[New Monster] Grisp

Grisp

A half dozen small creatures flew down from the trees and attacked Chalk and his companions. Koram swung his Crystal Sword and downed one, Chalk cast a spell that dazed two while Navnen began stabbing with two daggers. Valance turned and one of the thing swooped down on him before he could grab a weapon, he grabbed the winged monkey-cat thing. It screamed at him as if to terrify him, he screamed back at it.

Spiders ran from the sleeves of the priest’s robe, biting the creature.

It screamed so hideously the other little monsters flew off.

‘That is one way to do it,’ Chalk said.

‘I wonder if you can eat these things,’ Valance wondered aloud.

Grisp

No. Enc.: 1d10(2d20)

Alignment: Neutral (Chaotic tendencies)

Movement: 90′ (30′)

Fly: 180′ (60′)

Armor Class: 6

Hit Dice: 2

Attacks: 3 (claw/claw/bite)

Damage: 1d3/1d3/1d4

Save: MU3

Morale: 8

Hoard Class: XVI

X.P.: 125

A scourge among most any in their path, the grisp are a race of small semi-intelligent creatures that look like an eerie cross between a monkey and a housecat with prehensile tails, opposable thumbs and bat-like wings. Their low intelligence keeps these creatures from being a true menace, but their vicious natures and insatiable curiosity make these a force to be reckoned with among a small group of adventurers or even a small village, constantly breaking things, gnawing and biting objects and ruining anything their paws can get a hold on. There are rumors that if captured and trained while young they make excellent spies and tiny servants, but it might not be worth it for such unpredictable things.

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[New Magic Item] Jar of Daemons

Jar of daemons

Stork went through a bunch of pieces of parchment in the cabinet of the wizard he had just killed. Standing next to a tall jar he muttered a few of the words.

Suddenly several arms erupted from the jar as an impossibly large creature pulled itself from its confines. The creature dusted itself off, unfurled its wings and looked at the human.

‘You have my service for one hour,’ it said.

Stork peered out a window of the dead wizard’s tower and saw a small group approaching, undoubtedly the retainers of the mage.

‘How far away can you get me from here?’ Stork asked as he tucked a few scrolls and assorted magic items into a satchel at his side.

The lumbering daemon looked fearfully at the jar that had contained it and spread its wings.

‘Not far enough, let’s get out of here.’

Created by a crazy archmage that planned on having an army tucked away in jars on hand, a circle of thieves had other ideas and these magical items have been dispersed throughout the world.

Benefit: This magical vessel simply holds earthbound daemons (q.v.), with usually 1d4 held within the Jar at any time. Spells that banish infernal creatures or a cleric’s turning are common ways for daemons to find themselves trapped within one of these magic items. Removing the lid and speaking a command word will release this creatures who will do the bidding of the one that released them for one hour and then flee the area to get away from the Jar of Daemons immediately.

Usable by: Anyone with the activation word.

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[New Spell] Sustenance from the Sun

Sustenance from the Sun

 

Fellhorn the druid looked over the group’s resources.

‘We’ll never make it to Dorsk with what we have,’ he told Zaaba-glun.

‘Is there an alternative?’ the fighter asked.

The druid contemplated this question for a moment.

‘There is one way, but the halfling won’t like it,’ he said with a smile.

Greenthistle looked up, brushing crumbs off of his vest.

‘Greenthistle won’t like what?’

The druid grinned.

‘You’ll see, little thief.’

 

Sustenance from the Sun (Druid)

Level 4

Range: 30′ radius.

Duration: One day/level. See below.

 

The casting druid causes all within the radius of this spell, including themselves (if he or she chooses to), to use sunshine instead of needing to eat or drink for the duration of the spell. Each day requires those affected to be in the light of the sun for at least four hours per day or the spell will expire (cloudy days will also dispel this magic). While vampires will hardly be duped into walking into the sun, creatures like goblins or kobolds that may have a penalty in the sun? If they are hungry enough they might risk it.

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[New Monster] Vimenos

Vimenos

Knat the druidess hissed.

‘What is it?’ Chalk asked.

‘Vimenos,’ she replied.

‘That isn’t helping.’

‘Vampire cat,’ she said.

‘That would explain why there are no rats or mice around,’ the wizard said.

‘And why the villagers all have bite marks on them and seem scared out of their skins. We need to get out of here by nightfall,’ Knat added.

‘I’ll collect the others,’ Chalk said with a fearful voice.

Vimenos

No. Enc.: 1 (1d4)

Alignment: Chaotic

Movement: 120′ (40′)

Armor Class: 4

Hit Dice: 4+4

Attacks: 1

Damage: 1d4 (bite or scratch)

Save: F5

Morale: 8

Hoard Class: XIx2

X.P.: 225

The villainous vimenos is a type of vampiric cat, a monster that hides in shadows and operates by night. The small vampires Have the ability to Charm Person and Charm Monster three times per day and use this ability to feed discretely off of humans, demi-humans and humanoids (their favorite prey when other fare is not available). Vimenos look like sinister housecats with large canine teeth, and try to hide by blending in with and controlling domestic cats whenever possible, rodents of all kinds avoid these creatures, which wererats consider a challenge to defeat. Sinister and vicious, these vile felines think of themselves above all others and can be quite a scourge in small villages and towns. Clerics may turn these creatures as actual vampires.

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[New Magic Item-Cursed] Mask of Malox

Mask of Malox

‘I wouldn’t do it,’ Valance advised.

Navnen looked at the mask in his hands. It was grotesque, the visage of a fanged monster, and it was easy to steal, maybe too easy.

‘I wouldn’t, either,’ chimed in Chalk.

‘But what if I can breathe fire with it or something? You two said it is magical,’ the thief said.

‘What if you turn into an imp?’ Valance asked.

The thief shrugged and put the mask on. Waves of terror emanated from him suddenly. Chalk fled, followed by Valance. Koram stood bewildered.

‘I can’t take it off!’ shrieked Navnen.

‘I’ll go looking for a wizard or priest that does remove curses since ours don’t,’ Koram said with a sigh.

Nobody is quite sure whether Malox was an archmage or an archfiend, but this magical mask is certainly fiendish. Made of wood and looking garish and fearsome with tusks and sharp fangs, flared nostrils and a bright and contradictory paint job, this mask is to some a cursed item, to others a rite of passage that must be endured until it loosens its grip on the wearer.

Benefit: A cursed item, the Mask of Malox sticks tight once put on a person’s face. The benefit is that all languages spoken within hearing distance are understood, the curse is that all within a 20′ radius must make a Save versus Spells or flee in terror as if under the affect of the Fear spell (creatures under 2HD automatically flee, creatures over 6HD receive at +1 to their save, creatures over 10HD are immune to this affect). This mask will remain on the wearer for one year and a day or until a Remove Curse spell is cast upon it.

Usable by: Anyone, it is cursed, share it.

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[New Spell] Add Nausea

Add Nausea

 

Everyone in the in suddenly felt ill.

‘It’s the sausages!’ some cried.

‘The cheese has gone bad!’ others complained.

Valance’s eyes rolled along with his stomach as he experienced waves of nausea.

‘It cannot be either, I just got here,’ the priest of the Spider God said. ‘This is magic.’

The wizard Azon grimaced as his spell was revealed. The innkeeper grabbed the spellcaster by the sleeve.

‘Fix this now or you’ll be in a lot more pain than we are!’

 

Add Nausea (Arcane)

Level 3

Range: 100’/level

Duration: One day/level or until dispelled.

 

A rather unfortunate spell to be the victim of, Add Nausea causes all in its range that fail a Save versus Spells to feel extreme nausea, so much so that all rolls are -2 for the duration of the spell. The careful spellcaster makes this look like poisoned food or the curse of another that he or she can cure and rid th affected of their misery.

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[New Spell] Path to Respite

Path to Respite

 

Zaaba-glun looked at the druid, Fellhorn.

‘We’ve got a storm coming in,’ the fighter said.

Fellhorn nodded and bowed his head for a moment. The druid seemed to see something that Zaaba-glun couldn’t.

‘Soon we will veer off this trail to the north, I see a bright path leading towards a shelter,’ Fellhorn said.

The fighter whistled, moments later an elf appeared from one side of the trail, a halfling from the other.

‘We are going off the trail, so we should stick together, no need to scout,’ he said.

The two demi-humans nodded and the quartet slipped off the trail and into the undergrowth.

 

Path to Respite (Druid)

Level 3

Range: 500’/level

Duration: One hour/level.

 

This druid spell allows the druid to find a safe oasis for themselves and any companions with them. As long as there is indeed a safe place. If there is a safe place to rest within the range of the spell the druid will see a glowing golden path to that area. This may be a lodge or hut or an area that is easily defended, depending on the terrain. If there is no safe shelter within the spell’s range then there will be only a hint of the general direction.

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