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.
Posted in Magic Item by Stephen Hilderbrand with no comments yet.
War-Sorcerer of Soguer
In the years after the Anmagus crusades, those who would have learned the proper use of their natural aptitude for magic at the temples of Boccob or under the tutelage of the Magi of Setherra Isle instead learned their magical skills through trial and error.
Many of those who survived their self-apprenticeships found that among the warrng states of former Soguer their arcane powers meant they could be a decisive force on the battlefield. As the wars between the fiefs ground on some began hiring themselves out as war-sorcerers to whichever lord would pay them. Now, in many battles throughout the lands they can be seen raining fire and lightning down upon terrified soldiers from afar.
As mercanaries, they will generally only fight for a losing side until it is clear victory cannot be acheived. It is not uncommon for them to flee battle when it turns bad, or to surrender and then hire themselves to the victor.
War-Sorcerers in your game: This arcane character could play a part in any battle where you need a striker-type character with significant controller powers. He can also fill in as a sorcerer NPC, either aiding the party of opposing them.
Tactics: Not particularly tough or well-defended, war-sorcerers will remain well behind the front lines where they can rain down death in safety. If attacked directly they will use their Burning Spray to attack or Chaos Storms to get their attackers away from them.
War-Sorcerer of Soguer ✦ Level 9 Artillery
Medium natural humanoid ✦ XP 400
Initiative +7 Senses Perception +9
HP 72; Bloodied 36
AC 20; Fortitude 19, Reflex 21, Will 25
Speed 6
Powers
Burning Spray ✦ At-Will, Standard Action Close blast 3
Arcane, Fire, Implement
You fling your arm in a wide arc, casting liquid fire at your foes.
Target: Each creature in blast
Attack: +12 vs. Reflex
Hit: 1d8 + 8 fire damage.
Chaos Bolt ✦ At-Will, Standard Action Ranged 10
Arcane, Implement, Psychic
A bolt of many-colored light leaps from your hand and screams toward an enemy’s head.
Primary Target: One creature
Primary Attack: +12 vs. Will
Hit: 1d10 + 8 psychic damage.
Effect: If you rolled an even number for the primary attack roll, make a secondary attack.
Secondary Target: One creature within 5 squares of the target last hit by this power
Secondary Attack: +12 vs. Will
Hit: 1d6 psychic damage. If you rolled an even number for the secondary attack roll, repeat the secondary attack.
You can attack a creature only once with a single use of this power.
Chaos Storm ✦ Encounter, Standard Action Area burst 1 within 10 squares
Arcane, Implement, Lightning, Teleportation
A storm of lightning pounds your enemies. When the storm clears, everyone has teleported to new positions by your magic.
Target: Each creature in burst
Attack: +12 vs. Reflex
Hit: 2d6 + 8 lightning damage.
Effect: You teleport each target hit by the attack to any other space within the burst.
Contagious Curse ✦ Daily, Standard Action Ranged 10
Arcane, Implement, Poison
A cloud of poison gas coils around your foe, warding off help.
Target: One creature
Attack: +12 vs. Fortitude
Hit: 2d10 + 8 poison damage.
Effect: You slide the target a number of squares equal to your Charisma modifier. The target is poisonous to your enemies (save ends). While the target is poisonous, any enemy that starts its turn adjacent to the target takes 1d10 poison damage.
Wild Magic: If you rolled an even number on the attack roll, any enemy that starts its turn within 2 squares of the poisonous target takes 1d10 poison damage.
Unfettered Power: When you roll a natural 20 on an attack roll for an arcane power, you slide the target 1 square and knock it prone after applying the attack’s other effects.
Alignment neutral Languages Common, Draconic
Skills Arcana +9, Insight +9, Perception +9
Str 13 (+5) Dex 17 (+7) Wis 11 (+4)
Con 12 (+5) Int 10 (+4) Cha 21 (+9)
Equipment: staff, dagger, robes
Posted in Uncategorized and tagged creature type: humanoid, creature: heroic artillery by Adam A. Thompson with no comments yet.
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.
Posted in Uncategorized and tagged artifact, instrument by Stephen Hilderbrand with no comments yet.
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);
Posted in Character and tagged Cover of Darkness, farghoal, fighter, leader by Stephen Hilderbrand with no comments yet.
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!
Posted in Creature and tagged bog, fey, monstrous humanoid by Stephen Hilderbrand with no comments yet.
Wand of Chain Lightning
Level 28
An arcane word sends a blinding bolt of lightning from the tip of the wand to ricochet amongst your foes.
Level 28 ✦ +6 enhancement ✦ 2,125,000 gold
Implement (Wand)
Enhancement: Attack rolls and damage rolls.
Critical: +1d6 damage per plus.
Power (Daily✦ Arcane, Lightning, Implement): Standard Action. As the Wizard’s chain lightning power.
Posted in Uncategorized and tagged equipment: magic wand by Adam A. Thompson with no comments yet.
Magus of Setthera
“When it rained Ogion would not even say the spell that every weather-worker knows, to send the storm aside. In a land where sorcerers come thick, like Gont or the Enlades, you may see a raincloud blundering slowly from side to side and place to place as one spell shunts it on to the next, till at last it is buffeted out over the sea where it can rain in peace. But Ogion let the rain fall where it would. Ged crouched among the dripping bushes wet and sullen, and wondered what was the use of having power if you were too wise to use it.”
– Ursula K. Le Guin, A Wizard of Earthsea
Perquisite: Wizard and training in arcana, nature and religion.
The magi of Setthera Isle are an ancient order of wizards. Since time unremembered they have taught the arts of the magi from their white tower on their island home where they preserve ancient knowledge. The masters there – the maker, the namer, the warder, and the shaper – teach their pupils to honor the place of magic within the world’s balance, and to revere life and the natural order of the universe. Once their pupils become journeymen, they are sent out into the world to help people with their magics. Those of exceptional skill will return to the Isle of Setthera to become one of the teachers and masters there.
The central tenant of their magic rests upon the knowledge of the true names of things. Using the secret names of things they are able to make them change.
Magus Path Features
(11th level feature) – Shape of the Name – (Daily, Minor Action, Polymorph) – Using your knowledge of the true name of things, you change yourself into something else for a time. Shapechange to any natural animal of your level or lower and size tiny to large. You gain your new forms move and melee basic attack damage, but your stats are otherwise unchanged. The change remains until you choose to resume your normal form.
(11th level feature) – True Name’s Nature – When using magic against a creature, you can attempt to determine it’s true name. If you succeed, you have more power to effect it.
Use this power when you use an action point to cast a spell at a creature. If the spell hits, you receive a +1 insight bonus to attack rolls and skill checks against that specific creature permanently, and receive +1 to all your defenses against it.
(16th level feature) – Warder’s Defense -(Encounter, Immediate Interrupt) – spend two healing surges to reduce the damage of an attack targeting yourself or an ally within 5 squares by your healing surge value.
Magus Attacks
True Name’s Chains
Magus level 11 attack (Encounter, Standard Action) – one target in close burst 10
Intelligence vs. Will.
Hit: The target is Stunned (save ends).
Miss: The target is Restrained (save ends).
Effect: The target is Marked (sustain minor).
Counterspell
Magus utility – level 12 (Daily, immediate interrupt)
Intelligence attack vs Will of creature attacking with a power that has the Arcane keyword.
Hit: The interrupted power automatically misses.
Light’s Rebuke
Magus attack – level 20 (Daily, Standard Action) – One target within close burst 10
Int vs Fortitude, 3d10 + Intelligence modifier radiant damage and the target is weakened (save ends).
Posted in Uncategorized and tagged Paragon Path by Adam A. Thompson with no comments yet.
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).
Posted in Encounter and tagged Bale Morrow, farghoal, Location by Stephen Hilderbrand with no comments yet.
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.
Posted in Region and tagged farghoal, Location by Stephen Hilderbrand with no comments yet.
Ale Break: Questing for spells
One way to add some meaning (and difficulty) to spell-casting is to require spell casters to learn their spells in-character. Some characters may have a formal tutor, but many others will likely not, especially if they are sorcerers, woodland casters (druids, rangers, less-structured clerics) or rogue casters.
For these characters, there is a great way to make them (and their players) really respect and cherish their spells. Make them quest for them! Here are a few ideas.
* The party learns about an ancient tome containing a story about a historical figure who could disappear and reappear across town almost instantly. They decide to track down the tome, which leads them into a large city or the Plane of Knowledge (giant library, the size of a plane, with all known knowledge within — see upcoming CCB post) for more information.
* Someone in the party is killed or otherwise rendered incapacitated (due to an expected player unavailability for the next few sessions), and the rest of the party needs to gather the rare reagents to create the ritual environment for a raise dead, remove curse or similar to be successful.
* A young apprentice wants to learn the invisibility spell, but in order for his master to feel that he has learned the spell, she will hide the scroll that must be scribed in a secret location, and the scroll itself is invisible. The apprentice will need to locate the scroll, and this earn the spell, before he will learn the spell. The master might quip, “First you must know what it is like to be on the other side before you are mature enough to wield the spell.”
* A high-level spell is spread across multiple scrolls, which have been sent via courier to the princely barons of the land. Only by convincing these royals to hand over their parts of the scroll will the party acquire the spell, which happens to be, for instance, charm monster. This may require the party to perform tasks and take on quests for each of the barons, leading to even more adventure!
More to come in a future post…
Posted in Editorial and tagged ale break, dm tips by Stephen Hilderbrand with no comments yet.