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Bogs of Bane: Clergy of the Current

clergy of the currentRising from the murk is a foul creature with whipping tentacles sprouting from its head and body.
CLERGY OF THE CURRENT          CR 10
XP 9,600
Elder thing (Pathfinder RPG Bestiary 4) cleric 6
CN Medium aberration (aquatic)
Init +2; Senses all-around vision, darkvision 60 ft.; Perception +16

DEFENSE
AC 18, touch 12, flat-footed 16 (+2 Dex, +6 natural)
hp 116 (13d8+58)
Fort +16, Ref +9, Will +16; +2 insight bonus vs. mind-affecting
Immune cold; Resist fire 10, guarded mind

OFFENSE
Speed 30 ft., fly 20 ft. (clumsy), swim 40 ft.
Melee 5 tentacles +11 (1d4+2 plus grab)
Special Attacks channel positive energy 6/day (DC 16, 3d6), constrict (1d4+2)
Domain Spell-Like Abilities (CL 6th; concentration +9)
     6/day—icicle (1d6+3 cold)
Cleric Spells Prepared (CL 6th; concentration +9)
     3rd—create food and water, glyph of warding , hydrophobia (DC 16), water breathing[D]
     2nd—aboleth’s lung (DC 15), admonishing ray, augury, enthrall (DC 15), fog cloud[D]
     1st—bless, cause fear (DC 14), ceremony (DC 14), command (DC 14), obscuring mist[D]
     0th—create water, detect magic, read magic, scrivener’s chant
D Domain spell; Domains Void, Water [Deity: The Current]

STATISTICS
Str 15, Dex 14, Con 19, Int 20, Wis 17, Cha 17
Base Atk +9; CMB +11 (+15 grapple); CMD 23 (can’t be tripped)
Feats Combat Expertise, Combat Reflexes, Divine Protection, Elemental Channel, Endurance, Great Fortitude, Leadership
Skills Diplomacy +11, Disable Device +8, Fly +7, Heal +14, Intimidate +10, Knowledge (arcana) +16, Knowledge (engineering) +10, Knowledge (planes) +10, Knowledge (religion) +15, Perception +16, Sense Motive +15, Spellcraft +16, Survival +13, Swim +20, Use Magic Device +10
Languages Aklo, Aquan, Common, Elder Thing, Sylvan, Terran
SQ amphibious, hibernation, limited starflight, no breath

This elder thing cannot recall when or where it first encountered the immense, unfathomable mind of the Current. The touch of the powerful wave of thoughts from the Maddening God had a profound effect on the creature—now somewhat insane, it was commanded to travel to the Vast Swamp and re-consecrate a temple that had fallen into ruin. Located close to a large swath of rare plants whose pollen and spores caused a soporific effect on humanoids and animals, some creatures near the shrine found it possible to reach out to the presence of the Current while in dreams induced by the spores. With a leader among them the site quickly became considered holy to the Current and its worshippers, a place of pilgrimage for its insane followers. The elder thing’s alien interest in creating lasting works of architecture has resulted in it converting some of the local fey creatures to the Current, imparting various amphibious abilities that aid in their tasks of rebuilding and expanding the church submerged in the swamp close to the Dreaming Fields.

This wolverine’s eyes possess the unmistakable glint of intelligence and its mouth seems to twitch as if it were about to laugh.
Amphibious Fey Wolverine         CR 3
XP 800
CN Medium fey (animal, aquatic)
Init +3; Senses low-light vision, scent; Perception +10

DEFENSE
AC 13, touch 13, flat-footed 10 (+3 Dex)
hp 25 (3d8+12)
Fort +6 (-2 vs. gasses, contact and inhaled poisons), Ref +6, Will +2; +4 vs. mind-affecting effects
DR 5/cold iron; Resist cold 10, electricity 10
Weaknesses breathing skin

OFFENSE
Speed 20 ft., burrow 20 ft., climb 20 ft., fly 30 ft. (good), swim 30 ft.
Melee bite +3 (1d4+1), 2 claws +3 (1d6+1)
Spell-Like Abilities (CL 3rd; concentration +4)
     3/day—dancing lights
     1/day—entangle (DC 12), faerie fire, glitterdust (DC 13)
     3 rounds/day—vanish (swift action)

STATISTICS
Str 13, Dex 17, Con 17, Int 4, Wis 12, Cha 12
Base Atk +2; CMB +3; CMD 16 (20 vs. trip)
Feats Skill Focus (Perception), Toughness
Skills Acrobatics +7 (+3 to jump), Climb +14, Perception +10, Stealth +9
Languages Aquan, Sylvan
SQ amphibious, rage

Their savage nature and the ability to travel anywhere in the swamp make fey wolverines ideal guards and soldiers for the elder thing.

 

5E Rules

In place of the elder thing, use the “Mind Flayer Arcanist” variant with the addition of the amphibious quality, a 20 ft. fly speed, and a 40 ft. swim speed. For the amphibious fey wolverines, use the “Hook Horror” entry with the addition of the amphibious quality, 20 ft. burrow speed, and 30 ft. swim speed.

[Submitted by Martin Blake!]

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Bogs of Bane: The Current Temple

the current templeThere’s always been an uneasy peace between two powerful and dangerous forces in the Muddy Mangroves: the clergy of the Current and the minions of the Mud King that tromp in the Dreaming Fields area of the Mangrove Maze. These diehard followers maintain a temple within a deep pool close to the dry area of the fields in order to have easy access to the narcotic flowers that are used in various ceremonies and rituals which they use to attempt contact with the swirling eddy of the Maddening God’s thoughts. Believing the soporific effects of the flowers and the resulting drug induced sleep to open their minds and allow for bonding with their elusive deity, these worshipers of the Current stubbornly remain in the vicinity of the Dreaming Fields and have built a mind-bending temple structure at the bottom of a deep, murky stretch of water, only the twisted doorways at its top visible to passersby.
Treating the flowers as sacred the Current priest has tolerated occasional picking of the plants by the Mud King’s subjects for use in their foul concoctions and occasional narcotic fueled rites of passage. Recently however the Mud King has started harvesting flowers in earnest to provide the P.R.A.N.K.S.T.E.R.S. with the quantities they require to make skurgxon. Claiming dominion over the area, the Mud King has rejected requests from the the Current congregation to reduce plant picking and has ignored their attempts at protecting sections of the Dreaming Fields. This has led to heightened tensions between the two camps and it has come to the point where a single misinterpreted action could spark outright hostilities.
Into this powder keg situation come the PCs, guided to the Dreaming Fields by a demon huntress (Varssadd of the Bloodclaw Tribe) in search of the P.R.A.N.K.S.T.E.R.S.; unfortunately they have already moved on after collecting enough of the living spores that they required from the area. To get access to The Dreaming Fields the adventurers must defeat both the Mud King’s subjects and the Current’s followers, or set one against the other and use the resulting chaos to enable investigation of the area. The information here is scant—when the party questions any of the locals (either as a result of intimidation, after capture, or while assisting one side against the other) they learn that the Mud King has been helping outsiders for some time to harvest flora from the area. What more the gathering of the living spores has recently ceased and there has been no sign of the outsiders for some time.

Creatures in the area
The Mud King has a number of minions and active combat units in the area, most notably several groups of minotoyles under the command of a mud monster sergeant.
The Current worshippers consist of a small troop of fey acolytes and a priest. [Tomorrow’s Statblock Sunday! —MB]

The Current Temple
Sitting in the mud, almost completely submerged in the depths of a stagnant lake (the largest body of water close to The Dreaming Fields) is a mind bending structure built over many years by the loyal flock of the Maddening God: the Current Temple. What lies within the shrine is anyone’s guess… [This is another adventure seed! Do what you will GMs, you nefarious masters of the world! —MM]

[Submitted by Martin Blake!]

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Bogs of Bane: Lightning Gas Haunt

Lightning Gas Haunt         CR 8
XP 4,800
Persistent CE haunt (20-ft.-radius)
Caster Level 8th
Notice Perception DC 25 (to smell the odor of rotten eggs)
hp 36; Trigger proximity; Reset 1 hour

Effects When the lightning gas haunt is triggered a nauseating fog cloud arises from the swamp, the vapor tinged with flashes of electrical pulses (almost like a miniature storm). Creatures within the lightning gas haunt’s area are subjected to the effects of a stinking cloud spell (Fort DC 17, CL 8th) and additionally, once per round a single random creature within the area is zapped by lightning (+16 melee touch, 2d8 electricity).

lightning gas hauntDestruction A lightning gas haunt can be permanently destroyed by an inward-focused casting of magic circle against evil or magic circle against chaos while it is active (binding the spirit of the dretch, preventing it from escaping), followed by a dismissal at the bound spirit in the center of the haunt. This permanently banishes it and ends the apparition, releasing 1d4 will-o’-wisps as the dretch fully exits the Material Plane.

Background While escaping a party of Bloodclaw hunters, an unusually smart dretch forged an alliance with some will-o’-wisps deep in the Vast Swamp. Being resistant to their attacks the demon simply laughed at their efforts and the tiny undead became curious as to why a seemingly lowly creature could resist their attacks and show no fear. The will-o’-wisps, with their need to feed on the terror of others, joined with the dretch as it harassed the Bloodclaw tribe, working in tandem to isolate the weakest savages before whittling away their will to live with stinking cloud and negative energy.
Though a reliable tactic, eventually a youngster managed to escape the ambush and informed the tribe of a small, obese creature directing attacks by the swamp lights. The Bloodclaws immediately mobilized their most experienced hunters and over the course of a few days managed to trap the dretch and its will-o’-wisps by surrounding them deep in the bogs. A shaman managed to prevent the dretch from escaping and proceeded to inflict a slow and torturous death on the demon in revenge for the untold misery it had inflicted on her kin, and all the while the will-o’-wisps fed on the powerful fear released by the dretch during its torture. A portion of their energy has forged itself with the dying evil curses of their master, gathered into a deadly haunt that can appear at any place within the swamp (though it tends to manifest at the edge of marshy areas close to roads, trails, or settlements.)

 

[Submitted by Martin Blake!]

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Stealing Stones: Klavekian Mining Cap

Klavekian Mining CapKLAVEKIAN MINING CAP
Aura faint universal; CL 1st
Slot head; Price 2,900 gp; Weight 1 lb.

DESCRIPTION
A small, nondescript hemispherical metal helm emblazoned with the Klavekian Mining Corporation logo.

Klavekian mining caps were originally provided to management personnel assigned to operational mines belonging to the Klavekian Mining Corporation. The wearer of a Klavekian mining cap gains the use of light as an at will spell-like ability (CL = HD). In addition, the metal helm provides the benefits of a continuous detect poison spell, alerting the wearer of any harmful gasses or vapors via a whispered warning (via message).

Unfortunately, the cost of producing Klavkian mining caps often resulted in unscrupulous or down on their luck mine managers selling their equipment, causing many of the helms to ever be used in their original intended capacity.  It isn’t unknown for Klavekian nobles to wear one (disguised by a more ostentatious hat) when they attend social events where they fear the possibility of poisoning by a rival or enemy, and wealthy marsh dwellers may have a Klavekian mining cap to alert them to poisonous swamp gasses. Nefarious sorts seek out these defunct protective headgear as well, and many successful burglars have them as a counter measure to poisonous traps that use vapors.

Various versions of the Klavekian mining cap were made when the Klavekian Mining Corporation first started production; for example, message is replaced with magic mouth to alert all miners in proximity to the cap wearer if there is harmful gas in the vicinity. Due to their significant additional cost, these variations are incredibly difficult to find (obviously not desired by most wearers, who wish for discretion).

CONSTRUCTION
Requirements Craft Wondrous Item, light, detect poison, message; Cost 1,450 gp

[Submitted by Martin Blake!]

Gary Gygax Day and Rise of the Drow

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