, they however prefer not to be in crowded area’s so well nomadically move around to avoid having too many groups exist in an area.
In the winters when they live in peoples homes they remain hidden most of the time, however the children will often reveal themselves as a joke or simply out of clumsiness and so the stories about them often depict them as much more childlike then they really are.
Grants-Divination fairies for Fantasy Worlds
Grants
Appearing as small horses that walk on two legs rather then one Grants are friendly creatures that connect themselves to a village and take responsibility for the well being of the people who live their. Indeed it is unlikely that many of the villages could survive the dark creatures of the fantasy world without the aid of their grant. The exact way in which the grant lives is not well known, for they remain well hidden throughout the day.
Grants have the most increadable sense for approaching danger and are never surprised by it, indeed a few hours before any danger comes to the village they will run whip the animals into a frenzy causing the dogs to bark madly. This is their way of letting the villagers know that danger is coming, if the danger is very serious the grant may become visible or on very rare occasion write a message in the street.
There is no real way to attack a grant they are fast and able to teleport, and they can sense danger hours before it occurs so if someone would attack them the grant simply avoids that person so no attack ever occurs for this reason no one knows how powerful a grant actually is physically.
The grants are however one of the most powerful allies in the faeries war with the Divine for the grant provides people with direct assistance, causing them to be more likely to acknowledge the power of the fey.
Appearing as small horses that walk on two legs rather then one Grants are friendly creatures that connect themselves to a village and take responsibility for the well being of the people who live their. Indeed it is unlikely that many of the villages could survive the dark creatures of the fantasy world without the aid of their grant. The exact way in which the grant lives is not well known, for they remain well hidden throughout the day.
Grants have the most increadable sense for approaching danger and are never surprised by it, indeed a few hours before any danger comes to the village they will run whip the animals into a frenzy causing the dogs to bark madly. This is their way of letting the villagers know that danger is coming, if the danger is very serious the grant may become visible or on very rare occasion write a message in the street.
There is no real way to attack a grant they are fast and able to teleport, and they can sense danger hours before it occurs so if someone would attack them the grant simply avoids that person so no attack ever occurs for this reason no one knows how powerful a grant actually is physically.
The grants are however one of the most powerful allies in the faeries war with the Divine for the grant provides people with direct assistance, causing them to be more likely to acknowledge the power of the fey.
Wednesday, May 14, 2008
Dundes Haunting Fairy for your RPG Game
Duendes
Hateful fairies that haunt the houses of mortals, they enjoy watching the destruction of a family and so well attach themselves to one and stalk it attacking it emotionally as much as physically. Although the Duendes could kill many people outright they prefer to feast on the building fear of a family and watch it begin to suffer mentally.
Unlike most fey the Duendes cannot change shape or form, they always appear as small women with almost fox like features and long cruel fingers. Unable to turn invisible they are never the less able to fade from site so that people can see right through them, and their ability to pass through walls and other solid objects allows them to stalk quickly around a house unseen to torment those within.
For those mortals who are cruel enough the Duendes can be a dark ally in the destruction of a particular family, but only if the mortal is willing to help commit horrid acts that well torment the family greatly.
Dundes
Size/Type: Small Fey
Hit Dice: 5d6
Initiative:+4
Speed: 12 ft
Armor class: 20 (+7 dex, +5 magical, +5 Concealment)
Base Attack/Grapple: +2
Attack: Claws
Full Attack: 1d4+5 +1d8 negative energy damage
Space Reach: nil
Special Attacks: Magic
Special Qualities: Damage Reduction 15/cold iron, low light vision,
Saves:
Abilities: Str 8, Dex 24, Con 9, Int 14, Wis 10, Char 11
Skills: Hide+14 Move Silently+14 Gather Info+10 Handle Animal+5 Wilderness Lore+10 Poetry +12
Feats: (2 total)
Environment: Human Houses
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Neutral Evil
Advancement: As Level
Hateful fairies that haunt the houses of mortals, they enjoy watching the destruction of a family and so well attach themselves to one and stalk it attacking it emotionally as much as physically. Although the Duendes could kill many people outright they prefer to feast on the building fear of a family and watch it begin to suffer mentally.
Unlike most fey the Duendes cannot change shape or form, they always appear as small women with almost fox like features and long cruel fingers. Unable to turn invisible they are never the less able to fade from site so that people can see right through them, and their ability to pass through walls and other solid objects allows them to stalk quickly around a house unseen to torment those within.
For those mortals who are cruel enough the Duendes can be a dark ally in the destruction of a particular family, but only if the mortal is willing to help commit horrid acts that well torment the family greatly.
Dundes
Size/Type: Small Fey
Hit Dice: 5d6
Initiative:+4
Speed: 12 ft
Armor class: 20 (+7 dex, +5 magical, +5 Concealment)
Base Attack/Grapple: +2
Attack: Claws
Full Attack: 1d4+5 +1d8 negative energy damage
Space Reach: nil
Special Attacks: Magic
Special Qualities: Damage Reduction 15/cold iron, low light vision,
Saves:
Abilities: Str 8, Dex 24, Con 9, Int 14, Wis 10, Char 11
Skills: Hide+14 Move Silently+14 Gather Info+10 Handle Animal+5 Wilderness Lore+10 Poetry +12
Feats: (2 total)
Environment: Human Houses
Organization: Solitary
Challenge Rating: 5
Treasure: Standard
Alignment: Neutral Evil
Advancement: As Level
Dinnshenchas-Fairy defender for RPGs
Dinnshenchas
Originally cattle herders for the fairy courts the Dinnshenhas where also appointed by a kindly seelie fairy king as the guardians of women who have been greatly wronged or endangered.
Appearing as short rustic looking men wearing dirty flannel wool and leather suits they are sneaky little creatures, capable of hiding within the smallest shadows and stalking those who have wronged women for weeks at a time.
When not exacting revenge they sit in the highest mountains watching the magical cattle herds of the fairy lords. However they do this while hidden so all most well see are lone cattle, this way they can strike those who would steal from the shadows.
Natural poets they spend their time watching cattle breathing the mountain air and taking in the splendid views of the mountains. At times they may take a liking to those who are honest, who try to find the owners of the cattle or come to their defense, or who are also natural poets. Those who they like will receive aid, gifts, and the wonderful company of these fairies.
Dinnshenchas
Size/Type: Small Fey
Hit Dice: 6d6
Initiative:+6
Speed: 12 ft
Armor class: 20 (+6 dex, +4 magical)
Base Attack/Grapple: +4
Attack: Short Sword +4
Full Attack: +4 (1d6+4)
Space Reach: nil
Special Attacks: Druid Spells
Special Qualities: Damage Reduction 15/cold iron, low light vision,
Saves:
Abilities: Str 10, Dex 23, Con 10, Int 14, Wis 14, Char 12
Skills: Hide+14 Move Silently+14 Gather Info+10 Handle Animal+5 Wilderness Lore+10 Poetry +12
Feats: (2 total)
Environment: High Mountains
Organization: Solitary, troops 3-12
Challenge Rating: 5
Treasure: Standard
Alignment: Neutral Good
Advancement: As Level
Dinnshenchas prefer to enter stalk and sneak up on opponents, they are able to hide in plain site so long as there are any shadows, and they sneak attack as a level 6 rouge. Dinnshenchas can also cast spells as a level 6 druid.
Using The Dinnshenchas in your Fantasy Role Playing Game.
It is all too rare that there are creatures like the Dinnshenchas in your Quests, a creature that is friendly, which helps defend the innocent. Why is it that demons and tyrents seem to have free reign in RPGs? I personally have found that having a conspericy of good creatures such as angles and fairies working with good mortals to counter act evil beings has helped to make the games all the more fun. The Dinnshenchas could be used in one of these or they could be working to build their own order to protect the innocent, or even the fairies cattle.
For lower level characters or those being introduced to the world of fairy it is advantagous to have them do something that well gain them allies and the good opinon of the fey, but won't make them lords right away, having them part of a society to protect cattle for the fey is one way to do this.
Originally cattle herders for the fairy courts the Dinnshenhas where also appointed by a kindly seelie fairy king as the guardians of women who have been greatly wronged or endangered.
Appearing as short rustic looking men wearing dirty flannel wool and leather suits they are sneaky little creatures, capable of hiding within the smallest shadows and stalking those who have wronged women for weeks at a time.
When not exacting revenge they sit in the highest mountains watching the magical cattle herds of the fairy lords. However they do this while hidden so all most well see are lone cattle, this way they can strike those who would steal from the shadows.
Natural poets they spend their time watching cattle breathing the mountain air and taking in the splendid views of the mountains. At times they may take a liking to those who are honest, who try to find the owners of the cattle or come to their defense, or who are also natural poets. Those who they like will receive aid, gifts, and the wonderful company of these fairies.
Dinnshenchas
Size/Type: Small Fey
Hit Dice: 6d6
Initiative:+6
Speed: 12 ft
Armor class: 20 (+6 dex, +4 magical)
Base Attack/Grapple: +4
Attack: Short Sword +4
Full Attack: +4 (1d6+4)
Space Reach: nil
Special Attacks: Druid Spells
Special Qualities: Damage Reduction 15/cold iron, low light vision,
Saves:
Abilities: Str 10, Dex 23, Con 10, Int 14, Wis 14, Char 12
Skills: Hide+14 Move Silently+14 Gather Info+10 Handle Animal+5 Wilderness Lore+10 Poetry +12
Feats: (2 total)
Environment: High Mountains
Organization: Solitary, troops 3-12
Challenge Rating: 5
Treasure: Standard
Alignment: Neutral Good
Advancement: As Level
Dinnshenchas prefer to enter stalk and sneak up on opponents, they are able to hide in plain site so long as there are any shadows, and they sneak attack as a level 6 rouge. Dinnshenchas can also cast spells as a level 6 druid.
Using The Dinnshenchas in your Fantasy Role Playing Game.
It is all too rare that there are creatures like the Dinnshenchas in your Quests, a creature that is friendly, which helps defend the innocent. Why is it that demons and tyrents seem to have free reign in RPGs? I personally have found that having a conspericy of good creatures such as angles and fairies working with good mortals to counter act evil beings has helped to make the games all the more fun. The Dinnshenchas could be used in one of these or they could be working to build their own order to protect the innocent, or even the fairies cattle.
For lower level characters or those being introduced to the world of fairy it is advantagous to have them do something that well gain them allies and the good opinon of the fey, but won't make them lords right away, having them part of a society to protect cattle for the fey is one way to do this.
Tuesday, May 13, 2008
Neck-Fairy for d20 Fantasy Role Playing Games
The Neck
A powerful and dangerous fey, one of the greatest harpers in the universe they love music but consider most humans who play far beneath them. Despite the fact that they seem to always be in flux like the water falls and pools in which they live they are strangely seductive with their presence acting as a hypnotic trance because of the strange way in which they move.
Necks are normally solitary however they will occasionally meet to play music, or will on demand of powerful fairies play for a court, but only on very special occasions. For necks are not willing to play at just any occasion.
Mortals who approach necks are likely to be drowned or ignored depending on the mood of the neck. However at times the neck may be willing to teach a human to play harps much more quickly then any mortal could learn on their own. What the neck demands in return for such a lesson involves a long arduous quest, typically to raise the neck in the eyes of the local fairy court.
The lesson the neck teaches is very harsh, for the neck well grab hold of the humans hands and force them to play for 48 hours, none stop, faster and faster, at the end of this lesson the humans hands will be so bloody and raw that they will not be able to hold anything for a month.
However the Mortal will gain a +3 on all performance checks for using the harp.
Neck
Size/Type: Tiny Fey
Hit Dice: 11d6
Initiative:+2
Speed: 12 ft
Armor class: 24 (+6 dex, +4 magical, +4 hard to sense)
Base Attack/Grapple: +6
Attack: punch +6 1d3+2
Full Attack: +8, +3 1d3+2
Space Reach: nil
Special Attacks: Hypnotic Pattern, Bardic Spells
Special Qualities: Damage Reduction 15/cold iron, low light vision, hypnotic pattern
Saves:
Abilities: Str 14, Dex 22, Con 10, Int 15, Wis 12, Char 20
Skills: Hide+11 Move Silently+21 Listen+10 Handle Animal+5 Swim+21 Knowledge Fey +14 Perform Harp +34
Feats: (2 total)
Environment: Water falls and pools of clean water.
Organization: Solitary
Challenge Rating: 5
Treasure: Standard (double magical)
Alignment: Neutral
Advancement: As Level
Level Adjustment:+10
Necks all come into being as level 11 bards, with a +10 to performance checks. For this reason they have all the abilities bards normally have.
Necks are also able to use quickened dimension door at will and will normally use this ability rather then engage in direct combat, they prefer to lure people to their deaths or drawn them while the mortals are helpless.
The necks ever moving body which warbles like the water in which they live acts as a hypnotic patter as if cast by a level 15 spell caster.
A powerful and dangerous fey, one of the greatest harpers in the universe they love music but consider most humans who play far beneath them. Despite the fact that they seem to always be in flux like the water falls and pools in which they live they are strangely seductive with their presence acting as a hypnotic trance because of the strange way in which they move.
Necks are normally solitary however they will occasionally meet to play music, or will on demand of powerful fairies play for a court, but only on very special occasions. For necks are not willing to play at just any occasion.
Mortals who approach necks are likely to be drowned or ignored depending on the mood of the neck. However at times the neck may be willing to teach a human to play harps much more quickly then any mortal could learn on their own. What the neck demands in return for such a lesson involves a long arduous quest, typically to raise the neck in the eyes of the local fairy court.
The lesson the neck teaches is very harsh, for the neck well grab hold of the humans hands and force them to play for 48 hours, none stop, faster and faster, at the end of this lesson the humans hands will be so bloody and raw that they will not be able to hold anything for a month.
However the Mortal will gain a +3 on all performance checks for using the harp.
Neck
Size/Type: Tiny Fey
Hit Dice: 11d6
Initiative:+2
Speed: 12 ft
Armor class: 24 (+6 dex, +4 magical, +4 hard to sense)
Base Attack/Grapple: +6
Attack: punch +6 1d3+2
Full Attack: +8, +3 1d3+2
Space Reach: nil
Special Attacks: Hypnotic Pattern, Bardic Spells
Special Qualities: Damage Reduction 15/cold iron, low light vision, hypnotic pattern
Saves:
Abilities: Str 14, Dex 22, Con 10, Int 15, Wis 12, Char 20
Skills: Hide+11 Move Silently+21 Listen+10 Handle Animal+5 Swim+21 Knowledge Fey +14 Perform Harp +34
Feats: (2 total)
Environment: Water falls and pools of clean water.
Organization: Solitary
Challenge Rating: 5
Treasure: Standard (double magical)
Alignment: Neutral
Advancement: As Level
Level Adjustment:+10
Necks all come into being as level 11 bards, with a +10 to performance checks. For this reason they have all the abilities bards normally have.
Necks are also able to use quickened dimension door at will and will normally use this ability rather then engage in direct combat, they prefer to lure people to their deaths or drawn them while the mortals are helpless.
The necks ever moving body which warbles like the water in which they live acts as a hypnotic patter as if cast by a level 15 spell caster.
d20 RPG Quest-In the Orc Wars
Scouting in the orc war
Within the worlds of fantasy those who provide food for humans face the most dangers for they lay on the outskirts of where most people live. This is shown starkly by the double star alliances second major threat in a decade. The first came from goblins and dark wizards, this threat comes from a clan of green dragons and an army of orcs. The Orcs began picking up attacks on the villages only two moons ago, however these where minor skirmishes. Within the last two weeks the dragons, the clan has already enslaved a pair of human villages, little thought of in the deep forest, these villages provide them with a ready source of cattle and well crafted treasures. Now the dragons want more, and so with the help of their orc armies they seek to get both loot and slaves.
The Location
The double star treaty is series of 2 major farming regions each shaped somewhat like a star, all told the two regions include about 3 towns, 17 villages, and 177 thorps for a total population of 15,000 people. These are not soft people, they have experience one major war already and countless minor skirmishes with small tribes of goblinoids. They however have to bring in the crop to feed not only themselves but many other kingdoms. For this reason these kingdoms are sending mercenary armies, or even their own soldiers to help defend them.
The PCs are hired on as scouts (one of them should have tracking abilities etc) Their jobs will vary throughout the war and will include gaining reconnaissance information, assassination, fighting enemy scouts, infiltrating and damaging enemy fortifications, and cutting off supply chains.
In all there are about 4000 troops working with the PCs in 6 different armies. A clan of brass dragons is aiding in the fight as well.
The orcs number about 8000, the green dragon clan however is much larger and so more able to attack the troops. Thankfully however the people of the double star alliance are able to fight in their own towns and so help to bolster the human troops who also have better access to supplies.
PC levels should be 5 level 6 characters
First jobs.
Scouting out enemy positions.
The PCs are to scout out the enemies positions, finding enemy movements, encampments, and numbers.
During this time they will commonly face anti-scouts which are typically made up of 4 ettins, or 9-12 bugbears (lead by a level 4 ranger).
The PCs need to be careful because the green dragons are also flying over head and will attack if they spot the PCs. The larger armies could also clash with and likely slay all the PCs should the PCs be discovered by them.
First 10 days
1a-An army of 800 orcs moves into this region and sets up a camp
1b-An army of 400 begins moving along the woods here.
1c-A group of 120 worg riding orcs establishes a camp here.
2
Days 11-25
2a-succeeded in reporting 1a and Hindobar will be under siege by the 600 orcs left alive after the battle. The village will have its 150 people and 400 additional defenders, forcing the orcs to wait rather then attack.
-if the PCs failed to report Hindobar will now be inhabited by 700 surviving orcs, and will be under siege by 100 of its inhabitants and 350 additional troops (50 more of each will have died in the initial attack)
2b1-If the PCs failed to report the army moving through 1b This strip of land will now be inhabited by the armies of orcs with green dragons now able to strike from this closer area. The supply lines cut off the human armies defending the outskirts will begin to go hungry
2b2-Should the PCs have succeeded the orcs will have had to set up trenches here, although bolstered by an additional 400 orcs the green dragons will have to fly much further to make raids, and so will be able to make far fewer raids. Further the orcs will be useless for the time being, unable to cut off the human supply chain as was intended.
2c1-Failing to report the orcs at 1c will have lead to the destruction of a number of supply chains and thorps in this region.
2c2-Success in reporting the worg riders would have resulted in the worg riders would have been forced to fall back into this region to regroup and reassess their plans.
2d-A group of 600 orcs begins moving along these two areas within 16 days after the PCs begin scouting.
3
Days 26-45
3a still remains under siege as before, defenders of the city whether orc or human are winning this.
3b1-The orcs will have moved on deeper into the Double Star lands driving back defenders.
3b2-The orcs will remain stuck in the trenches
3c1-The worg riders will be bolstered by dragons who will be looting further and further into human lands, forcing huge numbers of troops to move in to attempt to deal with the problem
3c2-The worg riders will be blocked off in this area unable to participate in the battle, human troops will be able to bolster other parts of the defense.
3d1-Failing to report the 600 orcs will have lead to the fall of these 5 thorps and the trenches established will be here.
3d2-Success in reporting the orcs will have established the trenches just before this first thorp.
4th block
Days 46-80
4a-seige continues
4b1-Trenches Established here
4b2-Trenches Established here
4c1-The worg riders will have been joined by 500 more orcs able to move down because of the humans who needed to bolster the defenses in this area. This will lead to attacks driving people out of the village of Culinom which they will now occupy
4c2-The worg riders will have been largely defeated and will have joined up with other orc armies
4d-Trenches will remain as before
4e-An army of 700 orcs will move in from this direction
(after 77 days)
4f-500 bugbears will move into these woods to cut off the supply chains these are in small groups and so will be an increase in bugbear activity in these woods
(after 48 days)
5
Days 80-150
On day 80 a sudden influx of 1200 orcs and 400 human mercenaries working for the green dragons will move in fast bolstering all the orc armies and pushing back the humans from their current positions.
This will lead both armies to be entrenched where indicated, all number letters followed by the number 1 will indicate that the PCs failed in reporting the movement first related to this number. All numbers letters followed by the number 2 will indicate that the PCs succeeded in such reporting.
5a1 The orcs having broken the siege will have made a fast and massive push all the way to the town of Seros
5a2 The orcs will have managed to win the village with the reinforcements, however they will remain under siege unable to push further.
5b1-The orcs will have pushed the trench to the town of Seros
5b2-The Orcs will have be entrenched in a stalemate far from any major human settlements
5c1
5d1
5d2
5e1
5e2
5f1 The Bugbears having succeeded in cutting off important supply routes will have forced the defenders of the southern villages to surrender, leading to an army of 1200 orcs moving up here.
5f2 the bugbears will still be trying to cut off the supply routes.
PCs will have 3 jobs during this time
Kill at least 100 bugbears in the woods
Hunt down and kill a level 11 ranger who is helping to guide the bugbears movements
Kill a level 11 wizard who is causing mayhem in the human armies by teleporting in large and dangerous demons, undead, and more at just the right moments.
He is established in a tower in the green dragons lands.
Facing him will require fighting vrocks, ghouls, zombies, as will as a level 7 apprentice wizard.
Days 151-250
Failing at any one of their jobs will lead the orc trenches to have advanced 5 miles from their last position, or if they where seigeing a village, that village would have fallen. Any towns would still hold, however they would be on the brink.
The PCs at this time will work to cut off supply chains, their job will be to destroy 200 tons of food, or about 400 pounds per day.
To do this they will have to find and attack supply groups.
Typical supply group
1 ettin 12 orcs (lead by a level 4 barbarian) carries about 400 pounds of supplies.
2 ettins 30 orcs (lead by two level 4 barbarians and a level 6 bar) 1500 pounds of supplies
4 ettins 60 orcs (lead by a 4 level 4 barb, 2 level 6 barb, and a level 9 barb) 5,000 pounds of food
The PCs will also have to contend repeatedly with an adult green dragon
And standard scouting groups of bugbears.
251-350
Should the PCs have succeeded in damaging orc supplies the orcs will have fallen back 10 miles
The PCs will be set to hunting down the marauders that remain, killing groups of orcs, bugbears, and human mercenaries, now looting areas at random, gathering as many slaves as they can, and providing distraction for the dragons doing the same.
At the end of this time the orcs and dragons will withdraw with potentially thousands of slaves (depending on how much or little the PCs succeeded up to this point)
For every 10 square miles of land the orcs have taken at this point food prices will increase 10% and all other prices will increase 5%
Should the PCs have failed then the towns will have fallen and the orcs will have taken all but the outskirts of this section of the Double Stars.
The PCs will fight marauders that enter the lands beyond the double stars and protect the refugees as they attempt to flee away from the orcs who will try to take them as slaves. Further lands outside of the double stars will be threatened, forcing the PCs to continue this war possible for years to come as more and more emboldened orc, goblin, and other tribes begin to strike. Food prices will multiply by 5 times, other prices will multiply by 3 times and starvation will grow rampant in the region around the Double Stars.
Friday, May 9, 2008
Luck Flower-d20 magical item
This magical item appears as a plant reveared by the fairies, such as a flower, four leaf clover, mushroom, etc. Held together by magic this flower though it still feels soft is nearly indestructible and impervious to age.
The flower causes a single lucky event to happen to anyone who has held it for at least 24 hours. Such events occur once every 24 hour period.
Such lucky events are not obvious however they act as a level 5 spell, so for example the person might sense where a treasure is as locate object (without realizing that they magically sensed anything), or they might evade a trap or fireball, someone might befriend them as in charm spell, etc.
What exactly occurs is up to the GM, however the GM should make certain that whatever happens helps the player as much as possible.
Making the luck flower requires at least 1 month to grow the plant which must be grown in a magically enchanted powdered gems of at least 10,000 gp in value, enchanting the gems requires a spell of fairy luck. Once the plant has grown (after 1 month) it is ready to use.
At times Luck Flowers have been known to grow wild where a great warrior died or where fairy magic is very common.
The flower causes a single lucky event to happen to anyone who has held it for at least 24 hours. Such events occur once every 24 hour period.
Such lucky events are not obvious however they act as a level 5 spell, so for example the person might sense where a treasure is as locate object (without realizing that they magically sensed anything), or they might evade a trap or fireball, someone might befriend them as in charm spell, etc.
What exactly occurs is up to the GM, however the GM should make certain that whatever happens helps the player as much as possible.
Making the luck flower requires at least 1 month to grow the plant which must be grown in a magically enchanted powdered gems of at least 10,000 gp in value, enchanting the gems requires a spell of fairy luck. Once the plant has grown (after 1 month) it is ready to use.
At times Luck Flowers have been known to grow wild where a great warrior died or where fairy magic is very common.
Faery Types Trip and accident RPG Creatures for d20
Trip and accident
These faery are actually more rare then most mortals assume, as their place is often taken by sprites, pixies, and the like. However these faery do exist, delighting in causing mortal misshapes. Such misshapes are rarely harmful, except for a few bruises, a broken object, or a an wounded pride.
The Accident Faery though fairly rare are one of the better known of the faery for they bother mortals in their daily lives. These faery find it extremely amusing to cause human mishaps and also feed off of the feelings of annoyance and frustration, however for them feelings of frustration that are too strong are overwhelming so these faery try to avoid doing anything too bad. Making someone drop their food, loose a coin, trip and fall in public, are all things that give these faery pleasure.
Constantly invisible these faery have are very weak with only 4 hp, however fighting something that can’t be seen unless one has faery sight is impossible and its really fruitless to go after these creatures because they rarely bother anyone person for very long.
Faeries of the trip and accident are constantly invisible to all but those with faery sight, can cast mage hand at will (though they prefer to use their own hands) These faery can also cast a form of cantrip which allows them to cause people to itch, feel sleepy, or have other effects with care not major but which can serve to be annoying or distracting.
For those who can see these faery they appear as funny looking misshapen though strangely beautiful people or animals with wings.
These faery are actually more rare then most mortals assume, as their place is often taken by sprites, pixies, and the like. However these faery do exist, delighting in causing mortal misshapes. Such misshapes are rarely harmful, except for a few bruises, a broken object, or a an wounded pride.
The Accident Faery though fairly rare are one of the better known of the faery for they bother mortals in their daily lives. These faery find it extremely amusing to cause human mishaps and also feed off of the feelings of annoyance and frustration, however for them feelings of frustration that are too strong are overwhelming so these faery try to avoid doing anything too bad. Making someone drop their food, loose a coin, trip and fall in public, are all things that give these faery pleasure.
Constantly invisible these faery have are very weak with only 4 hp, however fighting something that can’t be seen unless one has faery sight is impossible and its really fruitless to go after these creatures because they rarely bother anyone person for very long.
Faeries of the trip and accident are constantly invisible to all but those with faery sight, can cast mage hand at will (though they prefer to use their own hands) These faery can also cast a form of cantrip which allows them to cause people to itch, feel sleepy, or have other effects with care not major but which can serve to be annoying or distracting.
For those who can see these faery they appear as funny looking misshapen though strangely beautiful people or animals with wings.
Harpy Cliffs-d20 RPG Quest
Harpy Cliffs
The cliffs and mountains stand like a wall dividing the seemingly eternal land of vast farms and plains from the ocean and the chance for commerce on the other side. Travel through these mountains is difficult at best, however the value for doing so is great to the people on both sides of the walls, for the farmers need metals to continue to farm and to defend themselves, the other side of the mountains needs the food supplied by the hardy farmers. And in the middle dark creatures have come to need the ready supply of fresh meat and treasure that those attempting to traverse this land provide.
As winter comes and people finally are forced to stop traveling through these mountains a band of harpies is left starving, to large to support themselves on the meager meat remaining they begin to raid the villages of the plains attacking farmers and livestock.
The PCs are hired to kill these harpies so that they will no longer pose a threat to the villages.
The harpies live high in the snowy mountains in a series of shallow caves where they are lead by a priestess to a god of wild suffering who lives in a crude small temple on a mountain peak.
This RPG Quest is written out in order of the encounters the PCs have. You may draw maps as you wish however for this quest these should not be necessary.
The snow has just ceased falling as the PCs head out from the village at the foot of the mountains, the wind having died down enough for them to more easily make the journey. The cliffs of the mountains sit like obsidian against the white snow that covers them.
The woods at the mountains base are alive with the singing of snow birds searching the snow for food, then everything goes still.
1-An ogre mage invisible and looking for treasure along the pass flies along the hill above the PCs knocking snow down into an avalanche in hopes of crushing the PCs, he will then swoop in on them and blasting them with a cone of cold before engaging the PCs with giant sword.
2-A pack of 7 starving dire wolves begins to stalk along following the PCs looking for an opening, they will wait until the PCs are seriously injured to attack, even waiting for them to return from the harpies den. The PCs can of course attack them early should they wish.
3-A pair of hill giants freezing in the cold of the mountains have come into the lowlands, they attack the PCs out of mere cruelty and do not wish to fight much more then necessary. For this reason they will throw some boulders and continuously flee should the PCs pursue them, but they won’t actually engage the PCs
4-A small harpy raiding party of 4 harpies sees them in the mountains and makes a quick attack. Should any of these harpies escape they will return with 7 more harpies.
5-Three hill giants more desperate then the other two rush in to try to snatch up some of the PCs and flee with them for food.
6-A small gang of 3 ettins attacks the PCs
7-Higher up in mountains a Remorhaz lured to this place by the harpies as a winter guide ambushes the PCs, the battle alerts a band of 3 harpies to their presence.
8-Around the center of the mountain lies 5 nests of 4 harpies in caves.
9-there are 4 more nests of 3 harpies up nearer the top of the mountain.
10-The temple is a dark place of large rocks piled high and stained with blood, inside is a level 9 harpy cleric, she is in a trance and cannot be hurt until she comes out of it, when she does she moves with a supernatural speed hasted for 2 rounds.
Piled in the center of the temple and before a crude carving of a twelve mouthed god is a pile of all the treasure from the harpies, each which is standard, except for the cleric who includes that of a level 14 character to the pile.
The cliffs and mountains stand like a wall dividing the seemingly eternal land of vast farms and plains from the ocean and the chance for commerce on the other side. Travel through these mountains is difficult at best, however the value for doing so is great to the people on both sides of the walls, for the farmers need metals to continue to farm and to defend themselves, the other side of the mountains needs the food supplied by the hardy farmers. And in the middle dark creatures have come to need the ready supply of fresh meat and treasure that those attempting to traverse this land provide.
As winter comes and people finally are forced to stop traveling through these mountains a band of harpies is left starving, to large to support themselves on the meager meat remaining they begin to raid the villages of the plains attacking farmers and livestock.
The PCs are hired to kill these harpies so that they will no longer pose a threat to the villages.
The harpies live high in the snowy mountains in a series of shallow caves where they are lead by a priestess to a god of wild suffering who lives in a crude small temple on a mountain peak.
This RPG Quest is written out in order of the encounters the PCs have. You may draw maps as you wish however for this quest these should not be necessary.
The snow has just ceased falling as the PCs head out from the village at the foot of the mountains, the wind having died down enough for them to more easily make the journey. The cliffs of the mountains sit like obsidian against the white snow that covers them.
The woods at the mountains base are alive with the singing of snow birds searching the snow for food, then everything goes still.
1-An ogre mage invisible and looking for treasure along the pass flies along the hill above the PCs knocking snow down into an avalanche in hopes of crushing the PCs, he will then swoop in on them and blasting them with a cone of cold before engaging the PCs with giant sword.
2-A pack of 7 starving dire wolves begins to stalk along following the PCs looking for an opening, they will wait until the PCs are seriously injured to attack, even waiting for them to return from the harpies den. The PCs can of course attack them early should they wish.
3-A pair of hill giants freezing in the cold of the mountains have come into the lowlands, they attack the PCs out of mere cruelty and do not wish to fight much more then necessary. For this reason they will throw some boulders and continuously flee should the PCs pursue them, but they won’t actually engage the PCs
4-A small harpy raiding party of 4 harpies sees them in the mountains and makes a quick attack. Should any of these harpies escape they will return with 7 more harpies.
5-Three hill giants more desperate then the other two rush in to try to snatch up some of the PCs and flee with them for food.
6-A small gang of 3 ettins attacks the PCs
7-Higher up in mountains a Remorhaz lured to this place by the harpies as a winter guide ambushes the PCs, the battle alerts a band of 3 harpies to their presence.
8-Around the center of the mountain lies 5 nests of 4 harpies in caves.
9-there are 4 more nests of 3 harpies up nearer the top of the mountain.
10-The temple is a dark place of large rocks piled high and stained with blood, inside is a level 9 harpy cleric, she is in a trance and cannot be hurt until she comes out of it, when she does she moves with a supernatural speed hasted for 2 rounds.
Piled in the center of the temple and before a crude carving of a twelve mouthed god is a pile of all the treasure from the harpies, each which is standard, except for the cleric who includes that of a level 14 character to the pile.
Thursday, May 8, 2008
Leanansidhe-Pen and Paper RPG Fairy
A new Fairy for the Fantasy Role Playing Game resource the Fairy Manual
Leanansidhe
fairy hag
Size/Type: Medium Fey (hag)
Hit Dice: 14d6+14 (63)
Initiative:
Speed: 12 ft.
Armor class: 13 (+3) 10 flat footed, 13 touch
Base Attack/Grapple: +7
Attack: Sword +7/+2
Full Attack: Sword +7/+2 (1d8+3 life drinker)
Space Reach: 5/5
Special Attacks: Feyrie magic
Special Qualities: Damage Reduction 35/cold iron, low light vision, Fairie Magic, blood magic
Saves:
Abilities: Str 10, Dex 16, Con 11, Int 34, Wis 37, Char 38
Skills: (206 points)
Feats: (6 total)
Environment: Bogs, or Artists Homes and Places of Work
Organization: Solitary
Challenge Rating: 22
Treasure: Double Standard
Alignment: Neutral Evil
Advancement: None
Level Adjustment: +17
A horrifying hag which draws its strength from artists, for though a strange connection formed with an artist a Leanansidhe’s becomes able to drain the spirit an artist through the artists blood.
To do this the Leanansidhe must get close to the artist so that they may cast a unique spell which will grant the the artist a sort of artistic "boon". When under the effects of this boon the leanansidhe can draw the artists blood from them when the artist performs their craft. This draining power may be done at any distance once the connection between the hag and the artist has been established.
The Draining process involves giving the artist inspiration to do great things, the artist gets an inspiration check of +20 on an artistic roll. The Leanansidhe then drains 1 constitution point from the artist. The Leanensidhe then gains magic points from the artists blood equal to ½ the artists skill roll+bonus.
Though a solitary fairy the Leanensidhe does rule over coveys of hags through out the region where they make their home. The Leanensidhe uses these hags and their servents to keep potential threats away form them, or to search the land for more artists to drain.
Spells
The Leanansidhe can only cast as many spell levels as they have power points in their caldron. So a leanansidhe that has 65 power points could cast a level 9 spell but would then only have 56 power points. On average a leanansidhe has 180-240 power points in their caldron when encountered randomly.
They can also cast the following spells at will--Anti magic shell (always active), Protection from missiles (always active), wall of thorns, jump, spider climb, plant growth, dominate animals, telekinesis (quickened), hex, eye bite (as a free action twice per round)
3 times per day, harm
Leanansidhe
fairy hag
Size/Type: Medium Fey (hag)
Hit Dice: 14d6+14 (63)
Initiative:
Speed: 12 ft.
Armor class: 13 (+3) 10 flat footed, 13 touch
Base Attack/Grapple: +7
Attack: Sword +7/+2
Full Attack: Sword +7/+2 (1d8+3 life drinker)
Space Reach: 5/5
Special Attacks: Feyrie magic
Special Qualities: Damage Reduction 35/cold iron, low light vision, Fairie Magic, blood magic
Saves:
Abilities: Str 10, Dex 16, Con 11, Int 34, Wis 37, Char 38
Skills: (206 points)
Feats: (6 total)
Environment: Bogs, or Artists Homes and Places of Work
Organization: Solitary
Challenge Rating: 22
Treasure: Double Standard
Alignment: Neutral Evil
Advancement: None
Level Adjustment: +17
A horrifying hag which draws its strength from artists, for though a strange connection formed with an artist a Leanansidhe’s becomes able to drain the spirit an artist through the artists blood.
To do this the Leanansidhe must get close to the artist so that they may cast a unique spell which will grant the the artist a sort of artistic "boon". When under the effects of this boon the leanansidhe can draw the artists blood from them when the artist performs their craft. This draining power may be done at any distance once the connection between the hag and the artist has been established.
The Draining process involves giving the artist inspiration to do great things, the artist gets an inspiration check of +20 on an artistic roll. The Leanansidhe then drains 1 constitution point from the artist. The Leanensidhe then gains magic points from the artists blood equal to ½ the artists skill roll+bonus.
Though a solitary fairy the Leanensidhe does rule over coveys of hags through out the region where they make their home. The Leanensidhe uses these hags and their servents to keep potential threats away form them, or to search the land for more artists to drain.
Spells
The Leanansidhe can only cast as many spell levels as they have power points in their caldron. So a leanansidhe that has 65 power points could cast a level 9 spell but would then only have 56 power points. On average a leanansidhe has 180-240 power points in their caldron when encountered randomly.
They can also cast the following spells at will--Anti magic shell (always active), Protection from missiles (always active), wall of thorns, jump, spider climb, plant growth, dominate animals, telekinesis (quickened), hex, eye bite (as a free action twice per round)
3 times per day, harm
The Unseelie Fairies Hunting Lodge-Short Fantasy RPG Quest idea.
The Unseelie Fairies Hunting Lodge
In the dark nights the howls like the deep baying of hounds do more then wake people they shake the people to their core. For the hounds voices sound as if they are their within the rooms of the people, and they have supernatural element that burns into the hearts of the people. For these are not mortal hounds they are the hounds of the fairies wild hunt which has been haunting the country side and even into the city for nearly a year, hunting people.
The hunt begins when the hounds baying finds a target, for the hounds can target a person with their baying causing fear from up to 5 miles away. This fear effect lasts 30 minutes and causes the person to flee their house for their lives allowing the fairy hunt to give chase and kill them should they catch their prey.
Soldiers have tried to stop the fairies however with the ability to break the lines with fear from 5 miles away the soldiers have never been able to gather enough strength to avoid being hunted as well.
The PC’s are hired to try to find the fairy lodge and prevent the unseelie fairies within from being able to make further attacks. This task is nearly impossible as the lodge is protected from locate creature spells.
They are given some aid from the diviner who can give the a general area in which to look.
Encounters in the woods while searching.
A forest trow is wondering along grumbling in its strange deep guttural tounge. The PC’s can choose to allow it to pass by or can attempt to question it, speaking to it will cause it to flee. Should the PC’s give chase it will turn and attack.
A pack of gnolls ravenous and starving attempt to ambush the PC’s to devour them.
A pack of wraths attack the PC’s when they enter a darker area of the woods, an old tomb lies within this area.
The PC’s are approached by a Gwragedd Annwn who tells them the location of the lodge and how to enter it before she fades back into the forest.
The Thicket outside the lodge is guarded by an army of unseelie pixies, the PC’s will encounter them 3 or 4 times on the way to the lodge.
The lodge itself appears as a mound covered old gnarled oak trees, to enter it requires the PC’s to place a piece of gold at the feet of an owl living in one of these trees. Upon doing so a cave will open allowing them to enter the lodge.
The lodge has three hounds at the entrence, who will begin to bay wildly when the PC’s enter before attacking. This will cause their four owners to come storming out to attack the PC’s.
The Hounds Owners are Twlwwyth Tegs who will use their greater illusion powers to try to confound the PC’s before entering the room.
The Twlwwyth Tegs include a level 8 druid, 9 sorcerer, 7 rouge, and a half Twlwwyth Teg who is a level 8 ranger.
In the dark nights the howls like the deep baying of hounds do more then wake people they shake the people to their core. For the hounds voices sound as if they are their within the rooms of the people, and they have supernatural element that burns into the hearts of the people. For these are not mortal hounds they are the hounds of the fairies wild hunt which has been haunting the country side and even into the city for nearly a year, hunting people.
The hunt begins when the hounds baying finds a target, for the hounds can target a person with their baying causing fear from up to 5 miles away. This fear effect lasts 30 minutes and causes the person to flee their house for their lives allowing the fairy hunt to give chase and kill them should they catch their prey.
Soldiers have tried to stop the fairies however with the ability to break the lines with fear from 5 miles away the soldiers have never been able to gather enough strength to avoid being hunted as well.
The PC’s are hired to try to find the fairy lodge and prevent the unseelie fairies within from being able to make further attacks. This task is nearly impossible as the lodge is protected from locate creature spells.
They are given some aid from the diviner who can give the a general area in which to look.
Encounters in the woods while searching.
A forest trow is wondering along grumbling in its strange deep guttural tounge. The PC’s can choose to allow it to pass by or can attempt to question it, speaking to it will cause it to flee. Should the PC’s give chase it will turn and attack.
A pack of gnolls ravenous and starving attempt to ambush the PC’s to devour them.
A pack of wraths attack the PC’s when they enter a darker area of the woods, an old tomb lies within this area.
The PC’s are approached by a Gwragedd Annwn who tells them the location of the lodge and how to enter it before she fades back into the forest.
The Thicket outside the lodge is guarded by an army of unseelie pixies, the PC’s will encounter them 3 or 4 times on the way to the lodge.
The lodge itself appears as a mound covered old gnarled oak trees, to enter it requires the PC’s to place a piece of gold at the feet of an owl living in one of these trees. Upon doing so a cave will open allowing them to enter the lodge.
The lodge has three hounds at the entrence, who will begin to bay wildly when the PC’s enter before attacking. This will cause their four owners to come storming out to attack the PC’s.
The Hounds Owners are Twlwwyth Tegs who will use their greater illusion powers to try to confound the PC’s before entering the room.
The Twlwwyth Tegs include a level 8 druid, 9 sorcerer, 7 rouge, and a half Twlwwyth Teg who is a level 8 ranger.
Fairy Hounds d20 RPG Monster
Fairy Hounds
RPG Creature
Size/Type: Medium FeyHit Dice: 6d6 hp 21Initiative:+5Speed: 36 ft.Armor class: 18 (+4 Dexterity +4 natural) 14 flat footed, 14 touchBase Attack/Grapple: +7Attack: +7Full Attack: +7 (2d6)Space Reach: 5/5Special Attacks: SpellsSpecial Qualities: Damage Reduction 10/iron, Low Light Vision. SpellsSaves:Abilities: Str 15, Dex 18, Con 10, Int 12, Wis 12, Char 14Skills: (55 points)Feats: (1 total)Environment: Sylvan WoodlandsOrganization: Packs 2-20Challenge Rating: 5Treasure: none (as owners)Alignment: NeutralAdvancement: 7-12 d6 or by level (rangers)Level Adjustment: 0
Fairy Hounds appear as large hunting hounds with bright red ears, they are loyal servents to the fairy but will almost never serve a mortal being. More intelegent then the average human they often take on ranger levels to assist them in the haunt, however this is rarely necessary for their scent is so perfect they can sense the location of anyone within 10 miles and can smell tracks or passage of any creature within 1 mile. So even jumping into the water to evade their scent is practically useless. However they will at time handicap themselves in order to make the hunt more enjoyable and challenging.
They don’t appear to touch the ground but rather they seem to drift over it as they run giving them a supernatural speed.
When they pick a target to hunt they often set it running by using their fear howl, which acts like the fear spell cast by a level 15 caster, however its range is up to 5 miles. The howl itself can be heard up to 20 miles away and leaves those who hear it feeling cold.
Combat
The hounds enter combat using their howls to frighten their prey and then they attack with their teeth, typically to hold the query until their master arrives to finish it off. Their bite acts as a hold monster spell cast by a level 15 caster which lasts so long as they continue to hold their prey.
RPG Creature
Size/Type: Medium FeyHit Dice: 6d6 hp 21Initiative:+5Speed: 36 ft.Armor class: 18 (+4 Dexterity +4 natural) 14 flat footed, 14 touchBase Attack/Grapple: +7Attack: +7Full Attack: +7 (2d6)Space Reach: 5/5Special Attacks: SpellsSpecial Qualities: Damage Reduction 10/iron, Low Light Vision. SpellsSaves:Abilities: Str 15, Dex 18, Con 10, Int 12, Wis 12, Char 14Skills: (55 points)Feats: (1 total)Environment: Sylvan WoodlandsOrganization: Packs 2-20Challenge Rating: 5Treasure: none (as owners)Alignment: NeutralAdvancement: 7-12 d6 or by level (rangers)Level Adjustment: 0
Fairy Hounds appear as large hunting hounds with bright red ears, they are loyal servents to the fairy but will almost never serve a mortal being. More intelegent then the average human they often take on ranger levels to assist them in the haunt, however this is rarely necessary for their scent is so perfect they can sense the location of anyone within 10 miles and can smell tracks or passage of any creature within 1 mile. So even jumping into the water to evade their scent is practically useless. However they will at time handicap themselves in order to make the hunt more enjoyable and challenging.
They don’t appear to touch the ground but rather they seem to drift over it as they run giving them a supernatural speed.
When they pick a target to hunt they often set it running by using their fear howl, which acts like the fear spell cast by a level 15 caster, however its range is up to 5 miles. The howl itself can be heard up to 20 miles away and leaves those who hear it feeling cold.
Combat
The hounds enter combat using their howls to frighten their prey and then they attack with their teeth, typically to hold the query until their master arrives to finish it off. Their bite acts as a hold monster spell cast by a level 15 caster which lasts so long as they continue to hold their prey.
Wednesday, May 7, 2008
Hethrinas an unseelie fairy king
Hethrinas de Ogala-Faery of the fear in the woods-unseelie prince of the court of woodland fears.
Although some PC's may be able to face the wrath of a fairy king a true one they would be very few and very epic. Primarily this is intended as a point of interest for your RPG Game. Just as the divine players handbooks is. Should you be playing a divine campaign this could be of great interest to you because it will provide a challenge for your divine character, the unseelie courts after all have an eternal emnity with the divine and so you may actually face Hethrinas at some point within your role playing game.
Hethrinas has all the powers of a typical Faery of the fear in the woods, his thee additional powers are time stop, wish, and elemental swarm. He casts these as if he where a level 50 caster as he does with all his natural powers, with no restrictions normally applied to maximum level.
Hethrinas is further a powerful fey witch of level 30
Str 22, Dex 20, Con 12, Int 44, Wis 30, Char 56
HP 336
Further as an unseelie Prince of the faery Hethrinas is held together by strange magics beyond the understanding of even many of the gods and so recieves an atamatic damage reduction 50/all against any attacks. This makes him nearly impervious to even many attacks the gods might lay on him.
His goals are to spread fear, however he has long sense tired of spreading frear among mortals and now travles to the upper planes and lower planes which have some semblince of forests to spread fear. Such are his powers that with his court he has been able to destroy some of the most valuable servents of many gods.
To learn more about fairies in RPGs go to the free online fairy manual
Although some PC's may be able to face the wrath of a fairy king a true one they would be very few and very epic. Primarily this is intended as a point of interest for your RPG Game. Just as the divine players handbooks is. Should you be playing a divine campaign this could be of great interest to you because it will provide a challenge for your divine character, the unseelie courts after all have an eternal emnity with the divine and so you may actually face Hethrinas at some point within your role playing game.
Hethrinas has all the powers of a typical Faery of the fear in the woods, his thee additional powers are time stop, wish, and elemental swarm. He casts these as if he where a level 50 caster as he does with all his natural powers, with no restrictions normally applied to maximum level.
Hethrinas is further a powerful fey witch of level 30
Str 22, Dex 20, Con 12, Int 44, Wis 30, Char 56
HP 336
Further as an unseelie Prince of the faery Hethrinas is held together by strange magics beyond the understanding of even many of the gods and so recieves an atamatic damage reduction 50/all against any attacks. This makes him nearly impervious to even many attacks the gods might lay on him.
His goals are to spread fear, however he has long sense tired of spreading frear among mortals and now travles to the upper planes and lower planes which have some semblince of forests to spread fear. Such are his powers that with his court he has been able to destroy some of the most valuable servents of many gods.
To learn more about fairies in RPGs go to the free online fairy manual
Faery Form-The Fear in the woods
Faery Form-The Fear in the woods In some of the darker lands mortals gain such a strong fear of an idea or a region that this fear begins to manifest itself. Such fears are often of the woods, where a faery forms that causes dark things to begin to happen and strengthens the feelings of dread. From driving wolves mad and causing mortals to get lost in the darkening forests, or even to taking on the form of dark witches and forest demons these faery are truly terrifying and are some of the most dangerous forms of faery there are.
Many rpg quests can be formed around the faery that takes the form of The Fear in the Woods as can many of the myths and legends within your fantasy worlds for the faery does whatever is necessary to turn a whole forest into a dark nightmare.
Faery Folk
Size/Type: Medium Fey
Hit Dice: 18d6-36 (90)
Initiative:+4
Speed:240 ft
Armor class: 34 (+12 Dex, +12 natural)
Base Attack/Grapple: +9
Attack: By form either demonic or haglike
Full Attack: By form either demonic or hagelike
Space Reach: 5ft/5ft
Special Attacks: Varies depending on the fey
Special Qualities: Damage Reduction 30/cold iron, low light vision, powers
Saves:
Abilities: Str 5-22, Dex 14, Con 6, Int 26, Wis 21, Char 34
Skills: 294 skill points total
Feats: 5 total
Environment: Anywhere
Organization: Solitary
Challenge Rating: 21
Treasure: Standard for hd 18
Alignment: Chaotic Evil
Advancement: by Level
Level Adjustment: nil
Able to cast fear related effects including the spell fear as a level 25 caster at will and as if quickened, maximized, and extended.
Able to animate trees at will as if a level 25 caster
Able to control animals as if a level 30 caster using the dominate spell.
Able to cast telekinises as a level 20 caster at will.
Able to cast three spell like effects that would be common in the legends of the area in which it resides common spell effects include greater curse, wail of the banshee, shape change, time stop, etc.
Many rpg quests can be formed around the faery that takes the form of The Fear in the Woods as can many of the myths and legends within your fantasy worlds for the faery does whatever is necessary to turn a whole forest into a dark nightmare.
Faery Folk
Size/Type: Medium Fey
Hit Dice: 18d6-36 (90)
Initiative:+4
Speed:240 ft
Armor class: 34 (+12 Dex, +12 natural)
Base Attack/Grapple: +9
Attack: By form either demonic or haglike
Full Attack: By form either demonic or hagelike
Space Reach: 5ft/5ft
Special Attacks: Varies depending on the fey
Special Qualities: Damage Reduction 30/cold iron, low light vision, powers
Saves:
Abilities: Str 5-22, Dex 14, Con 6, Int 26, Wis 21, Char 34
Skills: 294 skill points total
Feats: 5 total
Environment: Anywhere
Organization: Solitary
Challenge Rating: 21
Treasure: Standard for hd 18
Alignment: Chaotic Evil
Advancement: by Level
Level Adjustment: nil
Able to cast fear related effects including the spell fear as a level 25 caster at will and as if quickened, maximized, and extended.
Able to animate trees at will as if a level 25 caster
Able to control animals as if a level 30 caster using the dominate spell.
Able to cast telekinises as a level 20 caster at will.
Able to cast three spell like effects that would be common in the legends of the area in which it resides common spell effects include greater curse, wail of the banshee, shape change, time stop, etc.
The Fairy Glen-d20 RPG Quest
This is a short series of encounters meant to help introduce the PC's to the world of faery. It is intended for fantasy role playing games which use the d20 system. To learn more about the world of fairy check out the Fairy Manual
The PC’s are walking through a forest when they find themselves standing in the middle of a small glen, how they got their they have no way of knowing. Abilities even woodland abilities that allow them know direction or prevent them from getting lost do not work in this glen.
A knowledge fey DC 15 will let them know that this is a part of the fairy realm, leaving it will lead the PC’s back to where they where because in reality it is only a few feet across.
Walking out of the fairies glen will take at least 1 hour of walking in a single direction, however with pixies, pisgies, and a Dezoom will attempt to confuse and confound the PC’s as part of a practical joke.
A Draglotok will knock them down should they try walking on the fairy paths to escape. Should the PC’s persist in using the paths the Draglotok will become much more vicious.
Gitto
Dark grayish fairies that appear as goblins these creatures will attack the PC’s causing illness and making the PC’s trip with their magic before rushing in to wrestle the PC’s
A Tok Demo will approach the PC’s on behalf of a Pisgies den, one which is being attacked by an unseelie faery of war and a group of unseelie pixies. The Tok Demo will offer the PC’s aid in the future in return for helping the pisgies now.
The PC’s are walking through a forest when they find themselves standing in the middle of a small glen, how they got their they have no way of knowing. Abilities even woodland abilities that allow them know direction or prevent them from getting lost do not work in this glen.
A knowledge fey DC 15 will let them know that this is a part of the fairy realm, leaving it will lead the PC’s back to where they where because in reality it is only a few feet across.
Walking out of the fairies glen will take at least 1 hour of walking in a single direction, however with pixies, pisgies, and a Dezoom will attempt to confuse and confound the PC’s as part of a practical joke.
A Draglotok will knock them down should they try walking on the fairy paths to escape. Should the PC’s persist in using the paths the Draglotok will become much more vicious.
Gitto
Dark grayish fairies that appear as goblins these creatures will attack the PC’s causing illness and making the PC’s trip with their magic before rushing in to wrestle the PC’s
A Tok Demo will approach the PC’s on behalf of a Pisgies den, one which is being attacked by an unseelie faery of war and a group of unseelie pixies. The Tok Demo will offer the PC’s aid in the future in return for helping the pisgies now.
Erinyes in the Woods A d20 RPG Quest
The village of Cooling Shade lies within an old forest where they farm trees to avoid the wrath of the druids and rangers that live within the woods. Using the farmed trees to make wood crafts and the like. Their relationship with the druids and rangers has allowed them to survive within the woods for over a hundred years in woods few other villages could, being safe from the worst of the forest creatures attacks.
Now however the bugbear raids have intensified as the rangers and druids have begun disappearing. Then their children began to disappear leaving the people of the village to contend with increasing dangers.
Now people from the village itself have started to go missing from their beds which has lead to panic, those who escape the attacks of the creature taking them tell of a beautiful witch with wings. The diviner of the village has come to find that this witch is located in an old abandoned Halfling village deep in the woods. The PC’s are hired to go to the Halfling village to capture the witch or kill her if this proves impossible.
The witch is in truth an erinyes that has fled the wrath of her devilish masters to the material, where she chose an isolated hiding place.
Encounters in the woods on the way to the village.
1-Deer and Wolves work together to attack the PC’s as they move through the woods. The deer begin by appearing to be fleeing from the wolves, however they veere off towards the PC’s and ram into them giving the wolves an opportunity to strike the PC’s.
15 deer and 10 wolves
2-6 bugbear worshipers of dark gods of the forest and a human worshiper of a god of light and nature ambush the players at some point in the woods near here. They are all under the influence of the erinyes.
Level 7 human ranger.
3-A pack of were wolves 5 in all attacks the PC’s lead by a level 4 fighter the remaining 4 are level 2 fighters.
The Village
The village is so overgrown that the houses are barley visible through a thick tangle of trees.
4-A pair of brown bears lives in this household they are under the erinyes influence and so will attack the PC’s on site.
5-A pack of bugbears 17 in all lives in these two houses their chieften was killed by the erinies as a potential threat that might throw off her spells
6-2 level 6 rangers and a level 7 druid live in this house
7-A second pack of bugbears 15 in all
8-A back of ravenous gnoll’s attacks the PC’s here, more interested in eating then fighting. 12 Gnolls
9-Ettercap and Giant Spider Webs
3 Ettercap’s and 6 giant spiders.
10-A pair of dire weasels attack the PC’s leaping of the roof.
11-A throng of missing children 20 of them in all attack the PC’s with short swords, forcing the PC’s to flee, or battle children, although subdual is easily possible it still presents a difficult challenge
12-A patch of assiasian vines dangles down along this house catching animals and even the false towns resadents. 3 Assasian vines.
13-A small pack of 8 were wolves lives here lead by a level 6 druid.
14-The Erinies Lives in this house however as they PC’s drew closer they called to her a level 9 ranger to aid her in her fight.
She cannot teleport and doing so would give away her position to her master. And she is terrified of dying because doing so will send her back to hell where her master will retrieve her. If she gets close to loosing she will beg the PC’s to spare her offering them aid or anything else they might want.
Now however the bugbear raids have intensified as the rangers and druids have begun disappearing. Then their children began to disappear leaving the people of the village to contend with increasing dangers.
Now people from the village itself have started to go missing from their beds which has lead to panic, those who escape the attacks of the creature taking them tell of a beautiful witch with wings. The diviner of the village has come to find that this witch is located in an old abandoned Halfling village deep in the woods. The PC’s are hired to go to the Halfling village to capture the witch or kill her if this proves impossible.
The witch is in truth an erinyes that has fled the wrath of her devilish masters to the material, where she chose an isolated hiding place.
Encounters in the woods on the way to the village.
1-Deer and Wolves work together to attack the PC’s as they move through the woods. The deer begin by appearing to be fleeing from the wolves, however they veere off towards the PC’s and ram into them giving the wolves an opportunity to strike the PC’s.
15 deer and 10 wolves
2-6 bugbear worshipers of dark gods of the forest and a human worshiper of a god of light and nature ambush the players at some point in the woods near here. They are all under the influence of the erinyes.
Level 7 human ranger.
3-A pack of were wolves 5 in all attacks the PC’s lead by a level 4 fighter the remaining 4 are level 2 fighters.
The Village
The village is so overgrown that the houses are barley visible through a thick tangle of trees.
4-A pair of brown bears lives in this household they are under the erinyes influence and so will attack the PC’s on site.
5-A pack of bugbears 17 in all lives in these two houses their chieften was killed by the erinies as a potential threat that might throw off her spells
6-2 level 6 rangers and a level 7 druid live in this house
7-A second pack of bugbears 15 in all
8-A back of ravenous gnoll’s attacks the PC’s here, more interested in eating then fighting. 12 Gnolls
9-Ettercap and Giant Spider Webs
3 Ettercap’s and 6 giant spiders.
10-A pair of dire weasels attack the PC’s leaping of the roof.
11-A throng of missing children 20 of them in all attack the PC’s with short swords, forcing the PC’s to flee, or battle children, although subdual is easily possible it still presents a difficult challenge
12-A patch of assiasian vines dangles down along this house catching animals and even the false towns resadents. 3 Assasian vines.
13-A small pack of 8 were wolves lives here lead by a level 6 druid.
14-The Erinies Lives in this house however as they PC’s drew closer they called to her a level 9 ranger to aid her in her fight.
She cannot teleport and doing so would give away her position to her master. And she is terrified of dying because doing so will send her back to hell where her master will retrieve her. If she gets close to loosing she will beg the PC’s to spare her offering them aid or anything else they might want.
Tuesday, May 6, 2008
The Risen Devil-Nesineea RPG Character
Nesineea was an erinees a devil of the darkest order, born within the darkest planes of the cosmos she attacked mortals very souls enjoying he place as a culler and taker from humanity. For she gathered souls for the eternal struggle against the Abyss.
However even the darkest of beings can feel love and so it was that on her first mission to good lands she had a child in the middle of her mission. Now it was when she found herself wondering how to care for such a child that she ran into a group of priestesses of the hearth and parenting. They offered to help her and so it was that she came to have her child living and interacting with other children and women while she went to lay evil work on the city.
As her daughter came to be friends with the children of the town and as she met the people of the town she could no longer bring herself to be bent towards the towns destruction and so it was they she gave away the devilish plans for the town and begged the clerics of the hearth and family for mercy.
Now she works as a knight errant for the godess of the hearth and the family seeking to protect families from the dark conspiricies she was once engaged in.
The PC's will likely meet her in some town in which an evil conspericy theatens the families, should the PC's be good she will approach them for help.
However even the darkest of beings can feel love and so it was that on her first mission to good lands she had a child in the middle of her mission. Now it was when she found herself wondering how to care for such a child that she ran into a group of priestesses of the hearth and parenting. They offered to help her and so it was that she came to have her child living and interacting with other children and women while she went to lay evil work on the city.
As her daughter came to be friends with the children of the town and as she met the people of the town she could no longer bring herself to be bent towards the towns destruction and so it was they she gave away the devilish plans for the town and begged the clerics of the hearth and family for mercy.
Now she works as a knight errant for the godess of the hearth and the family seeking to protect families from the dark conspiricies she was once engaged in.
The PC's will likely meet her in some town in which an evil conspericy theatens the families, should the PC's be good she will approach them for help.
Rat Mage d20 prestigue class Character
Taken from the Rat Mage d20 prestigue class
Zericonia grew up in a small village, where he was a simple farmers child clever but not so overly clever that he attracted the attention of the local wizard. Thne when he was 7 a far away mage in attemtp to dominate the nation summoned hundreds of creatures of the Abyss, however he lost control of these creatures with flew out ravaging the land before stoping at Zericonia's village which they pulled into the Abyss with them.
Only Zericonia survived, somehow finding his way into the wizards home which was never raided he learned to read in this tower and learned of magic. However he could not stay in the tower forever and forrays where into a dark and fearful world on the edge of the Abyss. So he learned early to use magic to help him flee.
Eventually he made it out of the Abyss however like all rat mages he was still inexplicably drawn to the dark places of the cosmos which he learned well. This knowlege has made him a guide into the secret and forbidden worlds, although loyal he still must constantly flee when he and those he is guiding are attacked.
This in general has left him alone and freindless until recently a young goddess of enchantment still but a weak child crashed into the Abyss taken from her father by a dark gods wicked plan.
Zericonia saved her from her captores and fled with her, however she cannot return home because of the dark god is searching and might snatch them up before they reach her home and he is too fearful to risk this. Now he travels with her across the cosmos through the Abyss the material, and hell for because of her divine status he is able to help her flee as well.
Level 5 wizard 19 Rat Mage
Zericonia grew up in a small village, where he was a simple farmers child clever but not so overly clever that he attracted the attention of the local wizard. Thne when he was 7 a far away mage in attemtp to dominate the nation summoned hundreds of creatures of the Abyss, however he lost control of these creatures with flew out ravaging the land before stoping at Zericonia's village which they pulled into the Abyss with them.
Only Zericonia survived, somehow finding his way into the wizards home which was never raided he learned to read in this tower and learned of magic. However he could not stay in the tower forever and forrays where into a dark and fearful world on the edge of the Abyss. So he learned early to use magic to help him flee.
Eventually he made it out of the Abyss however like all rat mages he was still inexplicably drawn to the dark places of the cosmos which he learned well. This knowlege has made him a guide into the secret and forbidden worlds, although loyal he still must constantly flee when he and those he is guiding are attacked.
This in general has left him alone and freindless until recently a young goddess of enchantment still but a weak child crashed into the Abyss taken from her father by a dark gods wicked plan.
Zericonia saved her from her captores and fled with her, however she cannot return home because of the dark god is searching and might snatch them up before they reach her home and he is too fearful to risk this. Now he travels with her across the cosmos through the Abyss the material, and hell for because of her divine status he is able to help her flee as well.
Level 5 wizard 19 Rat Mage
Hevorset Om Domino-The Knight of the Choking Flower-RPG Character
Om Domino is a Fairy Blessed Knight working for an unseelie queen of the death stalk flowers, the beautiful vines and flowers that grow and choke the life out of other plants are the symbol of this fairy order.
Om Domino is a human noble, head of his house a house that was collapsing until he found a fairy witch who helped him come into contact with the unseelie court.
Om Domino helps lead raids agains seelie courts and their followers, he also undertakes missions to find powerful magical objects that might tip the balance in favour of his side. A deadly combadtent he prefures to attack his opponenets multiple times, quickly wearing them down then retreating, so that their numbers and strength dwindles before they finally succomb to his powers.
He wheres a dark green cloak with splotches of brighter pinks to signify his status. The cloak is also what allows him to hide as it is a cloak of the chameleon.
Level 7 fighter 7 fairy blessed knight
He travels with a faery who's moods very between that of a stalker and that of posion.
He will also at times have other soldiers of the unseelie or hired mercenaries depending on his mission and goals he could be encountered with hundreds of allies.
Om Domino is a human noble, head of his house a house that was collapsing until he found a fairy witch who helped him come into contact with the unseelie court.
Om Domino helps lead raids agains seelie courts and their followers, he also undertakes missions to find powerful magical objects that might tip the balance in favour of his side. A deadly combadtent he prefures to attack his opponenets multiple times, quickly wearing them down then retreating, so that their numbers and strength dwindles before they finally succomb to his powers.
He wheres a dark green cloak with splotches of brighter pinks to signify his status. The cloak is also what allows him to hide as it is a cloak of the chameleon.
Level 7 fighter 7 fairy blessed knight
He travels with a faery who's moods very between that of a stalker and that of posion.
He will also at times have other soldiers of the unseelie or hired mercenaries depending on his mission and goals he could be encountered with hundreds of allies.
Fairy Blessed Knight-RPG Character prestige class
The Fey Blessed Knight
Fey or Fairy blessed knights form an extream vision of what humanity believes knights should be. So they are either the fabled knights of legendary chivalry working to make the world a more beautiful place or they are the dark knights creul in the extream. For these knights are close to the fey wheather seelie or unseelie or in rare cases solitary. This closeness to the fairies causes them to take on fairy tale like personalities.
A powerful character for your RPG Fantasy world or a strange new opponenet who's powers and understanding will add new challenges to your RPG Quests.
Table: The Fey Blessed Knight Level Base
1st 2nd 3rd 4th
1st +1 +2 0 0 +2 to rolls dealing with the fey 0 — — —
2nd +2 +3 0 0 Fairy Gift 1 — — —
3rd +3 +3 +1 +1 Bonus Feat 1 0 — —
4th +4 +4 +1 +1 Voice of Silver 1 1 — —
5th +5 +4 +1 +1 Fairy Boon 1 1 0 —
6th +6 +5 +2 +2 Sylven Companion 1 1 1 —
7th +7 +5 +2 +2 2 1 1 0
8th +8 +6 +2 +2 Blessed Followers 2 1 1 1
9th +9 +6 +3 +3 2 2 1 1
10th +10 +7 +3 +3 Bonus Feat 2 2 2 1
Hit Die-d10
Requirements
Base Attack Bonus +6.
Skills
Knowledge Fey 6, knowledge nature 4, animal handling 5
Special
The Character must have made long term friendly contact with a higher level fey.
Class Skills
Concentration, Craft, Diplomacy, Knowledge Fey, Knowledge Nature, Handle Animal, Heal, Hide, Ride, Move Silently
Skill Points at Each Level
2 + Int modifier.
Class Features
All of the following are Class Features of the Fey Knight prestige class.
Weapon and Armor Proficiency
Fairy Knights are proficient with all simple and martial weapons, with all types of armor, and with shields.
Fairy Boon-once per day a passing fairy will help the knight in some secret way, blessing the blossoms scent around them to cure a poison the knight has ingested. Giving them a dream of what they seek or causing an enemy to trip at a key moment.
Voice of silver-The knight has learned to be as diplomatic as they are brave, to speak in a way that makes others wish to help and follow them. They gain a +4 to diplomacy checks.
Blessed Followers- Those that follow the knight are blessed by the fey, they are happier or crueler as the knights personality would indicate. They therefore gain a +1 on all moral checks
Gift of the Fey, the fey give the knight some great gift, some item of powerful magic that is romantic in nature such as Excalibur.
Sylven Friend
The Knight gains a fey ally in align with his thinking, this is more then just another friend their ally will assist them in any way possible. typically such an ally has no more Challenge Rating then the Fey Knight has levels.
Fey Knights Magic
When the Fey knight casts spells it is very rare that anyone realizes that it has happened because the casting of such spells is just a natural extension of what they have become.
Fey Knight spell List
First Level
Protection from good/evil etc, Bless, Sanctuary, Detect Undead, Detect Fey, Detect Good/Evil, Heightened Senses (+5 to spot and Listen checks for 1 min per level)
Second Level
Augury, Eagles Splendor, Bears Endurance, Bulls Str, Calm Emotions, Delay Poison, Find Traps
Third Level
Bestow Curse, Bestow Blessing, Locate Object, Neutralize poison, Dismissal, Untouchable (+6 to all saving throws 1 round per level)
Fourth Level
Break Enchantment, Commune, Strange Blessing (As Limited only they don't know what will happen that is up to the GM's Discretion, however whatever happens it will always help the Knight)
Fey or Fairy blessed knights form an extream vision of what humanity believes knights should be. So they are either the fabled knights of legendary chivalry working to make the world a more beautiful place or they are the dark knights creul in the extream. For these knights are close to the fey wheather seelie or unseelie or in rare cases solitary. This closeness to the fairies causes them to take on fairy tale like personalities.
A powerful character for your RPG Fantasy world or a strange new opponenet who's powers and understanding will add new challenges to your RPG Quests.
Table: The Fey Blessed Knight Level Base
1st 2nd 3rd 4th
1st +1 +2 0 0 +2 to rolls dealing with the fey 0 — — —
2nd +2 +3 0 0 Fairy Gift 1 — — —
3rd +3 +3 +1 +1 Bonus Feat 1 0 — —
4th +4 +4 +1 +1 Voice of Silver 1 1 — —
5th +5 +4 +1 +1 Fairy Boon 1 1 0 —
6th +6 +5 +2 +2 Sylven Companion 1 1 1 —
7th +7 +5 +2 +2 2 1 1 0
8th +8 +6 +2 +2 Blessed Followers 2 1 1 1
9th +9 +6 +3 +3 2 2 1 1
10th +10 +7 +3 +3 Bonus Feat 2 2 2 1
Hit Die-d10
Requirements
Base Attack Bonus +6.
Skills
Knowledge Fey 6, knowledge nature 4, animal handling 5
Special
The Character must have made long term friendly contact with a higher level fey.
Class Skills
Concentration, Craft, Diplomacy, Knowledge Fey, Knowledge Nature, Handle Animal, Heal, Hide, Ride, Move Silently
Skill Points at Each Level
2 + Int modifier.
Class Features
All of the following are Class Features of the Fey Knight prestige class.
Weapon and Armor Proficiency
Fairy Knights are proficient with all simple and martial weapons, with all types of armor, and with shields.
Fairy Boon-once per day a passing fairy will help the knight in some secret way, blessing the blossoms scent around them to cure a poison the knight has ingested. Giving them a dream of what they seek or causing an enemy to trip at a key moment.
Voice of silver-The knight has learned to be as diplomatic as they are brave, to speak in a way that makes others wish to help and follow them. They gain a +4 to diplomacy checks.
Blessed Followers- Those that follow the knight are blessed by the fey, they are happier or crueler as the knights personality would indicate. They therefore gain a +1 on all moral checks
Gift of the Fey, the fey give the knight some great gift, some item of powerful magic that is romantic in nature such as Excalibur.
Sylven Friend
The Knight gains a fey ally in align with his thinking, this is more then just another friend their ally will assist them in any way possible. typically such an ally has no more Challenge Rating then the Fey Knight has levels.
Fey Knights Magic
When the Fey knight casts spells it is very rare that anyone realizes that it has happened because the casting of such spells is just a natural extension of what they have become.
Fey Knight spell List
First Level
Protection from good/evil etc, Bless, Sanctuary, Detect Undead, Detect Fey, Detect Good/Evil, Heightened Senses (+5 to spot and Listen checks for 1 min per level)
Second Level
Augury, Eagles Splendor, Bears Endurance, Bulls Str, Calm Emotions, Delay Poison, Find Traps
Third Level
Bestow Curse, Bestow Blessing, Locate Object, Neutralize poison, Dismissal, Untouchable (+6 to all saving throws 1 round per level)
Fourth Level
Break Enchantment, Commune, Strange Blessing (As Limited only they don't know what will happen that is up to the GM's Discretion, however whatever happens it will always help the Knight)
Monday, May 5, 2008
Its always brightest before the night
It truely does seem to be brightest before the night, the years before the great depresion, recent recessions, the height of rome before the dark ages that followed. In many ways these are bubbles when things grow beyond the ability to be susstained, held up by something false, and the better things get based on a falsehood the worse they are after.
This is what the rpg quest Its Always Brightest Before the Night is about. A group of evil dezines are making things so much better artifically by improving food production with altered weather, better mine finds, and mind control to make people more peaceful. As people build they grow lazy and so human advancement decreases for hundreds of year then when the kingdom collapses from not only a lack of support but from attacks as well the world will be thrust into dark ages just as it was after Rome fell.
Worse still people will trust the promptings of the psychic and evil beings running everything.
Yet this is a few hundred years in the future to stop the villions the PC's will need to destroy something good now.
This is what the rpg quest Its Always Brightest Before the Night is about. A group of evil dezines are making things so much better artifically by improving food production with altered weather, better mine finds, and mind control to make people more peaceful. As people build they grow lazy and so human advancement decreases for hundreds of year then when the kingdom collapses from not only a lack of support but from attacks as well the world will be thrust into dark ages just as it was after Rome fell.
Worse still people will trust the promptings of the psychic and evil beings running everything.
Yet this is a few hundred years in the future to stop the villions the PC's will need to destroy something good now.
Good by Evil-RPG Quest
This is an RPG Fantasy Quest for idea for the d20 System that uses the Mind Flayer as a monster. For more information visit http://www.wizards.com/default.asp?x=dnd/tt/20050606a
or get the Dungeons and Dragons Monster Manual.
On a lonly bay a group of small fishing villages sign a series of treaties to form a democracy among each other. United their common strength allows them to grow wealthy. Better education and resources bent towards the common good has been eliminating poverty, improving justice.
More nations and cities sign in with treaties further increasing the wealth of the nation which outlaws slavery, for the first time ever the region has enough food to avoid war and starvation. The perfect kingdom is now being formed or so it would seem...
While the kingdom itself is perfect, accepting people who disagree and everything else what underlies it is evil. Mind Flyers knowing that by building up the kingdom, helping it through ESP suggestions to allow people to find minerals, more fish, treaties, less war, justice and decreasing criminality.
The mind flayers however know that eventually the kingdom will use up its resources, as they begin to believe those speaking their minds. At this time the mind flayers will cause division and war speaking differently to everyone and throwing the most advanced nation in the world into complete chaos to drag the rest of the world with it.
This will crush many humans and provide a more ready source of listening thrulls who can't tell the difference between the flayers and the divine.
The PC's discover that the mind flayers are altering events and now must choose how to deal with it. Convincing people who although very good listen to the whisperings of dark creatures who are only helping them temperarly as if it where the word of the divine.
or get the Dungeons and Dragons Monster Manual.
On a lonly bay a group of small fishing villages sign a series of treaties to form a democracy among each other. United their common strength allows them to grow wealthy. Better education and resources bent towards the common good has been eliminating poverty, improving justice.
More nations and cities sign in with treaties further increasing the wealth of the nation which outlaws slavery, for the first time ever the region has enough food to avoid war and starvation. The perfect kingdom is now being formed or so it would seem...
While the kingdom itself is perfect, accepting people who disagree and everything else what underlies it is evil. Mind Flyers knowing that by building up the kingdom, helping it through ESP suggestions to allow people to find minerals, more fish, treaties, less war, justice and decreasing criminality.
The mind flayers however know that eventually the kingdom will use up its resources, as they begin to believe those speaking their minds. At this time the mind flayers will cause division and war speaking differently to everyone and throwing the most advanced nation in the world into complete chaos to drag the rest of the world with it.
This will crush many humans and provide a more ready source of listening thrulls who can't tell the difference between the flayers and the divine.
The PC's discover that the mind flayers are altering events and now must choose how to deal with it. Convincing people who although very good listen to the whisperings of dark creatures who are only helping them temperarly as if it where the word of the divine.
Sorrow-RPG Quest of Fey and Fairies
The unseelie court de Covor now serves is much more dangerous then most opponents a city would ever have to face. For most cities their enemies have the goal of conquering the city, or razing it to the ground, yet the unseelie court has no such goals because this particular court is a court of sorrow, fear, dread, loss, lonlieness, and other dark emotions. Its members feed on dark human emotions, many different forms of them, for each neuance has its own flavor.
Although a small court the unseelie court of de Covor known as The Court of the Vanishing Moon serves all the other unseelie courts to provide a form of entertainment, the members of other unseelie courts come to their locations to take in and feel mortal sorrow and fear, this gives this court a lot of clout.
Because the court will never openly attack the city and will kill very few people many of the mortals within the city will believe that much of what they feel is entirely natural, even as the fey of the court twist their emotions and the events within the city to increase the negative emotions. Most of the death now occuring in the city is due to mortals who have grown angry or so sorrowful they take their own life, leaving no trace of the handiwork of magical powers.
The court however has been sensed by an old fairy witch named Onimo e Oba, who now seeks someone to help her defeat the threat.
Although a small court the unseelie court of de Covor known as The Court of the Vanishing Moon serves all the other unseelie courts to provide a form of entertainment, the members of other unseelie courts come to their locations to take in and feel mortal sorrow and fear, this gives this court a lot of clout.
Because the court will never openly attack the city and will kill very few people many of the mortals within the city will believe that much of what they feel is entirely natural, even as the fey of the court twist their emotions and the events within the city to increase the negative emotions. Most of the death now occuring in the city is due to mortals who have grown angry or so sorrowful they take their own life, leaving no trace of the handiwork of magical powers.
The court however has been sensed by an old fairy witch named Onimo e Oba, who now seeks someone to help her defeat the threat.
de Covor's Glaistig Ally-RPG Quest character
de Covor's Glaistig ally known as Desinia has through the many adventures with him grown much more powerful then the average Glaistig, with 15 hit dice and the added ability to cause paralizing dispare she is a fury that had destroyed hundreds of mortal beings.
Currently Desinia stalks the houses of the town giving people the feeling changing forms and giving people the feeling that something truely dark is among them. Occasionally she even paralizes someone with the horrifying despair and then torments them for its duration, this is to allow the rumors to spread, rumors that will lead to a heightened sense of fear and worry.
Desinia
Has all the regular powers of a Glaistig with the following exceptions
HD 15 HP=120
Can 3 times per day cause despair so great that targets must make a will saving throw against a level 15 caster or feel so much despair that they collapse unable to take action for 3d6 rounds. Even once they are able to take action again those who felt the despair will get a -3 moral roll until a redemtion spell or an emotional happiness spell is cast on them.
Currently Desinia stalks the houses of the town giving people the feeling changing forms and giving people the feeling that something truely dark is among them. Occasionally she even paralizes someone with the horrifying despair and then torments them for its duration, this is to allow the rumors to spread, rumors that will lead to a heightened sense of fear and worry.
Desinia
Has all the regular powers of a Glaistig with the following exceptions
HD 15 HP=120
Can 3 times per day cause despair so great that targets must make a will saving throw against a level 15 caster or feel so much despair that they collapse unable to take action for 3d6 rounds. Even once they are able to take action again those who felt the despair will get a -3 moral roll until a redemtion spell or an emotional happiness spell is cast on them.
Sunday, May 4, 2008
Drimo de Covor-Fairy Minstral D20 RPG Character
de Covor is a powerful and dark fairy minstral, as a child he lived near a small unseelie court and so could often hear the dark and strange music drifting into his room. His family moved to a larger city when he was 8 and so he had forgotten much of this for years, though his facination with darkness lived on.
Always cunning and intelegent he learned to be a bard not through acceptance to any of the schools but through sneaking into them to listen to the lectures, or hiding outside open windows where he could listen. As he got older he began to steal objects from younger apprentice bards, then he would sneak off to the most privat place in the city the grave yard. It was here that he became accointed with many of the faeries of sorrow and even a vampire.
His music earned him an alliance with these creatures and so their help he managed to steal enough to gain his own apprenticeship.
He was a very apt pupil learning everything very quickly before he struck out on his own traveling around the world seeking out the unseelie courts in each land and playing and learning from them
After 30 years of traveling he returned home to his city and in a favor to an unseelie prince he helped establish a court within the graveyard. Now he and the dark court seek to over run the whole of the city with dispare on which the unseelie faery can feed, and intrige for those faery that feast on this.
He has been traveling with a Glaistig for years the Glaistig loves de Covor's sad and sinister music and so feels a rare connection with him. It is perhaps the constent hunger of his companion for sorrow that sent him back to the cities. Knowing his desire for a female companion the Glaistig normally appears in this guise as a rebelious or shy female however it will also appear in other forms, including a lost child quite often in order to lure people into believing its companion de Covor is a normal family man.
Level 6 bard, 11 fairy minstral HP 60
AC 7 Cloak of protection +3
Age has impacted his scores.
Int 17
Wis 13
Dex 10
Con 11
Char 20
Str 12
Spells Known
Level 0
Dancing Lights
Detect Magic
Detect Fairies
Read Magic
Summon Instrument
Mending
Ghost Sound
Level 1
Charm Person
identify
undetectable alignment
Disguise self
hideos laughter
ventriloquism
Level 2
Detect thoughts
Fox's Cunning
Egles Splender
Whispering wind
tounges
hold person
Level 3
Charm Monster
Clairaudiance/voyance
crushing despair
dispel magic
gascious form
cure serious wounds
Level 4 spells
hold monster
dominate person
modify memory
shout
legend lore
level 5 spells
nightmare
suggestion mass
song of discord
summon monster 5
Level
animate objects
Irresistible dance
geas/quest
Always cunning and intelegent he learned to be a bard not through acceptance to any of the schools but through sneaking into them to listen to the lectures, or hiding outside open windows where he could listen. As he got older he began to steal objects from younger apprentice bards, then he would sneak off to the most privat place in the city the grave yard. It was here that he became accointed with many of the faeries of sorrow and even a vampire.
His music earned him an alliance with these creatures and so their help he managed to steal enough to gain his own apprenticeship.
He was a very apt pupil learning everything very quickly before he struck out on his own traveling around the world seeking out the unseelie courts in each land and playing and learning from them
After 30 years of traveling he returned home to his city and in a favor to an unseelie prince he helped establish a court within the graveyard. Now he and the dark court seek to over run the whole of the city with dispare on which the unseelie faery can feed, and intrige for those faery that feast on this.
He has been traveling with a Glaistig for years the Glaistig loves de Covor's sad and sinister music and so feels a rare connection with him. It is perhaps the constent hunger of his companion for sorrow that sent him back to the cities. Knowing his desire for a female companion the Glaistig normally appears in this guise as a rebelious or shy female however it will also appear in other forms, including a lost child quite often in order to lure people into believing its companion de Covor is a normal family man.
Level 6 bard, 11 fairy minstral HP 60
AC 7 Cloak of protection +3
Age has impacted his scores.
Int 17
Wis 13
Dex 10
Con 11
Char 20
Str 12
Spells Known
Level 0
Dancing Lights
Detect Magic
Detect Fairies
Read Magic
Summon Instrument
Mending
Ghost Sound
Level 1
Charm Person
identify
undetectable alignment
Disguise self
hideos laughter
ventriloquism
Level 2
Detect thoughts
Fox's Cunning
Egles Splender
Whispering wind
tounges
hold person
Level 3
Charm Monster
Clairaudiance/voyance
crushing despair
dispel magic
gascious form
cure serious wounds
Level 4 spells
hold monster
dominate person
modify memory
shout
legend lore
level 5 spells
nightmare
suggestion mass
song of discord
summon monster 5
Level
animate objects
Irresistible dance
geas/quest
Fairy Minstrel RPG prestige class
Fairy Minstrel
All those who sing songs and tell stories have a special place in the hearts of the fey, many is the minstrel who has a story of hearing a fairy song and being inspired or of being asked to sing to the fairies. Some of these people come to enjoy their encounters with the fey so much that they begin to seek the fairies out to learn or sing. As time goes on these minstrels will gain many friends within the realm of the fairy and will begin to understand that realm as few mortals do.
In most lands where fairies are common the Fairy Minstrel is the bringer of news and knowledge to the villages and castles, traveling the world to gather stories and news. For this reason even the greatest of kings will not turn away board and food from a good fairy minstrel.
Hit Die d6
Skill Points 6+Int Per level
Requirements
have encountered fey in a positive way on 3 occasions
10 ranks in the Performance of a form of music
Feats Knowledge Fairy
Fairy Minstrals continue to advance in their musical abilities and bardic knowledge just as they would if they had remained a bard.
Level 1 Fairy Minstrals gaina +2 to all charisma or knowledge based rolls when dealing with fey.
Level 2 The fairies love of the minstral is such that they are constantly inspiring him so that he gains a +2 to performance checks.
Level 3 Fairy Minstrals become immune to the time effects of spending time with fairies.
Level 4 By hearing and putting together the music of so many fairies The fairy Minstral is inspired to create a song so great that they get a +6 to performance checks when playing it. This song however can only have one bardic musical effect
Level 5 The fairy minstrals reputation grows so great that a fairy comes to live with them constantly serving and helping them, or they are granted a fairy servent by a fairy lord.
This servent is of the GM's choice but it should be related to the minstrals focus in some way.
Level 6 The fairy Minstral has grown so used to enchantments and illusions that they gain a +2 saving throw against all of these.
Level 7 Glamour of the fairy, Once per day a target creature gets a -3 to saving throws against a bards enchantment spell
Level 8 They are will known among the fey and any fey meeting them has a 10% chance of knowing who they are, and of offering gifts and help, or of not harming them where this would be a gift.
Level 10 They are truly sought among the fey and will often be sought out by them once per month they will be asked to perform at a fairy court. In return they will be paid in favors or treasure by the fey
All those who sing songs and tell stories have a special place in the hearts of the fey, many is the minstrel who has a story of hearing a fairy song and being inspired or of being asked to sing to the fairies. Some of these people come to enjoy their encounters with the fey so much that they begin to seek the fairies out to learn or sing. As time goes on these minstrels will gain many friends within the realm of the fairy and will begin to understand that realm as few mortals do.
In most lands where fairies are common the Fairy Minstrel is the bringer of news and knowledge to the villages and castles, traveling the world to gather stories and news. For this reason even the greatest of kings will not turn away board and food from a good fairy minstrel.
Hit Die d6
Skill Points 6+Int Per level
Requirements
have encountered fey in a positive way on 3 occasions
10 ranks in the Performance of a form of music
Feats Knowledge Fairy
Fairy Minstrals continue to advance in their musical abilities and bardic knowledge just as they would if they had remained a bard.
Level 1 Fairy Minstrals gaina +2 to all charisma or knowledge based rolls when dealing with fey.
Level 2 The fairies love of the minstral is such that they are constantly inspiring him so that he gains a +2 to performance checks.
Level 3 Fairy Minstrals become immune to the time effects of spending time with fairies.
Level 4 By hearing and putting together the music of so many fairies The fairy Minstral is inspired to create a song so great that they get a +6 to performance checks when playing it. This song however can only have one bardic musical effect
Level 5 The fairy minstrals reputation grows so great that a fairy comes to live with them constantly serving and helping them, or they are granted a fairy servent by a fairy lord.
This servent is of the GM's choice but it should be related to the minstrals focus in some way.
Level 6 The fairy Minstral has grown so used to enchantments and illusions that they gain a +2 saving throw against all of these.
Level 7 Glamour of the fairy, Once per day a target creature gets a -3 to saving throws against a bards enchantment spell
Level 8 They are will known among the fey and any fey meeting them has a 10% chance of knowing who they are, and of offering gifts and help, or of not harming them where this would be a gift.
Level 10 They are truly sought among the fey and will often be sought out by them once per month they will be asked to perform at a fairy court. In return they will be paid in favors or treasure by the fey
Pisgies-d20 rpg fairy
Pisgies
Size/Type: Tiny FeyHit Dice: 1d6 (3)Initiative:Speed: 12ft. fly 18 ftArmor class: 17 (+4 Dex +3 size) 10 flat footed, 16 touchBase Attack/Grapple: +2Attack: +0 (sword ) 1-3Full Attack: +0 (1-3)Space Reach: 1Special Attacks: SpellsSpecial Qualities: Damage Reduction 10/cold iron, low light vision,Saves:Abilities: Str 7, Dex 19, Con 9, Int 13, Wis 12, Char 14Skills: Perform (Music)+18 Bluff+4 Hide+5 Move Silently+6 Sense Motive+4Feats: (1 total)Environment: Sylvan Woodlands, hills, and old ruins.Organization: Troops (20-200)Challenge Rating: 1Treasure: StandardAlignment: NeutralAdvancement: As LevelLevel Adjustment: +0
Pisgies are one of the more common and famous of all fairy kind. These tiny fey appear as beautiful humans with various forms of insect wings and a anteni like ears. Pisgies are very mischievious loving to play pranks on all creatures especially humanoids. Such pranks are normally harmless, however they can turn extreamly vicious at times.
For the most part however Pisgies love mortals and even emulate them building a royal court and kingdom much like the human courts. Pisgies courts will often ally themselves with the human lords or interesting mortals of a region.
Combat
In combat Pisgies really on their spells, and their numbers for this fairy is never alone.
Pisgies are naturally level 6 Fey Witches, and so may cast any spell of up to level 3 though these are normally only 50% real.
In addition they can cast a form of super powered Presdigitation once per day that allows them to cast
When they are above ground pisgies take the form of hedghogs or sparrows most of the time.
Size/Type: Tiny FeyHit Dice: 1d6 (3)Initiative:Speed: 12ft. fly 18 ftArmor class: 17 (+4 Dex +3 size) 10 flat footed, 16 touchBase Attack/Grapple: +2Attack: +0 (sword ) 1-3Full Attack: +0 (1-3)Space Reach: 1Special Attacks: SpellsSpecial Qualities: Damage Reduction 10/cold iron, low light vision,Saves:Abilities: Str 7, Dex 19, Con 9, Int 13, Wis 12, Char 14Skills: Perform (Music)+18 Bluff+4 Hide+5 Move Silently+6 Sense Motive+4Feats: (1 total)Environment: Sylvan Woodlands, hills, and old ruins.Organization: Troops (20-200)Challenge Rating: 1Treasure: StandardAlignment: NeutralAdvancement: As LevelLevel Adjustment: +0
Pisgies are one of the more common and famous of all fairy kind. These tiny fey appear as beautiful humans with various forms of insect wings and a anteni like ears. Pisgies are very mischievious loving to play pranks on all creatures especially humanoids. Such pranks are normally harmless, however they can turn extreamly vicious at times.
For the most part however Pisgies love mortals and even emulate them building a royal court and kingdom much like the human courts. Pisgies courts will often ally themselves with the human lords or interesting mortals of a region.
Combat
In combat Pisgies really on their spells, and their numbers for this fairy is never alone.
Pisgies are naturally level 6 Fey Witches, and so may cast any spell of up to level 3 though these are normally only 50% real.
In addition they can cast a form of super powered Presdigitation once per day that allows them to cast
When they are above ground pisgies take the form of hedghogs or sparrows most of the time.
Friday, May 2, 2008
The Seven Eyes-Zenothil-D20 Character
Zenothil was born into The Seven Eyes as all his members where, his father knew nothing of his mothers membership until he died when Zenothil was very young. For all the members of the Seven Eyes will marry in order to have children but they know that the other members of The Seven Eyes will kill their spouse eventually if they are not a member of The Seven Eyes, for this reason the members always get into arranged marrages to people they will not love.
Zenothil has entered into such a marrage, he is a wealthy merchant who has married the youngest daughter of a noble who's money is vanishing to rapidly. Zenothil's calculations where perfict for the marrage gives him even more access to courts and so helps him greatly expand his influance and wealth.
He has now purchased many of the alien delights available to the members of The Seven Eyes. His primary goals are in obtaining celestial artifacts for these aliens and so he has been raiding many temples or having them raided.
That is when he discovered his error in marrage, for his wife has her own dark secret, she worships dark powers too. And well these powers are not alien her cunning has brought him to love her, but he still knows what must come.
Zenothil Is unique as are all the members of The Seven Eyes, he does not level as most humans rather he has power. Trained as a level 7 rouge he is also able to cast arcane spells as a level 8 wizard and psion spells at level 9.
Even more deadly however he has been altered to regenerate, and obsorb damage. For this reason he has an automatic damage reduction of 5. Further he heals 3 damage per round no matter what. Like most full members of his order the best that one can do is attempt to capture and hold him, for otherwise he will always come back.
However he is not the problem for he wants the PC's to help him hide his wife. Doing so however will not be easy as The Seven Eyes are a powerful organization.
Zenothil has entered into such a marrage, he is a wealthy merchant who has married the youngest daughter of a noble who's money is vanishing to rapidly. Zenothil's calculations where perfict for the marrage gives him even more access to courts and so helps him greatly expand his influance and wealth.
He has now purchased many of the alien delights available to the members of The Seven Eyes. His primary goals are in obtaining celestial artifacts for these aliens and so he has been raiding many temples or having them raided.
That is when he discovered his error in marrage, for his wife has her own dark secret, she worships dark powers too. And well these powers are not alien her cunning has brought him to love her, but he still knows what must come.
Zenothil Is unique as are all the members of The Seven Eyes, he does not level as most humans rather he has power. Trained as a level 7 rouge he is also able to cast arcane spells as a level 8 wizard and psion spells at level 9.
Even more deadly however he has been altered to regenerate, and obsorb damage. For this reason he has an automatic damage reduction of 5. Further he heals 3 damage per round no matter what. Like most full members of his order the best that one can do is attempt to capture and hold him, for otherwise he will always come back.
However he is not the problem for he wants the PC's to help him hide his wife. Doing so however will not be easy as The Seven Eyes are a powerful organization.
Alien Worship in Fantasy RPG Worlds-Merchants-The Seven Eyes
For some the agreement to work with alien powers has nothing to do with religion it is rather a desire to gain wealth and power. These groups may use those who worship alien powers and may act as they do for this reason but in truth they are more of a syndicat or a mafia, hoping to gain power by working with the aliens.
Such syndicats could in fact be responsible for most of the events on a planet, with a few people having controled the course of the fantasy worlds history for thousands of years.
The syndicate of The Seven Eyes is one such group, having begun while humans where still cavemen 50,000 years before the first human cities the Seven Eyes was formed when a long forgotten alien being arrived on the planet, hunting elves for these beings came from another world where elves in their travels had gone. Yet on this planet the elves became such a delecacy for the superior beings that they where wiped out. Now the strange aliens travel the universe looking for its favored food to trade back on its home world.
The alien being was alone however, not having the wealth to hire others of its kind to come with it. For this reason it employeed the humans already on the planet a small tribe of humans giving them what it considered trinkets in return for aid.
This in turn gave these humans great knowledge for they aided the alien not only in capturing elves but in building a larger ship to hold the elves. To these things they had to be trained in powerful magic and some technology.
The alien then left the planet and the humans, leaving them with just one order, to keep secret what they had learned so as to keep power among the chosen.
Over the years more aliens arrived, and with one of their trinkets the group always knew of these commings for it could detect the magics and technologies that allowed for interplanitary travel.
The Seven Eyes would help each alien group that arrived in return for more power and more secrets, acting as a trade broker. Such power is not of use however unless it is used and so the members of The Seven Eyes began to manipulate the world in ways that would serve their own random desires. Sometimes this manipulation was simply there to create forms of art for them to enjoy, other times however it was as a game with groups playing kingdoms and armies against each other in a twisted version of chess.
Such syndicats could in fact be responsible for most of the events on a planet, with a few people having controled the course of the fantasy worlds history for thousands of years.
The syndicate of The Seven Eyes is one such group, having begun while humans where still cavemen 50,000 years before the first human cities the Seven Eyes was formed when a long forgotten alien being arrived on the planet, hunting elves for these beings came from another world where elves in their travels had gone. Yet on this planet the elves became such a delecacy for the superior beings that they where wiped out. Now the strange aliens travel the universe looking for its favored food to trade back on its home world.
The alien being was alone however, not having the wealth to hire others of its kind to come with it. For this reason it employeed the humans already on the planet a small tribe of humans giving them what it considered trinkets in return for aid.
This in turn gave these humans great knowledge for they aided the alien not only in capturing elves but in building a larger ship to hold the elves. To these things they had to be trained in powerful magic and some technology.
The alien then left the planet and the humans, leaving them with just one order, to keep secret what they had learned so as to keep power among the chosen.
Over the years more aliens arrived, and with one of their trinkets the group always knew of these commings for it could detect the magics and technologies that allowed for interplanitary travel.
The Seven Eyes would help each alien group that arrived in return for more power and more secrets, acting as a trade broker. Such power is not of use however unless it is used and so the members of The Seven Eyes began to manipulate the world in ways that would serve their own random desires. Sometimes this manipulation was simply there to create forms of art for them to enjoy, other times however it was as a game with groups playing kingdoms and armies against each other in a twisted version of chess.
Alien Worship in Fantasy RPG Worlds-Zealots
Even within the real world there are those who worship aliens in their own way, imagine now if those aliens where real and gave technology and power beyond human comprehension. In the fantasy worlds alien cults can be especially dangerous because their masters may only have short designs for the world, short term goals to gather magical artifacts, serve their own gods, or gain slaves. Then the aliens will leave their servents with powerful technology to do as they well.
Unable to communicat with that which only a few days before would visit them the mortals could grow parinoid in the extream believing that they failed to fulfill their duties properly.
This may cause them to set out to go above and beyond what the aliens desired, attempting to conquer all the world with super powered weapons.
Unable to communicat with that which only a few days before would visit them the mortals could grow parinoid in the extream believing that they failed to fulfill their duties properly.
This may cause them to set out to go above and beyond what the aliens desired, attempting to conquer all the world with super powered weapons.
The Evil that was before Time-Fantasy RPG Cults
Do you hear it? I do, whispers all around us calling to our minds our very souls. For sanity is a form of denial of reatlity, a refusal to see. You may worship your anceint gods but what I worship is older then the stars older then the gods older then existance and it will be here long after we have all ceased to be, after the heavens have fallen and the Abyss has been given order, they will still be whispering.
The Drunken Hill Giant-Fantasy Role Playing Game Encounters
A hill giant purchases barrels full of liquer from a traveling merchant that deals with such creatures. Having drank all it could buy it stumbles into a small village looking for more, though much less able to fight in its state it is still very dangerous all the more so because it is tearing through the village crashing through houses and the like.
The gaurds will likely deal with the creature soon, however it will take them a moment to mobalize and the giant is doing damage every moment it remains on the loose. This give the PC's an oppertunity to stop the creature and become hero's within the small village.
Ways to make this encounter more interesting.
Have the hill giants working for the local village, or have an alliance with the hill giants so that hurting the hill giant too much could cause a war.
Have the hill giant act much more friendly when it is drunk. The damage it causes is accidental, and so people are not sure if they want to kill it.
The PC's themselves need to strike a bargin with the hill giants so they are trying to keep the hill giant a live to avoid problems and gain its favor.
The gaurds will likely deal with the creature soon, however it will take them a moment to mobalize and the giant is doing damage every moment it remains on the loose. This give the PC's an oppertunity to stop the creature and become hero's within the small village.
Ways to make this encounter more interesting.
Have the hill giants working for the local village, or have an alliance with the hill giants so that hurting the hill giant too much could cause a war.
Have the hill giant act much more friendly when it is drunk. The damage it causes is accidental, and so people are not sure if they want to kill it.
The PC's themselves need to strike a bargin with the hill giants so they are trying to keep the hill giant a live to avoid problems and gain its favor.
RPG Modern Weapons-The new line of weapons the US is rolling out-The Active Denial System
I was looking over weapons and I found that the US was making new weapons to replace the M-16 among other things.
I figured it would be fun to include some of these new weapons in the d20 system so I'm writting on these.
The first has been in the news a lot recently, though its not necessarly replacing anything its more of a new method. The Active Denial System is a nonleathel ray that makes people feel like they have been plunged into boiling water yet it causes no real damage. The laser can hit a fairly large crowd all at once and so is intended to be used to break up protests and to protect embassies without a major incident.
The system is so large it has its own vehical.
If you are playing a more political style modern game I think that the Active Denial System could be very important to your play as it is likely going to become an important political tool for the US in the coming years.
In alternate world games such as those related to anime the weapon could also be used by dictators as a means of keeping control of their poupulations while the news camera's where around. For example China could have used it in the recent events in Tibet to disperse the crowd then gone in later and killed the protesters.
The Active Denial System is Mounted on a Military vehical of choice this can be transport, jeep, humvee etc.
Active Denial System
None (see discription)
20
Ray Nerve Based
250 ft.
Constant
30 min of batteries
Huge
150 lb.
22
mil (+3)
The Beam is 30 feet wide and causes all those inside it to feel like they have been plunged into boiling water. Every round inside the beam a fortitude check of DC20 must be rolled or the person has to flee the beam.
Once they leave the beam however these effects pass. However a Will Check of DC 15 must be rolled each time a person tries to reenter the beam after fleeing otherwise they will not do so.
I figured it would be fun to include some of these new weapons in the d20 system so I'm writting on these.
The first has been in the news a lot recently, though its not necessarly replacing anything its more of a new method. The Active Denial System is a nonleathel ray that makes people feel like they have been plunged into boiling water yet it causes no real damage. The laser can hit a fairly large crowd all at once and so is intended to be used to break up protests and to protect embassies without a major incident.
The system is so large it has its own vehical.
If you are playing a more political style modern game I think that the Active Denial System could be very important to your play as it is likely going to become an important political tool for the US in the coming years.
In alternate world games such as those related to anime the weapon could also be used by dictators as a means of keeping control of their poupulations while the news camera's where around. For example China could have used it in the recent events in Tibet to disperse the crowd then gone in later and killed the protesters.
The Active Denial System is Mounted on a Military vehical of choice this can be transport, jeep, humvee etc.
Active Denial System
None (see discription)
20
Ray Nerve Based
250 ft.
Constant
30 min of batteries
Huge
150 lb.
22
mil (+3)
The Beam is 30 feet wide and causes all those inside it to feel like they have been plunged into boiling water. Every round inside the beam a fortitude check of DC20 must be rolled or the person has to flee the beam.
Once they leave the beam however these effects pass. However a Will Check of DC 15 must be rolled each time a person tries to reenter the beam after fleeing otherwise they will not do so.
The Demons invade the heavens-prologue (d20 rpg quest)
Seliethina
A Planetar angel for millennia Seliethina was a powerful warrior assigned to battle the fiends of the Abyss, and this she did with relish. However over time she came to enjoy the battle too much, to relish combat and power over her enemies more then all else. Because of this she could never advance and so she watched as many younger then her many with less power but more understanding where promoted as she was passed over.
This laid the groundwork for when she was captured by the most cunning Princes of the Abyss, seeing her as a potential servant they warped her mind corrupting her by expanding the feelings she already had.
For nearly a hundred years she served the Prince of the Abyss battling in its eternal war with the Hells and its devils. However this would not be her goal, for she was corrupted by a desire for power and jealousy which lead her to strike out on her own to become a powerful Princess of her own layer of the Abyss. With only vengeance against the heavens in mind she set her army against them and then struck a deal with many of the Archdukes of Hell, coordinating with armies from them to strike the heavens as well.
Together they have found ways from the material into the heavens to make constant sneak attacks on the heavens.
A Planetar angel for millennia Seliethina was a powerful warrior assigned to battle the fiends of the Abyss, and this she did with relish. However over time she came to enjoy the battle too much, to relish combat and power over her enemies more then all else. Because of this she could never advance and so she watched as many younger then her many with less power but more understanding where promoted as she was passed over.
This laid the groundwork for when she was captured by the most cunning Princes of the Abyss, seeing her as a potential servant they warped her mind corrupting her by expanding the feelings she already had.
For nearly a hundred years she served the Prince of the Abyss battling in its eternal war with the Hells and its devils. However this would not be her goal, for she was corrupted by a desire for power and jealousy which lead her to strike out on her own to become a powerful Princess of her own layer of the Abyss. With only vengeance against the heavens in mind she set her army against them and then struck a deal with many of the Archdukes of Hell, coordinating with armies from them to strike the heavens as well.
Together they have found ways from the material into the heavens to make constant sneak attacks on the heavens.
Thursday, May 1, 2008
Protecting Kobolds
Protecting kobolds
A large city tired of continious problems arising from its expansive sewers decided to solve its problems by making an alliance with a clan of kobolds. The kobolds set up traps in the sewers, and lived in them protecting them from any intruders and receiving help when they faced creatures too dangerous for them to handle. In return the clan received assistance from the cities wizards and clerics as will as weapons to use against its masters goblinoid enemies in the large subturanian caverns that riddle the world.
For thirty years this arrangement has worked well for both sides the city has received no trouble from its sewers and the Larger kobold clan has grown into a kingdom sending members to serve a year within the cities sewers. Bound by an oath and their lawful (though still evil) nature the kobolds will not dishonor the terms of their agreement. However they have recently uncovered a city of drow far from the human city one which is challenging their kingdom. They now need mercinaries to help them face down the drow and convince the dark elves that it is not worth the trouble of conquering the kobold nation.
I like to create rpg quest hooks that ally people with their natural enemies becuase I think that this creates an interesting conflict and a unique adventure. Planning battle strategy with kobolds for example.
A large city tired of continious problems arising from its expansive sewers decided to solve its problems by making an alliance with a clan of kobolds. The kobolds set up traps in the sewers, and lived in them protecting them from any intruders and receiving help when they faced creatures too dangerous for them to handle. In return the clan received assistance from the cities wizards and clerics as will as weapons to use against its masters goblinoid enemies in the large subturanian caverns that riddle the world.
For thirty years this arrangement has worked well for both sides the city has received no trouble from its sewers and the Larger kobold clan has grown into a kingdom sending members to serve a year within the cities sewers. Bound by an oath and their lawful (though still evil) nature the kobolds will not dishonor the terms of their agreement. However they have recently uncovered a city of drow far from the human city one which is challenging their kingdom. They now need mercinaries to help them face down the drow and convince the dark elves that it is not worth the trouble of conquering the kobold nation.
I like to create rpg quest hooks that ally people with their natural enemies becuase I think that this creates an interesting conflict and a unique adventure. Planning battle strategy with kobolds for example.
Sunday, February 3, 2008
Play a deity in an RPG games bronze and stone age
Gods There are many gods that would be ancient during the stone age, for many of them lived before to help create the planet, and have walked its surface waiting the arrival of mortals who would think much as they do. Some others became the lords of dragons, trees, or some other powerful domain that does not require mortals, and so may even dislike the arrival of the mortals upon the planet.Many of the powers however that the characters will face in the early age of mortals will be new, arising from the strength of mortal feelings and convictions. All gods however will be inexperienced in dealing with mortals, and weaker upon the material then they will later be within the power of the planes. During both the stone and the bronze age the gods walk among mortal men, powerful beings who are trying to find their place within the world, and often times struggling to survive as they combat each other, dragons, demons, and the alien beings that come from all over the multi-verse drawn to the new planet like vultures to a wounded calf.Because the gods walk the mortal realm it is much easier both to use them in the game or to play them. Indeed it could be exciting to do so, much as in the epic tale of Gilgamesh where the quest was to defeat a god the characters who want to alter the world have ultimate leeway to do so by destroying gods they disapprove of, or by playing a god and helping build the world.For many this could be a good way to create a world for their later characters to adventure in, by playing a god within its early days, and helping the GM shape that world. Their god character could then take a backseat as the PC’s got to the point where they wanted their characters to play.As the gods are still young and often times limited there are a number of differences between them and the standard gods. To create one the characters should start with 10 levels these can be dual or none dual class. This is addition to 10 outsider hit dice, while this makes the character epic in level from the beginning, this is the point where they are a young god, first starting out and often considered food for larger and more dangerous predators, for all things from dragons to devils desire nothing more then to drain a god of its powers. Also while fairies and gods will get along through the stone and early bronze age they will come into conflict in the last ears of bronze. This conflict will shake the very foundation of the world and determine the direction it goes for the rest of time. (As and interesting twist the fairies could win this war and come to dominate the world as the gods do most, leaving a divine character to fend for themselves ad many later fairies do.God template+10d8 outsider hit dice+10 levels of their choiceAbility Scores1 Primary ability +202 Secondary abilities +16Other abilities +12Deity within the Stone and bronze ages are much weaker then later era’s and so are not immune to fire, electricity, acid, or cold, nor are they immune to poison.Death and the godsBecause the deities do not yet inhabit the planes many mortals remain behind to become ancestral petitioners for the deities. Many others however go to the planes, to be among the plane they most exemplified in life.
More on Playing dieties in the Bronze age
Adventuring from the beginning of a world with a Deity can be one of the best ways to create a Pen and Paper world. Because by doing this you play through a worlds history quickly. In this form of play story telling is the most important aspect of the game.One way to run this campaign is to have the players play a pantheon of gods, whether such a pantheon is of allies or a mix of allies and enemies is up to you and them. It is certainly more difficult to run a group of players who are enemies but it could make for an interesting game.This could especially be if you played within our game room. In this method you could have each group of players trying to counter each others actions as they come one. With Deities having many demands on their time it would give each the opportunity to quest against the others.Of course for the sake of existing friendships it may be best to have the players work towards similar goals.In this option the players would all be good, neutral or even evil deities. They would play to shape the world as they wanted, while the GM would create oppositions to this.Again this sort of play would be in the form of collaborative story telling primarily, as the GM explained the problems and the players discussed what they did to solve it that the GM, discussed what happens at each point.Play would occur when combat was necessary for the Deity to achieve their ends, or when the Player wishes to play their followers on some quest.One of the nice things about the web is as the characters and the GM build a world they can post it in a blog, in a forum, to allow others to play it. There are even a number of online places now where you can go find more players to play in your world.
Role Playing In a world with no Creator
In many ancient legends there was no creator, all things had always been. This means that the gods in an RPG world would find planets rather then create them. This is an interesting twist allowing you to run divine campaigns in which dieties would have come to a world which had established rules.Such a world might be dominated by abominations, faeries, spirits, or dragons who would not take kindly to the presince of the new gods. For weaker divinities this offers many adventure possabilities.It also offers many possabilities for mortal characters, for in the battle between dragons, gods, spirits, and abominatins there would be many sides and many options for playing.I think that the story telling that could evolve from this would be a wonderful way to create your own world, even as it made a rich and fun game to play.
What Dragonsmeet is doing
As some of you may already know we at DragonsMeet.net have been trying to do something a little different to help various artists and writers online. We are hoping to help the writers of fantasy short stories and fantasy poems make money through a profit sharing model.Many sites have tried this in the past, so what makes us different? The fact that we are tying a store into our site, this is not merely some standard affiliate program you’ll see most of these sites have. This is an actual commission based art gallery, and we share the money from it with writers. More then that we create the prints that the gallery sells, and in the future we will manufacture the models that it sells.The hope is that we can overcome the major obstacles in the creation of fantasy items that is the difficulty to monetize the products. By letting writers share in the profit of the gallery we are hoping to help them overcome the obstacle of there being no money in poems or short stories.By having their works on our site we are hoping obviously to draw the people who enjoy reading said works, because over time these people will see stuff in our gallery that they like. This means that our chances of making a sale go up.The funny thing about it is how simple the idea is, use the free stories and RPG Quests to get people to come to the website repeatedly and then use the sales from the sites gallery to pay the writers of the stories and quests.
Lesser nobility fo the planes in role playing games
One area of D&D that I always enjoyed as a DM is the nobility of the planes, and I'm not talking about the big ones that are in all the books, I'm talking about the lesser nobility of the planes. Like the counts, and vis-counts of the hells, the Lords of the Abyss (as opposed to the Princes) As a DM you can create super powered super connected beings, which can be more powerful then their masters. After all the king of any land is not necessarly the most powerful just the best connected.The Point here is not to create these beings for characters to fight (will in some epic campaigns maybe) but its more a matter of creating beings that weave huge conspericies, that have facinating personalitites that are projected into cults. This way the DM has many intresting options, can set up their own personality without clashing with the books they are purchasing, or the players are reading.Another option would be to have the characters play one of these lesser nobles, one from the heavens or an evil plane (if you want that kind of campaign). Playing a high powered creature trying to forward the goals of their plane in way the characters never could as mortals can be very exciting, at least for short periods of time. As intresting as playing divine characters only perhaps easier to run.
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