Each statue of limitations appears to be a humanoid statue between eight and twelve inches, with one feature diminished in size. These features correspond with which stat attribute they limit to a highest value of 14. Greater statues of limitations limit these values to 10, lesser to 18.
When the figurine is worn around one’s neck, its effects radiate 5′ in all directions, affecting others.
If a statue of limitations is broken or destroyed, its effects are nullified, its power departed.
Each feature on the statue that appears diminished on the statue is so limited. Figurines with all six attributes limited appear with all six features diminished.
Price: 8,000gp, lesser 4,000gp, greater 16,000gp.
Posted in Magic Item and tagged cursed, necklace, statue by Stephen Hilderbrand with no comments yet.
You call out to your companion, inspiring her to fight through her wounds.
Level 1 Utility • Conjuration, Divine
Encounter, Minor Action • Close Burst 5
Effect: You allow a companion within the burst to spend a healing surge and heal an additional 5 hit points.
Note: This power is similar to Healing Word, except the effect’s range scales instead of the d6 with each tier, reaching 10 at paragon and 15 at epic.
Posted in Uncategorized and tagged power: heroic cleric by Adam A. Thompson with no comments yet.
This campaign flavor is also a nice trap, or in the modern parlance, a hazard. Have a map available on a desk or pinned to a wall in a mage’s tower, with a map pin corresponding to the current location. As the characters remove the pins and place them in new locations, the tower teleports them to the new location.
See how this can be used in various forms and in various environments, for instance representing the location of a large floating disk in a catacomb riddled with pit traps. The party will have to play with the pins on their confusing map (where are they, for instance?) until they find which one will bring them the disk. Meanwhile, other pins correspond to beholders and other nasty creatures, which the party inadvertently teleports in in their search for the disk.
Posted in Magic Item, Trap and tagged campaign flavor, hazard, map by Stephen Hilderbrand with no comments yet.
Presented below is the first leg of the adventure The Ruins of Soguer. Previously the players had been tasked with traveling to the nation’s fallen capital to find the old king’s sword so that their liege can be coronated.
Previous sections of the adventure can be found here:
The Ruins of Soguer – Introduction
The Ruins of Soguer – Start of the Adventure in Aguies Town & Castle
Running the adventure – This section of the adventure details the player character’s travel from Aguies town to the ruins of Soguer. There is an important encounter along the way, where they meet a ship crewed by Aurochs who are searching for a kidnapped member of their royal family. There are also a few encounters with dangerous creatures and terrain as they travel the wild marsh near Soguer.
Goal – rescue the Auroch princess – Iejir’svern.
level 10, XP 2000 or 3000
This is an encounter with crocodiles in what were once the surrounding farmlands – now swallowed by the marsh. As the journey continues, read or paraphrase the following:
Free Action Melee 0
Target: Creature in a trapped square
Attack: +14 vs. Reflex
Hit: The creature falls into the quicksand, is restrained until they escape and begins sinking (see Effect – Sinking below).
Miss: The character is slowed in the quicksand square but is not yet sinking.
Effect – Sinking: After one hit, a character sinks up to their waist. A second hit or a failed Athletics check means they sink to their neck. A third hit or failed athletics check indicates they sink completely and begin suffering the effects of suffocation (DMG p. 159).
-A character wearing light or no armor can make a DC 24 Nature check to know that if they hold still they will float, and can then do so. While floating in this way the character is not subject to any more attacks from the quicksand. Any move or standard action will end the float and cause the character to be subject to further attacks by the quicksand.
If you wish to add a greater threat to this encounter, feel free to add a few hungry stirge swarms to up the threat.
Creatures – stirge swarms – XP 700 each.
Posted in 4th edition Dungeons & Dragons, Adventure and tagged encounter: skill challange level 10, subplot: Lament of the Aurochs, The Ruins of Soguer, trap: hazard level 11 (elite) by Adam A. Thompson with no comments yet.
Cut-ups are magically created automatons of varying power. Constructing one involves a decoupaged collage of scroll parchment and the employment of summoning magic, which pulls together the components for the Cut-up out of the ether. The tasks to be performed by the Cut-up must be written along the edge of the collage in a magical runic script. This is usually done in chalk so the collage may be reused.
The animating force for a Cut-up is a spirit from the Ethereal Plane. The process of creating the Cut-up assembles the component corporeal matter and breathes a temporary life into them, subjecting the ethereal spirit to the Cut-up’s creator, at least until their servitude is complete, as dictated by the tasks set forth in runes.
Since they are collections of multiple life forces all bent on competing their tasks and thus being set free, Cut-ups are strong-willed and tenacious in combat. They make any and all decisions based on this drive for freedom. They follow instructions explicitly and are incapable of any strategy or tactics outside this fundamental urge. For this reason, some may even attack their creators, if their creators are not careful to make their tasks clear.
Cut-ups are destroyed if the collage used to summon them is destroyed, whether by fire, evisceration, or even a simple tear down the center of the parchment. Creators of Cut-ups must thus stow their collages with care, especially if they intend to reuse them.
The cost to create each Cut-up includes the cost of the scroll parchment used to breathe life into the collages and a bag of holding to provide the link the Ethereal Plane. Completing the Cut-up’s creation drains 50 XP from the creator. The bag of holding is not consumed in the creation, and once the Cut-up returns to the Ethereal Plane, the bag is left on the ground.
The resulting Cut-up can be up to 1’x1’ per level of the spellcaster. For instance, Mialee, a 14th-level spellcaster, creates a collage, and summons the ethereal energy to manifest a Cut-up up to 14’x14’. This creature is included in the stat block below.
The physical characteristics of a Cut-up come from its design on parchment, so there is infinite variation in their final forms.
Size/Type: Large Construct
Hit Dice: 14d10+30 (105 hp)
Speed: 30 ft.
Armor Class: 23 (-1 size, 0 Dex, +14 natural)
Base Attack/Grapple: +8/+19
Attack: Slam +14 melee (2d8+8 plus deep cut)
Full Attack: 2 slams +14 melee (2d8+8 plus deep cut)
Space/Reach: 10 ft./10 ft.
Special Attacks: Deep cut
Special Qualities: Construct traits, fatal flaw, flip sides, fold space, damage reduction 10/bludgeoning and piercing, darkvision 60 ft., immunity to magic, low-light vision
Saves: Fort +5, Ref +2, Will +5
Abilities: Str 27, Dex 11, Con Ø, Int Ø, Wis 11, Cha 1
Organization: Solitary or gang (2-4), up to ¼ the level of the caster
Challenge Rating: 11
Alignment: Always neutral
Advancement: 15-21 HD (Huge)
Level Adjustment: —
Cut-ups take the forms depicted on their collages.
A Cut-up cannot speak or make any vocal noise. It moves with a wide gait like the folding of paper. It appears weightless, yet is strangely corporeal.
Flip Sides (Ex): Every round a Cut-up is in combat, there is a 5% chance each round that it will determine that the easiest path to setting its ethereal energy free is to flip sides, turning on its creator. While fighting against its creator, there is a 5% chance that the Cut-up will return to its creator’s side.
Deep Cut (Ex): Since Cut-ups are made of pure ethereal energy, damage dealt by a Cut-up doesn’t heal naturally and resists healing spells. A character attempting to cast a healing spell on a creature damaged by a Cut-up must succeed on a DC 10+ the constructor’s caster level check, or the spell has no effect on the injured character.
Vulnerable to Blades (Ex): Cut-ups are especially susceptible to damage from slashing weapons, which deal double damage.
Immunity to Magic (Ex): A Cut-up is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A blade barrier spell or other non-magical blade slows the Cut-up (as the slow spell) for 1d6 rounds and deals 2d6 points of damage.
Fold Space (Su): At will, Cut-ups can take shortcuts through the Prime Material Plane by folding themselves through the ether as per the spell ethereal jaunt.
CL 11th; Craft Construct, animate objects, resurrection, caster must be at least 11th level; Price 5,000gp in fine scroll parchment, a bag of holding; Cost 21,500gp, 1,540xp.
Posted in Creature and tagged construct by Stephen Hilderbrand with no comments yet.