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20 - Trigseer "The Whip"

When last we left our heroes... The sounds of the guards shouting brought the group out into the opening scenes of the camp preparing for battle. As the first actions of combat took place, Jordan loosed a lightning-fueled chaos bolt toward the attacking rock-like creatures. Hollis and Ace watched in amazement as time seemed to stand still for them with the lightning bolt hanging overhead. The rest of the group vanished out of existence, and in place, a large brown bear on a ball appeared in their place. At the same time, a screaming ball of fire came plummeting down to the surface, and from it, emerged a 7+ foot tall minotaur. A brief exchange of words ensued before the bear vanished from existence and the rest of the party came crashing back to the surface. Seemingly having spent a few days somewhere else and returning without Taryn, the group jumped straight into combat, joining Hollis and Ace. An intense battle ensued, eventually with the party emerging successfully. An inopportune mid-afternoon break in the tavern is filled with a generous lunch experience. Finally making introductions, Zantar the Pacifist is revealed to be their new Minotaur compatriot. Hailing from the planet known as Minus, Zantar explains that while chasing a quarry, his ship crashed onto the planet. The rest of the group recounts their story to Hollis and Ace, and finally remembers that the ship was sat smoldering in the middle of the guard camp, the group made their way back. As Zantar placed his hand on the access pad, entering a code into the ship, an unseen power pulls his body out of existence, leaving the party just outside the ship. It is here we resume...   Session Plot Points  
Trigseer
  The Search for Master Gurak
  • The journey will take the group into the northern forest (spore-infested)
  • The group will have a random encounter in the forest
The Dark Wood - Day
Badger Hill Above Ground - Flooded
Badger Hill Underground
  The Whip
  • One of the PCs remembers the code to get onto the ship
  • One the ship are a few items
  • There is a "Survival Kit" containing 4 Potions of Greater Healing, 1 Scroll of Lesser Restoration, 1 Scroll of Longstrider, 1 case containing 1000 Credits and 500 GP, 1 Minosian Fire Blaster, and 1 data tablet containing a small compendium of monsters unknown to the party.
  Local Items of Interest
  • The local population is plagued by near-constant attacks from strange, sporelike creatures from the north (once the site of the great battle of Trigseer).
  • The town is currently being run like a military occupational camp, governed by military law and under strict curfews.
  • The local garrison scouts have been reporting on strange, other-worldly sounds that have been coming from the location of The Cut
  • A small, scouting party of magma-like creatures coming out of The Cut will attack the same day/night that the party gets to Trigseer.
  • The smell of burning flesh, wood, and the toxic smoke from The Cut are pungent in the air.
  • Frequent "sandstorm-like" storms occur; those outside take 5d6 poison damage every "round" until they can get inside; face coverings will reduce the damage to 3d6 poison damage.

Homebrew

Spore Mound CR: 5

Large to Huge plant, unaligned
Armor Class: 15
Hit Points: 208 (16d10 + 48)
Speed: 20 ft , fly: 60 ft , swim: 20 ft , climb: 20 ft

STR

18 +4

DEX

8 -1

CON

16 +3

INT

5 -3

WIS

10 +0

CHA

5 -3

Skills: Stealth: +2
Damage Resistances: Cold, Fire, Lightening
Damage Immunities: Poison
Condition Immunities: Blinded, Deafened, Exhaustion, Poisoned
Senses: Blindsight: 60 ft. (blind beyond this radius) Passive Perception: 10
Challenge Rating: 5

Poison Absorption: 

  • Whenever the spore mound is subjected to poison damage, it takes no damage and regains a number of hit points equal to the poison damage dealt.
 

Actions

Multiattack:

  • The spore mound makes two slam attacks. If both attacks hit a Medium or smaller target, the target is grappled (escape DC 14), and the spore mound uses its Engulf on it.
Slam:
  • Melee Weapon Attack: +7 to hit, reach 5 ft., one target
  • Hit: 13 (2d8 + 4) bludgeoning damage
Engulf:
  • The spore mound engulfs a Medium or smaller creature grappled by it. The engulfed target is blinded, restrained, and unable to breathe, and it must succeed on a DC 14 Constitution saving throw at the start of each of the mound's turns or take 13 (2d8 + 4) bludgeoning damage. 
  • If the mound moves, the engulfed target moves with it. 
  • The mound can have only one creature engulfed at a time.
 

Reactions

   

Legendary Actions

Legendary Actions:

  • The mound may use any of its legendary actions at the end of any turn.
  • The mound will regain all of its spent abilities by rolling a 4-6 at the end of its turn.
  Spore Cloud:
  • As a reaction, the spore mound can release a toxic cloud of fungal spores in a 20ft. radius centered on itself.
  • Any creature caught in this cloud of spores must make a CON saving thrown (DC 16) or take 5d8 poison damage and will accrue the Blinded condition while it is in the cloud.
  • Any creature who starts its turn in the cloud must make a CON save (DC 16) or take 4d8 poison damage.
  • Creatures affected by this spore cloud may roll CON saves at the end of their turn to rid themselves of the effects.
  • Spore clouds can be cast multiple times if the mound feels threatened.
Spore Minions:
  • As a reaction, the spore mound can spawn 1d10 minions at point of its choosing, anywhere that it can see, so long as it is above 50 HP
  • Minions that spawn have the swarm ability
  • Minions have 1 HP, +5 to hit (slash), and deal 2 slashing damage and 5 poison damage per hit
  • If more than 4 Minion swarm the same person, the creature being attacked must make a STR 15 save or be knocked prone
Spore Shift:
  • As a reaction, the spore mound may "teleport" itself to any unoccupied location that it can see by using its underground fungal network of roots
  • The "teleport" does not provoke an opportunity attack
Crippling Defeat
  • Any creature that is brought to 0 HP by the Spore Mound must make a CON 18 save or permanently gain the Poisoned condition. This condition can only be lifted by use of magical abilities.
  • Any creature that is brought to 0 HP by the Spore Mound must make a STR 16 save or take the Paralyzed condition upon being healed. This condition can only be removed by the use of the Spell: Lesser Restoration (or something similar).

A Spore Mound is a creature that has only recently been seen. Not much is known about them by the local population.   These mounds have been seen slowly trudging their way across the ancient battlefields of Trigseer. This rotting heap of animated vegetation looms up half again as tall as a human, tapering into a faceless, spore-like "head" at its top.   All-Consuming Devourers.
  • A spore mound feeds on any organic material, tirelessly consuming plants as it moves and devouring animals that can't escape it. Only the spore mound's rarity and plodding speed prevent them from overwhelming entire ecosystems. Even so, their presence leeches the natural environments of plant and animal life, and an unsettling quiet pervades the lands haunted by these ever-hungry horrors.
Unseen Hunters.
  • Composed of rotting fungus, decaying leaves, vines, roots, and other compost, mounds can blend into their environments without effort. Because they move slowly, they rarely attempt to pursue and catch creatures. Rather, they remain in place, sustaining themselves by absorbing nutrients from their surroundings as they wait for prey to come to them. When a creature passes near or alights upon a mound, the monster comes to life, seizing and absorbing the unwary prey.
Spawned by the Mother.
  • A spore mound results from a phenomenon in which powerful magic invigorates an otherwise ordinary mushroom spore. As the fungus is reborn into its second life, it chokes the life from plants and animals around it, mulching their corpses in a heap around its roots. Those roots eventually give up their reliance on the soil, directing the mound to seek out new sources of food.
A Resurgent Menace.
  • If a spore mound faces defeat before an overwhelming foe, the root stem can feign death, collapsing the remains of its mound. If not subsequently killed, the root stem beds down in the mound's remains to slowly regrow its full body, then once again sets out to consume all it can. In this way, spore mound infestations long thought destroyed can recur time and again.

Suggested Environments

Ancient battlefields, where the rot and decay of the original mycelium was spread.

Gelatinous Cube CR: 2

Large large ooze, unaligned
Armor Class: 6
Hit Points: 84 (8d10 + 40)
Speed: 15 ft

STR

14 +2

DEX

3 -4

CON

20 +5

INT

1 -5

WIS

6 -2

CHA

1 -5

Condition Immunities: Blinded, Charmed, Deafened, Exhaustion, Frightened, Prone
Senses: Blindsight: 60 ft. (blind beyond this radius) Passive Perception: 8
Challenge Rating: 2

Actions

Pseudopod: Melee Weapon Attack: +4 to hit, reach 5 ft., one creature - Hit: 10 (3d6) acid damage   Engulf: The cube moves up to its speed. While doing so, it can enter Large or smaller creatures' spaces. Whenever the cube enters a creature's space, the creature must make a DC 12 DEX saving throw.

  • On a successful save, the creature can choose to be pushed 5 feet back or to the side of the cube. A creature that chooses not to be pushed suffers the consequences of a failed saving throw. 
  • On a failed save, the cube enters the creature's space, and the creature takes 10 (3d6) acid damage and is engulfed. The engulfed creature can't breathe, is restrained, and takes 21 (6d6) acid damage at the start of each of the cube's turns.  An engulfed creature can try to escape by taking an action to make a DC 12 STR check. On a success, the creature escapes and enters a space of its choice within 5 feet of the cube.
 

Ooze Cube: The cube takes up its entire space. Other creatures can enter the space, but a creature that does so is subjected to the cubes Engulf and has disadvantage on the saving throw.  Creatures inside the cube can be seen but have total cover.  A creature within 5 feet of th cube can take an action to pull a creature or object out of the cube. Doing so requires a successful DC 12 STR check, and the creature making the attempt takes 10 (3d6) acid damage.  The cube can hold only one Large creature or up to four Medium or smaller creatures inside it at a time.  Transparent: Even when the cube is in plain sight, it takes a successful DC 15 WIS (Perception) check to spot a cube that has neither moved nor attacked. A creature that tries to enter the cube's space while unaware of the cube is surprised by the cube.

Swarm of Spiders CR: 1/2

Tiny monster, unaligned
Armor Class: 12
Hit Points: 22
Speed: 20 ft , climb: 20 ft

STR

3 -4

DEX

13 +1

CON

10 +0

INT

1 -5

WIS

7 -2

CHA

1 -5

Damage Resistances: bludgeoning, piercing, slashing
Condition Immunities: charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
Senses: blindsight 10 ft., passive Perception 8
Challenge Rating: 1/2

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny insect. The swarm can't regain hit points or gain temporary hit points. Spider Climb. The swarm can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check. Web Sense. While in contact with a web, the swarm knows the exact location of any other creature in contact with the same web. Web Walker. The swarm ignores movement restrictions caused by webbing.

Actions

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 10 (4d4) piercing damage, or 5 (2d4) piercing damage if the swarm has half of its hit points or fewer

Thug CR: 1/2

Medium humanoid, any
Armor Class: 11
Hit Points: 32
Speed: 30 ft

STR

15 +2

DEX

11 +0

CON

14 +2

INT

10 +0

WIS

10 +0

CHA

11 +0

Skills: Intimidation +2
Senses: passive Perception 10
Challenge Rating: 1/2

Pack Tactics.  The thug has advantage on an attack roll against a creature if at least one of the thug's allies is within 5 feet of the creature and the ally isn't incapacitated.

Actions

Multiattack.  The thug makes two melee attacks.    Mace.  Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (ld6 + 2) bludgeoning damage.   Heavy Crossbow.  Ranged Weapon Attack: +2 to hit, range 100/400 ft., one target. Hit: 5 (l dl 0) piercing damage.

Ursine Ice Warrior CR: 7

Medium humanoid, any
Armor Class: 17 (Chain Mail)
Hit Points: 96 (13d10+25)
Speed: 35 ft

STR

16 +3

DEX

10 +0

CON

15 +2

INT

11 +0

WIS

15 +2

CHA

10 +0

Saving Throws: Str +4, Wis +4
Skills: Stealth +6 (When in icy or arctic conditions)
Damage Vulnerabilities: Fire
Damage Resistances: Cold
Condition Immunities: Exhaustion, Frightened
Senses: Darkvision: 60 ft. Passive Perception: 16 (Keen Sense of Smell)
Languages: Common, Ursine, +1
Challenge Rating: 7

Actions

Multiattack. The ursine warrior makes one Bite attack and two Claw Attacks, or it makes two melee weapon attacks (warhammer).   Bite: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d10+3) piercing damage   Claw: Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (2d8+3) slashing damage   Warhammer: Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit 9 (1d12+3) bludgeoning damage   Bonus Actions Roar (One Per Combat): The ursine warrior emits a roar in a 30-foot cone. Each creature in that area must make a DC 15 Constitution saving throw. On a failed save, a creature takes 20 (4d10) thunder damage, drops everything in its holding, and is stunned for 1 minute. The stunned create can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. On a successful save, a creature takes half as much damage and isn't stunned.   Second Wind (Recharge 2-3): Drawing on a limited well of stamina used to protect itself from harm, the ursine warrior may at the beginning of its turn, use a bonus action to regain Hit Points equal to 8 (1d10 + Con).

Ursine Ice Warrior Massive, strong, and possessing a fearsome fortitude, this omnivorous race evolved from bear-like ancestors. Covered in coarse fur, ursines are most at home in cooler climates and thin atmospheres. They thus build much of their civilization in the colder north, along giants and orcs of the Spine. Their survival ability is such that it is possible to find ursines in even the most inhospitable places. This is a challenge that some individuals willingly embrace, as they can be found in the most unlikely nooks throughout the galaxy, even being sighted on places like the moon. The ursines also have an astonishing longevity. Finding individuals who are several centuries old is not at all unusual. While an individual may have less than average intelligence compared to other race, the weight of wisdom and experience harnessed over the years can become exceptional. It is therefore no surprise that there is a growing regard for ursine elders within the world, and the younger races will often go to them for advice and insight.

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