Quiver’n’Boots

These masterwork leather boots are also serve as quivers, with a capacity of 20 arrows apiece.

They also imbue the arrows placed within with the power of fear. Foes successfully hit by an arrow stored in the quiver must make a DC 15 Willpower save or be affected by the equivalent of a cause fear spell.

Faint transmutation & necromancy; CL 3rd; Craft Wondrous Item, cause fear; Price 2,500 gp; Weight 1 lb.


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Restoration of Peace in the Lands of Baron von Steiglitz

Here is a series of encounters that are the culmination of the Castle Stieglitz adventure, and that, if the player’s hearts are true, will result in peace and reconciliation.

These encounters are the second climax and the resolution of the adventures surrounding Castle Stieglitz. Below are presented the camps of the rogue lieutenants of Baron Stieglitz, where the players must go to confront them. In each case, there is the option to attempt to bring the rogue commanders of the Baron’s fractured army to heel under the command of the Baron or Anna. Failing that their commanders must be defeated in order to consolidate power. Anna or the Baron are magnanimous in their victories, and offer amnesty to soldiers who will return to the Stieglitz army.

In either case, the task becomes easier as the lieutenants are recruited. If the Baron still lives and has been redeemed, convincing the other Lieutenants to join his army again is at a +2 bonus on the Diplomacy checks. Also, each lieutenant other than Anna recruited gives the party an additional +2 on the diplomacy check.

If the party comes into conflict with the lieutenants and fighting breaks out, the low-level warriors on both sides will fight each other while the Lieutenant in question and the party fight it out. Assume that there are approximately equal casualties on either side among the low-level warriors.

Anna’s Approval

Here in Talook, Anna, mayor Orlay Petronova and the visiting clergyman are all very interested in what the players discovered in the castle. If the players have redeemed the Baron, all three are relieved and declare their support of him. If the Baron is dead, the three soberly turn to the matter of succession. As Anna červená has the clear support of Orlay and is the only one of the four who did not abandon their duties, she is the obvious choice. The visiting pointiff will happily coronate Anna as the Baroness of Stieglitz the next day.

Either way, the conversation turns to subduing the other lieutenants-turned-bandits; Karl Underharl, Yevgeny Divoký, and Petry Pokrm. The party is asked to help once more, by accompanying Anna or the Baron as their honor guard and champions. If they are reluctant to help they are offered 1,000 gold coins for their assistance.

Development: From here the party will journey, along with Anna, her troops, and the Baron if he is present, down the road from Talook to Onuago. Along the way they will first confront Karl Underharl at his camp in the mountains. It takes two days for the troops to be ready to go, so the party has a chance to rest before they leave.

Karl Underharl’s Mountain Camp

As the party nears the camp a lookout on a tall crag sounds a note on his horn.

Further up mountainous the trail past pine trees and shrubs there is a small, rocky camp. Several wooden shacks and patched tents stand in a small circle in this mountain clearing. A few empty-looking barrels and crates stand near a small cooking fire in the center of the camp, where a couple of small pheasants are roasting on a spit.

Several dozen armed men in mail stand at the ready here. Karl walks out and begins to parley with the group, “What do you want?”

Karl’s dislike of women makes convincing him to re-join the army difficult if Anna in the new ruler of the Stieglitz lands. If she is in charge, his attitude is unfriendly, and the diplomacy check is DC 25, and a result of less than 5 results in Karl flying into a rage and ordering his men to attack. If the Baron has been redeemed his attitude is indifferent and the DC is only 15. In either case, offering new supplies or good wages (excess of 1sp per day per man) gives a +2 circumstance bonus.

If Karl refuses to rejoin the Stieglitz army, Anna or the Baron will set their jaw and declare that if he will not join them, they are outlaw bandits. The two sides will then join battle.

Creatures: Karl, and a handful of stout warriors will fight with the party while both side’s lower-level fighters do battle.

Karl Underharl: HP: 64
5th level fighters (4): HP: 32, 22, 29, 26. AC 18. For other stats see DMG. All have bastard swords, large shields, chain mail and heavy crossbows.

Tactics: Karl and his four knights will approach in formation and fight side by side with sword and shield.

Treasure: One of the wooden shacks contains the band’s treasury: a single lock box, to which Karl has the key. It contains the proceeds of the toll the group has been exacting: nearly 3000 gold worth of mixed coin. Anna or the Baron will offer to split these monies with the party for their help in handling Karl.

Development: If badly wounded, Karl will yield and ask for mercy. At this point he can easily be compelled to rejoin the army, or failing that will agree to exile or whatever is necessary to save his life.

From here the party has the choice of going to Onuago to confront Petry or into the wilderness northeast of Onuago to treat with Yvnegy.

The Dish-Eater’s Camp

Here, a mile north of the road from Onuago to Talook and castle Stieglitz, in the midst of weedy, abandonded fields, stands a large manor house. Above, its windows loom dark and broken over a raised proch. Steps lead up to the open door, where Petry Pokrm the Disheater leans upon the jamb. Leering, dirty men in leather and mail grin down from the porch and windows, fingering the hilts of their blades.

When the party arrives, the Petry will greet them from the steps of the manor house he has set up in. Surrounded by a gang of theives and warriors, he will negotiate with the Stieglitz representatives.

Petry’s initial attitude is unfriendly, and a DC 25 diplomacy check is required to convince him to join with the Stieglitz forces again. A result of 5 or less will cause him to become hostile, and he will order his men to attack. The usual bonuses apply: +2 for each other captain brought back into the fold, and +2 if the Baron has been redeemed.

If Petry cannot be convinced, Anna or the Baron pronounce him an outlaw and order an attack.

Creatures: The Dish Eater, a couple of fighters, and a pair of rogues will fight with the party while the armies clash around them.

Petry Pokrm HP: 120
5th level Fighters (2) HP: 40, 37 For additional stats see DMG
5th level Rogues (2) HP: 25,16 For additional stats see DMG

Tactics: Petry will fly into a rage and attack wildly, using his various weapons to trip and disarm his opponents. His men will move to flank and separate opponents, ganging up on them if possible.

Treasure: His recent career of organized looting and thievery has landed Petry with much of the wealth of Onuago. Arrayed around his chambers in the manor there are 324 platinum coins, 2563 gold coins, 3,400 silver pieces, and 21,548 copper coins in chests and sacks. In addition, there are 2,650 gold worth of art objects and 4,000 gold worth of gems to be recovered. Finally, among the treasure, there is a Ring of Force Shield and an arcane scroll with cloak of the sea and mage’s sword inscribed upon it.

Anna or the Baron may be slightly reluctant to part with all this wealth, and a DC 15 diplomacy check is required to convince them to give half of it to the party. Even if the party fails to convince them, they will begrudgingly give 1/4 of the wealth and the magic items to the party as their share of the spoils of war.

Development: Petry will fight to the death, but for the most part his men will surrender of flee if he falls.

Yevengy and the Wyndm

Here, between the swamps surrounding the lazy river to the west, and the rocky crags of the Cyruk Mountains to the east, on a broad, flat hilltop is the camp of Yevgeny the Fierce.

Gathered around the sides of the hill are many small tents and huts. Going about their daily business are families of the nomadic Wyndm people, apparently drawn to this place and forming some type of settlement.

A group of men with bows slung across their backs and swords at their hips approaches from the hilltop. At their center, frowning, and with a wolf at his side is Yevgeny the Fierce.

Yvengy and his Wyndm are not interested in fighting against or joining with the Steiglitz army, regardless of who is in charge. Instead he wants to protect his people, the Wyndm folk.

As Yevgeny is indifferent, an easy diplomacy check (DC 15) is all that is required for him to agree with a non-aggression pact with the Baron or Anna. He will agree that the Wyndm people will not encroach on their lands as long as they are left alone to live in peace. A DC 30 diplomacy check can convince him to re-join the Stieglitz army. He will not fight unless attacked.

However, another DC 15 diplomacy check by the party is required to convince Anna or the Baron to agree to this non-aggression pact. Even if they do not agree, there is no real grounds for conflict here, and only a major botching of the situation by the party should result in combat.

Creatures: If it somehow comes to a fight, Yevgeny and his best rangers will fight against the party.
Yevgeny Divoký the Fierce HP: 68
5th level rangers (4) HP: 29, 20, 24, 25. See DMG for further stats.

Tactics: If pressed into combat, Yevgeny and his rangers will lead a retreating skirmish, firing their bows as they drop back, covering the retreat of the people gathered here and drawing aggressors up the hill and away from the Wyndm.

Ad Hoc XP: If the party manages to negotiate a pact between the Wyndm and the forces of Castle Stieglitz, it represents a major accomplishment for peace in the region. In addition to being awarded XP for and EL 10 encounter, the party gains the trust and respect of the Wyndm folk, and eventually regional fame for their part in negotiating a lasting and fruitful peace between the old and new peoples of the area.


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Tinleaf

This metallic leaf grows in magical forests in and around the Phyloctæte. The byproduct of an insane mage’s attempts to develop a metal which could be powered by plants, this flaky substance is often used as a spell component.

In addition, tinleaf is used to build automatons by these very mages. The discovery of tinleaf has made possible the very construction of inanimate constructs which do not require outside magic at all. This worries even the mages of the land.

Tinleaf is particularly potent in magic that deals with time, and artisans occasionally use low grade tinleaf to create self-powered hands on clocks, as well as other uses that follow predefined patterns and schedules, such as self-powered carts.


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Feryn Dyndle

Having triumphed in the Mage War, Feryn Dyndle is the new ruler of the Phyloctæte. This young mage has proven herself in the eyes of the other magic wielders of the land, who welcome her new spirit to the land. However, the elven side of her heritage strikes fear in to the hearts of men, who do not want elves meddling in their affairs of state. This has begun to cause some tension in the Phyloctæte, as certain merchants have begun pulling out, leaving their wares very rare. Because of this, the prices of many uncommon goods are very high, if they can even be found at all. Feryn is doing all she can to convince these men to trust her, even going so far as to offering them large subsidies to return to her lands. Whether they will return or not is still to be seen.

(image coming soon)

Feryn usually attacks from afar, harnessing the power of her many wands. In addition, she has made a number of powerful allies over the years, who often join her on the field of battle. This means she is also in debt to many outsiders who are in the process of stating their demands now that she is in power. Friends of this type are often a blessing as well as a curse.

Feryn Dyndle
Medium-size Female Half-Elf
Wizard 17
Hit Dice: (17d4)+34
Hit Points: 91
Initiative: +6
Speed: Walk 30 ft.
AC: 22 (flatfooted 20, touch 15)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 racial bonus on saving throws against enchantment spells or effects., Elven Blood, Immunity to sleep spells and similar magical effects., Summon Familiar
Saves: Fortitude: +7, Reflex: +7, Will: +13
Abilities: STR 13 (+1), DEX 15 (+2), CON 14 (+2), INT 26 (+8), WIS 16 (+3), CHA 17 (+3)
Skills: Appraise 10; Balance 2; Bluff 5; Climb 1; Concentration 22; Craft (Untrained) 8; Decipher Script 9; Diplomacy 9; Disguise 3; Escape Artist 2; Forgery 8; Gather Information 9; Heal 4; Hide 3; Intimidate 4; Jump 1; Knowledge (Arcana) 28; Knowledge (Architecture and Engineering) 10; Knowledge (Dungeoneering) 9; Knowledge (Geography) 10; Knowledge (History) 13; Knowledge (Local) 14; Knowledge (Nature) 10; Knowledge (Nobility and Royalty) 14; Knowledge (Religion) 12; Knowledge (The Planes) 15; Listen 4; Move Silently 2; Ride 4; Search 9; Sense Motive 5; Spellcraft 30; Spot 7; Survival 3; Swim 1;
Feats: Combat Casting, Craft Wand, Craft Wondrous Item, Dodge, Forge Ring, Greater Spell Penetration, Improved Initiative, Mobility, Scribe Scroll, Spell Penetration
Challenge Rating: 17
Alignment: Chaotic Neutral
Familiar: Leyne, a toad

Possessions: Amulet of Natural Armor +3; Ring of Protection +3; Bracers of Armor +4; Cloak of Charisma +4; Headband of Intellect +4; Wand of Cat’s Grace; Wand of Knock; Wand of Lightning Bolt (8th level caster); Wand of Magic Missile (9th level caster); Wand of Polymorph; Wand of Suggestion;
Spells:
Spells per Day: (4/6/6/6/6/5/5/4/3/ DC:18+spell level)
Wizard – Commonly Prepared:
Level 0: Acid Splash, Arcane Mark, Cipher, Control Shadow, Cubes of Ice, Dancing Lights, Daze, Decode, Detect Magic, Detect Poison, Detect Self, Ember, Firefly, Flare, Haze, Light, Lock/Unlock, Mage Hand, Mending, Open/Close, Pointer, Prestidigitation, Ray of Frost, Read Magic, Resistance, Signal, Sort, Startle, Summon Bag, Summon Pipe, Touch of Fatigue
Level 1: Cause Fear, Identify, Magic Missile, Mount, Nystal’s Undetectable Aura, Obscuring Mist, Ray of Enfeeblement, Shield, True Strike, Unseen Servant
Level 2: Bear’s Endurance, Cat’s Grace, Detect Thoughts, Invisibility, Levitate, Protection from Arrows, Touch of Idiocy, Web
Level 3: Blink, Fly, Haste, Shrink Item, Tongues
Level 4: Confusion, Fire Shield, Polymorph, Reduce Person, Mass, Stoneskin
Level 5: Feeblemind, Mage’s Private Sanctum, Telekinesis, Teleport, Wall of Force
Level 6: Flesh to Stone, Globe of Invulnerability, Planar Binding, Symbol of Fear, True Seeing
Level 7: Control Weather, Delayed Blast Fireball, Limited Wish, Phase Door, Plane Shift, Power Word Blind
Level 8: Charm Monster, Mass, Dimensional Lock, Maze, Mind Blank, Temporal Stasis
Level 9: Dominate Monster, Etherealness, Hold Monster, Mass, Meteor Swarm, Power Word Kill, Prismatic Sphere, Time Stop

Note: Some of these spell descriptions are not available in the standard locations. Contact us if there are any questions regarding them.

Leyne
Diminutive-size Male Toad
Animal1
Hit Dice: (1d2)
Hit Points: 45
Initiative: +1
Speed: Walk 5 ft.
AC: 24 (flatfooted 23, touch 15)
Attacks: ;
Damage: ;
Vision: Low-light
Face / Reach: 1 ft. / 0 ft.
Special Qualities: Amphibious (Ex), Animal Traits, Deliver touch spells, Empathic Link, Improved Evasion (Ex), Scry on familiar, Share Spells, Speak with animals of its kind, Speak with master
Saves: Fortitude: +5, Reflex: +8, Will: +12
Abilities: STR 1 (-5), DEX 12 (+1), CON 10 (+0), INT 14 (+2), WIS 14 (+2), CHA 4 (-3)
Skills: Appraise 4; Balance 1; Bluff -1; Climb -5; Concentration 20; Craft (Untrained) 2; Decipher Script 3; Diplomacy 1; Disguise -3; Escape Artist 1; Forgery 2; Gather Information 1; Heal 4; Hide 18; Intimidate -2; Jump -19; Knowledge (Arcana) 22; Knowledge (Architecture and Engineering) 4; Knowledge (Dungeoneering) 3; Knowledge (Geography) 4; Knowledge (History) 7; Knowledge (Local) 8; Knowledge (Nature) 4; Knowledge (Nobility and Royalty) 8; Knowledge (Religion) 6; Knowledge (The Planes) 9; Listen 2; Move Silently 1; Ride 3; Search 2; Sense Motive 4; Spellcraft 24; Spot 5; Survival 2; Swim -5;
Feats: Lightning Reflexes
Challenge Rating: 1/10
Alignment: Chaotic Neutral


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Who Left the Portal to Hell Open?

              A Savage Tide Interlude, Told From the Perspective of KorShoth
by F.J. Kim


When Captain Harlis Tovel was gone, KorShoth turned to the others and spoke in pidgin Common, "We see that one again. Wild fever take her soon. Maybe not, but cursed is she."
"What do you mean?" Flit asked as she hovered six feet above the sandy cave floor. Her wings beat so fast that they formed a nimbus of blurred movement around her back. Earlier, in the morning sunlight outside the caves, he had seen that the wings distorted the air around them to such an extent they formed shimmering rainbows. A faint humming emanated from them.
KorShoth admired how she could weave her chirping melodies into the light bass of the humming wings to symphonic effect. The full sounds were unexpected from such a small creature. Perhaps that was why her songs filled him with equally unexpected prowess in battle.
Truly a magical creature, thought KorShoth. Aloud, he answered her query in sardonic Draconic, "After the black pearl shattered on the deck of her ship, she said it felt as if a dark presence occupied her mind. For a time she did not know herself. Hmph. A demonic being rode that one! And we are fools to let her walk out of here alive."
KorShoth sighed. For his race, that meant a sibilant expelling of breath through his large nostrils."My master Morkoth, who is no more, could have read the signs perhaps." The tall lizardman whipped his fearsome head from side to side in agitation. This peculiar reptilian gesture was his race's form of a nervous gesture. KorShoth did not like the idea of a demon loose on the earth one iota.
While the lizardman was distracted feeling sorry for himself, Mpata Mbata turned to Fundiani, "What'd he say?"
The elven druid translated.
"We don't know that it was a demon," Mpata Mbata rumbled in his deep voice that reminded KorShoth of the enchanted tumbling rocks in the Broken Country. "She might have been delusional. Did you hear how she went off at the mention of Vanthus' name? Hell, with all that rantin' and ravin' and swearin'...I'd say she suffered a con-cuss-ion. When it comes to Vanthus she's no fan—thus she'll never be on his side."
Something about the way Mpata Mbata spoke made KorShoth think the dark softskin intended other meanings. But what? If only he had more acumen with the Common tongue...
"Well standing around here yakking about it isn't going to solve anything," pointed out Tina to the whole party, "Let's get to the ship already. We need to warn Lavinia about Tovel's first mate."
Without waiting for assent from the rest, the young wizardess began walking towards the exit. Linus followed her out. As they left the cavern, he could be heard asking Tina, "So show me your spellbook, T. I bet you've acquired some sweeet spells since you left the Academy."
They quickly devolved into thaumaturgical jargon as they exited the caves.
"I'll be happy to just get away from this awful place," muttered
Fundiana. Kes gave an approving squawk and flapped her wings for emphasis.
KorShoth sang in Draconian as he strode to the waiting ship. It was
his favorite canticle from the BhalShaloth epic. Since the time he'd been an unsure youngling, struggling against everyone and everything with a primal anger and defiance that burned in his belly, the canticle had given him hope and a savage equilibrium. Without its balancing influence on KorShoth's nature, he would have destroyed himself long ago.

###Wide awake, sides scrape
over sand and sun-warmed rock
~through swarms of water moc~
to lose along the way, the spark that set the flame
to flicker and to fade, of this the longest day.
~The wind go through to my heart,
the wind blow through my soul.
~Give yourself to this, the longest day.
Give yourself, give it all away.###

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Savage Tide Chronicle: Kraken Cove

Collected below are several character’s impressions of Kraken Cove, a small pirate port that they have come to in search of Vanthus Vanderboren.

Fundiani’s and Kes’s account

Once Dervish had been taken to the only surviving ship to recuperate we set out to discern our next course of action. No sooner had we begun then did one of the lizard-folk rise from the water, he too seeming to be marked by the curse. Even before i could say ‘what’s your name’ in the lizard-man’s native tongue of draconic did Mpada Mbada stab him though the neck. His aim was true but the lizard-folk are hardy and though the blur of those first few moments he heard my call in his native tongue. Flitteran too could sense the beast-man’s motives and called for a pause in action. He was emboldened with the need to avenge his kin who had been altered by the curse that has taken this place. I could feel his anger and grief when he emerged from the water. Tina could also speak draconic but she was growing impatient of our delay and eager to leave this place which I too hate with all my power and Linus held back judging the outcome.

We made a rocky truce with the strange new-comer and almost immediately after the mutated dinosaur that had been inside the cave feasting on the flesh of his own kind came out to attack. Llinus stopped it in its tracks with some sorcery of his while we gathered our senses. Tina managed to enfeeble the beast somewhat but still Mpada Mbada and the lizard-man were hurt. Luckily the bravery of Flitteran brought Mpada Mbada, her dear friend, back to our aid and thus gave him the power to inflict one of the finishing blows that would bring down that disturbing monster. Thus he lashed in his death throws and burst into the acid remains of his spent body.

Enraged over his brutalized kin the lizard-man with out fear walked into the the very cave the felled beast had just come from. Upon entering he began cutting down the silks that had hung from the ceiling of the voluminous cave covering the floor with the delicate cloth. Then a shadow moved behind him and when he turned what he looked upon was once maybe a halfling but now his fingers where boneless his body black-rashed and bleeding from the those tell-tale bone spurs and his mouth could speak only of the flesh he so yearned to eat. The rest of the company where still entering the cave when the fight began, however it didn’t take long for crossbow bolts and arrows to sing and for Kes to find his true self and attack with all his fury this fouled thing. Mpada Mbada and the lizard-man fought together and Tina stayed back consulting her books as Flitteran judged from above what her best place was. Swiftly did we dispatch this shell of a halfling and soon after we where scouring the cave and checking the remains.

But the day had been long and the night half gone and so, after much convincing of the lizard-man, did the company retire with Dervish on the ship. Mpada Mbada used his natural cunning to heal the wounds of the party and all were held in the gentle arms of sleep, all except one. While the company rested as they are bound to do I searched. And as morning broke I waited for my companions on the beach with the stench of those mutated and mutilated bodies all around and the nights rest behind.

Kes and I have started to adapt to the horrid feeling of wrongness in the air, at least enough to fight our way back out as we know we must. The night before when I had searched those changed waters and found something that seemed to be at the heart of the savage chaos; a black pearl the size of a man fist lie broken on the ocean bottom. This and some useless finery i recovered for my company from the ravaged ocean floor. The learned ones tried to find its old power but could not and Dervish excited over the finery as we set out to search the caves for some clue or treasure that could lead us to Vanthus.

We first came upon a room that had trapped within it four caged creatures, oh how Kes and I did cry out at the sight of such torture. Mutated they where by the curse and desperate and trapped but the lizard-man and I waisted no time or words and quickly dispatched these half dead beasts out of decency.

The next room required breaking down the door and when the inside was revealed we saw that it was filled with fungi and lichen and some potions of sorts everywhere. We entered thinking ourselves safe and then we turned to see a human sized tentacled mushroom coming for the lizard-man; but he is strong and the mushroom only vegetable matter. After the shock was over the mushroom beast had no chance and was cloven in two in a minute. Inside we found poisons and a dead gnome.

The last room we searched was a trophy room. In it many treasures were found. Old maps from Sasserine’s beginning, crossbow bolts, dragon turtle teeth, gold and other metal coins, weaponry, and when put all together some kind of history of the pirates that had once occupied Kracken’s Cove.

But there are still rooms to search and treasures to uncover……

mPata mBata’s Memory

As we stood on the shore contemplating the dusk, an alligator crawled up on shore, then stood upright. It suffered from the same savage fever affliction as the other beasts, monkeys and pirates of the land, so I attacked it before it could bite us. He then shouted something at my comrades in some slithering tongue. Fundiani treated (too kindly) with it, and it shouted something back in its alien language. It sounded rather mad, the blood shooting from its neck spewing onto the sandy beach.

Then from the mouth of the coastal cave, a dinosaur let out a roar. We jumped and a few of us ran to the cliff to gain higher ground. It charged and we charged, flanked it, swung madly, I was clawed and bitten to pieces, falling over in a lump of manflesh. Flitteran popped over and healed me in a flash while the others (even our new lizard friend in his chain shirt) kept the beast contained. I jumped up with my sword and stuck it in the neck (a common attack this day) and through our collective diligence the beast fell. I removed a few of its teeth while we healed up.

Then we decided to head deeper into the cave. There, in a silk web-encrusted chamber, we came upon a ghost of a man, who leapt upon the lizard man, gnawing at his flesh. I charged it and the others jumped in as well. We finally subdued him and then retreated to the ship moored just off shore to stay overnight. I healed all the companions’ surface wounds, even our new reptilian companion.

From the oral remembrances of KorShoth (told in the song and bladedance tradition of the lizardfolk hunters of SpekShaPunkt):

anger (fearfulaspect of Semuanya destroys). softskins kill kill them all rend flesh from bone chew intestines

hated detested stinking softskins profaning sacred hunting grounds###YurbothShin group ATTACKED
Black magic raced across land and all of Semuanya’s creation perverted.

beasts were wild. BLOOD DEATH MADNESS! the YOUNGLINGS ~
altered…
killed…
young suns extinguished in early night….lament ~

MorKoth advised return to village. short mourning ended by beginning of long return trek.
Tree cats. Fiercesome fury. AMBUSH! MorKoth fell but claimed two for his own. Ren Moc roared and other cats bled for Semuanya.
###lament for passing of MorKoth’s wisdom ^ MorKorth’s kindness###

lost angry wandering jungle time Ocean
fire ships in night
stench of blood/death

SOFTSKINS! dead alive
~ swim for vengeance and tall dark one stabbed through Ta’ Skitch.
RED FURY! Blade fire BLOOD
….but the thin one spoke the words of Semuanya — poorly
Not them! Not them! One called Vanthus is responsible. They hunt him too. Semuanya’s vengeance seeks Vanthus.
Maybe
The one called Tina spoke in the base tongue of softskins ~ perhaps not Vanthus perhaps… (how stupid they are always
underestimating Semuanya’s children)
Kill the rare earth lizard kill the deformed half softskin kill the entrapped mad softskins kill the wild plant that hungers for flesh
More blood to sate Semuanya’s anger
But where is the softskin Vanthus? Is he the one?
Semuanya’s holy justice be done ~ by claw by fang by Ren Moc by will

Linus’s Journal Entry: Not much to say really, it seems to me this Vanthus fellow has bitten off more than he can chew. He must be dispatched soon, else more will choke on his mouthful of trouble. I wonder what secrets lie in the fact that this strange magick only blights kingdom animalia… My limited education on the matter allows me naught but little room for conjecture, but one can only hope that there may be an antidote outside of the ministrations of priests. The excitement and danger of the current adventure is a nice distraction, but I long for an evening over a cup of wine (outside my feduciary means) to ponder over the matter with my newfound compatriots. No matter. I am sure once we overtake Vanthus, justice will be served; and I can go back to orchestrating my vendetta, still years away…

Linus contemplating Sasarine’s Skyline

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Huggermuggers

Resembling pixies, these confusing creatures wander the streets of the Central Valley causing all kinds of confusion. They run up to people in the street and hug them while their companions pick their pockets. They have never been known to purposely hurt anyone, but as they live on mugging people, they have been known to do it with such ferocity that that occasionally happens.

Size/Type: Small Fey
Hit Dice: 1d6 (3 hp)
Initiative: +4
Speed: 20 ft. (4 squares), fly 60 ft. (good)
Armor Class: 16 (+1 size, +4 Dex, +1 natural), touch 15, flat-footed 12
Base Attack/Grapple: +0/-6
Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2/×3)
Full Attack: Short sword +5 melee (1d4-2/19-20) or longbow +5 ranged (1d6-2)/×3
Space/Reach: 5 ft./5 ft.
Special Attacks: Spell-like abilities, special arrows
Special Qualities: Damage reduction 10/cold iron, greater invisibility, low-light vision, spell resistance 15
Saves: Fort +0, Ref +6, Will +4
Abilities: Str 7, Dex 18, Con 11, Int 16, Wis 15, Cha 16
Skills: Bluff +7, Concentration +4, Escape Artist +8, Hide +8, Listen +10, Move Silently +8, Ride +8, Search +9, Sense Motive +6, Spot +10
Feats: Alertness, Dodge, Weapon Finesse
Environment: Temperate forests
Organization: Gang (2-4), band (6-11), or tribe (20-80)
Challenge Rating: 4 (5 with mass confusion)
Treasure: No coins; 50% goods; 50% items
Alignment: Always neutral good
Advancement: 2-3 HD (Small)
Level Adjustment: +4 (+6 with mass confusion)

Huggermuggers wear assorted and eclectic clothing, often anachronistic with the time and place where they roam. This helps confuse their mark.

A huggermugger stands about 2½-3 feet tall and weighs about 40 pounds.

Huggermuggers speak Huggermugger and Common, and may know other languages as well.

Combat

The normally carefree huggermuggers ferociously attack evil creatures and unwanted intruders. They take full advantage of their invisibility and other abilities to harass and drive away opponents.

Greater Invisibility (Su)

A huggermugger remains invisible even when it attacks. This ability is constant, but the huggermugger can suppress or resume it as a free action.

Spell-Like Abilities

1/day—lesser confusion (DC 14), dancing lights, detect chaos, detect good, detect evil, detect law, detect thoughts (DC 15), dispel magic, entangle (DC 14), permanent image (DC 19; visual and auditory elements only). Caster level 8th. The save DCs are Charisma-based.

One huggermugger in ten can use mass confusion (caster level 8th) once per day.

Special Arrows (Ex)

Like heir pixie cousins, Huggermuggers sometimes employ arrows that deal no damage but can cause confusion.

Mass Confusion

An opponent within 30′ of come huggermuggers must succeed on a DC 15 Will save or be confused. The save DC is Wisdom-based and includes a +2 racial bonus. The subject retains skills, languages, and class abilities but loses the ability to put thoughts together until he or she receives a heal spell or related mental help with limited wish, wish, or miracle.

Confusion

Any opponent hugged be a huggermugger, regardless of Hit Dice, must succeed on a DC 15 Will save or be affected as though by a confusion spell. The save DC is Wisdom-based and includes a +2 racial bonus.

Huggermuggers As Characters

A huggermugger character exchanges its 1 HD of fey for its first class level.

Huggermugger characters possess the following racial traits.

* -4 Strength, +8 Dexterity, +6 Intelligence, +4 Wisdom, +6 Charisma.
* Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* A huggermugger’s base land speed is 20 feet. It also has a fly speed of 60 feet (good).
* Low-light vision.
* Skills: Huggermuggers have a +2 racial bonus on Listen, Search, and Spot checks.
* Racial Feats: A huggermugger receives Dodge and Weapon Finesse as bonus feats.
* +1 natural armor bonus.
* Special Attacks (see above): Spell-like abilities.
* Special Qualities (see above): Damage reduction 10/cold iron, greater invisibility, spell resistance equal to 15 + class levels.
* Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
* Favored Class: Sorcerer.
* Level adjustment +4 (+6 if the huggermugger can use mass confusion).


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Marsh Tides

Beware the tides of marsh!

This region in Wastaru is filled with mashlands and barrier waters. Looming overhead is a ring of volcanoes which constantly simmer, causing the water to heat up and the local bestiary to panic and stampede. The droopy trees in the marshlands extend out into the ocean about 1/2 mile off of the shore, wherein the water has a black hue and a tar-like consistency. There is death in those waters.

The marsh tides are the home of the kakataur, a prehistoric alligator/lizard/dinosaur beast. These creatures are very deadly, as they blend in to the wilderness and attack with monstrous fangs behind 1/2 ton frames.

The marsh tides are also the home of the slithe, a great serpent of the marsh. These creatures sneak up and then wrap their 20′ long, slender bodies around their prey, leaving them no hope of survival.

The tides rise and fall, leaving the area well ventilated and constantly altered. The paths through the marsh change with each tide, so humans rarely venture into this region, and almost never make it out alive.

(map to follow)


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Ice Kobolds

Ice Kobolds: These Kobolds have a blue-white color to their scales and a natural resistance to the cold (cold subtype: cold immunity). Slightly smaller than other kobolds. They worship the white dragons that live on the arctic shelf and throughout the barrier mountains. There is enmity between them and the beast-men that share these mountians, but they do not make war on each other. They come into frequent conflict with the gnomes and to a lesser extent with the dwarves that live to the mountains to the west of them.

Their king is a fighter 5, sorcerer 8, dragon disciple 5. Also of note among them is a powerful sorcerer who builds fantastic constructs for use as war machines, some in the aspect of the dragons they worship. He often must work with other magic-users to complete these constructs, but has the support of the king and good access to the resources he needs. His constructs always incorporate a magical heart made of a rare and special type of ice-gem that the kobolds mine from the heart of a glacier that looms above their mountain caverns.

Ice Kobold Characters

Ice Kobold characters possess the following racial traits.

* Cold Subtype: Ice Kobolds are immune to cold damage, and take 150% of damage from fire.
* -4 Strength, +2 Dexterity, -2 Constitution.
* Small size: +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* An ice kobold’s base land speed is 30 feet.
* Darkvision out to 60 feet.
* Racial Skills: An ice kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.
* Racial Feats: An ice kobold character gains feats according to its character class.
* +1 natural armor bonus.
* Special Qualities (see above): Light sensitivity.
* Automatic Languages: Draconic. Bonus Languages: Common, Undercommon.
* Favored Class: Sorcerer.
* Level adjustment +0.


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Athiest Domain

An athiest priest does not believe in any gods, instead drawing their power from the faithless and other forces one can believe in. As such, they are a powerful force that works against the holy and unholy powers that be (or be not). Since they do not draw their power from a particular god, they seek not the favors of deities. Instead, they draw power from those in the local populace and vicinity who are unbelievers. Their power differs greatly in different lands. In holy lands, they are neigh powerless, whereas in more godless lands, they usually wield a power equal to clerics of the holier lands.

They wield a non-holy magic, and their spell damage is less healable by their holy and unholy brethren.

They also gain the ability to cast spells to bring about certain non-holy/unholy effects that are otherwise similar to the divine versions. In fact, most spells are available to athiest clerics, though those with holy or unholy in the name or description are strictly forbidden.

The most effective athiest clerics maintain a true neutral alignment, however, all alignments are open to athiests.

At all levels, athiest clerics may attempt to counter any divine magic, called “disbelieving.” This is done similar to the counterspell rules for arcane magic.

Athiest Domain Spells

1st: Shaky Faith – like cause fear but non-holiness.
2nd: Invisibilty to the Faithful – invisibility to anyone of faith. No effect on the faithless.
3rd: Faithlessness – An anti-prayer, same effect but from faithlessness.
4th: Expose – expose one of faith’s hypocrisies.
5th: Fear, Uncertainty, and Doubt – strike fear uncertainty and doubt in the hearts of men.
6th: Faithlessness Strike – Like flame strike, but with faithlesness as the weapon.
7th: Separation of Church and State – create zones where gods cannot meddle in the affairs of men.
8th: Mass Faithlessness – strike fear, uncertainty and doubt in many hearts of men.
9th: Coincidence – like miracle but emanating from a secular place.


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