Monday, January 6, 2020

New start, new blog.

This bad boy has been neglected, and now I am leaving it behind.

I'm starting fresh at http://douglaseasterly.blogspot.com with posts featuring art and gaming, with posts coming soon. 

Tuesday, September 6, 2016

Oh, for crap's sake, it's been nearly a year and a half since my last post. In the meantime, my wife and I bought a house, I had a huge pile of projects at work, and I ran a lot of games of Estarion.

Inspired by Christian Walker and his two-page Iridia zine, I have turned the notes I have for the game into a series of 13 two-page zines, the Glory Road, which I am putting up soon for free download.

Eventually, I will put up some more zines, too, but future issues may revisit some of my other campaign setting notes, and may eventually flesh out some ideas I have for other campaigns.

Wednesday, April 8, 2015

Estarion, Games 15 and 16

Game 15

After several weeks of hiatus (I moved across town and some other life events), we returned to the table with a simple dungeon crawl.

Jarrett began reading the Book of Ebon Bindings, and investigated a trapped magical box that held bits of pinkish fleshy substance, still apparently alive. Since it was alive, it wasn’t really in his wheelhouse, but a journal in the box tied the vials to a stronghold of “the enemy” of the cult of Orcus.

The PCs pursued a map to some caves north of town, where they encountered many strange creatures, including a full pinkish, fleshy gibbering mouther and some oozes, some gricks and carrion crawlers. They are beginning to think that maybe the Hags are in league with Aberrations or some such from outside of reality, which creeps them out.

In the end, they are ambushed by a flameskull and a bunch of skeletons. Timoneus is flummoxed by the first thing he hasn’t been able to burn to death, but they still manage to persevere.

The group ends up unsure whether this adventure was a set up by the Orcus cult to try to kill them, a clue about the relationship of the Hags to Very Bad Things, or both.

Game 16

The group is down two members, so they decide to look for work. They are sent on a mission to investigate the behavior of a wayward merchant and Poseidon worshipper who seems to have gone on a bender. Instead, they find that he is involved in something shady that is earning him a lot of money.

The party splits up. Team one (Jarret and Timoneus) learns the merchant is selling stolen religious artifacts to Astarte to investors out of town. Team two (Meadow and Arturius) end up seeing the merchant attacked by an assassin. They chase the assassin down and Arturius tries to capture the assassin peacefully while Meadow tries to kill him with her imp familiar. The Assassin kills the imp and leaves Arthur for dead after Arthur is unable to convince the Assassin that he had no idea where that imp came from. Arthur barely survives.

In the end, they save the merchant from death, realize he was going to stiff his crime lord partner, and end up profiting from it all, after they release the criminal (after letting the crime lord know of the release.) However, in the midst of all this, Arturius learns that Meadow has an oath binding her to a devil for her power, and Arturius decides that this is the straw that broke the camel’s back and decides he has to leave.

By the end of the game, the group is richer, but Arthur (and Carver) have climbed into the Apparatus of Kwalish and decided to wander the earth like Jules Winnfield so that Arthur can make sense of his situation. In real life, this is a chance for Arthur’s player to try out something different, for Carver’s character to take a break and spend some time taking care of stuff. Also, Anakis the tiefling bard, is missing (her player is out to focus on school) and will return when her player can, leaving me with a mystery to fit back into the game later.

Friday, February 20, 2015

Fiend Folio Friday: Firenewts

Firenewts

Firenewts are distant relatives of lizard men who live in sun-baked rocky hills, volcanic regions or any other locale which tends to be hot, dry and sometimes sulphurous, whether above or below ground.

A typical firenewt is a mottled sepia colour, darkest along the spine and fading to near-white on the belly. The smooth flesh and features are eel-like, though the flesh is dry. The eyes are deep crimson. Females are slightly shorter than males (about 5%' tall) and are a duller brown. The young are light in colour, darkening progressively as they approach maturity.

Masters of the Giant Striders

One in three firenewts encountered above ground will be mounted on giant striders, as will ninety percent of elite warriors and all priests. These beasts are trained by the priests and are highly skilled in melee even if the firenewt 'master' dismounts.

Marauding Hordes

Firenewts are cruel marauders — if firenewts are encountered they will usually be the members of a hunting party. They delight in torturing and roasting victims alive before feasting on them.

Firenewt Lairs

In a firenewt lair there will be an additional 70% females and 150% young as well as a secret, closely-guarded hatching ground containing 200% eggs. The hatching ground will be under the priests' control and will be guarded by 1-3 young fire lizards.

The lair will be ruled by an overlord firenewt who will have a close retinue of four elite warriors.

Firenewt Warrior
Medium Humanoid, Neutral Evil
Armor Class: 16
Hit Points: 22 (4d8 + 4)
Speed: 30 feet
STR 12 (+1), DEX 10 (+0), CON 13 (+1), INT 8 (-1), WIS 10 (+0), CHA 10 (+0)
Damage Reduction: Fire
Skills: Athletics +3, Handle Animal +2
Senses: Passive Perception 10
Languages: Common, Lizardfolk, Ignan
Challenge: 1/2

Actions
  • Breath Weapon: The firenewt breathes fire on a single adjacent target as a bonus action. The target takes 3(1d6) fire damage, unless the target succeeds on a DC 11 Dexterity save.
  • Long spear: Melee weapon attack, 10 ft reach, single target, +3 attack, 5 (1d8+1) piercing damage
  • Long Sword: Melee weapon attack, 5 ft reach, single target, +3 attack 4 (1d8+1) piercing damage.
  • Shortbow: Ranged weapon attack, range 80ft/320ft, single target, +2 attack 3 (1d6) piercing damage.

Elite Firenewt
Medium Humanoid, Neutral Evil
Armor Class: 16
Hit Points: 39 (6d8 + 12)
Speed: 30 feet
STR 14 (+2), DEX 10 (+0), CON 15 (+2), INT 8 (-1), WIS 12 (+1), CHA 10 (+0)
Damage Reduction: Fire
Skills: Athletics +5, Handle Animal +3
Senses: Passive Perception 11
Languages: Common, Lizardfolk, Ignan
Challenge: 1

Actions 
  • Breath Weapon: The firenewt breathes fire on a single adjacent target as a bonus action. The target takes 3(1d6) fire damage unless the target succeeds on a DC 13 Dexterity save.
  • Battle Axe: Melee weapon attack, 5 ft reach, single target, +4 attack 5 (1d8+2) slashing damage.
  • Shortbow: Ranged weapon attack, range 80ft/320ft, single target, +2 attack 3 (1d6) piercing damage.

Firenewt Priest
Medium Humanoid, Neutral Evil
Armor Class: 16
Hit Points: 33 (6d8 + 6)
Speed: 30 feet
STR 12 (+1), DEX 10 (+0), CON 13 (+1), INT 10 (+0), WIS 16 (+3), CHA 10 (+0)
Damage Reduction: Fire
Skills: Athletics +3, Handle Animal +2
Senses: Passive Perception 10
Languages: Common, Lizardfolk, Ignan
Challenge:

Spellcasting: The Firenewt Priest is a 4th level spellcaster. His spellcasting ability is Wisdom (spell save DC 13, +5 hit with spell attacks.) The Firenewt Priest has the following spells prepared:

Cantrips (at will) druidcfraft, produce flame, thorn whip
1st level (4) animal friendship, faerie fire, fog cloud
2nd level (3) heat metal, gust of wind

Actions
  • Breath Weapon: The firenewt breathes fire on a single adjacent target as a bonus action. The target takes 3 (1d6) damage unless it succeeds on a DC 11 Dexterity save.
  • Mace: Melee weapon attack, 5 ft reach, single target, +4 attack 5 (1d8+1) bludgeoning damage.

Firenewt Overlord
Medium Humanoid, Neutral Evil
Armor Class: 16
Hit Points: 39 (8d8 + 12)
Speed: 30 feet
STR 16 (+3), DEX 10 (+0), CON 15 (+2), INT 10 (0), WIS 12 (+1), CHA 10 (+0)
Damage Immunity: Fire
Skills: Athletics +5, Handle Animal +3
Senses: Passive Perception 11
Languages: Common, Lizardfolk, Ignan
Challenge: 1

Actions 
  • Breath Weapon: The firenewt can breath fire on a single adjacent target as a bonus action. The target takes 3(1d6) fire damage unless the target succeeds on a DC 13 Dexterity save.
  • Battleaxe: Melee weapon attack, 5 ft reach, single target, +3 attack 5 (1d8+3) slashing damage.

Giant Strider
These large flightless, featherless birds are similar to huge ostriches. Beside each of their two dully-glowing red eyes is a small duct from which the beast can project a small fireball. They are immune to fire, magical or otherwise, and in fact their  bodies have adapted to derive sustenance from warmth; consequently they are most at home in desert and volcanic regions. As a result, giant striders are often found wading in lava-beds or standing in the flames of a forest fire (it is possible that the phoenix legend derived from such a sight).

Large Beast, Neutral
Armor Class: 14
Hit Points: 4d10+8
Speed: 6o ft.
STR 16 (+3), DEX 14 (+2), CON 14 (+2), INT 2 (-4), WIS 12 (+1), CHA 7 (-2)
Damage Reduction: Fire
Senses:  Passive Perception 11
Challenge:

Actions
  • Fire balls: Giant striders can shoot a 10ft radius sphere of fire from ducts under its eyes to a range of 50 feet, doing 1d6 fire damage to all in its area. It may do this twice per short rest.
  • Bite: melee weapon attack +6, target one creature, 6 (1d8+2) piercing damage
  • Kick: melee weapon attack +6, target one creature, 7 (1d10+2) bludgeoning damage

Fire Lizard
These reptiles may be the ancestors of dragons or an offshoot of a common ancestor. In any case, these creatures resemble red dragons, but are a neutral grey in color, with mottlings of red and brown on the back and reddish undersides. Unlike true dragons, they lack wings. They are sometimes called false dragons.

Huge beast
Armor Class:16
Hit Points: 85 (10d12 + 20)
Speed: 30 ft.
STR 18 (+4), DEX 10 (+0), CON 15 (+2), INT 2 (-4), WIS 12 (+1) CHA 7 (-3)
Damage Immunities: fire
Senses:Darkvision 60 ft, Passive Perception 11
Challenge:

Actions
  • Multiattack: The fire lizard may either breath fire and claw or bite and claw.
  • Fire breath: The fire lizard may breath a 20ft cone of fire. Each creature in that cone must make a DC 13 Dexterity save or take 10 (3d6) fire damage.
  • Bite: melee weapon attack, +7 hit, reach 10 ft., 13 (2d8+4) piercing damage.
  • Claws: melee weapon attack, +7 hit, reach 10ft, 11 (2d6+4) slashing damage.





Friday, February 13, 2015

Fiend Folio Friday: Dark Creeper and Dark Stalker

Dark Creeper

The dark creeper (a folk name for the race since the race name is unknown and the race language incomprehensible to linguists) is a humanoid, slightly-built creature about the same height as a dwarf. Members of the race always dress in sombre, dark-coloured clothing, concealing as much of their pallid skin as possible. They detest light and dwell deep underground — usually leading a solitary existence though there have been rumours of underground villages inhabited by as many as 80 individuals, including 20%—25% females. These villages are always ruled by a dark stalker.

Petty Thieves

The dark creeper is particularly fond of small magical items such as rings and magic daggers — solitary individuals will carry 25% of their treasure in the copious pockets of their cloaks in the form of trinkets, small jewelry, gems and coins.

Dark Creeper
Small humanoid
Armor Class: 17 (13 in normal or better light)
Hit Points:  7 (2d6)
Speed:       20 ft
STR 8 (-1), DEX 16 (+3), CON 10 (+0), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)
Skills:      Acrobatics +5, Perception +2, Sleight of Hand +5, Stealth +5
Senses:      Darkvision 120 ft, detect magic 15 ft, passive Perception 10
Languages:   Dark creeper, undercommon

Creature of Darkness
The creeper  has the innate power to create darkness once per short or long rest — this power acts as the darkness spell, but does not affect dark creepers. During this time the creeper has two main objectives. First, to destroy lanterns and tinderboxes, break flasks of oil and so on — any act which will inhibit the creation of illumination. Secondly, to steal any small magical items detected. Self-preservation ranks marginally above such objectives.

Armored in Shadow
The dark creeper adds +4 to its armor class when in dim illumination or darkness. They are experts in using the shadows as cover for their activity.

Heatless Fire
When the Dark Creeper dies, its body undergoes a rapid transformation, releasing the dark energies inside it. All within 10 feet tahe 3 (1d6) necrotic damage and are blinded one round, or half damage and no blindness if they make a CON save (DC 20)

Actions
Poisoned Dagger, melee weapon attack, +5 hit, 5 foot reach, 1 target, 5 damage (1d4+3 plus poison — save DC 10 or extra 2d6 poison damage).

Dark Stalker

Dark stalkers are the rarely-seen leaders of the dark creepers. They are nearly a race apart, for they breed almost exclusively amongst themselves. They are instantly noticeable amongst a group of dark creepers as they are man-sized and stand head and shoulders above their underlings.

There is an average of one dark stalker to every 25 dark creepers, and each dark creeper village will contain at least one stalker ruler. Stalkers will rarely be encountered on their own, but this has been known to happen as the stalker goes about some mysterious personal mission.

They fight with short swords if they must, and some of these are magical (25% chance). All of their treasure is carried — there is a 7% chance of a magical ring and a 12% chance of 2—5 gems or 1 —2 items of jewellery on any given individual encountered. If attacked in normal illumination, the dark stalker has AC8.

If killed, a dark stalker explodes in a blinding flash equal to a 3-dice fireball.

Dark Stalker
Armor Class: 16 (12 in normal or better light)
Hit Points:  23 (4d8+5)
Speed:       20 ft
STR 10 (+0), DEX 15 (+2), CON 13 (+1), INT 10 (+0), WIS 10 (+0), CHA 10 (+0)
Skills:      Acrobatics +4, Perception +2, Sleight of Hand +4, Stealth +4
Senses:      Darkvision 120 ft, detect magic 15 ft, passive Perception 10
Languages:   Dark creeper, undercommon

Creature of Darkness
The dark stalker  has the innate power to create darkness once per short or long rest — this power acts as the darkness spell, but does not affect dark creepers. During this time the creeper has two main objectives. First, to destroy lanterns and tinderboxes, break flasks of oil and so on — any act which will inhibit the creation of illumination. Secondly, to steal any small magical items detected. Self-preservation ranks marginally above such objectives.

Create Fog
The dark stalker can use the Wall of Fog spell once per short rest.

Armored in Shadow
The dark stalker adds +4 to its armor class when in dim illumination or darkness. They are experts in using the shadows as cover for their activity.

Heatless Fire
When the Dark Creeper dies, its body undergoes a rapid transformation, releasing the dark energies inside it. All within 10 feet take 10 (3d6) necrotic damage and are blinded one round, or half damage and no blindness if they make a CON save (DC 20)

Actions
Poisoned Shortsword, melee weapon attack, +5 hit, 5 foot reach, 1 target, 5 damage (1d6+2 plus poison — save DC 10 or extra 2d6 poison damage).
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