Earrings of Warning
These earrings were originally a gift from the Magus Alidol to the Sorceress Sophia. Knowing the type of enemies she had, he enchanted these earrings to help her be forewarned when she was in danger. They are finely crafted teardrop lapis lazuli stones in gold settings.
While worn, these earrings confer the following benefits:
+1 insight bonus to initiative
+1 insight bonus to reflex saves
+5 competence bonus on listen checks
When worn, they take up the hat magic item slot.
Faint Divination; Caster Level 18; Craft Wondrous item, bladeturn; 18,000 gold
Posted in Magic Item and tagged helm by Adam A. Thompson with no comments yet.
Robes of the Sea
These comfortable, flowing robes are a shimmering blue-green in color and decorated with bits of coral, shell, and ivory. They are often worn by sea-priests and mages who wish to travel among the kingdoms of mer-folk, aquatic elves and sea gnomes.
While worn, these robes grant the following powers:
* +10 circumstance bonus on swim checks
* continuous water breathing, per the spell
* can cast wave 3/day at 5th level – requiring a DC 16 Strength check by all caught in the wave
Faint Transmutation and Evocation; cl 5th; Craft Wondrous Item, water breathing, wave; 50,000 gold.
Posted in Magic Item and tagged shirt by Adam A. Thompson with no comments yet.
Burden of Woe
“Heavy as the granite from deep within the earth
Levity stolen and devoid of any mirth.
Thy sword is dull, thy shield is heavy,
For every step a toll is levied.
And this is how thou shalt know
the heaviness of the Burden of Woe.”
Burden of Woe
Transmutation
Bar 5, Sor/Wiz 5
Components: V, S
Casting Time: 1 standard action
Range: Close (25ft. + 5ft./2 levels)
Duration: Instantaneous
Saving Throw: Will negates
Spell Resistance: No
You utter an incantation that instantly transmutes non-living matter into dull, stone versions of themselves.
Clothing, worn or carried objects, armor, shields, and weapons wielded by the target must succeed on a Will save or be transformed to rigid, ultra-dense stone versions of themselves. The stone is so heavy that the target cannot move as quickly and is encumbered. She takes a -2 penalty on attack rolls, AC, and Reflex saves and moves at the speed someone of her class/type would move when carrying a heavy load.
Make one saving throw for all the mundane items worn or carried, including clothes. Make a separate roll for armor and add a +4 bonus if the armor is magical. Make a separate roll for shields and add a +4 bonus if the shield is magical. Make a separate roll for weapons and add a +4 bonus if the weapons are magical. Every category of item uses the target’s Will modifier. If even one category fails their save, the target is encumbered and suffers the penalties listed above.
Any category of item that fails the saving throw instantly becomes a useless stone version of itself (and is no longer considered masterwork or magical if it had those properties) until a break enchantment, stone to flesh, limited wish, or wish spell is cast upon it.
The target can spend the appropriate time removing the affected item(s). Armor and shields follow the rules for removing armor listed in the Player’s Handbook. Once all the affected items are removed, the target is no longer encumbered and no longer suffers the penalties listed above.
If the target was flying when affected, they immediately begin to fall. If the target was swimming, they begin to drown unless they can breathe underwater.
This is an instantaneous effect that is not subject to spell resistance.
Posted in Uncategorized and tagged cleric spell level 5, sorcerer / wizard spell level 5, transmutation by Adam A. Thompson with no comments yet.
The Witch’s Watchdog
This is one of the first encounters in “Anointing the Seer“, an adventure coming soon from Unicorn Rampant. This big, bad wolf guards the entrance to the evil witch’s gardens in this fairy-tale styled adventure. Feel free to borrow it, or just Black Fang, for your games.
The Witch’s Watchdog (EL 12)
Here, an awakened dire wolf named Black Fang guards the entrance to the farm.
There is a break in the dense woods, revealing a clearing. A wooden arch, covered in green, thorny rose vines, marks the entrance of this small farmstead and stretches up high above your heads. A large yard and gardens stretch away before you. Shouts of revelry can be dimly heard from an enormous lodge house ahead to the left. To the right, behind extensive gardens, a two-story cottage sits among some trees at the far end of the clearing. Out of the darkness beneath the trees next to the arch a loud, low voice growls, “Who goes there?”
Creatures: An awakened dire wolf named Black Fang is the farm’s first guardian. He will challenge anyone other than the Sorceress or the giants who approaches the gate. He lurks in a dirt rut in the darkness a the foot of dense pine trees to the left of the gate (Hide: +14, +4 for cover = +18). A 100′ iron chain prevents him from ranging too far afield, and gives him a -4 on Move Silently checks. Conversation with him may allow the party to enter unmolested if they can bluff or bribe him, as he is not particularly loyal to the Sorceress. He is, however, a cruel, evil wolf, so he may demand that he be allowed to eat one of them for the others to enter. Either way, he readies a spring attack and tries to remain hidden in the shadows as soon as he spots or hears the anyone approaching.
Black Fang, CR 12
male awakened advanced dire wolf
chaotic evil large magical beast
Initiative: +7
Senses: Listen +32, Spot +32
Languages: common, sylvan, giant
AC: 22 (-1 size, +3 Dex, +3 natural, +7 dodge from Combat Expertiese), touch 18, flat-footed 14
HP: 225 (HD 25d8 + 100)
Fort: +18 Ref: +17 Will: +8
Speed: 50 ft.
Attack: bite +20 (2d6 + 19) – 7 point power attack, 7 point Combat Expertiese
Attack Options: combat expertiese, power attack, spring attack
Space / Reach: 10 ft. / 5 ft.
Base Attack: +25 Grapple: +37
SQ: Low-light vision, scent
SA: Trip (+39)
Feats: Alertness, Run, Track (from scent), Weapon Focus (bite), Improved Initiative, Combat Expertise, Dodge, Mobility, Spring Attack, Power Attack
Abilities Str 27, Dex 16, Con 18, Int 14, Wis 12, Cha 13
Skills: Hide +14, Listen +32, Move Silently +14, Spot +32, Survival +2*
Trip (Ex): When Black Fang hits with a bite attack he can attempt to trip its opponent (+38 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip Black Fang.
Tactics A cyclone of furry death, Black Fang fights with cunning. He will use his spring attack to keep out of reach of any dangerous fighters, and will use his whirlwind attack if he becomes surrounded. Any spellcasters who harm him badly will be sprung on and tripped, and he will then stand over them so that if they stand he can attack again.
Development: Unless the players defeat the Black Fang quickly, the nocturnal Harpy Archer in the garden may wake and raise the alarm. A battle is listen DC -10 to hear, and the sleeping harpy has a total -3 on her listen check. The gate is 120ft (-12) from her roost (-5 for the walls), however, so a roll of 10 or more on a d20 indicates she is wakened and will arrive and join the fight in 3 rounds.
Posted in 3rd edition Dungeons & Dragons / d20 fantasy / Pathfinder, Creature, Encounter and tagged Anointing the Seer by Adam A. Thompson with no comments yet.
The Chamber of the Old One
Now that The Horror of the Old Ones has been released, here is the final encounter in the adventure. To see more, check out the 56 page adventure at RPGnow.com here!
The short, slick slope leading from the last chamber ends here at the shore of a pool of briny water. The water surges with the pulse of the ocean, small waves lapping at your feet. To the left a large cavern stretches out.
This dark cavern swirls with strange mists, and high above the ceiling seems to fade and reappear in patches with the mist, revealing distant, bright, hard pinpoints of light in an inky blackness above.
At the far end of the chamber, in a crater shaped pool, stands an immense oval-shaped mass. It’s irregular surface is streaked with veins of purple, black and green minerals, and broken by a crack large enough for an ogre to pass through. Fragments of the strange oblong lie below the crack.
This 100 ft by 50 ft ovular cavern is the chamber of the Old One. Before the dawn of man, the old one’s cocoon traversed the spaces between the worlds. It crashed into the sea here, creating the Onuago bay and the mountain of rock called harpy point with it’s impact. DC 30 knowledge arcana or craft metalworking will reveal that the cocoon is made of iron, with veins of adamantium and magesilver throughout.
In the eaons since then, the sea’s ceaseless crashing and later the scrabbling of the Children of the Sea have excavated this place. Then, with his ritual, Ernaldus fully wakened the Old One, who burst out of it’s cocoon to sew madness and ruin in Onuago.
The pool of water leads to the sea at the west side deep below harpy point. The old one’s will has prevented the water from flooding in to fill this chamber up to this point.
The roof of this chamber is shiftingly transparent, and reveals the stars that wheel above regardless of the time of day or night.
Creature: the Old One dwells here, and is likely either in it’s vessel or out at the bottom of the bay. If in the bay, it should emerge from the briny pool and attack the party from behind as they examine the chamber and the cocoon.
Old One: HP: 175
Tactics: The Old One will likely begin it’s assault with a chain lightning and dominate person and then cast blink as it strides towards the party, allowing it’s wisdom draining gaze attack and it’s slow aura to do their work. As long as the party is not being particularly effective, it will use it’s melee attacks to slay them. If seriously threatened, it will retreat via dimension door, summon a chaos beast, and use lightning bolts to eliminate the most effective foe, be it spellcaster or warrior. The Old One will fight to the death.
Treasure: There are Adamantium and Magesilver deposits in veins in the interstellar asteroid. If somehow retrieved, they are worth approximately 50,000 gold.
Development: After the defeat of the old one, the sea rushes in to cleanse the chamber. The body of the old ones floats strangely and is washed out. As it passes, the players can make a DC 12 Strength check to grab it and hold on as they are carried out by the surging water. The body will quickly rise to the surface of the bay, and begin to drift towards Onuago on the now calm water.
Failing this, the party must swim (DC 13 swim checks, to travel 100 ft. to the surface of the Bay) or leave by magic.
The empty husk is deposited like a beached whale near the near the shore of Onuago.
Posted in Encounter and tagged Horror of the Old Ones, Location, Old One by Adam A. Thompson with no comments yet.
Spirit Armor
Originally crafted in the Seven Mounting Heavens of Celestia, this armor is generally constructed of the finest bright steel, decorated with shining gold or silver. Other armors that bear this enchantment have a ghostly, translucent appearance. The highest hosts of heaven have been said to march into battle against injustice wearing this holy mail.
Armor enchanted with the Spirit Armor quality protects the soul of the wearer. As such, they confer a holy bonus to Fortitude and Will saves against Enchantment, Necromancy, and mind-affecting spells and effects. The Minor version confers a +2 bonus, Medium a +4, and Major a +6. This bonus is also applied to attempts to sever the wearer’s silver cord when traveling astrally. Double this bonus is applied against spells that specifically target the soul, such as magic jar and trap the soul.
Minor – Faint abjuration; CL 5th; Craft Magic Arms and Armor, magic circle against evil; Price +1,500 gp.
Medium – Moderate abjuration; CL 9th; Craft Magic Arms and Armor, death ward; Price +5,250 gp.
Major – Strong abjuration; CL 13th; Craft Magic Arms and Armor, dispel evil; Price +12,000 gp.
Posted in Equipment, Magic Item and tagged armor by Adam A. Thompson with no comments yet.
Wave (goodbye)
Evocation [Water]
Level: sorcerer / wizard 3, water 2
Components: V, S, M
Casting Time: 1 standard action
Range: 20 ft.
Area: Cone-shaped wave
Duration: Instantaneous
Saving Throw: none (see below)
Spell Resistance: Yes
This spell unleashes a powerful cone-shaped wave of water that pushed foes away from the caster.
All caught in the wave must succeed on a strength check equal to 10 + caster level + intelligence, charisma, or wisdom bonus (as appropriate to the caster’s class). Targets are pushed back 5 feet for every 5 points they fail their strength checks by.
Material component: some water from the sea.
Posted in Spell and tagged sorcerer / wizard spell 3 by Adam A. Thompson with no comments yet.
Fringilla Style
Characters with this feat are adept at using their foe’s momentum against them.
Prerequisite: Improved Unarmed Strike, Special: must be taught this martial art by the Fringilla Monks.
Benefit: Characters with this feat receive a +1 on their unarmed attacks against opponents who have just moved more than 5 feet. Additionally, they receive a +4 on trip checks made against those who have just moved more than 5 feet.
In addition, when two or more characters with this feat are fighting the same foe, they both receive a +1 to their attack rolls.
Posted in Uncategorized and tagged feat by Adam A. Thompson with no comments yet.
The Middle Kingdoms

The lands commonly referred to at the Middle Kingdoms are bordered on the east by the Kitel Woods, the north by vast steppes, the south by badlands and the tail of the Skullcrush Mountains, and stretch west to mountain-encircled Lake Abernath. The region consists of ranges of low mountains, interspersed with rivers and generally descending as the water flows east towards Soguer and the Soral Sea.
The Daren River and roads that follow it are a major route for trade and provide an avenue for goods traveling from all the far-flung shores of the Soral Sea to the tributaries that feed Lake Abernath and the free cities that surround it.
The northeastern portion of the area is marked by wild badlands surrounding a range of rocky, mountainous highlands, which trail off into goblin-infested hills. Further north are cold swamps.
The plains of Dahl in the southwest provide good grazing for the herds of the people there.
Lands and Peoples
A traveler who follows the River Daren north and west towards it’s headwaters will encounter the following lands:
Shires of Etela – If one follows the Aet River due west from the Daren they will come into the hills and valleys of the Shires of Erela. The halflings that live here are typical of their kind: somewhat reclusive but generally plain country folk. They are mistrustful of the horsemen of Dhal to their west, citing “unforgotten history.” Their lands begin at Aetford, where men, halflings and handfuls of elves live together by the large stone bridge.
High Elves of Verdone – Thick and quiet, the Verdone Forset seems foreboding to many who pass it on the River Daren. The tales of the uncaring elves that dwell within and their strange magics are whispered by boatmen. Few have seen their white towers, for the wood is said to be enspelled to confuse the minds of men and lose them among the tall, silent trees.
City of Devin – This city and it’s fortified castle grow large on the trade here at the meeting of the Rivers Bedeflow and Daren. A diverse city, it includes large populations of gnomes from the mountains to the east, elves from Verdone and halflings from the shires to the south.
Dhilic People – The men here are known to be superb horsemen and warriors, a tradition that is celebrated in passed down from father to son. They ride the plains of Dhal on their fine fast steeds herding their cattle, goats and sheep. In the villages in the hills surrounding Keep Dhilia they make leather goods and weave picturesque tapestries to warm their homes against the winter winds.
City of Argros – Vast fields of grain grow in the lands surrounding Argros. The peoples here tend to build their homes raised on posts to help them survive the spring floods of the Daren. Traditionally all landowners serve as pikemen in the militia, territorially guarding their borders from the men, gnolls, half-orcs, and wood elves surrounding them.
Marble Falls valley – Mining dominates this deep mountain valley and the small cities here. Mist from the many waterfalls clings to the leaves of trees in the ravines carved by the water’s slow hand. Fine stone gives the area it’s name. Animal sculpture is popular, and most homes have at least one large stone statue near the entrance to ward off evil spirits. The area is also noted for a large, beautiful shrine to WeJas, goddess of death and magic, carved into a cliff face in the northeast of the valey. Within the shrine is a huge marble statue of her opening the door to the next world for the departed.
Free Cities of Abernath – The shores of Lake Abernath are dotted by human cities, each a city-state unto itself. Farming, fishing and trading on the lake are the pillars of their economies. Mercantile and guild conflicts occasionally spill over into violence here, but actual war between the cities is generally seen as being bad for business.
Dwarves of Rolang – In the mountains on the eastern shore of Lake Abernath, the dwarves of Rolang delve into the bones of the mountains. Brass and iron are traded from here, and also grains that they turn into casks of their famous dwarven ales.
Elves of Forla Wood – This area is home to a large concentration of the semi-nomadic wood elves that move their homes all around the region. Every year representatives from each family meet in the sacred Emerald Grove to discuss issues important to the elves of the land. Bards from Forla’s tribes, while rare, are welcomed in all cities of the Middle Kingdoms for the news they bring and their exceptionally beautiful music.
Queen Zedhrev’s lands – From lake Abernath, further up the River Voros, at the foot of cold mountains, Queen Zedhrev sits in rulership. Her lands stretch through the swamps east to the Temple of Stars, and west along the R. Voros. It is generally agreed that she is a powerful sorceress, and she is mentioned in many stories and legends in the Free Cities, usually as a cruel and bloody villain.
Temple of Stars – The largest temple to Baccob in the known world, this site is said to be of importance due to it’s position beneath certain constellations. Some say the view of the stars from the high hills in the clear cold air is why Baccob blesses this temple. It is only one of the many secrets of this temple. The priests here are on good terms with Queen Zedhrev to the west, and she gives them their solitude and protection from the barbarians and bestial peoples to the east. It is said that they gave her her sorcerous powers. It is also said that they resent and fear her power, and the truth of it is known only to them and her.
In later ages, this temple becomes the site of the final siege of the Anmagus Crusade of the Sword of Light. See also the Cult of Shan’n’nur.
Bare Peaks – The barren mountains of these highlands are home to groups of gargoyles and kenku, and no travelers go here. The gargoyles of this region call themselves the Dz’ata Möschu.
Lord Fevul’s Lands – These dry badlands and rough, scrub covered hills are home to various goblinoid tribes, and have traditionally been an evil place to be avoided. Recently, however, the elves living to the east and south have been reporting raiders emerging from this area. They claim that a warlord named Lord Fevul has united the goblin tribes and that Magublet, the goblin god, sits at his side. In times past, the barbarians to the northeast with whom they skirmished, the Kitel Elves, and the swamps and mountins to the west have provided defense against these peoples, but now there are whispers of worry that a great host may soon march out of those brown hills.
Akmak and the half-orc lands – In the lands surrounding the Bare Peaks are scattered villages and small cities of predominantly half-orc people. Their traditions claim that they are descended from an ancient race of warriors, and they are indeed fierce fighters who’s walled city of Akmak is a testament to their grim, martial culture.
Dwarves of Sturm Mountain – The dwarf clan that calls this mountain home have built an extensive stronghold deep into the bones of the land. The clan ruler, Oxymazus Axehand rules his people with strict laws adhering to Moradin’s dictates. As a people they are extremely unwelcoming to any but their own, and the entrances to their mountian fastness are guarded day and night by dwarves in bright suits of mail.
Tehton – The hills, valleys and forests of Tehton are home to hardworking woodsmen and skilled carpenters with a strong code of ethics. The peoples here also have a close affinity with the various fey in the mountains from sprites to wood elves. Their largest city is called Forston, at a fork where the River Aelle meets the River Bedeflow.
Rumors and Information
The following can be determined with the corresponding Knowledge (local) or Bardic Knowledge check: (leave comments to create the rumors and information)
Posted in Region and tagged Middle Kingdoms region, Soralia by Adam A. Thompson with no comments yet.
Fire Lances of the Ancient Hyperzephyrians
It is sung in The Deed of Barael:
In times long past, beset from the west by raiding gnoll tribes from the badlands, the beleaguered lords of that land traveled north to the temple of Baccob to beseech the mages there for aid defending their peoples. Unknown to them, the head clerics there had been seduced by the promises of Vecna, God of Secrets. After making a terrible bargain with the Priests of Secrets the warriors of the Hyperzephyrins were given these burning lances. At that time a prophecy was pronounced stating that the kings would defeat their enemies, but that upon their passing all that they knew would cease to be.
So great was the power of these weapons that all who faces them on the battlefield were laid low, and soon the gnolls were driven back. Emboldened by their power and their fearsome reputation, the kings of the Hyperzepharins made war on their neighbors, and took other’s lands for their own. After years of felling all who stood against them, they entered a long age of peace, and growing old, hid their magic lances and horseshoes and saddles for their sons to use if the need came.
But their subjugated neighbors never forgot that they were once free men, and under the banner of a rebel warlord from the east, they rose up and in a lightning war that swept the Hyperzepharian’s royal line from the land.
The secret of the resting place of the fire lances died with them, or so it was thought until recently….
Fire Lance
These +2 heavy lances are enchanted such that, upon the speaking of a command word, they are sheathed in flames, dealing an additional 1d6 points of damage on a successful hit. In addition, they are imbued with the power to unleash bolts of fire from their tips three times a day. Striking a target with a bolt requires a ranged touch attack, and deals 12d6 points of fire damage, no save.
Were the location of any of these weapons known, their market value would be considerable.
Strong transmutation and evocation; CL: 11; Craft Magic Arms and Armor, scorching ray; 68,000 gold
And once again, thanks to The Sword for inspiration – lyrics to “Fire Lances of the Ancient Hyperzephyrians” copyright 2008 The Sword, used without permission but with total respect and admiration.
Posted in Magic Item and tagged hook seed or legend, Middle Kingdoms region, Slaves to Malice, weapon by Adam A. Thompson with 1 comment.