Encounter: Begotten Run Amok in Onuago (EL 11)

These encounters detail some run-ins with the Begotten and citizenry in the ruins of Onuago. The players must rescue some children from a group of spawn. They have an opportunity to help an old woman safeguard her family fortune. Finally the players get in contact with Thorenston, who helps them get to Harpy Point.

Encounter: Children of Horrors (EL 7): the players run into a group of Begotten threatening townsfolk in an area of town transformed by the old one’s passage. Here, a part of the street has been transformed into a deep muddy channel when the Old One crossed it. The buildings to either side have been plowed down and the surrounding buildings are warped and twisted as though viewed through a fun house mirror. One to the left is emitting a low moaning sound, and it’s doorway shrinking and expanding in time with the groans.

Just them screams of terror can be heard from a half-melted house across the street. If the players investigate they find a small group of begotten inside the house menacing a group of three children, one of whom lies limp on the floor.

Creatures: Begotten Of the Old Ones (2) HP: 61, 79. In actuality, the Begotten are these children’s parents, hideously transformed by the Old One’s proximity. If the players attack, the begotten will defend themselves.

If the PCs ask the children what’s wrong and succeed at calming them (DC 25 Diplomacy check) the children will reveal that the begotten were their parents before the enormous scary thing walked through the house next door. The unconscious child has fainted in terror.

In any case, the players only have 2d4 rounds to act before the Begotten lose the last shred of sanity that is keeping them from attacking the children.

A polymorph, remove curse or break enchantment will return the parents to their normal selves.

Encounter: The Madame’s Chambers (EL 7-9): the players walk by the snug harbor inn, which was untouched by the chaos. If able to talk their way inside (DC 15 diplomacy check), the barkeep relates the tale of last night’s terror. He tells the players about hearing a commotion before some townsfolk ran inside to say a sea monster had climbed up onto the docks and was headed towards town. Shortly thereafter a hideous fish-mad wearing rags crashed into the inn and bit Sven the porter’s left arm clean off before anyone could blink an eye. Since then he, the tap room’s regulars and a few terrified townsfolk have been holed up in the Inn, fighting off the occasional monstrous former friend.

Mme Babushka requests the player’s assistance escorting her to her house to safeguard some family heirlooms, offering a reward of 200 gold for their bravery. If uninterested, she will work her way up to 500 gold. If the players accept, they must escort Mme. Babushka across town to her house, which is indeed infested with begotten of the old ones (eight in all). In addition, the house is no longer structurally sound, and presents a difficult gauntlet as the players work their way upstairs to her private chambers. There Mme. Babushka’s treasures are intact, and she offers to pay the player’s once they return her safe to the Snug Harbor.

Creatures: Begotten of the Old Ones (8): HP: 64, 68, 77, 74, 68, 53, 51, 61.
and medium animated objects (10): HP:
35, 23, 27, 24, 30, 39, 30, 31, 29, 31. In groups of two to four throughout the house, these Begotten are drawn here by the lingering energies of the Old One. Those energies were so strong here that much of the furniture has come to life and will join in attacking anything that enters in groups of two or three.

Regardless of weather the players assist Mme. Babushka, the proprietor of the snug harbor will inform them that Old Man Threnston had come around asking about them several days ago, saying he had been doing work on a ship.

Encounter: Old Man Threnston’s Last Ship (EL 10): Noah-like, old man Thorenston has built or fixed up a small one-sail ship that the players may use crossing to harpy point. Once they encounter him at the dry-docks near his home in east Onuago, he needs their help getting the ship launched. As the players must launch the ship in the storm down the dry-dock by rope. Those working to slowly lower the ship must stand two behind and two beside the ship, each slowly letting a length of rope out. The dry dock itself is a sloped wooden frame and ramp that begins on the shore above the tide-line and slopes down into the water. The frame that keeps the ship upright on the ramp gives those immediately next to the ship cover but also create difficult terrain: characters move at half speed through it.

The strength checks required are a series of five DC 13 strength checks by four people. On each round of checks, for each player that fails their check, everyone else’s checks go up by 1 point. For each person not pulling on the ropes, everyone else’s strength check goes up by 3 points. Thus for one person to lower the ship requires five DC 22 strength checks. Failure on everyone’s part on the strength checks yields consequences according to the chart below.

After the second round of checks, the laboring PCs are attacked by a group of Begotten who climb up out of the water onto the dry docks and attack the two players on the sides of the ship.

Creature: Begotten of the Old Ones (3): HP: 67, 65, 67

Strength Check Failure: as the players let go of the ropes to fight, the other’s strength checks go up. Failed strength checks results in various consequences depending on how badly highest check fails:
Bad (failed by 1-5): the ship is let slip and flies into the water much too quickly. In addition to being damaged and requiring constant bailing, it must now be retrieved somehow before the waves and wind take it away or dash it upon the shore. Award 80% experience for the encounter.
Worse (failed by 6-10): one or more of the players (or Thorenson) to the sides of the ship are bowled over by the ship as it is loosed and must make a DC 20 reflex check to avoid 6d6 points of bludgeoning damage as the ropes pull them down and the ship grinds over them on its way down the dry dock. Award 60% experience for the encounter.
Worst (failed by 10+): the ship flies loose and crushes several people as above, who also become tangled in the ropes and pulled out to sea with the uncontrolled ship. Swim and escape artist checks are required to avoid drowning, or those pulled in must be rescued. Award 40% experience for the encounter.

Afterwards, there are challenges getting across the bay: strength for rowing or Profession (Sailing) checks , a chance to capsize, etc.


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Denssa Gradon

Denssa is a creature of pure power: draconic blood runs strong in her veins and she has channeled her arcane power into destructive avenues. A distant descendant of a black dragon (or so she claims, pointing to her dark red scales), Denass speaks with a wickedly forked tongue. A compulsive liar, nothing she says can be trusted. A practiced liar, it’s almost impossible to tell (+21 Bluff).

This facility combines with the disguise self from her magic ring quite well in social situations, and as a result she is the Iron Coven’s main spy.

Often she will work with Bara Hunanik, bugbear cleric, to create magic items they need to execute the Iron Coven’s plans.

Denssa Gradon CR 14
NE Female Kobold sorcerer 14
small humanoid
Init: Senses: darkvision 60 ft, +0 Listen, +0 Spot
Languages: Draconic, Common

AC: 14 (+1 natural armor, +3 dex, ) 22 with shield and mage armor cast
HP: 34 (HD 14d4) 62 with bear’s endurance
Fort: +4 Ref: +7 Will: +9
Weakness: Light Sensitivity

MV: 30 ft or fly 60 ft
Attack: +5 staff 1d4-3 or +11 light crossbow 1d6
Space / Reach: 5 ft / 5 ft
Base Attack: +7/+2 Grapple:

Abilities: Str:5 Dex:16 Con:10 Int:13 Wis:11 Cha: 20
SQ: lizard familiar
Feats: craft wondrous item, spell focus evocation, spell focus transmutation, greater spell focus evocation, greater spell focus transmutation
Skills: +21 Bluff, +17 Concentration, +13 Hide, +3 search, +18 Spellcraft

Spells Prepared or Available: (DC 15 + spell level)
0th (6/day): detect magic, mage hand, ray of frost, read magic, message, ghost sound, daze, prestidigitation, resistance
1st (6/day): magic missile, reduce person, expeditious retreat, burning hands (DC 18), shield
2nd (6/day): scorching ray, invisibility, resist energy, glitterdust (DC 17), bear’s endurance
3rd (6/day): fireball (DC 20), lightning bolt (DC 20), slow (DC 20), vampiric touch
4th (6/day): polymorph, fire shield, dimension door, stone skin
5th (6/day): baleful polymorph (DC 22), cone of cold (DC 22), telekinesis (DC 22)
6th (5/day): chain lightning (DC 23), disintegrate(DC 23)
7th (3/day): prismatic spray (DC 24)

Possessions: (45k worth) masterwork staff, masterwork crossbow, wand of mage armor (17 charges left, 255 gp), cloak of charisma +2 (16,000 gp), winged boots (16,000 gp), ring of chameleon power (12,700 gp), potion of cure moderate wounds.

Minions: lizard familiar

A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.


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Serpentward Purse

Generally decorated with thread-of-gold depicting a dragon or wyrm, this purse is similar to the magically warded wailing purse, with the difference that any touching or opening of it by anyone except the wearer results in a ghostly viper rearing up from the purse and striking the would-be purloiner.

When the snake strikes, the thief must succeed at a DC 14 reflex save. If they fail, they are engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed. The effect is identical to those of the spell sepia snake sigil.

Faint abjuration; Caster level 5th; sepia snake sigil, Craft Wondrous Item; Price 7,500 gold; Weight 1/2 lb.


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Wailing Purse

This purse has been enchanted such that attempts to pick it from it’s owner result in a loud alarm. The alarm varies from purse to purse, but is generally a shouted “thief! thief!” in the language of the enchanter.

Weak abjuration; caster level 1st, alarm, Craft Wonderous Item; 1,000 gold

Alternate versions are powered by magic mouths, allowing a higher range of sounds and responses, such as singing, biting, or saying things like “You don’t really need that, do you? Can we afford that?”. These are considerably more expensive, in the 6,000 gold range.


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The Visage of Scahrossar

According to legend, this black leather Mask was a gift from Scahrossar, goddess of pain, to a legendary priest of Oldimara, her brother, the god of trickery. The turmoil surrounding the events that transpired are chronicled in the bard’s song “Blood Tears of Hernisia”.

The Visage’s surface matches the contours of a face, and is adorned with delicate inlays of silver and steel, but there are no holes for the eyes, nose or mouth. On the interior side, there are two one inch iron spikes where the eye holes would be. Black silk ribbons hang from the sides and can be tied together to secure it to the head. Because of the lack of mouth opening, the wearer’s voice is somewhat muffled and breathy. In spite of this those dealing with the wearer find them shudderingly fascinating and compelling.

In order to use this item one must put it on, piercing one’s own eyes with the iron spikes. This process inflicts 1d4 points of damage and results in permanent blindness. This blindness can be magically cured if the Mask is removed, but donning it will once again result in blindness. Unless exceptionally strong-willed the wearer has no desire to remove the Mask at any rate (DC 28 Will save).

This Mask radiates moderate evil.

As long as the wearer has the mask on they gain the following benefits:
– Blindsense to a range of 45′
– True Seeing: the ability to pierce illusions and disguises within the blindsense. This does not confer actual sight.
– +5 enhancement bonus to Charisma
– Suggestion 3/day (DC 20 Will save to resist)
– +5 profane bonus to search and spot

Strong divination, transmutation and enchantment [evil]; CL 18.


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The Ritual in the Woods (EL 13)

This encounter is the climax of the second part of the Horror of the Old Ones, a D20 fantasy adventure for 10th level characters. At this point the party has entered the Elsemere woods in search of the village priest. Eventually they will find their way to a clearing with some ancient ruins.


Forest Features

Lighting: The forest is relatively dimly lit, much dimmer than the outside. However, even at night, the forest seems to have the same light. It’s as if there is no difference in the wood. Daylight (or nightlight) filters through the canopy, creating an ambient effect.

Creatures: Creatures in this part of the wood are less tame than in other woods. For instance, foxes, deep and other woodland creatures are likely to be aggressive rather than docile.

The Ritual in the Woods (EL 13)

Clearing Features

Lighting: As normal. Sunlight and moonlight during their respective hours.

Creatures: No natural creatures live in the clearing, but there are inhabitants detailed below.

This large field is dotted with the remnants of ancient stone buildings or walls, mossy, overgrown and half buried. A group of people are gathered around a large flat stone, chanting along with a hooded figure standing before the stone.

As the party watches the sky takes on a startling transformation. The clearing darkens and stars become visible in the sky, however none of the constellations are familiar. A transparent creature appears in the sudden darkness. Its enormous lumpy head, shoulders and membranous wings occupy a third of the sky, looming over the horizon.

This enormous shape begins to draw closer, becoming smaller as it does so. Soon it hovers above the altar, silently regarding the Priest with its alien eyes. He draws back his hood, revealing himself as Ernaldus, Elsemere’s Priest of St. Cuthbert. His eyes wild, he beseeches the apparition in strange words with arms upraised.

The phantom reaches out with its long arm, its rubbery digits squirming. Dark energy passes from its grotesque hand to the priest’s head and a horrible transformation overtakes the man. Ernaldus’ features are twisted as his skin turns a mottled green-brown and his mouth and jaws widen unnaturally. In his gaping maw are revealed rows of pointy teeth, like a lamprey’s mouth. As his body runs like wax at the apparition’s touch, the cleric begins to scream in terror. His eyes blank and glassy, he begins pleading towards the horror in the sky to stop drinking his soul. His tortured pleadings are punctuated with sobbing cries of, “It doesn’t even know I’m here! It doesn’t even know I’m here! I’m an insect! A mote! It’s eyes!!!” before trailing off into incomprehensible burbles and croaks. Similar changes turn half the cultists into vaguely reptilian or amphibian mockeries of their former selves. Their screams and groans create a symphony of anguish that echoes throughout the clearing.

The transformed priest, or whatever is now pulling the strings of his mind, straightens up and seems to recover his composure somewhat. Speaking with a strange slurring voice that is not entirely human, he orders the destruction of the nonbelievers who have profaned this holy moment.

Creatures: Ernaldus, Begotten of the Old Ones (5), Shada Monks (5) and a projection of the Old One. The cultists are enacting a ritual they hope will bring forth the unknown source of dark power they’ve been worshiping. They will attack any who is profaning this sacred moment. The Old One is here in a special projected form, and so is not able to act with its full strength or enjoy the benefits of its reality-warping. Use the stats below for this form.

Projected form of the Old One (CR 11)
Chaotic Evil Outsider
Size Large Aberration (incorporeal)
Init:+0 Senses: Darkvison 120
Listen +20 Spot +20

AC: 28 (+19 natural, -1 size) touch 14, flat-footed 33
HP: 140 (HD 16d8+96)
Resist: Incorporeal (50% miss chance)
Fort: +14 Ref: +5 Will: +14

MV: 30 ft, fly 40 ft (perfect)
Attack: claw +19 (1d6+8)
Full Attack: 2 claws +19 (1d6+8) and 8 tentacles +17 (1d6+4)
Space / Reach: 10′ / 10′
Base Attack: +12 Grapple: +24

Abilities: Str 26(+8), Dex 10, Con 24(+7), Int 21(+5), Wis 19(+4), Cha 23 (+6)
Feats: Multiattack, Combat Expertiese, Power Attack, Cleave, Improved Sunder, Great Fortitude
Skills: Concentration 23, Knowledge (Arcana) 20, Knowledge (Planes) 21, Knowledge (Dungoneering) 21, Listen 20, Spellcraft 21, Spot 20

Ernaldus, the Corrupted Priest CR 11
Chaotic Evil human cleric 9
Size Medium Aberration
Init: -2 Senses: Darkvision 60′
Listen +3 Spot +3
Languages: common, telepathy 60′

AC: 22 (+5 armor, +5 natural armor, +4 deflection) touch 12, flat-footed 22
HP: 66 (HD 9d8+24)
Resist: DR 5 / lawful, SR 15
Fort: +9 Ref: +1 Will:+9

MV: 20′
Attack: +11 appendage 1d6+5
Full Attack: +11 / +8 appendage (1d6+5)
Attack Options:
Space / Reach: 5ft / 5ft
Base Attack: +6/+1 Grapple: +8

Abilities: Str: 14 Dex: 10 Con: 14 (16) Int: 10 Wis: 16 Cha: 12
SQ: Lightning Touch, Otherworldly Gaze, Spell-like abilities (see below)
SA:
Feats: 5 spell focus enchantment, scribe scroll,
Skills: points: concentration +10, knowledge (religion) +8, spellcraft +8

Spells Prepared (DC 13 + spell level)
0th: 6:
1st: 4+1: cure light wounds, doom (2), shield of faith, protection from good*
2nd: 4+1: cure moderate wounds, hold person, silence, sound burst, blindness*
3rd: 3+1: cure serious wounds, dispel magic, prayer, contagion*
4th: 2+1: cure critical wounds, greater magic weapon, unholy blight*
5th: 1+1: flame strike, feeblemind*
* domain spell

Domains: corruption (ignore hardness when attacking an object 1/day), evil (evil spells are cast at 1 higher caster level)
Spell-Like Abilities: blur 1/day
Possessions: breastplate +1 (200 gp), Amulet of Health +2 (4000gp), Lesser Rod of Metamagic (Empower) (9000 gp), scroll of symbol of pain, potion of cure moderate wounds, brown robes.

DR: 5 / lawful (axiomatic)

SR: 15

3 Shada Cultists CR 5
Chaotic Neutral human monk 5
Size Medium humanoid
Init: +3
Listen +10 Spot +10
Languages: common

AC: 16 (+3 monk bonus, +3 dex), touch 16, flat-footed 16
HP: 29 (HD 5d8+5)
Resist:
Immune:
Fort: +4 Ref: +4 Will: +4
Weakness:

MV: 40 ft
Attack: +5 unarmed strike (1d8+1)
Full Attack: flurry of blows +4 / +4 unarmed strike (1d8+1)
Attack Options: stunning fist (DC 14 Fort. or stun for 1 rd.), improved grapple, improved trip (+4 on Str check)
Space / Reach: 5ft / 5ft
Base Attack: +3 Grapple: +8

Abilities: Str: 13 Dex: 15 Con: 12 Int: 10 Wis: 14 Cha: 8
SQ: evasion, still mind
SA: flurry of blows, ki strike (magic), stunning fist
Feats: 3 stunning fist, combat reflexes, weapon focus unarmed strike, improved grapple, improved trip
Skills: +10 listen, +10 spot, +11 tumble

3 Begotten of the Old Ones CR 5
Chaotic Neutral with evil tendencies
Medium Size Aberration
Init: +2 Senses: darkvision 60′
Listen +7 Spot +7
Languages: Telepathy 60′ and common

AC: 17 (+2 dex, +5 natural armor), touch 12, flat-footed 15
HP: (HD 9d8+ 27)
Defenses: SR 15, DR 5 / lawful
Fort: +6 Ref: +5 Will: +5

MV: 30, swim 30 or fly 30′
Attack: +10 appendage 1d6+4
Full Attack: +11 appendage (1d6+4), and +11 appendage (1d6+4)
Attack Options: Lightning Touch
Space / Reach: 5ft. / 5ft.
Base Attack: +6 Grapple: +10

Abilities: Str: 18 Dex: 15 Con: 17 Int: 9 Wis: 12 Cha: 6
SQ: DR 5/lawful, SR 15, darkvision 60′
SA: spell like abilities: blur
Feats: weapon focus (appendage), power attack, ability focus (Otherworldly Gaze), quicken spell-like ability (blur)
Skills: +7 listen, +7 spot

Lightning Touch (Su): Begotten of the Old Ones can generate, as a free action, a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC 17 Fortitude save avoids the stun effect – the save is constitution based. They may use this ability once per round, delivered by melee attack.

Otherworldly Gaze: As a standard action begotten can focus their otherwordly gaze upon a mortal creature and create a haze of confusion as the spell. A DC 17 will save is required to avoid this confusion (save is wisdom based), which lasts as long as the begotten concentrates upon it.

Spell-like abilities: blur 1/day. Caster level 5th.

DR: 5 / lawful (axiomatic)

SR: 15

Tactics: The Shada monks will attack immediately, charging the nearest party member and attempting to flank them while the Begotten will use their otherworldly gaze on the nearest targets. The projected Old One will float into the midst of the party and lash out with its claws and tentacles at opportune targets.

Ernaldus will prepare with the following spells before joining the fray. First will be a symbol of pain from the scroll he carries. Anyone approaching within 60′ must make a DC 18 Fortitude save or suffer -4 to attack rolls, skill checks, and ability checks. After that he will cast prayer, shield of faith, and greater magic weapon (on his appendage). His statistics are altered to include these effects. He will then cast hold person on a warrior before casting feeblemind, flame strike (empowered) and unholy blight (empowered) on any spellcasters before supporting the monks and begotten with empowered healing.

Treasure: offerings for the Old One amounting to 9 gems worth 2600 gp total. There are also five minor magic items: Amulet of Mighty Fists +1, Elixir of Sneaking, Boots of Elvenkind, Dust of Illusion, and a Swan Boat Feather Token.

Development: Once the party defeats the priest and his twisted worshipers, Ernaldus will fall to the ground and regain one last moment of lucidity as his former self. As his life slips away, he will gasp out a gurgling, mostly incoherent rant, that will contain one clue for the party to continue on to the next phase of their mission.

“No light…only darkness and hunger…I didn’t know… How could I have known?… It sleeps and dreams…under Harpy’s Point…I know its secret now…oh the horror! The horror! We are all doomed…we have always been doomed…death without end…eons without hope…oblivion…”


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Spell: Studied Divination

Studied Divination is a spell that allows the caster to gain insight into future events. It is especially useful for the DM to introduce a threat that the players must eventually face, as it gives vague warnings about a future threat.

“Studied Divination”
Divination
Level: Clr 3, 6 and 9, Drd 3, 6 and 9, Sor/Wiz 3, 6 and 9.
Components: V, S, M/DF, F
Casting Time: 1 month of 2 hrs/day
Range: See text
Effect self
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: no

This spell allows the caster, through long and careful study, to gain portents regarding developing or distant events. Through the careful study of the stars, throwing of yarrow sticks, the study of sacrificial entrails, drawing of runes, the study of cards, throwing of bones, entering sacred trances, or some similar activity, the caster may be able to gain knowledge of important events that are of interest to him. As a secondary effect, the caster may know weather certain mundane events will come to weal or woe, such as the prosperity of a wedding, weather the establishment of a certain field will be fruitful or other similar mundane events.

The knowledge so divined is limited to vague portents, easily misunderstood. At 3rd level it is limited to knowledge regarding a single town or county not more then one month in the future. At 6th level it can relate to a kingdom for a year, and at 9th can regard a world for a decade. Information and prophecy gained can be misunderstood, and is not necessarily foolproof (the future is not set), or can be self-fulfilling (aka, you can’t escape fate). The specific information given is left to the discretion of the DM.

The casting of this spell requires it’s preparation and casting every day for a month. The casting itself requires a quiet place of study where the caster may examine the signs for the required two hours, the divination objects themselves (which cost 500, 5,000, and 50,000gp at the respective levels), and a successful knowledge arcana, nature or religion check at the end of the casting (DC 15, 25, and 35, respectively). This check is made in secret by the dungeon master. Failure represents a confused or unclear interpretation of events.


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Glacial Frost Worm (CR 20)

Glacial Frost Worm Garguantuan Magical Beast (cold) CR 20
AC: 28 (+1 dex, -4 size, +22 natural armor) touch 7
HD: 36d10+252 HP: 450
F: +22 R: +16 W: +12
Immunities: Cold
Vulnerabilities: Fire

MV: 30 ft, burrow 10 ft
Full Attack: +46 bite (4d6+17 plus 2d8 cold)
Grp: +61

Str: 36(+13) Dex: 12 Con: 24(+7) Int: 2 Wis: 11 Cha: 12
Feats: Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite), Improved Natural Armor x 8.
Skills: +11 hide, +10 listen, +10 spot.

A frost worn cannot burrow through stone, but can manage ice and frozen earth. When moving through such hard materials it leaves behind a usable tunnel about 5 feet in diameter.

A frost worm is about 40 feet long, 5 feet in diameter, and weighs about 8,000 pounds.

Combat
Frost worms lurk under the snow, waiting for prey to come near.

They begin an attack with a trill and then set upon helpless prey with their bite.

Trill (Su)
A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 24 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. The effect’s caster level is 14th. The save DC is Charisma-based.

Cold (Ex)
A frost worm’s body generates intense cold, causing opponents to take an extra 2d6 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.

Breath Weapon (Su)
30-foot cone, once per hour, damage 15d8 cold, Reflex DC 32 half. Opponents held motionless by the frost worm’s trill get no saving throw. The save DC is Constitution-based.

Death Throes (Ex)
When killed, a frost worm turns to ice and shatters in an explosion that deals 12d8 points of cold damage and 8d8 points of piercing damage to everything within 100 feet (Reflex half DC 32). The save DC is Constitution-based.

Skills
*A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment.

Cold Subtype
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.


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Location: The Hamlet of Elsemere

(note, this map contains locations within The Great Elsemere Wood as well)

Stats:
The Hamlet of Elsemere, pop 90ish
Wealth: Gold Piece Limit: 100 gp
Ready Cash: 450 gp
Power Center: Magical: chaotic evil priest of St. Cuthbert / The Old Ones
Community Authority: 2nd level warrior
Highest level NPCs in the community:
Barbarian: 1st
Bard: 2nd
Commoner: 9th
Druid: 4th
Expert: 7th
Fighter: 3rd
Rogue: 4th
Sorcerer: 1st
Warrior: 2nd

Part of the village of Elsemere has been reclaimed by the forest. The mausoleum was once the edge of town, but it is now hundereds of feet inside the forest. If the party investigates close enough, they will find old tracks leading into the forest – what was once the road through town.

The present-day town is surrounded on three sides by farmland and on one by Elsemere Wood. Corrupted fey creatures have their own nefarious names for the dark forest they call home.

Notable locations:
C: Once the center of town, the Cathedral of St. Carlos has been taken defiled and corrupted by a priest of St. Cuthbert.
F: The Fallen Lumber Inn is the last operating inn in this dwindling economy.
M: This makeshift mill processes the remaining lumber produced by the townspeople of Elsemere.
Entrances to the Wood: Dark and foreboding, these narrow creases in the forest provide a crawlspace into the interior. Characters taking these paths should beware.

Notable characters:
Morbane the Mad Monk (CR3)
Another important person in town is the scholar’s mentor, who is studying the forest. Perhaps she is the 4th level druid.
Another is the cleric who didn’t make the list. His level should be around 10ish +2 for the begotten of the old ones template…
Pava the Wise occasionally visits this hamlet, so she may be present. Also Temas Falkor sometimes makes his bardly way here to gain knowledge. He is writing a song about the encroaching forest brought on by the sadness of the Elsemereans.

Other:
If the characters seek a vantage point from which to view the forest, they spy the stony towers of the Shada Monastery, which from its position on a hill in the Wood, peeks through the overgrown canopy.

If the characters ask around enough, they may learn some facts about the monks who study in the monastery, including Morbane, the Mad Monk of Elsemere, who splits his time between the hallowed halls of Shada and the muddied streets of Elsemere.

Another post will cover the locations within the Wood.


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The Begotten of the Old Ones (CR 5)

The result of prolonged exposure to Old Ones, persons too near their reality warping effects undergo a transformation into beings which resemble them in some ways. These changed creature’s features are bestial and reminiscent of fish, lizards, and amphibians, with claw-tipped hands or occasionally tentacles for arms. They are cunning and physically powerful, yet twisted and crippled in appearance. These creatures are ruled by the Old Ones through fear, violence and mental domination.

Those that can still speak do not usually chose to do so. Instead they mainly communicate simple thoughts to each other by telepathy, accompanied by whimpering groans and croaks.

usually chaotic neutral with evil tendencies
Medium Size Abberation
Init: +2 Senses: darkvision 60′
Listen +7 Spot +7
Languages: Telepathy 60′ and either common or none

AC: 17 (+2 dex, +5 natural armor)
HP: (HD 9d8+ 27)
Defenses: SR 15, DR 5 / lawful
Fort: +6 Ref: +5 Will: +5

MV: 20, swim 30 or fly 30′
Attack: +10 appendage 1d6+4 or +10 greatclub 1d12+6
Full Attack: +11 appendage 1d6+4 and +11 appendage 1d6+4 +10/+5 greatclub 1d12+6
Attack Options: Lightning Touch
Space / Reach: 5ft. / 5ft.
Base Attack: +6 Grapple: +10

Str: 18 Dex: 15 Con: 17 Int: 9 Wis: 12 Cha: 6
SQ: DR 5/lawful, SR 15, darkvision 60′
SA: spell like abilities: blur
Feats: weapon focus (appendage), power attack, ability focus (Otherworldly Gaze), quicken spell-like ability (blur)
Skills: +7 listen, +7 spot

Lightning Touch (Su): Begotten of the old ones can generate, as a free action, a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC 17 Fortitude save avoids the stun effect – the save is constitution based. They may use this ability once per round, delivered by melee attack.

Otherworldly Gaze: As a standard action begotten can focus their otherworldly gaze upon a mortal creature and create a haze of confusion as the spell. A DC 17 will save is required to avoid this confusion (save is wisdom based), which lasts as long as the begotten concentrates upon it. This is a mind-affecting ability.

Spell-like abilities: blur 1/day. Caster level 5th.
DR: 5 / lawful (axiomatic)
SR: 15

COMBAT
Sometimes armed with simple weapons, but generally attacking with whatever appendages the old ones have given them, the begotten are straightforward combatants. If encountered in a group, those in the rear will focus their otherworldly gaze on those being attacked, while their brethren attack with their claws and lightning touch.

Begotten of the Old Ones – Acquired Template

Sometimes when the powers of the old ones transform an unique creature, some of it’s abilities and original form remains. In those cases apply this template to the base creature to generate the statistics of the resulting creature.

Type: the creature’s type changes to aberration
HD: the creature’s hit dice change to d8s.
AC: gains +5 natural armor
Move: The mutations cause the creature’s land move to be reduced by 10 ft, to a minimum of 5 ft. The creature gains a swim speed equal to it’s previous land speed.
Special Abilities: Begotten of the old ones gain the following special abilities:
Lightning Touch (Su): Begotten of the old ones can generate a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC (1/2 begotten hit dice + constitution modifier) Fortitude save avoids the stun effect. They may use this ability once per round, delivered by melee attack.
Otherworldly Gaze: As a standard action begotten can focus their otherworldly gaze upon a mortal creature and create a haze of confusion as the spell. A DC (1/2 begotten hit dice + wisdom modifier) will save is required to avoid this confusion, which lasts as long as the begotten concentrates upon it.
Spell-like abilities: blur 1/day. Caster level 5th.
DR: 5 / lawful (axiomatic)
SR: 15
Telepathy 60′
Darkvision 60′
CR: +2
ECL: +2


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