Hunting Sword



Hunting Swords are short one handed slashing weapons. Hunters throughout the Soralic lands and the Middle Kingdoms carry them when riding in the forests. Not designed as a weapon of war, they can nevertheless be used for self-defense, and are also useful for field-dressing a hunter’s kills.

Nobles often carry ornately decorated hunting swords when riding.

For a medium sized creature: Type: small slashing simple weapon, damage: 1d6, critical: 20, x 2.

For a small sized creature: Type: tiny slashing simple weapon, damage: 1d4, critical: 20, x 2.


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King Vandor

The sole heir of the namesake of Vandor, Han Vandor came of age when his father was prematurely slain in a battle over the lands to the west. Generally regarded as a benevolent ruler of his own people, Vandor wisely made peace with these lands, and they coexisted for sixty years. Vandor saw many of the leaders of the neighboring lands come and go; his kingdom flourished while they waged trade wars. Despite the aggressive neighbors, he helped maintain the borders of his lands without igniting a war. Vandor had 10 sons and one daughter, his youngest, who it is said was lured into a witch coven, causing the venerable king to succumb to heart troubles and pass within six months of the news.

After his death, there was much disagreement about the governance of the lands, so the kindom split into the Ten Pricedoms, each led by one of his sons. Shaana has not been seen since the rumors hit the streets.

Many paintings and mosaics show the king as an introspective soul. There are almost no artistic renditions of him in an unfavorable light.


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Dimmer of Light

These horrifying creatures hail from jungles in the depths of Tartarus, though prides of them are sometimes encountered in the mortal world. With the head and long neck of a serpent, and the body of an enormous great cat (males) or a claw-footed elephant (females), they make terrifying predators. Occasionally they are used as mounts by the generals and princes of the underworld. When so used they are typically given full plate barding, increasing their AC to 31 and reducing their movement to 30 ft.

Dimmer of Light CR 13
CE huge outsider
Init: +2 Senses: darkvision 90′
Listen +19 Spot +19

AC: 22 (-2 size, +2 Dex, +12 natural), touch 12, flat-footed 20.
HP: 133 (HD 14d8+70)
Resistances: fire 15, acid 10
Immunities: poison
Fort: +14 Reflex: +13 Will: +13

MV: 40 ft.
Attack: bite +22 (1d6+10 plus poison)
Full Attack: bite +22 (1d8 + 10 plus wisdom damage) and 2 claws +20 (2d4 + 5)
Face / Reach: 15ft / 10ft
Base Attack: +12 Grp: +30

Abilities: Str: 31 Dex: 15 Con: 20 Int: 6 Wis: 14 Cha: 11
Feats: weapon focus bite, multiattack, improved natural attack (bite), lightning reflexes, iron will
Skills: Balance +19, Climb +27, Jump +27, Hide +11, Listen +19, Move Silently +11, Spot +19, Swim +27

Wisdom Damage (Su): The bite of these creatures damages the sanity of those bitten. A DC 22 fort save is required to resist 1d10 points of wisdom damage. Those reduced to 0 Wisdom by these attacks fall unconscious.


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Mad Treant

Suddenly a tree to the side of the path ahead falls and crashes onto the trail, blocking it. The tree then begins to move strangely as though writhing, and a low groan can be heard. After a few moments the tree is upright again, but swaying violently. It’s lower trunk separates into two leg-like appendages and it begins lurching slowly towards you. A face can be made out on it’s trunk and it babbles incoherently in a mix of common and sylvan.

Creatures: This normally benevolent forest creature has been driven mad by the evil influence of the woods. When it reaches the party it acts as though under the effects of a confusion spell: each round it has a 40% chance of attacking the nearest creature, a 10% chance to act normally, bemoaning the evil in the forest, a 20% chance of fleeing, and a 30% chance to babble incoherently.

If the players cast remove curse, break enchantment, or heal the wisdom damage it has suffered, the treant becomes friendly.

Darkmoss the Treant: HP: 77

Development: If the players manage to cure Darkmoss’s insanity, it may become a valuable ally. It knows about Father Ernaldus and the Shada Monks, and believes they are somehow tied to the evil in these woods. If asked it will join the players in tracking down and fighting them, and can lead them to the monestary by way of the ruins. It is not interested in helping the party beyond the woods.


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Firefox

Firefoxes resemble foxes, but have a bright red fur and breathe fire. They are fast, sleek and agile hunters. A full-grown male can stand as tall as 2-3 feet and weigh up to 150 pounds. They wander forests by day and dungeons by night, and are mostly nocturnal.

Size/Type: Medium Magical Beast
Hit Dice: 6d10+12 (50 hp)
Initiative: +4
Speed: walk 40 ft. (8 squares)
Armor Class: 19 (+4 Dex, +5 natural), touch 10, flat-footed 14
Base Attack/Grapple: +1/+2
Attack: Claw +2 melee (1d6+2)
Full Attack: 2 claws +2 melee (1d6+2) and bite +3 melee (1d8+3 + 1d6 fire)
Space/Reach: 5 ft./5 ft.
Special Attacks: Breathes fire: 15 ft cone, 2d8 points of fire damage, Reflex Save DC 14 for half.
Special Qualities: DR/5 (Cold)
Saves: Fort +4, Ref +9, Will +2
Abilities: Str 12, Dex 18, Con 14, Int 2, Wis 12, Cha 10
Skills: Listen +8, Spot +8
Feats: Alertness, Track
Environment: Temperate forests and cave entrances
Organization: Pack
Challenge Rating: 5
Treasure: None
Alignment: Always neutral
Advancement: 7-9 HD (Large); 10-12 HD (Huge)
Level Adjustment: —

Firefoxes occupy cave entrances and shallow caves, where they can take advantage of both the overland and underdark.

Combat

Firefoxes attack their prey on sight, and have a ferocious bite, though they often begin combat by breathing fire at their enemies. They slash with claws and bite with their ravenous, flame-tipped jowels.

Breathes fire (Su): 15 ft cone, 2d8 points of fire damage, Reflex Save DC 14 for half.


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Creature: Skylion (CR 9)

Large Magical Beast (outsider)
Hit Dice: 15d10+30 (112 hp)
Initiative: +3
Speed: 40 ft. (8 squares), Fly 80 ft. (average)
Armor Class: 15 (-1 size, +3 Dex, +3 natural), touch 12, flat-footed 12
Base Attack/Grapple: +15/+20
Attack: Claw + 20 melee (1d4+5)
Full Attack: 2 claws +18 melee (1d4+5) and bite +20 melee (1d8+2)
Space/Reach: 10 ft./5 ft.
Special Attacks: Pounce, improved grab, rake 1d4+2
Special Qualities: Low-light vision, scent
Saves: Fort +11, Ref +12, Will +6
Abilities: Str 21, Dex 17, Con 15, Int 5, Wis 13, Cha 10
Skills: Balance +7, Hide +3*, Listen +5, Move Silently +11, Spot +5
Feats: Alertness, Run, Improved Grab, Power Attack, Iron Will, Multiattack, Flyby Attack
Environment: Outer Planes (elemental air?, concordiant domains?)
Organization: Solitary, pair, or pride (6-10)
Challenge Rating: 9
Treasure: Standard
Alignment: usually neutral, some lawful tendencies
Advancement: 16-20 HD (Huge)
Level Adjustment: –

This creature, most often seen serving as a noble and beautiful steed to powerful conjurers, originates from snow caped, wind swept peaks on the outer planes. They are strongly empathic and magical creatures, making them excellent steeds, espically if cared for properly. Their form is that of a large white lion, with colored mane and wings (typically sky blue), and are 6 to 9 feet long and weighs 330 to 550 pounds. Females are slightly smaller and lack a mane but use the same statistics.

Combat

Pounce (Ex): If a skylion charges a foe, it can make a full attack, including two rake attacks.

Improved Grab (Ex): To use this ability, a skylion must hit with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can rake.

Rake (Ex): Attack bonus +18 melee, damage 1d4+2.
Immunities (Ex): Skylions have cold and electricity resistance 10.

Skills: Skylions have a +4 racial bonus on Balance, Hide, and Move Silently checks. *In the sky (when viewed from below) or snow, the Hide bonus improves to +12.
In addition, because of their empathic nature, riders can recieve a +5 on their ride checks if the Sky Lion wishes to confer it (usually dependent on their treatment by their rider).


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Native Camp

Gathered here on this dry hilltop under a twisting tree is a group of wyndm. Several patchwork tents are circled around a large cooking fire. Hounds stand and eye you warily as they catch sight of you.

The native population of this region has been forced to live nomadic lives. They travel in two-to-three-family groups, so they will be encountered in groups of 8-32. Feel free to include them if it is useful, otherwise you can omit them.

Creatures: Wyndm folk commoners (8d4), wyndm-wolves (1d4): these nomadic people are wary, as they live in this dangerous swamp, but if approached peacefully they are friendly. With a DC 15 diplomacy check they become helpful, and will offer travelers warm food and a place to rest if they like. They know the swamps well, and can give the characters accurate directions to Elsemere: follow the river upstream. Altogether half of the people in the camp are combatants, and have the stats below.

Wyndm-folk
: CR 1, usually NG, commoner 2, AC: 13 (leather armor +2, dex +1) touch 11 flatfooted 12, HD: 2d4+2, HP: 9, Attack: +2 spear 1d8+2 or +2 shortbow 1d6, Fort +1, Ref +1, Will +0

Tactics
: If attacked the men and women will fight with spears and shortbows, the wyndm-wolves will circle and flank and trip, while the children hide or flee into the swamps. If the battle goes badly for them, they will abandon the camp and attempt to flee into the swamp.

Treasure
: if the camp is looted, roll for treasure for a CR 1 creature for each combatant in the camp.


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Stone Troll

Stone trolls keep their hearts on frigid islands in the middle of fjords and other hard-to-reach places. They can only be killed, or reasoned-with if you bring them their hearts back.

Unfortunately for them, they live lonely lives of solitude because every living being they gaze upon turns to stone, even loved ones. It is this that creates the cold place where a warm heart belongs. Bring a stone troll his heart and he will be grateful, as well as stop turning everyone to stone.

Stone Troll
Size/Type: Large Giant
Hit Dice: 6d8+36 (63 hp)
Initiative: +2
Speed: 30 ft. (6 squares)
Armor Class: 18 (-1 size, +9 natural), touch 11, flat-footed 14
Base Attack/Grapple: +4/+14
Attack: Claw +9 melee (1d6+6)
Full Attack: 2 claws +9 melee (1d6+6) and bite +4 melee (1d6+3) or rock +9 ranged (2d8+6)
Space/Reach: 10 ft./10 ft.
Special Attacks: Rend 2d6+9, Petrifying Gaze
Special Qualities: Darkvision 90 ft., low-light vision
Saves: Fort +11, Ref +4, Will +3
Abilities: Str 23, Dex 12, Con 23, Int 6, Wis 9, Cha 6
Skills: Listen +5, Spot +6
Feats: Alertness, Iron Will, Track
Environment: Cold mountains
Organization: Solitary
Challenge Rating: 6
Treasure: Standard
Alignment: Usually chaotic evil
Advancement: By character class
Level Adjustment: +5

Stone trolls walk upright but because of their lonely depressions, are hunched forward with sagging shoulders. Their gait is uneven, and when they run, their arms dangle and drag along the ground. Stone trolls are not nearly as agile as their brethren, though they are rather strong, able to hurl boulders and former foes encapsulated in stone.

A typical adult stone troll stands 8 feet tall and weighs 1,000 pounds. Females are very rare and are slightly smaller than males. A stone troll’s rocky underbelly is a limestone white, and the rest of the body is a granite gray. The hair is usually greenish black or iron gray, and has the consistency of a clump of sticks.

Stone trolls speak various giant tongues, especially stone giant but also some hill or frost giant, depending on where they have spent most of their time. Their gaze does not effect giants (except other stone trolls), so they are the only creatures that stone trolls often communicate with.

Combat

Stone trolls have no fear of death: They launch themselves toward combat without hesitation, often gazing into the eyes of their prey. They even have no fear of fire, they try to get around the flames and attack.

Rend (Ex)
If a troll hits with both claw attacks, it latches onto the opponent’s body and tears the flesh. This attack automatically deals an additional 2d6+9 points of damage.

Petrifying Gaze (Su): Turn to stone permanently, range 30 feet; Fortitude DC 16 negates. The save DC is Charisma-based.


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Nagy Tömeg Mountains

The Nagy Tömeg are a Mountain range in the center of the Farghol, the northwest border of the Lands of Northbay, the southeast border of the Central Valley.

Deep in the mountains live Deep Gnomes, though they are not often bothered by the Gnomes who live closer to the surface, so there has been little contact between the groups over the ages.

Surface Gnomes live in caves above ground on the north side of the mountains facing the valley, and have built an elaborate series of mechanized lifts to move goods out of the mountains. These lifts also operate in subterranean mines that dot the range. The raw materials and the goods crafted from these materials are the main source of the local economy.

Much of the interior of the range has not been explored by those friendly with humans. It is rumored that fierce Giants live in the center of the mountains. In addition, the bellows of an ancient wyrm have also been heard, coinciding with thunder and lightning storms that rip through the valley in the spring. These have been isolated to emanating from the side of the range that faces Elsemere Wood, where no humans dare go.

Rivers run down the north side of the Nagy Tömeg into the Central Valley. On the floor of the Central Valley live halflings and quarterlings, also more appropriately called three-quarterlings. There are also a few human settlements in the valley, numbering close to 300 inhabitants.


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Phasing Wall of Force

Phasing Wall of Force
Evocation [Force], Time
Level: Sor/Wiz 4, Time 4
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Wall whose area is up to one 10-ft. square/level
Duration: 1 round /level (D)
Saving Throw: None
Spell Resistance: No

A phasing wall of force spell creates an invisible wall of force that phases through time. The wall cannot move (except through time), it is immune to damage of all kinds, and it is unaffected by most spells, including dispel magic. It is, however, affected by Time Stop and other effects that dispel or modify the passage of time. Disintegrate immediately destroys it, as does a rod of cancellation, a sphere of annihilation, or a mage’s disjunction spell. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, temporal magic and similar effects can bypass the barrier. It blocks ethereal creatures as well as material ones (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings), and all creatures can pass through when it’s out of phase with the current round. Gaze attacks can operate through a phasing wall of force.

The phasing effect means that the wall is there for one round, not there another (forward in time), then there, then not there (backward in time), etc.

The caster can form the wall into a flat, vertical plane whose area is up to one 10-foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken by any object, creature or temporal effect, the spell fails.

Phasing wall of force can be made permanent with a permanency spell. Of course, it still shifts through time, even when permanent.

Material Component

A pinch of powder made from a clear gem and a pinch of sand from an hourglass.

This spell is related to phase object, detailed in an earlier post. This spell, like phase object, were developed by Faduardo Gantonín, a high mage of the Phyloctæte


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