The Jæruel
The Jæruel is a collection of fishing villages, mining towns, and tradespeople united under a merchant flag with three intersecting rings in the center over a brown backdrop with a sinister silver bend from the upper right to the lower left. The towns are officially independent, but they follow the lead provided by Tannen. The Jæruel merchant house which provides the name for the region is much more hierarchical, keeping strong hold over the markets in each of the towns, especially those higher up in the power structure. The only standing army is privately run by the merchants of the Jæruel.
The towns and villages of Jæruel:
– Tannen – capital of Jæruel – bustling port town – what Onuago was built after – full of hides and wines other goods from all over the Jæruel (5,000)
– Piran Point – fishing and trading village (920)
– Flego – fishing village (400)
– Uppwint – named for the strong winds that bring fog and quick shifts in the weather to this quaint fishing village (200)
– Trover – fishing town (400)
– Alabaster – inland named for the stone mined from its cliffs (500)
– Junction – a “middle man’s” town at the intersection of trade routes (3,000)
– Himas – a stop on the path of produce to market in Junction (200)
– Franti – wine production, source of Franti grapes (600)
– Furton – wine production, source of Furton grapes, also furs all sent to Tannen (800)
– Ches (pronounced Shez) – fresh water fishing along a broad bend in the river (400)
– Westfort – a fort-like outpost in the mountains to the west of Tannen and Ches that provides hides and timber (200)
Small settlements are developing in the lands to the west of Franti and Furton, but they have not taken significant shape. Some of them have met with ruin due to various invaders — bandits, goblins, and even nefarious pixies getting in on the raiding action.
Posted in Region and tagged Jæruel, Location by Stephen Hilderbrand with no comments yet.
Root of All Evil
A hybrid of plant, corpse and demon grown in the soils of the abyss, these root-covered bipeds thrive on the roots of other plants. They often travel in subterranean caverns and deep forests, sucking the nutrients out in a matter of minutes of the natural roots through a series of hollow thorny spikes that they stick into their plant prey. They are also known to attack animals, especially when they have them outclassed.
Intelligent enough to comprehend many languages, these malign plants tend to contemptuously refuse to communicate with anything not evil and powerful enough to speak the dark speech.
The root of all evil is covered in many all-seeing eyes which gleam like rough gemstones.
To maintain the element of surprise or to escape battle, roots of all evil can burrow into the ground and merge with plants.
Root of All Evil CR 16
Undead plant
Chaotic Evil Huge plant
Init: +7 Senses: Blindsight 45 ft. Listen +1, Spot +6
Aura: Fatiguing Radiance 30 ft.
Languages: dark speech (something evil)
AC: 30 (+20 Natural, +2 Dex, -2 Size) touch 10, flatfooted 19
HP: 150 (HD 17d12)
Immune: Unholy
Fort: +18 Ref: +6 Will: +14
Weakness: Holy
MV: 20 ft., burrow 20 ft.
Attack: +17 vine 1d8+8, spells
Full Attack: 8 attacks with +15 vine 1d8+8
Attack Options: improved grab, swallow whole
Space / Reach: 20 ft. / 20 ft.
Base Attack: +16 Grapple: +27
Abilities Str 26 Dex 15 Con – Int 18 Wis 12 Cha 17
SQ: undead and plant traits
SA: improved grab, blood drain, meld into plant, Swallow Whole,
Feats: Improved Grapple, Combat Reflexes, Weapon Focus Vine, Sunder,
Skills: (160 points) +22 Hide, +22 Move Silently, +8 Search, +29 Spot, +21 Listen,
Possessions: Deep in the maw of the Root of all Evil is “something beyond your wildest dreams.” A table of items held within the root is below. Their hundreds of eyes are actually gems, so they too count as treasure.
Meld into Plant (Su): This ability functions identically to the spell meld into stone except that it allows the Root of all Evil to merge with plants instead of stone. The plant melded with must be as large of larger than the Root of all Evil.
Improved Grab (Ex): Upon a successful melee attack, roots of all evil can attempt to start a grapple with their enemies. Upon a successful grapple, they will draw their victims in toward their gaping maws, where they swallow them whole.
Swallow Whole (Ex): Once swallowed by a root of all evil, characters begin taking 1d4 points of wisdom damage and 2d6+8 points of bludgeoning damage per round. A DC 21 Will save is required to avoid the wisdom damage.
Blood Drain (Ex): At the start of its round, any living creature caught in a grapple with a root of all evil will take 2d4 points of constitution damage.
Spell-like Abilities (Su): 3/day control plants (undead plants only), diminish plants
Blindsight (Ex): Roots of all evil can see all foes within 45 feet using it’s many eyes, sound, scent, and vibration.
Fatiguing Radiance (Su): Any living creature within 30′ of a root of all evil must succeed on a DC 21 fortitude save or become fatigued for as long as they remain in proximity to the undead plant and for 2d6 rounds after they leave it’s aura. The Fortitude save is Charisma based.
Roots of all evil recieve a +8 racial bonus to Spot and Search checks due to their many eyes.
Undead and Plant Traits:
– Immunity to all mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects).
– Not subject to critical hits, nonlethal damage, ability drain, or energy drain.
– Immune to damage to its physical ability scores (Strength, Dexterity, and Constitution), as well as to fatigue and exhaustion effects.
– Immunity to poison, sleep effects, paralysis, polymorph, stunning, disease, and death effects.
– Immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless).
– Not at risk of death from massive damage, but when reduced to 0 hit points or less, it is immediately destroyed.
Posted in Creature and tagged plant, undead by Stephen Hilderbrand with no comments yet.
Gantonín’s Immolation
Evocation
Level: Sor/Wiz 9
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray of flame that ignites one target
Duration: 2 rounds per caster level
Saving Throw: None
Spell Resistance: Yes
A bolt of black flame leaps from the caster’s finger and engulfs the chosen target, burning them until they are destroyed.
You must succeed at a ranged touch attack to affect the target. The ray of flames does 4d6 points of fire damage and causes the target to continue to burn for 4d6 points of fire damage per round. The flames continue to burn until the target is dead, at which point the magical fires consume the corpse and go out. If the target has not been destroyed after 2 rounds per caster level, the flames go out.
Other than dispelling the flames with dispel magic or disjunction there is no way to extinguish the magical flames short of submersion in a small lake: lesser quantities of water merely reduce the fire damage briefly. A 9th level spell with the cold descriptor targeting the victim can also be used to end the immolation.
Creature that are immune to fire damage are unaffected by this spell.
Posted in Spell and tagged sorcerer / wizard spell, sorcerer / wizard spell level 9, spell level 9 by Adam A. Thompson with no comments yet.
Coral Horse
Summer is here! To celebrate here at Claw / Claw / Bite ! we’re taking a trip to the ocean. Check out the new monster we found!
Coral Horse
These undersea creatures which resemble modern seahorses are made of pure hardened coral, making them resistant to non-bludgeoning attacks.
Coupled with the difficulty of swinging heavy hammers underwater, these make treacherous foes. They are very territorial and attack anything that comes near their home reefs. They merge with the reefs when they sleep and for protection.
Coral Horse
Size/Type: Large Magic Beast (Aquatic)
Hit Dice: 7d8+6 (40 hp)
Initiative: +3
Speed: Swim 80 ft. (16 squares)
Armor Class: 18 (-1 size, +3 Dex, +6 natural), touch 10, flat-footed 15
Base Attack/Grapple: +3/+11
Attack: Hoof +6 melee (1d4+4) or tail +3 melee (1d8+3)
Full Attack: 2 hooves +6 melee (1d4+4) bite +1 melee (1d4+2) and 1 tail +3 melee (1d8+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent, Damage Reduction 5/Bludgeoning
Saves: Fort +9, Ref +11, Will +5
Abilities: Str 18, Dex 16, Con 15, Int 2, Wis 13, Cha 6
Skills: Listen +5, Spot +4, Swim +10
Feats: Endurance, Swim
Environment: Undersea
Organization: Pack
Challenge Rating: 5
Advancement: —
Level Adjustment: —
These animals look like heavy horses made of coral except their hind legs form a tail. A coral horse can fight while carrying a rider (usually these are coral warhorses), but the rider cannot also attack unless he or she succeeds on an (undersea) Ride check.
Combat
These creatures swim very fast, using their mobility to charge predators or lure them away from their nests.
Posted in Creature and tagged aquatic subtype, magical beast by Stephen Hilderbrand with no comments yet.
Cloud Chariot and Cloud Fortress
Pioneered by the wizard Malthalious the Inquisitor, these spells create magical flying clouds that can transport multiple people discreetly and in comfort.
Could Chariot
Conjuration (creation)
Level: Sor/Wiz 6, Air 6
Components: V, S
Range: Short
Effect: Cloud Chariot, 5sq ft / two levels
Duration: 1 hour/level
This spell conjures a magical flying cloud chariot that can transport multiple people. It is under the mental control of the caster, and can fly 40 ft with average maneuverability, but can also hover. When used to travel long distances, it can cover 8 miles per hour. The cloud chariot can transport one medium sized creature for every two caster levels. The chariot is 5 square ft. for every person it can transport. While the caster is not on the chariot, or is not mentally directing it (a free action), the chariot simply hovers in place, and may be moved by strong winds.
Cloud Fortress
Could Chariot
Conjuration (creation)
Level: Sor/Wiz 9, Air 9
Components: V, S
Range: Personal
Effect: Cloud Fortress, up to three 10-ft. cubes/level (S)
Duration: 1 hour/level
This spell conjures a magical flying cloud fortress that can transport and house multiple people. It is under the mental control of the caster, and can fly 40 ft with average maneuverability, but can also hover. When used to travel long distances, it can cover 8 miles per hour. The cloud fortress can accommodate creatures based on it’s layout (see below). While the caster is not on the fortress, or is not mentally directing it (a free action), the fortress simply hovers in place, and may be moved by strong winds.
The fortress may have any design the caster wishes, up to the limits of the spell’s effect: three 10-ft cubes / caster level. The fortress is furnished and contains sufficient foodstuffs to serve a nine-course banquet to a dozen people per caster level. A staff of near-transparent servants (as many as two per caster level), liveried and obedient, wait upon all who enter. The servants function as unseen servant spells except that they are visible and can go anywhere in the fortress.
This spell can be made permanent with a Permanency spell at a cost of 5000 xp.
Posted in Uncategorized and tagged air domain, sorcerer / wizard spell, spell level 6, spell level 9 by Adam A. Thompson with no comments yet.
Phantasmal Pommel
Created by Terin Goldwrit the dwarven artifacer for the use of his companion Galenados the elven knight, this pommel summons a phontom steed for up to 9 hours a day. These hours do not have to be continuous, but it takes 10 minutes for the steed to coalesce out of slowly gathering mists. Once summoned, it is quite useful for a full day’s travel or for riding into battle.
The ghostly horse has the following stats:
- AC of 18 (-1 size, +4 natural armor, +5 Dex)
- 16 hit points: If it loses all its hit points, the phantom steed disappears.
- Speed of 180 feet. The mount can ride over sandy, muddy, or even swampy ground without difficulty or decrease in speed.
- The horse cannot attack.
- It can bear its rider’s weight plus up to 90 pounds
Moderate conjuration; craft wonderous item, phantom steed; CL 9th; 1 lbs, 9,720 gold
Posted in Magic Item and tagged saddle, wondrous item by Adam A. Thompson with no comments yet.
Proppian World View
Today I announce a spinoff of CCB! I will still be posting a bunch here, as I steal away time during lunch and after work, so don’t worry — there’s still plenty of CCB work left to do!
The spinoff is Proppian World View named in honor of Vladamir Propp, who published a text in I think 1948 that provided a morphology of fairy tales. This blog will detail the plotline (and some setting) of a medieval fairy-tale role-playing campaign which will be ongoing, starting in July 2007.
Happy reading! Oh, and order printable versions of CCB. They come out looking really nice. Great for the kids.
Posted in news and tagged proppian by Stephen Hilderbrand with no comments yet.
Magedust
The invention of Nazur Tscheryn, the original version of this spell component can be added to many spells to extend their duration. It can also have other, stranger, properties when used with certain spells, similar to wild effects. For the most part this has the effect of extending the spell cast as though the caster had used the Extend Spell feat, thereby doubling the duration of the spell cast.
When using magedust, spells take a full round to cast, unless the spell’s casting time is longer than a standard action, in which case the spell’s casting time is unchanged.
The idea of supplementing material components has spread throughout the arcane community, leading to much experimentation. For the original version, mages tend to mix magedust using equal parts saltpeter, magnesium, sulfurous ash, though there are countless variations, some of which have other metamagical effects, such as extending the range and area of effect.
For a gram of magedust, it usually costs 100 gold coins, or 50 gold coins to make it yourself, depending on the individual recipe. The search is on to find cheaper alternatives to bring about the same effects. In all cases, craft alchemy checks can be used to create magedust for half the market prices listed below.
Enough magedust to extend up to a 3rd level spell costs 100 gold to buy. To extend up to a 6th level spell, 250 gold worth of mage dust must be used. And to extend up to a ninth level spell, 500 gold worth of magedust must be used.
Posted in Magic Item and tagged spell component, wondrous item by Adam A. Thompson with no comments yet.
Blades of Glass
Researched for years by Malthalious the Inquisitive in an attempt to craft the ultimate weapon, eventually he invented a difficult and costly alchemical process through which an amalgam of diamond and adamantium is created. When used for the blade of a weapon, this material holds an edge keener than any other. Additionally the blades have a transparent quality: they appear to be made from glass or crystal of some type, with wide variations in hue and clarity depending on the quality of the work and imperfections in the materials.
Properties of weapons with Blades of Glass
- Have the Keen property, though they are not magical
- Must be masterwork, and cost an additional 5,000 gold to produce
- Have a hardness of 3, much lower than steel or wood, and so are vulnerable to being sundered. Blades of Glass have 20 HP per inch of thickness, so a light blade has 1 HP, a one-handed blade has 3 HP, and a two-handed blade has 6 HP.
- A DC 40 craft: metalworking and spellcraft check is required to produce the material
Posted in Equipment and tagged special material, weapon by Adam A. Thompson with no comments yet.
Aeonados Dy’rashe
One of a clutch of 5 offspring to a silver dragon, and her lover, a powerful elven druid in the northern reaches beyond the Danor Mountains. Aeonados has fine, tough silver scales covering his body, vestigial wings, a short tail, and an impressive frill running from his forehead and down his neck. He and his siblings were pushed out of the nest at a young age (60 or so), as is typical for dragons. In the fifty years since he has wandered the wild lands on the north shore of the soral sea, until meeting and becoming fast friends with Winnie (as she fled the law), who he is teaching about the ways of the wild lands, as he knows nothing of the cities.
Aeonados Dy’rashe, half silver dragon/half elf ranger 2
NG Medium-Size dragon
Init +4
AC 25 (touch 15, flat-foot 21 )
HP 17 (HD 2d8+2)
Immunities: cold, sleep and paralysis
Resistances: +2 vs enchantment or charm
SV Fort +5, Ref +8, Will +2
Spd 30 ft
Attack: mw. greatsword +7 (2d6+6) or longbow +7 (1d8+5)
Attack Options: point blank shot(+1/+1 at less than 30′), breath weapon (30′ cone of cold, 6d8, reflex DC 11 half)
Space / Reach: 5ft. / 5ft.
Base Attack: +2 Grapple: +6
Abilities: Str 18, Dex 19, Con 12, Int 11, Wis 12, Cha 14.
Skills: sp:30 +4 handle animal, +3 heal, knowledge +1 dungeoneering, +1 geography, +2 nature, +8 listen, +8 spot, +4 search, +8 survival, +6 swim, common, elven, draconic,
Feats: Track, Point Blank Shot, (Rapid Shot).
Special Qualities: Immune to cold, sleep and paralysis, +2 vs enchantment or charm, low-light vision, favored enemy (magical beast), wild empathy, breath weapon (30′ cone of cold, 6d8, reflex DC 11 half), darkvision 60′, archery combat style.
Possessions: +1 mighty (+4 str) composite longbow, 20 arrows, +2 chain shirt, masterwork greatsword, 3 potions cure light wounds, potion of sanctuary, cloak of resistance +1, ring of protection +1, 845 gp, backpack, bedroll, waterskin, 5 days ratons.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Character, Creature by Adam A. Thompson with no comments yet.