The Monsters of Green Hollow
Our campaign setting is a relatively low-fantasy sort of place, so the interactions the players have are decidedly humanoid in nature. However, there are a few prominent strange creatures that play a part in Heroes of Green Hollow!
Most prominent are Rockcrawlers, the culturally significant mounts and partners of the Stoneflower Tribe. While visually we did think of Kodos, we took care to think of how the Rockcrawler would have adapted to its environment and how it ties into the folk stories of the Stoneflowers. Once we realized they would have laid their eggs in mountain clutches, it made sense to connect them to the Tangata manu tradition of Rapa Nui. (Art from our book, by Kleber Oliveira)
During one possible story path, the players are obliged to escort the evacuating villagers of Green Hollow to the safe grottoes in the mountain. Along the way, they are beset by a group of predatory ice mephits, classic irritating D&D baddies. (The above art was purchased from Dean Spencer)
The antagonists, the Crows, face a grim passage to Green Hollow through a series of mountain passes and tunnels. While we never defined exactly what preyed on them, and D&D has no shortage of tunnel-dwelling beasts, I can't deny I was thinking of the hilarious scene from Big Trouble in Little China.
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Time to kick off the VS section of Smash or Pass VS! Yeah I changed my mind, we're starting immediately but just keeping it at 1 a day for a bit cause I'm busy.
The bone devil is 9 ft (2.7 m) tall and probably has enough handholds between the spikes to avoid being stabbed! The stinger is poisonous, and they can see in the dark. They're driven by hate, lust, and envy, so unsurprisingly they're the law enforcement of hell. But they actually fanatically follow the law, and are at least open about it when they're blatantly evil.
To the right is the Magma Mephit. 4 feet (1.2 m) tall and a bit slow at comprehending what's being said or done around them, but they can even summon friends! Just bring some sort of fire protection, as prolonged touch can start to damage organic materials. Still, nice if you're into temperature play!
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gale & the magma mephit
so remember that time where the protag can save mirkon and gale will tell you about summoning not only tara as a boy, but a magma mephit as well:
and you do meet a magma mephit during his ressurection protocol.
first, gale's projection will tell you about it:
and then the magma mephit will of course appear once you actually do use the flute and letter as instructed:
back in early access days, those lines always got me thinking and it had always a headcanon of mine that the magma mephit in gale's story ("nice fellow. we kept in touch.") and the magma mephit involved in gale's resurrection protocol ("stay clear because the little camp can melt metal." + "of course, in walked the housekeeper. screaming, yelling, panic, and before you knew it: fire everywhere.") are one and the same.
well, i was parsing through gale's patch 4 files today and found this new (to me, at least) line:
Gale: I may have summoned things rather more exotic than a winged cat.
Player: Such as?
Gale: There was that magma mephit once. K'ha'ssji'trach'ash, in fact. You met him.
i'm beyond excited that my little headcanon was confirmed.
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Class Feature Friday: Bell Implement (Pathfinder Second Edition Thaumaturge Implement)
(art by cobaltplasma on DeviantArt)
A marvelous property of pure metals is their ability to generate such clear notes of sound when struck or vibrated. So beloved is this aspect of them that we’ve devised all manner of ways to shape metal for that exact purpose, be it complex instruments, wind chimes, or indeed bells.
A bell can be a simple instrument, or it can be a powerful tool of communication, often both at once. Bells can inspire fear and alertness when used as an alarm, or comfort when used to signal times of day or even times of worship.
Indeed, bells are strongly associated with various religions for their ability to signal when certain religiously significant times were approaching over a large area.
Its no small wonder that bells are often considered sacred instruments, and that there is a lot of folklore that paints the sound of bells as able to drive away evil spirits.
It is that significance that thaumaturges capitalize on with their occult arts, and many of them do adopt bells as one of their implements. These are often handbells, though handchimes, windchimes, and even larger bells such as those used by guards in some cultures. Anything that is notable for it’s ability to signal with sound might be appropriate. Such chiming instruments are associated with the cosmic caravan astrological signs of the daughter and the blossom.
Such implements, empowered by the belief and knowledge of a thaumaturge, become especially useful in driving away and disrupting the actions of monsters.
When their chosen foe casts magic or attacks, these thaumaturges can ring their bell to disrupt their concentration. Why they can’t lose the spell because of this, it can still reduce the intensity of the effect or throw off aim enough to help allies avoid the attack or magic.
Later on, their bell continues to resonate afterwards, causing the effects of the chiming to last longer.
They also learn to link their own strikes to the resonance of their bell, causing foes they exploit the weakness of to be more vulnerable to the bell’s disrupting chime.
Finally, those who master the bell learn to intensify it’s effects, as well as use it against all foes, not just the one they are currently targeting with their expertise.
Beyond that, a decent handful of feats are useful and/or thematic for those specializing in using the bell implement, such as Divine Disharmony, Haunt Ingenuity, Root to Life, Esoteric Warden, Turn Away Misfortune, Shared Warding, Thaumaturge’s Demesne, Esoteric Reflexes, Sever Magic, Unlimited Demesne, or Wonder Worker, though obviously your build will differ.
The bell implement is there to give you a way to help protect your allies by debuffing your foe as they attack, potentially protecting allies as they make saves and avoid attacks. That alone makes your thaumaturge a bit more of a support character, so you might consider building in that direction or diversifying to provide a more even approach of attack and defense.
Though thaumaturges aren’t quite the same as their predecessor class, the occultist, they share some of the same bones, so thinking about what sort of significance the instruments that thaumaturges might use as bells is interesting. One might be the bell of a town crier whose alert saved a village, or perhaps a bell from the parade raiment of a priest meant to frighten evil away, and so on.
A child of a magically-assisted union, Vokuss the Horn is a dromaar, or half-orc, but his other half is one of the stout kashrishi, those crystal-horned psychic beings. Though his appearance is unusual, he has a special knack for psychic resonance, particularly with his set of crystal chimes. As such, he has long worked a monster hunter, able to understand their weaknesses by listening to the notes of the chime.
Acclaimed monster hunter and thaumaturge Poculus has gone missing, and whats more, his signature brass bell has turned up, half-melted in the a forge downtown. The owner claims no knowledge, but his fire mephit assistant, Scorchfingers, is being evasive, as if he witnessed something, but it too afraid to reveal it.
The Nomoon community is a collection of various “monstrous” creatures living in the undercity far from the street level of Moonsilver. Though distrustful of outsiders, they are a surprisingly good-hearted band of misfits. They are a bit superstitious though, and refuse to move the bell left behind by a would-be monster hunter they drove out some years ago.
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