Dazzle

Illusion (Phantasm)
Level: Brd 3, Sor/Wiz 3, Trickery Domain 3
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: one Creature
Duration: 1 round/level (D)
Saving Throw: Will negates

This spell creates a phantasm to dazzle the unwary. The victim perceives whatever thing they covet the most, either as a stationary object, or as something the caster is offering them. Failing a will save, they act to achieve whatever they see, blinded to all other considerations for the duration of the spell. They will defend themselves normally but will take no other actions as long as the spell persists.

If the dazzle is placed in such a place that going to it would cause the subject harm, they receive another saving throw with a +4 bonus to break free of the compulsion.

The phantasm only exists in the subject’s mind, and so others do not perceive the illusion.

On a successful saving throw, the phantasm appears ghostly and translucent and persists for the duration of the spell, but the victim is not compelled to pursue to it.

For example, when cast on a greedy merchant, this spell would create an illusion of someone offering them chests filled with treasure. The merchant would be compelled by the phantasm to go to the illusion and accept the illusory treasure for as long as the spell lasted. For a wyvern, it might create an illusion of some helpless prey, upon which it would be compelled to go feed.

As a phantasm, this spell is a mind-effecting effect and so will not effect undead or constructs.


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Harpy Point

Harpy Point has come to refer to the entire island, though in less troubled times, people often referred to the lighthouse. Over the rocks crags that ring the south and east half of the island, harpies have made their home. More recently, gargoyles have occupied the lighthouse.

8 Feeding Ground

A strewn pile of bones serves as a centerpiece to this enclosure in the rocks. A low stone overhang provides a partial shelter from falling rain.

Among the bones are a collection of small trinkets from nearby towns and a few adventures packs which have been ransacked. The party will have to thoroughly search the bones (DC 20) to find all the items:

  • masterwork leather armor that’s survived the thrashing
  • ring of resistance +1 on a skeletal finger
  • moldy boots of speed at the very bottom of the pile
  • 100gp in coins at various strata

9 Lounge

A set of smooth stones encircles an ash-filled firepit. Two trees have struggled to grow up through the cracks in the rocks, their low limbs curled back in toward the trunks. A sliver of smoke wafts up and out to sea against a backdrop of falling rain.

The firepit is still warm, a sign that this location is still used. If the party stays in the area for more than a minute, they will likely hear the high shrill screeches of harpies in the nest.

10 Nest (EL 11)

This concavity in the rock forms a smooth surface, which has been padded with many layers of twigs, hay, bits of hide and great greasy feathers.

The nicer items are here, along with three harpies who have grown fat off the nearby townsfolk, and who have also begun to develop sorcerous powers due to proximity to the old one and also from some small teachings from the gargoyles in the nearby lighthouse. They are haughty and aggressive, leaping to attack unless convinced otherwise.

Creatures: Harpy Sorcerers HP 38, 50, 48
Harpy Sorcerer CR 8
CE Sex Race sorcerer 3
size Medium Monstrous Humanoid
Init: +2 Senses: Darkvision 60 ft.
Listen +7 Spot +3

AC: 21 (+4 shield spell, +4 mage armor, +2 Dex, +1 natural), touch 12, flat-footed 11
HP: 38, 50, 48 (HD 7d8 and 3d4)
Fort +3, Ref +8, Will +9

MV: 20 ft. (4 squares), fly 80 ft. (average)
Attack: +9 masterwork spear (1d8)
Full Attack: +9/+4 masterwork spear (1d8) and +3 claws(2) (1d3)
Atk Options: Flyby attack, 1 wand of acid arrow: ranged touch +10, 2d4 acid + 2d4 acid next round
Space / Reach: 5 ft. / 5 ft.
Base Attack: +8 Grp: +8

Abilities: Str 10, Dex 15, Con 10, Int 7, Wis 12, Cha 18
Feats: Dodge, Flyby Attack, Persuasive, Ability Focus (Captivating Song)
Skills: Bluff +11, Concentration +3, Intimidate +7, Listen +7, Perform (oratory) +5, Spot +3

SA: Captivating Song (DC 19)
SQ: Darkvision 60 ft.

Spells Prepared or Available:
0th (6/day): detect magic, ghost sound, ray of frost, resistance, touch of fatigue
1st (6/day, 4 remain): shield, mage armor, and either shocking grasp, burning hands, or magic missile

Posessions: masterwork spear.

Captivating Song (Su): The most insidious ability of the harpy is its song. When a harpy sings, all creatures (other than harpies) within a 300-foot spread must succeed on a DC 19 Will save or become captivated. This is a sonic mind-affecting charm effect. A creature that successfully saves cannot be affected again by the same harpy’s song for 24 hours. The save DC is Charisma-based.

A captivated victim walks toward the harpy, taking the most direct route available. If the path leads into a dangerous area (through flame, off a cliff, or the like), that creature gets a second saving throw. Captivated creatures can take no actions other than to defend themselves. (Thus, a fighter cannot run away or attack but takes no defensive penalties.) A victim within 5 feet of the harpy stands there and offers no resistance to the monster’s attacks. The effect continues for as long as the harpy sings and for 1 round thereafter. A bard’s countersong ability allows the captivated creature to attempt a new Will save.

Tactics: The harpies are likely aware of the party’s approach and will cast mage armor and shield on themselves as soon as they see that they are armed (already included in above stats). The harpies are hostile, and will attack immediately, using their song one at a time to attempt to lure party members off the high cliffs (DC 19 Will save). Failing that they will attack with their spells and use their spears in flyby attacks. In addition, one of them wields the wand of acid arrow (ranged touch +10, 2d4 acid + 2d4 acid next round) listed in the treasure below.

Vicious, the harpies will fight to the death.

Treasure: a battered sea chest with 7,000 silver coins, six large chests stamped with a tax collector’s seal containing 70,000 copper coins, 3 gems in a leather pouch: a black agate worth 10 gold, a galena worth 25 gold, and an octel worth 98 gold, 4 gems in a soggy, gouged velvet-lined jewel case: a brandeen worth 90 gold, a clear topaz worth 825 gold, a brown diopside worth 9 gold, and a pink tourmaline worth 105 gold, a potion of blur, a wand of acid arrow with 33 charges, a +1 quarterstaff, a +1 large steel shield, a ring of climbing, a hand of the mage, and a potion of expiditious retreat.


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Nazur Tscheryn

The renouned mage of Charille created many magic items found in the realm.

Outclassed in his youth by other mages of the day, notably Djander, he spent much of his early adulthood amassing a fortune crafting magic items for the merchant and the upper classes. This enabled him to practice magics with minimal supervision, especially by the authorities of the kingdom. There are those who say he experimented with dark magic, but he actually remained clear of the school of necromancy, which tempted him at every turn in his research.

Over his career, he has gone down in history as the creator of many magic items found within the realm:

Bag of Haggling
Brooch of Tangents
Ring of Melding
Cloak of Midnight
Helm of Hiding
Appraiser’s Gem
Rod to Ruin
Nazur’s Wand and its many variants
many warded coffins

In his golden years, he has created a potpourri mixture of reagents he calls Magedust which has been known to improve the duration of certain schools of magic, among other effects.

Speaking to him of Djander (even to this day) sends him into a rage.

Nazur Tscheryn
Medium-size Male Human
Diviner15

Hit Dice: (15d4)+15
Hit Points: 63
Initiative: +0
Speed: Walk 30 ft.
AC: 10 (flatfooted 10, touch 10)
Attacks: *Dagger +1 +8/+3;*Dagger +1 (Thrown) +8/+3; ;
Damage: *Dagger +1 1d4+1;*Dagger +1 (Thrown) 1d4+1; ;
Vision:
Face / Reach: 5 ft. / 5 ft.
Special Qualities: +2 bonus to Spellcraft when learning Divination, Summon Familiar
Saves: Fortitude: +6, Reflex: +5, Will: +11
Abilities: STR 11 (+0), DEX 10 (+0), CON 13 (+1), INT 29 (+9), WIS 15 (+2), CHA 8 (-1)
Skills: Appraise 14; Balance 1; Bluff -1; Climb 0; Concentration 19; Craft (Alchemy) 15; Craft (Gemcutting) 14; Craft (Untrained) 9; Decipher Script 14; Diplomacy -1; Disguise -1; Escape Artist 0; Forgery 11; Gather Information 1; Heal 2; Hide 0; Intimidate -1; Jump 0; Knowledge (Arcana) 15; Knowledge (Architecture and Engineering) 12; Knowledge (Dungeoneering) 14; Knowledge (Geography) 17; Knowledge (History) 16; Knowledge (Local) 14; Knowledge (Nature) 12; Knowledge (Nobility and Royalty) 13; Knowledge (The Planes) 16; Listen 2; Move Silently 0; Profession (Bookkeeper) 3; Ride 1; Search 11; Sense Motive 3; Speak Language(Elven, Celestial, Draconic) 3; Spellcraft 29; Spot 3; Survival 2; Swim 0;
Feats: Craft Rod, Craft Wand, Craft Wondrous Item, Empower Spell, Enlarge Spell, Extend Spell, Greater Spell Penetration, Heighten Spell, Maximize Spell, Scribe Scroll, Spell Penetration
Challenge Rating: 15
Alignment: Chaotic Neutral
Possessions: Dagger +1; Headband of Intellect +6; Ring of Mind Shielding; Rod of Negation; Wand of Mirror Image;

Spells:
Spells per Day: (4+1/7+1/6+1/6+1/6+1/6+1/4+1/3+1/2+1/ DC:19+spell level)
Wizard – Known:
Level 0: Acid Splash, Arcane Mark, Bullet, Cipher, Control Shadow, Dancing Lights, Daze, Decode, Detect Magic, Detect Poison, Dim Illumination, Ember, Flare, Ghost Sound, Granitehand, Light, Mage Hand, Mending, Message, Night-Vision, Open/Close, Prestidigitation, Puff of Wind, Ray of Frost, Read Magic, Resistance, Shovel, Signal Fire, Sort, Spark, Spectral Dart, Trip
(more to list later)


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Wyndm-folk

Many agree that the Wyndm-folk are the native people of the Lands of North Bay (Západní Stará). Their skin ranges from light to dark, depending on where they spend most of their time. In fact, there are those who claim that their skin changes from week to week based on the amount of sunlight and other stimulation they are experiencing. Even their hair is likely to change from week to week, making it difficult to distinguish between them based solely on appearance. Wyndm-folk otherwise appear as humans.

• Medium: As Medium creatures, Wyndm-folk have no special bonuses or penalties due to their size.
• Wyndm-folk base land speed is 30 feet, and they only receive half the penalty for any terrain in the Lands of West Old Bay.
• 1 extra feat at 1st level.
• 4 extra skill points at 1st level and 1 extra skill point at each additional level.
• Automatic Languages: Common and two of the Wyndm languages, one as the first (native) language, and one of another, neighboring Wyndm tongue. Bonus Languages: Any. See the Speak Language skill.
• Favored Class: Any, except barbarian, monk or wizard. When determining whether a multiclass Wyndm-folk takes an experience point penalty, his or her highest-level class does not count. It is rare to see a Wyndm-folk lawful good cleric or paladin.
• Favored alignment: Neutral
• Unique Languages: Forest Wyndm, Marsh Wyndm, Mountain Wyndm. There is no real name for these, as there is no word in any of the Wyndm Tongues for language.


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Lighthouse Ruins

After launching their vessel with Old Man Thorenson, the players have crossed Onuago Bay and approach Harpy Point. According to the locals, the only accessible landing on all of Harpy Point is at the base of the cliffs below the abandoned lighthouse. This location details that area and the lighthouse above.

The ruins of an old lighthouse adorn the promontory at the top of Harpy Point. Gargoyles have occupied the stony structure, where they rest upon the domed lamp at the top of the structure.

1 Rocky Shore

Waves beat upon the rocks, the sound conjuring up the blacksmith’s hammer against an anvil. The wide island has nary a entry point, even from the air. Sharp rocks line the shore like pikes set against an invading army.

After some time floating in the water and making successful search checks vs. DC 25 (35 or more if night) the party spies a narrow slit in the rocks, just large enough for a skiff to skirt the spikes. A DC 25 profession (sailing) check is required to successfully navigate the passage without damage to the vessel. Should their ship flounder, DC 15 swim checks are required to traverse the channel leading to the tiny shore and steps.

2 Stony Steps

On the other side of the narrow passage, a 10′ shore provides a landing at the bottom of a set of stones set into the cliff.

If the players land and climb the steps, they find that they are slick. Every 60′ along this 240′ natural staircase, players must make a DC 10 climb check or slip.

3 Ledge

Most of the way (180′) up the stone steps there is a ledge that overlooks the sea. Screeches echo across the sky, but no visible creatures descend. An old lighthouse looms above, the solemn destination of this rocky climb.

4 Promontory

The steps end here at the tip of a promontory which juts out over the sea. A lighthouse looms at hand here, the far end of this level of the island. A passable trail appears to descend down into the lower interior of the island beyond the lighthouse.

5 Lighthouse Entry

The lighthouse has fallen into disrepair. The door hangs on to its last rotting fibers, revealing a small room behind.

As the players approach, read:

The door falls off its hinges, splintering into multiple half-boards. The cracking wood echoes up and back down the staircase up in to the darkness, followed by a faint screech.

The doorway enters into a cloak room, at the far end of which is set of steps, leading up. The cloak room has been vandalized; anything that may have had value has been gone for some time now.

6 Narrow Spiral Staircase

This narrow staircase is very poorly lit, and the crumbling walls reveal severe rot in the mortar. The place is absent of all smell; not even the salty sea penetrates the porous walls.

The steps can only support a small amount of weight at a time, so they creak and moan as the players ascend. If the party weight exceeds 1,000 pounds, they collapse at a weak point 40′ up the ascent and the party falls, taking 4d6 points of falling damage. A DC 15 search check and a DC 10 knowledge (engineering or architecture) check will allow the players to spot the weak point as they approach it.

7 Lamp

The staircase opens out into a platform overlooking the bay. Stone gargoyles adorn the rooftop, an odd adornment for such a utilitarian structure. The lamp unit itself has long since disappeared, and the glass dome is all broken.

Creatures (EL 11): The gargoyles are (of course!) alive, and move once the players are in range of their surprise attacks. From their vantage atop the lighthouse, they have been aware of the party ever since they set foot on Harpy Point.

If the encounter with the party of initially unfriendly gargoyles goes well (DC 25 Diplomacy check to modify their attitude from unfriendly to friendly) the party can gain a valuable source of information about the lay of Harpy Point and it’s namesakes. They are on more or less friendly terms with the harpies, and if the gargoyles are convinced to be helpful (DC 40 Diplomacy check) they will be given a token that will help them negotiate later encounters with the harpies: the ritual greeting the gargoyles use whenever beginning a conversation with them, “Winged wretches, all on rock, gaze at morsels on the dock, sea foam splash, thunder clash, on the stones their bodies crash.” Opening a conversation with the harpies using this rhyme will give a +4 circumstance bonus on Diplomacy checks.

If the party is hostile or threatening, however, they gargoyles will gladly attempt to rend them limb from limb.

A party of gargoyles has taken up residence in this abandoned lighthouse. They have traveled far together over the years from their people’s home in the wastelands to the east of the Middle Kingdoms. Seasoned adventurers, they have lived here for some months in relative comfort, picking off the citizens of Onuago and the other towns around the bay. They are single-handedly the most responsible force for decimating the population of the nearby settlements. Their names are pronounced with a trilled r, and double consonants are pronounced twice.

Partaxis CR 7
Male gargoyle fighter 3
CE Medium-Size monstrous humanoid (earth)
Init: +3 Senses: darkvision 60 ft. Listen +4, Spot +4
Languages: common

AC: 22 (+5 armor, +4 natural, +3 dex) touch 13, flatfooted 19
HP: 81 (HD 4d8 + 3d10 + 42) DR 10/Magic
Fort: +10 Ref: +8 Will: +6

MV: 40 ft., fly 60 ft (average)
Attack: overclaw gauntlet +13 (1d6+5 / 19-20 x 2)
Full Attack: overclaw gauntlet +14 (1d6+5 / 19-20 x 2) and claw +12 (1d4+4) and bite +10 (1d6+2) and gore +10 (1d6+2)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +7 Grapple: +15

Abilities Str 19 Dex 17 Con 22 Int 7 Wis 12 Cha 4
SQ: freeze
Feats: Multiattack, Improved Critical (overclaw gauntlet), Improved Unarmed Strike, Improved Grapple, Weapon Focus (overclaw gauntlet)
Skills: Hide +7*, Swim +7, Listen +4, Spot +4

possessions: breastplate, +1 overclaw gauntlet.

Rexx-r CR 7
Male Gargoyle sorcerer 3
AL Medium Size monstrous humanoid (earth)
Init: +3 Senses: darkvision 60 ft. Listen +6, Spot +6
Languages: terran, some common

AC: 21 (+4 natural, +4 mage armor, +3 dex) touch 13, flatfooted 18
HP: 54 (HD 4d8+3d4+28) DR 10/Magic
Fort: +7 Ref: +9 Will: +10 – with resistance

MV: 40 ft., fly 60 ft (average)
Attack: claw + 9 (1d4)
Full Attack: 2 claws +9 (1d4+3) and bite +7 (1d6+1) and gore +7 (1d6+1)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +5 Grapple: +8

Abilities Str 16 Dex 17 Con 19 Int 4 Wis 14 Cha 11
SQ: freeze
Feats: Multiattack, Still Spell, Combat Casting
Skills: Concentration +8, Hide +7*, Listen +6, Sense Motive +3, Spot +6

Spells Available:
0th (6 per day): detect magic, daze, ghost sound, ray of frost, resistance
1st (5 per day): mage armor, ray of enfeeblement, shocking grasp

Possessions: spell component pouch on a lanyard.

Tortt CR 7
Female Gargoyle rogue 3
LE Medium Size monstrous humanoid (earth)
Init: +5 Senses: darkvision 60 ft. Listen +4, Spot +8
Languages: common

AC: 21 (+4 natural, +5 dex, +1 dodge, +1 deflection) touch 16, flatfooted 16
HP: 71 (HD 4d8+3d6+35) DR 10/Magic
Fort: +7 Ref: +11 Will: +5, Evasion

MV: 40 ft., fly 60 ft (average)
Attack: short sword + 11 (1d6+4)
Full Attack: short sword + 11 (1d6+4) and claw +10 (1d4+3) and bite +8 (1d6+1) and gore +8 (1d6+1)
Attack Options: Sneak Attack +2d6
Space / Reach: 5 ft. / 5 ft.
Base Attack: +6 Grapple: +9

Abilities Str 17 Dex 19 Con 20 Int 10 Wis 11 Cha 4
SQ: Freeze, Evasion
SA: Trap Sense +1, Trapfinding
Feats: Multiattack, Dodge, Mobility
Skills: Craft (trapmaking) +3, Disable Device +8, Hide +7*, Listen +4, Sense Motive +5, Search +6, Spot +8, Tumble +6

Possessions: +1 Short Sword, Ring of Protection +1.

Kattaxx CR 7
Female Gargoyle cleric 3
NE Medium Size monstrous humanoid (earth)
Init: +1 Senses: darkvision 60 ft. Listen +4, Spot +4
Languages: common, some terran

AC: 19 (+4 natural, +5 armor, +1 dex) touch 11, flatfooted 19
HP: (HD 4d8+?) DR 10/Magic
Fort: +8 Ref: +5 Will: +9

MV: 40 ft., fly 60 ft (average)
Attack: claw + 13 (1d4+6)
Full Attack: claw +13 (1d4+6) and claw +12 (1d4+6) and bite +10 (1d6+3) and gore +10 (1d6+3)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +6 Grapple: +12

Abilities Str 19 (23) Dex 12 Con 19 Int 8 Wis 14 Cha 9
SQ: freeze,
SA: command or rebuke undead, turn air creatures, rebuke or command earth creatures, scent
Feats: Multiattack, Combat Casting, Power Attack
Skills: Concentration +8, Hide +7*, Knowledge (religion) +2, Listen +4, Spot +4

Spells Prepared or Available:
1st: bless (already cast), cure light wounds, magic fang* (already cast)
2nd: cure moderate wounds, bull’s strength (already cast)
Domains: domain (bestial, earth)

Possessions: chain mail, holy symbol of Kerilia, Major Elemental Spirit: a piece of unworked granite on a lead chain.

Tactics: The gargoyles have prepared with some spells as the PCs have approached their roost, already included in their stats above. The gargoyles’ close-quarter tactics include well-coordinated attacks especially between the sorcerer, rogue and fighter. The fighter will often grapple an opponent, who the rogue will quickly slay with a flurry of sneak attacks. Spellcasters who draw attention to themselves will be countered with bull rushes or grapples followed by a drop from the heights onto wave-beaten rocks 400 feet below. They be tight.

If reduced to less than 1/4 HP, the gargoyles will attempt to flee the scene, and will probably move off to less hostile pastures, perhaps in the mountains near castle Steiglitz.

Treasure: The gargoyles have managed to collect a fair amount of wealth from their victims, and have hidden it within rotating mechanism upon which the broken lamp rests. It consists of several leather sacks and a backpack with 53 platinum coins, 200 gold coins, 525 silver coins, a small gold bracelet worth 4 gold, a solid gold sculpture of tritons on hippocampus worth 750 gold, a freshwater pearl worth 10 gold, a black pearl worth 550 gold, a polished obsidian worth 15 gold, and a golden yellow topaz worth 450 gold. Tortt, the rogue, has rigged it with a crude crossbow trap, however, as a precaution against her friends stealing what she considers hers.

Basic Arrow Trap: CR 1; mechanical; proximity trigger; manual reset; Atk +10 ranged (1d6/×3, arrow); Search DC 20; Disable Device DC 20.


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The Shan’n’nur Cult

The Shan’n’nur are a mysterious and paradoxical order.

Their name is taken from the Nimberlan Elvish, and is translated as “those who hate magic”.

Founded during the Anmagus Crusades after the fall of Soguer, the Shan’n’nur were originally a group of worshipers of Baccob who had been made to repent the use and worship of magic, and therefore were spared death at the hand of the inquisitors of The Sword of Light. Encouraged to join the crusade, the broken but grateful penitents quickly became one of it’s most zealous elements.

Over the course of the crusade, use of magic by this group eventually became tolerated, receiving the official sanction of the High Pontiff of Heronious. Even so, their devotions were carefully watched over by wardens from the Sword of Light through the long years of the crusade and the eventual siege of the last temple of Baccob.

After the High Pointiff declared the Anmagus Crusade over, the Shan’n’nur Cult became the church’s official enforcers of edicts related to the use of magic through all the lands surrounding the Soral Sea. In those 30 years their wardhouses have become grim edifices in many of the cities through the middle kingdoms. However, in the chaotic warring states of former Soguer their influence is now much less felt and hedge mages and war-sorcerers are beginning to be heard of in those lands.

Over the years they have become extremely secretive in their ritual, and have broken somewhat from the church. Influenced by doctrines of Hextor in the region of former Soguer they are very focused on control of society, and publicly offer worship to Hextor and Heronious. They have also become a hedonistic group, and utilize sensual energies in their duties, their magic and their worship. This trend is the result of the worship of Grazz’at by a small group of the elders in the cult, who have spread that demon lord’s mores, if not his name, to their brethren under the guise of magically useful teachings. Grazz’at himself is savoring the long slow betrayel of the church by the Shan’n’nur, who were themselves founded in betrayel.

A few in the church of Heronious are growing wary of this group, but distance from the Seat of the Hight Pointiff and general weakness and disorginazation within the church prevent an internal inquiry from taking place.

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Shan’n’nur buckler / Witchwarden buckler

These bucklers grants spell resistance to the wielder, leaving the hand free to perform the arcane gestures needed to cast spells.

When the Shan’n’nur assemble to confront a rogue spellcaster, they do so en mass. They are a unnerving sight, dressed provocatively beneath their long robes, wearing ceremonial masks, bucklers on their arms, and wand or sword in their hands. Seeing them, none can doubt that their prey are doomed.

The bucklers confer a +1 shield bonus to AC, just as a normal finely crafted buckler would. They are also generally enchanted to provide a +1 enhancement bonus to AC. In addition, they grant the wielder Spell Resistance 13.

Made of the finest metals and engraved with the arcane symbols of Shan’n’nur warding, these shields do not confer an armor check penalty. Even as light as they are, they sometimes interfere with arcane gestures, and cause a 5% chance of arcane spell failure.

Finally, as with all bucklers, the armor bonus is not applied for these bucklers on the turn that their wearer used their shield arm to attack or cast a spell. The SR is still applied, however.

Strong abjuration; CL 15th; Craft Magic Arms and Armor, spell resistance; Price 9,165 gold; Weight 3 lbs.


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Barael’s Blade: the first Witch-blade

Forged by the Crow Mage from shards of darkness, infused with the finest dwarven steel, and honed by his half-breed apprentice to near-vorpal sharpness, this blade was wielded by Barael, the famous bastard child of King Elespor Galdius.

It is said that it takes a warrior’s hand and a wizard’s mind to wield this blade and those crafted in it’s image. The original Witch-blade has many special properties, and is a demon-bane +2 hand-and-a-half sword. It has the same dispelling and counterspelling properties that all witch-blades share. In addition, it is an sentient weapon with a deadly thirst for the blood of those who lead the worship of abominations, such as the Spider Priests of the Shona’qua dark elves whom Barael led a vicious crusade against.

As its fame grew, the cultists of Shan’n’nur attempted to wrest this blade from Barael’s possession in order to learn the secrets of it’s construction. For many years the cult hounded him and would send agents after him whenever his travels brought him to the middle kingdoms.

The cult was never successful in subduing Barael or eliciting his cooperation, though they nearly succeeded once, when he was seduced by one of their agents. Eventually the leaders of the Shan’n’nur decided to abandon their efforts, as it was too great a drain on the organization’s mediocre resources.

Years of research later, the Shan’n’nur duplicated the witch-blade effect with the help of Barael’s old foe Faduardo Gantonín and began enchanting their long knives and swords with the property.

The Witch-blade: all witch blades share this property. They are ensorceled such that they may be used once a day to either remove or counter magical effects, but only in the hands of an arcane spellcaster. This property adds an additional 4,200 gold to the magic weapon’s cost and is the equivalent to an additional +1 enhancement for purposes of determining maximum weapon enchantment.

Eldritch Parry: As a standard action, they may be used to counterspell. When used in this way they function exactly as though the wielder had cast dispel magic to counterspell. All caster level checks use the wielder’s arcane caster character level.

Sever Spell: As a standard action they may be used to perform a targeted dispel magic. The blade must touch the target of the dispel, be it a creature, object, or continuing area spell. As with the counterspell ability, the blade uses the wielder’s arcane caster level when making the caster level check.

Moderate abjuration; CL 5th; must be a bladed weapon, Craft Magic Arms and Armor, dispel magic; Price 4,200 gold.

Author’s note: The Priest of Doom would like to thank The Sword for inspiration.


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Bag of Haggling

Originally developed by Nazur Tscheryn, mage of Chaurille, as a way to acquire reagents at reduced rates (as well as to communicate with the denizens of the night that peddle eyes of newt, nightshade, and other fine things)

A favorite among merchants, this bag (also available as a purse) has been enchanted such that it helps negotiate deals on behalf of the owner. The quality of the negotiation varies from purse to purse, depending on the quality of the caster. The purse allows the owner to speak the language of his or her collocutor to facilitate the negotiation. An average example of this purse also adds a +10 circumstance bonus to all skill checks that involve negotiating prices (Diplomacy, Bluff, etc.).

Faint abjuration; caster level 3rd; tongues, eagle’s splendor, Craft Wondrous Item; 7,500 gold.


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Location: Onuago In Chaos

This post gives an overview of the state of Onuago at the start of the third part of The Horror of the Old Ones: the Begotten of the Old Ones have overrun the town and it lies in chaos.

Introduction

At this point the PCs have discovered the source of the strange mutations that have plagued this area for centuries: some type of horrific aberration that slumbers beneath the rocky Harpy Point in Onuago Bay.

The players cross the swamp to Onuago to find the dismal swampy town overrun with misshapen, mutated Begotten of the Old Ones. While the players were traveling back, the Old One, awakened by the priest Ernaldus’s ritual, emerged from its cocoon where it had slumbered beneath Harpy Point, crossed the bay, and lumbered out of the sea onto the wharfs.

As it emerged from the sea the sullen clouds began to rumble and release a heavy rain. Lightning and thunder accompanied the enormous monstrosity as it wandered through the town, and its very presence caused reality to run and melt like wax. Buildings, inhabitants, and the land itself have been twisted into alien, nightmare versions of themselves. This trail of chaos winds through the town like the path of a tornado of twisting unreality, before returning to the sea.

As the players come upon the scene, the town is in complete pandemonium. Begotten of the Old Ones are scattered throughout, most of them raving mad from the trauma of their transformations from lifelong townsfolk. Those who were not changed and have not been able or willing to flee the town for the wilderness of the swamps are either cowering or fighting across the town. When the players encounter these townsfolk, they should learn of the last nights events from them.

The weather has also turned for the worst — wet pellets assault the party, a mixture of rain and hail. The precip has definitely hit the fan!

Encounters

Encounters in the location include several run-ins with The Begotten of the Old Ones.



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