Return to Sender

Transmutation
Level: Sorcerer/Wizard 2
Components: V, M
Casting Time: 1 standard action
Range: Touch
Effect: One touched object
Duration: 1 minute/level (D)
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)
Material Component: A voided stamp or other sticky object

Any non-magical hand-held object you cast this spell on will return to the caster if thrown or left in a location. When it is thrown or launched, and impacts with its target, the object immediately returns via the most direct route. When it is left alone, it returns upon command. At the end of the spell’s duration, it returns regardless of receiving a command.


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Discus of Annihilation

This metallic disc soars up to 120 feet away, striking targets for 3d8 dmg and returning to the wielder’s hand. Unfortunately, it has a limited number of strikes (usually around 10 charges) before it annihilates itself. Without specific training, it is difficult hard to be accurate with the discus. Wielders are required to have martial or exotic proficiencies to avoid penalties.

Variants that do not annihilate themselves include a sonic disc (1d8+1d6 sonic damage), flame disc (1d8+1d6 fire damage), holy discus (1d8+1d6 holy damage), etc, etc.

Craft Magic Arms, return to sender; permanency; Cost 12,000 gp. The only magic given off by the standard version is the return to sender spell. Alternate versions also give off the enchantments that provide each bonus.


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Faduardo Gantonín

Faduardo lived his life mostly in the Phyloctæte. Raised heck in the other human lands with his psychotic wanderings and musings, traveling the many continents gathering reagents and challenging his contemporaries to duels. Eventually Faduardo was consumed by his obsession and became a lich, turning himself on his old friends and causing major problems for the people he served for so many years.

Born the middle child to a family of successful merchant nobles, Faduardo was both pampered by his nurses and neglected by his family. This developed a deep megalomania within him, and by puberty he was an incorrigible sociopath. A brilliant child, he was enrolled in a finishing school that included some magical training. In his lust for power he began to dabble in dark arts and the worship of evil powers when out of sight of his tutors. He succeeded in blending these veins into a mix of wizardly study and the use of evil spirits.

After leaving school he realized the commercial potential in crafting magic items for others. It also tickled his ego that others wanted so badly the power that he had harnessed for himself that they would pay thousands of gold for what he considered flashy trinkets. Thus began a long career for him of supplying magical items to any who would pay. The proceeds of this enterprise and his own crypt raiding have allowed him to create many hidden strongholds in addition to his storefronts.

Eventually the thought of his success and his riches brought jealous and greedy foes to his doorstep. After one particularly vicious campaign against him that included multiple poisonings of his meals and attacks by assassins in his sleep he became determined to find a way to overcome his mortality. Thus did he seek out and eventually learn a process by which he could die yet live on: lichdom.

Now, many years later, he has retired from the public spotlight. His presence is often felt, unknown, as he will often feed magical arms to both sides of a conflict, and then soar on dragon’s wings above the battle, watching with glee.

This is a story arc for the party once they reach level 16 or so. Turns out that he was behind some of the earlier problems they had: perhaps he was feeding minor villains evil magic items or providing help to them in other ways, and thereby causing strife in the region.

Presented below are his statistics, including spells he might prepare if he is anticipating conflict of some type. If attacked typical tactics are to dimension door away and cast defensive spells before returning to slay his foes. Defensive spells can include: shield, shield of faith, magic vestment, fire shield, spell resistance, freedom of movement and antilife shell. If running low on offensive spells he may cast polymorph (juvenile red dragon), haste, divine power and aid before meleeing with foes.

CE male human lich wizard 3 / cleric 3 / mystic theurge 10 / crafting artifacer 2
size medium undead CR 20
Init: +1 Senses: darkvision 60 ft.
Listen +7 Spot +7
Aura: 5 ft. fear aura (DC 21 will save)

AC: 21 (+5 natural armor, +1 dex, +5 armor)
or 32 (same and +4 deflection, +4 shield, +3 enhancement to armor from spells)
Damage Reduction: 15/bludgeoning and magic
HP:114 (HD 18d12)
Fortitude: +11 Reflex: +8 Will: +27
Resistance: SR 18, turn resistance +4
Immunities:
cold, electricity, polymorph, and mind-affecting attacks

MV: 30 ft.
Attack: +6 touch 1d8+5 negative energy (DC 21 fort. save for half) + paralysis

Full Attack: +6
touch 1d8+5 negative energy (DC 21 fort. save for half) + paralysis
Atk Options: paralyzing touch (DC 21 fort. save)
Space / Reach: 5ft / 5ft
Base Attack: +6 Grp: +6

Abilities: Str: 11 Dex: 13 Con: – Int: 18 (24) Wis: 19 (25) Cha: 14
Feats: Scribe Scroll, craft wand, craft arms & armor, forge ring, skill focus (concentration), craft wondrous item, spell focus (necromancy), improved spell focus (necromancy)
Skills: Concentration +31, Craft +28, Hide +9, Knowledge (arcana) +15, Knowledge (dungeoneering) +14, Knowledge (nature) +14, Knowledge (religion) +14, Knowledge (the planes) +14, Search +15, Spellcraft +28.

SA: Summon Familiar, Parylizing Touch, +2 to overcome SR checks
SQ: Damage Reduction 15 / bludgeoning and magic, SR 18, turn resistance +4, immune to cold, electricity, polymorph, and mind-affecting attacks

Wizard Spells Prepared: (DC 17 + spell level + 2 for necromancy spells) – as 15th level caster

0th (5/day): many
1st (6/day): shield, ray of enfeeblement, reduce person, magic missile x3
2nd (6/day): mirror image, false life, blindness (DC 21), blur, invisibility, scorching ray
3rd (10/day): displacement, haste, blink, slow, dispel magic, vampyric touch x2, fireball x2, lightning bolt
4th (5/day): fire shield, dimension door, improved invisibility, black tentacles, charm monster
5th (5/day): magic jar (DC 24), dominate person, teleport, overland flight, cone of cold
6th (4/day): circle of death (DC 25), greater dispel magic, acid fog, chain lightning
7th (3/day): finger of death (DC 26), avaculate, awaken undead
8th (1/day): horrid wilting (DC 27)

Cleric Spells Prepared: (DC 17 + spell level + 2 for necromancy spells) – as 13th level cleric

0th (6 / day): any
1st (7+1 / day): protection vs good, divine favor, command, necrotic awareness
2nd (7+1 / day): shield of faith, aid, necrotic cyst
3rd (6+1 / day): magic vestment, protection from energy, necrotic bloat, clutch of orcus, sheltered vitality
4th (5+1 / day): freedom of movement, divine power, necrotic domination, undead bane weapon
5th (4+1 / day): slay living (DC 24), necrotic burst, summon undead v
6th (3+1 / day): anti-life shell, harm, necrotic eruption
7th (3+1 / day): blasphemy, destruction, energy ebb, necrotic tumor
* domain spell

Domains:
Artifice: Gain +4 bonus on Craft checks. The character casts conjuration (creation) spells at +1 caster level.
Corruption: Once per day you may target a single creature and know exactly what the creature wants most in the world, resisted by a Will save (DC 12+ wisdom bonus).

Possessions: black robe of the archmagi (75k), wand of enervation, skullcap of intellect +6, amulet of wisdom +6, ring of wizardy III.

Fear Aura (Su): Liches are shrouded in a dreadful aura of death and evil. Creatures of less than 5 HD in a 60-foot radius that look at the lich must succeed on a Will save or be affected as though by a fear spell from a sorcerer of the lich’s level. A creature that successfully saves cannot be affected again by the same lich’s aura for 24 hours.

Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description).

The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Spot check or a DC 15 Heal check reveals that the victim is still alive.

Dragon Form

When polymorphed into a red dragon and enhanced with the spells listed above, his stats are changed as follows:

AC: 41 (+15 natural armor, +0 dex, -1 size+5 armor and +1 dodge, +4 deflection, +4 shield, +3 enhancement to armor from spells)
Fortitude: +11 Reflex: +8 Will: +27

Move: 70 ft, fly 180 ft
Attack: bite +32 (2d6 + 9 and 1d8+5 negative energy (DC 21 fort. save for half) + paralysis)
Full Attack: 2 bites as above and 2 claws +27 (1d8 +4) and 2 wings +27 (1d6+4)

Abilities: Str 29 Dex 10


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Light Dragon Armor

Fashioned by the famed and venerable dwarven blacksmith Tibal, this shiny scale-like armor gives off a perpetual light when worn. It is not armor with a light spell cast upon it, but a rather strange force that is not understood by either mages nor clerics.

It gives off a faint glow of magic, but that is not due to what powers the light. Nobody is quite sure why this particular suit of ancient armor gives off such a glow.

Light armor is, in fact, a light armor, so it affects the abilities of spellcasters and rogues much like leather armor.

It turns out it is powered by the heart of a silver dragon named Saribet which once lived high in the mountains. As such, this armor affords a 50% damage reduction against all things draco.

Since this item is unique, its value is priceless. Its location is unknown.


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Saribet’s Heart

High in the mountains, this dragon once perched above the trees, serving the powers of good and protecting the land from his chromatic brethren. However, it is said that a sneaky dwarf mage posing as a lady dragon once stole his heart. His old home lies high in the mountains in a place where no dwarves dare return, lest they be haunted by his troubled spirit. They need someone else to investigate the matter.

Saribet has long-since passed, having literally died when he lost his figurative heart, but his spectre is said to haunt the alpine valleys of the Sarhumet Mountains, named for his father, a demi-god among dragons. The dwarves who live in the villages still shake and shudder along with their homes when they feel the cold winds of winter. Strong winds accompanied by the howl of a distant spirit is enough to keep anyone indoors during these months. However, this is exactly when the party arrives.

It is said that his enormous footsteps can still be found in snowbanks high in the passes. Saribet’s heart has been taken somewhere outside of Sarhumet, and he cannot rest until it is returned, and thus, neither can the dwarves. They have taken to writing sad tales of love and loss, rather than fashioning high-end items to the rest of the land, so the effects of this situation are felt throughout Proppian.

News of this story travel throughout the land as the dwarven tales have found their way onto the playlists of many a Proppian bard. It is likely that the party has heard about this situation through just such a tale.


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Aeol “Skinny” Schinne

Hailing from the Republic of Esrun, Aeol has traveled across the northwestern stretch of Farghoal, fighting creatures ranging from hobgoblins and gnolls, to the feared haunts of Torrid Wood. He spends a lot of time in and around Karthidn, and is looking for work as a mercenary, which, with his reputation will not be difficult. However, he chooses his contracts wisely, which is why he is still alive.

Aeol “Skinny” Schinne CR 4
Male Human Fighter 4
CG Medium Humanoid
Init: +1 Senses: Listen +2, Spot +2

Languages: common;

AC: 15 touch 11, flatfooted 14
HP: 40 (HD 4d10+8)
Aura: None
Resist: None
Immune: None
Fort: +7 Ref: +3 Will: +4
Weakness / vulnerabilities: None

Speed: Walk 30 ft.
Attack: Masterwork Crossbow (Light) +7; *Trident +7; *Trident (Thrown) +6; (Masterwork Crossbow (Light) 1d8+2; *Trident 1d8+4; *Trident (Thrown) 1d8+2;)
Full Attack: weapon +? (damage / crit range)
Attack Options:
Space / Reach: 5 ft. / 5 ft.
Base Attack: +? Grapple: +?

SQ: None
SA: None
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency, Rapid Reload (Crossbow (Light)), Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Finesse, Weapon Focus (Trident, Crossbow (Light)), Weapon Specialization (Trident, Crossbow (Light)),

Abilities Str 15 Dex 13 Con 14 Int 12 Wis 14 Cha 10
Face / Reach: 5 ft. / 5 ft.
Special Qualities:

Skills: Appraise: 1; Balance: 1; Bluff: 0; Climb: 7; Concentration: 2; Craft (Untrained): 1; Diplomacy: 0; Disguise: 0; Escape Artist: 0; Forgery: 1; Gather Information: 1; Handle Animal: 4; Heal: 2; Hide: 0; Intimidate: 1; Jump: 3; Listen: 2; Move Silently: 0; Ride: 7; Search: 1; Sense Motive: 3; Spot: 2; Survival: 2; Swim: 2; Tumble: 0;

Possessions: Belt (BELT); Bolts, Crossbow (10); Bolts +1 (Crossbow/10); Boots (Save Bonus (Luck) (+1)); Gauntlets (GAUNTLET); Masterwork Chain Shirt; Masterwork Crossbow (Light); Peasant’s Outfit; Potion of Cure Light Wounds; Potion of Cure Moderate Wounds; Trident;


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Alabaster

Overview

Village: AL LN; 1,200gp limit; Assets 700,000gp; Population 520; Mixed (75% human, 15% half-orc, 5% dwarf, 5% other)

Alabaster rests along the western edge of a vast rocky plateau. Men and half-orcs have dug mines deep into the rock and have excavated alabaster from its core, hence the town’s name.

The rocks are moved south to Junction and north to Trover and the other regions of the Jæruel. The merchants of Alabaster are also known for their stained glass.

Architecture

Due to the abundance of alabaster in the area, the wooden homes are all adorned with small walls and cornerstones of alabaster. The town hall in the center of the village is built entirely of alabaster, with tall spires and large arches that the large slabs of carved stone allow.

Layout

The town is completely built around the idea of mining the stone along the eastern edge of the village, and all the main roads run along its edge. Smaller roads that lead to the homes of miners and the small amount of services run west along Broadsword St. from this eastern edge. The rest of the town sprawls over the vast expanse of the plains from there, mostly along Jæruel Loop. A cluster of servant quarters provides the buffer from the main town to the wealthier homes. Some of the wealthier stone homes on the west edge of the village are an acre or more apart.

Two guard towers manned by 5 level 3 guards watch over the western plains, and a garrison of 25 Jæruel militiamen led by a level 7 fighter stands on a small hill in the north part of the village.

The dwarves which have chosen to live in the town, as they are well-paid consultants to the miners, live nestled in the rock near the mines.

Map

Persona

Edmund Van Riggle: a level 8 noble, mayor of Alabaster and local Jæruel minister. Edmund lives in the westernmost wealthy residence with his brother.
Tarn Snagfoot: a lvl 6 half-orc mining foreman that rules over the half-orcs in town. Tarn lives in the largest house in the Half-orc camp on the northern edge of town. He has two 4th level bodyguards who are always at his side.
Finn Van Riggle: a level 8 mage from the Phyloctæte.

The miners of Alabaster are a tough, yet on the whole a lawful bunch. They enjoy the long hours honing their craft, and are well compensated, since the alabaster fetches a hefty sum in the neighboring towns. They are also a devout group, the humans worshipping Kord and the orcs Luthic in two large cathedrals in the center of town. Though there is a slight divide between the groups, they each know each other’s roles in their prosperity, so they limit their trash talking to their own social circles.

Plot Points

The intrigue in Alabaster stems from the displacement of the non-mining locals, as well as the distinct lack of women in the town. There are no families, and the only women are those who serve the men’s carnal desires. This leads to occasional outbursts of violence over them, as certain miner feel under-compensated in the flesh department.

In addition, there are multiple shafts which are off limits to many of the miners. There are rumors that something other than alabaster has been found there, and there are certain miners which have been picked to work the night shift to extract whatever this substance is.

There are also rumors of mages visiting the mines under cover of darkness. Certain perceptive and superstitious miners have put he two together and fear the worst. A mage by the name on Finn Van Riggle (brother of the mayor) has recently moved to the village and is staying in his brother’s large home on the west end of town. There are those who say he takes the form of a large black cat in order to explore the region at night.


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Poison Armor

This cursed armor sends a poison through a set of small needles into the flesh of its wearer. Poison armor is available in all forms of armor. Alternates include poison clothing of various sorts. Common targets include noble outfits.

The poison deals 1d4 Con damage every minute that it is worn. In the first minute the wearer experiences a mild euphoria, then in the second a dense high. It is not until the wearer has taken 8 or more Con damage that she realizes she is unwell. Once the curse is lifted and the armor is removed, the wearer takes 1d4 Con damage per hour until the poison is cured.

Moderate necromancy; CL 7th; Craft Wondrous Item, poison; Price 56,000 gp. It takes many days to properly prepare this armor trap.


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Goduanil

Pronounced Go-do-ann-ill, this is a region of bleak hills where the sky is always overcast, which end in cliffs that overlook the Olde Bay in the center of its north shore. In the valleys run wide streams of black pudding and other oozes, fungi and molds are common.

Goduanil stretches for many miles along the rocky coast and runs almost to the Swift River Road which parallels the river up onto the Cyrűk Mountains.

Locations and encounters within Goduanil include:
* Pryad Wastes
* Black Pudding Streams
* Oozes, Fungi and Molds
* Griffon Roosts
* Waste Giants

Locations of interest to the party include:
* Arthens Lighthouse
* Various ancient ruins sites
* The mysterious tower ruins where rumor has it a wizard went to hide


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Pryad

Pryads are the larger, evil cousins of dryads who live in petrified woods.

Pryad
Alignment: Usually chaotic evil
Size/Type: Medium Fey
Environment: Temperate forests (petrified)
Organization: Solitary or drove (4-7)
Challenge Rating: 4
Initiative: +4

Armor Class: 17 (+4 Dex, +3 natural), touch 14, flat-footed 13
Hit Dice: 6d6+1 (24 hp)
Saves: Fort +5, Ref +8, Will +6

Speed: 30 ft. (6 squares)
Attack: Dagger +8 melee (1d4+1/19-20) or masterwork longbow +7 ranged (1d8/×3)
Full Attack: Dagger +8 melee (1d4+1/19-20) or masterwork longbow +7 ranged (1d8/×3)
Space/Reach: 5 ft./5 ft.
Base Attack/Grapple: +3/+3

Special Attacks: Spell-like abilities
Special Qualities: Damage reduction 5/cold iron, petrified tree dependent, wild empathy
Feats: Great Fortitude, Weapon Finesse

Abilities: Str 12, Dex 19, Con 13, Int 14, Wis 15, Cha 18
Skills: Escape Artist +11, Handle Animal +11, Hide +11, Knowledge (nature) +11, Listen +9,
Move Silently +11, Ride +8, Spot +9, Survival +9, Use Rope +4 (+6 with bindings)

Treasure: Standard
Advancement: By character class
Level Adjustment: —

A pryad’s delicate features are much like a dark elf’s, though her flesh is like petrified bark, and her hair is like an amalgam of rocks that match the tones of the petrified wood from whence it comes.

Although they are generally solitary, up to eleven pryads have been encountered in one place on rare occasions.

Pryads speak Common, Elven, and Terran.

Combat

Shy, intelligent, and resolute, pryads are as elusive as they are alluring—they avoid physical combat and are rarely seen unless they wish to be. If threatened, or in need of an ally, a pryad uses charm person or suggestion, attempting to gain control of the attacker(s) who could help the most against the rest. Any attack on her tree, however, provokes the pryad into a frenzied defense.

Spell-Like Abilities

At will— stone tell, stone shape; 3/day— charm person (DC 13), deep slumber (DC 15), rock stride; 1/day—suggestion (DC 15). Caster level 6th. The save DCs are Wisdom-based.

Petrified Tree Dependent (Su): Each pryad is mystically bound to a single, petrified tree and must never stray more than 300 yards from it. Any who do become ill and die within 4d6 hours. A pryad’s petrified tree does not radiate magic.

Wild Empathy (Ex): This power works like the druid’s wild empathy class feature, except that the pryad has a +6 racial bonus on the check.

Meld Into Stone (Sp): A pryad can meld into stone with its home tree for free and can meld into other stone 3 times/day.


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