Brike Swarm

Brike Swarm

Brike Swarm

Tiny, Swarm

[HP 6] [Armor 2] [Damage 1d4]

Instinct: To consume human flesh

– Infect

– Emerge while prey sleeps

Now these buggers aren’t inherently deadly… they are about the size of your fist with hard shells and a nasty bite. Now of course it won’t rip you apart like the horrors from below, but when the Brike bite you, you change. Change into something horrible, something unnatural.

If you took damage from the Brike Swarm the next time you make camp roll + CON:

On a 10+: You rest well during the night, your body successfully fighting off the disease.

On a 7-9: You only heal ¼ your total hitpoints. Your features change, but not as badly as some of your companions. Take the scared debility. Take 1d4 damage with CON as armor.

On a 6-: You heal no hit points this night. The pain and horror is too much. Your flesh starts to fall off your body. Blisters and boils rip across your body. An awful stench arises from you. Your veins look like black webbing across your body, your nails yellow, and grayish skin. You are cursed, well actually you’re diseased, but most people don’t know that. Most people believe that you are cursed and possessed. Many victims of the Brike find themselves at the end of a noose or burned alive, those that don’t — well, they are often cast out of towns and villages and have to forage for food to survive. Now, this terrible state can be cured, but only the best healers and clerics know how, and it is quite a painful process. Oh, and did I mention that this diseased odor is extremely perceptible to monsters. They can smell it from far away and it smells delicious to them. Good luck adventurer, you’ll need it.

Throne of the Alasari

Throne of the Alasari

Throne of the Alasari

The throne is made of dark wood more black than brown. The frame is cut in smooth curving lines, never harsh or straight, which gives an alien sort of fashion. The wood is has hundreds of lines about a finger’s width swirling across the surface. An undefinable pattern, a maze for the eyes. Obviously well-crafted — although it doesn’t expound the gold and gems of the mighty kingdoms and it lies under a blanket of dust, it humbly carries authority. It had been forgotten, but not the people who sat before.

When you first sit in the throne an barrage of sensory images pound against your mind. The thoughts and emotions of others. All feeding on you, consuming you. Take 1d6 damage with WIS for your armor and take the stunned.

You can telepathically communicated to anyone in the vicinity.

You sense snippets of thoughts and feelings of those in the vicinity. Whenever you roll Parley or Defy Danger Charisma while sitting on the throne take + 1.

When you ask a question to someone who is in the vicinity with the intent to extract a true answer Roll + CHA

On 10+: the throne extracts the answer from their mind and gives it to you.

On a 7-9: the throne extracts some of the information.

On a 6-: the throne extracts false information (which you believe to be correct) and you take a -1 forward with the target.

(NOTE: the throne gives answers according to how the target perceives the world not how it actually is)

When you desire to take control of someone Roll + CHA

On a 10+ the target falls under your control. They will follow any orders you give them and will never try to hurt you in any way unless explicitly commanded. You can communicate to them wherever they may be. If any time the person dies while controlled under you dies, lower your total HP by one and take -1 forward.

On a 7-9 Like above except it will only last for a day.

On a 6- Lower your wisdom by 1 (permanently). The target can no longer be targeted by the throne. Increase the throne’s counter by 1. You gain hold equal to this counter. Spend 1 hold to use any of the thrones abilities on anyone you have either met or know their true name (they don’t need to be in the vicinity).

Throne Counter = 0

_“You lost it? How could you lose it?” Syra grimaced as she laid back in the throne. Fools, all of them were fools.

“I’m sorry mistress, they took it from me,” said a small man as he wiped away a trickle of sweat from his balding head.

She looked at her subjects in disgust. They thought they could hide their disloyalty to her. She knew, she could see it — Morace turning his head from side to side as he hurriedly hid the white stag pendant in his jacket. She could feel his greed mixed with guilt as he planned to sell it to the Thorvian merchants. It had been a hard year for him and with winter coming he wanted to stock up so his daughter had food for the long season. Of course, that was no excuse for him to disobey her, and to think he would sell it for a pittance of its true value.

“You think to hide your traitorous acts behind veils of lies?” She began to mutter the words of power and she felt her body fill with the magic and depart as Morace spasmed on the floor. Soon he was still, a trickle of white froth dripping from his mouth.

‘Rykee, retrieve the pendant’ she silently commanded. Her loyal bodyguard left her side and searched the pockets. He pulled out the pendant from the breast pocket and brought it to her. Syra smiled as she clutched the cold white stone figurine.

Her subjects were staring, and she could hear some of their murmurs, their fear. She waved for a couple servants to remove the body. “Let this be a lesson to you. Those who serve me well will be rewarded well and those who are disloyal… they will suffer the wrath of the Silent One.”_

A little adventure supplement I’ve been working on today.

A little adventure supplement I’ve been working on today.

A little adventure supplement I’ve been working on today. Hopefully I can develop it a bit more, and I hope you like it.

The questions are for the GM or player to consider.

Use it in your game how you’d like: Take, add, change.

These are just some ideas.

Random magical item.. I enjoy giving a mix of useful and not so useful items in my games.

Random magical item.. I enjoy giving a mix of useful and not so useful items in my games.

Random magical item.. I enjoy giving a mix of useful and not so useful items in my games.

Either this is the result of a failed alchemy attempt, or Thurs, the magic-using troll who enjoys rocks, created this machine.

A plain lead container about the size of a large jar that faintly hums with magic. On the inside of the lid are stick figures demonstrating steps to activate the item.

1. Put something in container.

2 . Put on lid.

3. Twist lid.

4. Open container.

If you put an item in it and twist the lid, that item becomes a rock. (Hopefully they don’t put something valuable in). If you have a rock in the container, the rock changes to a new rock. The container can hold about 10 rocks.

Pretty reliably 1/1000 a gem pops out. 

A bluish-gray powder that was crafted from some extinct beast of the past fills an old leather pouch that is burnt…

A bluish-gray powder that was crafted from some extinct beast of the past fills an old leather pouch that is burnt…

A bluish-gray powder that was crafted from some extinct beast of the past fills an old leather pouch that is burnt with symbols of elements and creatures.

When a handful of the powder is tossed into

Fire: A huge pillar of flame blasts to the heavens.

Water: The body of water is changed into ice.

Earth: A large amount of the ground is transformed to swampish mud.

If blown out of hand: Huge gales of wind blow through that direction. It also begins to rain.

Pouch contains 3 uses.

Something I find extremely annoying is when someone Discern Realities and asks questions like “What should I be on…

Something I find extremely annoying is when someone Discern Realities and asks questions like “What should I be on…

Something I find extremely annoying is when someone Discern Realities and asks questions like “What should I be on the lookout for”  and then the GM introduces a danger that was never there. I feel on a 7-9 or 10+ I should be getting something good, not a new danger. What do you think? Is it alright to say, “There is nothing to be on the lookout for,” or what would be best?

A small medallion inscribed with the rune of life.

A small medallion inscribed with the rune of life.

A small medallion inscribed with the rune of life. Created by a wizard who wanted to be immortal. When his wife grew old and older the wizard removed it to give it to her. Unfortunately, he did not fully understanding time and how to control it. When he removed the medallion all of his lost years came upon him and he died. Now the medallion has moved through the generations, a small memento of the past.

I’m curious as to what your favorite settings/setting elements have been when you’ve played or GM’d.

I’m curious as to what your favorite settings/setting elements have been when you’ve played or GM’d.

I’m curious as to what your favorite settings/setting elements have been when you’ve played or GM’d.