Segaric Wandariks
Segaric grew up in the Kingdom of Vandor, working as a tradesman until joining the church in his mid-30s. When the kingdom disintegrated into the Ten Princedoms, he left his homeland and set off with the church’s blessing to find adventure and spread the word. After five years abroad in the neighboring nation-states, he honed his skills through a series of encounters with danger. However, in his travels, he developed a nasty habit of drinking himself to sleep, and often begins his days with a residual buzz from the night before. Now in his late 40s, his study of the domains of water and destruction drive his conscious thought, those few times he’s not intoxicated, though arguably the booze is the intersection of water and destruction, a sort of destructive water…
Segaric Wandariks
Medium-size Male Human
Cleric10
Hit Dice: (10d8)+30
Hit Points: 91
Initiative: +0
Speed: Walk 20 ft.
AC: 18 (flatfooted 18, touch 10)
Attacks: Crossbow +3 (Repeating Light) +10/+5;*Mace +2 (Light) +9/+4; ;
Damage: Crossbow +3 (Repeating Light) 1d8+3;*Mace +2 (Light) 1d6+2; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Rebuke Water (Su) 6/day (turn level 10) (turn damage 2d6+13), Smite 1/day (Su), Spontaneous casting, Turn Fire (Su) 6/day (turn level 10) (turn damage 2d6+13), Turn Undead (Su) 6/day (turn level 10) (turn damage 2d6+13)
Saves: Fortitude: +10, Reflex: +3, Will: +11
Abilities: STR 11 (+0), DEX 10 (+0), CON 16 (+3), INT 10 (+0), WIS 18 (+4), CHA 16 (+3)
Skills: Appraise 0; Balance -6; Bluff 3; Climb -6; Concentration 7; Craft (Alchemy) 6; Craft (Untrained) 0; Diplomacy 16; Disguise 3; Escape Artist -6; Forgery 0; Gather Information 3; Heal 7; Hide -6; Intimidate 3; Jump -12; Knowledge (Arcana) 2; Knowledge (History) 2; Knowledge (Religion) 4; Listen 4; Move Silently -6; Ride 0; Search 0; Sense Motive 4; Spellcraft 5; Spot 4; Survival 4; Swim -12;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Brew Potion, Combat Casting, Exotic Weapon Proficiency (Crossbow (Repeating Light)), Far Shot, Point Blank Shot, Shield Proficiency, Simple Weapon Proficiency
Challenge Rating: 10
Alignment: Chaotic Good
Possessions: Ale (Gallon); Boots (BOOT); Backpack; Bedroll; Bell; Belt (BELT); Bit and Bridle; Bolts, Repeating, Crossbow (50); Caltrops; Candle; Case (Map or Scroll); Case (Map or Scroll); Chalk (1 piece); Cheese (Hunk); Crossbow +3 (Repeating Light); Elven Chain +3; Fishing Net (25 Sq. Ft.); Flask (Empty); Ginger (Per Lb.); Healer’s Kit; Holy Symbol (Silver); Holy Water (Flask); Hourglass; Ink (1 Oz. Vial); Inkpen; Jug (Clay); Jug (Clay); Mace +2 (Light); Meals (Good/Per Day); Mirror (Small/Steel); Mug or Tankard (Clay); Mule; Oil (1 Pt. Flask); Outfit (Traveler’s); Paper (Sheet); Parchment (Sheet); Pepper (Per Lb.); Pitcher (Clay); Piton; Pouch (Belt); Quiver; Rations (Trail/Per Day); Robe (ROBE); Rope (Hempen/50 Ft.); Sack; Sack; Saddle (Riding); Saddlebags; Salt (Per Lb.); Scale (Merchant’s); Sealing Wax; Sewing Needle; Signal Whistle; Soap (Per Lb.); Spell Component Pouch; Tent; Tobacco (Per Lb.); Torch; Cleric’s Vestments; Vial; Waterskin; Waterskin (Filled); Wine (Common/Pitcher); Wine (Fine/Bottle);
Deity: None Domains: Water(Turn or destroy fire creatures as a good cleric turns undead. Rebuke, command, or bolster water creatures as an evil cleric rebukes undead. Use these abilities a total number of times per day equal to 3 + your Charisma modifier. This granted power is a supernatural ability.) Destruction(You gain the smite power, the supernatural ability to make a single melee attack with a +4 bonus on attack rolls and a bonus on damage rolls equal to your cleric level (if you hit). You must declare the smite before making the attack. This ability is usable once per day.)
Spells:
Spells per Day: (6/5+1/5+1/4+1/4+1/2+1/0/0/0/ DC:14+spell level)
Cleric – Known:
Level 0: Cipher, Create Water, Cure Minor Wounds, Decode, Detect Magic, Detect Poison, Dim, Dim Illumination, Guidance, Inflict Minor Wounds, Light, Light My Fire, Mending, Pain Touch, Puff of Wind, Purify Food and Drink, Read Magic, Resistance, Sort, Startle, Virtue
Level 1: Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Cure Light Wounds, Detect Chaos, Detect Corruption, Detect Evil, Detect Good, Detect Law, Detect Undead, Divine Favor, Doom, Emotional Stability, Endure Elements, Entropic Shield, Glass Shape, Hide from Undead, Inflict Light Wounds, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Obscuring Mist, Protection from Evil, Protection from Law, Purge Inner Darkness, Remove Fear, Sanctuary, Shield of Faith, Stabilize, Summon Monster I, Wall of Darkness
Level 2: Aid, Align Weapon, Augury, Bear’s Endurance, Bull’s Strength, Calm Emotions, Consecrate, Cure Moderate Wounds, Darkness, Delay Poison, Eagle’s Splendor, Enthrall, Find Traps, Fog Cloud, Gentle Repose, Hold Person, Inflict Moderate Wounds, Make Whole, Owl’s Wisdom, Remove Paralysis, Resist Energy, Restoration, Lesser, Shatter, Shatter, Shield Other, Silence, Sound Burst, Spiritual Weapon, Status, Summon Monster II, Undetectable Alignment, Weaken Stone, Zone of Truth
Level 3: Armor of Light, Bestow Curse, Blindness/Deafness, Contagion, Continual Flame, Create Food and Water, Cure Serious Wounds, Daylight, Deeper Darkness, Dispel Magic, Forced Manifestation, Gas Mask, Ghost Touch, Glyph of Warding, Helping Hand, Inflict Serious Wounds, Invisibility Purge, Locate Object, Magic Circle against Evil, Magic Circle against Law, Magic Vestment, Meld into Stone, Obscure Object, Prayer, Protection from Energy, Remove Blindness/Deafness, Remove Curse, Remove Disease, Repeat Action, Searing Light, Speak with Dead, Stone Shape, Summon Monster III, Track Target, Water Breathing, Water Breathing, Water Walk, Wind Wall
Level 4: Air Walk, Blinding Light, Control Water, Control Water, Cure Critical Wounds, Death Link, Death Ward, Dimensional Anchor, Discern Lies, Dismissal, Divination, Divine Power, Eternal Shadow, Freedom of Movement, Giant Vermin, Haunting Melody, Imbue with Spell Ability, Inflict Critical Wounds, Inflict Critical Wounds, Magic Weapon, Greater, Neutralize Poison, Planar Ally, Lesser, Poison, Repel Vermin, Restoration, Sending, Spell Immunity, Summon Monster IV, Tongues
Level 5: Atonement, Break Enchantment, Command, Greater, Commune, Cure Light Wounds, Mass, Dispel Evil, Dispel Law, Disrupting Weapon, Flame Strike, Ghost Bomb, Hallow, Ice Storm, Inflict Light Wounds, Mass, Inflict Light Wounds, Mass, Insect Plague, Mark of Justice, Plane Shift, Raise Dead, Righteous Might, Scrying, Slay Living, Spell Resistance, Summon Monster V, Symbol of Sleep, True Seeing, Wall of Stone
Posted in Character and tagged Horror of the Old Ones by Stephen Hilderbrand with no comments yet.
Horror of the Old Ones: Introduction
Horror of the Old Ones is the upcoming module (June 2007) by Unicorn Rampant Publishing. This serves as a preliminary version of its introduction.
Background
Major Issues and Themes
* Baron von Stieglitz has lost control of his lieutenants and become a pale wight
* Onuago has multiple troubles
* Elsemere is bring overrun by the forest
* Shada Monastery has poisoned the forest
* Great Elsemere Wood has been poisoned
* The Great Marsh is full of trolls and other beasts, having overgrown the old road
* The Lazy River has changed course, an inauspicious event
Flow of Events
Part 1: Ominous Beginnings – party learns of what has happened in and around Onuago
Part 2: Travels Abroad – party travels to Elsemere and possibly Castle Stieglitz
Part 3: World in Chaos – party returns to an overrun Onuago and then Harpy Point, culminatng in an encounter with an Old One
Introduction to Part 1: Ominous Beginnings
Your wounded vessel, the Pelagic Bounty, thuds against the dark pier. Sailors leap off the gunwale and begin securing the ship to the dock with ropes. Captain Tarquen lets out a sigh of relief, which you share. For several tense moments there you were not sure if the mainmast of the vessel would hold. Even with the sails furled, it had creaked and groaned ominously as you entered the harbor. The fireball blast had nearly felled it during the battle with the corsairs two hours ago and you can see long splinters of wood slivering off from the mast. The mizzenmast is completely destroyed. Its riggings, sails, and top third section are so much flotsam floating in the open sea now.
You step gingerly over gaping holes, the bodies of sailors and corsairs, and charred and bloody sections of the maindeck, making your way across the gangway and onto the pier. Standing on the dock, you can see more of the damage to the Pelagic Bounty’s hull. A cold and bitter wind blows clouds across the night sky and the moon’s gleam is briefly obscured. It begins raining again.
After awhile, you realize that you have seen no curious fisherman, crew from other ships, merchants, or late-night carousers-anyone at all from this harbor city. Through the rain however, you spot some lights in the buildings further into town.
Captain Tarquen suggests looking for supplies and repair materials there. In particular, he needs materials to repair the mainmast and the worst of the hull damage. You look towards the lights in the town and hope that you will find what you need quickly. You have an urgent appointment with the Viceroy of Galorad by the next full moon.
Drawing your cloak tight about you, you begin walking up the pier on this uneasy night of the 13th day of autumn in the Year of the Salamander.
The wharves are completely deserted as well as you can discern. You walk past dark edifices that might have been used as warehouses or merchant offices once. They are in severe disrepair now. Not a single light gleams from their windows, many of which were shattered long ago. Rats scurry from under your feet, and squeak indignantly at you from the safety of crannies and junk piles as you intrude through their territory. After a few minutes, you come out of the warehouse district and find yourself walking up a hill. The cobblestone street runs west from the docks. At the crest of the hill, you can look back and see the Pelagic Bounty some distance away against the surging darkness that is the unquiet ocean.
Here the buildings appear to be more like habitations. Tenements sit shoulder to shoulder with a few alley and side streets relieving the stifling closeness. All of them are in advanced stages of ruin. Some have shutters that hang askew from their hinges and broken windows, doors that stand wide open and hang loosely from the frames, and a few buildings have large sections of wall and roof that have collapsed. Just when you despair of finding anyone in this desolate place, you see a building ahead of you with lights coming from its unshattered windows. As you approach closer you can hear the faint din of conversation and some music.
You pass one of the windows on your way to the entrance and take a glance inside. There are a surprising number of people inside (or perhaps not so many but that they stand in sharp contrast to the desolation outside). Above the door you see a weathered plank hanging from rusty wire with the words “Snug Harbor Inn” in fresh black paint. You open the door and step inside.
The smell of fried fish assails your nose. Cheap tobacco smoke too. The noise of the conversation subsides as everyone turns to see who these new arrivals are. One and all, they regard you carefully for a moment. The sight of your gear, weapons, and armor seem to convince them that you aren’t worth robbing, bullying, or killing…and you don’t pose any immediate threat to them. After a moment they return to their conversations. In the corner of the room to your right, a bard goes back to plucking chords on his lyre. You scan the room and see a few faces. Most of these locals have protruding ears and noses that are more bulbous than what your people look like. At one end of the bar you notice a woman in her sixties. She looks at you and arches an eyebrow.
A greasy man with dark hair, mutton chops, bulbous nose and protruding ears walks up to you, wiping his hands on a splotchy apron. You can see lice squirming in his beard and hair when he walks up to. He does not seem to have a concept of personal space as he gets right in your face and says, “I’m Caad. I own this here inn. You’s strangers be wanting some ale, chow, a room, or what?”
The party begins at the Snug Harbor Inn located in the Wharf District. A longer description of Onuago is also available.
Posted in Uncategorized and tagged Horror of the Old Ones by Stephen Hilderbrand with no comments yet.
Death Root
These haunting roots thrive on the roots of other plants, sucking the nutrients out through a series of hollow thorny spikes that they slowly grow into their plant prey until these hosts die, at which time they move on to another plant host. When they discover animal prey nearby, they have the ability to spring into action, curling their thorny rooted selves around their opponents, grappling them and sucking out their life energies.
These roots usually hang out over cavern floors and around existing root systems, where they await juicier prey.
Death Root CR 9
Undead plant (subterranean, solitary)
Neutral Evil Large plant
Init: +4 Senses: Blindsight 45 ft. Listen +1, Spot +1
Aura: Fatiguing Radiance 30 ft.
Languages: none
AC: 20 (+10 Natural, +1 Dex, -1 Size) touch 10, flatfooted 19
HP: 80 (HD 9d12)
Immune: Unholy
Fort: +11 Ref: +4 Will: +7
Weakness: Holy, Natural Light
MV: 10 ft.
Attack: +7 vine 1d6+7
Full Attack: 4 attacks with +8 vine 1d6+8
Attack Options: improved grab
Space / Reach: 10 ft. / 10 ft.
Base Attack: +7 Grapple: +19
Abilities Str 25 Dex 13 Con – Int 3 Wis 12 Cha 13
SQ: undead and plant traits
SA: improved grab, blood drain
Feats: Improved Grapple, Combat Reflexes, Weapon Focus Tendril
Skills: +14 Move Silently
Possessions: whatever was left by previous victims: standard treasure.
Improved Grab (Ex): Upon a successful melee attack, death roots can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their central body, where, at the start of the next round, the roots begin sucking their blood through tiny hollow needles.
Blood Drain (Ex): At the start of its round, each living creature caught in a grapple with a death root will take 1d4 points of constitution damage.
Blindsight (Ex): Death roots have no visual organs but can ascertain all foes within 45 feet using sound, scent, and vibration.
Fatiguing Radiance (Su): Any living creature within 30′ of a death root must succeed on a DC 15 fortitude save or become fatigued for as long as they remain in proximity to the undead plant and for 2d6 rounds after they leave its aura. The Fortitude save is Charisma based.
Camouflage (Ex): Since a death root looks like a normal plant root system when at rest, it takes a DC 20 Spot check to notice it before it attacks.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.
Undead and Plant Traits:
– Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
– Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
– Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
– Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
– Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
– Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Labels: CR 9, creature, undead
Posted in Creature and tagged plant, undead by Stephen Hilderbrand with no comments yet.
Mage hand
A preserved hand of a mage, usually presented in a box with a glass top.
Each hand bestows its own powers, usually indicative of the powers of the hand’s original owner when alive. Sample powers are equivalent to standard metamagic feats, without having to memorize the spells at higher levels. Other effects include not needing one of the three components: V, S, M. Still more effects are equivalent to wands.
These items are very rare, as they require a sufficiently powerful mage to die and for someone to remove his or her hand and preserve its magic.
Mage hands preserved with rings upon them usually are embodied with the power of the ring. This adds to their power and value.
Posted in Magic Item and tagged artifact, mage hand, wondrous item by Stephen Hilderbrand with no comments yet.
Lair of the Begotten
This encounter marks the penultimate encounter of the Horror of the Old Ones adventure.
1 Entrance
The walls run with a dark mucous that pools along the floor, making it difficult to navigate the space without it oozing or dripping all over. Nose hairs curl as the bile-like smell grows rises in visible clouds above the pools.
Characters failing a DC 10 Balance check will likely fall into one of these acid pools over the course of their traversal. They are denoted on the map. Above each pool is a stinking cloud. In addition, characters will inevitably walk into an area that rapidly fills with the equivalence of a weak stinking cloud, and if they fail saves, will double over in pain, and can suffer the effects very much like the spell. These encounters increase the tension and raise the stakes.
Heading up the steep passage takes the party to the Pirate Cove, though this is not likely to be an available travel option, as the passage only opens for a brief few seconds, during which thousands of gallons of water and other refuse flow into the tract. That is the only way out, save the passage behind 11.
In addition, every two minutes a new gush of water, complete with flotsam and jetsom, enters from here and passes through the tract, quickly dissipating as the water is absorbed by the walls. As soon as the party feels they will drown, the water retracts in to the walls.
2 Homes of the Begotten
Translucent sheets dominate the space, hanging in the way of the passage. The profiles of humanoid shapes amble behind them.
The begotten have taken up refuge behind little membranous tent-flaps, where they take rest here in the tract. They will attack the party if they are awakened.
Primitive tablets with indecipherable, outerworldly script litter the floors of some of the homes. The characters will only find them if they search for them though, as they are below the murky steamline. Some of these will also wash ashore after the party defeats the old one, to help bring to closure any final mysteries.
3 Begotten Warrens
Tiny begotten spew forth from slimy mounds, slithering across the acidic floor.
These young pose no threat to the party, but if attacked, twelve begotten will swarm the party from each direction down the hall.
4 Equipment Cache
In a drier spot in the tract, there is a small mound of moldy leather equipment in the far end of the chamber.
This consists of leather armor, shredded backpacks, a few rings and other adornments of the begotten, largely necklaces that they wore to hide their gills when they lived in the human colonies to avoid being outcast. There is also an amulet of water breathing among the loot.
5 Packed Bulb (Pack’d in Like Sardines)
This bulb is packed with a strange, pus-colored mucous. Within the gelatin are the compressed bodies of men with fish-like heads.
This is a diseased part of the Old One. This god has a tumor, which has spread to other parts of its colossal body. This is what makes a 10th/11th level party able to challenge it. A gelatinous blob has filled the chamber.
6 Antechamber
There are multiple mutilated skeletons of fishmen here in at the end of the chamber.
The bodies are eaten by the begotten, then cleaned off by the gelatinous rug at 7. Buried in the corpses of the fishmen are a ring of acid resistance and a wand of paralyzation.
7 Gelatinous Rug
This chamber dead ends in a gelatinous bulb, or rather a gelatinous rug, that spreads out into the corridor. Boots begin to stick to the floor.
The gelatinous rug attacks immediately, or as immediately as a rug is capable. The rug is actually spread across the floor, and curls up to trap its prey.
8 Cool Opening
The passage opens here into a swampy drum. The sounds of chewing resound against the cylindrical walls, rounded at the top and bottom of the chamber. The low chewing gives way to a rising crescendo of ululating, mud-encrusted bodies of half men, half-fish which rise out of the muck. Their rows of razor-sharp teeth chomping at the bit.
The fish men have been sucked in by the god, and what few are left are standing up for themselves, fighting off the begotten. They serve as an analog to the tumor which ails this elder god. they do not attack the party, as long as they are shown an alternative. Some of these fish-men will follow the party into battle against the Old One once the party passes through 11.
9 Fleshy Flap
A large, pink, fleshy flap opens and closes at regular intervals, and dung slides from the heaps and shoots out an opening.
This flap, unfortunately, blocks the only way out. Luckily it does open, and can be slashed open as well, causing internal bleeding and hemorrhaging of the body the characters are spelunking.
10 Dung Heaps
The piles of dung here seem to move.
In the dung heaps are six otyughs which attack as the players draw near, their flailing arms covered in feces.
11 Dank Passage
The players will pass very quickly through this passage on their way out the poop chute, which opens of its own volition overy ten minutes or so. Thousands of tiny cilia line the walls, and help force solid objects out to the Old One.
This passage leads to the final encounter with the Old One (add link here).
Posted in Encounter and tagged Horror of the Old Ones, Location by Stephen Hilderbrand with no comments yet.
Gelatinous Variants
These variants are much like a gelatinous cube, with the noted exceptions.
The gelatinous rug spreads ‘cross floors.
The gelatinous blob sit in piles.
The gelatinous door coats normal doors.
The gelatinous film stretches for miles.
Do they stick to your hand?
Will you stick to the floor?
Can they be a rubber band?
Can they get through your pores?
Yes.
Gelatinous Blob
(as cube, with a slightly different look, a blob rather than a clear-cut cube, making them easier to spot than their neatly-carved cousins)
Gelatinous Film
(as rug, but covering an acre, 2″ thick and they can be found outdoors, in shady forest grottos)
Gelatinous Rug
Size/Type: Large Ooze
Hit Dice: 4d10+32 (54 hp)
Initiative: -5
Speed: 15 ft. (3 squares)
Armor Class: 4 (-1 size, -5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +3/+7
Attack: Slam +2 melee (1d6 plus 1d6 acid)
Full Attack: Slam +2 melee (1d6 plus 1d6 acid)
Space/Reach: 10 ft./5 ft.
Special Attacks: Acid, engulf, paralysis
Special Qualities: Blindsight 60 ft., immunity to electricity, ooze traits, transparent
Saves: Fort +9, Ref -4, Will -4
Abilities: Str 10, Dex 1, Con 26, Int Ø, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Underground
Organization: Solitary
Challenge Rating: 3
Treasure: 1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)
Alignment: Always neutral
Advancement: 5-12 HD (Large); 13-24 HD (Huge)
Level Adjustment: —
The nearly transparent gelatinous rug lies in wait along dungeon corridors and cave floors, absorbing wastes and pests. Inorganic material remains trapped and visible inside the rug’s body.
Most gelatinous rugs are 15 feet long and 6 inches thick, weighing half a ton, though much larger specimens are possible.
Combat
A gelatinous rug attacks by curling its body into prey stick to its center. The fringed ends of the rug then link together, engulfing unwitting creatures in a tight, suffocating maw.
Acid (Ex): A gelatinous rug’s acid does not harm metal or stone.
Engulf (Ex): Gelatinouss rugs move slowly, and often not for long periods of time. It cannot make a slam attack during a round in which it engulfs. The gelatinous rug merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the rug, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be stick to the rug; on a success, they must move to the back or side (opponent’s choice) as the rug moves forward. Stuck creatres are likely to be engulfed during the rug’s next action. Engulfed creatures are subject to the rug’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.
Paralysis (Ex): A gelatinous rug secretes an anesthetizing slime. A target hit by a rug’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 1d6 rounds. The rug can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Transparent (Ex): Gelatinous rugs are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a rug and walk onto it are automatically stuck.
Gelatinous Door
Size/Type: Medium Ooze
Hit Dice: 3d10+22 (38 hp)
Initiative: -5
Speed: 10 ft. (3 squares)
Armor Class: 4 (-1 size, -5 Dex), touch 4, flat-footed 4
Base Attack/Grapple: +3/+7
Attack: Slam +2 melee (1d6 plus 1d6 acid)
Full Attack: Slam +2 melee (1d6 plus 1d6 acid)
Space/Reach: 5 ft./5 ft.
Special Attacks: Acid, engulf, paralysis
Special Qualities: Blindsight 60 ft., immunity to electricity, ooze traits, transparent
Saves: Fort +9, Ref -4, Will -4
Abilities: Str 10, Dex 1, Con 26, Int Ø, Wis 1, Cha 1
Skills: —
Feats: —
Environment: Underground
Organization: Solitary
Challenge Rating: 2
Treasure: 1/10th coins, 50% goods (no nonmetal or nonstone), 50% items (no nonmetal or nonstone)
Alignment: Always neutral
Advancement: 4-9 HD (Large); 10-18 HD (Huge)
Level Adjustment: —
The nearly transparent gelatinous door lies in wait along dungeon corridors and cave floors, absorbing wastes and pests. Inorganic material drops to the floor outside the body of the door.
Most gelatinous doors are sized as normal doors, but some are double doors and other edifices.
Combat
A gelatinous door attacks by hurling pseudopods onto prey that are stuck to the doorknob. The hinged ends of the door then reach out, engulfing unwitting creatures in a tight, suffocating hug.
Acid (Ex): A gelatinous door’s acid does not harm metal or stone.
Engulf (Ex): Gelatinous doors move slowly, and often not for long periods of time. It cannot make a slam attack during a round in which it engulfs. The gelatinous door merely has to move over the opponents, affecting as many as it can cover. Opponents can make attacks of opportunity against the door, but if they do so they are not entitled to a saving throw. Those who do not attempt attacks of opportunity must succeed on a DC 13 Reflex save or be stick to the door; on a success, they must move to the back or side (opponent’s choice) as the door moves forward. Stuck creatres are likely to be engulfed during the door’s next action. Engulfed creatures are subject to the door’s paralysis and acid, and are considered to be grappled and trapped within its body. The save DC is Strength-based and includes a +1 racial bonus.
Paralysis (Ex): A gelatinous door secretes an anesthetizing slime. A target hit by a door’s melee or engulf attack must succeed on a DC 20 Fortitude save or be paralyzed for 1d6 rounds. The door can automatically engulf a paralyzed opponent. The save DC is Constitution-based.
Transparent (Ex): Gelatinous doors are hard to see, even under ideal conditions, and it takes a DC 15 Spot check to notice one. Creatures who fail to notice a door and open or slam into it are automatically stuck.
Posted in Creature and tagged ooze by Stephen Hilderbrand with no comments yet.
Creeping Vine
These haunting vines live on moonlight through a process called lunasynthesis. They quickly draw nutrients from the soil, invading dimly-lit natural groves, mausoleums and other such locales where they will suck sustenance from the fluids of corpses.
Underground, these plant’s roots and tendrils will often stick through the soft soil ceilings of natural caverns, from which they will grab and draw up their prey.
Creeping Vine CR 7
Undead plant
Neutral Evil Large plant
Init: +2 Senses: Blindsight 45 ft. Listen +1, Spot +1
Aura: Fatiguing Radiance 30 ft.
Languages: none
AC: 20 (+10 Natural, +1 Dex, -1 Size) touch 10, flatfooted 19
HP: 70 (HD 8d12)
Immune: Unholy
Fort: +10 Ref: +3 Will: +7
Weakness: Holy
MV: 10 ft.
Attack: +7 vine 1d6+7
Full Attack: 4 attacks with +7 vine 1d6+7
Attack Options: improved grab
Space / Reach: 10 ft. / 10 ft.
Base Attack: +6 Grapple: +17
Abilities Str 24 Dex 13 Con – Int 3 Wis 12 Cha 13
SQ: undead and plant traits
SA: improved grab, blood drain
Feats: Improved Grapple, Combat Reflexes, Weapon Focus Tendril
Skills: +12 Move Silently
Possessions: whatever was left by previous victims: standard treasure.
Improved Grab (Ex): Upon a successful melee attack, creeping vines can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their central body, where, at the start of the next round, the roots begin sucking their blood through tiny hollow needles.
Blood Drain (Ex): At the start of it’s round, each living creature caught in a grapple with a creeping vine will take 1d4 points of constitution damage.
Blindsight (Ex): Creeping Vines have no visual organs but can ascertain all foes within 45 feet using sound, scent, and vibration.
Fatiguing Radiance (Su): Any living creature within 30′ of a creeping vine must succeed on a DC 15 fortitude save or become fatigued for as long as they remain in proximity to the undead plant and for 2d6 rounds after they leave it’s aura. The Fortitude save is Charisma based.
Camouflage (Ex): Since a creeping vine looks like a normal plant when at rest, it takes a DC 20 Spot check to notice it before it attacks.
Anyone with ranks in Survival or Knowledge (nature) can use one of those skills instead of Spot to notice the plant. Dwarves can use stonecunning to notice the subterranean version.
Undead and Plant Traits:
– Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
– Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
– Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
– Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
– Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
– Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Posted in Creature and tagged plant, undead by Stephen Hilderbrand with no comments yet.
The Lands of Northbay
The Lands of Northbay area covers the stretch of land beginning from the Olde Bay and leading north to the Nagy Tömeg mountains, over which lies the Central Valley. On the northeast edge of the Lands of Northbay, over the Cyrűk Mountains we find the rough fishing towns of the Jæruel a merchant coalition, which to the north begin the Fjordlands, the first part of the Northlands. On the west end of the lands of Northbay past the Great Marsh lies Elsemere Wood, a forest which is mostly pristine, but in recent years has grown partially corrupt on its southeast side.
The Northlands do not have a central government; Onuago and Elsemere are too much on the decline, and the local robber baron Baron von Stieglitz has even disappeared from the public eye. The towns of the Jæruel are the best hope for this region.
Notable locations:
Towns:
* The Port of Onuago – colonial port town which has seen hard times
* Elsemere – Old logging town also on the decline
* Talook – Hamlet on the road through the Cyrűk Mountains and Castle von Stieglitz
* The towns of Jæruel:
– Tannen – capital of Jæruel – bustling port town – what Onuago was built after
– Flego – fishing village
– Uppwint – named for the strong winds that bring fog and quick shifts in the weather to this quaint fishing village
– Trover – fishing town
– Alabaster – inland named for the stone mined from its cliffs
– Arwyonne – abandoned fishing town ten miles east of Onuago
Rivers:
* Lazy River – the source has never been found somewhere within the Elsemere Mountains, passing through Elsemere Wood where it makes its way lazily through the Great Marsh to Onuago where it is channeled around the town and out to the Olde Bay. This river has been known to change course many times over the years, leaving traces of past flows as it does.
* Swift River – passes swiftly, hence the name, out of the Cyrűk Mountains, past Talook, depositing into the Olde Bay a few miles east of Onuago.
Other Geographic Features:
* The Great Marsh – a large, mostly unexplored marsh that occupies most of the land from Elsemere to Onuago.
* Goduanil – bleak moors where the sky is always overcast, which end in cliffs that overlook the Olde Bay in the center of its north shore.
* The Great Elsemere Wood – large forest, mostly unexplored by humans. The upper two-thirds is pristine forest, but the lower third has been corrupted by a tainted cult working out of the Shada Monastery in a clearing in the forest.
* Cyrűk Mountains – these begin as rocky hills and quickly become treacherous crags. The safest route through the mountains follows the road. In winter, this pass is completely impassable.
Posted in Region and tagged Horror of the Old Ones, Location by Stephen Hilderbrand with no comments yet.
Fireflyer in a Jar
These rare and strange items amount to a fireflyer literally magically trapped in a jar. The most common fireflyer in a jar is one that produces light. In certain magical realms, such as the Phyloctaete, children catch fireflyers in jars and use them to read and play by. In most locations though, they have scarcely been heard of.
The fireflyer in a jar is created when someone catches a fireflyer off its guard, trapping it in a jar. This has the effect of essentially charming the fireflyer until it it set free. If the jar is opened or smashed, the fireflyer is set free from its bonds, and so escapes into the wild and will act accordingly, possibly even attacking whoever sets them free.
Cost: depends on the spell level of the fireflyer, increasing roughly exponentially starting at 500gp (lvl2 – 1000gp, 3 – 2000gp, 4 – 4000gp, etc.) Though, these costs are much less in regions of high magic.
Posted in Creature, Magic Item and tagged construct, scroll by Stephen Hilderbrand with no comments yet.
Rapid Grow
Rapid Grow
Transmutation [Time/Plant]
Level: Druid 6, Time 5, Plant 6
Components: V, S, M
Casting Time: 1 round
Range: Touch
Effect: One plant grows at a rate of one year per round
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes
Rapid grow allows a plant to undergo one growing season per round for a single plant, during which roots extend into the ground and leaves, seeds, cones, and/or needles accumulate in the space provided. If there is not enough space for the plant to grow into, the growth is stunted. The spell effect takes into consideration the normal amound of light and water that the plant would normally receive for its surroundings. This makes it difficult to use in deep dungeons. For instance, a 20th level druid or priest of Time can turn a seedling into a 20-yr-old tree with all the normal characteristics of the tree in the conditions provided in 20 rounds. The caster must focus on the spell for each round of its duration. An unwilling plant may make a will save to avoid this effect.
The material component is a seed of a plant that you want to grow (or the already existing plant you wish to age). The somatic is the rising of one’s arms upward from the ground. The verbal component is the phrase “Ch-ch-ch-chia!”
Posted in Spell and tagged druid spell, druid spell level 6, plant domain by Stephen Hilderbrand with no comments yet.