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Showing posts from September, 2019

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