Eltare’s Malaise
Eltare’s Malaise
Eltare’s malaise can be contracted by breathing in spores or being bitten by a spore thrall. An infected creature is lethargic, prone to oversleeping, and rapidly loses cognitive function. Many recover fully, but the unfortunate die, becoming spore thralls themselves.
A creatures is afflicted for a number of days equal to 1d10 – its Constitution modifier (minimum 1 day). While afflicted, it has disadvantage on initiative rolls, and if it falls asleep it remains unconscious until it takes damage or another creature uses an action to shake or slap it awake. Additionally, at the end of each long rest , its Intelligence decreases by 2 (1d4) as spores grow inside its brain. If the creature’s intelligence is ever reduced to 0, it dies. If a humanoid dies while suffering from this effect, it becomes a spore thrall in 1d4 hours. If a beast, dragon, giant, or monstrosity dies from this effect, it gains the spore thrall template (see spore thrall ). Spells like gentle repose prevent this reanimation.
Once the disease passes, at the end of each long rest a creature recovers 1d4 intelligence until back to their starting value.
Lesser restoration cures the disease and restores 1d4 Intelligence, with any remaining deficit returning as described above. Greater restoration ends the effect and immediately restores all lost Intelligence.
The Forest of Davek'Dran
The Forest of Davek'Dran
Deep in the Underland lies the Forest of Davek’dran: a vast cavern many miles across, filled with thousands of fungi in every color and shape imaginable. Scorers of ondari mushrooms, giant fungi with stalks like tree trunks and undersides that glow with a warm golden light, dominate the view. The sections not obscured by fungus or rockfall reveal perfect angles to its construction, suggesting deepdwarven architecture to those familiar with the craft. The gentle sound of water dripping can be heard echoing through the cavern, and the chittering of bats is a soft constant. An inviting, spongy moss covers the floor of the cavern; however, scattered amongst it are bones and scraps of metal armor, a clear signal this place is not as idyllic and peaceful as it first appears.
This article introduces exploration challenges, magic items, and monster variants that can be used together or individually in your games to add fiendish horror to any. Those who wish to see more of the horrors and wonders the Underland have to offer should consult the Dungeon Delver’s Guide, as well as “Underland Ranchers: The Cuberos” in Gate Pass Gazette #12.
- The Forest of Davek'dran || Soporific Spores (exploration challenge) | Unseen Gateways (exploration challenges | Eltare's Malaise (malady) | Paper Armor (magic item) | Valency's Essays (magic item) | Swarm of Sickle Bats (monster) | Spore Thrall (monster)
Marilith Exemplar
Marilith Exemplar
Gate Pass Gazette Issue #0
Gate Pass Gazette Issue #0
ISSUE #0 (JANUARY 2022)
- Artificer (class) | Bombardier archetype | Machinist archetype | Stitcher archetype
- Constructed (heritage)
- Lycanthrope Synergy Feats
- Jabberwock | Jabberwocky
Giant Jackal
Giant Jackal
Feats for Citified Heroes
Feats for Citified Heroes
From the most sprawling metropolises to brisk market towns, each urban settlement is a living thing. Every city has its own rhythm, a heartbeat that drives the thousands of lives, and with each rhythm comes unique peculiarities that adventurers need to deal with. Far from the remote, sometimes solitary life of the wilds, in the cities there are countless lives that can get in the way, both socially and physically, including the local watch trying to keep the peace—whatever that means for the city in question. Cities are also sources of intrigue, with well-hidden intentions and even more well-hidden knives. It takes a special kind of adventurer to navigate these complications, threats, and opportunities, and the following feats are meant for just such characters.
As always, players should make sure to consult the Narrator before deciding on a feat, as being skilled at crowds and influencing local politics will not be of much use in a campaign that focuses on exploring the wilderness.
Synergy Feats for Extraordinary Heroes
Synergy Feats for Extraordinary Heroes
Finding oneself is often a strange endeavor, and the places these journeys take a hero can reveal uncanny powers and astonishing truths. As always, check with your Narrator to make sure that these feats are appropriate for the story you’re all telling.
Gate Pass Gazette #5
Gate Pass Gazette #5
- Synergy Feats for Extraordinary Heroes || Bronze Protector | Steel Protector | Adamantine Protector | Dimensional Step | Teleporting Combatant | Crawling Teleporter | Hulking | Tremendously Hulking | Impossibly Hulking | Iceborn | Frozen Steps | Subzero Soul | Talented Telepath | Mental Mastery | Boundless Mind
- The Western Shore || Grip Current (exploration challenge) | Giant Crab Traps (exploration challenge) | Lance Crab (monster) | Bay Witch (monster) | Kraken Scale (magic item) | Sail of the Black Opal (magic item)
- Canticle of the Wing || Birdfolk (heritage) | Crag-Keeper Simirengo (culture) | Far-Flyer Simirengo (culture) | Sky-Seeker Simirengo (culture)
- The Zephyr's Complement || Contriver (rogue archetype) | Hotshot (bard archetype) | Eldritch Gunslinger (warlock archetype)
Ostinad Horselord
Ostinad Horselord
The wide sweeping plains and grasslands of Ostinad are home to the horse lords of Elissar, but this place southeast of Endora is a region and not a nation—there is no capital or king or even an army, only the swords pledged to each horse lord. Ostinads lead free and semi-nomadic lives that are as harsh as they are rewarding, any disputes between different groups won out with contests that demand the best of all participants. Within the meadhalls of the few small towns scattered across the gentle hills and flatlands however, the camaraderie, mirth, and trust encouraged by this rigorous equestrian way of life are all too clear to see.
Wherever they roam the people of the horse lords are accompanied by their beloved mounts. In Ostinad a horse is more than a beast of burden or means of travel, it is as much a member of the family as a sibling or parent. Ostinad equestrians cherish their horses and the bonds they forge are extraordinary, likened to that of a mother and child—and bore out in many legends of steeds that proved to be just as courageous and noble as the Ostinad warriors that rode them.
Characters raised in the Ostinad equestrian culture share a variety of traits in common with one another.
Animal Handling. You gain proficiency in Animal Handling and an expertise die on Animal Handling checks.
Mount. You gain a draft horse or riding horse.
Rider’s Bond. Once you have spent a week with a creature trained to be a mount, at the end of a long rest you may forge a special bond with it. This bond lasts until your mount dies or you use this trait on a different creature. While you have this special bond, you know what direction your mount is as long as you are on the same plane, your mount has advantage on saving throws against fear, at the end of each short rest your mount heals an additional 2d8 hit points, and as long as it is not fatigued at the end of a long rest your mount regains all of its hit dice.
Spirited Soul. Riding horseback is in your very soul. Choose one of the following:
Bonding Soul: When you first learn spells, you gain one 1st-level spell from the Beasts spell school in addition to the spells you normally gain. The spell may be from any class' spell list, and becomes a class spell for you. You may cast this spell by expending a hit die; this does not cost you a spell slot. Once you have cast this spell in this way, you cannot do so again until you have finished a long rest.
Striding Soul: If you learn combat maneuvers, you may always choose from the Spirited Steed tradition. In addition, it costs 1 less exertion point for you to activate Spirited Steed combat maneuvers (minimum 1 exertion point).
Languages. You can speak, read, write, and sign Common and one additional language.
Void Maw
Void Maw
You reach out into the perilous void to create an orb of hungry shadows, making a ranged spell attack that deals 1d6 necrotic damage. Inanimate corpses and Tiny or smaller nonmagical objects hit by this spell disintegrate into nothing. If this spell kills a creature, the corpse disintegrates into nothing.