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Faceless Stalkers

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Faceless stalkers are aberration shapechangers. An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Abberations have darkvision. Aberrations breathe, eat, and sleep. A shapechanger has the supernatural ability to assume one or more alternate forms. Many magical effects allow some kind of shapeshifting, and not every creature that can change shapes is a shapechanger. Ugoloths (as faceless stalkers call themselves) are one of the many tools created and then discarded by the aboleths in their long war against the surface dwellers. Scorned by their former masters when the scheme for which they were designed unraveled, the faceless stalkers fled into swamps, marshes, or any other dark, wet places they could find – the closest they could come to the aquatic cities they once considered home. Faceless stalkers can move through an area as small as one-quarter their space without squeezing or one-eighth their s...

Chasing the Skinsaw, Part 2 (Thuesday-Saturday, Neth (XI) 14-16, 4707 AR)

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The heroes spent a few more days exploring Magnimar before exploring AldernFoxglove's townhome. Magnimar's sprawling slate rooftops and marble avenues stretched from the foundations of the Irespan - a ruined stone bridge of impossible size - to beyond the western banks of the Yondabakari River. A sheer cliff, the Seacleft, cut through the city's heart, dividing Magnimar into its two major sections: the Summit, upon the cliff's top, and the Shore, below. The second largest city in Varisia, Magnimar waged an open war of coins and lies with Korvosa to the east. Both city-states vied for control over vassal communities, natural resources, and trade with the cosmopolitan south. In its constant striving to outdo and exceed Korvosa, Magnimar had opened its gates and harbor to all comers, encouraging traders from many lands to discover the wonders of Varisia away from the excessive taxes and regulations of Korvosa, yet in greater safety than was offered by pirate havens like...

Will-o'wisps

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Will-o'-wisps are air abberations. An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. Aberrations have darkvision. Aberrations breathe, eat, and sleep. Air creatures are usually outsiders with a connection to the Elemental Plane of Air. Air creatures always can fly and usually have perfect maneuverability. Every trapper or bog farmer living near marshes or swamps has his own name for these faintly glowing balls of light – jack o’ the lanterns, corpse candles, walking fires, pine lights, spooklights, rushlights – but all recognize them as dangerous predators and false guides in the darkness. Evil creatures that feed on the strong psychic emanations of terrified creatures, will-o’-wisps delight in tempting gullible travelers into terrible situations. In the wild lands where they’re most common, will-o’-wisps favor simple tactics like positioning themselves over cliffs or quicksand where they can easi...

Chasing the Skinsaw, Part 1 (Thursday, Neth 7th-14th, 4707 AR)

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The rest of the heroes' trip to Magnimar was uneventful. Although the Lost Coast is remote and quiet, news traveled fast. Word of the murders in Sandpoint quickly reached Magnimar. Magnimar has had trouble with killings of late as well. The murders of Sandpoint were indeed linked to the killings that have recently plagued Magnimar. Merchants, nobles, bankers, have been slain, and it's no longer possible to discount theories that an entire cult of madmen might be involved. Angry demands to stop the slaying filled the streets and taverns by day. Just as fast as news of the Sandpoint murders traveled to Magnimar, so too did news of heroes standing against and defeating Aldern Foxglove. Welcome to Magnimar Magnimar was a sprawling city. The heroes, being what they were, got distracted by the sights and sounds of the city. Alabaster District: Home to many of Magnimar's finest and richest aristocrats, the Alabaster District's skyline was dominated by the towers o...

Bramble-Sick Brandy

In most forests, a bramble called tomb herald - because it grows near burial grounds - is prized by bugbears. When eaten (a painful experience), the thorny bush slightly enhances the monster's ability to smell fear. When fermented into a spirit, the bramble's power increases in potency. When a bugbear is drunk on bramble-sick during a hunt and catches the scent of a victim's fear, it temporarily gains a +2 morale bonus on all attack rolls and skill checks (for as long as it smells pungent fear from a foe within 30 feet). The drink makes the imbiber very ill once its effects wear off (1d4 hours after consumption), causing it to be nauseated for 24 hours. Many bugbears are willing to tolerate this in exchange for the power of the brandy. More than a few adventurers have happened across a bugbear after a night of indulgent bramble-sick-enhanced hunting and found their quarry particularly easy to defeat.

Dust of Envy

Aura moderate abjuration; CL 6th Slot amulet; Price 900 gp; Weight - Upon a frail silver chain dangles a tiny crystalline phial filled with light blue dust. When one shatters the phial, it releases a potent flash of abjuration magic that affects all evocation and necromancy magic in a 30-foot-radius with a targeted dispel magic . Each phial holds one use of the dust and, once used, the item is destroyed. This phial can be used as a thrown weapon (CR 141). While legends credit Runelord Belimarius with creating dust of envy , further historical accounts imply that the remaining runelords also uncovered the secrets of making their own virtue-related dusts - all of which activate under similar circumstances and produce similar effects, being attuned to a specific sin and targeting spells of the schools related to the two opposing sins. Construction Requirements Craft Wondrous Item, dispel magic ; Cost 450 gp

Carrionstorms

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Carrionstorms are undead swarms. 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...