Deep Purse

This enchanted purse can carry much more wealth than would physically fit inside it, due to enchantments. In many ways similar to a bag of holding, it cannot be used to store anything larger than an inch or two in diameter. In addition, the wearer of this purse can retrieve desired items from it quickly without having to rummage through it. As a move action the wearer can simply pull out the desired coins or gem.

The purse can carry up to 200 pounds of coin and gems, or approximately 10,000 individual coins. No matter how much coin is in it it always appears to weigh 5 pounds, unless it is empty.

This enchantment is often combined with other purse enchantments, such as the Serpentward Purse.

Moderate conjuration; CL 9th; Craft Wondrous Item, secret chest; Price 2,000 gold.


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Melangell Blackwing, Wizard

This wizard is the result of a nocturnal encounter between a half-elven weaver and an incubus who was terrorizing a small village’s women. Melangell and her mother were forced to flee their home almost as soon as she was born, as a mob was gathering to put an end to the life of this bastard deamon child. They escaped and eventually found sanctuary at a temple to Wee Jas. The child was raised with much help from the priestesses of the temple, who knew that this child would come to ill, or cause it if not carefully tended to.

As a young girl, Melangell took to magery like a swan to water. Some of the presitesses were reluctant to teach her, but she was always the brightest and quickest student, and quite charming when she wanted to get her way.

At the age of thirteen, chafing under the sternly watchful eyes of the temple mothers, she left to find her own way in the world. Stubborn and headstrong, only her keen wits and her strong magic allowed her to survive her adolescence. Many villages through which she wandered still curse her name. A few in those villages thank the gods she came to them.

Eventually she was lured to the remote tower of Vegarin the Drake-master for his own nefarious purposes. After many contests she eventually defeated him in a wizard’s duel. His petrified form still stands in her foyer, captured in the midst of casting a spell, covered in cloaks and hats. She still uses his abode as a home, with it’s well-stocked library and alchemical laboratories, though her wanderlust means she is rarely there.

Grown to full womanhood, Melangell has matured somewhat. She is still known to make snap decisions, and can be very cruel when she feels slighted, but has finally arrived at a place in her life where she feels that she has adequate control over her own destiny, which allows her to relax slightly.

A darkly beautiful woman with fine clear features, dark, straight hair, and a slight frame, Melangell’s deamonic heritage is betrayed by her red eyes and small horns, and by her thin spade-tipped tail, which she carefully conceals beneath her dresses and cloaks.

Melangell Blackwing CR 13
female tiefling wizard 13
CN (with good tendencies) Size Medium humanoid
Init: +1 Senses: Darkvision 60 ft. Listen +2, Spot +2
Languages: common, abyssal

AC: 15 (+4 armor, +1 dex) touch 11, flatfooted 14
HP: 60 (HD 13d4+26) rolls – 4,2,3,1,3,3,3,3,4,1,3,1,3 + 26
Resist: cold 5, electricity 5, and fire 5
Fort: +4+4+1 = +9 Ref: +4+4+1 = +9 Will: +8+4+2 = +14

MV: 30 ft.
Attack: +8 ranged touch
Full Attack: weapon +? (damage / crit range)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +6 Grapple: +5

Abilities Str 8 (-1) Dex 12 (+1) Con 12 (+1) / 14 (+2) Int 21 (+5) / 25 (+7) Wis 15 (+2) Cha 13 (+1)
SQ: teifling qualities
SA: teifling abilities, Scry on familiar
Feats: 5+2 + Scribe Scroll, Spell Focus Evocation, Spell Focus Transmutation, Spell Penetration, Craft Wand, Spell Mastery (dispel magic, magic missile, gaseous form), Improved Familiar (pseudodragon), Spell Focus Enchantment, Alertness (from familiar)
Skills: 101 +7 skill points: Bluff 7+1, Concentration +12+2, Craft (jewelery / art objects) +3+7, Craft (woodworking) +2+7, Decipher Script +3+7, Gather Information +7+1, Knowledge (arcana) +13+7, Knowledge (dung.) +5+7, Knowledge (history) +5+7, Knowledge (geography) +5+7, Knowledge (religion) +5+7, Knowledge (the planes) +5+7, Hide +2+1, Spellcraft +14+7, languages: common, abyssal, undercommon, auran, elven, draconic, celestial

Spells Available: (DC 17 + spell level)
0th: 4 / day: prestidigitation, detect magic
1st: 6 / day: shield, magic missile, burning hands, ray of enfeeblement, charm person, reduce person, alarm, identify, mage armor, protection from evil, comprehend languages, feather fall
2nd: 6 / day: glitterdust, alter self, invisibility, scorching ray, knock, detect thoughts, resist energy, mirror image, arcane lock, earthbind *, locate object, see invisibility, rope trick
3rd: 6 / day: gaseous form, slow, fly, dispel magic, protection from energy, suggestion, lightning bolt, major image, fireball, arcane sight
4th: 5 / day: minor creation, polymorph, enervation, fire shield, stoneskin, scrying, bestow curse, greater invisibility, dragonskin *, sending
5th: 4 / day: cone of cold, teleport, hold monster, break enchantment, fabricate, baleful polymorph, telekenisis
6th: 3 / day: analyze dweomer, disintigrate, greater dispel magic, chain lightning, repulsion
7th: 2 / day: insanity, mage’s sword, grasping hand, forcecage

* Draconomican

Spell-Like Abilities: Summon Familiar
Spellbook: see above
Posessions: (110,000 gp – 105,375 -322) masterwork silver dagger 322gp, wand of scorching ray (11th) 8250 gp, wand of lightning bolt (10th) 11250 gp , wand of magic missile (9th level) 3,375 gp, wand of enervation 10,500 gp, cloak of resistance +4 16k, headband of intelect +4 16k, amulet of health +2 4k, bracers of armor +4 16k gp, boots of flying 16k gp, Deep Purse 2k, Handy Haversack 2k, spell components, 4,303 gp in coins and gems

Vorel Kethend, pseudodragon familliar:
NG Male Tiny Dragon
Init: +2 Senses: blindsense
Listen +9 Spot +9

AC: 25 (+2 size, +2 Dex, +11 natural), touch 14, flat-footed 23
HP: 15 (HD 2d12+2) – 25 HP (HD 13)
Fort +4, Ref +5, Will +4

MV: 15 ft. (3 squares), fly 60 ft. (good)
Attack: Sting +6 melee (1d3-2 plus poison)
Full Attack: Sting +6 melee (1d3-2 plus poison) and bite +1 melee (1)
Space / Reach: 2½ ft./0 ft. (5 ft. with tail)
Base Attack: +2 Grp: -8

Abilities: Str 6, Dex 15, Con 13, Int 12, Wis 12, Cha 10
Feats: Alertness, Weapon FinesseB
Skills: Diplomacy +2, Hide +20*, Listen +9, Search +6, Sense Motive +7, Spot +9, Survival +1 (+3 following tracks)

SA: Poison, improved evasion, share spells, empathic link, Deliver touch spells, Speak with master, Speak with animals of its kind, Spell resistance,
SQ: Blindsense 60 ft., darkvision 60 ft., immunity to sleep and paralysis, low-light vision, spell resistance 19, telepathy 60 ft.

Poison (Ex) Injury, Fortitude DC 14, initial damage sleep for 1 minute, secondary damage sleep for 1d3 hours. The save DC is Constitution-based and includes a +2 racial bonus.

Blindsense (Ex) A pseudodragon can locate creatures within 60 feet by nonvisual means (mostly hearing and scent, but also by noticing vibration and other environmental clues). Opponents the pseudodragon can’t actually see still have total concealment against the pseudodragon.

Telepathy (Su) Pseudodragons can communicate telepathically with creatures that speak Common or Sylvan, provided they are within 60 feet.

Detailed Special Ability or Attacks (Su): darkness 1/day as 13th level caster.

XP: 750,000 – 2670 for wand crafting – 790,000

Tiefling characters possess the following racial traits.

* +2 Dexterity, +2 Intelligence, -2 Charisma.
* Medium size.
* A tiefling’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Racial Skills: Tieflings have a +2 racial bonus on Bluff and Hide checks.
* Racial Feats: A tiefling gains feats according to its class levels.
* Special Attacks (see above): Darkness.
* Special Qualities (see above): Resistance to cold 5, electricity 5, and fire 5.
* Automatic Languages: Common, Infernal. Bonus Languages: Draconic, Dwarven, Elven, Gnome, Goblin, Halfling, Orc.
* Favored Class: Rogue.
* Level adjustment +1.


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Issue 6 Released


After a long journey, issue #6 of Claw / Claw / Bite ! has been released!

Collecting the best of Claw / Claw / Bite ! from the months of February and March, CCB #6 weigh in with 1 location, 5 encounters, 3 characters, 4 unique gargoyles, a new race, a new spell, and 11 new magic items.

Download and print it up today here!


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Savage Tide Campaign Chronicle

Hi there, fellow roleplayers!

Today I’m starting a new feature, a Campaign Chronicle. These posts will detail the events that have transpired in actual games we’re running, as they happen. The first in this series is from a game I’m running for some friends. We’re playing Dungeon Magazine’s amazing Savage Tide adventure path. Here’s the events of the first two sessions as told by me and two of the players.

It should be noted that this post contains spoilers for Savage Tide’s first adventure: “There is no Honor”. If you don’t want to know what players may face in that adventure, don’t read on…

Of course, it all started for each of you in that alley in Shadowshore. It was midday and as fate would have it each of you was passing through as you tended to your day’s affairs. As is common in Shadowshore a merchant had set hit wares out to display there on the street, only to pack his illicit goods away and appear in another spot should too much scrutiny appear.

Today, in this alley, in the long shadow of the looming black basalt cathedral of Kord, the merchant was Morga “Blacklash” Harlis, slaver. A few shackled humanoids sat in the dirt of the alley at his feet, miserable and bearing the marks of his namesake. On a crate to Morga’sside stood a small cage, a rarer captive languished. At your approach, the slavemaster prodded the creature within and began barking out it’s virtues: “a tiny minstrel for your lady’s parlor! Sweet melodies to woo your woman! This tiny faery sings so sweet, for only 50 gold,” he shouts moistly.

For Pada Bata, your first glimpse of Blacklash makes your blood run cold. You pull your cowl closer about your scared face, remembering the sting of his whip as he brought you here to Sassarine from the inlands. You move to the other side of the alley and hope to pass by without being recognized as one of his that managed to escape. You can’t help stealing a glimpse at the other unfortunates he is selling today, hoping and also fearing to see a familiar face.

Morga begins extolling the faery’s virtues, and the tiny prodded thing begins to sing, accompanied by it’s tiny violin and a strange cricket-like chirping. The song is a mournful one from the first few notes, and your fear turns to pity. A you catch a glimpse of the poor thing and something startling happens: you rush up and, towering over your former master, confront him, demanding he release all these people.

Blacklash responds with threatening motions with his every-handy whip, words become louder, and violence ensues. A cage is broken. A man is relieved of his whip and left unconscious. None of you is too sure why you helped those slaves escape that day, but afterwards, you barely took time to acknowledge each other before you went your separate ways, hoping to slip away before Blacklash’s associates arrived.

News of the event made the rounds in the taverns for a few days, but then was mostly forgotten. Until each of you received a letter inviting you to the Vanderboren estate.

-Adam

About a week after the fight in the market at Shadowshore, a messenger boy approached Dervish Swinton with a letter. The letter was from Mistress Lavinia Vanderboren of the Vanderboren Estate. Curiosity more than anything set Dervish’s feet towards the estate. An old serving woman greeted him at the front door and ushered him into the waiting area of the mansion interior. Dervish was slightly surprised to see the scarred face of the would-be hero who attacked the slavemaster in Shadowshore. The tiny faery minstrel was there too. And a shady looking fellow with cunning eyes who had also participated in the brawl at the slave market.

Shortly after making everyone’s acquaintance, a group of seasoned adventurers entered the room. One was obviously a warrior of some sort and seemed to be the leader. An attractive woman had the traits of a sorceress or magic-weaver. They introduced themselves as adventurers in the employ of Lavinia Vanderboren and then took leave of the guests. Dervish got the sense that they were on their way to board a vessel, destined for a formidable sea voyage.

The serving woman returned and escorted the guests into a Mistress Vanderboren’s office. Lavinia Vanderboren was a young woman. Her face had lines of worry etched on its attractive features. After making introductions, she revealed that her parents had recently died in a tragic fire aboard a new ship of theirs. The ship had been in the middle of the harbor when the fire had broken out. It burned to the waterline before the remains of the vessel had slipped beneath the waves.

Lavinia was now facing several problems in managing the financial affairs of the family. The Vanderboren’s only remaining seaworthy vessel was now impounded by the harbormaster. One of the harbormaster’s thugs was keeping a close eye on it and would not release the vessel until the fines owed on it were paid. Lavinia had sent the payment but the harbormaster’s people claimed to have not received it. To make matters worse, the rest of the family wealth resided into the Vanderboren section of the city vaults. The only way to access them was to use her parents’ signet rings. The one her mother had possessed was lost. Her father’s ring was kept on the ship that was currently impounded. The harbormaster would not allow Lavinia to board her father’s vessel to retrieve the ring.

The reason for this meeting was now clear. Lavinia needed the group’s help in getting her father’s ring back. She also wanted the group to find and reclaim the money she had sent as payment for the fines on the ship. After some haggling, Dervish negotiated a price that he thought was adequate for the job and agreed to sign on. The others accepted too.

Taking leave of Lavinia, Dervish and the others followed the serving woman to the mansion’s kitchen to plan out their next move.

-Frank

*narration from my character Mo*

I wasn’t sure what to do with the letter. What could a wealthy noble want with a waif like me? Does she have a share in the slave trade? Is this a vengeance-motivated trap? Or could good deeds actually bear rewards? As one not too familiar with good deeds, either receiving or committing them, I had no real basis on which to rely. But I didn’t have much to lose other than my “life”–if that’s what you could call my existence– so I decided to take a chance. You can’t win anything if you don’t roll the dice. I showed up at the estate on scheduled next day, surprised to see familiar faces from the fiasco the day before.

Upon receiving our mission, and also being offered more gold than I’ve seen in my entire life, I decided that perhaps good deeds do pay off. I may consider that when future opportunities arise.

We decided to start first by snooping around the docks. The faerie-bug (whom I later found out was called a “grig”) hid on the rooftops while Dervish and I asked around. Dervish, the more personable one, did most of the talking while I kept my eyes on the ship, which lay only about fifty feet into the harbor. We saw armed guards milling about, but they didn’t seem to have any purpose. Dervish set us up as potential deck hands, and we were told to talk to the harbormaster’s main man, who could be found on the impounded ship. We stuffed the grig into my backpack and caught a gondola to the ship. The plan was to provide a distraction long enough for the grig to slip out and look around.

We came to the side of the ship and hailed the guards. We told them (quite truthfully I might add) that we had been advised that this was the place to come to look for jobs. Noticing the arms and armor of the deck hands, we improvised and posed as potential security. An ugly brute of a man, their leader and the harbormaster’s head of security, invited us aboard, albeit suspiciously, and questioned us further. He must have gone too long without bashing any heads in, because he proposed an interview for the position of guard. A physical interview. Now I’m not small, but I could tell this brute had at least fifty pounds on me. His thick arm reached for his rapier, probably unconsciously, but he then declared a fist fight. The guards gathered around, leering excitedly, eager for a little excitement on the sun-beat decks. Dervish and I looked at each other (and also noticed the grig slip out of the bag that I had conveniently put down outside of the circle of guards), and I stepped forward. I didn’t like this fatty looking down on me, and I wanted to take him down a notch.

I tossed aside my sword (though I still kept my hidden daggers… can never be too safe) and put up my fists. This man could easily overpower me, and he looked like he knew it. He walked towards me confident in his size, strength, and fighting experience. He had every reason to be smiling viciously… but he didn’t know that I grew up in Shadowshore. I learned to fight before I learned to talk. Though I favor blades, I’ve done whatever it takes to survive thus far. Bricks, planks, and fists have had to suffice more often than not. I began my fighting dance, staying on my toes, watching my opponent’s moves. The brute came forward lunging, as expected, and I easily side-stepped. He was quicker than he looked, but still not quick enough. After feeling him out, I warned him that I fight dirty. I had to remember that I wasn’t fighting for my life, that knocking him senseless and slitting his throat would not further our goals (well it might, but I’d also end up on the gallows). The cocky bastard ignored my warning and came at me quick. I feigned an opening, and when he came in as anticipated, I jabbed him in his unprotected side, right in the kidney. Though he’d probably pee blood for a few days, he recovered from the shock and kept his mind about him. After dancing a few more circles though, his pride got the better of him (he must have remembered that his crew was watching) and he came in strong again, attempting to knock me off my feet. I side-stepped again, and this time I clipped him on his throat.

Not being able to breathe has a way of taking the fight out of people, and this time was no exception. He ended the fight, both to my relief and distress. Playing off his defeat in a predictable manner, he said that we had some skill and that if we wanted work we should go to the harbormaster’s estate. Inwardly nervous, I noticed that the grig had still not returned. I coughed loudly to signal her, saying that the fight took more out of me than I thought. Dervish and I stalled for time by asking questions about the ship, about specific work opportunities, etc. It could only last for so long before the brute expected something though, so finally we shrugged resignedly and climbed down the rope ladder to the waiting gondola. Fortunately (I mean purposely… yes, purposely) I forgot my bag on the ship. The not serendipitous and completely pre-meditated act bought enough time for the faerie to return, and as I grabbed my bag and set out down the ladder again, she came running along the side of the boat and slipped into my bag unnoticed. Returning to the dock, we sat in the corner of a less-seedy-than-I’m-used-to tavern and listened to what the faerie learned.

-timbo!

Flush with our success in recovering the Vanderboren signet ring and Lady Lavinia’s platinum, we set out the next day to the city vaults. After recognizing Lavinia as the authorized executor of the Vanderboren estate, we were led to a round chamber underground with 12 passages spoking outwards. Down one of these spokes we came to a sealed door. Lavinia placed the signet ring against it and it opened for her. Inside was a dark room. Several pillars supported the main dome of this room. To each side were smaller open chambers with lower ceilings than the domed area.

The place was definitely trapped. Erring on the side of caution, we wedged one of Mo’s daggers under the open door to prevent it from shutting behind us and trapping us inside. Then we entered the room. In hindsight, the multitudinous snakes carved into the pillars should have been our first clue to the nature of the trap.

I was standing next to one of these pillars, shining my lantern around one of the smaller chambers when a metal snake creature slithered close to my leg and gave it a sharp bite. The pain was bad, but the burning sensation from its venom was worse. I could feel the strength leave my leg. I turned about and struck at it, but my rapier merely glanced off the creature’s metal hide with a loud clang. Mo joined in the attack but his weapon proved equally futile in penetrating the creature’s metallic hide. I retreated to just out of the creature’s striking range as my entire body began to burn and weaken from the spreading venom.

In a bold move, Flit moved right up to the creature’s face and attempted to fascinate it with her otherworldly music. Unfortunately, this serpent was not swayed by the strains of her song and instead bit her savagely. I could see the venom affect Flit as she dropped a couple of feet in altitude. Desperate, I yelled to Lady Lavinia, “See if your ring can stop this creature.” Mo added, “Try to command it!” Lady Lavinia, pointing the signet ring at the creature, firmly commanded the creature to desist.

Success! The creature ceased its attack. Lavinia then ordered the creature to return to its hole and guard against unauthorized entry. The metal snake slithered away.

We then spent several minutes searching this area for chests, lockers, or another door since there was no obvious sign of the family’s money. After some searching, Mo discovered a carving of another serpent with an extended tongue that was a sort of lever. Moving the lever triggered a column of intertwined snake carvings to part and form an arch, revealing a hidden portal to another room.

The next room was octagonal. Each face had a carving of a monster. We quickly realized that starting with the wall immediately to the left of the entrance, and proceeding in a clockwise fashion, each monster had successively one more eye. One eye, two eye, three eye, four, and then some more. In the center of the room was a wide pillar that descended from the ceiling to just a few inches above the floor. The ceiling had a symbol of a black 8-pointed star with one arm a crimson color. Rotating the central pillar moved the red arm of the star around the room. A cryptic note that had been found in the cabin of the Vanderboren ship gave us the clue we needed to solve this particular puzzle.

This chamber was a giant combination lock. We merely had to rotate the pointer to the correct number of eyes according to the note and we would open the safe. We did so and the back wall of the chamber opened to reveal several chests.

Unfortunately most of the chests had already been plundered! Lavinia was shocked. She quickly searched the vault and discovered that only a fraction of her wealth was unplundered. One piece of luck in our favor was that the accounting ledgers were still there. Lavinia collected those and prepared to leave. I searched behind some of the chests and found a partially sodden bag. Several broken vials lay inside it, their liquid contents had drenched the bag and given it a particularly floral scent. One vial remained unmolested.

Upon leaving the family vault, Lavinia questioned one of the employees of the city vault. She discovered to her astonishment that her estranged brother had been in the vaults some weeks ago with a signet ring that could only have belonged to their mother. It appeared that he had emptied the family coffers and then departed.

Once we returned to Lavinia’s manor, she entreated us to find her brother and tell him that she wishes to meet with him. After further questioning, it appeared that her brother was the black sheep of the family. As children, he and Lavinia had been very close. But after a prank they pulled had gotten them in deep trouble, they were separated by their parents. Lavinia was sent to a private school in another city and her brother was sent to a plantation on the outskirts of Sasserine. From there he had grown to be a despondent, angry youth who began running with some bad crowds. Lavinia had seen him last shortly after their parents death. By then she realized that a deep gap separated them from the bond they once had as children.

We searched her brother’s room in the manor and discovered only a mug that came from a favorite tavern near the plantation where her brother spent his early adolescence. We also discovered that he was frequently seen in one of the “red-light” districts of Sasserine. Our search would have to continue there.

-Frank


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Dazzle

Illusion (Phantasm)
Level: Brd 3, Sor/Wiz 3, Trickery Domain 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: one Creature
Duration: 1 round/level (D)
Saving Throw: Will negates

This spell creates a phantasm to dazzle the unwary. The victim perceives whatever thing they covet the most, either as a stationary object, or as something the caster is offering them. Failing a will save, they act to achieve whatever they see, blinded to all other considerations for the duration of the spell. They will defend themselves normally but will take no other actions as long as the spell persists.

If the dazzle is placed in such a place that going to it would cause the subject harm, they receive another saving throw with a +4 bonus to break free of the compulsion.

The phantasm only exists in the subject’s mind, and so others do not perceive the illusion.

On a successful saving throw, the phantasm appears ghostly and translucent and persists for the duration of the spell, but the victim is not compelled to pursue to it.

For example, when cast on a greedy merchant, this spell would create an illusion of someone offering them chests filled with treasure. The merchant would be compelled by the phantasm to go to the illusion and accept the illusory treasure for as long as the spell lasted. For a wyvern, it might create an illusion of some helpless prey, upon which it would be compelled to go feed.

As a phantasm, this spell is a mind-effecting effect and so will not effect undead or constructs.


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The Shan’n’nur Cult

The Shan’n’nur are a mysterious and paradoxical order.

Their name is taken from the Nimberlan Elvish, and is translated as “those who hate magic”.

Founded during the Anmagus Crusades after the fall of Soguer, the Shan’n’nur were originally a group of worshipers of Baccob who had been made to repent the use and worship of magic, and therefore were spared death at the hand of the inquisitors of The Sword of Light. Encouraged to join the crusade, the broken but grateful penitents quickly became one of it’s most zealous elements.

Over the course of the crusade, use of magic by this group eventually became tolerated, receiving the official sanction of the High Pontiff of Heronious. Even so, their devotions were carefully watched over by wardens from the Sword of Light through the long years of the crusade and the eventual siege of the last temple of Baccob.

After the High Pointiff declared the Anmagus Crusade over, the Shan’n’nur Cult became the church’s official enforcers of edicts related to the use of magic through all the lands surrounding the Soral Sea. In those 30 years their wardhouses have become grim edifices in many of the cities through the middle kingdoms. However, in the chaotic warring states of former Soguer their influence is now much less felt and hedge mages and war-sorcerers are beginning to be heard of in those lands.

Over the years they have become extremely secretive in their ritual, and have broken somewhat from the church. Influenced by doctrines of Hextor in the region of former Soguer they are very focused on control of society, and publicly offer worship to Hextor and Heronious. They have also become a hedonistic group, and utilize sensual energies in their duties, their magic and their worship. This trend is the result of the worship of Grazz’at by a small group of the elders in the cult, who have spread that demon lord’s mores, if not his name, to their brethren under the guise of magically useful teachings. Grazz’at himself is savoring the long slow betrayel of the church by the Shan’n’nur, who were themselves founded in betrayel.

A few in the church of Heronious are growing wary of this group, but distance from the Seat of the Hight Pointiff and general weakness and disorginazation within the church prevent an internal inquiry from taking place.

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Shan’n’nur buckler / Witchwarden buckler

These bucklers grants spell resistance to the wielder, leaving the hand free to perform the arcane gestures needed to cast spells.

When the Shan’n’nur assemble to confront a rogue spellcaster, they do so en mass. They are a unnerving sight, dressed provocatively beneath their long robes, wearing ceremonial masks, bucklers on their arms, and wand or sword in their hands. Seeing them, none can doubt that their prey are doomed.

The bucklers confer a +1 shield bonus to AC, just as a normal finely crafted buckler would. They are also generally enchanted to provide a +1 enhancement bonus to AC. In addition, they grant the wielder Spell Resistance 13.

Made of the finest metals and engraved with the arcane symbols of Shan’n’nur warding, these shields do not confer an armor check penalty. Even as light as they are, they sometimes interfere with arcane gestures, and cause a 5% chance of arcane spell failure.

Finally, as with all bucklers, the armor bonus is not applied for these bucklers on the turn that their wearer used their shield arm to attack or cast a spell. The SR is still applied, however.

Strong abjuration; CL 15th; Craft Magic Arms and Armor, spell resistance; Price 9,165 gold; Weight 3 lbs.


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Barael’s Blade: the first Witch-blade

Forged by the Crow Mage from shards of darkness, infused with the finest dwarven steel, and honed by his half-breed apprentice to near-vorpal sharpness, this blade was wielded by Barael, the famous bastard child of King Elespor Galdius.

It is said that it takes a warrior’s hand and a wizard’s mind to wield this blade and those crafted in it’s image. The original Witch-blade has many special properties, and is a demon-bane +2 hand-and-a-half sword. It has the same dispelling and counterspelling properties that all witch-blades share. In addition, it is an sentient weapon with a deadly thirst for the blood of those who lead the worship of abominations, such as the Spider Priests of the Shona’qua dark elves whom Barael led a vicious crusade against.

As its fame grew, the cultists of Shan’n’nur attempted to wrest this blade from Barael’s possession in order to learn the secrets of it’s construction. For many years the cult hounded him and would send agents after him whenever his travels brought him to the middle kingdoms.

The cult was never successful in subduing Barael or eliciting his cooperation, though they nearly succeeded once, when he was seduced by one of their agents. Eventually the leaders of the Shan’n’nur decided to abandon their efforts, as it was too great a drain on the organization’s mediocre resources.

Years of research later, the Shan’n’nur duplicated the witch-blade effect with the help of Barael’s old foe Faduardo Gantonín and began enchanting their long knives and swords with the property.

The Witch-blade: all witch blades share this property. They are ensorceled such that they may be used once a day to either remove or counter magical effects, but only in the hands of an arcane spellcaster. This property adds an additional 4,200 gold to the magic weapon’s cost and is the equivalent to an additional +1 enhancement for purposes of determining maximum weapon enchantment.

Eldritch Parry: As a standard action, they may be used to counterspell. When used in this way they function exactly as though the wielder had cast dispel magic to counterspell. All caster level checks use the wielder’s arcane caster character level.

Sever Spell: As a standard action they may be used to perform a targeted dispel magic. The blade must touch the target of the dispel, be it a creature, object, or continuing area spell. As with the counterspell ability, the blade uses the wielder’s arcane caster level when making the caster level check.

Moderate abjuration; CL 5th; must be a bladed weapon, Craft Magic Arms and Armor, dispel magic; Price 4,200 gold.

Author’s note: The Priest of Doom would like to thank The Sword for inspiration.


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Location: Onuago In Chaos

This post gives an overview of the state of Onuago at the start of the third part of The Horror of the Old Ones: the Begotten of the Old Ones have overrun the town and it lies in chaos.

Introduction

At this point the PCs have discovered the source of the strange mutations that have plagued this area for centuries: some type of horrific aberration that slumbers beneath the rocky Harpy Point in Onuago Bay.

The players cross the swamp to Onuago to find the dismal swampy town overrun with misshapen, mutated Begotten of the Old Ones. While the players were traveling back, the Old One, awakened by the priest Ernaldus’s ritual, emerged from its cocoon where it had slumbered beneath Harpy Point, crossed the bay, and lumbered out of the sea onto the wharfs.

As it emerged from the sea the sullen clouds began to rumble and release a heavy rain. Lightning and thunder accompanied the enormous monstrosity as it wandered through the town, and its very presence caused reality to run and melt like wax. Buildings, inhabitants, and the land itself have been twisted into alien, nightmare versions of themselves. This trail of chaos winds through the town like the path of a tornado of twisting unreality, before returning to the sea.

As the players come upon the scene, the town is in complete pandemonium. Begotten of the Old Ones are scattered throughout, most of them raving mad from the trauma of their transformations from lifelong townsfolk. Those who were not changed and have not been able or willing to flee the town for the wilderness of the swamps are either cowering or fighting across the town. When the players encounter these townsfolk, they should learn of the last nights events from them.

The weather has also turned for the worst — wet pellets assault the party, a mixture of rain and hail. The precip has definitely hit the fan!

Encounters

Encounters in the location include several run-ins with The Begotten of the Old Ones.



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Masks of the Shan’n’nur

The officials of the Shan’n’nur wear these masks during rituals and when in public performing their mysterious duties and enforcing the will of their cult in the cities.

As befits the wearers, the masks give the practitioners several abilities they find useful as they police the use of magic in the areas they control.

Lesser Mask of the Shan’n’nur

  • charm person or cause fear: only works on on those who are not members of the Shan’n’nur – 3/day
  • detect magic – at will
  • detect evil/good/law/chaos: according to wearer’s alignment: the wearer can detect alignments opposite to hers – at will

Faint divination and enchantment; Caster Level 1st; charm person, cause fear, detect magic, and detect alignment, creator must be a member of the Shan’n’nur; Price: 4,200 gold, Weight 1 lb.

The master’s masks grant the following additional powers:

Greater Mask of the Shan’n’nur

  • arcane sight for up to 5 minutes per day
  • true seeing for up to 10 minutes per day
  • analyze dweomer for 11 rounds, 1 / 3 days

Faint divination and enchantment; Caster Level 11th; analyze dweomer, true seeing, arcane sight, charm person, cause fear, detect magic, and detect alignment, creator must be a member of the Shan’n’nur; Price: 53,400 gold, Weight 1 lb.


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