Activity Spike
This magic item is activated whenever the activity in the room grows too active, at the DM’s discretion, of course. The spike then enlongates from 3 inches to 3 feet and deals 2d6 on a successful hit from the sharp end. Unfortunately, since the large spike is unwieldy, unless the wielder has an exotic weapon feat, he or she will suffer a -2 penalty to hit.
The spike can also be used as a club, and deals damage as a, you guessed it, club.
This item could also be used creatively to many humorous (and deadly) ends. Think about it.
This item radiates a minute amount of magic.
Price: 1,500gp
Posted in Magic Item and tagged weapon by Stephen Hilderbrand with no comments yet.
Kard Bad-Dorum
Raised in Orkrun and trained in swordsmanship by Chief Da-rumm himself, Kard set off to adventure as an adolescent. The only orc to have ever killed a metallic dragon, his name traveled far and wide throughout Orkrun. Upon recently returning to his tribe when the Chief fell ill, he was awarded his master’s sword in exchange for the remainder of his family’s land. He now travels the lands in search of further adventures.
Kard Bad-Dorum
Medium-size Male Orc
Fighter 8 Blackguard 6
HD: (8d10)+(6d10)+56
HP: 167
Init: +6
Speed: Walk 20 ft.
AC: 20 (flatfooted 18, touch 13)
Attacks: *Da-rumm’s Sword +4 (Bastard/Unholy) +26/+21/+16; ;
Damage: *Da-rumm’s Sword +4 (Bastard/Unholy) 1d10+16; ;
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Aura of Despair (Su), Aura of Evil (Ex), Dark Blessing (Su), Detect Good (Sp), Fiendish Servant, Light Sensitivity- Orcs are dazzled in bright sunlight or within the radius of a daylight spell., Poison Use, Rebuke Undead (Su) 0/day (turn level 4) (turn damage 2d6+4), Smite Good (Su) 2/day, Sneak Attack +1d6
Saves: Fortitude: +15, Reflex: +6, Will: +5
Abilities: STR 25 (+7), DEX 14 (+2), CON 18 (+4), INT 11 (+0), WIS 13 (+1), CHA 10 (+0)
Skills: Appraise 0; Balance -1; Bluff 0; Climb 5; Concentration 11; Craft (Untrained) 0; Craft (Weaponsmithing) 1; Diplomacy 0; Disguise 0; Escape Artist -1; Forgery 0; Gather Information 0; Heal 1; Hide 5; Intimidate 4; Jump -1; Knowledge (Religion) 3; Listen 1; Move Silently -1; Ride 5; Search 0; Sense Motive 1; Spot 1; Survival 1; Swim 2;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Great Cleave, Improved Bull Rush, Improved Initiative, Improved Overrun, Improved Sunder, Leadership, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (Sword (Bastard)), Weapon Specialization (Sword (Bastard))
Challenge Rating: 14
Alignment: Neutral Evil
Possessions: Boots of the Winterlands; Gauntlets of Ogre Power; Breastplate +2; Da-rumm’s Sword +4 (Bastard/Unholy); Ring of Protection +1;
Spells:
Spells per Day: (0/2/1/1/0/0/0/0/0/ DC:11+spell level)
Blackguard – Known:
Level 1: Cause Fear, Corrupt Weapon, Cure Light Wounds, Doom, Inflict Light Wounds, Magic Weapon, Summon Monster I
Posted in Character and tagged fighter by Stephen Hilderbrand with no comments yet.
Axe of Dismemberment
In addition to being a +1 axe, this deadly weapon deals critical hits, removing limbs like a vorpal sword. It does not sever heads, merely other body parts, such as limbs and digits. Still, it’s pretty nasty. It’s been known to render warriors useless in battle, their arms sundered from their corporal beings.
This nasty item and the magic that powers it was developed by orc mages in the Northern Reaches, but has been strongly adopted by all the demi-human races in the Fjordlands.
On a successful critical hit, roll a d6. On a one, the DM chooses a limb that is severed.
Due to the tainted nature of the item, this axe cannot work for a day after a restoration or repair spell is cast upon it. In these cases it acts as a normal axe. It also needs to taste blood before the special dismembering power is activated.
Oh, and you don’t want to fumble wielding this item — critical failures mean you roll 1d6 on yourself. On a one, you lose something!
This weapon has left many a knighly warrior shouting, “Come back and fight — I’ll bite your legs!” and other sad taunts.
Moderate necromancy and transmutation; CL 18th; Craft Magic Arms and Armor, wither limb, keen edge; Price +4 bonus: 32,000 gp.
Posted in Magic Item and tagged weapon by Stephen Hilderbrand with no comments yet.
Issue 5 Released!
Today we released Issue 5 to the General Public. This means you. Unless you’re the Major General Public, or the eminent Modern Major General Public.
Beautiful cover art, 7 new characters, 2 new locations, 2 new monsters, and one hell of a scary encounter. All that and more in a beautiful printer-friendly edition. So go download the issue today!
Sir, yes sir!
Posted in Uncategorized and tagged CCB issue by Stephen Hilderbrand with no comments yet.
The Ritual in the Woods (EL 13)
This encounter is the climax of the second part of the Horror of the Old Ones, a D20 fantasy adventure for 10th level characters. At this point the party has entered the Elsemere woods in search of the village priest. Eventually they will find their way to a clearing with some ancient ruins.
Forest Features
Lighting: The forest is relatively dimly lit, much dimmer than the outside. However, even at night, the forest seems to have the same light. It’s as if there is no difference in the wood. Daylight (or nightlight) filters through the canopy, creating an ambient effect.
Creatures: Creatures in this part of the wood are less tame than in other woods. For instance, foxes, deep and other woodland creatures are likely to be aggressive rather than docile.
The Ritual in the Woods (EL 13)
Clearing Features
Lighting: As normal. Sunlight and moonlight during their respective hours.
Creatures: No natural creatures live in the clearing, but there are inhabitants detailed below.
This large field is dotted with the remnants of ancient stone buildings or walls, mossy, overgrown and half buried. A group of people are gathered around a large flat stone, chanting along with a hooded figure standing before the stone.
As the party watches the sky takes on a startling transformation. The clearing darkens and stars become visible in the sky, however none of the constellations are familiar. A transparent creature appears in the sudden darkness. Its enormous lumpy head, shoulders and membranous wings occupy a third of the sky, looming over the horizon.
This enormous shape begins to draw closer, becoming smaller as it does so. Soon it hovers above the altar, silently regarding the Priest with its alien eyes. He draws back his hood, revealing himself as Ernaldus, Elsemere’s Priest of St. Cuthbert. His eyes wild, he beseeches the apparition in strange words with arms upraised.
The phantom reaches out with its long arm, its rubbery digits squirming. Dark energy passes from its grotesque hand to the priest’s head and a horrible transformation overtakes the man. Ernaldus’ features are twisted as his skin turns a mottled green-brown and his mouth and jaws widen unnaturally. In his gaping maw are revealed rows of pointy teeth, like a lamprey’s mouth. As his body runs like wax at the apparition’s touch, the cleric begins to scream in terror. His eyes blank and glassy, he begins pleading towards the horror in the sky to stop drinking his soul. His tortured pleadings are punctuated with sobbing cries of, “It doesn’t even know I’m here! It doesn’t even know I’m here! I’m an insect! A mote! It’s eyes!!!” before trailing off into incomprehensible burbles and croaks. Similar changes turn half the cultists into vaguely reptilian or amphibian mockeries of their former selves. Their screams and groans create a symphony of anguish that echoes throughout the clearing.
The transformed priest, or whatever is now pulling the strings of his mind, straightens up and seems to recover his composure somewhat. Speaking with a strange slurring voice that is not entirely human, he orders the destruction of the nonbelievers who have profaned this holy moment.
Creatures: Ernaldus, Begotten of the Old Ones (5), Shada Monks (5) and a projection of the Old One. The cultists are enacting a ritual they hope will bring forth the unknown source of dark power they’ve been worshiping. They will attack any who is profaning this sacred moment. The Old One is here in a special projected form, and so is not able to act with its full strength or enjoy the benefits of its reality-warping. Use the stats below for this form.
Projected form of the Old One (CR 11)
Chaotic Evil Outsider
Size Large Aberration (incorporeal)
Init:+0 Senses: Darkvison 120
Listen +20 Spot +20
AC: 28 (+19 natural, -1 size) touch 14, flat-footed 33
HP: 140 (HD 16d8+96)
Resist: Incorporeal (50% miss chance)
Fort: +14 Ref: +5 Will: +14
MV: 30 ft, fly 40 ft (perfect)
Attack: claw +19 (1d6+8)
Full Attack: 2 claws +19 (1d6+8) and 8 tentacles +17 (1d6+4)
Space / Reach: 10′ / 10′
Base Attack: +12 Grapple: +24
Abilities: Str 26(+8), Dex 10, Con 24(+7), Int 21(+5), Wis 19(+4), Cha 23 (+6)
Feats: Multiattack, Combat Expertiese, Power Attack, Cleave, Improved Sunder, Great Fortitude
Skills: Concentration 23, Knowledge (Arcana) 20, Knowledge (Planes) 21, Knowledge (Dungoneering) 21, Listen 20, Spellcraft 21, Spot 20
Ernaldus, the Corrupted Priest CR 11
Chaotic Evil human cleric 9
Size Medium Aberration
Init: -2 Senses: Darkvision 60′
Listen +3 Spot +3
Languages: common, telepathy 60′
AC: 22 (+5 armor, +5 natural armor, +4 deflection) touch 12, flat-footed 22
HP: 66 (HD 9d8+24)
Resist: DR 5 / lawful, SR 15
Fort: +9 Ref: +1 Will:+9
MV: 20′
Attack: +11 appendage 1d6+5
Full Attack: +11 / +8 appendage (1d6+5)
Attack Options:
Space / Reach: 5ft / 5ft
Base Attack: +6/+1 Grapple: +8
Abilities: Str: 14 Dex: 10 Con: 14 (16) Int: 10 Wis: 16 Cha: 12
SQ: Lightning Touch, Otherworldly Gaze, Spell-like abilities (see below)
SA:
Feats: 5 spell focus enchantment, scribe scroll,
Skills: points: concentration +10, knowledge (religion) +8, spellcraft +8
Spells Prepared (DC 13 + spell level)
0th: 6:
1st: 4+1: cure light wounds, doom (2), shield of faith, protection from good*
2nd: 4+1: cure moderate wounds, hold person, silence, sound burst, blindness*
3rd: 3+1: cure serious wounds, dispel magic, prayer, contagion*
4th: 2+1: cure critical wounds, greater magic weapon, unholy blight*
5th: 1+1: flame strike, feeblemind*
* domain spell
Domains: corruption (ignore hardness when attacking an object 1/day), evil (evil spells are cast at 1 higher caster level)
Spell-Like Abilities: blur 1/day
Possessions: breastplate +1 (200 gp), Amulet of Health +2 (4000gp), Lesser Rod of Metamagic (Empower) (9000 gp), scroll of symbol of pain, potion of cure moderate wounds, brown robes.
DR: 5 / lawful (axiomatic)
SR: 15
3 Shada Cultists CR 5
Chaotic Neutral human monk 5
Size Medium humanoid
Init: +3
Listen +10 Spot +10
Languages: common
AC: 16 (+3 monk bonus, +3 dex), touch 16, flat-footed 16
HP: 29 (HD 5d8+5)
Resist:
Immune:
Fort: +4 Ref: +4 Will: +4
Weakness:
MV: 40 ft
Attack: +5 unarmed strike (1d8+1)
Full Attack: flurry of blows +4 / +4 unarmed strike (1d8+1)
Attack Options: stunning fist (DC 14 Fort. or stun for 1 rd.), improved grapple, improved trip (+4 on Str check)
Space / Reach: 5ft / 5ft
Base Attack: +3 Grapple: +8
Abilities: Str: 13 Dex: 15 Con: 12 Int: 10 Wis: 14 Cha: 8
SQ: evasion, still mind
SA: flurry of blows, ki strike (magic), stunning fist
Feats: 3 stunning fist, combat reflexes, weapon focus unarmed strike, improved grapple, improved trip
Skills: +10 listen, +10 spot, +11 tumble
3 Begotten of the Old Ones CR 5
Chaotic Neutral with evil tendencies
Medium Size Aberration
Init: +2 Senses: darkvision 60′
Listen +7 Spot +7
Languages: Telepathy 60′ and common
AC: 17 (+2 dex, +5 natural armor), touch 12, flat-footed 15
HP: (HD 9d8+ 27)
Defenses: SR 15, DR 5 / lawful
Fort: +6 Ref: +5 Will: +5
MV: 30, swim 30 or fly 30′
Attack: +10 appendage 1d6+4
Full Attack: +11 appendage (1d6+4), and +11 appendage (1d6+4)
Attack Options: Lightning Touch
Space / Reach: 5ft. / 5ft.
Base Attack: +6 Grapple: +10
Abilities: Str: 18 Dex: 15 Con: 17 Int: 9 Wis: 12 Cha: 6
SQ: DR 5/lawful, SR 15, darkvision 60′
SA: spell like abilities: blur
Feats: weapon focus (appendage), power attack, ability focus (Otherworldly Gaze), quicken spell-like ability (blur)
Skills: +7 listen, +7 spot
Lightning Touch (Su): Begotten of the Old Ones can generate, as a free action, a burst of electricity from within their bodies that damages and may stun their victims. The touch deals 1d8 points of electricity damage and stuns the target for 1d4 rounds. A DC 17 Fortitude save avoids the stun effect – the save is constitution based. They may use this ability once per round, delivered by melee attack.
Otherworldly Gaze: As a standard action begotten can focus their otherwordly gaze upon a mortal creature and create a haze of confusion as the spell. A DC 17 will save is required to avoid this confusion (save is wisdom based), which lasts as long as the begotten concentrates upon it.
Spell-like abilities: blur 1/day. Caster level 5th.
DR: 5 / lawful (axiomatic)
SR: 15
Tactics: The Shada monks will attack immediately, charging the nearest party member and attempting to flank them while the Begotten will use their otherworldly gaze on the nearest targets. The projected Old One will float into the midst of the party and lash out with its claws and tentacles at opportune targets.
Ernaldus will prepare with the following spells before joining the fray. First will be a symbol of pain from the scroll he carries. Anyone approaching within 60′ must make a DC 18 Fortitude save or suffer -4 to attack rolls, skill checks, and ability checks. After that he will cast prayer, shield of faith, and greater magic weapon (on his appendage). His statistics are altered to include these effects. He will then cast hold person on a warrior before casting feeblemind, flame strike (empowered) and unholy blight (empowered) on any spellcasters before supporting the monks and begotten with empowered healing.
Treasure: offerings for the Old One amounting to 9 gems worth 2600 gp total. There are also five minor magic items: Amulet of Mighty Fists +1, Elixir of Sneaking, Boots of Elvenkind, Dust of Illusion, and a Swan Boat Feather Token.
Development: Once the party defeats the priest and his twisted worshipers, Ernaldus will fall to the ground and regain one last moment of lucidity as his former self. As his life slips away, he will gasp out a gurgling, mostly incoherent rant, that will contain one clue for the party to continue on to the next phase of their mission.
“No light…only darkness and hunger…I didn’t know… How could I have known?… It sleeps and dreams…under Harpy’s Point…I know its secret now…oh the horror! The horror! We are all doomed…we have always been doomed…death without end…eons without hope…oblivion…”
Posted in Encounter and tagged Elsemere Wood, Horror of the Old Ones by Adam A. Thompson with no comments yet.
Bawana Garawal (14th level)
Bawana was raised in the gnoll highlands in the Orkrun. She fought her way up through the ranks of the Gnoll Brigade and finally struck out on her own, founding the Iron Coven with her companions. She now travels the northern reaches with them, adventuring and building up a small horde of treasure and followers.
Bawana Garawal
Medium-size Female Gnoll
Humanoid2 Fighter12
Hit Dice: (2d8)+(12d10)+70
Hit Points: 174
Initiative: +5
Speed: Walk 30 ft.
AC: 24 (flatfooted 20, touch 14)
Attacks: *Minor Battleaxe of Ice +22/+17;*Minor Battleaxe of Fire +22/+17/+12; ;
Damage: *Minor Battleaxe of Ice 1d8+10;*Minor Battleaxe of Fire 1d8+15; ;
Vision: Darkvision (60′)
Face / Reach: 5 ft. / 5 ft.
Special Qualities: Humanoid Traits
Saves: Fortitude: +16, Reflex: +9, Will: +5
Abilities: STR 28 (+9), DEX 20 (+5), CON 20 (+5), INT 11 (+0), WIS 12 (+1), CHA 9 (-1)
Skills: Appraise 0; Balance 3; Bluff -1; Climb 7; Concentration 5; Craft (Untrained) 0; Diplomacy -1; Disguise -1; Escape Artist 3; Forgery 0; Gather Information -1; Heal 1; Hide 3; Intimidate -1; Jump 7; Listen 1; Move Silently 3; Ride 5; Search 0; Sense Motive 1; Spot 1; Survival 1; Swim 5;
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Cleave, Combat Reflexes, Exotic Weapon Proficiency (Axe (Orc Double)), Greater Weapon Focus (Battleaxe), Greater Weapon Specialization (Battleaxe), Improved Critical (Battleaxe), Improved Two-Weapon Fighting, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe)
Challenge Rating: 13
Alignment: Chaotic Evil
Possessions: Belt of Giant Strength +6; Minor Battleaxe of Ice (+2/frost); Boots of Speed; Gloves of Dexterity +2; Gnoll Chain; Minor Battleaxe of Fire (+2/flaming)
Alternate Stats
Presented here are alternative statistics for Bawana, with 7 levels of Blackguard.
Recently, Bawana began trafficking with dark powers in order to increase her power. Since then her leadership has propelled the Iron Coven to infamy across the kingdoms. None of the Iron Coven dare cross her as her fiendish raven Blackeye watches her back and reports any disloyalty to Bawana.
Fighter 7, Blackguard 7
Medium-size Female Gnoll
Init: Senses: darkvision 60 ft
Listen Spot
Languages: Gnoll, Common
AC: 19 (+1 natural armor, + 3 dex, +5 armor)
HP: 151 (HD 14d10+70)
Aura: Aura of Despair (enemies within 10 feet of her take a -2 penalty on all saving throws)
Fort: +16 Ref: +8 Will: +6
MV: 30 ft
Attack: Minor Battleaxe of Fire +21 (1d8 + 13 and 1d6 fire)
Full Attack: Minor Battleaxe of Fire +21/+16/+11 (1d8 + 13 and 1d6 fire) and Minor Battleaxe of Ice +21/+16 (1d8 + 8 and 1d6 frost)
Attack Options: sneak attack +2d6 damage, smite good (+1 attack, +7 damage) 2/day
Space / Reach: 5 ft / 5 ft
Base Attack: +14 / +9 / +4 Grapple: +23
Abilities: STR 28 (+9), DEX 16 (+3), CON 20 (+5), INT 11 (+0), WIS 12 (+1), CHA 13 (+1)
SQ: Aura of evil, Dark blessing, fiendish servant (raven)
SA: detect good, poison use, smite good 2/day (+1 attack, +7 damage), command undead, aura of despair, sneak attack +2d6,
Feats: Cleave, Combat Reflexes, Improved Critical (Battleaxe), Improved Two-Weapon Fighting, Power Attack, Two-Weapon Defense, Two-Weapon Fighting, Weapon Focus (Battleaxe), Weapon Specialization (Battleaxe)
Skills: ftr: 20, bkgrd 14. Diplomacy +7, Hide +8, Intimidate +12, Knowledge (religion) 2, Ride +5
Spells Available:
1st (2/day): cause fear, corrupt weapon, cure light wounds, doom, inflict light wounds, magic weapon, summon monster I*.
2nd (1/day): bull’s strength, cure moderate wounds, darkness, death knell, eagle’s splendor, inflict moderate wounds, shatter, summon monster II*.
3rd (1/day): contagion, cure serious wounds, deeper darkness, inflict serious wounds, protection from energy, summon monster III*.
* Evil creatures only.
Possessions: Belt of Giant Strength +6; Minor Battleaxe of Ice (+2/frost); Boots of Speed; Gloves of Dexterity +2; Gnoll Chain; Minor Battleaxe of Fire (+2/flaming)
Minions: “Blackeye”, Fiendish Raven 4HD, 7 Int, SA: Empathic link, improved evasion, share saving throws, share spells, speak with blackguard.
Posted in Character and tagged evil, fighter, gnoll by Stephen Hilderbrand with no comments yet.
Spell: Studied Divination
Studied Divination is a spell that allows the caster to gain insight into future events. It is especially useful for the DM to introduce a threat that the players must eventually face, as it gives vague warnings about a future threat.
“Studied Divination”
Divination
Level: Clr 3, 6 and 9, Drd 3, 6 and 9, Sor/Wiz 3, 6 and 9.
Components: V, S, M/DF, F
Casting Time: 1 month of 2 hrs/day
Range: See text
Effect self
Duration: instantaneous
Saving Throw: Will negates (harmless)
Spell Resistance: no
This spell allows the caster, through long and careful study, to gain portents regarding developing or distant events. Through the careful study of the stars, throwing of yarrow sticks, the study of sacrificial entrails, drawing of runes, the study of cards, throwing of bones, entering sacred trances, or some similar activity, the caster may be able to gain knowledge of important events that are of interest to him. As a secondary effect, the caster may know weather certain mundane events will come to weal or woe, such as the prosperity of a wedding, weather the establishment of a certain field will be fruitful or other similar mundane events.
The knowledge so divined is limited to vague portents, easily misunderstood. At 3rd level it is limited to knowledge regarding a single town or county not more then one month in the future. At 6th level it can relate to a kingdom for a year, and at 9th can regard a world for a decade. Information and prophecy gained can be misunderstood, and is not necessarily foolproof (the future is not set), or can be self-fulfilling (aka, you can’t escape fate). The specific information given is left to the discretion of the DM.
The casting of this spell requires it’s preparation and casting every day for a month. The casting itself requires a quiet place of study where the caster may examine the signs for the required two hours, the divination objects themselves (which cost 500, 5,000, and 50,000gp at the respective levels), and a successful knowledge arcana, nature or religion check at the end of the casting (DC 15, 25, and 35, respectively). This check is made in secret by the dungeon master. Failure represents a confused or unclear interpretation of events.
Posted in Spell and tagged cleric spell, divination, druid spell, sorcerer / wizard spell, spell level 3, spell level 6, spell level 9 by Adam A. Thompson with no comments yet.
Glacial Frost Worm (CR 20)
Glacial Frost Worm Garguantuan Magical Beast (cold) CR 20
AC: 28 (+1 dex, -4 size, +22 natural armor) touch 7
HD: 36d10+252 HP: 450
F: +22 R: +16 W: +12
Immunities: Cold
Vulnerabilities: Fire
MV: 30 ft, burrow 10 ft
Full Attack: +46 bite (4d6+17 plus 2d8 cold)
Grp: +61
Str: 36(+13) Dex: 12 Con: 24(+7) Int: 2 Wis: 11 Cha: 12
Feats: Alertness, Improved Initiative, Improved Natural Attack (bite), Iron Will, Weapon Focus (bite), Improved Natural Armor x 8.
Skills: +11 hide, +10 listen, +10 spot.
A frost worn cannot burrow through stone, but can manage ice and frozen earth. When moving through such hard materials it leaves behind a usable tunnel about 5 feet in diameter.
A frost worm is about 40 feet long, 5 feet in diameter, and weighs about 8,000 pounds.
Combat
Frost worms lurk under the snow, waiting for prey to come near.
They begin an attack with a trill and then set upon helpless prey with their bite.
Trill (Su)
A frost worm can emit a noise that forces its prey to stand motionless. This sonic mind-affecting compulsion affects all creatures other than frost worms within a 100-foot radius. Creatures must succeed on a DC 24 Will save or be stunned for as long as the worm trills and for 1d4 rounds thereafter, even if they are attacked. However, if attacked or violently shaken (a full-round action), a victim is allowed another saving throw. Once a creature has resisted or broken the effect, it cannot be affected again by that same frost worm’s trill for 24 hours. The effect’s caster level is 14th. The save DC is Charisma-based.
Cold (Ex)
A frost worm’s body generates intense cold, causing opponents to take an extra 2d6 points of cold damage every time the creature succeeds on a bite attack. Creatures attacking a frost worm unarmed or with natural weapons take this same cold damage each time one of their attacks hits.
Breath Weapon (Su)
30-foot cone, once per hour, damage 15d8 cold, Reflex DC 32 half. Opponents held motionless by the frost worm’s trill get no saving throw. The save DC is Constitution-based.
Death Throes (Ex)
When killed, a frost worm turns to ice and shatters in an explosion that deals 12d8 points of cold damage and 8d8 points of piercing damage to everything within 100 feet (Reflex half DC 32). The save DC is Constitution-based.
Skills
*A frost worm, due to its coloration and its affinity for burying itself in the snow, has a +10 racial bonus on Hide checks in its native environment.
Cold Subtype
A creature with the cold subtype has immunity to cold. It has vulnerability to fire, which means it takes half again as much (+50%) damage as normal from fire, regardless of whether a saving throw is allowed, or if the save is a success or failure.
Posted in Creature and tagged cold subtype, glacial lair, magical beast by Adam A. Thompson with no comments yet.
Location: The Great Elsemere Wood
(distance from Cathedral of St. Carlos to Shada Monastery as the crow flies 10 miles, on foot 15-20 miles)
In the Great Elsemere Wood the forest is so thick that is it almost as dark as night. No sounds echo through the underbrush; no sky is visible through the tightly-woven canopy which towers fifty feet above. Cedars and other trees are leafless except in the canopy; the dry limbs in the interim have grown craggly and with sinister corrpution. A fire could easily destroy the forest in a matter of moments, but luckily in the rarified air of the wood, there is little oxygen to keep a flame aflame.
The soil in the forest is primarily dry earth, with substantial cracking and exposed root systems gasping for sustenance, except along the river, where the soil is muddy and in parts swamp-like. Along the river, thick spanish moss dangles from the drooping limbs, which seem to bend over the water as if to take a sip.
A small maze of a trail leads through the forest. It is by and large the only path through the thick undergrowth. The path is the above-ground manifestation of the paths the underground river has taken through the wood, attempting to avoid the evils within.
Locations
Mausoleum – Once a part of Elsemere, this mausoleum is now overgrown by forest underbrush and is barely noticable.
Fitted stones and mortar poke through the exposed root system of a stand of trees, revealing a weathered structure. There is no obvious entrance.
If the characters search around enough (DC 20, with bonuses for wilderness lore), they’ll discover what was once the door, now overgrown with exposed roots. After hacking some wood, they may enter the structure, discovering a single 25’x25′ room, which has been overgrown (or undergrown) by some sort of plantlife, as there is significant foliage in the chamber. The plants are undead, having consumed the haunted souls of the living. They will be detailed in a separate post. The plants will attack once the characters are fully within the structure. After dispensing of the plants, the characters discover coffins lining hte outer walls. In two of the coffins, the characters find skeletons that have not been consumed. One one’s finger, there is a ring of protection+2 and on another’s in a rotting bag, there is a dagger+2.
If the party casts speak with dead they will hear a first hand account of the forest’s consumption of the northwest edge of Elsemere. The people became so downtrodden that many succumbed to mental illnesses, which, after burial, led to an undead state. The plants sucked the undead out of the corpses and fed on the moonlight streaming in through cracks in the ceiling, becoming the monstrosities that the characters so recently encountered.
Clearing – During certain seasons and to commemorate certain holy and unholy days, the tainted Shada Monks perform their ritual acts in the only clearing in the forest. A typical encounter with the monks and clerics will be detailed in a later post.
Small Temple – Four adepts catetake this small temple to Nerull. The details can be found in a later post.
Shada Monastery – This tall, dark building built over an underground cistern is where the Shada Monks hone their nefarious craft. The monastery will be detailed in a later post.
The black squares on the map in the wood are huts of monks and adepts who have moved out of the monastery for one reason or another. Most of them just prefer living outside the overcrowded monastery, but a few wish to leave the ranks of Shada. They may be conscripted or convinced to leave the wood altogether if the party plays their encounters right.
Posted in Uncategorized and tagged Horror of the Old Ones, Location by Stephen Hilderbrand with no comments yet.