Friday, January 12, 2018

The Wolf and the Valley

The World is Dying... 

Different religions recall the feud differently. Some say the gods smote each other in a great war, other believe the capricious gods felt under appreciated, and so, locked themselves away. Still more believe a great trickster, a corruptor that is known by many names, sealed the gods away, accounts vary wildly as to why or how. Still others believe the Gods merely grew bored, and have abandoned our world to seek more interesting realms to play with.

The only thing that all religions can agree on is that the Gods have left us, and that the world is dying because of it. 


It won't die during your generation, and unless you're an elf, your children may well never live to see it, but the world is crumbling. Suffocating, dying a slow cold death as the world of mortal wanes like a plant in winter without divine light. The cancer of entropy eating away at the edges of the system of our reality. 

The key to saving the realm of mortals lies somewhere in The Valley of Ancients, a mist-shrouded valley, dotted with lost and forgotten temples. Some say the Valley of Ancients is the last place in the world where the Gods still walk. Others say the gods were imprisoned somewhere deep within the valley. Still others believe items of great power, catalysts that might spark the light to save mankind, can be found amid these ancient ruins and temples. 



The only thing that every religion agrees on is the Great Wolf Guardian Lycia. 





Some call her a scourge, some believe she was the beloved wife of the Moon God, once there were many who believe she was nothing more than an overgrown dire wolf, grown massive on travelers tales and rumors. 200 years ago, as his kingdom crumbled to famine and ruin around him a great king named Titus sent an army, hundreds of men at arms, a hundred lances of cavalry, to subdue the beast so he could claim the valley and it's secrets for his own. The army was slaughtered to a man, and rumors say the corpse of the fool king Titus lays at the back of Lycias lair to this day, a nameless corpse atop a pile of doomed men. 

The great wolf has staked the entire valley as her territory, and she ruthlessly hunts down and kills any and all trespassers. This makes the valley a death trap, usually. 

Every full moon, Lycia climbs to the summit of one mountains which pen in the great valley, and spends the night, along with most of her children howling in what many scholars and druids have reported to be a call of longing and mourning. No one is sure why Lycia calls to the full moon, but the "safest" time to enter the valley is during these brief windows, while she and most of her children are distracted. (safest, in this case, meaning the only time where the odds of  dismemberment are below 90% and thus effectively the only time a sane man would ever dare venture into the valley)

This is not a fool proof plan however, as the weather must abide Lycias mood, and should the clouds conceal the moon and cut short her calling, she's been known to take her frustrations out on desperate, fleeing adventurers. 

The Desperate and the Daring

The world may be dying, but only the called, the driven, and the desperate care to risk their lives in search of the glory and wealth that lies within the Valley of the Ancients, some call them Adventurers, others might mistake them for Heroes. But those who have survived the valley know there is no room for heroes in the dark ruins of the valley. 





Monday, January 8, 2018

Miniboss - Guantis The Old Bear

Okay so there's a legend of zelda forest temple thing somewhere. It's like this ancient druidic site of power, got conquered blah blah dungeon stuff. In the central hub area of this dungeon lairs Guantis the Old Bear. He guards the key to the main boss room, and probably a small hoard of loot as well. He's generally territorial, and prone to displays of intimidation, but he generally won't attack unless provoked in some way. After all, he's getting old now.

Guantis is over 500 years old and has seen more violence than he cares to recall, his final order, almost 100 years ago, was to guard the place the archdruids sealed away. He is content to be left alone, and is highly territorial, but can be bribed with food so long as no one approaches the center of his lair where the boss key is.

Age and ancient druidic power have made Guantis a very powerful enemy. His claws are imbued with druidic hatred and sunder non-magic shields and armor. The plantlife within his lair even yields to his rage, growing thorny and ensnaring his foes.

Guantis is not an enemy to take lightly.

Guantis the Old Bear 

HP: 130 / AC: 15/18 / Speed: 40 feet

Skills: Insight +5 / Perception +6 

Damage Immunities: Guantis simply ignores any non-magic damage source which deals less than 10 damage. He is also immune to druidic magic below spell level 2. 

Senses: Darkvision 60' / Keen Smell

Legendary Resistance: Once per day when Guantis fails a saving throw, he can choose to succeed instead.

Actions - 
  • Multiattack - Guantis makes three attacks: one with his bite and two with his claws.
    • Bite - Melee  +4 to hit / 2d10+5 Piercing
    • Claw - Melee +7 to hit /2d6 + 5 Slashing damage and inflicts Shred
  • Roar - Guantis will roar loudly if threatened. This increases his AC by 3 (accounted for in stat block) for 1 minute and the pure power of his presence causes any player who can hear him to make a DC 16 Wisdom saving throw or become frightened for 2d4+1 rounds. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a creature’s saving throw is successful or the effect ends for it, the creature is immune to this effect.  This is a non-magical fear effect.
Lair Actions - (DC14)  

 Grasping Vines 120 foot range / 15 foot radius - The plant life along the floor springs to life, grasping and ensnaring Guantis' enemies. Strength Save or be restrained. Full round action to break free. 

Thorny Growth 80 foot range / 10 x 10 foot cube - Nearby plants grow spines, becoming difficult terrain, and dealing 3d4 piercing damage, Con save for half to anyone who starts their turn in the thorns. 

Tremors of Power The room shakes with ancient power, all enemies within Guantis' lair must Dex save vs falling prone. 


Legendary Actions
  • Get back here! Guantis may move his full speed, if moving towards an enemy who has taken the key this is treated as a disengage move.
  • Fuck you! The beast lashes out and makes a bite attack against an enemy who has dealt damage to him this turn.
  • Bitch Try Me The beast levels a crippling glare at you. Gaze attack 90 feet that targets one creature, DC 14 Wisdom save or become magically frightened. Can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


Wednesday, January 3, 2018

Wednesday Image Writeup

I decided to start doing a weekly thing where I make my friends fetch what they think could be interesting fantasy art or some such and then I try to do a big write up, and of course credit the original artist of the work. This week my friend Chazz obliged me with this image from Randy Vargas

So the first thing I think here is some kind of halfling druid, but then I see the armor and I'm like mehhh druids don't have metal, but maybe it's wood... I don't know, so instead, here's a list of D6 Halflings on a Wolf

  1. The halfling is a shepherd cleric of a benevolent forest god. She has tamed this wolf companion and rides to the aid of lost travelers and injured animals. She hates fire, and loggers whom she calls "Consumers." She leads a band of halfling and half elf followers who protect the forest from loggers while protecting travelers from the darker elements of the forest.
  2. The line of Halfling archdruids has been passed to her, though she is young and inexperienced the young halfling knows she must protect the secrets of the Life Tree at the center of her sacred grove. She's willing to lay down her life to protect her families secrets, but a greedy human noble from the nearby area has heard rumors of this tree and set a bounty for it.
  3. Run away daughter of a nearby tribe of forest dwelling halfling rangers. Her father, the chief, has decided to goto war with a nearby orcish logging operation after repeated attempts at negotiation. The chief knows this is a suicidal plan, the orcs have dozens of trained soldiers and he has a handful of decent halfling rangers and scouts. The daughter is seeking help for her doomed father, or else, a tool of revenge.
  4.  Astride her timberwolf mount the halfling outlander roams the forested foothills of the area, she's willing to trade food and other essentials (has no need for gold) for escort through the forest, maps of the local area, or information about the nearby landmarks and factions.
  5. This witty halfling merchant travels the region selling tinctures and tonics derived from rare plants and animal parts. They'll probably have a fetch quest or two if asked and they might even trade a recipe or two if the players prove to be good and interesting folk, after all, even a traveling merchant likes company.
  6. This druid isn't what she seems. A DC 14 Knowledge Nature or DC 17 Insight check reveals that this druid is in fact an imposter. She tells very believable lies about a sickened dryad who needs help, begging the PCs to come and investigate. Turns out the local band of halfling thieves have rolled out a new scheme and are waiting in the "Dryads clearing" to ambush the players and take their moneys.