Masks of the Shan’n’nur

The officials of the Shan’n’nur wear these masks during rituals and when in public performing their mysterious duties and enforcing the will of their cult in the cities.

As befits the wearers, the masks give the practitioners several abilities they find useful as they police the use of magic in the areas they control.

Lesser Mask of the Shan’n’nur

  • charm person or cause fear: only works on on those who are not members of the Shan’n’nur – 3/day
  • detect magic – at will
  • detect evil/good/law/chaos: according to wearer’s alignment: the wearer can detect alignments opposite to hers – at will

Faint divination and enchantment; Caster Level 1st; charm person, cause fear, detect magic, and detect alignment, creator must be a member of the Shan’n’nur; Price: 4,200 gold, Weight 1 lb.

The master’s masks grant the following additional powers:

Greater Mask of the Shan’n’nur

  • arcane sight for up to 5 minutes per day
  • true seeing for up to 10 minutes per day
  • analyze dweomer for 11 rounds, 1 / 3 days

Faint divination and enchantment; Caster Level 11th; analyze dweomer, true seeing, arcane sight, charm person, cause fear, detect magic, and detect alignment, creator must be a member of the Shan’n’nur; Price: 53,400 gold, Weight 1 lb.


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Encounter: Begotten Run Amok in Onuago (EL 11)

These encounters detail some run-ins with the Begotten and citizenry in the ruins of Onuago. The players must rescue some children from a group of spawn. They have an opportunity to help an old woman safeguard her family fortune. Finally the players get in contact with Thorenston, who helps them get to Harpy Point.

Encounter: Children of Horrors (EL 7): the players run into a group of Begotten threatening townsfolk in an area of town transformed by the old one’s passage. Here, a part of the street has been transformed into a deep muddy channel when the Old One crossed it. The buildings to either side have been plowed down and the surrounding buildings are warped and twisted as though viewed through a fun house mirror. One to the left is emitting a low moaning sound, and it’s doorway shrinking and expanding in time with the groans.

Just them screams of terror can be heard from a half-melted house across the street. If the players investigate they find a small group of begotten inside the house menacing a group of three children, one of whom lies limp on the floor.

Creatures: Begotten Of the Old Ones (2) HP: 61, 79. In actuality, the Begotten are these children’s parents, hideously transformed by the Old One’s proximity. If the players attack, the begotten will defend themselves.

If the PCs ask the children what’s wrong and succeed at calming them (DC 25 Diplomacy check) the children will reveal that the begotten were their parents before the enormous scary thing walked through the house next door. The unconscious child has fainted in terror.

In any case, the players only have 2d4 rounds to act before the Begotten lose the last shred of sanity that is keeping them from attacking the children.

A polymorph, remove curse or break enchantment will return the parents to their normal selves.

Encounter: The Madame’s Chambers (EL 7-9): the players walk by the snug harbor inn, which was untouched by the chaos. If able to talk their way inside (DC 15 diplomacy check), the barkeep relates the tale of last night’s terror. He tells the players about hearing a commotion before some townsfolk ran inside to say a sea monster had climbed up onto the docks and was headed towards town. Shortly thereafter a hideous fish-mad wearing rags crashed into the inn and bit Sven the porter’s left arm clean off before anyone could blink an eye. Since then he, the tap room’s regulars and a few terrified townsfolk have been holed up in the Inn, fighting off the occasional monstrous former friend.

Mme Babushka requests the player’s assistance escorting her to her house to safeguard some family heirlooms, offering a reward of 200 gold for their bravery. If uninterested, she will work her way up to 500 gold. If the players accept, they must escort Mme. Babushka across town to her house, which is indeed infested with begotten of the old ones (eight in all). In addition, the house is no longer structurally sound, and presents a difficult gauntlet as the players work their way upstairs to her private chambers. There Mme. Babushka’s treasures are intact, and she offers to pay the player’s once they return her safe to the Snug Harbor.

Creatures: Begotten of the Old Ones (8): HP: 64, 68, 77, 74, 68, 53, 51, 61.
and medium animated objects (10): HP:
35, 23, 27, 24, 30, 39, 30, 31, 29, 31. In groups of two to four throughout the house, these Begotten are drawn here by the lingering energies of the Old One. Those energies were so strong here that much of the furniture has come to life and will join in attacking anything that enters in groups of two or three.

Regardless of weather the players assist Mme. Babushka, the proprietor of the snug harbor will inform them that Old Man Threnston had come around asking about them several days ago, saying he had been doing work on a ship.

Encounter: Old Man Threnston’s Last Ship (EL 10): Noah-like, old man Thorenston has built or fixed up a small one-sail ship that the players may use crossing to harpy point. Once they encounter him at the dry-docks near his home in east Onuago, he needs their help getting the ship launched. As the players must launch the ship in the storm down the dry-dock by rope. Those working to slowly lower the ship must stand two behind and two beside the ship, each slowly letting a length of rope out. The dry dock itself is a sloped wooden frame and ramp that begins on the shore above the tide-line and slopes down into the water. The frame that keeps the ship upright on the ramp gives those immediately next to the ship cover but also create difficult terrain: characters move at half speed through it.

The strength checks required are a series of five DC 13 strength checks by four people. On each round of checks, for each player that fails their check, everyone else’s checks go up by 1 point. For each person not pulling on the ropes, everyone else’s strength check goes up by 3 points. Thus for one person to lower the ship requires five DC 22 strength checks. Failure on everyone’s part on the strength checks yields consequences according to the chart below.

After the second round of checks, the laboring PCs are attacked by a group of Begotten who climb up out of the water onto the dry docks and attack the two players on the sides of the ship.

Creature: Begotten of the Old Ones (3): HP: 67, 65, 67

Strength Check Failure: as the players let go of the ropes to fight, the other’s strength checks go up. Failed strength checks results in various consequences depending on how badly highest check fails:
Bad (failed by 1-5): the ship is let slip and flies into the water much too quickly. In addition to being damaged and requiring constant bailing, it must now be retrieved somehow before the waves and wind take it away or dash it upon the shore. Award 80% experience for the encounter.
Worse (failed by 6-10): one or more of the players (or Thorenson) to the sides of the ship are bowled over by the ship as it is loosed and must make a DC 20 reflex check to avoid 6d6 points of bludgeoning damage as the ropes pull them down and the ship grinds over them on its way down the dry dock. Award 60% experience for the encounter.
Worst (failed by 10+): the ship flies loose and crushes several people as above, who also become tangled in the ropes and pulled out to sea with the uncontrolled ship. Swim and escape artist checks are required to avoid drowning, or those pulled in must be rescued. Award 40% experience for the encounter.

Afterwards, there are challenges getting across the bay: strength for rowing or Profession (Sailing) checks , a chance to capsize, etc.


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Wand of Wandering


This wand (actually a rod) provides many of the functions necessary for surviving on long journeys. It is generally crafted from a length of willow driftwood and topped with a depiction of a monarch butterfly in gold or amber.

locate object (2nd) 1 / day
know direction (0th) 3 / day
create food and water (3rd) 1 / day
use of the endurance feat while in the user’s possession

verbal component: Danaus plexippus

Moderate divination, faint conjuration and transmutation; Caster level 5th; create food and water, know direction, endurance, locate object; Cost 11,450 gold; weight 2 lbs.


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Denssa Gradon

Denssa is a creature of pure power: draconic blood runs strong in her veins and she has channeled her arcane power into destructive avenues. A distant descendant of a black dragon (or so she claims, pointing to her dark red scales), Denass speaks with a wickedly forked tongue. A compulsive liar, nothing she says can be trusted. A practiced liar, it’s almost impossible to tell (+21 Bluff).

This facility combines with the disguise self from her magic ring quite well in social situations, and as a result she is the Iron Coven’s main spy.

Often she will work with Bara Hunanik, bugbear cleric, to create magic items they need to execute the Iron Coven’s plans.

Denssa Gradon CR 14
NE Female Kobold sorcerer 14
small humanoid
Init: Senses: darkvision 60 ft, +0 Listen, +0 Spot
Languages: Draconic, Common

AC: 14 (+1 natural armor, +3 dex, ) 22 with shield and mage armor cast
HP: 34 (HD 14d4) 62 with bear’s endurance
Fort: +4 Ref: +7 Will: +9
Weakness: Light Sensitivity

MV: 30 ft or fly 60 ft
Attack: +5 staff 1d4-3 or +11 light crossbow 1d6
Space / Reach: 5 ft / 5 ft
Base Attack: +7/+2 Grapple:

Abilities: Str:5 Dex:16 Con:10 Int:13 Wis:11 Cha: 20
SQ: lizard familiar
Feats: craft wondrous item, spell focus evocation, spell focus transmutation, greater spell focus evocation, greater spell focus transmutation
Skills: +21 Bluff, +17 Concentration, +13 Hide, +3 search, +18 Spellcraft

Spells Prepared or Available: (DC 15 + spell level)
0th (6/day): detect magic, mage hand, ray of frost, read magic, message, ghost sound, daze, prestidigitation, resistance
1st (6/day): magic missile, reduce person, expeditious retreat, burning hands (DC 18), shield
2nd (6/day): scorching ray, invisibility, resist energy, glitterdust (DC 17), bear’s endurance
3rd (6/day): fireball (DC 20), lightning bolt (DC 20), slow (DC 20), vampiric touch
4th (6/day): polymorph, fire shield, dimension door, stone skin
5th (6/day): baleful polymorph (DC 22), cone of cold (DC 22), telekinesis (DC 22)
6th (5/day): chain lightning (DC 23), disintegrate(DC 23)
7th (3/day): prismatic spray (DC 24)

Possessions: (45k worth) masterwork staff, masterwork crossbow, wand of mage armor (17 charges left, 255 gp), cloak of charisma +2 (16,000 gp), winged boots (16,000 gp), ring of chameleon power (12,700 gp), potion of cure moderate wounds.

Minions: lizard familiar

A kobold character has a +2 racial bonus on Craft (trapmaking), Profession (miner), and Search checks.


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Serpentward Purse

Generally decorated with thread-of-gold depicting a dragon or wyrm, this purse is similar to the magically warded wailing purse, with the difference that any touching or opening of it by anyone except the wearer results in a ghostly viper rearing up from the purse and striking the would-be purloiner.

When the snake strikes, the thief must succeed at a DC 14 reflex save. If they fail, they are engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed. The effect is identical to those of the spell sepia snake sigil.

Faint abjuration; Caster level 5th; sepia snake sigil, Craft Wondrous Item; Price 7,500 gold; Weight 1/2 lb.


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Djander

In his youth, Djander outcast his contemporaries in every mage competition. But those were days when the citizens were less superstitious, when the Kingdom of Vandor stretched over the northern lands and magic was revered. His successes granted him access to the king, who hired him as the kingdom’s chief mage and counsel.

For the next twenty years, Djander researched and developed most of the new magic in Vandor while the kingdom’s power waned. During this time, he began to experiment with Time magic. When the king passed, the land split into the Ten Princedoms. In the smallest princedom, the Isle of Trochu, Djander lives today, though he splits his arcane consulting services among all ten princes.

Slightly absent-minded and short-tempered in his old age, Djander remains very active, and occasionally consults on and develops magic items in his working retirement. In his consulting position with the king, his successes included:

  • Winged Helm (Flying Item)
  • Bag of Withholding (Phasing Item)
  • Phase Guardian (Phasing Construct)
  • Djander
    Medium-size Male Human
    Wizard15

    Hit Dice: (15d4)
    Hit Points: 45
    Initiative: -1
    Speed: Walk 30 ft.
    AC: 11 (flatfooted 11, touch 11)
    Attacks: *Dagger +1 +7/+2;*Dagger +1 (Thrown) +7/+2; ;
    Damage: *Dagger +1 1d4;*Dagger +1 (Thrown) 1d4+1; ;
    Vision: near-sighted, so wears corrective lenses
    Face / Reach: 5 ft. / 5 ft.
    Special Qualities: Summon Familiar
    Saves: Fortitude: +5, Reflex: +4, Will: +14
    Abilities: STR 9 (-1), DEX 8 (-1), CON 11 (+0), INT 29 (+9), WIS 21 (+5), CHA 16 (+3)
    Skills: Appraise 11; Balance -1; Bluff 3; Climb -1; Concentration 18; Craft (Alchemy) 22; Craft (Untrained) 9; Decipher Script 22; Diplomacy 7; Disguise 3; Escape Artist -1; Forgery 9; Gather Information 3; Heal 5; Hide -1; Intimidate 3; Jump -1; Knowledge (Arcana) 27; Knowledge (Architecture and Engineering) 10; Knowledge (Geography) 12; Knowledge (History) 15; Knowledge (Local) 10; Knowledge (Nobility and Royalty) 27; Knowledge (The Planes) 12; Listen 5; Literacy 1; Move Silently -1; Profession (Bookkeeper) 7; Ride -1; Search 9; Sense Motive 5; Speak Language(Abyssal, Celestial, Draconic, Elven) 4; Spellcraft 29; Spot 5; Survival 5; Swim -1; Use Magic Device 4;
    Feats: Craft Construct, Craft Magic Arms and Armor, Craft Wand, Craft Wondrous Item, Empower Spell, Heighten Spell, Improved Familiar, Maximize Spell, Scribe Scroll, Spell Penetration
    Challenge Rating: 15
    Alignment: Neutral Good
    Possessions: Boots of Levitation; Dagger +1; Headband of Intellect +6; Outfit (Scholar’s); Periapt of Wisdom +2; Ring of Mind Shielding; Ring of Protection +2; Robe of Useful Items;

    Spells: (many, but try asking him for a list!)

    Familiar: Charm, Pseudodragon


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    Wailing Purse

    This purse has been enchanted such that attempts to pick it from it’s owner result in a loud alarm. The alarm varies from purse to purse, but is generally a shouted “thief! thief!” in the language of the enchanter.

    Weak abjuration; caster level 1st, alarm, Craft Wonderous Item; 1,000 gold

    Alternate versions are powered by magic mouths, allowing a higher range of sounds and responses, such as singing, biting, or saying things like “You don’t really need that, do you? Can we afford that?”. These are considerably more expensive, in the 6,000 gold range.


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    The Visage of Scahrossar

    According to legend, this black leather Mask was a gift from Scahrossar, goddess of pain, to a legendary priest of Oldimara, her brother, the god of trickery. The turmoil surrounding the events that transpired are chronicled in the bard’s song “Blood Tears of Hernisia”.

    The Visage’s surface matches the contours of a face, and is adorned with delicate inlays of silver and steel, but there are no holes for the eyes, nose or mouth. On the interior side, there are two one inch iron spikes where the eye holes would be. Black silk ribbons hang from the sides and can be tied together to secure it to the head. Because of the lack of mouth opening, the wearer’s voice is somewhat muffled and breathy. In spite of this those dealing with the wearer find them shudderingly fascinating and compelling.

    In order to use this item one must put it on, piercing one’s own eyes with the iron spikes. This process inflicts 1d4 points of damage and results in permanent blindness. This blindness can be magically cured if the Mask is removed, but donning it will once again result in blindness. Unless exceptionally strong-willed the wearer has no desire to remove the Mask at any rate (DC 28 Will save).

    This Mask radiates moderate evil.

    As long as the wearer has the mask on they gain the following benefits:
    – Blindsense to a range of 45′
    – True Seeing: the ability to pierce illusions and disguises within the blindsense. This does not confer actual sight.
    – +5 enhancement bonus to Charisma
    – Suggestion 3/day (DC 20 Will save to resist)
    – +5 profane bonus to search and spot

    Strong divination, transmutation and enchantment [evil]; CL 18.


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    Cut-less Cutlass

    This cursed blade makes it harder (-2 to attack rolls) to hit enemies. Otherwise, it is normal.

    The adornments on the hilt of the sword hint at lands where volcanoes loom overhead and coconuts and pomegranates contitute a portion of the local diet. The sword is unique, the result of a craft wondrous item gone wrong. It has been in the hands of a unknowing pirate for many years now, a pirate whose battles have left him increasingly scarred and broken.


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    Helm of Entrapment

    This helm employs an illusion to trick the wearer into putting it on backward, so the eye holes face backward. This effectively blinds the character, and since the item is cursed, the wearer cannot willingly remove it. A remove curse spell will allow the wearer to doff the entrapping helm.

    Moderate transmutation; CL 7th; Craft Wondrous Item, bestow curse; Price 1,300 gp.


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