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Glass and Wrath, Part 3 (Sunday, Rova 30th, 4707 AR)

Although tough to hit and capable of healing from wounds quickly, the quasit used flight to maintain ranged superiority over her foes, using spells like summon monster or hold person  (aimed at Thurden) in the first few rounds of combat. She then proceeded to pelt the heroes with spells, causing them to start retreating. The heroes killed the wrathspawn though.

Demons

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Demons are a species of chaotic evil outsiders. An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when the attain a higher (or lower) state of spiritual existence. Outsiders have darkvision. Unlike most living creatures, an outsider does not have a dual nature - its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don't work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider native to the Material Plane can be raised, reincarnated, or resurrected just as other living creatures can be. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Outsiders native to the Mat

Sinspawn

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Sinspawn are aberrations. An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Aberrations have darkvision. Aberrations breathe, eat, and sleep. Sinspawn are corrupted products of magic used by spellcasters in a past era as shock troops for their armies. Literally the embodiment of a sin made flesh, they are sentient abominations of distilled ectoplasm imprinted with the soul-image of slain creatures that possessed an abundance of a particular sin. Sinspawn can scent creatures whose nature reflects the sinspawn's sin. For example, wrathful sinspawn can scent creatures using rage effects. Sinspawn are immune to mind-affecting effects. A creature bitten by a sinspawn may be overwhelmed by sinful thoughts. These emotions are so powerful that the target becomes sickened. An affected target that is bitten a second time may become staggered. Calm emotions, remove curse, or break enchantment breaks the ef

Bugbears

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Bugbears are goblinoid humanoids. Humanoids usually have two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural of extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Humanoids breathe, eat, and sleep. Goblinoids are stealthy humanoids who live by hunting and raiding and who all speak Goblin. The bugbear is the largest of the goblinoid races, a lumbering brute that stands at least a head taller than most humans. They are loners, preferring to live and kill on their own rather than form tribes of their own kind, yet it isn't uncommon to find small bands of bugbears working together, or dwelling in goblin or hobgoblin tribes where they function as elite guards or executioners. Bugbears do not form large warrens like goblins or nations like hobgoblins; they prefer smaller-scale mayhem that lets them keep their

Glass and Wrath, Part 2 (Sunday, Rova 30th, 4707 AR)

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Against the Goblins Once five goblins were dead, one of the surviving goblins recognized the groups as the heroes of Sandpoint, dropped his weapon, and shrieked out (in Goblin), "Wait! It's those longshanks what stopped the raid! Run for your lives!" The remaining goblins panicked and fled for the basement. Two of the goblins managed to escape the wrath of the heroes. Investigating the Glassworks The skylights above that looked into the display room and the glassworking room were unobscured. Display Room: This room contained a shop. Bottles, window panes, and glasswork art were the primary contents. Storeroom: Finished products were stored here. Cleaning Closet: Cleaning supplies and tools such as brooms were stored here. Storeroom: Tools, clothing for servants, firewood, and other miscellaneous supplies were kept here. Dining Room: The room was a wreck. Washroom: This room contained several washtubs for bathing and laundry; the small room a