Monday, 15 August 2022

Fortnightly Fiends: The Straw Man

 The Elders of Nysste are a venerable - and slightly terrifying - order of Druid-Monks, sworn to preserve the ancient forest of Nysste (a stretch of primordial woodlands in the foothills of the High Esvels, north of the Kingdom of Helvaszoria). Their numbers, however, have long been insufficient to the task of defending the forest: few possess the level of commitment and love of the wilds to spend their lives in service to such an august - but inimical - land.

After various unsuccessful attempts to boost their numbers - through alliance with local Fey and one disastrous invitation to human settlers - the Elders chose to create the Straw Men, constructs imbued with intelligence and magical abilities to provide the first line of defense for the forest. The Straw Men are possessed of unbreakable loyalty to the Elders, and with their powers and spells and unswerving dedication to their task, have become an indispensable element of the order.

Straw Men, as their name suggests, are 7' humanoid figures crafted out of tightly bundled straw. They appear closely akin to Scarecrows, but instead of ragged clothing, they wear light robes and hoods of deep forest green, and in the shadow of their hoods, two points of pale verdigris burn steadily in place of eyes. They can not speak, only emitting a menacing hiss - as of a chill wind in dry grass - when casting spells.

Despite this air of peril, Straw Men are not particularly aggressive, preferring to operate unseen, using their Druidical powers and Illusionist spells to confuse and misdirect interlopers in the forest. They will not kill unless forced to do so, favouring instead a stunning attack that renders their opponents vulnerable to capture (whereupon they are delivered bound and helpless, to face the judgment of the Elders).

The Straw Men have a particularly feared ability to lay false trails, leading trespassers back out of the forest, or, in more serious cases, into a blind draw, where warriors of the order await. These trails exist only in the minds of those following them, and, should they fail in a Saving Throw against spells, the afflicted will refuse to accept any argument or evidence that seeks to persuade them of the false trail, for a period of 1-6 hours.

Straw Men, when they make recourse to violence, are capable of stunning a foe with their powerful bash, and they are particularly likely to use this attack - or their entangle spell - against foes wielding swords, axes, or fire. They are, however, more likely to withdraw if they can, using their false trail ability to confuse their foes.

The stat blocks below are for Blood & Treasure and Fantastic Heroes & Witchery




Friday, 29 July 2022

Fortnightly Fiends: The Beldrake

"The Beldrake is oft assumed - incorrectly - to be a product of the upheavals of Shroudfall. Rare even in its semi-desert homeland, this dangerous beast is a creation of Azbrekt, the Dragon-deluded Sage of Vildekam, a by-product of that strange man's attempts to blend dragonkind with other monstrous creatures. 

The Dragon-deluded, although clearly mad, as well as utterly incognizant of the costs and consequences of magical experimentation, was motivated in his early experiments by the desire to clear his homeland of the Single Purpose Army and to end the subjugation of his people (and the land itself, beast and bough, which he loved far more than he loved his people). That his experimentation soon became an end rather than a means, and his joy in the bleak beauty of his land turned to a lust for its destruction (so that he might create something better in its place) must not be permitted to diminish the nobility of his original aim. If only he had possessed humility..."

        Falgrin Knolk, last Lord Scrivener of the Forge of Soryth Hamelle.

A Beldrake is the outcome of forced breeding between a captured Copper Dragon (Blood & Treasure - Monsters, p.57) and a controlled Eloko (Blood & Treasure - Monsters II, p.67). The Beldrake functions in all particulars as does the Eloko, but also gains a breath weapon and some draconic immunities.

The Beldrake is a small creature, appearing much as does the Eloko, although it is possessed of coppery scales beneath its wild grass-like hair. Beldrake are always hungry, very non-discriminating with regard to food sources, and utterly sadistic, debasing their victims through use of their suggestion ability before devouring them. Their great rarity is a cause for much relief. A Beldrake will sometimes ally with Gnolls, joining their raiding parties in the hope of a feast. Beldrake speak Common, Dragon, Gnoll and occasionally Xeph or Sphinx.



Adventure Seed: A Beldrake by the name of Kevag (13 hp) - a little more intelligent than most of her kind, a little more measured in her appetites and cruelties - has taken control of a small drylands community (mostly populated by Xeph and Humans, with a few other desert-dwelling vagrants). She rules the community with an iron hand - helped by the always present threat of devouring those who oppose her and by her Gnoll helper, Yazek:

Yazek: Gnoll Fighter 2; CE; AC 16; hp 7; SV 16; MV 30’; Atk: +4 melee/+3 ranged (+5 w/handaxe/+4 w/thrown handaxe); Attacks:  Handaxe, Spear; STR 16, INT 11, WIS 6, DEX 15, CON 14, CHA 12; Skills: Riding +4; Other Abilities: leadership, dominate lesser foes; Feat: weapon focus (handaxe)Equipment: Ring Mail, Buckler, Handaxe, Spear, inkling ringBackground/Secondary Skill: Villein/Watchman; XP: 100/2. Yazek's inkling ring is a useful item, providing him with +2 to AC vs. backstab attacks and allowing him to reroll, once per day, a failed surprise check. It is carved from the bones of a Grimlock and set with two dark onyx stones.  

Kevag keeps the community's children imprisoned in a corral in order (under the watchful eye of Yazek) to ensure the good behaviour of the adult population, to whom she has given the task of excavating a ruined Temple of Abarrikhet, at the behest of her own master, a Criosphinx in the service of Abarrikhet's Cult. When the work flags, Kevag consumes one of the children. This has only occurred twice: normally, it is sufficient for the Beldrake to simply approach the corral for the adults to redouble their efforts.

If Yazek were to be somehow overcome and the children freed, Kevag would most likely withdraw: although quite powerful, she is not strong enough to subdue the whole community, particularly given that her actions have awakened power in one of the bereaved Xeph parents, and this individual is slowly gaining an understanding of her abilities and considering possible ways of ridding her community of Kevag:

Kahel nari Kohann: Xeph Sorceror 1; N; AC 12; hp 3; SV 15; MV 30’; Atk: -1 melee/+1 ranged; Attacks:  Staff, Knife; STR 6, INT 10, WIS 13, DEX 13, CON 14, CHA 15; Skills: Alchemy +1; Spells Known: (1st level, can cast 3/day) daze, jump, mind thrust; Other Abilities: sense magic 60', can cast haste 1/day, impromptu casting, brew potions ; Feat: iron willEquipment: Staff; Background/Secondary Skill: Villein/Hunter; XP: 50/1. 
 



  

Fortnightly Fiends: The Brelkhaddar

It's been a while, for which I apologise: I've been spending much of my time providing COVID cover - too much, really - at work, the...