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The Sea Sprites of Winsome Bluff ; {Age 8, 9, 10, 11, 12}

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AmazonGlobal Ship Orders Internationally. Babble is where things get very fun. Buff up before, jump into the fray, and scream like a maniac as nobody understands anything. Blessed of Gruumsh gives you a constant luck bonus to AC which will help offset raging, and really stacks up with all the penalties. It means you can get a sweet eyepatch, though. Nothing more pirate than that. Eye of Gruumsh gives all sorts of fun stuff, starting with rage. Eye of Gruumsh specifies that you put out your right eye to enter it, so now you get two eyepatches! Even more pirate-y, right? Feel free to build on this theme and give Thrashk a hook hand, a few missing fingers, or a peg leg or two.

Swing Blindly is more strength in a rage for lower AC, but ritual scarring helps cover that. Reckless Rage is more Str and more Con when raging for lower AC, and obtain familiar gives you a parrot to complete the pirate look.


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Finishing Eye of Gruumsh gives you more of all the good stuff you entered for. Enjoy immunity to whips, even when unarmored! Sight of Gruumsh helps offset your AC penalty, boosts your saves further, and gives you a diehard effect. You rage 3 times per day, and each rage lasts 9 rounds, after which you are fatigued, so a wand or other item might be helpful. Mad Foam Rager is a super fun feat that allows you to ignore one attack, spell, or ability until the end of the next turn.

You can get smart with this; there are certain effects like fatigue that you could wait until the beginning of your turn to activate this for, meaning you get 2 rounds of action. Hexblade, Eye of Gruumsh: Planar Handbook Blessed of Gruumsh: The first storm and the last. Some homes and businesses were built on stilts above the water; others were situated such that their lower floors would be submerged at high tide while the upper levels always remained dry; some families lived on ships or houseboats.

Her parents operated a floating tavern that served not only the members of the community, but merchants from far-flung lands who came to trade. While their stories and goods were of some interest to Ebbeth, what truly fascinated her were their songs. She learned the shanties of humans, elves, and gnomes, and became skilled enough that her singing drew more custom to the tavern.

As a teenager, Ebbeth tried to sign on with one of the trading vessels that stopped at the settlement, but none of them would accept her, saying she was too young. Eventually, she stowed away on a ship whose crew seemed to have more wealth than average. This wealth, as it turned out, had not been come by honestly; the ship Ebbeth had chosen was a pirate ship.

Assuming she would be hanged right alongside all the pirates if they lost the battle, Ebbeth emerged from her hiding place and joined the fight. As Ebbeth spent more time on the open sea, she discovered that, like music, it had its own structure, harmonies, and rhythms. As she had mastered the elements of song, she began mastering the elements of nature.

She befriended the creature, and when the Windsword left, the elasmosaurus left with it. Ebbeth dismissed her previous animal companion, a shark, at this point. The local fisherfolk may or may not consider it an improvement over the dinosaur. For most, this would have been an arrogant boast, but Ebbeth surprised even her own crewmates by being able to back up her words. She proved her ability beyond a doubt when she saved the Windsword from a hurricane, though not before the captain had been killed.

Ebbeth now captains the ship, which has earned a reputation for being protected from retaliation by the forces of nature itself. Bard Spells Known 0: Heal, Storm of Elemental Fury. At this level, Ebbeth is more or less a standard bard. On the bardic side of things, Distort Speech can mess with enemy spellcasters, and the Sunken Song feat means she can use her bardic music underwater just as well as above it. CR 15 Sweet Spot: Wild Shape and Natural Spell have both come online by this point, and can be further empowered by the Enhance Wild Shape spell. By this time, Ebbeth has also switched out her shark for the Loch Ness monster an elasmosaurus, which can be made even more fearsome by Animal Growth and Jagged Tooth.

Rushing Waters has the potential to bull-rush opponents over the side of the ship and into the waiting jaws of the dinosaur and any summoned creatures. The Gust of Wind use of Stormsong can be particularly helpful, as it makes it more difficult to launch fire arrows or grappling hooks at the Windsword. The Extra Music feat is now paying dividends by allowing her to make repeated use of Thunderstrike and Ironskin Chant. Ebbeth has chosen the variant Woodland Stride class feature detailed in Stormwrack; this feature therefore applies to aquatic rather than woodland terrain for her.

Upon taking her first druid level, Ebbeth selected a Medium shark as her animal companion. When she achieved her seventh druid level character level 12 , she dismissed this companion in favor of an elasmosaurus MM pg. Sea Kin race pg. Alternate version of Woodland Stride and variant animal companion choices pg. Extra Music and Ironskin Chant feats pgs. The Bookthief The Bookthief. The spells that the bookthief learns are, in order: From low levels, the bookthief sneaks invisibly into libraries and studies, using his abilities such as amanuensis to steal the contents of books and chill touch using the rules compendium's ruling that he can make all the attacks in the same action he casts the spell if he needs to fight back.

He can also use empathy and detect thoughts in order to steal people's ideas, and uses expeditious retreat and feather fall to escape. At later levels, he uses abilities like shatter mind blank and probe thoughts to steal from minds directly, fighting back with polymorph if he can't escape using dimension door to escape.

He can also scry on creatures to observe their work directly.

Villainous Competition XX​I: Yarr! - Page 4

Finally, he becomes a menace in the land, stealing writers' ideas and then inflicting them with amnesia to prevent them telling anyone what their ideas were. At low levels, the players aren't meant to realise that the bookthief is an antagonist at all. Instead, he's just an oddly convenient source of knowledge, a scholar who has access to a lot of literature. If they end up trying to fight him, no-one will believe them least of all the charmed watchmen with low will saves.

While they go on their other adventures, the bookthief is gathering his knowledge about them. He may have a detect thoughts spell active to understand their purposes. They may meet someone who claims to have had his research stolen by the bookthief, or perhaps just expresses disappointment that the bookthief published his research just before the scientist published his.

At moderate levels, they may realise that the bookthief is the antagonist, but there's a problem: Society has started to warp itself around someone who no-one realises is doing anything wrong, and is providing people with free knowledge at the expense of authors' and scientists' standards of living. So they would have to deal with that in order to fight him. At high levels, well, he's got everyone under his finger. They love big brother. So good luck handling that.

Old Tom is just a Redcap. That being said, Redcaps are nasty bruisers in a fight. Their slings blow appled-sized holes in things, and any monster that wields a x4 crit weapon is just asking for a lucky crit to straight up kill a PC. At this point in his life, Old Tom has taken up residence in an abandoned lighthouse on the coast.

He's a twisted and evil little fey who used to be a Klaubauterman a beneficial ship sprite. Nowadays, he savagely defends his turf, and delights in slaughtering the survivors of any shipwrecks that occur nearby. If he can use the lighthouse to guide them to their doom, all the better. The Lighthouse Keeper EL 2 - The party is hired by the local lord to clear out and secure an old abandoned lighthouse on the edge of his domain.

If the peasantry is to be believed, the vengeful spirit of a long dead sailor pining for his lost love haunts the lighthouse, and none who have ventured there ever return. Unfortunately for the party, it's no spirit, but Old Tom that has taken up residence. He uses hit and run tactics to soften the party up with Eldritch Stones before moving in to finish off the last one or two in melee with his scythe.


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GM's are encouraged to make the lighthouse dangerous in and of itself. Crumbling stairs, bits of falling masonry, close quarters, and terrible lighting conditions help set the atmosphere. Bonus points if there's a storm that drives the party to seek shelter in the lighthouse. By this point, not only has Old Tom secured himself a homebase in a now fortified lighthouse on the coast, he's also managed to salvage a pinnace that crashed up on the shore, and secured himself a small crew of redcaps.

He uses intimidation and the promise of murder, mayhem, and treasure to keep them in line. When they aren't out pillaging small vessels sailing along the coast, they are counting their ill-gotten goods or torturing some prisoners back at the lighthouse. Old Tom is no pushover either. For a small old man, he's got tremendous strength, DR that is hard to punch through, and with Imperious Command , the ability to terrify everyone on deck of whatever ship he boards.

The Crew of the Callous Shrew EL 8 - This encounter can happen any time the party is travelling by sea along the coast. Seeing a ship ripe for the plucking, Old Tommy Rawhead and his crew 2 or 4 young redcaps come upon the PC's vessel at dusk. They board the vessel quickly and stealthily, doing their best to kill the crew quietly. Unfortunately, the young redcaps much prefer murder to looting, and so will attempt to kill everyone aboard before they even think to steal any treasure.

If the fight goes badly, Old Tom will roar curses and threats to keep the young redcaps fighting for longer than they'd like before they break and run. If his crew starts running, Old Tom wisely retreats as well. Old Tommy Rawhead quite the captain now. He's a stealthy killer, and delights in leaving only a single survivor of his attacks tied to the main mast and clad in the freshly skinned flesh of his fellow crewmates.

Old Tom's spells aid in establishing a larger crew, subduing victims for later torture, and finding targets on the high seas. Advanced Learning from Unseen Seer gives him access to divination spells from any class list. While you could probably cheese this out by picking from some of the more tasty prestige class spell lists, I've gone for a slightly more tame approach, and the two spells of note are Divine Insight which makes Old Tom really good at a few skill checks per day , and Commune With Nature which lets him know what people, sea life, and ships are beyond the horizon so he can plan his attack, or make his escape.

As trade has increased between neighboring nations, more and more vessels have fallen victim to Old Tom and his crew, which in turn has made the fey captain far more bold. Recently, a ship that was secretly carrying the King's daughter and a sizeable dowry to a neighboring kingdom in order to cement a peace treaty was lost.

The PC's are hired to track down the princess, the gold, and the ne'er-do-wells that are responsible for the attack and make them pay. Old Tom has had decades to train his crew, outfit his ship, and secure his hideout. Old Tom will not only have a sizeable crew of redcaps young and advanced in his employ, but he'll also have a number of other dangerous creatures he's enchanted to ensure his safety.

The PCs will need to track Old Tom down before he kills the princess, otherwise it could mean war between the two neighboring nations. I choose to use my imagination instead for what this character would look like. The natural ability modifiers for a Moon Elf are as any standard Elf: The elite array is then applied as follows: The following table includes the bonus spells per day granted by a high Wisdom score. Hours worth of using EX abilities while using Wild Shape?

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For 1 spell slot? Put it next to a ship, and let it do a good Pirates 2 impression. I mean, you already will be doing that with your Wild shape, Squid friend, and other fun toys, but who can say no to more of a good thing? Stop a 3 mile radius of ocean! It is no secret that Illithids have experimented for ages with their breeding process. The secret that does exist, however, is the results of cross-breeding with species other than Humans. While some are compatible and create wholly new creatures, many will simply result in failure, killing the host and Illithid-to-be in the process.

Colsonaes is one of the lucky few. It was the result of a slight variation on the tried and true process of producing a slave-class half breed from a Drow, but instead using a surface Elf. Because if anything, Illithids are quizzical, psionic wielding scientists in their own right, and nothing can ever be discovered without experimentation. During an exceptionally violent surface raid, dozens of relatively young Elves were dragged into the Underdark, each to be the latest subjects in the never-ending process of appeasing the Illithid Elder Brain with new and variant meals of brains.

However, a select few were set aside as would-be hosts for up and coming tadpoles. What interested the Illithids most of this surface Elf culture was their connection to druidism, a rare sight in the Under, and rarer still amongst the Dark Elves they have become accustomed to. But first, they needed a working host, and from what this latest crop had shown, none would make due. However, nearing the end of trials, a pair managed to be successful at hosting a tadpole without total loss and failure.

Within a short few days, the newly formed creature is ready, already full grown, and stands, taking its first breath as an adult Illithid.