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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Helm of Hiding

This helm (really a leather cap) improves the wearer’s chance of hiding. It provides a +5 competence adjustment on all Hide checks while worn.

Faint transmutation; CL 5th; Craft Wondrous Item, darkness; Price 2,500 gp;Weight 1 lb.


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Phase Object

What a drag it is getting old.

This spell was discovered by the elder wizard Faduardo Gantonín in the Phyloctæte, who was hell-bent on prolonging his life. Sadly for him, he never made it very far (only a round forward and a round back), but other mages have since put this magic to good use in less grandiose contexts.

Phase Object (Time / Transmutation) Lvl 6

Transmutation [Time]
Level: Cleric 6, Sor/Wiz 6
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Effect: One object shifts in time in defined cycles
Duration: 1 cycle/level (see text)
Saving Throw: see text
Spell Resistance: Yes

By waving her index finger and repeating the verbal component, Os-Il-Ate, the caster shifts an object in time one round forward or back from the present, alternating back-present-forward-present and so on for 1 cycle/lvl. The caster must continue the verbal component at relative intervals to maintain the spell. This doesn’t interfere with other spells since the verbal component is so simple.

If cast on a container (no larger than a bag), all the items inside the container also phase shift in time. Certain mages have found ways to cast the spell on on the items inside the bag, creating the Bag of Withholding (future post — or is it past?). The downside to this spell is that items can become lost in time if the caster is not careful, trapped one round in the past of the caster.

The Greater version of the spell (9th level) allows the caster to shift a number of items up to their level a number of cycles up to their level into the future and past.


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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


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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


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Winged Helm

This helmet, fittingly adorned by giant wings, allow the wearer to fly at various speeds, depending on the size of the adorning wings. Activating the item takes a standard action, as the wearer must rub the feathers with saliva not unlike the way a cat preens itself.

The helm in the picture is the minor version of the helm, which allows the wearer to float a foot off the ground with very limited mobility, essentially hovering and moving at half speed.

The normal version (with 18″ wings) provides fly at the wearer’s normal move and the greater version (with 6′ wings) provides flight up to 100′ per round.

Originally researched and developed by Djander, mage counsel to the King of Vandor in the waning days of his kingdom. When the king passed, the land split into the Ten Princedoms, and the Winged Helms allow the Princes to travel quickly across the sea to convene meetings to continue to rule the land. As such, there are ten Winged Helms, one each in possession of the princes.

Price: 25,000gp
Price, minor: 12,500gp
Price, major: 50,000gp


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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.


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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!


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