Shadow Mastiffs

Here’s another encounter from the upcoming adventure The Horror of the Old Ones. A group of shadow mastiffs hunt this portion of the Elsemere Woods.

Here in the deep shadows of the thick canopy, beyond the foliage to the side of the trail, there is a gully with what appears to be a deep cave or burrow in it’s side.

Creatures: a pack of shadow mastiffs calls this cave home. Having heard the approaching party, they have spread out along the path in two pairs and wait in the shadows, with total concealment due to their shadow blend ability.

Shadow Mastiffs (4): HP: 27, 27, 28, 29

Tactics: The two pairs will pounce on, flank and trip the two weakest looking party members. If successful in tripping someone, one will take the opportunity on their next round to howl, hoping to panic and scare off those not being attacked. If brought to half hit points the dark hounds will pull back and howl, hoping to thin the numbers of their foes. If unsuccessful in scaring anyone they will flee once brought to 1/4 hit points.

Treasure: Within the cave, amongst the bones of many creatures, there are 200 gold, 2000 silver, a jeweled anklet worth 1000 gold, and a ring of blinking (worth 27,000 gold).


Posted in Encounter and tagged by with no comments yet.

Crafting Artificer Prestige Class

This five level prestige class is for casters who specialize in crafting magic items. Each level reduces the total time to create a magic item by 10%.
Prerequisites:

Skills: Craft (any) 7 ranks.

Feats: Skill Focus (concentration), any three Item Creation Feats

Class Features

Hit Dice: 1d4

Class Skills: The artificer’s class skills are the same as the class skills of the class that they advance their spells / day in. For example, if the crafting artifacer’s spells per day goes up for cleric spells, their class skills for that level are the cleric class skills.

Skill Points at Each Level: 2 + Int modifier.

The Crafting Artifacer
Level Base Attack Fort Ref Will Other
1st +0 +0 +0 +2 Item craft time reduced by 10%, spells per day +1 level of existing class
2nd +1 +0 +0 +3 Item craft time reduced by 20%, spells per day +1 level of existing class
3rd +1 +0 +0 +3 Item craft time reduced by 30%, spells per day +1 level of existing class
4th +2 +1 +1 +4 Item craft time reduced by 40%, spells per day +1 level of existing class
5th +2 +1 +1 +4 Item craft time reduced by 50%, spells per day +1 level of existing class

Item craft time: As crafting artifacers gain class levels, the amount of time it takes them to craft magic items is reduced. Thus, at 1st level of crafting artifacer, a magic item that costs 1100 gp to create takes one day, instead of two. At 5th level, the crafting artifacer can create magic items twice as fast as normal magic item crafters: 2000gp per day.

This reduction in crafting time does not in any way reduce the other costs related to magic item creation, including XP cost.

Spells per day: When a new crafting artifacer level is gained, the character gains new spells per day (and spells known, if applicable) as if she had also gained a level in a spellcasting class she belonged to before she added the prestige class. She does not, however, gain any other benefit a character of that class would have gained. This essentially means that she adds the level of crafting artifacer to the level of some other spellcasting class the character has, then determines spells per day, spells known, and caster level accordingly.


Posted in Magic Item and tagged by with no comments yet.

A Touch of Magic or A Touch of Faith

For some people, by an accident of birth, or a confluence of the stars, a smattering of arcane study, or a blessing by a fairy godparent, there is a certain natural ability for magic, or a special blessing by the gods. This affinity or blessing allows these people to cast a few small spells every day.

Requirements:
These feats are only available to characters who do not have any spellcasting abilities when they take them. They allow the character to cast a few low-level spells in spite of a lack of extensive magical or ecclesiastical training.

If choosing cleric or druid spells, the character must have a wisdom of 10 or higher. If choosing wizard spells, the character must have a intelligence score of 10 or higher. And if choosing bard or sorcerer spells, the character must have a charisma score of 10 or higher.

Benefit:
Option 1: the recipient of this feat can cast one 0th level spells per day. This spell must be prepared from either the cleric, druid or wizard list. The recipient of this feat must choose which list at the time that they take this feat. If choosing wizard, use the character’s intelligence score to determine save DCs, and if cleric or druid, use wisdom. These spellcasting abilities require a holy symbol or a spellbook just as the spellcasting abilities of the classes they mimic.

Option 2: the recipient of this feat can cast two 0th level spells per day. These spells can be cast spontaneously, and require no preparation. At the time the feat is chosen, the recipient must choose three spells from either the 0th level sorcerer or the 0th level bard spell lists as the available “known spells” from which to cast this spell. Use the character’s charisma score to determine spell save DCs.

Regardless of which option is chosen, these spells are considered separate from and stack with any spells gained from the character’s other spellcasting features. 


Posted in Uncategorized and tagged by with no comments yet.

Breeches of Hulking

These pants are roomy, and hang precariously on the wearer’s hips. They occupy a character’s belt slot. They are covered in small rips and patches. Three times a day, the wearer of these breeches can speak a command word and grow a size category, as though affected by enlarge person. The change in size lasts one minute.

Faint transmutation; CL 1st; Craft Wondrous Item, enlarge person; Price 1,080 gold; Weight 3 lb.


Posted in Magic Item and tagged , by with 1 comment.

Elsemere Wood Cemetery



These encounters will be appearing in the upcoming adventure The Horror of the Old Ones. In the meantime, feel free to drop them into your game wherever you need a creepy old cemetery. And who doesn’t need a monster-filled cemetery?

Cemetery (EL 5)

A small clearing exists here, the first clear space in these dense woods since leaving Elsemere. Gravestones dot the landscape, many of them fallen over or half-hidden by vegetation.

creatures: begotten of the old one (1): HP: 70 A begotten of the old ones lives here. Born a child of the sea to one of the families in Elsemere, he grew up as a shut-in, hidden by his parents from the rest of the village. Upon his patents death he was discovered and driven out of the village. The maddening dreams of the wood have made him quite mad, and now he will viciously attack anyone entering the cemetery.

Mausoleum (EL 9)

Here in the center of the cemetery stands a family mausoleum, set into the side of a small hill. The hill and facade are bare of plants except a large gnarled tree above the yawning entrance. A palpable gloom hangs in the air here.

Inside the crypt there are four carved stone coffins. Two of the sarcophagus lids have been pushed open by tree roots, and an intricate brass sword stand lies toppled over at the head of one of them.

Several shriveled corpses with various armors and dusty equipment lie scattered on the ground here.

Anyone approaching within 30 ft of the death root becomes subject to it’s fatiguing radiance and must succeed on a DC 15 Fortitude save or become fatigued.

Investigating the bodies, a DC 20 heal or spot check, reveals that they were crushed and drained of blood through many tiny wounds.

creatures: death root (1): HP: 63 A death root – the tree – is on top and inside the crypt and will attack anyone entering once they have come inside.

treasure: Here there are several dead adventurers and their gear, plus loot from the sarcophagus. All together it amounts to 1,200 gold, a smooth marble scepter worth 600gp, an intricate brass sword-stand worth 90gp, an arcane scroll containing: gentle repose (lvl 3, cast 5), sleep (lvl 1, cast 1), and undetectable alignment (lvl 1, cast 1) (450gp value). Additionally there is a +1 longsword (2,315gp) and another arcane scroll containing: feather fall (lvl 1, cast 1), bull’s strength (lvl 2, cast 3) and glitterdust (lvl 2, cast 3) (150gp) (325gp value).


Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Encounter and tagged , , by with no comments yet.

Cloak of Shadows

This deeply cowled cloak follows the wearer like a shifting mantle of clinging darkness.
Minor Cloak of Shadows: Wearing this cloak grants a + 5 circumstance bonus to Hide checks.

Faint illusion; CL 3rd; Craft Wondrous Item, invisibility; Price 2,500 gp; Weight 1 lb.

Cloak of Shadows: as above, and also can project no light as the spell at will. In a 20 ft. radius around the wearer no natural light can penetrate, and so all in the area gain total concealment. The area looks as though it is cloaked in deepest shadow. Magical light illuminates this area normally, and darkvision operates normally in this area.

Faint illusion and conjuration; CL 3rd; Craft Wondrous Item, invisibility, darkness; Price 4,000 gp; Weight 1 lb.

Major Cloak of Shadows: as above, and 1/ day it can be used to summon forth a mass of tentacles that grapple foes within 10′, per black tentacles. The tentacles have a grapple bonus of +15, a 19 strength, and deal 1d8+4 points of bludgeoning damage on their turn with a successful grapple check. Once summoned, the tentacles persist for 7 rounds.

Faint illusion and moderate conjuration; CL 7th; Craft Wondrous Item, invisibility, darkness, black tentacles; Price 14,080 gp; Weight 1 lb.


Posted in Magic Item and tagged , by with 1 comment.

Hunting Sword



Hunting Swords are short one handed slashing weapons. Hunters throughout the Soralic lands and the Middle Kingdoms carry them when riding in the forests. Not designed as a weapon of war, they can nevertheless be used for self-defense, and are also useful for field-dressing a hunter’s kills.

Nobles often carry ornately decorated hunting swords when riding.

For a medium sized creature: Type: small slashing simple weapon, damage: 1d6, critical: 20, x 2.

For a small sized creature: Type: tiny slashing simple weapon, damage: 1d4, critical: 20, x 2.


Posted in Equipment and tagged by with no comments yet.

Dimmer of Light

These horrifying creatures hail from jungles in the depths of Tartarus, though prides of them are sometimes encountered in the mortal world. With the head and long neck of a serpent, and the body of an enormous great cat (males) or a claw-footed elephant (females), they make terrifying predators. Occasionally they are used as mounts by the generals and princes of the underworld. When so used they are typically given full plate barding, increasing their AC to 31 and reducing their movement to 30 ft.

Dimmer of Light CR 13
CE huge outsider
Init: +2 Senses: darkvision 90′
Listen +19 Spot +19

AC: 22 (-2 size, +2 Dex, +12 natural), touch 12, flat-footed 20.
HP: 133 (HD 14d8+70)
Resistances: fire 15, acid 10
Immunities: poison
Fort: +14 Reflex: +13 Will: +13

MV: 40 ft.
Attack: bite +22 (1d6+10 plus poison)
Full Attack: bite +22 (1d8 + 10 plus wisdom damage) and 2 claws +20 (2d4 + 5)
Face / Reach: 15ft / 10ft
Base Attack: +12 Grp: +30

Abilities: Str: 31 Dex: 15 Con: 20 Int: 6 Wis: 14 Cha: 11
Feats: weapon focus bite, multiattack, improved natural attack (bite), lightning reflexes, iron will
Skills: Balance +19, Climb +27, Jump +27, Hide +11, Listen +19, Move Silently +11, Spot +19, Swim +27

Wisdom Damage (Su): The bite of these creatures damages the sanity of those bitten. A DC 22 fort save is required to resist 1d10 points of wisdom damage. Those reduced to 0 Wisdom by these attacks fall unconscious.


Posted in Creature and tagged , , , , by with no comments yet.

Mad Treant

Suddenly a tree to the side of the path ahead falls and crashes onto the trail, blocking it. The tree then begins to move strangely as though writhing, and a low groan can be heard. After a few moments the tree is upright again, but swaying violently. It’s lower trunk separates into two leg-like appendages and it begins lurching slowly towards you. A face can be made out on it’s trunk and it babbles incoherently in a mix of common and sylvan.

Creatures: This normally benevolent forest creature has been driven mad by the evil influence of the woods. When it reaches the party it acts as though under the effects of a confusion spell: each round it has a 40% chance of attacking the nearest creature, a 10% chance to act normally, bemoaning the evil in the forest, a 20% chance of fleeing, and a 30% chance to babble incoherently.

If the players cast remove curse, break enchantment, or heal the wisdom damage it has suffered, the treant becomes friendly.

Darkmoss the Treant: HP: 77

Development: If the players manage to cure Darkmoss’s insanity, it may become a valuable ally. It knows about Father Ernaldus and the Shada Monks, and believes they are somehow tied to the evil in these woods. If asked it will join the players in tracking down and fighting them, and can lead them to the monestary by way of the ruins. It is not interested in helping the party beyond the woods.


Posted in Encounter and tagged , by with no comments yet.

Creature: Skylion (CR 9)

Large Magical Beast (outsider)
Hit Dice: 15d10+30 (112 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Fly 80 ft. (average)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +15/+20
Attack: Claw + 20 melee (1d4+5)
Full Attack: 2 claws +18 melee (1d4+5) and bite +20 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +12, Will +6
Abilities: Str 21, Dex 17, Con 15, Int 5, Wis 13, Cha 10
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats: Alertness, Run, Improved Grab, Power Attack, Iron Will, Multiattack, Flyby Attack
Environment: Outer Planes (elemental air?, concordiant domains?)
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 9
Treasure: Standard
Alignment: usually neutral, some lawful tendencies
Advancement: 16-20 HD (Huge)
Level Adjustment: –

This creature, most often seen serving as a noble and beautiful steed to powerful conjurers, originates from snow caped, wind swept peaks on the outer planes. They are strongly empathic and magical creatures, making them excellent steeds, espically if cared for properly. Their form is that of a large white lion, with colored mane and wings (typically sky blue), and are 6 to 9 feet long and weighs 330 to 550 pounds. Females are slightly smaller and lack a mane but use the same statistics.

Combat

Pounce (Ex): If a skylion charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a skylion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +18 melee, damage 1d4+2.
Immunities (Ex): Skylions have cold and electricity resistance 10.

Skills: Skylions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In the sky (when viewed from below) or snow, the Hide bonus improves to +12.
In addition, because of their empathic nature, riders can recieve a +5 on their ride checks if the Sky Lion wishes to confer it (usually dependent on their treatment by their rider).


Posted in Creature and tagged , , , by with no comments yet.