Friday, January 30, 2026

New Artificer Specialty: Roller

Artificer Specialization: Roller 

Artificers who choose the Roller specialization engineer enchanted footwear that manifests arcane wheels, gyros, and kinetic runes. Rollers turn motion into power-building speed, slamming into enemies, and controlling the battlefield through momentum and daring maneuvers.
 
Roller Features 
Artificer Level / Feature
 
3rd / Arcane Roller Skates, Bonus Spells, Roller Model
 
5th / Extra Attack
 
9th / Kinetic Momentum
 
15th / Overdrive
 
Arcane Roller Skates (3rd Level) 
 
You develop a pair of enchanted shoes that function as a specialized arcane focus.
 
As a bonus action, you can deploy or retract magical wheels from the shoes. While deployed, you gain the following benefits:
  • Your walking speed increases by 10 feet
  • You ignore non-magical difficult terrain
  • You can move across liquid surfaces as if under the effects of water walk, but only while you are moving and only on your turn.
If you end your turn on a surface you couldn't normally stand on, you fall as normal.
 
If you remove the shoes, these benefits end immediately.
 
Roller Model (3rd Level) 
 
Choose one of the following Roller models. Your choice grants additional features at 3rd level and modifies later features.
 
Jammer 
 
You are built for speed and evasion.
  • When you take the Dash action, you can through the space of creatures your size or larger without provoking opportunity attacks.
  • Opportunity attacks against you are made with disadvantage.
Blocker 
 
You are built for control and impact.
  • When you move at least 15 feet straight toward a creature and it it with a melee attack on the same turn, you can attempt to shove the target as part of the same attack (no action required).
  • You have advantage on Strength (Athletics) checks made to shove or resist being shoved.
Extra Attack (5th Level) 
 
You can attack twice, instead of once, whenever you take the Attack action on your turn.
 
Kinetic Momentum (9th Level) 
 
Your speed builds power.
 
When you move at least 20 feet on your turn while your roller skates are deployed, you gain Momentum until the end of the turn. While you have Momentum, choose one of the follow effects (once per turn):
  • Hit Hard: Add 1d8 force damage to one melee weapon attack.
  • Hit Fast: After making a melee attack, you can move 10 feet without provoking opportunity attacks.
  • Hit Smart: The target of your melee attack must succeed on a Strength saving throw against your Artificer spell save DC or be knocked prone.
Overdrive (15th Level) 
 
You unlock the full potential of your Roller tech.
 
As a bonus action, you enter Overdrive for 1 minute. While in Overdrive you gain the following:
  • Your speed increases by an additional 10 feet
  • You can Dash as a bonus action
  • Opportunity attacks against you automatically miss.
  • Once per turn, when you use Kinetic Momentum, you can choose two Momentum effects instead of one.
Once you use Overdrive, you can do so again until you finish a long rest.
 
Roller Expanded Spells 
 
You always have these spells prepared, and they do not count against the number of Artificer spells you can prepare normally.
 
Artificer Level / Spells
 
3rd / Longstrider, Zephyr Strike
5th / Kinetic Jaunt, Shatter
9th / Haste, Thunder Step
13th / Freedom of Movement, Dimension Door
17th / Steel Wind Strike, Far Step 

 

Thursday, January 29, 2026

New Spell: Arcane Dodgeball

Arcane Dodgeball Evocation cantrip 

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous
You conjure a shimmering sphere of arcane force shaped like a brightly colored rubber ball and hurl it at one creature you can see within range. The target must make a Dexterity saving throw. On a failed save, the target takes 1d8 force damage. On a successful save, the target takes no damage, having “caught” the dodgeball in midair; the ball immediately disperses into harmless motes of magical dust.

This spell’s damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8).

Notes 

  • Also known as 'Rabni's Arcane Dodgeball' the inspiration to create the spell came to Rabni when he saw a renowned thrower use a rubber 'super ball' to knock a tavern patron unconscious. She was so effective that witnesses believed the man was slain by the strike.
  • Uses concentrated force energy to create the ball. A quirk about the spell, due to the willpower and inspiration that Rabni was channeling when he created the ball, was that the dodgeball was harmless if caught.
  • Typically comes in shades of deep purple or prismatic pink. 

Wednesday, January 28, 2026

Royce, Human Superspy

 

Name: Royce

Background: Human / XP: 25 / Rank: Seasoned


Attributes
Agi: d6
Sma: d8

Spi: d6

Str: d6

Vig: d8


Skills: Fighting: d6, Know (Computers): d8, Know (Electronics): d6, Lockpicking: d6, Notice: d6, Repair: d8, Shooting: d6, Throwing: d6, Weird Science: d8


Info: Pace: 6 / Parry: 5 / Toughness: 10 (4 - Sneak Suit)


Slugthrower: Attk: d6 / D: 2d6 / R: 12/24/48 / AP: 3 / Special: SA


Knife: Attk: d6 / D: d4+d6 / R: 3/6/12


SMG: Attk: d6 / D: 2d6 / R: 12/24/48 / AP: 2 / RoF: 3 / Special: 3RB, FA, SA


Gear: Toolkit, Datapad, Bandolier, Canteen, Pack, Commlink, Viewfinder


Traits
Human: Gift: Begin play with a Free Novice Edge


Edges: Gadgeteer, New Powers, Weird Science


Hindrances: Loyal, Overconfident, Quirk


Weird Science
Casting Die: d8 / Power Points: 10 / Powers: 3


Bolt, Invisibility, Stun


Notes 

  • Royce is a part of the 'Gizmoteer' branch of the Superspy faction. He trades up the raw of abilities of an operative for key gizmos that are built into his suit. This includes a focused laser beam, chameleon screen, and stun bombs that are found on his person.
  • Is part of a never ending struggle against a combination of enemies of the free world and the Shadow Ninja Clans that constantly seem to rival and are sometimes hostile enemies to the world's superspies.
  • Prefers fruit-based cocktails over stiff drinks like vodka martinis.

Tuesday, January 27, 2026

Theogrin Raablek, Green Star Adept

 

Name: Theogrin Raablek
Ancestry: Half-Orc / Class: Fighter / Level: 8 / Background: Starmetal Hunter

Attributes 
Str: 20 / +5
Dex: 13 / +1
Int: 16 (18) / +3 (+4)
Cha: 13 / +1

Skills
Phys: +10
Subt: +8
Know: +9
Comm: +8

Saves 
Fort: +15
Ref: +11
Will: +13

Info 
AC: 16 (Mithril Shirt +1)
Ini: +1
BtH: +8/+3
HP: 92

Greatsword +1: Attk: +14/+9 / D: 2d6+6 / R: Melee

Dagger +1: Attk: +14/+9 / D: 1d4+5 / R: Thrown

Spear: Attk: +13/+8 / D: 1d6+5 / R: Thrown

Brawl: Attk: +13/+8 / D: 1d4+5 / R: Melee / Special: Natural

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit

Traits 
Half-Orc: Darkvision. Intimidating (+2). Battle Fury (1/day): When reduced to 0 HP, a Half-Orc regains 1d8 + Level (8) Hit Points and can continue to fight.

Feats: Star Metal Rigor (2), Unnatural Metabolism (+4), Null Metabolism, Fortification (25%), 

Spellcasting 
Attk: +12 / Save: 22 / Mana: 19

Rituals: Detect Magic, Identify

0 - Cost: 1: Acid Splash, Detect Magic, Green-Flame Blade

1st - Cost: 3: Absorb Elements, Caustic Hands, Expeditious Retreat, Shield, Unseen Servant

2nd - Cost: 5: Bull Strength, Enlarge/Reduce, Flaming Sphere

Notes 
  • Theogrin 'Theo' Raablek is a Half-Orc Fighter and one of several adventurers exposed to the mysterious ore known as 'Starmetal' that is said to come from the 'Green Star' also known as Alhazarde under Known World skies. Typically only Fighters are the only ones who have the inner constitution to absorb the metal when it strikes the earth. Its powers grant adepts arcane abilities and shifts their body from flesh to a metallic, green color.
  • Has developed an addiction to starmetal, forcing Theogrin to adventure, not just for money, but to find more metal to absorb and further increase his power.
  • Is originally from a corner of the Emirates known as Eresh-Kutha, which is famous for its 'Hanging Gardens' that makes use of Eresh' oasis to create the tiered wonder.

Monday, January 26, 2026

Gnomish Foreign Legionnaire

 

Gnomish Foreign Legionnaire 
Small humanoid (gnome), lawful neutral

Armor Class 14 (uniform)
Hit Points 30
Speed 25 ft. 

Traits 
Attack Bonus: +5
Good Save Bonus: +3

Traits
Gnomish Discipline

The legionnaire has advantage on saving throws against being frightened. 

Firearms Training

The legionnaire ignores the loading property of shock rifles and pistols. 

Grenadier (1/Day)

The legionnaire carries one grenade (see Actions). 

Actions
Multiattack

The legionnaire makes two attacks with its Shock Rifle or Pistol. 

Shock Rifle

Ranged Weapon Attack: +5 to hit, range 60/180 ft., one target.
Hit: 8 (1d12 + 2) lightning damage. 

Pistol

Ranged Weapon Attack: +5 to hit, range 30/90 ft., one target.
Hit: 7 (1d10 + 2) piercing damage. 

Saber

Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 5 (1d6 + 2) slashing damage. 

Grenade (1/Day)

The legionnaire throws a grenade up to 60 feet. Each creature within 10 feet of the explosion must make a DC 12 Dexterity saving throw, taking 10 (3d6) fire damage on a failed save, or half as much on a successful one.

Notes 

  • Defending gnomanity across Wildspace from threats such as the Drow, the Scro, the Neogi among other threats are the brave men and women of the Gnomish Foreign Legion. Having adapted the same militaristic styling of the Giff and the Elven Imperial Navy, the GFL are known to deploy its force with troopers harnessing storm crystals for their shock rifles. In addition to their rifles and fire grenades, the GFL are known field other equipment such as bombards and mortars to dominate the field.
  • The average legionnaire sports a shock rifle that typically requires a Bonus Action to cycle the charging bolt to provide another shock charge. They also carry a starwheel pistol, saber or kukri, and last at least one or more grenades.
  • Although their charter presents them as 'defenders of gnomanity.' The GFL like the giff are willing to work for lawful to good cause in exchange for provisions and what they will consider a reasonable sum. Like the giff, GFL companies will not fight one another and may even switch sides if an attempt is made to force them to fight one another by either side's client.

Friday, January 23, 2026

Deaverbot 1.0 - Robot Rebel

 

Name: Deaverbot / Series Number: 1.0
Ancestry: Robot / Class: Barbarian / Level: 6 / Background: Invention / Path: Path of the Stampede

Attributes 
Str: 19 / +4
Dex: 14 / +2
Con: 16 / +3
Int: 14 / +2
Wis: 14 / +2
Cha: 13 / +1

Saves 
Str: +7
Dex: +2
Con: +6
Int: +2
Wis: +2
Cha: +1

Info 
AC: 16 (Natural)
Ini: +1
PB: +3
Perception: +5 / 15
HP: 65

Greatsword: Attk: +7 / D: 2d6+4 / R: Melee

Slam: Attk: +7 / D: 1d6+4 / R: Melee / Special: Natural

Dagger: Attk: +7 / D: 1d4+4 / R: Thrown

Lightning Beam: Attk: +5 / D: 1d10+2 / R: Near / Energy: Lightning

Gear: Pack, Spare Battery, Emergency Rations for Humans, Lantern, Oil, Rope, Arcane Servos of Striding and Springing (Boots of Striding & Springing)

Traits 
Robot: Resilience: Advantage on Saves vs. Poison and Resistance to Poison damage; Immune to breath-based attacks, effects, conditions. Immune to disease. Does not need to eat or drink. Sentry's Rest: Requires six time of downtime, however, while the robot is resting they still have active sensors that gives them a Perception check against intruders. 

Skills: Arcana: +5, Athletics: +7, Perception: +5, Survival: +5 / Tool Kits (+3): Smith's Tools, Tinker's Tools

Feats: Slasher

ROBOT RAGE (4/Long Rest - Bonus Damage: +2): Can fly into a rage for 1 minute (10 rounds). During that time, the Barbarian gains Resistance to bludgeoning, piercing, and slashing damage and deals bonus damage depending on level. They also have an Advantage on Str checks and Str Saving Throws during this period.

Danger Sense: Advantage on Dex Saves vs. Traps and Spells as long as the Barbarian is not blinded or helpless.

Reckless Attack: Gain an Advantage to melee attacks for 1 round, at a cost of being subject to Advantage on attacks for a turn by opponents.

Extra Attack: May make 2 attacks per round.

Extra Movement: Increase speed by 10 ft.

Thundering Stampede (1/Round): While raging and moving up to 10 feet before attacking a target grants the Barbarian a free Shove (Resistance: 8 + PB + Con or Str vs. Str Save Negates). Targets who fail their Save take 1d6 (Thunder) Damage and are shoved back.

Wild March: During a Rage, Dash becomes a Bonus action for the Barbarian.

Run With the Herd: During a rage, increase speed by 10 ft. While raging a number of allies equal to the Barbarian's Con modifier (3) also gain a +10 ft. bonus to their speed.

Notes 

  • Deaverbot 1.0 is the creation of Stanfield 'Stan' Deaver as a labor and bodyguard robot for the Spelljammer universe. Deaverbot was deployed to the planet Breagha, a land known for highland country and beautiful rivers, as the request of a Baron Argyle who was interested in acting as a patron to the gnome to be his court tinker.
  • Developing its own personality and disgruntled by prejudice is received from the local, Deaverbot 1.0 has become a bit of a rebel, leading warforged and other sentient constructs on a rebellion for fair rights. Where Deaverbot got the warpaint, kilt, and claymore are anyone's guess, but the robots have a habit of tearing down anti-construct signs and are willing to defend themselves if necessary with violence.
  • Is being reluctantly hunted by his own creator, Stan Deaver, along with a band of 'Kepi' gnomes. Gnomish mercenaries who have agreed to try and not damage Deaverbot not too much so that Stan can repair and hopefully re-program his wonderful creation. 

Thursday, January 22, 2026

Otho Pennyweight, Goblin Monk

 

Name: Otho Pennyweight
Ancestry: Goblin / Class: Monk / Level: 12 / Background: Outlander / Monk Path: Way of Street Fighting

Attributes 
Str: 14 / +2
Dex: 16 / +4
Con: 14 / +2
Int: 13 / +1
Wis: 16 / +3
Cha: 12 / +1

Saves 
Str: +6
Dex: +8
Con: +2
Int: +1
Wis: +3
Cha: +1

Info 
AC: 18 (Natural)
Ini: +4
PB: +4
Perception: +2 / 12
HP:  87

Martial Arts: Attk: +9 / D: 1d8+5 / R: Melee / Special: Natural

Dagger: Attk: +8 / D: 1d4+4 / R: Thrown

Sling: Attk: +8 / D: 1d4+4 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Journal, Inkpen, Ink, Hearthstone, Meditation Candles, Firestarter, Rope,  Gloves of Defense, Insignia of the Claw (+1), Anklet of Striding and Springing, Immovable Rod

Traits 
Goblin: Darkvision. Resilience: Advantage on Save vs. Charm spells and effects. Fury of the Small (4/Long Rest): Add bonus damage to a successful attack equal to PB (+4). Nimble Escape (1/Round - Bonus Action): Can take a Disengage or a Hide action as a bonus action.

Skills: Acrobatics: +8, Athletics: +6, Stealth: +8, Survival: +7 / Tool Kits (+4): Calligraphy Set, Pan Pipes, Thieves' Tools

Feats: Fey Touched, Martial Artist Style (Fanged Serpent), Mobile

Unarmored Defense: When not wearing Armor, the AC is equal to 10 + Dexterity + Wisdom

Unarmored Movement: Add +20 feet to standard movement in a round.

Extra Attack: May make 2 attacks per round.

Deflect Missiles (1/Round - Reaction): As a Reaction, the Monk reduces an incoming missile attack they see by 1d10 + Dex + Current Level. Reducing damage to 0 means the Monk has caught the projectile and can hurl it back in the same round at a cost of 1 Ki Point.

Slow Fall (24): Reduce damage from falling equal to level x 5.

Ki Empowered Strikes: Unarmed strikes count as magic for the purposes of overcoming resistances.

Evasion: On a successful Save for 1/2 Dex Save, the Monk actually takes 0 damage.

Stillness of Mind: Take an action to remove a Charmed or Frightened condition.

Purity of Body: Immune to disease and the poison condition.

Combo!: Gain a +2 bonus to-hit each round after delivering a successful hit without taking damage to a maximum of +6. This ability resets to +0 at any time the Monk receives damage the last round.

Iron Fist: Martial arts ignores damage thresholds on objects when trying to punch their way through. 

Ki 
# of Points: 12 / Save: 15

Flurry of Blows, Patient Defense, Step into the Wind + Ki Blast, Uppercut, Whirlwind Strike

Magic - Fey Touch 
# of Powers: 2 / Save: 15

# of Slots: 2 - Command, Misty Step

Notes 

  • Otho Pennyweight is a lesser member of the Pennyweight Goblin clan who has studied the path of the Monk. Not just any order, but a path that emphasizes martial and a connection the powers of the Ki through sparring and channeling negative emotions into actionable force. Otho has had enough training where he can throw out a ball of pure force energy as one of his Ki-based moves.
  • While he has drawn wisdom while living at the monastery, Otho still views himself as a loyal member of the Clan and will shed his usual gi for a suit and is willing to act as an enforcer when one of his brothers needs him.
  • Favored fighting style? The Fanged Serpent. This style allows him a possible attack on a miss, taking advantage of one's failure. His blows also release toxic chemicals and acids into his enemies bloodstream, slowly killing them by sepsis. 

 

Wednesday, January 21, 2026

Gustafson DeGrief, Gnome Artificer

 

Name: Gustafson DeGrief
Ancestry: Gnome / Class: Artificer / Specialty: Medic / Level: 9 / Background: Sage

Attributes 
Str: 11 / +0
Dex: 14 / +2
Con: 16 / +3
Int: 18 / +4
Wis: 12 / +1
Cha: 13 / +1

Saves 
Str: +0
Dex: +2
Con: +7
Int: +8
Wis: +1
Cha: +1

Info 
AC: 14 (Lab Coat)
Ini: +2
PB: +4
Perception: +1 / 11
HP: 75

Dagger: Attk: +6 / D: 1d4+2 / R: Thrown

Dart Pistol: Attk: +6 / D: 1d6+2 / R: Near

Scalpel: Attk: +6 / D: 1d4+2 / R: Melee / Special: Concealed

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Healer's Kit, Hearthstone, Mess Kit, Potion of Healing, Periapt of Health

Traits 
Gnome: Darkvision. Cunning: Advantage on Int, Wis, and Cha Saves vs. Magic. Tinker's Lore: Expert on History (Int) when dealing with alchemical, artificer, and technological items. Inventor: Begin with a small invention - Stopwatch.

Skills: Arcana: +8, History: +8, Investigation: +8, Medicine: +8 / Tool Kit (+4): Alchemy Set, Healer's Kit, Tinker's Tools

Feats: Early Rise, Healer

Infusion (Known: 6 / Active: 3): Bag of Holding, Enhanced Arcane Focus, Enhanced Defense, Homunculus, Mind Sharpener, Spell Refueling Object / Active: Bag of Holding, Arcane Defense, Homunculus

Field Medicine (Range: Touch / # of Points: 45): Can distribute Temporary Hit Points in 5 point increments. These points are not cumulative and a target must wait until they have ran out of temporary hit points to receive more.

Mad Chemistry: Resistance to Poison Damage.  Target with Temporary Hit Points due to Field Medicine receives and Advantage vs. Poison & Disease conditions.

Healer's Kit Expertise: When rolling health gained from Healer's Kit, all 1's and 2's are treated as a minimum result of 3.

Spellcasting 
Attk: +8 / Save: 16

0 - Known: 2: Poison Spray, Spare the Dying

1st - Slots: 4: Absorb Elements, Detect Magic, Germ + Cure Wounds, Detect Poison & Disease

2nd - Slots: 3: Aid, Enlarge/Reduce, Lesser Restoration, Protection from Poison + Enhance Ability, Prayer of Healing

3rd - Slots: 2: Revivify + Feign Death, Life Transference

Notes 

  • Dr. Gustafson DeGrief is the chief artificer and chemist for the Regener-X Company of Azeroth. A private consortium whose cash cow is selling health potions and dermal regeneration tinctures to help Azerothians across the factions mend scars and burns that they see from constant war.
  • Has been working with a rogue member of the Army of the Light named Artaxeron to acquire a Lightforge healing tank and protomatter as part of a long term scheme to produce husk clones from plans that DeGrief claims he acquired from other sources. He has made a few tests, revivifying certain individuals, such as his chief rogue, Harley Rivers.
  • Has a plan to begin kidnapping and making clone husks of select members of Stormwind's House of Nobles as part of a larger plan to quietly control the House and pass certain policies on behalf of DeGrief and his company.

Tuesday, January 20, 2026

Warchicken

 

Warchicken 
large beast, unaligned 

Traits 
HD: 4d8+12 (35)
AC: 15
Attk: +6

Traits 
Raking Charge 

If the warchicken moves at least 20 feet street toward a creature and then hit with the chicken's Talon attack on the same turn, the target must make a Fort Save (DC: 16) or become knocked prone. If the target is knocked prone, the Warchicken may use a Bonus Action to gain a beak attack.

Actions 
Talons

Melee Attack: Attk: +6 / R: 5 ft., one target
Damage: 7 (1d6 + 3) slashing damage

Beak

Melee Attack: Attk: +6 / R: 5 ft., one target
Damage: 8 (1d8 + 3) piercing damage.

Notes 

  • One of the two battlefield mounts used by halflings. While halfling scouts use riding hounds for their speed, stealth, and more slender forms that are able to negotiate rough terrain, halfling calvary and knights tend to pick the sturdier Warchickens.
  • Warchickens like to rush, knocking down prey with their talons and often follow up with a pecking strike that can dint plate mail with a solid strike.
  • The Order of the Scarlet Cockerel, sometimes known as the 'Order of the Cock' is a halfling knightly order that is famous for using the warchicken as their mount. Their sister order includes the 'Order of the Owlbear' which are used by gnomes and the 'Order of the Black Hound' which is a fellow halfling knight order famous for their use in riding mastiffs.

Monday, January 19, 2026

In Search of Adventure #3

 

In Search of Adventure - #3


Rested from the first fight, the party makes their way back towards the fighting. First, the bodies of the fallen merchants and wolves were gathered towards the center of the inner courtyard. The bodies were searched, yielding a pair of worn shortswords, daggers, and crossbows. The scimitar that Escalus carried was still in good condition with a gleam to it despite the circumstances it was found, partly covered in the blood of wolves. Longinus found it surprisingly easy to clean off. He cleans it and sheathes it at his waist along with a light crossbow that had seen better days.


Messalina and Branwell find a chest, and as part of a thorough search, they find Escalus’ key that opens the chest and reveals the following tucked inside:

Capulet - 2 gp, 1 gem (10 gp), Escalus - 2 gp, 4 sp, 2 gems (50 gp, 25 gp), Montague - 2 gp, 1 gem (10 gp). Each also carries an old shopping list from the other groups living in the castle. From the shopping lists, it was clear a few other creatures called the castle home and had been using the trio of humans as a means to get supplies for the castle, as well as sell any wares that the likes of goblins or kobolds could recover and sell off in the nearby town of Threshold.

---

Q: Does all of this attract attention?
A: Yes, no modifier
---

As the party conducts their search, one of the kobolds decides to investigate the commotion. A Stealth roll is made to see if the kobold can scout without being detected. 

Kobold Stealth (+3): 14 vs. High Perception (14) - Success! The tinker observes, he takes no action, but he notes the wolves are dead, ruining the trap that the kobolds planned with their bell system. (Wisdom Check: 15) - The Tinker is wise enough to know that if he opens the door to his chamber, it will ring the bell and allow the party a chance to detect him. The kobold instead chooses one of the abandoned bedrooms to slip towards and temporarily hide. The kobold must make another Stealth roll as they are preparing to try and use a door: 9 - the sound of opening and closing the door draws the party’s attention.

Messalina calls out for the kobold to show himself. “You might as well know we are here to evict all of you.” She said, (Persuade +6: 24 - Success)
---

The tinker, Raks, steps out into view with a vial of brightly glowing alchemist fire in his clawed hands. The goblin stares at Messalina and asks what she means about evicting the kobolds. He seemed wary, but was calm as he stared at her first, vaguely acknowledging the presence of others. ---

“We had an agreement with the goblins that we could share this castle,” Raks said.

“They never owned this castle to make those kinds of agreements,” Messalina said, “We come on behalf of the castle’s true owner to move all of you out, and we have already taken care of the wolves and the merchants who decided to try and betray us.”
---

Raks wants to know what the party would pay the kobolds in exchange for them leaving Castle Caldwell. Longinus quietly expresses the opinion that the kobolds should be lucky they leave with their lives, but Topace, who feels a connection to the kobolds due to his draconic lineage, points out that Messalina insisted on paying the goblins.
---

“We should give them at least something,” Topace said.

Longinus frowned and looked at Fengir and Branwell for their opinion. He knew he had the support of Messalina about telling the kobolds to be on their way and be thankful they were being allowed to leave alive. Branwell scratched the back of his neck and looked uneasy about taking a position. Of course, Branwell liked taking Messalina’s side, while at the same time seeing a good point that Topace brought up.

Fengir shrugged, “We depend on Topace here as our tank. I think that should not be ignored. Give them a gemstone, something to let them leave without being bitter.”
---

The party decided to hand over the coins while keeping the gems, making it easier for the kobolds to carry. For their trouble, the kobolds received 6 gold and 4 silver pieces, which meant of the three kobolds, each got 2 gold and at least a silver to their name. Fair wages compared to local workmen who typically received silver and coppers for their labor. The kobolds also see the wolves are killed and take a hint that this was not the party to mess with. The goblins slip out, slightly intimidated, a little bit annoyed, but grateful to be alive.
---

The party notes that the kobolds had set up their camp in the bedroom across from where Escalus the Merchant was staying with a door that connected to the outer hallway in the north. The kobolds left nothing of value, except for a used chamberpot, which inspires the party to return to the south side of the complex. Gathering again, the party moves east in the following order: Longinus, Messalina, Fengir, Branwell, and Topace bringing up the rear. The party continues for several feet before finding a passage to the southeast. Taking the passage, the party finds one of the towers that make up the corners of the castle. 

The party then turns and moves north, up the east corridor, stopping at the first door on the right. After Messalina checks the door, the party moves in and finds an empty chamber with an interesting feature tucked into the corner. The stone statue of a male shepherd holding his crook to one side. From within the statue, a voice speaks up:

“Hello, it has been awhile since any mortals have come to visit me.”
---

The party now is faced with a statue. There appears to be no other secrets in the room to discover. The statue can speak freely, except when it comes to answering specific questions about the room. It is charged to only three room specific questions per day, otherwise, the party and it can converse freely.
---

“My original builders had planned to put me in the foyer of the keep to greet visitors, but they never got around to moving me before the keep was abandoned. Before you came, I sensed the presence of others that have peered in. I have heard crude voices and looked into men’s hearts and found them petty and greedy. I sense a touch of greed in your party, but the presence of one who is trying to remain noble in the Holy Light, plus the fact none of you have tried to crack me open looking for treasure inspires me to speak with you civilly.”

“Well, that’s a relief we brought Longinus here,” Messalina noted.

“Are there any rooms you can tell us that are special? Something we should know of, statue… do you have a name? This is the first time I’ve ever spoken with a statue.” Longinus asked.

“You may call me ‘Shepherd’ if you wish, guiding the many to the rooms they deserve,” Shepherd answered, “As to rooms, I sense one of the western doors is barred to you. Magic and danger has been placed to protect the treasure of the lower level. I do not know how to break the protective spell.”

“Is there a way to break the door’s locking spell, or whatever is protecting the room on this level?”

“I imagine the nobleman who commissioned the castle had a means, but it was not shared with me. All I can do is offer you a safe room to sleep in here and the best of luck.”
---

While the party thanks Shepherd for his (it has a masculine voice when speaking) help, there are still rooms to investigate. The party starts north and begins checking through rooms. Each room has the door checked, followed by a standard search by the party. This is established as the next two rooms: Room 8 and Room 9 are empty storerooms with bits of trash on the floor, but nothing of note. The party is methodical enough that a Random Encounter check is made:

Random Encounter (1-in-6): 1 - Encounter Table (12) - False Alarm

The party halts as Fengir stands outside the last stormroom where his sharp, feline eyes pick up a shadow that attracts his attention. He touches Topace’s arm, getting the fighter ready for a possible encounter. Fengir moves forward, his keen eyesight included the ability to see in near total darkness. He ends up finding nothing, a mere creak of the castle settling, a slight shift in the shadows.

The party moves up to Room #10. Messalina makes a check, confirming the door is open, and the party enters to investigate. This room does have an encounter from a small nest of stirges.

Stirge Stealth vs. Perception (Messalina, Longinus, and Fengir - the first three in the room). Results: 9, 10, 11 < 12 - Longinus Perception. Even the lowest member hears the flutter of wings. The stirges are drawn to blood, as they appear and begin to flutter down, the party has become aware and takes up arms.

Round #1 - Initiative
GM: Queen of Hearts
Longinus: Queen of Clubs
Topace: 4 of Hearts
Messalina: 8 of Spades
Branwell: Ace of Hearts
Fengir: 7 of Diamonds

Branwell casts Sacred Flame at Stirge #1. Stirge Save: 13 - Success. No damage.

Longinus hurls a javelin at Stirge #2. Attack: 11 - Miss

Stirge #1 flits down and attacks Longinus. Attack: 12 - Miss

Stirge #2 flits down and attacks Topace. Attack: 15 - Miss

Stirge #3 circles above the group and then flits down and attacks Messalina. Attack: 23 - Hit. Damage: 6. Messalina HP: 2/8

Messalina uses her action to detach the stirge and gasps from the blood loss.

Fengir moves and casts Frostbite at Stirge #3. Stirge Save: Natural 1 - Damage: 4 (Cold). Stirge #3 HP: 0/2 - Slain

Topace attacks Stirge #2. Attack: 15 - Hit. Damage: 9. Stirge #2 HP: 0/2 - Slain

Round #2 - Initiative
GM: 10 of Clubs
Longinus: 10 of Spades
Topace: Ace of Clubs
Messalina: 10 of Hearts
Branwell: 4 of Clubs
Fengir: 10 of Diamonds

Topace moves and attacks Stirge #1 w/ Warhammer. Attack: 13 - Miss

Longinus draws his spatha at the same time Stirge #1 attacks, the tie goes to Stirge #1. 

Stirge Attack: 7 - Miss

Longinus attacks with his sword: 7 - Miss

Messalina throws a dagger without moving, allowing her to Aim and gain Sneak Attack: 23 - Hit. Damage: 7. Stirge #1 HP: 0/2 - Slain
---

With the fight over, Branwell spends a Spell Slot and heals Messalina (10) points. Messalina HP: 8/8 at a cost of a 1st Level Spell Slot (½ Remaining).

From there, the party investigates the upper loft where the Stirges were nesting. It is certainly unpleasant, covered in the offal that the stirges create, but the party does find the following:

  • 1 small gem worth 50 gp (smooth, well-cut)

  • 3 small gems worth 25 gp each (cloudy, irregular stones)


Total Value: 125 gp

Dire Gummy Bear

Dire Gummy Bear
Large construct, unaligned

Armor Class 13 (gummy hide)
Hit Points 85 (10d10 + 30)
Speed 35 ft.

Attributes 
Str: 20 / +5
Dex: 10 / +10
Con: 16 / +3
Int: 3 / -4
Wis: 12 / +1
Cha: 6 / -2  

Skills Perception +3
Damage Resistances bludgeoning, piercing, and slashing from nonmagical attacks
Damage Immunities poison
Condition Immunities charmed, exhaustion, frightened, poisoned
Senses darkvision 60 ft., passive Perception 13
Languages understands the languages of its creator but can’t speak
Challenge 3 (700 XP) • PB +2

Traits
Candy Construct

The dire gummy bear doesn’t require air, food, drink, or sleep.

Sticky Body

A creature that hits the dire gummy bear with a melee attack while within 5 feet of it must succeed on a DC 13 Strength saving throw or have its weapon or limb stick to the bear until the start of the creature’s next turn.

While stuck this way, the creature can’t use that limb/weapon to make attacks. The creature can use a bonus action to pull free with a successful DC 13 Strength (Athletics) check.

Running Gelatin

If the dire gummy bear takes slashing damage, it has advantage on its next saving throw against being grappled, restrained, or knocked prone before the end of its next turn.

Actions
Multiattack

The dire gummy bear makes two attacks: one with its Bite and one with its Claws.

Bite

Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 10 (1d10 + 5) piercing damage, and the target must succeed on a DC 13 Constitution saving throw or take 4 (1d8) acid damage at the start of its next turn as the gummy saliva begins to dissolve flesh and armor.

Claws

Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 12 (2d6 + 5) slashing damage.

Gummy Hug (Recharge 5–6)

The dire gummy bear lunges and compresses around a creature it can see within 5 feet. The target must succeed on a DC 15 Strength saving throw or be grappled (escape DC 15).

While grappled this way, the target is also restrained, and it takes 7 (2d6) bludgeoning damage at the start of each of the bear’s turns.

The dire gummy bear can grapple only one creature at a time with this feature.

Notes 
  • The ultimate conjuration for Confectioner artificers, candy alchemists, and wizards who love to experiment in the properties of gelatin, the Dire Gummy Bear is a construct that typically possesses an elemental spirit that gives it life. While much of its body is made a sticky sweet coating, its teeth and claws are magically hardened and its saliva is pure concentrate of citric acid that burn through armor and flesh.
  • The unique texture of the Dire Gummy Bear's body has the ability to trap weapons that pierce through the smooth texture of the gummy bear's surface.
  • Comes in a variety of colors, such as cherry red, lemon yellow, and strawberry green.  

Friday, January 16, 2026

Vetrina 'Vet' Uydrala - Aasimar Monk

 

Name: Vetranio 'Vet' Uydrala
Ancestry: Aasimar / Class: Monk (3) / Cleric (1) / Level: 4

Attributes 
Str: 14 / +2
Dex: 14 / +2
Con: 14 / +2
Int: 12 / +1
Wis: 17 / +3
Cha: 14 / +2

Saves 
Str: +4
Dex: +4
Con: +2
Int: +1
Wis: +5
Cha: +2

Info 
AC: 15 (Robes)
Ini: +2
PB: +2
Perception: +3 / 13
HP: 31

Martial Artist: Attk: +4 / D: 1d4+2 / R: Melee / Special: Natural

Staff: Attk: +4 / D: 1d6+2 / R: Melee / Special: Reach

Dagger: Attk: +4 / D: 1d4+2 / R: Thrown

Gear: Pack, Canteen, Rations, Bedroll, Lantern, Oil, Mess Kit, Libram, Inkpen, Ink, Potions of Cure Wounds (x2)

Traits 
Aasimar: Darkvision. Celestial Resistance: Resist Necrotic and Radiant damage. Healing Hands (1/Long Rest - R: Touch): Target touched is healed 2d4 damage. Celestial Revelation (1/Long Rest - D: 1 Minute): Gain Radiant consumption for the duration, dealing Radiant damage to enemy targets within a 10 ft. radius of the Aasimar for the duration.

Skills: Acrobatics: +4, Insight: +5, Religion: +3, Stealth: +4 / Tool Kits (+2): Cooking Utensils, Lyre, Tailoring Kit

Feats: Saving Throw (Wis)

Unarmored Defense: AC becomes 10 + Dex + Wis when not wearing armor.

Ki (# of Points: 3): Flurry of Blows, Patient Defense, Step into the Wind

Deflect Missiles (1/Round - Reaction): Reduce incoming missile damage that the monk can see by 1d10 + Dex + Monk Level. If damage is reduced to 0, the monk has caught the ammunition and can immediately attempt to throw it back.

Open Hand Technique (Save: 13): When a target is struck by Flurry of Blows, they must make either Str or Dex save or be knocked back 15 ft. or knocked prone depending on Saving Throw. A Monk may also instead inflict a condition denying their target their reaction ability for 1 round.

Spellcasting 
Attk: +5 / Save: 13

0: Guidance, Resistance, Sacred Flame

1st - Slots: 2: Bless, Create & Destroy Water, Detect Poison & Disease, Healing Word

Notes 

  • Vetranio 'Vet' is a female Aasimar orphan who was taken in by the sisterhood of 'Our Lady Penitent Palm' where Vet was trained not just as a member of the clergy, taught the magical secrets of the order, but also was trained to be prepared to defend herself with just her hands. The Penitent Palm is an order of monks in addition to cleric.
  • Has agreed to escort a set of supplies to the blighted east where the undead are said to roam freely and terrorize the populace. Her destination is Bodley Manor under a caravan of Dwarves of the Stormrock Battalion.
  • Magical item granted by her mother superior is a 'Ring of Iron Fist' also known as a 'Ring of Block' granting her magical access to the Block edge. 

Thursday, January 15, 2026

King Crab

 

Name: King Crab

Large beast (aquatic), unaligned
Challenge: 4 (1,100 XP)
Role: Anchor / Grappler / Area Control

Armor Class: 15 (Natural Armor)
HP: 95 (10d10 + 40)
Speed: 30 ft, swim 30 ft.
PB: +2 

Attributes 
Str: 19 / +4
Dex: 11 / +0
Con: 18 / +4
Int: 2 / -4
Wis: 15 / +1
Cha: 5 / -3

Saving Throws: Str: +6, Con: +6
Skills: Perception: +3, Athletics: +6
Senses: Blindsight 30 ft., Passive Perception: 13
Languages: - 

Traits 
Amphibious. The crab can breathe air and water.

Siege Claws. The crab deals double damage to objects and structures.

Shell Guard (Reaction, 1/round).
When the crab is hit by a ranged attack, it reduces the damage by 1d10 + 4 as it angles its massive shell.

Mated Fury.
If the Alpha’s mate (the standard Monstrous Crab or Queen Crab) is reduced to 0 HP, the Alpha enters a fury for 1 minute:

  • Advantage on melee attack rolls

  • +2 damage on all melee hits

Cannot use Shell Guard during this time

Actions
Multiattack. The Alpha makes two Claw attacks.

Claw. Melee Weapon Attack: +7 to hit, reach 5 ft., one target.
Hit: 14 (2d8 + 4) bludgeoning damage, and the target is grappled (escape DC 14).

  • While grappled, the target is restrained.

  • The Alpha can grapple up to two creatures at a time.

Crushing Slam (Recharge 5–6).
The Alpha slams both claws down in a 10-foot radius.

  • Creatures in the area must make a DC 14 Strength save

  • Fail: 3d10 + 4 bludgeoning damage and knocked prone

Success: Half damage, not prone

Bonus Actions
Drag Under.
A creature grappled by the King Crab is pulled up to 10 feet into water or difficult terrain.

Notes 

  • This variant of King Crab of works in tandem with its mate, a monstrous 'Queen Crab.' King Crab is an aggressive crustacean that uses its claws and the ability to slam its heavy claws down to crush its target.
  • King Crab's reinforced shell allows it to absorb the brunt of attacks, reducing the actual damage. In the event King Crab loses it mate, it will stop trying to defend itself, longing to perish, but not before in a rage trying to kill whoever caused its mate harm. 

Lepidus Scicluna - Harengon Swashbuckler

  Name: Lepidus Scicluna Ancestry: Harengon / Class: Swashbuckler / Level: 5 Attributes   Str: 12 / +1 Dex: 20 / +5 Mind: 13 / +1 Cha: 16 / ...