seasong's Light Against The Dark II (May 13)

Bestiary: Groundmouth
Note: An unmodified tendriculos from the Monster Manual.

The wilderness is about 90% unknown. When young fools hie off into the wood beyond the civilized vallies of Theralis to find some ancient ruin or another, they often don't return, and why they didn't return is rarely known to those who love them back home. The groundmouth is one of the reasons, although few know of it.... by its nature, it tends to leave few witnesses.

The groundmouth is a 4-6 ton colony plant of animate fibres up to twelve feet long. The individual fibres produce acids as they move, just like human muscles, but several times more potent, and particular groups of the fibres have evolved towards specific tasks, much like the organs of an animal.

The center-most fibres are acid resistant, and form a kind of stomach - it is here that the acids of movement are squirted, both to remove the toxic acids from the other fibres, and as a method of digesting prey. Most of the remainder of the fibres are more evolved for powerful movement, allowing the plant to move with sudden and terrifying force.

The end result, is a pair of powerful, woven vines that act like flexible arms, a large central mass, and an open maw that the vines toss prey into. The groundmouth lies mostly dormant for days, looking like a slight bulge in the ground surrounded by vines - when something steps on its fringes, the mouth opens and the vines whip into action to pull the prey into the mouth... which is rapidly filling with acid from the movement.

Although bludgeoning damage bruises and kills the individual tendrils, edged weapons and most forms of energy do little to harm the groundmouth, and it rapidly recovers from most non-bludgeoning damage.

The groundmouth is one of nature's worst trap predators hidden in the occasional journals of wilderness scouts.
 

log in or register to remove this ad

Note: this happened during the last war, but I forgot to mention it. The tribe with the giants would prevent people from getting near the giants by throwing this spell at would-be attackers - the group that jumped the giant did so with the knowledge that many might die from this.

Stylized Spell: Flaying Spirits

When most people think of a shaman, they think of peaceful meditations, prayers for good days and better hunting, and calling spirits to aid their tribesfolk in various daily chores. In point of fact, the orc shaman does do those things... but she also calls down the spirits to fight for her tribe, and functions as a divine instrument of vengeance when such is called for.

This spell draws some of the darker spirits of the wild to the shaman, and then sends them to a point visible to the shaman, where they are provided with just enough energy (by the shaman) to briefly enter the material realm and flay the flesh of the living before returning to the spirit realm. They explode outward from the central point, ravaging all they can get to in that brief moment and then, sated, disappear.

All game effects are identical to fireball.
 

How to put this subtley...hmmm:


more.more.more.more.more.more.more.more.more.more.more.
more.more.more.more.more.more.more.more.more.more.more.
more.more.more.more.more.more.more.more.more.more.more.
more.more.more.more.more.more.more.more.more.more.more.
more.more.more.more.more.more.more.more.more.more.more.

wait for it...



more!

:)
 
Last edited:

A couple of years ago, our heroes spent some time as captured slaved among the Bunahken tribe. Although life wasn't exactly pleasant, they had a kind master (the shaman Olgah), and she cut a deal with Greppa to teach her arcanist magic in return for their freedom. Some time after they left, the Bunahken were destroyed by the dragon Amalan (aided by the Uhkamah tribe). When that happened, the other captured slaves (mostly citizens of Theralis) transferred ownership to the Uhkamah, and since then. Unfortunately for the Uhkamah, Olgah (the Bunahken shaman) survived the dragon attack, and went on a path of vengeance after the tribe.

Now, a few years after their capture, they have arrived in the region that Chatham says the Uhkamah stay...


Wolf-bit

Greppa was slowly becoming an arcanist of great power. At less than 20 years, he was already a near-equal to his former master, the elderly Hurath. But today, he was a sneak, crouched quietly behind a tree and watching the orc valley below him through narrowed eyes. Nearby, Chatham was similarly posed, but watching all other directions. While Chatham stood guard, Greppa concentrated on the tiny figures below and figuring out what was what.

To his best estimation, there were perhaps 20 to 30 warbands, each gathered about their camps and fires. That meant less than a thousand orcs, but still several hundred. Of humans, it looked like close to a one to one ratio... meaning at least a few hundred Theralis citizens had died in the intervening years.

Little else was certain. They did not appear very strong, and their shaman was young... possibly a hurried replacement for a recent death.

Greppa snorted. The Uhkamah were weak, and holding his people slaves. He nodded to Chatham, and the two slipped back into the forest and returned to Athan and Merideth. After discussing what Greppa had seen, the Theralese youths and Chatham slowly made their way back through the wilderness to Theralis.

As they did, Greppa mused on the Uhkamah. Captain Agina would be pleased, he knew.
 

If the orcs had a fireball-equivilent spell (love that description, BTW), why weren't they using it in the battle to break the shield-wall?
 

The giants were doing that for them, and while the giants could throw boulders all day, the fireball-equivalents needed to be saved for emergencies (like keeping the Theralese off the giants when the giants needed to retreat).

It may not be evident from the story hour (I'm still working out how to describe battles well), but fireball's only real effects thus far has been on morale, and on specific knots of people (human or orc). Against armies measured in the hundreds, and spread out over wide distances, the arcanists (and the shamans) simply can't produce enough bang to shift the course of war.

Morale, on the other hand, is an awe-inspiring effect. If a front-line fighter thinks he may be taken out at some random moment by something he has no control over or ability to stop, he's shaky in the fight. And a simple -2 morale penalty, applied across average rolls for hundreds of people, can shift the battle a great deal.

Secondly, there were a lot fewer shamans (read: 2) who could cast that than there were arcanists who could do the same. On the other hand, the Theralese had no equivalents to the giants, so the shamans focused on bolstering the giants.

Whew! Got a bit carried away in that answer! :)
 
Last edited:

ENnies judges voting

At this point, I don't have a rat's chance in a catnip factory of winning a position as a judge, but I'd like to give a good showing (translation: at least 20 votes). If anyone who hasn't already voted is willing to go there and give me a vote, it would make me very happy.

And I promise that I will continue to write this story hour even if I DO win - remember, I write the story hour/work on the setting while at work. I would be reading/judging entries when I am NOT at work.
 



I am shameless :D. And I can't give out prizes - I don't want even the appearance of buying votes. So this is purely an ego thing, unless I get about 150 more votes, in which case I promise I shall be a benevolent judge-dictator and dole out cake and story as one might sow seeds of mighty grain :).
 

Remove ads

Top