Creature: Mummer

Mummer CR 7
Neutral evil medium undead (incorporeal)
Init: +6 Senses: Darkvision 60′
Listen +1 Spot +14

AC: 15 (+2 dex, +3 deflection) touch 15, flat-footed 13
HP: 70 (HD 10d12)
Immune: undead immunities
F: +3 R: +5 W: +8

MV: fly 30 ft (perfect)
Attack: +7 incorporeal touch (1d6 cold)
Full Attack: +7 incorporeal touch (1d6 cold)
Space / Reach: 5 ft / 5 ft
Base Attack: +5 Grapple: –

Abilities: Str: – Dex: 15 Con: – Int: 9 Wis: 12 Cha: 16
SA: Wail of Despair
Feats: Weapon Finesse (incorporeal touch), Ability Focus (wail), Improved Initative, Dodge
Skills: Spot +14

This medium sized, vaguely human shape has amorphous, billowing robes of black and grey. It is cowled and appears to be wearing a mask, such as one would wear to a funeral. The mask is the only part of the creature which appears solid, and the rapid clattering of it’s mouth is the only sound it makes.

Mummers are coalesced from the negative energy left over from some tragic event such as a funeral or the slaughter of innocents. Being born out of misery and rage they seek to feed on those emotions from the living.

Wail of Despair (Su): Any creatures hearing a mummer’s wailing suffer 1d6 points of charisma damage unless they succeed at a DC 20 Will save (this DC is Charisma based, and is a sonic, necromantic effect). The wailing of a mummer cannot be heard beyond 30′ of the creature. Creatures completely drained fall unconcious.

Incorporeal: Having no physical body, incorporeal creatures are immune to all nonmagical attack forms. They can be harmed only by other incorporeal creatures, +1 or better magic weapons, spells, spell-like effects, or supernatural effects.

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Magic Item: Sepulcher of Ghost Catching

Originally created by Father Spenglehoff, priest of Baccob of the famous Ghost-Vanquishers, these sepulcher have since been created by many other holy warriors for use fighting the undead.

This small, ornately decorated coffin is slightly smaller than a breadbox (18 in. x 8 in. x 6 in.). Once per day, if hurled or placed at the feet of an undead creature, or any other creature with the negative-energy trait, the lid springs open and bright light pours out of it, creating an effect identical to the spell holy transfixation for 5 rounds (DC 14 Will save negates). This effect holds undead and makes them more vulnerable to turning and other holy spells. Using the sepulcher is a standard action that does not provoke an attack of opportunity.

Minor Conjuration; CL 5th; Craft Wondrous Item; holy transfixation; Price: 6,000 gp; Weight 5 lbs.

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Gods: Hemera and Nyx (Domain of Time)

The twin gods Hemera and Nyx share domain over Time.

Hemera: Lawful Neutral Female God of Day (Symbol: Sundial)
Nyx: Lawful Neutral Male God of Night (Symbol: Hourglass, and occasionally a Moondial)

Followers of the twin time gods have often display the sundial and the hourglass proudly, but in more superstitious regions of the world, magically working with time has been cast as an evil act, and the practioners have gone into hiding.

During the day, Hemera is more powerful, and her effects are experienced as if cast at a level (or more at the discretion of the DM) above the caster’s level. Once the sun sets, the effects are felt as if cast at a level (or more) below the caster’s level. The opposite follows for Nyx, where the powers are greater at night.

Philosophically, Hemera is an absolutist, and Nyx a relativist. Nyx can provide time based on an event, and Hemera can provide the time of day (at least during the day). These two gods constantly bicker about their differences, wasting a lot of time on details.

Clerical Domain: Time

Granted Power: Clerics choosing the Time domain cast time spells at +1 caster level.

Time Domain Spells:
0 Detect Temporal Disturbance
1 True Strike
2 Haste, Dispel Temporal Effect
3 Slow
4 Scry the Ages. You can see and hear some creature, who may be at any distance or in any time frame past or future.
5 Hastening of Age. The subject loses Ste, Dex, and Con levels as his body ages prematurely.
6 Mass Haste or Phase Object (description to come), Scry the Ages.
7 Wellspring of Youth. The subject gains Str, Dex and Con as his body regains its youth. Or Phase Self (desciption to come).
8 Time Stop or Phase Other (description to come).
9 Temporal Stasis or Mass Phase(description to come).

New Cleric Spells

Detect Temporal Disturbance
Universal (Time)
Level: Clr 0, Sir/Wiz 0
Components: V,S
Casting Time: 1 action
Range: 60 ft
Area Quarter circle eminating from you to the extreme of the range
Duration: Concentration, up to 1 minute / level (D)
Saving Throw: None
Spell Resistance: No

You can sense the presence of a disturbance in the natural flow of time up to 60 feet away in your own time frame. This includes the use of spells that manipulate time is any way, natural temporal distortions or gateways, objects that are displaced from their original time, and temporal creatures such as the time elemental. The amount of information revealed depends on how long you study a particular area, as in the detect magic spell.

1st round: You can detect the presence or absence of temporal disturbances.

2nd Round: Number of different temporal disturbances and the amount of time between the origin and current temporal position of the most powerful disturbance.

3rd Round: The location and amount of time between the origin and current temporal position of each temporal disturbance. If the disturbances are in line of sight, you can make multiple spellcraft checks to determine the exact nature of the temporal disturbances; this would include information such as the caster level and type of spell, or the type and level of the creature.

Note: Each round you can turn to detect things in a new area. The spell can penetate barriers, but one foor of stone, one inch of common metal, a thin sheet of lead, or three feet of wood or dirt blocks it.

Dispel Temporal Effect
Abjuration [Time]
Level: Clr 2, Sor/Wiz 2
Components: V,S
Casting Time: 1 action
Range: Medium (100ft + 10 ft/level)
Target or Area: One temporal effect
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

The caster can dispel any spell cast on a creature or object that manipulates time (such as haste, time stop, temporal stasis or slow) or has “time” as a descriptor, causing it to end as if its duration had expired. It can also suppress the time-related abilities of a magic item, temporarily close an individual temporal disturbance such as a temporary gateway or time distortion, or dissipate a creature relying on an ongoing time spell for its presence. In addition, it is able to counter another spellcaster’s time spell, or dispel the ongoing effects of supernatural or spell-like effects that manipulate time. This spell can be used as a targeted dispel or a counterspell, like the dispel magic spell.

Scry the Ages
Divination [Time]
Level: Clr 6, Sor/Wiz 5, Time 4
Components: V,S,M/DF, F
Casting Time: 1 hour
Range: See text.
Target or Area: Magical sensor
Duration: 1 minute / level
Saving Throw: Will negates
Spell Resistance: No

You can see and hear some creature, which may be at any distance, but also in any period of time past or future (the time must be specified by the caster beforehand). If the subject succeeds on a Will save, the scrying attempt simply fails. The difficulty of the save depends on how well you know the subject and what sort of physical connection (if any) you have to that creature. Furthermore, if the subject is on another plane, it gets a +5 bonus on its Will save.


Will Save Modifier:

None* +10
Secondhand (you have heard of the subject) +5
Firsthand (you have met the subject) +0
Familiar (you know the subject well) -5

* You must have some sort of connection to a creature you have no knowledge of.


Will Save Modifier:

Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, etc. -10

If the save fails, you can see and hear the subject and the subject’s immediate surroundings (approximately 10 feet in all directions of the subject). If the subject moves, the sensor follows at a speed of up to 150 feet.

As with all divination (scrying) spells, the sensor has your full visual acuity, including any magical effects. In addition, the following spells have a 5% chance per caster level of operating through the sensor: detect chaos, detect evil, detect good, detect law, and detect magic.

If the save succeeds, you can’t attempt to scry on that subject again for at least 24 hours.

Arcane Material Component: A jewelry “eye” fashioned of a diamond set in gold, with a minimum cost of 250 gp, which vanishes upon being cast into the focus when the spell is cast.

Wizard, Sorcerer, or Bard Focus: A mirror of finely wrought and highly polished silver costing not less than 1,000 gp. The mirror must be at least 2 feet by 4 feet.

Cleric Focus: A holy water font costing not less than 100 gp.

Hastening of Age (Necromancy) [Time]
Level: Clr 7, Sor/Wiz 7, Time 5
Components: V,S
Casting Time: 1 action
Range: Close (25 ft + 5 ft/2 levels)
Effect: Ray of negative temporal energy
Duration: instantaneous
Saving Throw: Fortitude negates
Spell Resistance: Yes

Used as a directed attack, the creture struck ages at an extremely rapid rate – cells degrade and bones turn brittle before their time. The victim of this attack ages one step as per the aging chart in the PHB: Strength, Constitution, and Dexterity are modified the amount specified below for his new age. For adulthood to middle age Str, Con and Dex are reduced by 1. For middle age to old age they are reduced by 2. For old age to venerable age they are reduced by 3. And for childhood to adulthood they are increased by 3. A character’s ability scores cannot be reduced below 1 in this way. Undergoing hastening of age multiple times produces cumulative affests, but casting the spell on a character of venerable age changes his only cosmetically; the spell cannot kill. When aged in this way, you may feel and look older, but the time alloted to your soul remains the same; for instance, though and adult human character is now middle aged for all intents and purposes, he still has his full original 55+2d20 years left to live. Note that the bonuses to Intelligence, Wisdom and Charisma given to normally aging characters do not apply to this spell, as the target doesn’t undergo the experiences that would add to these abilities.

Much like energy drain, hastening of age requires that twenty-four hours after the attack the subject must make a Fortitude saving throw (using the spell DC) to negate the effects. If he fails, the damage to his abilities and his apparent age become permanent. Success means that the effects begin to fade away. The permanent reduction to the character’s ability scores can be dispelled by restoration, but not lesser restoration; it is a permanent ability drain. Wellspring of Youth can also counteract it. Hastening of Age can only affect mortal creatures that suffer the affects of normal aging; undead creatures and the like are immune.

Wellspring of Youth (Conjuration) (Healing) [Time]
Level: Clr 8, Time 7
Components: V,S, M, XP
Casting Time: 1 action
Range: Touch
Target: Creature touched
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)

Directed at a single target, this spell allows one person to regain his youth at a rapid rate – cells repair themeselves, and wrinkled skin regians its youthful firmness and glow. The recipient of this spell becomes one aging step younger as described below; his Strength, Constitution, and Dexterity are modified the amount specified by his new age. For venerable to old age, Ste, Con and Dex are increased by 3. For old age to middle age they are increased by 2. for middle age to adulthood they are increased by 1. And for adulthood to childhood they are reduced by 3. A character’s ability scores cannot be reduces below 1 by this spell. Undergoing wellspring of youth multiple times produces cumulative affects, but casting the spell on a character of childhood age changes his only cosmetically; the spell cannot kill and is not able to undo death. When aged in this way, you may feel and look younger, but the time alloted to your soul remains the same; for instance, though and adult human character is now middle aged for all intents and purposes, he still has his full original 55+2d20 years left to live. Although this spell doesn’t provide immortality, it is very sought after by the wealthy classes as a way to preserve beauty and vigor throughout a lifetime.

Wellspring of youth works to counteract the effects of hastening of age, as mentioned above. It can only affect mortal creatures that supper the affects of normal aging; undead creatures and the like are immune.

Note that an unwilling target (such as an adult who does not wish to be reduced to a child’s body in the middle of combat) is entitled to a Will saving throw if he or she so chooses.

Material Component: diamond dust worth 100 gp that is sprinkled over the target.

note: the Time Domain and new spells presented here are open gaming content (with the exception of the Phase spells and the description of the Gods) originally published in The Tide of Years by Atlas Games.

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Character: Yob the Maelefalent CR 12

neutral (with evil tendencies) Small Size Male Goblin Bard 12
Init: +3 Senses: Darkvision 60′
Listen +0 Spot +0
Languages: Common, Goblin, Draconic, Elven

AC: 18 (+1 size, +4 armor, +3 dex) touch +14, flat-footed +15
HP: 45 (HD: 12d6)
Fort: +4 Ref: +4 Will: +8

MV: 30′
Atk: +14 ranged (1d4+1/x3 shortbow) or +11 melee (1d4-2/18-20/x2 rapier)
Full Atk: +14/+9 ranged (1d4+1/x3 shortbow) or +12/+12/+7 ranged (shortbow 1d4+1/x3) or +11/+6 melee (1d4-2/18-20/x2 rapier).
Base Attack: (+1 size, +9 bard) Grp: +3 (-4 size, -2 str, +9 BAB )

str: 6 dex: 14(16) con: 10 int: 14 wis: 11 cha: 16
Feats: Percise Shot, Dodge, Point Blank Shot, Rapid Shot, Spell Focus (Enchantment)
Skills: (bard: 120 sp) Appraise +7, Bluff +18, Concentration +10, Escape Artist +7, Gather Information +8, Hide +26, Knowledge +10, Move Silently +16, Perform (yowling & storytelling) +18, Ride +7, Sense Motive +10, Sleight of Hand +8, Spellcraft +12, Tumble +8.

SA: Bardic music (12/day), bardic knowledge, countersong, fascinate (DC 19 Will) , inspire courage +2, Inspire competence, Suggestion, Inspire greatness (two people), Song of freedom

Spells: bard spells (CR 13+ spell level. +1 for Enchantment spells)
4th (3, 2/day): Dominate Person*, Hold Monster*, Modify Memory*
3rd (4, 3/day): Charm Monster*, Fear, Glibness, Invisibility Circle
2nd (4, 3/day): Alter Self, Detect Thoughts, Invisibility, Minor Image
1st (4, 3/day): Disguise Self, Charm Person*, CLW, Sleep*
0th (6, 3/day): Detect Magic, Lulaby*, Mage Hand, Message, Prestidigitation, Read Magic
* enchantment spell

Gear: (27,000 gp) Rapier, +1 fey bane shortbow (8,330 gp), 20 arrows, +1 glamered studded leather (3,860 gp), Cloak of Goblinkind – gives +10 on hide checks (2,700 gp), Bag of Holding, type 1 (2500 gp), Chime of Opening (3,000 gp), Gloves of Dextirity +2 (4000 gp), 2 potions of cure serious wounds (1500 gp), 1,000 gp in coin and gems.

Yob the Maelefalent (a loose translation from goblin to stand in for their word which means a quality of sound that is melodious, loud and evil or malevolent) is a goblin traveler, bard and battle-crier. He has traveled through many lands, met many people (often in disguise) and learned many things. Generally yob is only openly hostile when working as a battle-crier; leading and inspiring war-parties for anyone who will pay him enough. Other times he is content to merely swindle folks out of what he can without too much effort. Unless he’s feeling cruel, and alone with someone who is helpless relative to him.

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Spell: Briar Brambles

Briar Brambles
Druid 4
Components: V, S, DF
Casting Time: 10 minutes
Range: Short
Area: 5′ cubes defined by the caster within a 40′ radius (2 cubes / caster level)
Duration: perm.
Saving Throw: see text
Spell Resistance: none

This spell grows dangerous brambles that prevent passage. Anyone entering the area of the brambles risks entanglement and injury by the vine’s thorny appendages and a magical sleeping posion carried on their thorns.

The spell’s effects are identical to those of the entangle spell, with the following changes and additions.

The spell causes to grow areas of thick, strong, aminate brambles. Any creature entering the area of the brambles must make a grapple check against the brambles. The brambles have a strength of 17 (+3), and a BAB equal to your caster level (minimum grapple +10). Any creatures caught up in the brambles take 1d6+3 points of bludgeoning and slashing damage on a sucessful grapple check as the thorny tentacles crush and lacerate them. In addition, anyone taking slashing damage from the briar brambles is subject to a mild sleeping posion (DC 12 + caster’s Wisdom Bonus. Fortutde save or sleep (per sleep spell) for 1d4 hours or until woken).

Anyone who falls asleep in the brambles as a result of the venom is merely held securely, and will no longer be crushed and torn. Upon their waking or during attempts to disentangle sleeping prisoners the brambles will hold tight and resume crushing.

The brambles will obey the orders of the caster of the spell, to the extent of their limited abilities (“crush him, don’t crush her”, “part and let me pass” etc). The brambles are also vulnerable to any spells that control or effect plants.

Each 5′ area of brambles has the following statistics: Medium Magical Plant AC: 15 HP: 45 (hd:10d8) DR: 5/slashing Vulnerability to Fire (150% damage) Saves Fort: +9 Ref: +1 Will: +8 Str: 17 Con: 15 Dex: 7 Int: 4 Wis: 13 Cha: 12

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Spell: Holy Transfixion

Holy Transfixion
Evocation (Good)
Level: Clr 3
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature (see below)
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
Spell Resistance: Yes

This spell summons holy (positive) energy to form an enclosure that holds undead, creatures from the negative energy plane and creatures from the plane of shadow and makes them more vulnerable to other holy energies. The subject becomes paralyzed and freezes in place. It is aware and unhurt but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect, breaking out of the prison. (This is a full-round action that does not provoke attacks of opportunity.)
Creatures from the negative energy plane receive a -4 on their saving throws against the hold effect, while creatures from the plane of shadow (or any other creature with the minor negative energy trait) receive a +4.
Creatures so held receive a -2 on any saves against spells with the holy, light or positive energy descriptor while held in the holy transfixion. In addition clerics and paladins receive a +2 on their turning checks against creatures held by this spell.
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.

Holy Transfixion, Mass
Evocation (Good)
Level: Clr 7
Targets: One or more creatures, no two of which can be more than 30 ft. apart

This spell functions like holy transfixion, except as noted above.

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Encounter: The Haunting of The Snug Harbor (EL 8)

The Haunting of The Snug Harbor

This location is the player’s first contact with the town of Onuago, and the beginning of The Horror of the Old Ones, an adventure coming soon from Unicorn Rampant publishing.

Inn features: The entire inn is lit by daylight filtering in through the windows by day and by the hearth and candles on the tables by night. All doors are simple wooden doors (hardness 5, HP: 10).

1) Snug Harbor Common Room

This inn is well taken care of, even in these times of trouble. The floors are swept and the mahogany wood of the bar is polished to a golden sheen. A bartender stands behind the bar, a middle aged man with flaming red hair, a shinny, bald pate, and a humongous sprouting beard that all but swallows his face, his dress nondescript aside from the multicolored suspender he wears. Above his bar hangs a massive great axe.

NPCs that are likely to be encountered here include: Mme. Babushka, Jax the Jaded, and the innkeeper Parvic Potbelly. By night there will also be 2-10 other patrons drowning their sorrows.

Services available here include a common meal of fish stew and bread taken with the other patrons for 3 copper, a single meal of grilled cod, potatoes and rice for 1 silver, ale for 1 silver a gallon or 4 copper a mug, wine for 2 silver a pitcher, stronger spirits for 10 gold a bottle, a bed in the common room upstairs for 2 silver and a private room with a double bed for 5 silver.

In addition, Mme Babushka’s services are available for 20 silver – including the 5 silver for a private room, though she may well try to get more from a wealthy-looking patron (appraise +6, sense motive +16).

If the party speaks about their boat, they are likely to attract the unwelcome attention of Jax, who desperately wants passage out of town.

2) The Haunted Room (EL 8)

This small room reeks of death. A ghastly, maggot-ridden corpse lies on the stained bed. There is a small table and a wardrobe.

As the door to the room is opened, a translucent figure dressed in dirty but nicely tailored servant’s clothes floats up from the head of the bead where it was moaning quietly to itself. It faces you and shouts “Leave me!” before unleashing a horrifying wail.

Examining the corpse’s clothes will reveal the insignia of the Baron of Stieglitz on the breast.

Creatures: This room is haunted by the ghost of Lux Cathcart the former butler of Baron Stieglitz. The ghost will try to frighten away anyone entering the room, and will defend itself if attacked.

Lux came to this inn still alive but mortally wounded. Several days ago he escaped form the Castle Stieglitz, stealing some jewelery and coming to Onuago where he intended to use the money from the jewelery to start a new life elsewhere with his sweetheart who lives in east Onuago.

Unfortunately, he was wounded by a zombie while escaping, and though able to swim to a boat and make his way to onuago, he became feverish and died shortly after arriving at the inn.

Now his spirit cannot rest until the letters and jewelry are delivered to his love in the east side of town.

Lux Cathcart, Butler and Restless Soul CR 8
neutral (chaotic) male human aristocrat 7
medium undead -ghost (incorporeal)
Init: Senses: darkvision 60 ft
Listen +2 Spot +2
Languages: common, wyndm

AC: 16 (+1 dex, +5 deflection) touch 16, flat-footed 15
HP: 53 (HD 7d12)
Resist: +4 turn resistance
Immune:undead immunities
Fort: +2 Ref: +2+1 Will: +5+2+1

MV: fly 30 ft (perfect)
Attack: incorporeal touch +6 (1d4 ability damage (any))
Attack Options: frightful moan, horrific appearance
Space / Reach: 5 ft / 5 ft
Base Attack: +5 Grapple: +5

Abilities: Str:10 Dex:12 Con:- Int:14 Wis:13 Cha:20
SQ: undead traits, rejuvenation, +4 turn resistance
SA: manifestation, frightful moan, draining touch, horrific appearance
Feats: athletic, alertness , iron will, animal affinity
Skills: 60 sp appraise +10+2 = +12 bluff +10+5 = +15 diplomacy +10+5 = +15 disguise +5+5 = +10 handle animal +10+2+5 = +17, hide +8+1 = +9, listen +5+8+1 = +14, search +5+8+2 = +15, spot +5+8+1 = +14.

Draining Touch (Su): A ghost that hits a living target with its incorporeal touch attack drains 1d4 points from any one ability score it selects. On each such successful attack, the ghost heals 5 points of damage to itself. Against ethereal opponents, it adds its Strength modifier to attack rolls only. Against nonethereal opponents, it adds its Dexterity modifier to attack rolls only.

Frightful Moan (Su): A ghost can emit a frightful moan as a standard action. All living creatures within a 30-foot spread must succeed on a DC 18 Will save or become panicked for 2d4 rounds. This is a sonic necromantic mind-affecting fear effect. A creature that successfully saves against the moan cannot be affected by the same ghost’s moan for 24 hours.

Horrific Appearance (Su): Any living creature within 60 feet that views a ghost must succeed on a DC 18 Fortitude save or immediately take 1d4 points of Strength damage, 1d4 points of Dexterity damage, and 1d4 points of Constitution damage. A creature that successfully saves against this effect cannot be affected by the same ghost’s horrific appearance for 24 hours.

Manifestation (Su): Every ghost has this ability. A ghost dwells on the Ethereal Plane and, as an ethereal creature, it cannot affect or be affected by anything in the material world. When a ghost manifests, it partly enters the Material Plane and becomes visible but incorporeal on the Material Plane. A manifested ghost can be harmed only by other incorporeal creatures, magic weapons, or spells, with a 50% chance to ignore any damage from a corporeal source. A manifested ghost can pass through solid objects at will, and its own attacks pass through armor. A manifested ghost always moves silently. A manifested ghost can strike with its touch attack or with a ghost touch weapon (see Ghostly Equipment, below). A manifested ghost remains partially on the Ethereal Plane, where is it not incorporeal. A manifested ghost can be attacked by opponents on either the Material Plane or the Ethereal Plane. The ghost’s incorporeality helps protect it from foes on the Material Plane, but not from foes on the Ethereal Plane.

When a spellcasting ghost is not manifested and is on the Ethereal Plane, its spells cannot affect targets on the Material Plane, but they work normally against ethereal targets. When a spellcasting ghost manifests, its spells continue to affect ethereal targets and can affect targets on the Material Plane normally unless the spells rely on touch. A manifested ghost’s touch spells don’t work on nonethereal targets.

A ghost has two home planes, the Material Plane and the Ethereal Plane. It is not considered extraplanar when on either of these planes.

Rejuvenation (Su): In most cases, it’s difficult to destroy a ghost through simple combat: The “destroyed” spirit will often restore itself in 2d4 days. Even the most powerful spells are usually only temporary solutions. A ghost that would otherwise be destroyed returns to its old haunts with a successful level check (1d20 + ghost’s HD) against DC 16. As a rule, the only way to get rid of a ghost for sure is to determine the reason for its existence and set right whatever prevents it from resting in peace. The exact means varies with each spirit and may require a good deal of research.

Turn Resistance (Ex): A ghost has +4 turn resistance.

Skills: Ghosts have a +8 racial bonus on Hide, Listen, Search, and Spot checks. Otherwise same as the base creature.

Tactics: The ghost will unleash a frightening moan if the door to this room is opened. If characters do not flee, it will continue to moan. Characters have an opportunity to talk with it at this point, though it will require a adjustment form indifferent to friendly. If attacked it will use it’s horrific appearance and draining touch to slay it’s attackers.

If destroyed it will rejuvenate in 2d4 days unless its letters and jewelry are taken to its intended.

Treasure: In a velvet bag in his coat – a trinket for his intended – 2000 gp worth of jewelry. On the belt- just a few copper pieces in a purse and an ornate but dull dagger (it is a costume piece -1 to attack & damage) worth 50 gp.

Also, hidden under the pillow (DC 10 search check) are love letters between him and someone named Dusana. The letters indicate his intention to come to her with something that will let them start a new life together now that “the baron has gone”.

Development: The ghost cannot rest until the trinket is delivered to his intended, and will rejuvenate in 2d4 days.

Characters defeating the ghost will receive a +5 on gather information checks relating to the Castle Steiglitz after successfully completing this encounter due to gratitude from the inn’s patrons and excitment generated on the topic.

Finding Dusana, the ghost’s love, in east Onuago requires a DC 10 gather information check. The party must then travel through the east part of town to the edge of town near the north bank of the river where she lives in her partent’s home. She is friendly, then tearful and heartbroken at the news of Lux’s death. If the players deliver the jewelry to her she will accept if gratefully and announce her intention to leave the dying town. Before they leave she will offer them assistance finding things out about the town in the form of knowledgable people to talk to. This information will confer a +2 on gather information checks taken in the town of Onuago.

Ad Hoc XP Adjustment: If the players put the ghost to rest without defeating it give XP for a CR 8 encounter. If they defeat it and then put it to rest, give CR 8 + 10%, and if they just defeat it without putting it to rest, give only half XP for the encounter.

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Character: Mme. Babushka (CR 9)

Lenka Babushka CR 9
neutral old-aged female human (wyndm) expert 10
medium humanoid
Init: +1 Senses: normal
Languages: common, wyndm, giant, elven, dwarven

AC: 13 (+1 dex, +1 armor, +1 deflection) touch 12, flat-footed 12
HP: 22 (HD 10d6-10)
Saves: Fort: +2 Ref: +4 Will: +10

MV: 30 ft
Attack: +10 stiletto (1d4)
Full Attack: +10/+5 stiletto (1d4)
Space / Reach: 5ft / 5ft
Base Attack: +7/+2 Grapple: +5

Abilities: Str: 6 Dex:12 Con: 7 Int: 12 Wis:16 Cha: 18
Feats: 5: weapon finesse (dirk), deft hands, persuasive, negotiator, nimble fingers
Skills: 84 sp Slight of Hand +13+1+2= +16, Open Lock +10+1+2= +13, Craft Clothes +13+1 = +15, Bluff +13+4+2= +19, Sense Motive +13+3+2= +18, Tumble +5+1= +6, Appraise +5+1= +6, Disguise +5+4= +9, Forgery +1+1= +2, Knowledge Local +11+1= +12, use rope +2.

Possessions: masterwork leather and whale-bone corset (+1 armor bonus), +2 stiletto (8,000), ring of protection +1 (2,000), nonmagical items of value, 2,000 gp in necklaces, bracelets, rings, and earrings, 100 gp.

This old but provacatively dressed woman smells very strongly of perfume. She sits perched on a stool at the end of the bar calmly watching the inn over a glass of red wine.

Mme babuskha will appraise the party and quickly determine they are the wealthiest patrons to enter the snug harbor in some time. She will take any opportunity to get as much money out of them as possible by selling information or her services.

She spends her days at her home, a nice townhome on the edge of the colonist’s quarter near the Snug Harbor.

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Character: Jaded Jax (bard) CR3-4

This is one of the characters that will be present in the Snug Harbor Inn at most times.

Jaded Jax CR 4
neutral evil male human bard 4
medium humanoid
Init: +2 Senses: normal
Listen Spot
Languages: common

AC: 17 (+2 Dex, +5 Armor) Touch 12, Flat Footed: 15 [+1 with Dodge]
HP: (HD 4d6+4)
Fort: +1+1 = +2 Ref: +4+2 = +6 Will: +4+1 = +6

MV: 30 ft.
Attack: +2 dagger (1d4-1)
Space / Reach: 5ft / 5ft
Base Attack: +3 Grapple: +2

Abilities: Str:9 Dex:14 Con:12 Int:11 Wis:13 Cha: 16 (with the +1 at 4th level)
SA: Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1, inspire competence, bardic spells.
Feats: Spell Focus (Enchantment), Dodge, Skill Focus (Sleight of Hand)
Skills: 42 sp Appraise (Int) +2, Bluff (Cha)+7+3 = +10, Concentration (Con), Diplomacy (Cha), Disguise (Cha), Escape Artist (Dex), Gather Information (Cha), Hide (Dex) +4+2 = +6, Knowledge (local) (Int) +2, Listen (Wis), Move Silently (Dex) +4+2 = +6, Perform (Cha) +7+3 = +10, Profession (Wis), Sense Motive (Wis) +7+1 = +8, Sleight of Hand (Dex) +7+2+3 = +12. Common, elven, orcish.

Spells Available:
Spells / Day: 0th: 3, 1st: 3, 2nd: 1
Spells Known:
0th: detect magic, ghost sound, lullaby, mage hand, prestidigitation, summon instrument
1st: charm person (DC 15), cheat*, expditious retreat
2nd: invisibility, suggestion (DC 16)

Posessions: (3,300gp) +1 mithrail chain shirt (2,300 gp), dagger, p otion of cure light wounds (50 gp), antitoxin, lyre of mal-oudiousness * (3,125 gp), ratty clothes, 12 copper.

Description: Having lived only a short time Onuago, he has quickly become famous for his beautiful and haunting melodies. Unfortunately, his voice is his only redeeming quality. Dirty, and disheveled, he often reeks of yesterdays wine and/or the privy. His hair is dark, but thinning and he is constantly scratching his head and muttering under his breath. One of his eyes was taken in a knife fight and he wears a black patch w/ gold and jade decoration to conceal it. His nose is crooked, and his teeth are yellowed and stained. His features have a pinched look which causes him to resemble a rodent. He is of middling height, slight of build, but thick through the waist from too much wine. His dress, though once fine, is now threadbare and patched. It has been speculated that he stole it from some wealthy nobleman years ago. He keeps a dagger hidden in his sleve and is quick to brandish it if he feels threatened. The inn keeper tolerates him for his lovely singing, as he keeps the customers darker thoughts at bay while they drink away their sorrows. Gold will get you stories and rumors about the goings on in the city. He sleeps on the floor near the hearth with his hands clasped around his lyre. No one is certain where he came from but he has become a fixture at the Snug Harbor Inn.

Personality: Jax has earned the title of “jaded”, he is well known for his foul disposition and quickness to anger. Jax is drunk more often than not, and will do anything to ensure that the wine continues to flow. He is as arrogant as he is ignorant, knowing very little outside the realm of drink and song. Though he might not be wise or well learned, he is in possesion of an animal cunning. He will oft try to wring an extra coin out of a patron with blatant flattery, and simpering subservience, but these behaviors are naught but a ruse. In reality he is a coniving lout with no thoughts of others. He will do anything to get ahead, and would not think twice about slitting someone’s throat to do so. Jax is also a coward though, so if he feels that his life is in danger, he will attempt to flee.

Motivation: Jax has only two goals: wine and escape. No deed is too low to accomplish fulfilling both. He often steals wine from the inn when he has no coin to pay, and has no qualms at picking the pockets of the inn’s patrons, especially those deep in their cups. He has been prowling up and down the coast in search of a seaworthy vessel to carry him to greener shores. He has little coin, and what he has he spends on wine. Therefore, he plans to stow away on the first ship he comes across.

Party Interaction: Upon learning that the party has access to a ship, he will immediately attempt to charm them with his bardic wiles. He will offer them rumors and song in exchange for passage out of the doomed city. He is persistant and will follow the party. If they refuse him or ignore him, he will begin to beg and offer to help the party in whatever endeavors they undergo. If this does not work, he will become angry and distant, attempting to steal enough gold from them to buy passage. If caught, he will attempt to flee. He has a hiding place in E. Onuago where he will fall back to if chased.

* see Book of Vile Darkness

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Character: Parvic Potbelly (Inn Keeper of the Snug Harbor) Fighter CR 3

Description: Parvic is a middle aged man with flaming red hair. He has a shinny, bald pate, but his humongous sprouting beard all but swallows his face. Extremely short, Parvic makes up for it with his tremendous girth, and booming voice. He laughs loudly and often, and locals often refer to him as the last good natured man left in Onuago. He has great bushy eyebrows, and sparkling blue eyes that seem to twinkle when he is filled with mirth. Parvic always has a rosy hue to his cheeks, and tends to sweat profusely. Although the passage of time has stolen his youth he still retains his bearlike strength. His inn is well taken care of, even in these times of trouble. The floors are swept and the mahogany wood of the bar is polished to a golden sheen. His dress is nondescript, aside from the multicolored suspender he wears. Above his bar hangs a massive great axe to remind all the he was not always a jovial, good natured inn keeper, and that his establishment is no place for trouble.

Parvic Potbelly: fighter 1 commoner 3

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