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Ogrekin

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Ogrekins are giants. A giant is a humanoid creature of great strength, usually of at least Large size. Giants have low-light vision. The result of an unfortunate union between an ogre and a humanoid, the ogrekin (or half-ogre) is cursed with horrific malformations due to its tragic ancestry. Shunned by both parents, ogrekin tend to form unstable clans of their own, often resorting to inbreeding to sustain the collective. While good-natured ogrekin are not entirely unheard of, they are far and few between. Ogrekin have both beneficial and disadvantageous deformities.

Dog, Riding

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Riding dogs s are animals. An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals have low-light vision. Animals breathe, eat, and sleep. Larger dogs (known to Small races like halflings and gnomes as riding dogs) include hardier breeds such as huskies, mastiffs, and wolfhouds. A riding dog can fight while carrying a rider, but the rider cannot also attack unless he is a skilled rider. Riding dogs can detect approaching enemies, sniff out hidden foes, and track by sense of smell. Riding dogs can identify familiar odors just as humans do familiar sights. Riding dogs can detect opponents by sense of smell. If the opponent is upwind, the range increases; if downwind, it drops. Strong scents, such as smoke or rotting garbage, can be detected at longer range. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at even longer range. When a rid

In the Hook's Shadow, Part 3 (Wednesday, Neth 27th-Sunday, Kuthona 1st, 4707 AR)

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The heroes continued their journey, encountering a band of goblins and a group of Varisian wanderers, before finally reaching Turtleback Ferry. Turtleback Ferry There wasn't much to do in Turtleback Ferry except ask around for news. Turtleback Ferry is a small township perched on the rain-drenched north shore of Claybottom Lake. Three distinctive ferries crafted from the shells of giant turtles make Turtleback Ferry the central trading town for the region. Nearly 80 miles form Ilsurian, the next town of similar size, Turtleback Ferry has nominally been under Magnimarian rule for 45 years, an arrangement the settlement agreed to in return for protection from the region's ogres and ogrekin. Turtleback Ferry remains independent in many ways, for its remote location ensures that official visits form Magnimar are few and far between. Turtleback Ferry's current mayor is an aged cleric of Erastil named Maelin Shreed, who manages the village church as both a safe haven f

Snakeskin Tunic

Aura moderate abjuration and transmutation; CL 8th Slot chest; Price 8,000 gp; Weight 2 lbs. A snakeskin tunic is a tight, form-fitting shirt crafted from the scales of a giant snake. When worn, it grants a +1 armor bonus to AC, a +2 enhancement bonus to Dexterity, and a +2 resistance bonus on saving throws against poison. Construction Requirements Craft Wondrous Item, cat's grace, delay poison ; Cost 4,000 gp

Giant Snapping Turtles

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Giant snapping turtles are animals. An animal is a living, nonhuman creature, usually a vertebrate with no magical abilities and no innate capacity for language or culture. Animals have low-light vision. Animals breathe, eat, and sleep. Giant snapping turtles typically grow to diameters of about 35 feet and weigh 20,000 pounds. Giant snapping turtles detect approaching enemies, sniff out hidden foes, and track by sense of smell. Giant snapping turtles can identify familiar odors just as humans do familiar sights. If the opponent is upwind, the range increases; if downwind, it drops. Strong scents, such as smoke or rotting garbage, can be detected at longer ranges. Overpowering scents, such as skunk musk or troglodyte stench, can be detected at even longer ranges. When a giant snapping turtle detects a scent, it doesn’t know the exact location of the source – only its presence somewhere within range. Giant snapping turtles can find the direction of the scent. Whe

Mosquito Swarms

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Mosquito swarms are vermin swarms. Vermin include insects, arachnids, other arthropods, worms, and similar invertebrates. They are mindless and thus immune to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Vermin have darkvision. They breathe, eat, and sleep. A swarm is a collection of Fine, Diminutive, or Tiny creatures that acts as a single creature. A single swarm occupies a square (if it is made up of nonflying creatures) or a cube (of flying creatures) of Large size, but it has no reach, like its component creatures. In order to attack, it moves into an opponent’s space, which provokes an attack of opportunity. It can occupy the same space as a creature of any size, since it crawls all over its prey. A swarm can move through squares occupied by enemies and vice versa without impediment, although the swarm provokes an attack of opportunity if it does so. A swarm can move through cracks or holes large enough for its

Hydras

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Hydras are magical beasts, Magical beasts are similar to animals but can be more intelligent (in which case the magical beast knows at least one language, but can’t necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. Magical beasts have darkvision. Magical beasts have low-light vision. Magical beasts breathe, eat, and sleep. There are more powerful hydras, with additional heads. When a hydra’s head is destroyed, two heads regrow. A hydra cannot have more than twice its original number of heads at any one time. To prevent new heads from growing, acid or fire damage must be dealt to the stump (a touch attack to hit) before they appear. Acid and fire damage from area attacks can affect stumps and the body simultaneously. A hydra doesn’t die from losing its heads until all are cut off and the stumps seared by acid or fire. A hydra can be killed by severing all of i

In the Hook's Shadow, Part 2 (Wednesday, Neth (XI) 20th-27th, 4707 AR)

The heroes defeated the stirges and even encountered a pair of hydras on their way to Wartle. During their trip, they received a sending form the Desnan priestess in Magnimar informing them that Jakardros and others were captured by the Grauls. Tsela journeyed for more information on the Grauls. The Grauls are notorious in Kreegwood as one of the more disgusting and aggressive half-ogre families. The Grauls are ruled by a notorious female ogrekin known only as "Mammy" Graul, an accomplished cannibal, necrophile, and vile wizard. After leaving Wartle, the heroes encountered a mosquito swarm and giant snapping turtle before eventually reaching Whistledown.

Stirges

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Stirges are magical beasts. Magical beasts are similar to animals but can be more intelligent (in which case the magical beast knows at least one language, but can’t necessarily speak). Magical beasts usually have supernatural or extraordinary abilities, but are sometimes merely bizarre in appearance or habits. Magical beasts have darkvision. Magical beasts have low-light vision. Magical beasts breathe, eat, and sleep. Stirges are vicious, blood-drinking swamp pests that prey on wild animals, livestock, and unwary travelers. While weak individually, swarms of the creatures are capable of draining a man dry in minutes, leaving only a dessicated husk in their wake. A stirge drains blood if it is attached to a foe. Once the stirge has drunk enough blood, it detaches and flies off to digest the meal. If its victim dies before the stirge’s appetite has been sated, the stirge detaches and seeks a new target. When a stirge hits with a touch attack, its barbed

In the Hook's Shadow, Part 1 (Tuesday-Wednesday, Neth (XI) 19th-20th, 4707 AR)

Turtleback Ferry, a remote village not far from Hook Mountain, has long born the brunt of the Kreeg ogre clan violence. Although closer to the city-state of Korvosa, it was Magnimar that answered the town's request for aid. Eager to extend their holdings and influence to the east, the lord-mayor of Magnimar established Fort Rannick to provide Turtleback Ferry with protection from the ogres, securing promises of regular taxes and trade. He stationed a band of rangers there - the Order of the Black Arrows - and charged them with keeping the region safe and free from ogres. Short but bloody skirmishes between the Kreegs and the Black Arrows have gone on for decades since then, but after their first decisive defeat at the entrance to the Valley of Broken Trees 45 years ago, the Kreegs have never quite built up enough bravery to mount a second attack on Fort Rannick...until now. A couple of months have passed since the events of the fateful Swallowtail Festival - winter was here, a

Medusa Mask

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Aura moderate transmutation; CL 11th Slot head; Price 10,000 gp; Weight 1 lb. This intricate mask is made of gold-plated iron. Writhing snake tails radiate form a gemstone upon the brow, almost as if they were medusalike hair. The mask grants a +4 bonus on all saving throws against visual effects, including gaze attacks and sight-based illusions. Once per day as a standard action, the wearer can cause the central gemstone to glow with pale green light, at which point she may target any one creature within 30 feet. The targeted creature must succeed at a DC 15 Fortitude save or be petrified for 1 minute, as if by flesh to stone . Construction Requirements Craft Wondrous Item, flesh to stone, resistance ; Cost 5,000 gp

Impaler of Thorns

Aura moderate enchantment; CL 7th Slot none; Price 9,000 gp; Weight 9 lbs. The impaler of thorns is an ancient weapon dating back to Thassilonian times, when it was often used by city guards to aid in breaking up civil unrest. An impaler's shaft is made of darkwood, and its head is a thornlike, wide-bladed barb. When an impaler of thorns is used in combat, its successful critical hits are accompanied by an unsettling screech, as of some wild beast in anger. An impaler of thorns is a +1 longspear . Once per day as it strikes a foe, the wielder can cause it (as a free action) to unleash a 30-foot-radius burst of despair that affects all creatures not wielding an impaler of thorns . Creatures affected must succeed at DC 16 Will saves or become overwhelmed with sadness and despair, taking -2 penalties on attack rolls, saving throws, ability checks, skill checks, and weapon damage rolls for 6 minutes. The target struck when this effect is triggered must also succeed at a second D

Shadows of Time, Part 4 (Tuesday, Neth (XI) 19, 4707 AR)

While searching the mound of debris in the southwest corner of the flesh golem's lair the heroes uncovered a moldy leather sack containing 125 gp, 309 sp, a tarnished silver ring worth 75 gp, and a silver mirror worth 50 gp. But the greatest treasure to be found in the Shadow Clock was under the angel. The heroes noticed a crumpled-up wad of parchment in the southwest corner of the room, Although unsigned, this was a missive filled with taunts intended to mock and frustrate the lamia matriarch, but that also served as an incredible source of information for the heroes. "My sister -  I trust your little band of murderers is doing well, gathering the greedy souls for our Lord's rise? Has Magnimar proven to be as sinful as you had hoped? It may interest you to know that my plan to nurture greed here in this backwater has blossomed - the quality of greed in a soul is so much more refined when given the proper care. Are you still simply carving the Sihedron on them as

Shadows of Time, Part 3 (Monday-Tuesday, Neth (XI) 18-19 4707 AR)

The heroes healed themselves and prepared for another visit to the Shadow Clock. They encountered the lamia matriarch again, and this time defeated her. Unfortunately, it looked like she was in the process of moving lairs, and her chests were not there anymore.

Lamia Matriarchs

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Lamia matriarchs are monstrous humanoids. Monstrous humanoids are similar to humanoids, but with monstrous or animalistic features. They often have magical abilities as well. They have darkvision. Monstrous humanoids breathe, eat, and sleep. The queens of a race consumed by bitterness and predatory instincts, lamia matriarchs mastermind all manner of foul plots in hopes of breaking the bestial curse that afflicts their race. They move with shocking ease from silver-tongued temptresses to dervishes, striking with all the deadly precision of vipers. Quick to covet, enslave, and overindulge, lamia matriarchs luxuriate in gory feasts, violent trysts, and bloody entertainments, reveling until their playthings are broken or until they tire and move on. Lamia matriarchs use manufactured weapons as if they were Medium creatures. They have the ability to assume the form of a specific Medium humanoid creature, but retain most of their own physical qualities. This abi

Shadows of Time, Part 2 (Monday, Neth (XI) 18, 4707 AR)

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After the heroes defeated the flesh golem, they used magic to ascend up the tower. The Terrible Stair. The inner wall of this vast space was traversed by a winding wooden stairway supported by an intricate network of wooden beams but lacking, at many stretches, a handrail or other enclosure. In certain places, two or even three stairs at a time were partially missing or gone altogether. This stairwell looked treacherous. When the faceless stalkers in the bells above noticed the heroes, they waited until the party was halfway up the tower before they made their move by cutting several ropes that supported the massive bells above. Once the ropes were cut, the southeasternmost bell gave way, causing the immense bronze bell to ring for the first time in years as it swung down and then tore free with a tremendous crash. The bell tumbled and smashed along the walls, tearing through the section of stairs just below it (and leaving a 10-foot-wide gap) before crashing its way down into

Golems

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Golems are constructs. A construct is an animated object or artificially created creature. They have low-light vision. Constructs have darkvision. They have immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). Constructs have immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. They cannot heal damage on their own, but often can be repaired via exposure to a certain kind of effect or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole . A construct with the fast healing special quality still benefits from that quality. Constructs are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. They are immune to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). Constructs are not at risk of death f

Shadows of Time, Part 1 (Sunday-Monday, Neth (XI) 17-18, 4707 AR)

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When the heroes used speak with animals , they learned for the price of a few bird snacks that Ironbriar used the messenger ravens to communicate with a "snake lady", in addition to the fact that the birds quite enjoyed their chances to fly to the snake lady tower. When the ravens were released, they flew unerringly north at full speed. Bruthien's familiar followed them and saw the ravens swoop under the Irespan to the north to circle around one of the tallest towers under the ancient stone bridge - the Shadow Clock. Underbridge was a part of Magnimar known for its lawlessness and sociological turmoil. The Shadow Clock was one of several failed attempts to bring order to this ramshackle region. Known most commonly as "the Shadow", Underbridge was Magnimar's most dangerous slum. Nestled in the perpetual gloom under the Irespan, this district was a haven for criminals, smugglers, and even a few monstrous predators. The Shadow Clock Hidden beneath th

Skinsaw Mask

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Aura faint necromancy [evil]; CL 3rd Slot head; Price 1,500 gp; Weight 1 lb. This hideous mask resembles a patchwork, deformed face, with one bulbous eye, a grimacing mouth with long teeth, and a flat nose. When worn, the mask fills the wearer's mind with hideous whispers and images of murder and violence. It heightens the wearer's ability to sense fear. He can smell the cold sweat brought on by terror and hear the thundering beating of a frightened heart. Further, fresh blood glows brightly to him, to the extent that he can see the shimmering traceries of living circulatory systems pumping away in the bodies of those around him. These enhancements grant +2 competence bonuses on Perception checks against creatures that aren't immune to fear. Further, the ability to plainly see the map of targets' arteries and veins grants the wearer a +1 profane bonus on damage with slashing weapons made against living creatures. Wearing a skinsaw mask leaves hideous mental sca

Reaper's Mask

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Aura moderate enchantment [evil]; CL 7th Slot head; Price 12,000 gp; Weight 1 lb. This disturbing mask appears as a single long strip of pliant human skin, stitched into a widening spiral by black thread. Gaps between the stitching allow the wearer to see and breathe through the unsettling mask. A reaper's mask functions identically to a skinsaw mask , but also allows the wearer to cast confusion twice per day. Construction Requirements Craft Wondrous Item, confusion, deathwatch ; Cost 6,000 gp

The Seven's Sawmill, Part 2 (Sunday, Neth (XI) 17, 4707 AR)

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Battle at the Sawmill. The heroes were faced with several waves of cultists - as one group fell, another arrived to continue the fight. These waves of cultists culminated with Justice Ironbriar joining the fray and fighting alongside his allies. Log Splitters. The floor of this room had a thick carpet of sawdust, penetrated by two large log splitters and saws set up over openings in the floor. Another pair of openings was fitted with winches and ropes to raise and lower uncut lumber from below. These log splitters and saws thundered away at stacks of lumber. The cacophony made hearing difficult in this room. Each splitter consisted of a chute in the floor with blades that split logs as they were fed in. The closet in the northeast corner of this floor contained two dozen robes. A barrel at the southern end of this closet contained a fair amount of loot. The barrel contained three bags of 100 gp; three potions of barkskin +3 ; a beautiful crystal decanter set with an obsi

The Seven's Sawmill, Part 1 (Sunday, Neth (XI) 17, 4707 AR)

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The heroes visited the Seven's Sawmill after visiting a few more of Magnimar's districts. Beacon's Point.  The waterfront reaches of Beacon's Point housed many of Magnimar's industries (such as shipbuilding and fishing), as well as housed the city's naval yards. The further the heroes traveled inland form the shore, though, the further they delved into the tangle of slums in Beacon's Point's heart - a wretched region known as Rag's End. Keystone.  The district known as Keystone was a relaxed and relatively quiet one - a mostly residential district that also housed the majority of the city's larger temples (including churches to Desna, Calistria, Erastil, and Pharasma). Ordellia.  Almost its own suburb rather than a fully integrated district of Magnimar, Ordellia was also known as the Foreign District. It was here that the majority of Magnimar's non-human citizens lived, along with many other visitors form other nations throughout the I