Cloak of Shadows
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.
Faint illusion and moderate conjuration; CL 7th; Craft Wondrous Item, invisibility, darkness, black tentacles; Price 14,080 gp; Weight 1 lb.
Posted in Magic Item and tagged cloak, wondrous item by Adam A. Thompson with 1 comment.
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.
Posted in Uncategorized and tagged Location, nation or organization by Stephen Hilderbrand with no comments yet.
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…
Posted in Uncategorized and tagged Horror of the Old Ones by Stephen Hilderbrand with no comments yet.
Utok’nmazakhi
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.
Posted in Uncategorized and tagged Jæruel, race or culture by Stephen Hilderbrand with no comments yet.
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.
Posted in Region and tagged Location, nation or organization by Stephen Hilderbrand with no comments yet.
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.
Posted in Uncategorized and tagged islands, Location by Stephen Hilderbrand with no comments yet.
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.
Posted in Equipment and tagged mundane weapon by Adam A. Thompson with no comments yet.
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.
Posted in Character by Stephen Hilderbrand with no comments yet.
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.
Posted in Creature and tagged creature type: demon, evil subtype, extraplanar subtype, native subtype, outsider by Adam A. Thompson with no comments yet.
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.
Posted in Encounter and tagged Elsemere Wood, Horror of the Old Ones by Adam A. Thompson with no comments yet.