Moth Gang Nicknames:

Taken from a collection of moth names found here.

Death-Head-Moth

Death Head’s Moth.

Table of nicknames (30):
1. Blood-vein
2. The Brick
3. Buff-Tip
4. The Clay
5. Dark Dagger
6. The Engrailed
7. The Flame
8. Figure-of-Eighty
9. The Gothic
10. Grey Dagger
11. Heart-and-club
12. Heart-and-dart
13. Hebrew Character
14. The Miller
15. The Nutmeg
16. Peach-Blossom
17. Purple-Thorn
18. The Satellite
19. The Shark
20. The Snout
21. The Streak
22. Treble-Bar
23. The Sycamore
24. Black Witch
25. Death’s Head
26. Buff-Arches
27. Buff-Ermine
28. The Cocaine Tussock
29. Common Quaker
30. The Spinach

 

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Relic: Testament of Paranoia

Testament of Paranoia:

A relic wielded and crafted by the Saintess of Decay, Elizaveta.

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Art: Terra Battle 2 (Equipment) (Staff of Solomon)

 

Story: Renowned for simultaneously her strength in the arcane and her unhealthy levels of paranoia, Saintess Elizaveta crafted her personal artifact in the midst of a black-storm. Born out of her constant craving for protection, she molded this relic out of the very essence of death to serve as her defender. The reagents used for this ritual are lost to history, as the Saintess refused any and all queries. While the Saintess refused to name the artifact while she was living, informal names such as “The Testament Of Paranoia” and “Elizaveta’s Folly” were used up to or following her publicized death at the hands of Saint Eshu.

 

Testament of Paranoia: This staff serves as an arcane focus for the mystical arts. It has a number of spells appropriate for an artifact of a high level, primarily focused on defensive and reactive spells, with some spells specialized in observing and detecting potential threats. The lack of damage spells is primarily due to Saintess Elizaveta containing significant powers of destruction. The signature features imbued by the black-storm include:

  • The staff exists in a fluid state, and can be molded to serve as simultaneously a shield and a staff. The wielder must be proficient in shields to gain this benefit.
  • The staff grants limited resistance to the powers of death.
  • The staff corrodes any wielder who lacks powers of decay.
  • The wielder may summon forth two aspects of the deadstorm to protect them from harm. These aspects of the deadstorm take the approximate form of tiny gray butterflies but never move their wings.
    • Twice per day, the wielder may nullify almost any damage and resulting effects. However, these aspects have the death property, and are unable to nullify damage related to death.
    • The wielder may command any remaining aspects in a similar fashion to a familiar, and may see what they see at all times. The aspects may only be killed via damage of the blessed.

Twins: Separated by Millenia

This was done as a character prompt, and here is the prompt:

Prompt: A scorned lover, a devil that came to collect, or an old business partner they cheated, who knows what you did in the past. Write a cumbersome NPC that’d be perfect for a PC’s backstory.

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Image: Noah Bradley.

The world strives for balance in all things.

A child is born, a person dies. One rises to riches, another driven to bankruptcy.

One of the world’s favorite balancing mechanics is twins. The concept is rather elegant, two beings of similar make-up, and often similar mind.

Sometimes, however, the world doesn’t quite get the balancing right. Occasionally, you end up with twins, separated by a millennia or more, as rounding error in the game that the world plays to amuse itself.

Your twin was just dug up, and they’ve got a lot of catching up to do.

Notes: This was a bit more of a silly response to the prompt, as I loved the idea of players having twins across space and time. They could be played evil, they could be played straight, but the opportunity to meet someone who is “you” from a different time is something that I think would be really cool to experience.

Saint Panacea

Notes: Done as a character prompt entry.

The Rules: The child of a wealthy noble, a rival bandit, maybe the witness to a big heist or a powerful wizard gagged that refused to reveal the secrets to her tower. No matter, at least someone to have a conversation with and to further make the bandit encounter in more than just a combat encounter. And who knows? That prisoner might reveal some useful information or lead the party on another quest.

 

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Image: Adrian Nagorski.

Saint Panacea, Bearer of the Saint’s Burden

A middle-aged woman (around 40-50 years of age) with human features and large black stone wings, dressed in a simple but perpetually dusty habit that bears no identifiable symbols. Her skin is cracked, as if the years have worn her flesh as indicators of passing time. Her hair is kept folded behind her hood, which is fixed in place by a laurel of black leaves, sharp to the touch. Her stone wings (seemingly carved from stone in one continuous movement) drag across the floor as she walks, impervious to harm, leaving a physical mark of her presence. She is bound to the ground, as these wings belie a weight that is nigh impossible for a mortal to lift. She bears a sword that is barely a weapon, as the bladed edge tapers off into an incredibly fine point. To contrast her dusty and drab demeanor, the sword seems to contain a vividly crimson liquid.

She introduces herself as Cea, and only if pressed on the issue will she disclose her full name. Her full name is her birth name. Her sword is the only possession she cares for, and has no name.

She is a very valuable prisoner, for she is the only one who can use her sword. Her sword allows her to remove a single disease or curse from a person, no save required. The only limitation is that it only works on a person once in their entire life, but otherwise has no limitations on what it can treat. The treatment is done through the careful piercing of the heart of the patient. She has a limited amount of treatments, indicated by the amount of liquid remaining in her sword.

She has no issues with who she treats, and almost seems cavalier about the issue. If she has not treated someone within 1 month, the players find only her laurel. The players may meet her as a result of investigating and breaking up a noble’s slavery ring, as her ability is incredibly potent in terms of monetary compensation and acquiring favors.

Alfred, the Black Wizard

Notes: Done as part of a character prompt submission.

The Rules: A bartender who used to be a deva that was caught gambling with people’s offerings; an emperor who was overthrown by a popular revolution and now works as a gardener; a master blacksmith banished after a thief presented his work as his own, and has found felicity again by working in a hamlet lost in the mountains… All of those have fallen of grace, but none of those experienced it the same way. They might be resentful, bitter, sad or happy and content with their new position, etc. Either way, write such a character!

 

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Image: Josh Matts.

Alfred, the Black Wizard:

Known as the Black Wizard Alfred, his name struck terror in his enemies, and adoration in his home principality of Au’Vignon. An infamous battlemage and general, he was renowned for his control of the battlefield and lead Au’Vignon to many victories. However, in the heat of a battle, he was struck down by an errant blade. His drive to protect Au’Vignon, the bonds he had grown over the year with his soldiers, and the resentment he felt to his unjust death cast his soul astray. A growing sense of unease began to rise in his mind, as the souls of those dying and dead drifted closer to his degenerating soul, funneled into the very sword that had killed him. He was reborn anew a lich.

Ashamed and embarassed, he fled the battlefield, leaving Au’Vignon to its doom.

 

My Vision: I envision him as sort of a Lich Warmage, playing the tactical military game. He commands the units of those who fell before him and those that fell by his side, however his units lack the intelligence of the living. He seeks to form a new Au’Vignon, one that will remain eternal.

Simonne

Notes: A character prompt submission that I had done in the past.

The Rules: Write a NPC that is such a bastard the party would fly off the handle, possibly committing unlawful acts and putting on pause whatever their current task is. The NPC must be living in a village or city, and not be at risk with the current authorities. Whether it’s because they have them in their pocket, or they are too subtle for the simple minded guards, that’s up to you. I would even say the more subtle, and the more untouchable by the law they are, the better. Avoid the easy path of using the most heinous crimes.

Simonne, Deliverer of the Gift of God:

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Simonne, as she calls herself, is the only supplier of the flowers known as “God’s Gift”. These flowers are a distinct shade of crimson blue, with a faint outline of grey lining the edges of each leaf, seemingly causing the leafs to droop even in the harshest of winds. These plants are known for their potent amplification properties, as adding “God’s Gift” to any potion will amplify the effects by a minimum of 10-fold. These flowers were once long thought to be unable to be grown in any sort of soil, and so the assumption was that these plants required the attention of the gods to even survive. Recreations of the plant had failed for years, as the seeds would never take root in any fashion of soil, except those blessed by holy water, however no amount of holy water would induce viable growth.

Simonne is the one of few that knows that these flowers take root inside the hearts of men, women, and children, especially the pure. They burrow into any incision, and drain the vitality of those they touch, growing fuller and fuller with each day. When the host has died, they are viable for plucking, and they are stored and sold to the highest bidder.

Inklings

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Image: Adapted from images provided here:

Notes: A stat-block I adapted for usage in a discord prompt entry.

Inklings exist, for the most part, in a proto-form almost indistinguishable from a commonplace pebble that you might find on a rocky hilltop.

These creatures tend to have a singular overriding desire, and that is to be born again as a true inkling. The process usually involves the proto-form existing in places of death or decay for long periods of time. During this time, a singular inkling is usually watched over by a colony of them. The colony, when driven to emerge, takes the form of a collection of the proto-form inklings, connected by wisps of darkness into a roughly shaped sphere, as they use their series of inky hands to maneuver the environment around them.

Once in their final form, Inklings bear a strong resemblance from the fey creatures of the wild, curious and inattentive in their wanderings. They are fundamentally creatures that straddle the dark, and have limited control over the outcomes of events near them. They are very interested in those who have a good deal of fate behind them, and as such are attracted to adventurers.

Rumors say that the flesh and blood of an inkling allows for a hag to gain the powers of another species of hag.

 

Inkling: Small fey, Chaotic Good

HP 36 (8d6+8) AC 13, Spd 40 ft. fly

Str 6, Dex 16, Con 12, Int 13, Wis 15, Cha 16

Skills: Deception, Perception, Stealth (Strong)

DR: necrotic, death, decay

Senses: darkness

Languages: Faeries, dark-dwellers

Innate Spellcasting: Charisma, spell save DC 14. Innately casts the following spells at-will, requiring only somatic components: Goodberry, Grease, Magic Stone, Mirror Image, Prestigidiation, Darkness.

Puregrass Sensitivity: strong allergy to pure-grass plant. If within 20 feet of pure-grass flowers, it is poisoned until it leaves the area.

Shadow Protection: Any creature that attempts to damage the inkling must first succeed on a DC14 Charisma saving throw or be charmed until the end of the creature’s next turn. A creature charmed in this way is blinded until the start of their next turn, as their vision fills with inky fog.

Magic Resistance: The inkling has advantage on saving throws against spells and other magical effects.

Luck of the Inkling: The inkling can choose to grant someone advantage or disadvantage on an attack roll, ability check, or a saving throw. Afterwards, it must succeed on a DC15 Charisma Save or gain a level of exhaustion.

Actions:

Magic Pebble: Ranged weapon attack: +5 to hit, range 60 feet, one target, 1d6+3 bludgeoning damage.

Healing Touch (1/week): The inkling touches another creature. The target magically regains 12 (2d8+3) hit points and is freed from any curse, disease, poison, blindness, or deafness.

Invisibility: The inkling magically turns invisible until it attacks or casts a spell, or until concentration ends (as if concentrating on a spell). Any equipment the inkling wears or carries is invisible with it.