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Showing posts from March, 2020

Ettins

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Ettins are giant humanoids. Humanoids usually have two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Humanoids breathe, eat, and sleep. A giant is a humanoid creature of great strength, usually of at least Large size. Giants have low-light vision. Ettins, or two-headed giants, are vicious and unpredictable hunters that stalk the night. Their two heads provide them with unparalleled powers of perception, making them excellent guards. Ettins superficially resemble hill or stone giants, although their tusked facial features betray orc blood in their lineage. They have pinkish-brown skin, but ettins never bathe if they can help it, which usually leaves them so grimy and dirty their skin resembles thick, gray hide. Adult ettins are about 13 feet tall an

Down Comes the Rain, Part 2 (Thursday, Kuthona (XII) 5th, 4707 AR)

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Skull's Crossing The colossal dam was decorated with thousands of skulls. Five immense skulls adorned the center of the dam's face. If the heroes hope to save Turtleback Ferry, they must not only defeat the ogres bent on destroying the dam and the trolls who have claimed it as their lair - they must also find a way to open the floodgates one more time. Western Shore. Spanning the great breadth of the gorge was Skull's Crossing. The massive wall of stone held back the waters of the Storval Deep - but only just. Thousands of skulls had been carved into the dam's face, with five larger ones decorating the middle length. The easternmost of these immense skulls was all but hidden by a steady flow of cascading water pouring through what appeared to be a recent break in the dam. For now, the ancient dam seemed to be holding its own against the Storval Deep, but unless these rains ended soon, the recent flood looked to be but a minor precursor to a fantastic disaster.

Black Magga

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Black Magga is an aquatic native outsider. An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Some creatures start out as some other type and become outsiders when they attain a higher (or lower) state of spiritual existence. Outsider have darkvision. Unlike most living creatures, an outsider does not have a dual nature – its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead, reincarnate, and resurrection, don’t work on an outsider. It takes a different magical effect, such as limited wish, wish, miracle, or true resurrection to restore it to life. An outsider native to the Material Plane can be raised, reincarnated, or resurrected just as other living creatures can be. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Outsiders native to the Material

Snake, Constrictor

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Constrictor snakes 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. Be they jungle-dwelling pythons or swamp-dwelling boas like the anaconda, constrictor snakes are among the most deadly predatory animals of the tropical wilds. Fortunately, these large snakes are relatively passive, save for when they are preparing to shed their skins or are particularly hungry. Nevertheless, the sinuous creatures are held in fear by many societies who often ascribe fiendish qualities to them. When constrictor snakes bite, they deal normal damage and attempt to start a grapple as a free action without provoking an attack of opportunity. Constrictor snakes can grab only targets of Medium size or smaller. Constrictor snakes have the option to conduct the grapple normally, or simply use their bite to hold the opponent.

Down Comes the Rain, Part 1 (Wednesday-Thursday, Kuthona (XII) 4th-5th, 4707 AR)

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The heroes finished their infiltration of Fort Rannick, putting the spectre they avoided earlier to rest. Waterfall Cave. The floor of this cave was dotted with puddles. Patches of pale moss and fungus grew in sheets on the wall, while to the north, a five-foot-wide passageway angled up into darkness. A walkway of soggy planks led from this opening southeast to a second opening curtained by cascades of falling water. Apart from the wooden walkway, the floor in this cave was slippery. Chapel. The walls within this enormous chamber were mounted with dozens of trophy antlers, some taken from stags that must have stood as tall as dire bears. Most of the antlers were draped with bits of rotten flesh, strips of skin, or coils of viscera. To the west, a marble altar had been heaped with the mangled remains of at least a half-dozen dead men and women. A crude image of what might be a three-eyed jackal had been painted in blood on the wall above the altar's alcove. This chapel, once

Boots of the Mire

Aura faint (abjuration and transmutation); CL 5th Slot feet; Price 3,500 gp; Weight 1 lb. These soft leather boots confer several powers upon the wearer. First, he is granted the power to walk on water in swampy environments, provided the water is no deeper than 5 feet - this effectively lets him move through swampy terrain and mud at no cost to his speed. He leaves no tracks or other sign of his passage as long as he's in swampy terrain, and never becomes uncomfortable or wet from rain, fog, or other forms of non-freezing precipitation. Finally, the boots grant him a +2 resistance bonus on all Fortitude saves made against poison and disease. Construction Requirements Craft Wondrous Items, endure elements, pass without trace, resistance, water walk ; Cost 1,750 gp

Retaking Rannick, Part 4 (Wednesday, Kuthona (XII) 4th, 4707 AR)

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The heroes continued their infiltration of Fort Rannick. Workroom. The lathes, sawhorses, and other tools in this workroom lay in scattered, shattered ruin on the floor. The walls were smeared with gore, in some places forming messy graffiti. The graffiti, written in Giant, included such phrases as: "Me Big-a-Big, You Small-a-Small, I Eat Your Head!" and "You Never Think Me Write All Over With You Bloody Neck, I'm Holding You by Mig-a-Mug and Use You as Paint Brush! Har!" The happy painter of these verses was taking a break from his work to chew on the mangled, decapitated body of his latest "paintbrush". He laughed and hurled his "paintbrush" at the heroes when he noticed them, then drew his weapon and went to bloody work. The heroes defeated him. Armory. This large room was filled with several wooden racks, all bristling with pikes, longswords, and quivers of barbed arrows. The wall where the door once was had been smashed

Retaking Rannick, Part 3 (Wednesday, Kuthona (XII) 4th, 4707 AR)

The heroes continued their infiltration of Fort Rannick. Main Hall. What might once have been a well-maintained entrance hall was swathed in horror. Dried blood caked the stone walls; bits and pieces of armor, weaponry, and flesh littered the floor; and flies clouded the air. Tapestries that once bore the insignia of the Black Arrows had been torn from the walls and lay on the floor in shreds, coated with filth. The keep was old, its masonry battered by the elements for hundreds of years. The walls were worn and chipped in many places and significantly weakened. Ceiling height in the main keep averaged 12 feet - high enough that most of the Kreegs within didn't need to stoop. Tower. This round room contained a ladder that could be used to access a trapdoor in the ceiling above. Guest Quarters. This room was where the Black Arrows quartered guests, trainees, and other visitors. The ogres had tossed all of these rooms but hadn't bothered to go out of their way to r

Spectres

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Spectres are incorporeal undead. Undead are once-living creatures animated by spiritual or supernatural forces. They have darkvision. Undead have immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). They have immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning. Undead are not subject to nonlethal damage, ability drain, or energy drain. They are immune to damage to their physical ability scores, as well as to exhaustion and fatigue effects. Unintelligent undead cannot heal damage on their own, although they can be healed. Negative energy (such as an inflict spell) can heal undead creatures. Unintelligent undead can still have the fast healing special quality. They have immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not at risk of death from massive damage, but are immediately destroyed

Shocker Lizards

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Shocker lizards 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. A shocker lizard has a pale yellow underside, with bright green scales elsewhere on its 3-foot-long body, and weighs about 25 pounds. Shocker lizards tend toward group living, as their electrical abilities grow in power when they are close to another lizard. Shocker lizards can deliver an electrical shock to a single opponent next to them. This attack deals nonlethal electricity damage to living opponents. Additionally, if two or more shocker lizards are close to each other, they can work together to create a lethal shock. This effect

Ogres

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Ogres are giant humanoids. Humanoids usually have two arms, two legs, and one head, or a human-like torso, arms, and a head. Humanoids have few or no supernatural or extraordinary abilities, but most can speak and usually have well-developed societies. They are usually Small or Medium (with the exception of giants). Humanoids breathe, eat, and sleep. A giant is a humanoid creature of great strength, usually of at least Large size. Giants have low-light vision. Stories are told of ogres – horrendous stories of brutality and savagery, cannibalism and torture. Of rape and dismemberment, necrophilia, incest, mutilation, and all manners of hideous murder. Those who have not encountered ogres know the stories as warnings. Those who have survived such encounters know these tales to be tame compared to the truth. An ogre revels in the misery of others. When smaller races aren’t available to crush between meaty fists or defile in blood-red lusts of violence, they turn to

Retaking Rannick, Part 2 (Tuesday-Wednesday, Kuthona (XII) 3rd-4th, 4707 AR)

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After Bruthien sent his hawk familiar out to scout Fort Rannick, the heroes came up with an attack plan. The New Barracks: The "New Barracks" were built 20 years ago. Erected when the rangers grew concerned that Fort Rannick was going to outgrow its original barracks space, the wooden barracks (though spacious and less dank than the quarters for the guests and the old barracks) were abandoned after it was pointed out they were deathtraps: if fire was used during a siege, the barracks would go up like tinder and everyone inside would burn to death. The ogres were not so observant or knowledgeable, and a good number of their hulking brood made their quarters there - using fire on this building killed several of them and distracted the others long enough for a frontal infiltration. Fort Rannick General Features The slovenly ogres have turned this battle-worn but well-run fort into a charnel house of slaughter and drunken debauchery. The ogres had been spreading out, se

Retaking Rannick, Part 1 (Monday-Tuesday, Kuthona (XII) 2nd-3rd, 4707 AR)

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The heroes continued their exploration of the Graul farm. Bedroom. This room was filled with large, filthy beds. Human skulls with antlers fixed to them were mounted on the bedposts and headboards. Against the west wall sat a large cedar chest. Although not locked, the chest's lid stuck and had to be wrenched open. Opening the chest triggered no traps and revealed a sack of coins within. Unfortunately, the coins sat on a pressure trigger set to release a cleverly concealed war razor housed within the wall of the chest. As soon as Thurden lifted the sack, this blade snapped out with tremendous force. The blade was also laced with poison. The sack of coins contained a mix of 121 cp, 110 sp, and 23 gp, along with 17 mostly skeletal severed fingers. Attic. Tables strewn with beakers, glass vials, old tin cans, rope, animal traps, bits of twisted metal, spikes, bones, and all manner of junk littered this area. In one corner sat some old furniture and other keepsakes. Five fla

In the Hook's Shadow, Part 8 (Monday, Kuthona (XII) 2nd, 4707 AR)

The heroes defeated the Graul and his pet rats.