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Sidequest Saturday (Mischievous Meadows): Biddlywink Barrage!

biddlywink barrageTracking after the enchanted items stolen from them the night before, the PCs unknowingly walk into a grove of biddlytrees and are attacked by a swarm of the magic consuming creatures!

The biddlywinks don’t actually pose that great of a threat to the PCs; the real danger is the loss of magic items and what awaits parties that remain in the area for too long. The adventurers aren’t the first to be lured into this trap and the corpses of a few wayward explorers fall from the trees! Read the following as combat begins:

As several more of the creatures leap from the brush and attack you, the probiscii from their mouths frothing with agitation, the bones and tattered remains of bodies in various states of decay fall from the branches above and scatter among the grove!


CN Diminutive fey
Init +9; Senses darkvision 120 ft., arcane sight, see invisibility; Perception+12
AC 18, touch 18, flat-footed 14 (+4 Dex, +4 size)
hp 38 (7d6+14)
Fort +3, Ref +9, Will +8
Weakness silver, vermin qualities
Speed fly 60 ft. (perfect) or 40 ft. (see text)
Melee force fronds +11 (1d8+3 force)
Ranged +11
Space 0 ft.; Reach 0 ft.
Special Attacks force fronds
Spell-Like Abilities (CL 7th; concentration +10)
arcane sight, nondetection, see invisibility
     At will—glitterdust, mage hand
     5/day—dimension door
Str 6, Dex 18, Con 12, Int 8, Wis 14, Cha 16
Base Atk +3; CMB -2; CMD 13
Feats Improved Initiative, Skill Focus (Sleight of Hand), Toughness, Weapon Finesse
Skills Escape Artist +14, Fly +15, Perception +12, Sense Motive +11, Sleight of Hand +17, Stealth +26, Survival +12; Size Modifiers Fly +6, Stealth +12
Languages Druidic
SQ Freeze, hide in plain sight
Interdimensional Sac (Su) While biddlywink can (and often do) consume enchanted items as quickly as possible, they also store them to digest later in an invisible extradimensional sac not unlike a handy haversack or bag of holding, but only capable of storing up to 30 pounds. When a biddlywink is killed, the sac appears on the material plane and bursts open dealing 3d8 force damage (DC 20 Reflex negates) to any creatures or items in a 10-ft. radius (though not to anything within it).
Force Fronds (Ex) The tendrils extending from a biddlywink’s mouth can be devastating when employed to attack a creature. On a successful melee touch attack, they deal 1d8+3 force damage.
Light Flier (Ex) When a biddlywink’s interdimensional sac is holding at least 2½ lbs. of items or a number of caster levels worth of items equal to twice the biddlywink’s hit die, it cannot maintain a sustained flight. Its speed is reduced and it moves in long bounds and hops that don’t exceed 5 feet in height or 10 feet in length—the biddlywink effectively now has a base speed of 40 feet until items in its Interdimensional Sac are digested.
Ranged Legerdemain (Su) A biddlywink can use Sleight of Hand at a range of 30 feet. Working at a distance increases the normal skill check DC by 5, and the biddlywink cannot take 10 on this check. Only object that weigh 5 pounds or less can be manipulated this way.
Wyrd Digestion (Su) These strange insectile-fey literally eat magic to survive. As a standard action, a biddlywink can ingest a magical item of Diminutive size or smaller. As a full round action, it can consume a magical item of Tiny size and over the course of a minute (ten rounds), a Small size magical item.
Once eaten by a biddlywink, an item is not instantly destroyed—instead it is secreted inside of its Interdimensional Sac. Potions are digested quickly within and are destroyed after a number of rounds equal to caster level. Wondrous items are more resilient and last for a number of minutes equal to caster level; any other enchanted items (rings, staves, weapons, armor) are destroyed after ten minutes per caster level.
Any item recovered from a biddlywink’s interdimensional sac before it is fully digested operates at two caster levels higher than normal for one week. The first time it is stored in an extradimensional space, it remains empowered this way until removed again (though afterward, the increased power diminishes and it returns to normal).
Biddlywink that consume enough magic items (1000 gp x hit die) transform into a biddlytree and sprout 2d12+4 biddlywinks with the young template after 1d10 days.
Weaknesses Biddlywink are vulnerable to silver and take x1.5 damage from all attacks made with the material (by spell or weapon). Moreover, whenever being treated as a vermin would prove negative for the biddlywink, such as when fighting an opponent with favored enemy (vermin), they are treated as the vermin type.

biddlywink barrage 2This battle shouldn’t be too dangerous; the biddlywinks put up a genuine assault but won’t be much of a problem for the PCs. Only 7 engage directly while 3 more attempt to pilfer more enchanted goods from the party.

When the combat begins to near a close, the troublesome creatures take to the woods and the adventurers are likely to give chase. Following the trail of the insectile fey is a simple task—it seems as though their flight is a reckless retreat, but in truth, the biddlywinks are only drawing the PCs farther into their trap.

After chasing the mischievous monsters about 100 feet farther into the woods, give the PCs DC 25 Perception checks to realize that their magic items or active spells (if they lack obvious effects, such as fly or an activate +1 flaming scimitar) have suddenly stopped functioning. Immediately afterward, the trees literally comes alive and attack them!

Chasing after the troublesome creatures you dash deeper into the forest, hot on the trail of the magic-eating insects. Suddenly something in the air seems to take on a strange quality and before you know any better, a truly exotic tree appears from the treeline, moving towards you with a clear malevolence!

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Statblock Sunday: P.R.A.N.K.S.T.E.R.S. Agent

Image_Portfolio_1.13_Fantasy Rudolf Montemayor 02P.R.A.N.K.S.T.E.R.S. Agent         CR 12
XP 19,200
Male halfling wizard 3/rogue 3/shadow dancer 1/arcane trickster 6
CN Small humanoid (halfling)
Init+6; Perception +15

AC 23, touch 19, flat-footed 16 (+4 armor, +1 deflection, +6 Dex, +1 dodge, + 1 size)
hp 91 (3d6+3d8+1d8+6d6+42)
Fort +6, Ref +14, Will +7; +2 vs. fear

Speed 30 ft.
Melee +1 rapier +8/+3 (1d4+1, Crit 18-20/x2), mwk dagger +8/+3 (1d3, Crit 19-20/x2)
Ranged +1 frost shortbow+14/+7 (1d4+1 plus 1d6 cold, Crit x3, Range 60 ft.)
Space 2.5 ft.; Reach 5 ft.
Special Attacks sneak attack +5d6
Spell-Like Abilities (CL 9th; concentration +12)
6/day—blinding ray (ranged touch, 30 ft., blind one round; dazzle if HD exceeds 9)

Spells Prepared(CL 9th; concentration +12; 10% spell chance failure)

0th—acid splash, detect magic, light; ghost sound
1st—magic missile (3), charm person, shield; silent image
2nd—detect thoughts, invisibility, obscure object; minor image (3)
3rd—dispel magic, fly, nondetection, suggestion; major image
4th—charm monster, stoneskin; greater invisibility
5th—dominate person; mirage arcana
Prohibited Schools conjuration, necromancy

Str 10, Dex 22, Con 12, Int 16, Wis 10, Cha 10
Base Atk +6; CMB +5; CMD 20
Feats Combat Reflexes, Dodge, Mobility, Skill Focus (Sleight of Hand), Stealthy, Toughness (2); Scribe Scroll
Skills Acrobatics +16 (+21 jump), Appraise +7, Bluff +11, Climb +6, Diplomacy +4, Disable Device +19, Disguise +4, Escape Artist +26, Knowledge (arcana) +10, Perception +15, Perform (dance) +5, Sense Motive +11, Sleight of Hand +28, Spellcraft +11, Stealth +30, Swim +4; Racial Bonuses +2 Acrobatics, +2 Climb, +2 Perception; Size Bonus Stealth +4
Languages Common, Gnome, Halfling, Klavekian, Pradj
SQ Arcane bond (ring of protection +2), arcane school (illusion), cantrips, evasion, hide in plain sight, ranged legerdemain, rogue talent (fast stealth), trapfinding, trap sense +1, weapon familiarity (halfling)
Gear +1 rapier, +2 leather, boots of striding and springing, dust of tracelesness, hat of disguise, handy haversack, potion of cure critical wounds, ring of protection +2

Extended Illusions (Su) Any illusion spells the P.R.A.N.K.S.T.E.R.S. agent casts that have a duration of “concentration” last 4 rounds after they stop maintaining concentration.
Impromptu Sneak Attack (Ex) Once per day, the P.R.A.N.K.S.T.E.R.S. agent can declare one melee or ranged attack they make to be a sneak attack (the target can be no more than 30 feet distant if the impromptu sneak attack is a ranged attack). The target of an impromptu sneak attack loses any Dexterity bonus to AC, but only against that attack. The power can be used against any target, but creatures that are not subject to critical hits take no extra damage (though they still lose any Dexterity bonus to AC against the attack).
Tricky Spells (Su) Three times per day, the P.R.A.N.K.S.T.E.R. agent can cast their spells without the somatic or verbal components, as if using the Still Spell and Silent Spell feats. Spells cast using this ability do not increase in spell level or casting time. The P.R.A.N.K.S.T.E.R.S. agent decides to use this ability at the time of casting.

P.R.A.N.K.S.T.E.R.S. agents always have a prime directive or goal to accomplish and are rarely found without at least one pepfralcon at their disposal. Typically they remain to the shadows, manipulating events with illusion spells until an opportunity for them to acquire their charge presents itself. They avoid combat whenever possible, attempting to instead turn allies against one another with dominate person and suggestiona P.R.A.N.K.S.T.E.R.S. agent only enters the fray when the chaos reaches a fevered pitch, laying low any opponents that have noticed or perceived them first.

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AaWBlog Adventures: Cultus Sanguineus and Mischievous Meadows

cultus sanguineus coverAs the AaWBlog started to ramp up in February, we took our first ambitious steps towards continuous adventures with Cultus Sanguineus, an exploration of the hidden orders of corrupted nobility in Mohkba, capital of the Klavek Kingdom! What began as a simple request for a magic item that changes the wearer into a vampire spread into a month long module!
You can read it here and here!

Of course we lacked the good sense to stop there, and went on to put together Mischievous Meadows! Manipulate the PCs, steal their resources, and unleash imaginative fey upon them with that great module, ending in a huge ambush and introducing the P.R.A.N.K.S.T.E.R.S. of Aventyr. Definitely a great time! 😀
Check it out here and here!


The AaWBlog wants you to Remember in December! Browse the (extensive) archives, see what favorites our contributors picked to re-post, and stay tuned on Fridays as we explain the evolution of the AaWBlog, along with what’s yet to come!