Hobbits

This is a race TSR stole from Tolkien… we’re stealing it back!

In response to halflings being dragged all over creation in the many incarnations of fantasy role playing games, recast as kender, tallfellows, even cannibals in the Dark Sun world, it’s time to take them back. We’re giving them a new name that’s an old name, and giving them back their proper identity.

Hobbits

* +2 Charisma, -2 Strength.
* Small: As a Small creature, a hobbit gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character.
* Hobbit base land speed is 20 feet.
* +2 racial bonus on Disguise, Gather Information, Listen, and Perform checks.
* +1 racial bonus on all saving throws.
* +1 morale bonus on saving throws against fear: This bonus stacks with the hobbit’s +1 bonus on saving throws in general.
* +1 racial bonus on attack rolls with thrown weapons, slings, and daggers.
* Automatic Languages: Common and two Hobbit languages. Bonus Languages: Dwarven, Elven, Gnome, Halfling.
* Favored Class: Bard. A multiclass hobbit’s bard class does not count when determining whether she takes an experience point penalty for multiclassing.

Inspired by a justified rant of a blog post and of course the work of J.R.R. Tolkien.


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Sending Stones

Sending Stones allow messages to be transmitted between themselves over large distances on a single plane. The stones must be keyed to one another; two randomly-selected sending stones will likely not be compatible, though with the careful application of a sending spell cal be keyed to the same frequency. When two stones are synced in this manner, they lose their connections to their previously-connected stones.

Unfortunately, these stones tend to be found by themselves, as they are rarely kept together (this would undermine their usefulness). However, a locate object spell can help locate the destination stone.

Price: 5,000 gp. Create Wondrous Item; sending.


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Direction Sense

Divination
Level: Ranger 1, Magic 2, Sor/Wiz 1, Clr 2
Components: V, S, M/DF
Casting Time: 1 minute
Range: Touch
Targets: One touched object
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The spell provides the target with a better sense of direction, even underground. The target receives a +5 on all tracking and direction sense checks and all checks to sense spinners and other direction-obfuscating mechanisms both above and below ground.

The arcane material component is a handful of iron filings and a metal rod. The divine component is a metal spinning top. Rangers whistle on the winds as a verbal component and toss a small leaf in the air.


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Trolls and Tribulations 2: Diplomacy

Text: S.D. Hilderbrand
Image: Jason Maggitti and S.D. Hilderbrand


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Whisk o’Way

This ornate whisk appears as a typical kitchen implement, unless carefully studied by an onlooker. When properly used, this item imbues the resulting food with natural wayfinding abilities, improving travel for those who consume it.

For 8 hours after consuming a meal prepared with a whisk o’way, creatures receive a +5 on all tracking and direction-finding checks. They are also compelled to travel, which assists in all Will saves along the journey within the same 8 hour duration.

Price: 300gp; CL3, Create Wondrous Item, direction sense.


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Horn of the Unicorn

This musical instrument is a unique artifact, carved from the horn of Byzozius, the ancient unicorn of the clouds, by the master hornmaker, Halupin. The Horn of the Unicorn grants its good-aligned wielder resistance to sonic effects. In addition, the horn emanates a 15′ magic circle against evil as the spell.

Those who play the instrument with a DC 20 perform check deal 5d6 points of sonic damage to all creatures within a 60′ cone in the direction of its playing. All evil creatures creatures within earshot receive an additional 2d6 points of sonic damage, including those within the 60′ cone.


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Kurdt Menstan

Leader of the garrison at Rido Savo in the steep cliffs at the north edge of the Southern Reaches that sprawl across the southeast quadrant of Farghoal. Gruff. Intimidating. The perfect NPC for a DM who likes role playing in deep voices.

Kurdt Menstan
Medium-size Male Human
Fighter 15
Hit Dice: (15d10)+45
Hit Points: 153
Initiative: +6
Speed: Walk 20 ft.
AC: 24 (flatfooted 24, touch 13)
Attacks: *”Crash” Greatsword +4 (Thundering) +25/+20/+15;
Damage: *”Crash” Greatsword +4 (Thundering) 2d6+14;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities:
Saves: Fortitude: +12, Reflex: +7, Will: +7
Abilities: Str 19, Dex 14, Con 16, Int 11, Wis 14, Cha 18
Skills: Appraise 0; Balance -4; Bluff 4; Climb 0; Concentration 3; Craft (Armorsmithing) 1; Craft (Untrained) 0; Diplomacy 4; Disguise 4; Escape Artist -4; Forgery 0; Gather Information 4; Handle Animal 15; Heal 2; Hide -4; Intimidate 22; Jump -4; Listen 2; Move Silently -4; Ride 16; Search 0; Sense Motive 3; Spot 2; Survival 2; Swim -7;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Reflexes, Greater Weapon Focus (Greatsword), Greater Weapon Specialization (Greatsword), Hold the Line, Improved Critical (Greatsword), Improved Initiative, Improved Shield Bash, Leadership, Martial Weapon Proficiency, Mounted Combat, Power Attack, Ride-By Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Trample, Weapon Focus (Greatsword), Weapon Specialization (Greatsword)
Challenge Rating: 15
Alignment: Neutral Good

Possessions: “Crash” Greatsword +4 (Thundering); Cloak of Charisma +2; Gloves of Dexterity +2; Half-Plate +3 (Electricity Resistance (Improved)); Mithral Heavy Shield; Outfit (Traveler’s); Smoky Quartz; Ring of Protection +3; Star Ruby;

Mount: Ta N’ing

Ta N’ing
Large-size Male Warhorse, Light
Animal3
Hit Dice: (3d8)+9
Hit Points: 28
Initiative: +1
Speed: Walk 40 ft.
AC: 19 (flatfooted 18, touch 10)
Attacks: *Bite +2;*Hoof +4/+4;
Damage: *Bite 1d3+1;*Hoof 1d4+3;
Vision: Low-light
Face / Reach: 10 ft. / 5 ft.
Special Qualities: Animal Traits, Scent (Ex)
Saves: Fortitude: +6, Reflex: +6, Will: +2
Abilities: Str 16, Dex 12, Con 16, Int 2, Wis 12, Cha 6
Skills: Appraise -4; Balance -4; Bluff -2; Climb -2; Concentration 3; Craft (Untrained) -4; Diplomacy -2; Disguise -2; Escape Artist -4; Forgery -4; Gather Information -2; Heal 1; Hide -8; Intimidate -2; Jump 3; Listen 2; Move Silently -4; Ride 1; Search -4; Sense Motive 1; Spot 4; Survival 1; Swim -7;
Feats: Lightning Reflexes, Multiattack
Challenge Rating: 1
Alignment: Neutral Good

Possessions: Barding (Chainmail); Saddlebags; Saddle (Exotic Military);


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Bog Maid

Size/Type: Medium Fey Humanoid (Aquatic)
Hit Dice: 7d8+14 (45 hp)
Initiative: +3
Speed: Walk 40 ft. (8 squares), Swim 30 ft. (6 squares)
Armor Class: 19 (+3 Dex, +6 natural), touch 13, flat-footed 16
Base Attack/Grapple: +7/+18
Attack: Claw +13 melee (1d6+5)
Full Attack: 2 claws +11 melee (1d6+5) and rancid bite +6 melee (2d6+1)
Space/Reach: 10 ft./10 ft.
Special Attacks: Improved grab, rake 1d6+7, rancid bite 2d6+1, spell-like abilities
Special Qualities: Damage reduction 2/bludgeoning, darkvision 60 ft., shape change, spell resistance 19, swamp walk
Saves: Fort +6, Ref +8, Will +6
Abilities: Str 21, Dex 16, Con 14, Int 13, Wis 13, Cha 14
Skills: Bluff +6, Diplomacy +4, Disguise +6 (+8 when shape changed), Hide +6, Intimidate +2, Listen +10, Spot +10
Feats: Alertness, Great Fortitude
Environment: Marshes, bogs and swamps
Organization: Solitary or covey (3 maids of various enticing forms)
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: —

These sirens of the swamp have been known to lure many an adventurer into brackish waters and bramble patches.

Combat

Bog maids usually draw upon their shape change ability to alter its physical form to appear as a beautiful young female elf, half-elf, or other humanoid. Then, they grapple their opponents in what seems a lustful embrace, proceeding to bite into them with their rancid maws.

Rancid Bite (Ex): The rancid bite of a bog maid deals 2d6+1 damage. In addition, a DC 18 Fortitude save is required to avoid 1d4 temporary Con damage.

Skills

Shape Change (Ex): Bog maids have the natural ability to change their shape into other humanoid forms, typically choosing a beautiful maiden of a humanoid species.

Swamp Walk (Ex): Because of their innate knowledge of the terrain, bog maids can move at normal speed through swamp, marsh, and bog.

Thanks to Rakehell over at Tailslap for the 4e version of this creature!


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Lone Tree

This single tree stands out in the vast stretch of Bale Morrow. It is said that this tree is so affected, that birds will not even land in its branches.

Many a shady deal has gone down in this location, with many an ill consequence. Here is a random encounter table (d100).

1-10: A small party of adventurers huddles around a crude map. If approached with care, they will serve as porters through the Bale Morrow in exchange for being led through.

11-15: A wandering wizard has set up a small camp under the tree, and is busy collecting mosses and fungi for use as spell components. If approached, the party will set off his glyph of warding, and he will turn on them.

16-20: A merchant has wandered off course, and his cart is stuck in the mud. If assisted, he will offer the party a few items.

21-35: A party of gnolls waits in ambush!

36-42: The skull of a humanoid provides the first clue of a deeper mystery, culminating in uncovering a murder.

43-50: The weather turns violent, and the party must seek shelter or risk being struck by lightning.

51-95: Choose a random encounter from an appropriate table.

96-100: A magical item has been left leaning against the tree. There is a 50/50 chance that it is cursed.

Further, if anyone tries to climb the tree, the limbs will emit a low shriek, causing a 20′ fear aura (DC 20). Finally, the limbs give off a murky poison (Fortitude save DC 25 or suffer 1d4+2 permanent Con damage).


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Bale Morrow

Part peatland, part bog, part moor, this region lies to the east of the Ten Princedoms, west of the Flordlands, and north of the Central Valley. In Bale Morrow, the sky is eternally overcast, and the ground moist, making camping difficult. Even the most stalwart travelers find the land uncomfortable.

This region is also infamous as the last known location of many an adventurer. It is said a chill wind passes over Bale Morrow at night, catching wanderers in its icy grip and drowning it in the shallow, murky waters that dot the landscape. Indeed, flying Vs, wargoyles, and even wyrmholes patrol the night skies, and wolves, trolls, and giant caterpillars are known to stalk the grounds.

One reason adventures venture into Bale Morrow is for the unique muds, mosses, and foliage. The bogmoss is a natural curative, and can be harvested to make healing salves and tinctures. Morrow mud is a beauty aid, and the various wildflowers and small shrubberies produce flowers and berries that top the reagent lists of many a mage. Even the still water itself is prized, even though it is a low-grade poison if consumed.

It is rumored that there are settlements toward the center of Bale Morrow, but none in the known world has made it both to and from the center of the vast region.

Approaching the vast mix of bog and peat from the west, the last tree before Bale Morrow is known as Lone Tree, and it is avoided by birds and animals of all types. It is as if they can sense the corruption in the land. Poisoned by the waters that have seeped into its roots, Lone Tree has not had leaves upon its branches in years.


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