My business partner and I, for our joint birthday gift a couple weeks ago, brought to life a new company called Beta|Read.
It is a fiction manuscript review and accreditation service. A cheap but welcome birthday gift idea for us: Visit our Facebook page and give it a "LIKE." In lieu of cake, please share the page with your fiction author friends and tell them about us!
Thanks in advance!
https://facebook.com/betareadreview
http://www.betaread.com/
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Hail and Well Met, fellow traveler! May my Stronghold provide a place for enlightenment and amusement, and somewhere to keep your dice dry. Enter and rest awhile.
Showing posts with label Fiction. Show all posts
Showing posts with label Fiction. Show all posts
08 September 2017
15 April 2015
[A to Z April] M is for Molehill (spell)
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| http://www.a-to-zchallenge.com/ |
Flakim murmured his agreement with the halfling's comment. "We should really put a stop to this. He's not playing fair."
Their heads bobbed up and down: up as yet another orc flew into the air, launched by an erupting nodule of earth that quickly subsided; down as the orc fell from over one hundred feet in the air to land with a wet sound on the ground, never to move again.
"Yes," Deand said. "Unfair. Truly. It almost makes you feel sorry for those disgusting creatures, doesn't it?" Another orc shouted as it--briefly--experienced the sensation of flight.
"As you say, Deand. Almost."
-------------------------------------------------------------------------------------
Molehill
Transmutation [earth]
Level: Druid 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area of Effect: 5-ft. square
Duration: Instantaneous
Saving Throw: Reflex partial
Spell Resistance: No
Molehill causes a 5-ft. square area of ground to erupt suddenly beneath a target’s feet. The earth erupts 30 feet into the air, launching the target creature 30 feet into the air, plus 5 feet per caster level (maximum 130 feet). The earth then immediately subsides, thereby allowing the target creature to fall back to the original ground level. The target creature may make a Reflex save (DC 15) to convert the first 1d6 of falling damage to nonlethal damage. A successful Tumble Check (DC 15) allows the creature to ignore the first 1d6 of falling damage and instead converts the second 1d6 of falling damage to nonlethal damage.
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Previous "M"s:
2014: M is for Marsh Blade (item)
2013: M is for Middlemurk Church (map)
2012: M is for Myth Voice (feat)
2011: M is for Maerl Dardar (npc)
11 April 2015
[A to Z April] J is for Jewel, Fuddle (item)
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| http://www.a-to-zchallenge.com/ |
"What happened, Seandi?" The dwarf tried to roll over to stand, then sucked air loudly through his teeth. He winced and fell back to the floor at the pains in his hip and in his head. "I've a powerful headache. And what's wrong with my leg?"
"What's the last thing you remember, Alakin?" The woman placed a cool, soothing hand on his head.
The dwarf shook his head. "The last thing I remember is Deand, looking through that new magic gem of hers at that chest we found. 'Trying to learn if it's trapped,' she said. Then nothing until I saw you here." Alakin reached up and took her hand away from his brow and held it tightly. "I assume from the salve that you just finished healing me. From the pain I would guess it was my head and leg?
Seandi smiled. "Your hip, actually, Alakin. The other way around, too: your hip and then your head." She reached down with her free hand and resumed stroking his forehead. "And I'm truly sorry for whatever pain you still feel. It's been a long day; I'm tired and could muster little more strength than this for prayers tonight. A night's rest will help you--will help us both--then I will try a little more in the morning. I've already laid out your blankets for you." Alakin nodded and the woman continued.
"Deand gazed into her gem, then went still. Far too still and unnaturally so. I should have realized something was wrong. All you did was place a hand on her shoulder; she screamed, drew her mace, and laid one solid blow across your side. Shattered your hip. It was an ugly wound--dropped you right to the ground. Then she came back around on the backswing and caught you on the top of your head."
"Good thing I was wearing my helm, then."
Seandi smirked down at the dwarf. "'Helm' nothing. It was simply that hard head of yours that saved you. Deand clearly wasn't in her right mind or she'd never have tried to kill you in such an impossible way."
The dwarf smiled up, ruefully, and then chuckled. "Hah. 'Hard headed dwarf.' That's original. But that's what knocked me out?" Seandi nodded again.
"You were out cold. She turned and started toward me. Alakin, She had murder in her eyes. If it wasn't for Flakim and his quick hands, I'm sure I would have joined you witless on the floor. We'd both be there still."
"Where is Deand now?" the dwarf asked. Seandi gestured over Alakin, to the far side of the room. Groaning at the pain, the dwarf rolled slightly to look where Seandi pointed. There was Deand, a halfling, face down and trussed, bound, and gagged. Alakin thought Deand looked like nothing so much as a pig on the day before a Nameday feast. As he watched, the halfling shook and rolled, screaming around the gag in her mouth, as she tested her bonds and tried to free herself. Sitting against the wall at Deand's side was Flakim, the massive seven-foot-tall human, his feet propped on Deand's back.
"Flakim looks much too pleased with himself," Alakin said, gently rolling back onto his back, grunting as he did so.
"He should be," answered Seandi. "It has been far too long, he says, since he was able to practice his hog-wrangling and -tying skills. But Deand isn't hurt and, were I to guess, will be back to sanity in the morning."
"By the Stones, he'll be insufferable for a week or more. Come, Seandi, help me crawl to my bedroll. I think I'm going to need all my strength to put up with him."
Fuddle jewel
DESCRIPTION
This palm-sized gem is a clear crystal, that seems to change colors deep inside as it moves in the light. It is mounted in a pendant on a chain. At first blush it appears and identifies as a gem of seeing. Indeed, most of the time its magic operates as such. However, each round it is used there is a 10% chance that, instead, it casts confusion on the wielder. Each consecutive round it is used, the 10% chance is cumulative.
CREATION
Magic Item Gem of Seeing
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Previous "J"s:
2014: J is for Jade Temple (map)
2013: J is for Jade Skull (item)
2012: J is for Jalbion's Liquid Jewel (spell)
2011: J is for Juniper Ale
Labels:
3.xE,
A to Z April 2015,
Bloghop,
Challenge,
Cursed Items,
Fiction,
Found Items,
Magic Items
28 January 2014
[Tall Tale Tuesday] The Chronicles of Azarr, Part I
I've got to get back into the habit of some true creative writing. Law school--all those many years ago--put a major hurt on my creativity. Each year of practicing The Law bleeds me just a little bit more. It's what I want to do and what I really enjoy, but I can feel my skills starting to atrophy and vanish with disuse. For personal reasons I've had to take the last couple years off from the self-induced Hell of NaNoWriMo. That has left me a little bit more out of practice. So, I've decided that I'm going to subject you all to a bit of it, now and then. Just a bit. A couple of paragraphs; a page, maybe. I have an outlet here, after all. If I'm going to blog, I may as well do a bit of creative writing at the same time, from time to time.
If you want, feel free to leave some constructive criticism; all I ask: if you do, be honest.
Please note, however, that my dear friend, Azarr, speaks in a rough patois, a mix of Dwarven and Common. I already know that it can be hard to read; my biggest concern is that it be somewhat consistent. Also, I've included the Common translations immediately following the first use of the Dwarven word (and the first word only), bracketed as shown here: {example}. (Any suggestions on how to show the translations, without becoming unwieldy, would be welcome. This was my best solution.)
And now, without further ado:
Lousy barkeep. All I did was ask him one simple question and he goes and tries to gut me. Well, we showed him and his lackeys. Put him right to sleep, I did. O'course, sometimes I don't know me own strength. Might o' cracked his skell as far's I know.
But I’m gettin’ ahead o’ meself. I should start from the beginning.
I’m not sure how long ago it was; all the time in the Dunolor {Everdark} is somewhat hazy. I'd been in exile from me clan for two seasons when the slavers grabbed me and dragged me off. I'd just about given up all hope o' ever seein’ a blue sky again--I have no problem with rock and tunnels; I just happen to prefer the open. The group marchin’ us along, they were attacked. Me chain-mates and me took our chance and ran, led by the olv. {elf} Bein’ at the end of the chain, I had to struggle to keep up. The slavers, y’know, had me there on purpose: they thought havin’ a dwar at the end o’ the line would keep the others from runnin’ as fast. I could run just as fast as the others. That wasn't me problem; I just couldn’t see where we was goin’. So I just ran. That is, ‘til I slammed me face into the abat {arse} in front of me; danged hurm gundlin!. {human bard}
I had to peer around the hurm chained in front of me to see what had stopped the olv’s progress. It was a large, swirlin’ mass o’ colors, he saw; you could tell right off it was magical. Treebrother--chained right behind the olv--said it was a portal o' some kind--didnae matter t'me, 'cuz anywhere’s better than here, I thought. We must've all had the same idea, because we moved toward the portal almost as one. We hadn’t taken three steps, o’course, when we were surrounded by hurm with bows drawn. These weren't the slavers, though. These hurm were all heavily armored and much more disciplined.
They hauled us off, back to their abbey, and threw us into another cell. They called it the "Abbey of the Sword." Well, a sword’s not a nyr {axe} but any church that reveres a good weapon isnae too bad in me mind. Besides, I saw a couple o’ horm {clerics} carryin’ axes; granted, they weren't none of ‘em carrying’ a proper kuld {greataxe}, but they were still nyr, nonetheless.
I’m not exactly sure what all happened at the Abbey, aside from too much talkin’ and not enough arglary {butchery} for me taste. The olv and Treebrother did a lot of quiet talking with the horm. Essentially, we were spared spies’ deaths only because we agreed to do some work for the horm. They still kept us under guard and obviously didnae trust us. They let us outfit ourselves with gear from their storehouses and armory, ours havin’ been lost to the slavers. They didnae have a decent kuld, though, and I had to settle for a hurm nyr.
I did find that there were other dwar at the Abbey, crafting weapons and armor for the horm, an’ they agreed to make me some armor. I only talked with ‘em for a short while; they were uppity dwar, bein’ used to hurm ways and turnin’ their noses up at me roughness. As if it were me own fault that me people were the way they are. I didnae have time to wait for them to finish up the armor, though, 'fore the horm had us ready to leave.
The horm wanted us to travel to this village they called Ana'us, and told us to look around for “anything strange,” they said, an’ didnae give us much choice in the matter. We had just left the Abbey’s gate, when one o’ the horm came runnin’ out to stop us. He was carryin’ a kuld of all things--as he came closer, I could tell it wasn’t just any kuld . . . it was me very own kuld, Arak! Arak was certainly a welcome sight; like part of me arm, she is, and to have her back, safe from the slavers--well, it makes workin' for the hurm almost painless. He said one o' the horm had found Arak in the hands of a slaver; took it from the slaver's corpse, he did, and knew it for dwar make. Somehow, when he saw me, he knew it was me own and sent his man to return it t'me 'fore we'd gone too far.
The trip to Ana'us was uneventful; I spent most of it sharpenin' Arak. Ridin' the Tel-cursed frulbraut {horse}, though, wasn't much fun at all. Me abat may never be the same again. Barr, the gundlin, just laughed when I told him that; told me I was sittin' on me wrong parts, then. He tried to tell me that it wasn't anythin' that a pint or two o' auraun {ale} wouldn't mend. Normally I wouldn't disagree, but I doubt this town's local brew will be anythin' more'n flavored water.
The smell in the tavern did nothin' to change me mind, either. "The Noble Troll," indeed! More like the Stinkin' Rotten Troll Corpse. Why a hurm would name his tavern after an arauach {troll}, I will never understand. I have to admit I was wrong about one thing: the auraun didnae taste like colored water. It tasted like abataun {urine} from an arauach instead. I said as much to Barr; mayhap I said it too loud, for it was shortly afterwards that the lousy hurm barkeep tried to empty me guts on the floor.
Angry hurm came from everywhere, it seemed. Mayhap it was me arauach abataun comment; more likely it was me question about the town that set the hurm to frenzy. Whatever it was, ten of 'em came from all over, swingin' their fists, clubs, whatever they had to hand.
We managed to overwhelm the hurm in short order; they didnae seem t'be more'n simple thugs. But then, Points--that's what I call the olv 'cuz it makes him mad--Points said he heard more o' them comin' down the stairs. Guess them things on his head ain't just pointy--they work pretty well too. Although truth be told he's pretty scruffy-lookin' for a pointy-ear olv. Most olv are a bit too rrinklankhun {prissy} for me own tastes. Not Points, though. Not in the least.
Anyways, easiest way t'stop them hurm from comin' down the stairs? Puttin' one o' them big tables in front of it--that'll give us some cover, too. Good plan, but I hadn't figgered on all the spilt auraun and torlaun {blood} still on the tabletop. Me hands slipped right off of it. Coulda sprained somethin' too, with as much back as I put into it . . . I'll feel that in the mornin', no doubt. I didnae have much time to moan about it, though, 'cuz now I could hear 'em on the stairs meself.
If you want, feel free to leave some constructive criticism; all I ask: if you do, be honest.
Please note, however, that my dear friend, Azarr, speaks in a rough patois, a mix of Dwarven and Common. I already know that it can be hard to read; my biggest concern is that it be somewhat consistent. Also, I've included the Common translations immediately following the first use of the Dwarven word (and the first word only), bracketed as shown here: {example}. (Any suggestions on how to show the translations, without becoming unwieldy, would be welcome. This was my best solution.)
And now, without further ado:
Being the Chronicles and Journals of Azarr Stonetower
by his own hand
by his own hand
Lousy barkeep. All I did was ask him one simple question and he goes and tries to gut me. Well, we showed him and his lackeys. Put him right to sleep, I did. O'course, sometimes I don't know me own strength. Might o' cracked his skell as far's I know.
But I’m gettin’ ahead o’ meself. I should start from the beginning.
I’m not sure how long ago it was; all the time in the Dunolor {Everdark} is somewhat hazy. I'd been in exile from me clan for two seasons when the slavers grabbed me and dragged me off. I'd just about given up all hope o' ever seein’ a blue sky again--I have no problem with rock and tunnels; I just happen to prefer the open. The group marchin’ us along, they were attacked. Me chain-mates and me took our chance and ran, led by the olv. {elf} Bein’ at the end of the chain, I had to struggle to keep up. The slavers, y’know, had me there on purpose: they thought havin’ a dwar at the end o’ the line would keep the others from runnin’ as fast. I could run just as fast as the others. That wasn't me problem; I just couldn’t see where we was goin’. So I just ran. That is, ‘til I slammed me face into the abat {arse} in front of me; danged hurm gundlin!. {human bard}
I had to peer around the hurm chained in front of me to see what had stopped the olv’s progress. It was a large, swirlin’ mass o’ colors, he saw; you could tell right off it was magical. Treebrother--chained right behind the olv--said it was a portal o' some kind--didnae matter t'me, 'cuz anywhere’s better than here, I thought. We must've all had the same idea, because we moved toward the portal almost as one. We hadn’t taken three steps, o’course, when we were surrounded by hurm with bows drawn. These weren't the slavers, though. These hurm were all heavily armored and much more disciplined.
They hauled us off, back to their abbey, and threw us into another cell. They called it the "Abbey of the Sword." Well, a sword’s not a nyr {axe} but any church that reveres a good weapon isnae too bad in me mind. Besides, I saw a couple o’ horm {clerics} carryin’ axes; granted, they weren't none of ‘em carrying’ a proper kuld {greataxe}, but they were still nyr, nonetheless.
I’m not exactly sure what all happened at the Abbey, aside from too much talkin’ and not enough arglary {butchery} for me taste. The olv and Treebrother did a lot of quiet talking with the horm. Essentially, we were spared spies’ deaths only because we agreed to do some work for the horm. They still kept us under guard and obviously didnae trust us. They let us outfit ourselves with gear from their storehouses and armory, ours havin’ been lost to the slavers. They didnae have a decent kuld, though, and I had to settle for a hurm nyr.
I did find that there were other dwar at the Abbey, crafting weapons and armor for the horm, an’ they agreed to make me some armor. I only talked with ‘em for a short while; they were uppity dwar, bein’ used to hurm ways and turnin’ their noses up at me roughness. As if it were me own fault that me people were the way they are. I didnae have time to wait for them to finish up the armor, though, 'fore the horm had us ready to leave.
The horm wanted us to travel to this village they called Ana'us, and told us to look around for “anything strange,” they said, an’ didnae give us much choice in the matter. We had just left the Abbey’s gate, when one o’ the horm came runnin’ out to stop us. He was carryin’ a kuld of all things--as he came closer, I could tell it wasn’t just any kuld . . . it was me very own kuld, Arak! Arak was certainly a welcome sight; like part of me arm, she is, and to have her back, safe from the slavers--well, it makes workin' for the hurm almost painless. He said one o' the horm had found Arak in the hands of a slaver; took it from the slaver's corpse, he did, and knew it for dwar make. Somehow, when he saw me, he knew it was me own and sent his man to return it t'me 'fore we'd gone too far.
The trip to Ana'us was uneventful; I spent most of it sharpenin' Arak. Ridin' the Tel-cursed frulbraut {horse}, though, wasn't much fun at all. Me abat may never be the same again. Barr, the gundlin, just laughed when I told him that; told me I was sittin' on me wrong parts, then. He tried to tell me that it wasn't anythin' that a pint or two o' auraun {ale} wouldn't mend. Normally I wouldn't disagree, but I doubt this town's local brew will be anythin' more'n flavored water.
The smell in the tavern did nothin' to change me mind, either. "The Noble Troll," indeed! More like the Stinkin' Rotten Troll Corpse. Why a hurm would name his tavern after an arauach {troll}, I will never understand. I have to admit I was wrong about one thing: the auraun didnae taste like colored water. It tasted like abataun {urine} from an arauach instead. I said as much to Barr; mayhap I said it too loud, for it was shortly afterwards that the lousy hurm barkeep tried to empty me guts on the floor.
Angry hurm came from everywhere, it seemed. Mayhap it was me arauach abataun comment; more likely it was me question about the town that set the hurm to frenzy. Whatever it was, ten of 'em came from all over, swingin' their fists, clubs, whatever they had to hand.
We managed to overwhelm the hurm in short order; they didnae seem t'be more'n simple thugs. But then, Points--that's what I call the olv 'cuz it makes him mad--Points said he heard more o' them comin' down the stairs. Guess them things on his head ain't just pointy--they work pretty well too. Although truth be told he's pretty scruffy-lookin' for a pointy-ear olv. Most olv are a bit too rrinklankhun {prissy} for me own tastes. Not Points, though. Not in the least.
Anyways, easiest way t'stop them hurm from comin' down the stairs? Puttin' one o' them big tables in front of it--that'll give us some cover, too. Good plan, but I hadn't figgered on all the spilt auraun and torlaun {blood} still on the tabletop. Me hands slipped right off of it. Coulda sprained somethin' too, with as much back as I put into it . . . I'll feel that in the mornin', no doubt. I didnae have much time to moan about it, though, 'cuz now I could hear 'em on the stairs meself.
**--To be continued--**
Labels:
Adventures,
Azarr Stonetower,
Fiction,
GM Games,
Tall Tale,
Tim Shorts,
Writing
15 November 2013
Found Item Friday: At The Potion Merchant's Cart
"Dilil, would you stop touching things? You have no idea where those things have been!" The female halfling slapped at her brother's hand just before he touched the oddly-shaped bottle on the merchant cart. Whispering, she continued, "Plus, if you break it, he's going to make you buy it. And you, brother, are a klutz."
Dilil sucked on the side of his hand and muttered, "Shiloru, you need to have more faith in me. And I'm not a klutz; put a sword in my hand and I'll show you." He waved his arm in a broad gesture, sweeping his cloak out of the way. The weighted edge of his cloak swept across the front row of bottles. Several fell to the ground, shattering, and leaving a variegated puddle.
The merchant smiled a cunning, toothy smile. "I'll just total up your receipt shall I, little master? Mayhaps you ought to listen more closely to your sister. Unfortunately, you chose a couple of the more rare items to, ahem, sample. If you wish to take them home with you, little master, I do have some – undamaged – bottles of the same draughts. I can just add them to your bill." Shiloru glared at Dilil and shook her head as the merchant walked around the corner of his cart, whistling happily.
- Bottle One: Nectar of Life
– This potion is contained in a glass conical bottle. The bottle itself is sealed with a screw-on lid covered and made air-tight with blue wax. On the side of the bottle, a single strange rune is painted; the rune is from a very rare language and names the potion. Through the glass, the potion is seen as a turquoise color. If opened, it smells reminiscent of rhubarb. If consumed, it is a very thick liquid, much like yogurt, and has a very sour taste. If the entire bottle is consumed, it causes leaves to grow on the drinker’s body. The leaves last for 5 minutes. If consumed in full sunlight, it acts as either a heal or restoration spell. MSRP: 3300 gp
- Bottle Two: Oil of Irritation
– This potion is in a brass container, one shaped to look on both sides like a grinning goblin face. The container is corked and sealed with black wax. There is no label on the container to identify the liquid within. If opened, the potion is seen as a yellow liquid, but is found to be odorless. If consumed, it tastes alcoholic, but with a greasy, oily texture. When consumed, the liquid causes the drinker to hear a high frequency noise for six hours; during this time, all of the drinker’s senses are diminished. MSRP: 300 gp
- Bottle Three: Tincture of Predictions
– This crystal flask is sealed with a glass cap, which must be broken off to open. This makes the flask impossible to reuse. On one side of the flask is a glued-on paper label, which describes on ly the general type of potion contained in the flask. The potion is visibly crimson colored. If the flask is opened, a harsh chemical smell is released. The potion itself is bubbly and fizzy when the flask is opened. If consumed, the potion tastes like chicken and grants the drinker a vision of one day into her future. (This is not the full 24-hour span, but simply the actions, situations, etc. a full 24 hours after consuming.) This vision lasts for 1 minute. After the vision subsides, the drinker suffers from drowsiness and mild paranoia for 24 hours. MSRP: 800 gp
Labels:
Fiction,
Found Items,
Found Items Friday,
Hooks,
Little Things,
Magic Items,
Treasure
01 November 2013
Found Item Friday: Battalion Mage's Desk
Seandi peeked around the tent's door, holding the fabric back with one long, delicate finger. There was no one visible within the tent; the coast was clear. Taking no chances, however, she slipped quietly between the tent flaps and quickly tip-toed across the inner space. As her lithe form crossed to the far side, her eyes flickered constantly around her, never once focusing on her true goal: the traveling desk of Master Alashor, Battle Mage for the 6th Battalion, Army of the Frozen Brand.
Her employer had said he would pay dearly for any items she could find on--and in--Alashor's desk. Now she just had to inventory the items and pack them away before she was discovered. Let the others worry about how they were going to get her back out from the middle of the enemy army.
Seandi grinned. She liked a good challenge.
Twenty Things Found in Master Alashor's Desk
- A packet of six 6" wooden dowels, tied with a purple ribbon.
- The heel (stale) from a loaf of bread.
- A shard from a broken looking glass.
- Four unmatched buttons.
- The stubs of two beeswax candles.
- Five cherry pits.
- A chunk of brimstone.
- One spool, made from clay.
- The remains of a large, hairy spider in a 4" bamboo cage.
- A dead newt floating in a fishbowl.
- A dead tortoise in a jar filled with an orange-tinged liquid.
- A 12"-long leather cord.
- A dessicated orange rind, peeled as one piece.
- Three dried peppers.
- A soiled handkerchief.
- Two peach pits.
- A pixie's skull, apparently suspended in a small crystal ball.
- One silver sewing needle.
- A skeleton key.
- A carved wooden whistle.
Labels:
Fiction,
Found Items,
Found Items Friday,
Hooks,
Little Things,
Treasure
13 April 2013
[A to Z April] L is for Ladder, Nature's (spell)
Nature’s Ladder, LesserTransmutation
Level: Brd 1, Drd 1, Rgr 1
Components: V,S,M
Casting Time: 1 standard action
Range: Touch
Area of Effect: 10 ft./2 levels; see text
Duration: 10 min./level
Saving Throw: Fortitude negates; see text
Spell Resistance: Yes (object)
This spell causes hand- and foot-holds to spontaneously grow from a wooden source to create a ladder. It also magically reinforces the wooden source object to be able to sustain a climber or climbers with a maximum weight of 500 pounds.
The wooden source may be either harvested wood or a still-growing and living wood source. The area effected can be any wood source that is in continuous contact up to the maximum area; i.e., a series of wooden poles lashed together or a latticework of intertwined branches. The handholds spring out from the sides of the wood source as a series of small, alternating pegs just large enough to grasp and on which to stand.
Creatures made from wood are granted a saving throw to resist the effects of this spell. Magic items aren’t affected by this spell.
Components: the wood source being affected and a strand of cobweb
__________________________________________
Nature’s Ladder, Greater
Transmutation
Level: Brd 2, Drd, 2, Rgr 2
Component: V,S,M
Casting Time: 1 standard action
Range: Touch
Area of Effect: one wooden object
Duration: 10 min./level
Saving Throw: Fortitude negates; see text
Spell Resisitance: Yes (object)
This spell has two effects. When cast upon a single, solid piece of wood (such as a quarterstaff or 10' pole) that is planted firmly against the ground or floor, it will cause the wood source to first grow and extend by the maximum length desired by the caster, two feet per caster level (up to 40' maximum). Simultaneously, it will cause hand- and foot-holds to sprout as with the lesser version of the spell.
For example, Alakin, a cleric, and Naotil, a 10th-level bard, need to scale a 30' cliff. Alakin removes a ten-foot-pole from the straps on his back and braces it against the ground and leans it against the wall. Noatil casts nature’s ladder and the ten-foot-pole begins to grow, extending to a full thirty feet in length. Three inch handles sprout from each side of the pole, allowing them to scale the wall.
Components: the wood source and a small metal rod.
**Many thanks to my buddy Simonathi Starym for a bit of game testing, advice, and tweaking on this year's A to Z.
-------------------------------------------------------------------------------------
Previous "L"s:
2012: L is for Lung Leech Swarm
2011: L is for Lehman Caves
Labels:
A to Z April 2013,
Bloghop,
Challenge,
Fiction,
Spells
30 August 2012
[new spell] Partial Invisibility
"Umm...Shiloru.... I do not mean to pry, but where in the name of The Stone is your right arm?" The dwarf asked with concern, stepping out of the darkness at the sound of his associate's approach. "I am fairly certain you had it when you left camp for the Baron's manor."
"Fear not, dear Alakin." The halfling reached up and patted her friend's face with her left hand. "'Tis but a wee spell I cast on myself. It enabled me to walk away from the Baron's house with this." With a flourish, Shiloru pirouetted, and her arm suddenly reappeared--her arm and a priceless ceramic vase grasped in her hand. "The Baron never knew what happened; he never saw a thing. Other than the crippled, one-armed halfling begging in his courtyard, that is." Shiloru mopped her brow with a handkerchief. "It still took a bit out of me, but 'twill be worth it when our benefactor sees this on his own table."
==========================
Invisibility, Partial
Illusion (Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V,S
Casting Time: 1 standard action
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 min./level (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like greater invisibility, except that it applies only to a single limb, extremity, body part, or item per casting. The effected limb, extremity, body part, or item must be declared at casting and cannot be changed until the dissolution of the spell. Because the spell’s effect is so precise, if the spell is used at range then the caster must make a Concentration check each round to continue the effect. Should the caster fail a single Concentration roll, the spell does not end. Instead, the effected object merely flickers, similar to a blur effect for that round and back into invisibility the next round, assuming the subsequent Concentration check succeeds. Should the caster fail two consecutive Concentration checks, the spell ends and the effected body part returns to visibility.
If the caster uses the spell as a touch spell, he must make a successful touch attack. No Concentration check is necessary if used as a personal spell or touch spell. The spell simply expires at the end of its normal duration.
Items dropped or set down from an effected body part become visible; any object held or carried by the body part at the time of casting becomes invisible. Any mundane and unattended item upon which the spell is cast or which is picked up, held, or carried by the limb or body part after casting is not afforded a Will save and becomes invisible. Any magical item receives a Will save. Any part of an object that the subject carries in the effected body part but that extends more than 10 feet from the subject becomes visible.
As with greater invisibility any attack with the invisible body part or an item held in the invisible body part does not cause the spell to end.
**Many thanks to my buddy Simonathi Starym for a bit of game testing, advice, and tweaking.
"Fear not, dear Alakin." The halfling reached up and patted her friend's face with her left hand. "'Tis but a wee spell I cast on myself. It enabled me to walk away from the Baron's house with this." With a flourish, Shiloru pirouetted, and her arm suddenly reappeared--her arm and a priceless ceramic vase grasped in her hand. "The Baron never knew what happened; he never saw a thing. Other than the crippled, one-armed halfling begging in his courtyard, that is." Shiloru mopped her brow with a handkerchief. "It still took a bit out of me, but 'twill be worth it when our benefactor sees this on his own table."
==========================
Invisibility, PartialIllusion (Glamer)
Level: Brd 3, Sor/Wiz 3
Components: V,S
Casting Time: 1 standard action
Range: Personal or touch
Target: You or a creature or object weighing no more than 100 lb./level
Duration: 1 min./level (see text)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell functions like greater invisibility, except that it applies only to a single limb, extremity, body part, or item per casting. The effected limb, extremity, body part, or item must be declared at casting and cannot be changed until the dissolution of the spell. Because the spell’s effect is so precise, if the spell is used at range then the caster must make a Concentration check each round to continue the effect. Should the caster fail a single Concentration roll, the spell does not end. Instead, the effected object merely flickers, similar to a blur effect for that round and back into invisibility the next round, assuming the subsequent Concentration check succeeds. Should the caster fail two consecutive Concentration checks, the spell ends and the effected body part returns to visibility.
If the caster uses the spell as a touch spell, he must make a successful touch attack. No Concentration check is necessary if used as a personal spell or touch spell. The spell simply expires at the end of its normal duration.
Items dropped or set down from an effected body part become visible; any object held or carried by the body part at the time of casting becomes invisible. Any mundane and unattended item upon which the spell is cast or which is picked up, held, or carried by the limb or body part after casting is not afforded a Will save and becomes invisible. Any magical item receives a Will save. Any part of an object that the subject carries in the effected body part but that extends more than 10 feet from the subject becomes visible.
As with greater invisibility any attack with the invisible body part or an item held in the invisible body part does not cause the spell to end.
**Many thanks to my buddy Simonathi Starym for a bit of game testing, advice, and tweaking.
21 April 2012
[A to Z April] S is for Snake, Howler

Howler Snake“C’mon, Dillil – it’s not that difficult of a shot. Not even for you.”
The male halfling lowered his crossbow slightly and turned his head back toward his sister. There was a bit of scorn in his face. After growing up with his twin sister, he was fairly accustomed to the ridicule. “I just want to make sure. The thing is in the shadows and I can’t quite get a good read on it’s head. It's not as big as your head, you know. It's not as slow as you are either.”
Behind both the halflings stood a middle-aged dwarf in full plate armor. He leaned heavily on the top of his greatclub, using it almost as a crutch. He yawned as he looked down at the two siblings. “Quitcher bickerin'. Y’all jes' need t’ kill the thing. Else I’ll hafta c’mon up there an’ beat the thing inta paste. It’s jes' a snake, fer cryin’ out loud. Shoot the snake, Dillil. Pull the danged trigger! An' you, Shiloru, jes' let 'im be.” Behind the dwarf, in the dark, stood a tall female figure. She simply shook her head at the proceedings.
From the shadows in front of the halflings came a high-pitched squeak, almost as if from a bat. It was followed by a second, then a third.
Dillil sighted along his crossbow and took a deep breath. “Fine, Alakin. Keep your shorts on, please...for all of our sakes.” The halfling just started to exhale and pull on the trigger and there came a dreadful sound. He dropped the crossbow and held his hands to his ears. Behind him, his sister also grabbed her ears and fell to the floor, writhing in pain. The dwarf winced, then simply tugged his helm further down onto his head. He sighed heavily and then swung his club up to his shoulder as he stepped forward. Upon reaching the edge of the shadow, he looked down and saw an eight-foot-long serpent. It was patterned with pale greens and yellows; in all respects but one it looked no different than any other snakes. The piercing sound continued, echoing from the stone walls and bouncing back and forth as the dwarf strode forward.
‘Oy,’ the dwarf thought to himself, ‘the critter ain’t got no eyes. It’s jes got one big mouth.’ His hands tightened around the base of the club and he squeezed, the wood and his knuckles creaking and crackling from his strength. “Ok, m’friends. I’ll shut the critter up fer ya. It’s jes a matter of shuttin’ his mouth.”
Alakin took a deep breath and shifted his weight. The massive oaken club lifted from his shoulder and whistled downward. At the last moment, the snake seemed to sense the danger from the onrushing club and began to move. It was not quick enough and the club smacked heavily against the hewn stone floor, catching the snake’s head between the wood and the stone.
“There y’go.” The dwarf lifted the club and looked underneath. A spot of green paste stained the floor at one shattered end of a seven-foot length of twitching serpent. “Now we’ve got somethin’ fer dinner. I’ll git cleanin’ it up if y’all will git some fire started.” He looked at the two halflings moaning and lying on the floor with blood dripping from their ears. He looked up at the tall figure as he picked up the snake’s remains and flipped it over his shoulder.“Seandi, d’ye mind gittin’ a fire started? It looks like these two’re outta commission fer awhile.”
==========================
Howler Snake
Large Animal
Hit Dice: 3d8 (13 hp)
Speed: 20 ft., climb 20 ft., swim 20 ft., burrow 20 ft.
Armor Class: 17 (+3 Dex, +4 natural), touch 13, flat-footed 13
Base Attack/Grapple: +2/+0
Attack: Bite +3 melee (1d4) or Howl +6 (1d12)
Full Attack: Bite +3 melee (1d4) or Howl +6 (1d12)
Space/Reach: 5ft./5 ft.
Special Attacks: Howl
Special Qualities: Blindsense, Scent
Saves: Fort +3, Ref +6, Will +1
Abilities: Str 10, Dex 16, Con 12, Int 1, Wis 12, Chr 2
Skills: Balance , Climb , Hide , Perception , Swim
Feats: Weapon Finesse
Environment: Temperate forest
Organization: Solitary; Clutch (2-5)
CR 3
The howler snake closely resembles a large viper. They are usually decorated with a pale green and yellow pattern. They can most easily be distinguished from a viper by the complete and utter lack of eyes. The howler snake’s mouth is also actually considerably larger than a viper’s. In addition, the scales on a howler snake are thicker and stronger.
Without eyes, the howler snake must rely on echolocation instead. The echolocation also serves as a warning to potential attackers. Much like an annoyed rattlesnake will give an audible warning before striking, the howler snake will let out little beeps and squeaks, sounding similar to a bat’s cries. The howler snake, however, lacks any serious venom. The howler snake can use its echolocation ability offensively as well.
Howl: Once per round when threatened or in combat, the howler snake can howl, which deals 1d12 points of sonic damage to all creatures in a 60-ft cone (Reflex save (DC 16) for half damage). In addition, regardless of the sonic damage received, each howl attack requires a successful Fortitude save (DC 18) or the creature will suffer a -8 modifier to all perception checks for 2d6 rounds.
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Last year's "S": S is for Sheriff
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20 April 2012
[A to Z April] Q is for Quickdeath (monster)

The group stopped in the passage just outside the mouth of the chamber. Several feet inside the chamber was a pool of molten silver. Alakin peered inside. “Could be quicksilver. Nice pool of it if it is.”
Seandi’s eyes lit up. “Quicksilver? Excellent. I need some for a couple of new spells I have been wanting to try.” She started to step into the chamber when a hand gripped her elbow. She turned and looked at the human owner of the hand. “Flakim? What is the meaning...?”
“Let me go, Seandi. There’s no telling what is in that chamber. Just tell me how much you will need.” The paladin held out his hand. Seandi fished in her belt pouch and came out with a small glass vial, which she placed in Flakim’s palm.
Noatil started humming softly, just loud enough for the human to hear him. Feeling the boost from Noatil’s magic, Flakim unsheathed his lonsword and strode confidently toward the pool. He stopped short of the eerie liquid silver and fiddled with the stopper on the vial.
“GAAAAH!” A scream ripped from the human’s throat; the longsword fell from his hands, clattering, to the stone floor of the cavern.
Noatil stopped his humming and yelled, “What is that thing?” Twenty feet into the chamber, the paladin stood, transfixed by a silvery, glistening pseudopod extending from the pool upward and through his body. “Flakim! Say something! How do you fare?”
“How d’y’think he fares, y’imbecile? He’s practically got a sword stickin’ through ‘im.” The dwarf shook his head in disgust. “Y’ beardless, milk-drinkin’ rockrunt.” His voice rose in a mocking tone. “‘How do you fare?’ Really? Feh.” He waved to one of the two halflings standing on the far side of the passageway. The female halfling ran to his side. Alakin reached into his belt and handed her a small clay bottle. “Lass, d’y’think y’can hit the beast with this? I’d try, but that Tel-blasted lizard messed up m’throwin’ arm somethin’ wicked. If that’s what I think it is, it’ll light right up like a torch.”
Shiloru looked up at him. “And if it’s not what you think?”
“Well, lass.... Then y’ll want to pray t’whatever god y’favor. Because what I think is bad enough. If it’s somethin’ different? We may be in even bigger trouble.”
==========================
Quickdeath
Medium Ooze
Hit Dice: 4d10+30 (54 HP)
Initiative: +1
Speed: 40 ft., climb 30 ft.
Armor Class: 12 (+1 Dex, +1 natural), touch 11, flat-footed 11
Base Attack/Grapple: +3/+7
Attack: Gore +3 melee (1d8+1 plus 1d4 acid)
Space/Reach: 5 ft./10 ft.
Special Attacks: Acid, constrict 1d8+1 plus 1d4 acid, improved grab
Special Qualities: Blindsight 60 ft., immunity to cold, ooze traits
Saves: Fort +15, Ref +3, Will -4
Abilities: Str 12, Dex 13, Con 28, Int 0, Wis 1, Chr 1
Skills: --
Feats: --
Environment: Temperate mountains
Organization: Solitary
Challenge Rating: 4
Advancement:: 4-7 HD (Medium): 8-10 HD (Large)
A quickdeath resembles a pool of molten silver, or quicksilver. It will vibrate and ripple slightly as if responding to tremors in the surrounding surface. As with other ooozes, it will strike and attempt to grapple a victim. The quickdeath is considerably faster, however, than a typical ooze and will attempt to stab with a pseudopod rather than perform a slam attack. Unlike quicksilver, however, the quickdeath is susceptible to fire and fire damage and will take double damage.
A quickdeath can grow to a diameter of up to 10 feet and a thickness of about 6 inches. The typical quickdeath weighs between 600 and 800 pounds.
Acid
A quickdeath secretes a digestive acid that quickly dissolves organic material and metal, but not glass or stone. Any melee hit or constrict attack deals acid damage. Armor or clothing dissolves and becomes useless immediately unless it succeeds on a DC 16 Reflex save. A metal or wooden weapon that strikes a quickdeath also dissolves immediately unless it succeeds on a DC 16 Reflex save (both saves are Constitution based). The acidic touch deals 21 points of damage per round to wooden or metal objects, but the quickdeath must remain in contact with the object for 1 full round to deal this damage.
Constrict (Ex)
A quickdeath deals automatic piercing and acid damage with a successful grapple check. The opponent’s clothing and armor take a -4 penalty on Reflex saves against the acid.
Improved Grab (Ex)
To use this ability, a quickdeath must hit with its gore attack. It can then attempt to start a grapple as a free action without provoking an attack or opportunity. If it wins the grapple check, it establishes a hold and can constrict.
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Last year's "Q": Q is for Quaint Folk
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14 April 2012
[A to Z April] M is for Myth Voice (feat)

“What exactly is he doing?” the dwarf whispered to the halfling.
“Shhh. Oh...that’s right. You’ve never seen this, have you? Well, just watch, Alakin. Noatil may not have a lot going for him, but he has his high points.”
“High points? What do you mean, Shiloru?”
“I said just watch.” She nodded her head toward the tall human male as she stuck her fingers in her ears.
Noatil crept forward slowly toward the band of orcs. He began to chant something; Alakin realized it was in Orcish. The human was speaking to the beasts in their own tongue and was speaking words of calming and peace. Alakin shook his head: there were very few words of calming and peace in the language as it was, and they weren’t well known. The six beasts–each one uglier than the last–jumped to their feet at the sound of his voice. Then they stopped. And they listened.
So did Alakin. There was something...odd...about Noatil’s voice. First, it was deeper. But that wasn’t all; there was a different quality. It wasn’t a vibrato, it wasn’t an echo.... It was just...different, somehow. More forceful, more powerful, filled with authority. The orcs began to nod and then slowly turned and started to walk away from Noatil. Alakin felt a hand grab his and pull hard. He looked down and saw his hand in Shiloru’s; that was when he realized that he had started to follow the orcs as they walked away. He looked at the halfling, his eyes wide. Whatever it was about Noatil’s voice had affected him as well. “What a dangerous power to face,” he thought.
Almost as if she had read his mind, Shiloru smiled and nodded. “That’s why...with the fingers,” she said, sticking her fingers in her ears again and then removing them.
==========================
Myth Voice, Lesser [General]
You have learned the manner of speaking used by ancient epic poets and use it to enhance the effects of your vocal powers.
Prerequisite: Bard; ability to inspire competence
Benefit: Adds a +2 to a Perform check for purposes of countersong, distraction, and versatile performance. The effect also adds a +1 to the DC for purposes of fascinate, suggestion, frightening tune, mass suggestion, and deadly performance In addition, it wil reduce the time necessary for an effective soothing performance by 1 round.
Myth Voice, Greater [General]
You have honed your vocal skills and uncovered many of the ancient poets’ secrets.
Prerequisite: Myth voice, ability to inspire greatness
Benefit: As with myth voice but grants an additional +2 to the Perform check, an additional +1 to the DC, and reduces soothing performance by an additional round. These modifiers are cumulative with those granted by myth voice, lesser.
**Many thanks to my buddy Simonathi Starym for a bit of game testing.
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Last year's "M": M is for Maerl Dardar
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13 April 2012
[A to Z April] L is for Lung Leech Swarm (monster)

-retch-
-koff-
-hack-
-retch-
“Wow, Noatil. You sound horrible. Those coughs, they sound painful...and whatever that is you’re sicking up? Ugh.” The halfling punctuated his comments with a full body shudder.
From outside the ring of light cast by the small campfire, a hand reached out of the darkness and fell on the halfling’s shoulder. “Leave him alone, Dillil. The poor man took a blast right in the face from a lung leech larval sac. He couldn’t help but breathe some of those in. Give him a break; Alakin’s done what he can to cure him. With enough time, Noatil will cough them all up and be back on his feet.”
“That’s all well and good to say, Seandi. I’m willing to be patient, but his coughing and vomiting? He sounds like a small dog trying to throw up the equal of a small ox. Everything in these caverns for at least a mile around is going to hear it and is going to come see. Then we’re going to have more on our hands than Noatil’s stomach contents.” Dillil shuddered again and gagged. “Plus, well.... It’s disgusting and the smell is utterly vile.”
“Peace, Dillil. Alakin is standing watch with Flakim. Shiloru has set wards all around us...unless you do not trust your sister’s magic?” The halfling shrugged in response. “No answer? Hmm. That is telling, indeed. Consider this, then. It is better that Noatil spends a little time making you feel queasy than to have those vermin spawn inside him and infect us all.”
-cough, cough-
-RETCH-
The duo looked over at the sick human just in time to witness a particularly spectacular vomiting event. Seandi’s mouth turned downward in a moue. She held up a hand as the halfling opened his mouth to speak. “Deal with it, Dillil. You have the next watch.”
==========================
Lung Leech Swarm
Size/TypeFine Vermin (Swarm)
Hit Dice: 9d10 (51 HP)
Initiative: +2
Speed: 5 ft.
Armor Class: 22 (+8 size, +2 natural, +2 Dex) touch 20, flat-footed 20
Base Attack/Grapple: +8/--
Attack: Swarm (2d6)
Space/Reach: 5 ft./0 ft.
Special Attacks: Distraction, incubation, wounding
Special Qualities: Darkvision 60 ft., immune to weapon damage, swarm traits, tremorsense 30 ft., vermin traits
Saves:Fort 5, Ref 6, Will 3
Abilities: Str 1, Dex 14, Con 10, Int –, Wis 10, Cha 2
Skills: --
Feats: --
Environment: Any warm or temperate
Organization: Solitary, tangle (2-4 swarms), or colony (7-12 swarms)
Challenge Rating: 6
Treasure: None
Alignment: Always neutral
Advancement: --
Level Adjustment: --
The bane of all underground dwelling creatures, lung leeches begin their life in a larval sac, usually attached to the wall of a cavern or passageway, although they have been found rarely on ceilings and floors. The larval sacs are patterned similar to a turtle shell, with a thin carapace covering a slightly pulsating, gel-filled sac.
Any unsuspecting creature that brushes against a larval sac, or an adventurer who dares to deal damage to the sac, quickly regret their carelessness. Upon any contact with a living creature, the larval sac will violently explode sending releasing thousands of wriggling lung leeches into the air in a swarm. If two sacs rest side by side, the act of one swarm being released will release the swarm from the adjoining sac, so long as the sacs are within 5 ft. of each other. Where a colony of lung leeches resides, this may cause a chain reaction of numerous swarms, sometimes as many as a dozen swarms at once. Any creature within 5 ft. of the swarm becomes a victim.
Victims of a lung leech swarm must make a Reflex save (DC 16) upon being engulfed by a swarm. A successful save means that the victim sustains only 1d6 damage per round that she remains within the swarm; this damage comes from the swarm’s vicious bites as they attach to the victim. A failed save, however, indicates that the victim has inhaled lung leeches; the lung leeches will then quickly begin to incubate in the victim’s lungs. In the initial round, upon a failed save, the victim will take 1d6 hit points of damage as the inhaled leeches attach to the victim’s lungs, as well as 1d2 points of Constitution damage. As the lung leeches eat their way through the lungs and chest cavity, the victim will suffer 1d2 points of Constitution damage per hour until she is either cured or dies. Upon a victim’s death, the lung leeches will continue feeding on their siblings until only a few of the leeches survive to metamorphose into their adult stage and burst forth from the victim’s chest. A small creature will spawn only 1 adult leech, a medium creature 1d3 leeches, a large creature 1d6 leeches. For each size category greater than large, an additional swarm is required for a successful incubation (two, three, and four swarms respectively) which will re-spawn an additional 1d6 leeches (2d6, 3d6, and 4d6 respectively).
Wherever the adult forms land they each have a 1-in-3 chance of attaching to a nearby surface and cocooning themselves. They are essentially born pregnant; within the cocoon, the infant forms will eat their way out from the parent form to become larvae. The cocoon thus forms a new larval sac within one week.
A lung leech incubation can be cured only by a heal spell, and even then the heal spell will only stop the infestation. For the eight hours following the heal spell, a victim will cough almost continuously in order to cough out the remains of the lung leeches. During this period of time the victim will be effectively sickened. Contrary to the spell’s normal description, when curing a lung leech incubation, a heal spell will only stop the incubation. It will not restore any lost hit points from the swarm attack; neither will it cure the sickened condition. The ability damage can only be recovered through use of a greater restoration spell.
The larval form of the lung leech looks nearly identical to a normal leech, but much smaller. The lung leech also has a slight carapace encircling the front quarter of its body, just behind the mouth parts.
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Last year's "L": L is for Lehman Caves
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10 April 2012
[A to Z April] I is for Iron Hide Zombie (monster)
Iron Hide Zombie-Clang!-
-Clang!-
-Squish!-
-Sclitch.-
-Thud.-
-Sigh.-
-Clang!-
-Clang!-
“Um. Flakim?” The heavily-armored dwarf reached one hand up to grasp the human’s elbow. A quick shrug of his shoulder and Flakim threw off the hand to take another swing at an encroaching zombie.
-Clang!-
“Leave me alone, Alakin. There are only two more of these monstrous germ-bags left. And they can only come through this door one at a time. They have me right where I want them.” The human took yet another swing.
-Squish.- Flakim’s longsword finally sliced through the zombie’s neck.
-Sclitch.- The rotten head fell to the stone floor and split open like a melon.
-Thud.- The undead body followed the head to the ground.
-Sigh.- The human wiped his brow with the back of his leather glove.
Another diseased walking corpse stepped over several fallen zombies and through the doorway toward the human and dwarf.
“Yeah, umm.... Flakim, ‘bout that.... It’s takin’ y’quite a while t’slice through ‘em.” Alakin gestured toward the oncoming undead. “An’ it’s a lot noisier than usual.”
“Take a step back, friend Dwarf. The task has fallen to me and I am doing it, I am doing it. I will be victorious. I am, after all, the bearer of Mithlos Crotch-mangler.” Flakim held up his jeweled longsword in front of the dwarf as emphasis. “Mithlos will get us through this. ‘Tis just a matter of time until these evil cretins fall to the might of my God.” Flakim thrust the ornate sword toward the ceiling, just as the latest zombie reached out and slammed his hand down on Flakim’s helm with a loud ‘CLANG’.
The human’s eyes rolled up into the back of his head and he sagged to the floor. This time the sigh came from the dwarf as he hefted his greatclub to his shoulder and readied his first swing.
==========================
Iron hide zombies are sturdier than the normal zombie template and more difficult to kill. The recipe to create this type of undead has been lost to antiquity. There are many guesses, but none who can tell which story is the truth. However, the manner of creation has been newly recovered, having been found scrawled on a tattered piece of parchment in the back of a tome in the Coldtreath Library’s stacks. The tome was a rare copy of How to Sound Smart About Rune Magic, by Galamedes, Mage of the Orange Chaos. It is unknown why the parchment would have been in this tome, other than a bookmark, as the tome has nothing whatsoever to do with necromantic magic.
One of the key elements of this modified template is the use of a suite of full plate armor, which is entirely consumed in the creation of the zombie. The cost of this armor severely limits the number of zombies that can be created at once, as each zombie requires an entire suit of armor to create. It is believed that the armor adds the element of strength and invulnerability to the undead.
Practically, the effect of adding the armor to the zombie’s creation process adds a +3 to the natural armor bonus for a zombie of similar size category. In addition, the damage from the zombie’s slam attack is increased as if the zombie were actually one size category larger. This change also increases the CR of the particular zombie by +1.
| Size | Armor Class | Damage |
| Fine | +3 | 1d2 |
| Diminutive | +3 | 1d3 |
| Tiny | +3 | 1d4 |
| Small | +4 | 1d6 |
| Medium | +5 | 1d8 |
| Large | +6 | 2d6 |
| Huge | +7 | 2d8 |
| Gargantuan | +10 | 4d6 |
| Colossal | +14 | 6d6 |
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Last year's "I": I is for Inkeeper
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