Holy Caltrops

Holy caltrops are runes the wielder drops on the ground to slow and damage the undead. The runes have a single activation keyword, the name of the rune. The runes deal 2d8 holy damage to and slow any undead in a 20′ radius which fail a DC 20 reflex save. Undead creatures which step on the caltrops must make a DC 25 reflex save or take 3d8 holy damage.

If laid as a trap, the caltrops do not require the keyword to activate them, but also do not affect all those in a 20′ radius; only those undead which step upon the caltrops are affected.

Greater holy caltrops raise the DC by 5 and the damage by a d8; lesser remove 5 DC and a d8.

Moderate enchantment. Must be blessed by a cleric of at least level 9. Price: 2,500 (lesser), 5,000 or 7,500 (greater) gp.


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Roadside Shrines

Roadside Shrines are found throughout Farghoal. Some are even far off the road, in the middle of the wilderness. Wherever people have found a reason to note a piece of ground, shrines can be found.

These shrines have multiple uses:

* providing a location to worship while on the road
* providing a source of (holy) water for travelers
* consecrating an area that once was tainted
* memorializing an event, such as a successful battle or a treaty
* memorializing a hero, especially one of the traveling saints
* providing spiritual or holy defense of an area

Sample Roadside Shrines

In the Central Valley, shrines are common roadside reminders of times past. The rich histories of the people who live in the valley are woven together in detailed, sometimes cryptic poetry and prose.

Every mile or so (twenty minutes walk) between towns and inns there is some shrine serving as a reminder of the teamwork and sharing that keeps the valley thriving.

Some towns have markers in the form of shrines on every corner, telling some part of the story. Though these have mostly taken on a more secular meaning. Those that have not are homages to Farlagn, though others praise Pelor, Moradin, or Toddemere Wolfhaven, a minor god of travel.


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