Breeches of Hulking

These pants are roomy, and hang precariously on the wearer’s hips. They occupy a character’s belt slot. They are covered in small rips and patches. Three times a day, the wearer of these breeches can speak a command word and grow a size category, as though affected by enlarge person. The change in size lasts one minute.

Faint transmutation; CL 1st; Craft Wondrous Item, enlarge person; Price 1,080 gold; Weight 3 lb.

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Emerald Sea

With Austin’s enduring twice our expected rainfall for the year (already in July!) we figured we should share an underwater treat.

This green sea is set along the southeast coast of the continent of Wastaru. The warm waters teem with life of various sorts, including many species of jellyfish and anemone.

At the bottom of the Emerald Sea is an aquatic kingdom rimmed by a large coral reef, within which live many herds of coral horses. The kingdom is ruled by aquatic elves who are powerful masters of water and weather magic. The extensive royal family delegates different offices and fiefs to various sons, daughters, brothers, sisters, cousins, aunts and uncles in a complex and shifting balance of power. Their subjects include tritons and other merfolk from surrounding regions.

The volcanic activity and fault line that runs along the center of the sea have help formed the multiple small island chains which can be found in the Emerald Sea, including the Lítlos Islands, the Recant Islands, the Anatatu, and Gavaan Islands. A map will show them in relation, and posts will follow which will detail these each in time.

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Elsemere Wood Cemetery

These encounters will be appearing in the upcoming adventure The Horror of the Old Ones. In the meantime, feel free to drop them into your game wherever you need a creepy old cemetery. And who doesn’t need a monster-filled cemetery?

Cemetery (EL 5)

A small clearing exists here, the first clear space in these dense woods since leaving Elsemere. Gravestones dot the landscape, many of them fallen over or half-hidden by vegetation.

creatures: begotten of the old one (1): HP: 70 A begotten of the old ones lives here. Born a child of the sea to one of the families in Elsemere, he grew up as a shut-in, hidden by his parents from the rest of the village. Upon his patents death he was discovered and driven out of the village. The maddening dreams of the wood have made him quite mad, and now he will viciously attack anyone entering the cemetery.

Mausoleum (EL 9)

Here in the center of the cemetery stands a family mausoleum, set into the side of a small hill. The hill and facade are bare of plants except a large gnarled tree above the yawning entrance. A palpable gloom hangs in the air here.

Inside the crypt there are four carved stone coffins. Two of the sarcophagus lids have been pushed open by tree roots, and an intricate brass sword stand lies toppled over at the head of one of them.

Several shriveled corpses with various armors and dusty equipment lie scattered on the ground here.

Anyone approaching within 30 ft of the death root becomes subject to it’s fatiguing radiance and must succeed on a DC 15 Fortitude save or become fatigued.

Investigating the bodies, a DC 20 heal or spot check, reveals that they were crushed and drained of blood through many tiny wounds.

creatures: death root (1): HP: 63 A death root – the tree – is on top and inside the crypt and will attack anyone entering once they have come inside.

treasure: Here there are several dead adventurers and their gear, plus loot from the sarcophagus. All together it amounts to 1,200 gold, a smooth marble scepter worth 600gp, an intricate brass sword-stand worth 90gp, an arcane scroll containing: gentle repose (lvl 3, cast 5), sleep (lvl 1, cast 1), and undetectable alignment (lvl 1, cast 1) (450gp value). Additionally there is a +1 longsword (2,315gp) and another arcane scroll containing: feather fall (lvl 1, cast 1), bull’s strength (lvl 2, cast 3) and glitterdust (lvl 2, cast 3) (150gp) (325gp value).

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Swarm of Giant Locusts

Size/Type: Small Vermin (Swarm)
Hit Dice: 15d8+6 (100 hp)
Initiative: +4
Speed: 10 ft. (2 squares), fly 60 ft. (12 squares)
Armor Class: 18 (+4 size, +4 Dex), touch 18, flat-footed 14
Base Attack/Grapple: +4/—
Attack: Swarm (6d6)
Full Attack: Swarm (6d6)
Space/Reach: 30 ft./0 ft.
Special Attacks: Distraction, knockdown
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, vermin traits
Saves: Fort +4, Ref +6, Will +2
Abilities: Str 1, Dex 19, Con 8, Int Ø, Wis 10, Cha 2
Skills: Listen +4, Spot +4
Feats: —
Environment: Temperate plains
Organization: Cloud (10-15 swarms), or plague (16-30 swarms)
Challenge Rating: 12
Treasure: None
Alignment: Always neutral
Advancement: None
Level Adjustment: —

A locust swarm is a cloud of thousands of winged vermin that devours any organic material in its path, including leather, clothing, foliage, and flesh.


A giant locust swarm surrounds and attacks any living prey it encounters. A swarm deals 6d6 points of damage to any creature whose space it occupies at the end of its move.

Distraction (Ex)

Any living creature that begins its turn with a locust swarm in its space must succeed on a DC 18 Fortitude save or be nauseated for 1d4 rounds. The save DC is Constitution-based.

Knockdown (Ex)

Any creature that begins it’s turn with a locust swarm in its space must succeed on a DC 14 strength check or be knocked prone by the impact of the enormous insects.


A locust swarm has a +4 racial bonus on Listen and Spot checks.

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Cloak of Shadows

This deeply cowled cloak follows the wearer like a shifting mantle of clinging darkness.
Minor Cloak of Shadows: Wearing this cloak grants a + 5 circumstance bonus to Hide checks.

Faint illusion; CL 3rd; Craft Wondrous Item, invisibility; Price 2,500 gp; Weight 1 lb.

Cloak of Shadows: as above, and also can project no light as the spell at will. In a 20 ft. radius around the wearer no natural light can penetrate, and so all in the area gain total concealment. The area looks as though it is cloaked in deepest shadow. Magical light illuminates this area normally, and darkvision operates normally in this area.

Faint illusion and conjuration; CL 3rd; Craft Wondrous Item, invisibility, darkness; Price 4,000 gp; Weight 1 lb.

Major Cloak of Shadows: as above, and 1/ day it can be used to summon forth a mass of tentacles that grapple foes within 10′, per black tentacles. The tentacles have a grapple bonus of +15, a 19 strength, and deal 1d8+4 points of bludgeoning damage on their turn with a successful grapple check. Once summoned, the tentacles persist for 7 rounds.

Faint illusion and moderate conjuration; CL 7th; Craft Wondrous Item, invisibility, darkness, black tentacles; Price 14,080 gp; Weight 1 lb.

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The Ten Princedoms

After King Vandor passed, his kingdom fell into the hands of his ten sons, none of whom agree on how the land should be run, so each have moved into separate residences and have defined ten states which they each administer. It’s a tenuous peace, but a peace nonetheless.

They have a sister, the youngest child, who has disappeared following Vandor’s death; rumor has it that she has become a witch in the neighboring Phyloctæte.

The mainland states and islands and their princely rulers, in order of birth (age in parens):

Vandorn is the central mainland part of the old Kingdom of Vandor. It is ruled by the sickly prince Hanik (38), the eldest son of Han. The Shankil and Dromgul Rivers come together just to the east of the city of Hanton.

Oesten is the easternmost mainland part of the Ten Princedoms. It has a bit of a frontier feel to it, which Ernik (36) hopes to take advantage of. He is trying to move the border east into unclaimed lands.

Hendgen is nestled between Vandorn and Oesten. Tanith (33) runs this state from Edige, the city over the river of the same name that runs from hills of still the same name.

Illyan is the westernmost mainland state. On the western edge, the Border Forest serves as a buffer from the Phyloctæte, a strange land of unexplained magics. Kres (31) has gained a lot of popularity throughout the Princedoms by keeping the military strong and the border protected.

The islands:

Gennintan is the rocky island north of the mainland. It is administered out of the west-central city of Gennt by the fifth child, Pan (29). The south end of the island is full of natural resources, and the north end of the island is protected to the point of being only partially explored.

Gauphan is the island north of Gennintan, ruled by Garles (27), who tries to steer clear of his elder brothers’ powermongering. He is still sometimes drawn into disputes, along with this younger brothers, but constantly complains about it and often withholds his support until the last minute, when he usually sides with the underdog.

Phennen is the west of the twin islands just north of Vandorn. Fain (25) lives in the old mage tower on the south end of the isle, with views of the twin isle and the mainland.

Bannen is the east of the twin islands just north of Vandorn. Klaran (23) lives in the castle which now bears his name on a hill overlooking the strait on the west end of the isle.

Hauphingan is the green isle to the northwest of other states, ruled by Hain (22). The verdant fields produce a sweet wine that is enjoyed throughout the Ten Pricedoms.

Trochu (also known as Lentoan) is a tiny island to the far north of the Ten Pricedoms, ruled by Launce (19). The mage Djander has been known to inhabit the island, and is possibly influencing the decisions of the young ruler.

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Horror of the Old Ones: Epilogue

After defeating the remnants of the Old One, the party returns to Onuago to a heroes welcome. Unfortunately there are not many colonists left, but those that remain seem uplifted by the demise of the old one. The next few years will be difficult, but at least the immediate menace has been taken care of. The party should receive an amount of experience needed to bring most of them to the next level, unless they have just reached the level. Read the next section aloud.

The remaining denizens of Onuago stand along the docks, watching the action unfold. Under the guiding current of high tide, the hollow carcass floats into port. The once cloud-filled sky which dropped rain only hour before is now clear, illuminated by thousands of stars. Through the crisp night air, the bellows of the Old One gives way to the baying of dogs in the alleys of the port town. A crescendo of cheers rises in intensity as the carcass nudges the docks.

As the party enters the town streets, they are followed by the townspeople in a procession leading to the Old Town Hall. There they are greeted by the ex-lieutenants. If the party brought the Baron’s lieutenants together, they are now united in a cause to help the poor town, to bring about an economic resurgence in the Lands of Northbay. If not, the remaining lieutenents become the final encounter of Horror of the Old Ones. The people decide they want these lieutenants to form the new town council, an sentiment which has been gaining support while the party has been away at, in, and below Elsemere Wood and Harpy Point. If the party returns to Onuago six months or or longer in the future, they find the city streets clean, the river continuing to flow in its normal place, and an established trade route between Onuago, Elsemere, and the Jæruel. The sea trade route is also re-established, opening up the south side of the bay, approporiately named Southbay.

Possible solutions/changes to the Lands of Northbay:
* Castle von Stieglitz has returnd to its former glory, the Baron under recovery from his near-undeath experience. Trade continues with the towns of the Jæruel, over the Cyrűk Mountains.
* Onuago streets have returned to normal after the river recedes to its old course. Merchants are opening up businesses.
* Shada Monastery freed from tainted cult, and the surrounding forest no longer encroaching upon Elsemere. The people log only very selectively out of respect for the wood, choosing trees on their way out rather than clear-cutting.
* Harpy Point is clear and there is talk of the lighthouse returning to use to improve sailing. The people of Onuago are looking for a new name for the island and want to use something related to the party.
* Mothers no longer give birth to the begotten of the old ones.
* The weather seems, on the whole, a little bit nicer. Flowers are more fragrant. The party has never noticed just how beautiful is the moon.

Unchanged are:
* The Great Marsh is still the Great Marsh, though the course of the Lazy River has returned to normal.
* Goduanil is still a region of dark moors.

They each contain their own horrors which must be dealt with separate from the Old Ones. But that is another story…

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The Utok’nmazakhi (aka Utok, pronounced oo-talk) are a tribe of native settlers of the Jæruel. Their caves line the ridges on the western edge of the region, and their ruins dot the plains below, no longer inhabited. One ring of settlements survives somehow miraculously in the alabaster cliffs to the east of the town of Alabaster.

As the human settlers moved into the area, the Utok were relegated to the regions where humans found it too difficult or costly to settle. They have adapted to life in the mountains, owing in part to their relationships with bears, and their superior hunting abilities. They make excellent archers, receiving a +2 bonus on all attacks with bows.

The Utok have been known to skirmish with hobgoblins and mountain wyndm-folk in order to protect what little land they have left. They revere bears, and often offer them food as a form of worship. When bears come to the Utok caves to die, the Utok take their hides. It is considered the highest honor and privilege for Utok to acquire bearskins.

• Medium: As Medium creatures, Utok have no special bonuses or penalties due to their size.
• Utok base land speed is 30 feet, and their adaptation to the mountains means that they travel at normal speed through all the various terrains in the Jæruel.
• 1 extra nature-based feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common and Utok languages, and some have contact with Mountain Wyndm. Bonus Languages: Any. See the Speak Language skill.
• Favored Class: Any, except monk. When determining whether a multi-class Utok takes an experience point penalty, his or her highest-level class does not count. Most Utok are rangers or druids.
• Favored alignment: Lawful Neutral
• Unique Languages: Utok.

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The Phyloctæte

This empire was once ruled by a council of four powerful mages, who, in their lust for control, ended up waging war with one-another in a three month period which has been come to be known as the Four Mage War. Nestled in between three other human-controlled lands, their war bled over into neighboring lands, with mages flying through the air, wyrms and other creatures battling across the lands. This made the Phyloctæte a feared land in bard’s tales, and to this day, people fear the regime of the victor, Feryn Dyndle, who shares her human lineage with that of the elves. Some people have spread rumors that full-blooded elves from faraway lands had something to do with her success in wresting control of the Phyloctæte from the other, full-human mages.

At the end of the war, one of the mages was killed, another sought refuge in the Astral Plane, and the other surrendered to Feryn Dyndle.

To the northwest of the Phyloctæte, across the Windplains, lies the Kingdom of Altæa. King Harald Altæa has no patience for the war that has affected villages in his domain.

To the west, over the Mountains of Insor, lies the relatively peaceful, multi-racial democratic republic of Nelshun. The Phyloctæte has had few dealings with Nelshun, so it remains to be seen how the new ruler will be received.

To the south, the militaristic Republic of Esrun controls the vast plains of Yæns. Esrun has for years planned to move on the Phyloctæte, and now may be their chance, with the council at it’s weakest. Rumors have it that they have stepped up production of swords and spears, and have recently domesticated some Yæns horses, which make powerful mounts.

To the southeast, through the Border Forest, the Ten Princedoms have formed out of the old Kingdom of Vandor, following the death of King Vandor.

The people of the Phyloctæte have grown weary of the Four Mage War, and have welcomed the recent cease-fire. They are busy rebuilding the towns and villages that make up their nation. Many of them could care less who rules the land, as long as they are left to their arts, crafts, and other skilled trades. Many would like to reap the benefits of trading with the neighboring nations.

Meanwhile, Feryn Dyndle is installing her elven brethren as the ministers and administrators of the nation.

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Lítlos Islands

The island of Lítlos became the “islands of” when the volcano that originally formed the landmass erupted, killing all but a few of the original inhabitants, and leaving the crater that the present day islands surround. The largest of the islands has been reinhabited by those who were away on fishing and trade voyages on that fateful summer night. Though stone ruins dot the other islands, they have remained too unstable to support any new structures.

Feriño, the single town on the island shares its name with the island itself. The inhabitants, upon returning to find their homes destroyed and their people covered in ash or utterly disintegrated, decided upon the new name, their word for an aquatic creature resembling a phoenix. They built all their new structures using the lava rocks cast out by the volcanic eruption.

Most of the inhabitants believe that an aquatic fire dragon lives under the island. This leads to a nominal level of fear which surfaces in the dour tales woven by local bards, and mothers to their children.

The fashion on Feriño consists largely of togas and sandals, though the rulers of the land tend to dress in tunics and light trousers. The people mostly eat fish wrapped in seaweed, but the volcanic deposits that have enriched the soil have provided the islanders with a more rounded diet including fruit resembling plantains, pomegranates and dates. The government is largely hands-off, though the head of each household serves as part of a council that meets every month, and the eldest sons in each family serve in the navy. The people of Feriño barter with one-another in well-established tight-knit groups, so they do not willingly trade with outsiders unless offered an item they think is unique.

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