The post The Secret of Frostfall Mountains appeared first on Fehu Games.
]]>Hunters among the settlements scattered around the base of the mountains have reported something unnatural in the peaks. Their rumors speak of a colossal, sentient ice golem that has awoken within the heart of the Mountains and it is a source of grave concern for the locals. The golem, known colloquially as Frosthammer, was said to have been created generations ago by the long-forgotten arctic race as a guardian of their temple, but it remained dormant for centuries and faded into legend, until now.
The golem’s awakening is accompanied by a series of strange phenomena. Unseasonal blizzards and frosts, one of which so unnatural that it has frozen an entire camp in their tracks. Travelers who once navigated the mountain passes have gone missing, leaving behind strange belongings on the trails or themselves being turned into lifeless statues of ice. Elders of the settlements believe the temple guardian has been angered in some way by the local hunting practices or intrusive travelers. Some believe calling for aid outside the community to be a terrible mistake.
The adventurers are approached by a desperate messenger from one of the hunting settlements, bearing an urgent request for assistance. The hunters implore the party to journey into the Frostfall Mountains, reach the hidden temple, and uncover the mystery behind Frosthammer’s emergence. they arrange a secret rendezvous to discuss details of what they have witnessed. They offer rewards, as well as the promise of knowledge, spells, and ancient relics, to those who dare to embark on this perilous quest.
As the heroes delve deeper into the icy expanse, they must survive the brutal cold and natural hazards, and face strange creatures that have been drawn to the golem’s activity. Along the way, they uncover clues about the ancient civilization that created Frosthammer. They also discover a some unexpected potential allies in a tribe of Sasquatch. The arctic creatures are deeply connected to the temple’s origins and its history. None of the creatures speak a recognizable language and they are extremely distrustful of non-sasquatch beings.
The activated golem is difficult or impossible to put it to rest from outside the temple walls that it has been programmed to protect. What’s more is the temple itself remains a hidden secret somewhere among the most treacherous peaks of the mountains.
Can the heroes decipher the secrets of the temple and the sasquatch? What is the key to pacifying the mindless sentinel?
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]]>The post Turkatrice appeared first on Fehu Games.
]]>Turkratrices are highly territorial creatures, often found in remote forested areas, lairs of mad wizards or on abandoned farms. They are carnivorous and use their petrifying gaze to capture prey. When not hunting, they are known to roost in the treetops, remaining hidden from potential threats. Their eggs are remarkably delicious and considered a kingly delicacy. A roasted turkatrice consists of a flavor that appeases the taste buds in the prime material plane AND the ethereal realm. Some who have consumed the birds spend the remainder of their lives disappointed in the flavor of all foods from thereafter.
The bird, at first, appears to be blind, its’ eyes are a milky white void. It can see in utter darkness and into the ethereal realm at the same time. The gaze of the bird doesn’t turn victims to stone, but instead encases victims in a salty savory brine that forms into a hardened cocoon over the course of the following 24 hours.
Spicy Gaze – Victims catching the gaze of the turkatrice must make a saving throw to avoid recoiling to a fetal position and having their flesh turn into a salty mix of 11 herbs and spices. The smell of the encasement, once complete, causes all omnivores and carnivores within 40’ to become hungry and salivating (Save also applies to avoid considering cooking and eating the victim).
Venomous Peck – The turkatrice’s beak is toxic. Those failing their saving throw after a successful peck become paralyzed in place and thereafter cannot avoid the turkatrice’s gaze when it looks upon them.
Gobble of Doom – The turkatrice vocalizes its’ gobble through the ethereal and material realm. Those within hearing range who fail their saving throw become stricken with fear and suffer a -2 to hit and damage.
Hit Dice: 2
Armor Class: 4 [15]
Attacks: Bite (1d4) + venom
Saving Throw: 17
Morale: 8
Special: Gaze, Venom, Gobble of Doom
Move: 6 / 12 flying
Alignment: Chaos
CR/XP: 4/120
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]]>The post Timepiece of Vision appeared first on Fehu Games.
]]>The watch allows the user to view but not interact with, the events of the exact date and time from the past. Visions are centered from the exact spot the user is standing when the watch is engaged. The events are shown on the lid of the pocket watch.
The watch can only be set to dates in the past as the future is yet to be determined and may only be so used once per day.
This is a great item for story exposition, but can also be an interesting tool for parties to discover which way an enemy went, if they know when they passed. It can reveal all sorts of hidden secrets and activities in your world and dungeons that allows players to feel like they are in control of their fate instead of just trying to focus on a long GM background story.
It’s also an intricate device, and if you that the party has a a way to “cheat” or circumvent your quest, it can break or malfunction at any time.
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]]>The post Chirowraith appeared first on Fehu Games.
]]>Chirowraiths have sharp claws and cling to victims while digging into their flesh with needle-like teeth that protrude from their round mouths. Feeding on fresh blood is a delight for them, but their real source of sustenance is their nightmarish ability to drain strength from their victims.
10% of chirowraiths created can communicate basic concepts and information to their creators psychically when within 20’of each other. 1% of chirowraiths created have the ability to breathe a necrotic acid three times / day that causes 1d8 points of damage and induces wretching from the stench for those who fail their save.
Chirowraiths are undead creatures and immune to all sleep, charm, and mind-affecting spells. They may be turned by clerics.
Hit Dice: 1+1
Armor Class: 6 [13]
Attacks: Bite (1d4) + special
Saving Throw: 16
Morale: 10
Special: Surprise
Move: 3 / 18 flying
Alignment: Chaos
CR/XP: 3/60
Vampiric bite — On a successful hit the chirowraith begins draining the blood, and strength if a saving throw is failed, of its victim immediately. The creature heals itself, if damaged, half the hit point value inflicted on each bite.
Ethereal Siphon — On each successful hit, the victim must succeed a saving throw to avoid being drained of 1 point of strength as their life force is drained. Victims drained to zero strength become wights under the control of the chirowraith’s creator. Strength is restored at the rate of 1 point per day of rest.
Ephemeral Phase — The chirowraith can become incorporeal three times per day for just three rounds at a time. This allows it to pass through walls or any material objects. It cannot attack while in this state, but often uses the ability to surprise victims.
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]]>The post Mace of Resonance appeared first on Fehu Games.
]]>The Mace of Resonance is a finely crafted masterwork weapon created by elder worshipers of elemental gods. It has a finely polished steel head on an ornate hilt wrapped in dark leather. When examined closely, faint, intricate patterns resembling sound waves are etched into the surface of the head.
Abilities:
Sonic Impact (3x/day) – Upon successfully striking a target, the Mace of Resonance emits a low, resonating hum that amplifies upon impact. This hum disorients the target, imposing a temporary -2 penalty to their attack rolls and saving throws for the following round.
Echo Strike (1x/day) – When this ability is activated, the mace emits a powerful sonic shock wave upon hitting a solid surface (e.g., the ground or a wall). This shock wave affects a 15-foot cone in front of the wielder and deals 2d6 thunder damage to all creatures within the area. It can be used both in combat as an offensive maneuver or creatively to create distractions or trigger environmental effects. Hearing creatures within the cone are deafened for 1d4 rounds.
Resonant Faith (1x/day) – When the wielder holds the Mace of Resonance and speaks a command word, the mace vibrates gently, restoring 1d8 points of health to the
wielder.
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]]>The post Vampiric Brood appeared first on Fehu Games.
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Vampiric Brood
Hit Dice: 3
Armor Class: 5 [14]
Attacks: 2 claws (1d4), bite (1d4 Strength Drain)
Saving Throw: 14
Morale: 10
Special: Undead immunities, Strength drain, surprise,
psychic link with master
Move: 9
Alignment: Chaos
CR/XP: 4/120
Vampiric brood are not yet vampires but languish in a preserved undead state. Creator vampires only allow them to feed on animals and keep them weak enough to bar rebellion. An exception for brood feeding may be made when the creator allows the brood to hunt humanoids in order to fill themselves with blood and return to the creator who then feeds on their spoils. This must be done on the same night the blood was collected by the brood. Brood minds are in the clutches of the vampire that created them, and their free will is reserved until such a time that creator destroys them or turns them into proper vampires.
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]]>The post Illyndra Starshadow appeared first on Fehu Games.
]]>Illyndra was raised at the hand of her father, Eloyen, a skilled blacksmith. She displayed an affinity for both combat and magic at a very young age, a “blessed” combination. Eloyen encouraged her development in the arcane and refined combat of the elves.
As the years passed, Illyndra’s training intensified. She spent countless hours honing her skills, her lithe frame becoming a vessel of deadly precision and her mind, a vessel for knowledge. With the aid of Eloyen, Illyndra infused his metal with her magic, creating armor that not only offered exceptional protection but also enhanced her natural attributes.
Fifty years into her training and Illyndra’s idyllic world was shattered one fateful night. Dark creatures known only as the Shadenmaw laid waste to the elven settlement. Their dark powers overwhelmed the defenders of Eldoria.
Illyndra fought valiantly, her enchanted armor reflecting the dark energy and shadow claws alike. Despite her efforts, the onslaught was relentless. Her father fell defending their home and she nearly lost her own life escaping into the canopy. Grief and rage surged through Illyndra’s heart. In a desperate bid, she unleashed a wave of magic that engulfed the remaining shadenmaw, creating a blinding explosion of light. When the brilliance subsided, the Shadenmaw were no more, but Illyndra had paid a heavy price.
Awakening amidst the ruins, Illyndra salvaged what she could of her father’s forge and his tools. As a tribute to their memories together, she named it “Enlightenyen.”
For years, Illyndra wandered the elven lands, seeking to expand her knowledge and discover what drove the Shadenmaw. She sought out reclusive sages and hidden libraries to uncover forgotten spells and ancient enchantments. Her travels took her to distant realms and through perilous adventures, shaping her into a formidable warrior and a skilled enchantress. Her knowledge of the Shadenmaw, still lacking and the creatures shrouded in mystery.
Eventually, Illyndra returned to Eldoria and set up Enlightenyen and began work, hoping the voice of those lost would speak to her. Here in Eldoria she toils, eager to speak with all travelers to tell her tale and hear their own in the hopes of a clue to the dark evil that stole her past.
These short “Story Starters” are background, NPC, adventure, or world ideas that I’ve jotted down and decided to share, or perhaps return to and expand some day when time permits.
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]]>The post Cold Front and North Lord on Kickstarter appeared first on Fehu Games.
]]>Each adventure is short and sweet, but still contains all the necessary information for a fun, engaging experience. Both “Cold Front” and “North Lord” are four and five pages long, respectively, with encounter information, full-color maps, tables, and everything else you need to run a memorable adventure on the fly. The adventures are intended for a party of 5-6 level 3 or 4 heroes.
In “Cold Front,” the heroes find themselves immersed in a strange cold front. Meanwhile, in “North Lord,” they must quest to put an end to the evil and the cold for good to save the civilized realms. The two adventures are connected, but can be run independently of one another or extended easily.
If you’re a fan of paper products and receiving things in the mail, we got you covered. There are three print options available if you don’t want to use your own toner to print the adventures.
These adventures are written using the Swords & Wizardry game system from Mythmere Games. It is fully 1E / BX / OSE / OSR compatible with minimal adjustments. A digital copy of the game can be found free online, or you can back their Kickstarter now and get the latest version.
The digital PDFs can deliver as soon as funding clears approval, which will take two weeks after the Kickstarter project ends. Print products have to be ordered and shipped and should deliver the following week. Cardstock printing for these adventures will be done locally to expedite delivery times.
In conclusion, if you’re a fan of the Swords & Wizardry game system or just love a good RPG adventure, then be sure to check out Fehu Games on Kickstarter. These short but engaging adventures are sure to provide hours of fun for you and your party.
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