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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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…”


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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.


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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.


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Location: The Hamlet of Elsemere

(note, this map contains locations within The Great Elsemere Wood as well)

Stats:
The Hamlet of Elsemere, pop 90ish
Wealth: Gold Piece Limit: 100 gp
Ready Cash: 450 gp
Power Center: Magical: chaotic evil priest of St. Cuthbert / The Old Ones
Community Authority: 2nd level warrior
Highest level NPCs in the community:
Barbarian: 1st
Bard: 2nd
Commoner: 9th
Druid: 4th
Expert: 7th
Fighter: 3rd
Rogue: 4th
Sorcerer: 1st
Warrior: 2nd

Part of the village of Elsemere has been reclaimed by the forest. The mausoleum was once the edge of town, but it is now hundereds of feet inside the forest. If the party investigates close enough, they will find old tracks leading into the forest – what was once the road through town.

The present-day town is surrounded on three sides by farmland and on one by Elsemere Wood. Corrupted fey creatures have their own nefarious names for the dark forest they call home.

Notable locations:
C: Once the center of town, the Cathedral of St. Carlos has been taken defiled and corrupted by a priest of St. Cuthbert.
F: The Fallen Lumber Inn is the last operating inn in this dwindling economy.
M: This makeshift mill processes the remaining lumber produced by the townspeople of Elsemere.
Entrances to the Wood: Dark and foreboding, these narrow creases in the forest provide a crawlspace into the interior. Characters taking these paths should beware.

Notable characters:
Morbane the Mad Monk (CR3)
Another important person in town is the scholar’s mentor, who is studying the forest. Perhaps she is the 4th level druid.
Another is the cleric who didn’t make the list. His level should be around 10ish +2 for the begotten of the old ones template…
Pava the Wise occasionally visits this hamlet, so she may be present. Also Temas Falkor sometimes makes his bardly way here to gain knowledge. He is writing a song about the encroaching forest brought on by the sadness of the Elsemereans.

Other:
If the characters seek a vantage point from which to view the forest, they spy the stony towers of the Shada Monastery, which from its position on a hill in the Wood, peeks through the overgrown canopy.

If the characters ask around enough, they may learn some facts about the monks who study in the monastery, including Morbane, the Mad Monk of Elsemere, who splits his time between the hallowed halls of Shada and the muddied streets of Elsemere.

Another post will cover the locations within the Wood.


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The Begotten of the Old Ones (CR 5)

The result of prolonged exposure to Old Ones, persons too near their reality warping effects undergo a transformation into beings which resemble them in some ways. These changed creature’s features are bestial and reminiscent of fish, lizards, and amphibians, with claw-tipped hands or occasionally tentacles for arms. They are cunning and physically powerful, yet twisted and crippled in appearance. These creatures are ruled by the Old Ones through fear, violence and mental domination.

Those that can still speak do not usually chose to do so. Instead they mainly communicate simple thoughts to each other by telepathy, accompanied by whimpering groans and croaks.

usually chaotic neutral with evil tendencies
Medium Size Abberation
Init: +2 Senses: darkvision 60′
Listen +7 Spot +7
Languages: Telepathy 60′ and either common or none

AC: 17 (+2 dex, +5 natural armor)
HP: (HD 9d8+ 27)
Defenses: SR 15, DR 5 / lawful
Fort: +6 Ref: +5 Will: +5

MV: 20, swim 30 or fly 30′
Attack: +10 appendage 1d6+4 or +10 greatclub 1d12+6
Full Attack: +11 appendage 1d6+4 and +11 appendage 1d6+4 +10/+5 greatclub 1d12+6
Attack Options: Lightning Touch
Space / Reach: 5ft. / 5ft.
Base Attack: +6 Grapple: +10

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 otherworldly 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. This is a mind-affecting ability.

Spell-like abilities: blur 1/day. Caster level 5th.
DR: 5 / lawful (axiomatic)
SR: 15

COMBAT
Sometimes armed with simple weapons, but generally attacking with whatever appendages the old ones have given them, the begotten are straightforward combatants. If encountered in a group, those in the rear will focus their otherworldly gaze on those being attacked, while their brethren attack with their claws and lightning touch.

Begotten of the Old Ones – Acquired Template

Sometimes when the powers of the old ones transform an unique creature, some of it’s abilities and original form remains. In those cases apply this template to the base creature to generate the statistics of the resulting creature.

Type: the creature’s type changes to aberration
HD: the creature’s hit dice change to d8s.
AC: gains +5 natural armor
Move: The mutations cause the creature’s land move to be reduced by 10 ft, to a minimum of 5 ft. The creature gains a swim speed equal to it’s previous land speed.
Special Abilities: Begotten of the old ones gain the following special abilities:
Lightning Touch (Su): Begotten of the old ones can generate 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 (1/2 begotten hit dice + constitution modifier) Fortitude save avoids the stun effect. They may use this ability once per round, delivered by melee attack.
Otherworldly Gaze: As a standard action begotten can focus their otherworldly gaze upon a mortal creature and create a haze of confusion as the spell. A DC (1/2 begotten hit dice + wisdom modifier) will save is required to avoid this confusion, 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
Telepathy 60′
Darkvision 60′
CR: +2
ECL: +2


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Creature: Hoary Frost Beast (CR 20)

This enormous and ancient example of a frost beast lives out its days in the breeding pits of Iceflame, scourge of the north. Resembling a basilisk, it’s scaly, serpentine body crawls or climbs across icy caverns on six talon-tipped legs, leaving a trail of frigidity in its wake.

Gargantuan Magical Beast (cold)
AC: 27 (+2 dex, -4 size, +19 natural armor) touch 12, flat-footed 25
HD: 36d10+126 HP: 324
F: +32 R: +22 W: +15
Immunities: Cold
Vulnerabilities: Fire.

MV: 30 ft, climb 30 ft
Full Attack: 4 claws +49 2d6+8 , bite +47 2d8+17
Grp: +64

Str: 45(+17) Dex: 15 Con: 30(+9) Int: 6 Wis: 12 Cha: 7
Feats: Alertness, Improved Critical (claw), Multiattack, Dodge, Mobility, Spring Attack, Power Attack, Awesome Blow, Combat Reflexes, Snatch, Iron Will.
Skills: listen +19, spot +19.

SA: Cold Aura 20′ 2d8 cold, Cold Subtype.

Cold Aura (Su): Any creature within 20 ft of the beast takes 2d8 points of cold damage from the extreme frigidity emanating from these creatures’ bodies.

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.


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Magic Item: Heart of Black Tenacity


The heart of black tenacity, carried through many evil endeavors by Yob the Malafalent, was crafted from the iron heart of an eldar earth elemental and enchanted by his companion to heal the weilder. If held aloft and the words “dark powers of night, give me strength to fight!” are spoken in the goblin tounge, the heart glows with black light and cures the weilder of 1d8+1 points of damage. The heart can be used thrice a day in this fashion.

Faint Conjuration; CL 1st; Craft Wonderous Item, cure light wounds, price 1080 gp.


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Location: The Road to Castle Stieglitz


Presented here are several encounters travelers between Onuago and Castle Stieglitz are likely to have.

Background: Several months ago, the Baron Stieglitz dissapeared from public life. Since then his armies have split into four factions, each one led by one of his former captains. Two of these captains have set up tolls illigetimately on the road to Castle Stieglitz. The third has moved to the edge of the swamplands where a village of Windam-folk live. The fourth defends the village of Talook, near the castle, and it’s surroundings.

Encounters

Random Encounters
Random encounters include leocotta, manticore, hill giants, cloud giants, stone giants, werewolves, thoqua, and dark naga. Most will use the steep rocky terrain to attack from above, due to the road becoming increasingly rocky and uphill, up to a 3-5% grade.

The Dish-Eater’s Trolls on the Bridge (EL 11)

Here the road crosses the Swift River. The bridge is 10 ft wide and stretches 30 feet across the ravine. The Swift river can be heard rushing 20 feet below. Four dirty men in mail and armed with polearms stand on the opposite side of the bridge.

The men will demand a steep toll from all using the bridge. They will ask the party to hand over half their wealth, or their best guess: 100gp per person if they appear well- equipped. They will claim it is for repairs to the bridge and other “improvements.”
A DC 10 spot check will reveal the 2 archers on a steep ridge 40′ up on the north side of the river valley.

Creatures 5th Level Fighters (6): HP: 37, 42, 33, 45, 35, 38. All have heavy maces, and 2 with halberds, two with longspears, and two with longbows. See DMG for stats.

Tactics: The warriors on the bridge will stick together and concentrate attacks on single opponents, most likely the first warrior to charge them. The two with halberds may try to trip approaching attackers or may attempt to bull rush weaker characters off the bridge into the river below. The archers will harry spellcasters once they reveal themselves. If the party manages to fell 3 of the guards, the remaining will attempt to flee, or surrender if unable to do so.

Treasure: Other than the gear on the six warriors, there is a lockbox with 78 gold and 240 silver coins.

Development: If the players defeat all of the men here those remaining alive will return to Petry’s camp nearby in the hills where the rest of his men are. Petry will not send men to staff the toll again, instead concentrating on recruiting from Onuago until he has more men. Through the rest of the road, it is even more rocky, and averages a 5-7% grade.

The Underharl’s Defile (EL ?)

Here the road passes through a defile with steep rocky walls on either hand that rise up 15 to 25 feet. Coming around a bend you are faced by several impressive-looking men in clean uniforms. Crossbowmen stand at the ready at the top of the defile on either side.

Creatures: These men of Karl Underharl will exact a tax of 10 gold per person, claiming it is for maintenance of the road.5th Level Fighters (4): HP: 40, 39, 45, 32. All have long swords, large shields and heavy crossbows.

Tactics: The two men on the road will fight side by side while the two crossbowmen above fire down. If two of them fall the rest will attempt to flee and will surrender if pursued.

Treasure: One of the men carries a large purse that contains 25 gold and 45 silver coins. Development: If these men are dispersed, the toll will be unstaffed for two weeks while Karl recruits more men.

Ancestral Tomb (EL 9)

Several miles north of the road at the foot of a steep mountain face an unadorned arch the height of a tall man frames a dark passage into the earth.

This long dark passage ends in a small earthen chamber. A passage to either side and to the front leads off into the darkness. Several stone sarcophagi can be seen at the end of each passage. Four bodies lie on the ground, two dressed as peasants and two in bloodied uniforms.

A Wyndm couple snuck by Karl’s toll in the night to make an offering at an ancestor’s tomb. Two of the guards followed, and they haven’t returned. When the guards caught up to the peasants in a strange cave, they attacked them as they were making offerings to their forefathers.

Creatures: This tomb houses 4 mummies who have risen from their graves after their descendants were attacked while bringing offerings to them. They destroyed the attackers (Karl’s men) and now roam about the tomb.

Mummies (4): HP: 56, 52, 49, 60.

Tactics: The mummies will attack anyone entering the tomb, one coming from each side passage and two from the front. They will fight until destroyed. If the party attempts to parlay with them, a DC 25 Diplomacy check will adjust their attitude to indifferent, at which point it is possible to find out what is causing them unrest. They will be able to put the mummies to rest if a priest, even a priest from the party, is able to properly bury the dead descendants in the tomb.

Treasure: If the tomb is looted the party finds the following the the four tombs: coin 29,240 copper coins, 108 platinum coins (1,080gp), a potion of Mage Armor in a Bottle (1,400gp), and a scroll of See Invisibility (l2, cl3) that is cursed: the reader must sleep twice as much as normal the next night. There is also an arcane (175gp) scroll with Precise Vision (l1, cl1) and Sensory Link (l2, cl3). The second contains a large steel shield +1, 28,972 copper coins, 2 gems: a crazy lace agate (11.9gp), and a goshenite (clear to pale blue beryl) (770.9gp), a scroll of Balagarn’s Iron Horn (l2, cl3) and Bristle (l2, cl3). The third is 688 gold coins and 56 platinum coins, 3 gems: a crazy lace agate (12.5gp), a raindrop (492.9gp), and a rhodolite (pink garnet) (438gp), 3 scrolls: an arcane (325gp) scroll with Flaming Sphere (l2, cl3) Spectral Hand (l2, cl3) and Erase (l1, cl1), an arcane scroll with Minor Image (l2, cl3) and Rapid Strikes (l2, cl3), and a divine scroll (450gp) with Delay Poison (l2, cl3), Animal Infusion (l2, cl3) and Enkili’s Luck (l2, cl3). The last tomb has 678 gold coins (678gp) and a potion of Expeditious Retreat (50gp) that is cursed: item has opposite effect in that it reduces the drinker’s movement by 30′ to a minimum of 5′ per round. There is also a scroll with Make Fast (l1, cl1), Lesser Spell Immunity (l2, cl3) and Spider Climb (l1, cl1).

The Swift River Inn and Stables

A day’s travel by horse northeast along the road that parallels the Swift River lies, this inn has a long-proud heritage that is sadly coupled to the fate of Onuago and Castle von Stieglitz.

As the party ascends from the swampy lower regions of North Bay, the air becomes less humid and stagnant, even refreshing,and accompanied by a light breeze. The low croaking of toads gradually gives way to the sharp cawing of ravens and other birds, just as the lands surrounding the road sheds it’s greenery to assume the mottled mantle of the earth. Sharp stones rise on either side of the road and the roaring of the swift river grows louder with each step. In the distance a vague and ambiguous shape can be seen leaning heavily over the road. Lights glow brightly from within, and the vague impression of movement can be seen inside. As the party marches up the hill towards the structure, it’s form resolves itself into a weathered but sturdy stone building.

This is the Swift River Inn and Stables, and it’s history is as long and as storied as the town of Onuago. Once the party is in full view, too furitive looking men will emerge from inn with crossbows levelled. These men are wary and suspicious, but as long as the party shows proof that they have coin to spend and are not overly threatening, they will let them pass.

The inside of the inn is well lit, and fresh rushes cover the floor. The furnishings are mismatched but sturdy, and a warm fire burns in the hearth. Several patrons sit slumped around the inn, or stare warily at the party. The smell of something warm and filling wafts from the kitchens. The inn keeper is an older man, obviously once a powerful man, his weight now sags on his frame. His brow is knitted together as he regards the party with suspicion. His gnarled hands polish a chipped stone mug as he waits for the party to state their business.

The inn has both beds and stables available for 5 gold a night. The exorbitant prices can be attributed to the roving brigands and the cost of getting supplies from the troubled city of Onuago. Ale, wine and food are also available for outrageous prices (1 gold for ale, 2 for wine, 2 for food, and 3 for both wine and food). Bertram is the name of the bartender and proprietor of the inn, and if pressed he will tell the party what he knows of the surrounding country side and the brigands that roam the area.

The Thorp of Talook

Nestled at the foot of the Cyrűk mountains, the thorp of Talook’s stone hovels are visible for many miles down the road. Tiny plumes of smoke rise from each of the huts, which are set close together for protection.

When the party arrives, the citizens are busy setting up a makeshift celebration to honor St. Zelnyeki the following weekend.

Population: 58
GP Limit (price of most expensive item available in thorp): 40gp
Ready Cash: 116gp
Power Center: conventional (Anna Červená), LN (with good tendencies)
Highest Level Locals:
Adept: 1st
Barbarian: 1st
Cleric: 1st – Caretaker of the tiny wooden chapel that is the spiritual center of the town. Commoner: 5th
Expert: 5th
Figher: 4th – Orlay Petronova – an older man, appointed by the Baron’s father as magistrate of Talook. Orlay supports Anna as the last legitimate authority for the region.
Monk: 1st – An ascetic who has taken a vow of silence and lives on the church grounds tending the communal gardens.
Ranger: 2nd
Warrior: 2nd


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Creature: Stone Cats of the Goddess (CR 12 & 17)

STONE CATS OF AZHIRAZ GODDESS ON EARTH CR 12
neutral
Large construct
Init: +3

AC: 30 (-1 size, +3 Dex, +18 natural), touch 12, flat-footed 26
HP: 107 (HD 14d10+30)
Resist: DR 10 / Adamantine
Immune: Magic
Fort +4, Ref +7, Will +4

MV: 40 ft. (8 squares)
Attack: claw +18 melee (2d10+9)
Full Attack: 2 claws +18 melee (2d10+4), bite +13 Melee (2d12+9 +1d6 Elecricity)
Attack Options: Breath Weapon, Pounce
Space / Reach: 10 ft./5 ft.
Base Attack: +10 Grapple: +23

Abilities: Str 29, Dex 17, Con -, Int -, Wis 11, Cha 1
SQ: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
SA: Breath Weapon, Pounce

GREATER STONE CATS OF AZHIRAZ GODDESS ON EARTH CR 17
neutral
Huge construct
Init: +2

AC: 31 (-2 size, +2 Dex, +21 natural), touch 6, flat-footed 27
HP: 271 (HD 42d10+40)
Resist: DR 10 / Adamantine
Immune: Magic
Fort +14, Ref +16, Will +14

MV: 40 ft. (8 squares)
Attack: claw +42 melee (4d8+6)
Full Attack: 2 claws +42 melee (4d8+6), bite +37 melee (4d10+13 +1d8 Electricity)
Attack Options: Breath Weapon, Pounce
Space / Reach: 15 ft./10 ft.
Base Attack: +31 Grapple: +52

Abilities: Str 37, Dex 15, Con -, Int -, Wis 11, Cha 1
SQ: Construct traits, damage reduction 10/adamantine, darkvision 60 ft., immunity to magic, low-light vision
SA: Breath Weapon, Pounce

This golem has the form of a great cat (tiger, lion or leopard) made completely out of stone. A stone cat is 9 feet long and weighs around 2,000 pounds. When argry they will often breathe sparks from their mouths.

COMBAT
Stone Cats are formidable opponents, combining the power and grace of junge cats with the supernatural toughness and powerful magical attacks of sorcerous constructs.

Pounce (Ex): If a Stone Cat charges a foe, it can make a full attack, including two rake attacks.

Breath Weapon (Su): Stone cats can breathe a 20′ cone of electricity as a standard action, dealing 8d8 points of electricity damage (half damage with DC 23 Reflex save) in the case of normal Stone Cats and 12d8 with a DC 27 Reflex save in the case of Greater Stone Cats. After breathing sparks, a stone cat is unable to use it’s breath weapon again for 1d4 rounds.

Immunity to Magic (Ex): A stone cat is immune to any spell or spell-like ability that allows spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
A transmute rock to mud spell slows a stone cat (as the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock heals all of its lost hit points.
A stone to flesh spell does not actually change the cat’s structure but negates its damage reduction and immunity to magic for 1 full round.

CONSTRUCTION
A stone cat’s body is chiseled from a single block of hard stone, such as granite, weighing at least 3,000 pounds. The stone must be of exceptional quality, and costs 5,000 gp. Assembling the body requires a DC 17 Craft (sculpting) check or a DC 17 Craft (stonemasonry) check.
CL 14th; Craft Construct, antimagic field, geas/quest, chain lightning, caster must be at least 14th level; Price 90,000 gp; Cost 50,000 gp + 3,400 XP.

GREATER STONE CAT
A greater stone cat is 18 feet long and weighs around 32,000 pounds. It resembles a typical stone cat in all respects, except that the Reflex save DC is 27 against its breath weapon. CL 14th; Craft Construct, antimagic field, geas/quest, chain lightning, caster must be at least 14th level; Price 196,000 gp; Cost 105,000 gp + 7,640 XP.


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