Wastri and “False Humans”

I added priests of Wastri the Hopping Prophet pretty much on a whim while running Danger at Darkshelf Quarry for our Sunday game. Wastri doesn’t figure into the adventure at all, but that’s no reason not to tweak things. As the heroes move toward Highport to delve deeper into the slavers’ machinations, why not feature the demigod of amphibians, bigotry, and self-deception?

The current party consists of Animo, human monk; Foxrad, dwarf druid; Peidro, wood elf rogue; Falgin, halfling warlock; Morgan, human warlock; and Skye, aarakocra ranger. Wastri loathes what in AD&D sources are categorized as demi-humans: elves, dwarves, halflings, and gnomes. These races are “false humans”, and Wastri’s faithful hunt and kill them.

Based on Wastri’s dogmas, Foxrad, Peidro, and Falgin are fit only for death. Skye may serve as a slave at best. Animo and Morgan likely deserve profound punishments for betraying their humanity by associating the “false humans”.

Official sources on Wastri that I’ve read do not mention half-elves and half-orcs. I imagine Wastri intensely dislikes the former but might tolerate the latter. Humanoid races such as goblins and orcs may serve Wastri, but always in subordinate roles. Amphibious creatures and races, such as grungs and bullywugs, occupy a place between humans (at the top) and humanoid races (near the bottom, but still higher than “false humans”). Wastri admires amphibious creatures for their versatility. Such creatures occupy the land, but may retreat to the water when necessary.

Last post, I offered stats for priests of Wastri. These “Lesser Servants” occupy a middle rung in Wastri’s hierarchy. Beneath them are humans who seek higher service in Wastri’s ranks. These folk are called “Hopefuls”. At the top of Wastri’s hierarchy is the “Immaculate Image”, who is served by “Greater Servants”. In AD&D, the Immaculate Image was a 12th/6th-level cleric/monk).

Wastri himself has three special magical powers, each of which I’ve retooled as cleric spells.

Dampness
1st-level conjuration

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 10 minutes

You create a 20-foot radius sphere of chill, damp mist centered on a point within range. The sphere spreads around corners, and its area is lightly obscured. Normal fires in the area are extinguished. Targets in the area make saving throws against fire-based effects with advantage. A creature in the area using a bow makes its attack rolls with disadvantage. These effects last for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the mist increases by 20 feet for each slot level above 1st.

Plague of Warts
1st-level transmutation

Casting Time: 1 bonus action
Range: 120 feet
Components: V, S, M (a piece of amphibian hide)
Duration: Concentration, up to 1 hour

This spell affects a creature that you can see within range, causing large, rough warts to cover its skin unless the target makes a Constitution saving throw to avoid the effect. The transformation lasts for the duration, or until the target drops to 0 hit points or dies.

The target has disadvantage of Charisma checks. The target’s disfigured hands are clumsy and painful. The target had disadvantage on Dexterity checks as well as melee or ranged weapon attacks that involve the hands.

Wastri’s Croak
4th-level enchantment

Casting Time: 1 action
Range: 90 feet
Components: V, S
Duration: Concentration, up to 1 minute

This spell’s effects duplicate those of the confusion spell, but amphibians are immune. A human target makes its initial Wisdom saving throw against the spell with advantage. A dwarf, elf, gnome, or halfling target makes its initial saving throw against the spell with disadvantage.

November 24th, 2020  in RPG No Comments »

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