A place wherein this Dwarven Cleric can share his love of maps, dice, miniatures, and all things involving gaming and general geekery--not to mention the occasional witty non-gaming observations--whilst escaping from the humdrum existence of his routine Terran existence.

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 Pathfinder. Show all posts
Showing posts with label Pathfinder. Show all posts

06 September 2017



Three days left and it's getting close! C'mon, gamer friends...jump aboard!

Even if you're Old School, there's still a lot of great inspiration here...crunch, fluff...whatever your particular slant...there's plenty there to use in your game: old school or new.

Look: I'll tell you the truth...I don't enjoy a lot of plane hopping. BUT...this book has changed my mind, at least enough to incorporate it into my own campaigns.

Trust me on this one...the art is spectacular and the content is amazing, and is being produced by some of the great talents in the biz. GO AND PLEDGE TODAY. They're LITERALLY THIS CLOSE... [NOTE: My fingers are really, really close together.]

DISCLAIMER: I am receiving NOTHING in return for my signal boost, other than the chance to have my pledge fulfilled.

Don't wait; act now! Make your pledge HERE.

Do it. You won't be disappointed.

05 September 2017

Planar Kickstarter Goodness!

Hello, my friends:
 
There's a terrific Kickstarter winding up this week, just about $4,000 remaining.
 
A marvelously beautiful and elegant product, supporting Plane-jumping and Planar adventure of any/every kind.

The City of Seven Seraphs has some magnificently huge names attached to it: art, writing, mechanics.

Not only that, but there are some incredible stretch goals that are easily within reach.

Don't wait; act now! Make your pledge HERE. 
You won't be disappointed. I've been allowed to see some of the inside stuff and have had some great conversations with the person behind the project. I know some of my readers aren't in to 3.x stuff...but the ideas and concepts in this book are well worth the purchase, I can assure you of that.

04 July 2016

[Random Booster Encounters] Roadside Ambush (#01)

This series is something experimental, at least for me. The concept: create an encounter based solely on the four miniatures found in any one single random booster. I had originally thought about calling this a Pathfinder project, but then I remembered that Wizards had re-started their random miniature production. They're not the greatest paint jobs in the world, but then...some of the early Pathfinder paint jobs weren't terrific either.

The attached character sheet was also something of an experiment, as it has been somewhere over 35 years since I truly worked with the AD&D First Edition ruleset. Please forgive any errors, and accept them as what they are: an effort to pay tribute to that set of rules. It's also a nod to my OSR friends and readers. [But if you have suggestions regarding the character stats or character sheet—also of my design—please feel free to let me know. I welcome correction; I want to learn.] It was intended to be used on a 4" x 6" card.

The 3.x statblock follows the AD&D character sheet.

So, the project begins... after the break

18 January 2016

Haggling Over Price--CONTEST

George Bernard Shaw: Madam, would you sleep with me for a million pounds?
Actress: My goodness, Well, I’d certainly think about it.
Shaw: Would you sleep with me for a pound?
Actress: Certainly not! What kind of woman do you think I am?!
Shaw: Madam, we’ve already established that. Now we are haggling about the price.

I've been hovering between 98 and 99 followers to the Stronghold Blog for quite a while now. My ego needs a bit of a stroking, so I'd like to see the triple digit boundary finally crossed.

So. Here's what I propose.

I have here a spare copy of a Pathfinder Campaign Setting Bestiary that's taking up 64 pages (and nearly 50 monsters) worth of shelf space. I'd like to give it away to a deserving—and desiring—home. I'm offering it up to followers of the blog only.
  • If you're a follower and would like a Pathfinder book, leave a comment. 
  • If you're a follower—and are strictly Old School—but know someone who would like a Pathfinder book, have them come on over and follow the blog.
  • If you're not a follower and would like a Pathfinder book, follow the blog and leave a comment.
  • If you're not a follower—and are strictly Old School—but know someone who would like a Pathfinder book, have them come on over and follow the blog. And follow it yourself, just for good measure.
I'll keep the contest open until midnight, January 31, 2016 (MST). Anyone who wants to participate and leaves a comment before that time will be considered. Winners will be determined by a random dice roll.

That's it. Let the commenting and following begin. I really want to get this book to a good home.

26 April 2015

[A to Z April] V is for V is for Vile Portal (item)

http://www.a-to-zchallenge.com/
The Vile Portal is a legendary relic of a former time, and an evil religion. Also known as the Portal of Jiranah, this relic, like other portals, transport all those who enter its boundaries to another place. Jiranah, the God of Sorrow and the Blinding One, is inconstant and vindictive. The portal bearing her name is equally inconstant and vindictive.

It is rarely found in the same location twice, and if there is a pattern to where the portal sends its users, no one has discovered the secret. Once through the portal, the user must either use normal, physical means to return to their original location (or normal magical means) or the user must call forth the powers of Jiranah, calling out her name and performing an act of worship. If Jiranah is appeased, the creature will be returned to the starting point.

In addition, unless the user is of Chaotic Evil alignment, traveling through the portal will cause a shift in alignment one degree toward Chaotic Evil. The shift is cumulative; the return trip--if any--adds an additional degree shift. This is the price Jiranah exacts for the use--or abuse--of her power. The only way a creature can counter that shift is through an atonement spell and performing a ritual or quest for their personal deity.

Legend has it that there exist relics of Jiranah that control the portal; some are said to be able to locate the portal and others are said to summon the portal to their location. bel: a stylized bat surrounded by runes from various languages, all meaning "bat." Some barkeeps will remove the label--which is easily done--in order to hide the beverage from all but the most discerning, knowledgeable customers.


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Previous "V"s:
2014: V is for Vaena Shieldbadger (npc)
2013: V is for Varra Turnskull (npc)
2012: V is for Vapor Dwindle (spell)
2011: V is for Vesseth

24 April 2015

[A to Z April] T is for Twilight Bile (beverage)

http://www.a-to-zchallenge.com/
This interesting libation is rare, but can be found throughout the Realm at finer establishments. Only one brewer knows exactly what goes into each pint of Twilight Bile, and he is not talking. Every bottle is identical, no matter the area of the Realm in which it is found. Based on its initial cost and its rarity, tavern owners and restauranteurs are understandably loathe to part with even a single shot of Twilight Bile, even at the expected egregious markup in price they demand. They're especially reticent if they have something to hide.

Twilight Bile is marketed in a spherical crystal decanter, tightly sealed with a cork. Each decanter comes with a pint of the drink: 16 shots. The decanter itself bears a simple label: a stylized bat surrounded by runes from various languages, all meaning "bat." Some barkeeps will remove the label--which is easily done--in order to hide the beverage from all but the most discerning, knowledgeable customers.

The drink itself is an acquired taste. The liquid is black and watery, and smells faintly of wet dog. In contrast, it bears a strong initial taste of menthol, with a sulphurous aftertaste that lingers. Within 2 rounds of drinking a single shot of Twilight Bile, the imbiber's eyes become incredibly bloodshot. In addition, the Bile grants a +20 to all listen checks for the next 1d4 hours. However, there is also a 10% chance of the imbiber also losing the sense of sight for the same period of time. The aftertaste also wears off as the effects fade.

Most individuals cannot stomach more than a single shot of Twilight Bile at a time; indeed, most pocketbooks cannot stomach multiple shots either. Additional shots occasionally seem to extend the period of enhanced hearing, but the 10% chance of blindness (as well as the duration of this effect) is also cumulative.

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Previous "T"s:
2014: T is for Tantive IV
2013: T is for Tombstone Blossom (creature)
2012: T is for Thord's Gore Reach (spell)
2011: T is for Thoklin Oroxel

09 April 2015

[A to Z April] H is for Helzak, Darthen (npc)

http://www.a-to-zchallenge.com/
Darthen Helzak is named for the wasteland, his hearthland, translated roughtly into the Common tongue as “God’s Anvil” (known to most as the Ashwaste). They believe that the hardships imposed by the wasteland upon their people is a refining forge, the anvil upon which their God beats and shapes their souls into a divine form.

He was born in the Wasteland, in God’s Anvil. His grandfather, Huragram, was a water miner who discovered a subterranean river, becoming a wealthy individual and a powerful leader of the tribes of God’s Anvil. Huragram wielded a khopesh which he named “Beldorida” meaning, roughly, “Breath of the First Gem.” The sword is graceful and slender, crafted of steel, ivory, and gold. Sapphires and rubies are set in her hilt. First impressions leave the impression of a noble’s showpiece, something made for looks and attention rather than for utility. Those who have met Beldorida’s edge and tested the wielder’s mettle quickly learn that she is perfectly balanced and eminently deadly. Her grip is wrapped in copper and silver wire, providing a perfect grip even when the wielder’s hand is slick.

Darthen now wields the khopesh of his forefathers. The source of the blade is unknown, although she is rumored to have come from one of the great mythical cities in the east full of powerful magic. Huragram found the blade while on a personal vision quest out in the barren lands of God’s Anvil. She was entombed within a nodule of stone found deep within the sands; the nodule also contained a portal to the Plane of Earth. He took the discovery of Beldorida as a sign and returned to the stronghold, although he was weak, weary, and near death. He kept an unbreakable grip on Beldorida during the entire time of his recovery. Upon returning to health, he carved out for himself a powerful position among the tribes. He ruled the tribes of the Anvil for nearly a century; when he died of natural causes, his skaalds buried Beldorida with him.

After a century of ruling over chaos and hardship, Darthen’s father disinterred Beldorida after seers told him that the powers of the buried weapon of Fire and Air were being suppressed by the powers of Earth. He recovered Beldorida and wielded the blade with power as he strove to link the Anvil’s dwar together again. He was not as successful as Huragram at the task, and never as powerful. Darthen was raised on stories of Beldorida, a blade that practically thrummed with power, as if the steel was scarcely able to contain the sorceries placed upon it. Darthen’s father was never able to learn the secrets of the blade.

Darthen’s father and his seers feared that the spirits of Earth and Stone had, in fact, subsumed Beldorida’s power. Darthen has been entrusted with the blade and exiled from the Wastelands. Where Beldorida was once meant to be his hearth’s last line of defense, Darthen is now her only protection.

Darthen stands somewhat taller and leaner than a normal dwarf. His hair and beard are braided and matted, resembling dreadlocks. He wears simple leathers and cotton garments, his undertunic spun from subterranean spider silk, with his armored shirt composed of long bones tied together with plaited leather. Leather gauntlets protect his hands from the sand and sun; they double as weapons, with small metal spikes set above each knuckle.

Darthen Helzak, Ashwaste dwarf barbarian 3CR 3
XP 19, 200
CG Medium humanoid
Init +2; Senses Darkvision 60, Perception +7
DEFENSE
AC 15, touch 12, flat-footed 13 (+2 Dex, +3 armor)
hp 47
Fort +7, Ref +3, Will +3
Immune Fire
Damage Reduction 1/bludgeoning or slashing (spidersilk undertunic)
Weakness Acid
OFFENSE
Speed 30 ft.
Melee +1 khopesh +9 (1d8+7/19-20/x2) or Dagger +6 (1d3+5) or Gauntlet, spiked +6 (1d4+3)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 17, Dex 14, Con 18, Int 12, Wis 15, Cha 13
Base Atk +3; Grapple +6
Feats: Armor Proficiency (Heavy, Light, Medium), Cleave, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency
Skills: Climb +9, Intimidate +7, Jump +9, Knowledge (History) +3, Knowledge (Nature) +4, Perception +7, Survival +7
Languages Common, Dwarven, Goblin
EQUIPMENT
Bonesplint Armor, Gauntlets, spiked, +1 khopesh, Dagger, Belt pouch, Sun Goggles, Acid, flask (1), Waterskin

Note:  As an Ashwaste Dwarf, Darthen does not receive a bonus to Appraise checks on metal-, gem- or stonework. Darthen also does not have the Stonecunning ability.

Please note: All my NPCs are free for you to use. Please, feel free to use them. All I ask is a note to let me know if, where, when, and how it was used.

**Many thanks to WotC's "PC Portraits" Archive for the image.

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Previous "H"s:
2014: H is for Heart Filth (poison)

2013: H is for Heth's Jeacky Fleter (beverage)
2012: H is for Happy Birthday!
2011: H is for Hargrim, the Soulhammer

01 April 2015

[A to Z April] A is for Ash Goblin (creature)

http://www.a-to-zchallenge.com/
A sub-race of goblins who have inhabited the Ashwastes on the northeast edge of the continent for a millennia. Living in the Ashwastes among the various volcanic debris and gaseous emissions has radically changed their physiology and body chemistry. As a result of these changes, the Ash Goblin has a larger head than normal goblins, as well as a larger mouth filled with razor sharp teeth. Woe unto the opponent that has an Ash goblin latch his jaws onto its flesh; the bite is brutal and difficult to break free. The Ash goblin also has gained an inherent resistance to fire and fire damage, but also has a susceptibility to acid and acid-based attacks. Its difficult life and environment grants a natural level of Fighter class to all Ash goblins.

Normal goblin vs. Ash goblin
A squat humanoid with an enormous oval head leaps at you from behind a sandstone column. You stumble backwards, causing a puff of ash to rise from the blasted land at your feet. As it flies toward you, it swings a small sword--little more than a knife--wildly, attempting to knock your weapon from your hands. It lands in another puff of ash and its eyes gleam wickedly as it begins to gnash its razor sharp teeth together.

ASH GOBLIN   CR 1

Fighter 1
NE Small Humanoid
Init: +7; Senses: darkvision 60 ft.


DEFENSE


AC 16 (+3 Dex, +2 leather, +1 size), touch 14, flat-footed 13
hp11 (1d10+1)
Immune: Fire
Fort +3; Ref +3; Will +0
Weakness: Acid

OFFENSE


Speed 30 ft.
Melee: +3 Bite (2d6+1) or +2 Morningstar (1d8+1)
Ranged: +4 Javelin (1d6+1)
Special Attacks Grappling bite

STATISTICS


Str 12, Dex 17, Con 13, Int 12, Wis 11, Cha 8
Base Attack 2, Grapple 8
Feats: Armor Prof. Light, Armor Prof. Medium, Armor Prof. Heavy, Improved Grapple, Improved Initiative, Martial Weapon Prof., Shield Prof., Simple Weapon Prof., Weapon Focus (Bite)
Skills: Climb 5, Craft (Trapmaking) 5, Jump 5
Languages: Common, Draconic, Goblin

SPECIAL ABILITIES


Grappling Bite: If an ash goblin hits with a bite attack, it immediately rolls for a grappling attempt, using its massive jaws to latch onto the opponent’s body; on a successful grapple, it is “attached.” An attached ash goblin loses its Dexterity bonus to AC, but holds on with great tenacity, automatically dealing 2d6 damage each round it remains attached.

An attached ash goblin can be struck with a weapon or grappled itself. To remove an attached ash goblin through grappling, the opponent must achieve a pin against the ash goblin.

ECOLOGY


Environment: Desert
Organization: Gang (4-9)
Treasure: Standard
Advancement: By character class
Level Adjustment: +0

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**Images of miniatures ©Wizards of the Coast and ©Paizo, respectively.

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Previous "A"s:
2014: A is for Angelic Beer (beverage)
2013: A is for Acktok's Violet Mark (spell)
2012: A is for Albert "Rat-Tail" Gail (npc)
2011: A is for Adventure

20 November 2014

New Minis: Praise and Complaints

So, a couple months ago, the Magic-users on the Beach jumped back into the miniature business. I knew that they were releasing a new miniature aerial combat game, but hadn't heard about the new randomized pre-painted plastics line. So imagine my surprise when I walked in to my FLGS back then and found them. Tyranny of Dragons no less. I bought a couple boxes, of course. I mean, scientific research purposes and all that.

Hey, don't look at me like that...I can stop buying minis whenever I want. I'm not addicted.

Really.

So, upon opening the two boxes I learned a couple of things that I want to share with you, just in case there's any of my readers who have NOT yet picked up a box of these for themselves.

First, I was shocked to realize that they are produced by WizKids/NECA, just like the Pathfinder pre-painted plastics are. I say shocked because (a) they're rival companies and it just seemed a little odd and (b) the quality is significantly lower than on the Paizo Pathfinder miniatures. No, I'm serious, the paint jobs are, for the most part, simply terrible. Let me give an example (although my camera with the macro function isn't working, and my cell phone isn't so hot at small close-ups).

This little beastie is a new sculpt of a wraith. They've prepped him up with the nice see-through plastic, tinted grey of course. Mantle streaming out behind it, nice pose, full of motion. They even put him on a post so that he appears to be hovering or flying along. Nearly everything would be perfect with this sculpt and make it a great addition to my collection.

Nearly everything...except for one thing: THE FACE.

Look at that face. THIS is the face they choose to strike terror into the hearts of the adventurers. Really?

And I know that it's not just WizKids' production issues, because dang...their Pathfinder minis have come a LONG way and they've refined the process. In fact, just this morning I deleted a draft post from a couple years ago complaining about the paint jobs in the first Pathfinder minis release.

This wraith looks like it came from the PRE-PRODUCTION runs of that first release.

And the guy who said, "Y'know, I think it looks GOOD with the 'faux-glowing-eyes-and-mouth' effect. Let's run with that paint scheme"? I have to wonder if he still has his job.

In fact, this wraith looks like something off of which the Scooby Gang is about to rip the mask.

And do I even need to go into the paint scheme on this Hobgoblin Fighter? There's four colors. Green on his chest plate. Red for his armor. Black for his hair and facial features. Black with a little metallic added for his underarmor and sword. So, really, he has three colors. There's no distinguishing features, really. Oh, y'know what? On closer inspection his right eye has a yellowish-greenish pupil while his left eye has the same color serving as eye-shadow. Nice job, Mages of the Beach. Yeah, it's a little thing, and I'm sure I'll get someone telling me that limiting it to four colors reduces costs, etc. These were just the first two minis I pulled out of my backpack.

Second beef.
Take a look at this picture. These are representative bases of the miniatures. Pathfinder (on the left) and the new Mages of the Beach (center), with an older Mages of the Beach (on the right). You see anything? First gut reaction?

Well, it may be tough, because the camera is picking it up better than the naked eye. The names on the new Mages of the Beach minis are next to impossible to read? Now, you may tell me that's another cost-cutting measure, saving on white paint, or you can tell me that the old ones didn't need white paint. Well, it may just be my aging eyes, but I still say that the new names are really tough to read: smaller fonts, not as raised, not as much contrast. And then there's this: The BIG minis have the names painted in white.

It's a minor thing, and easily rectified. You can also consider it your Free Tip of the Day: I grabbed a white paint Sharpie and scribbled a bit. It's not perfect, but it works. It adds just enough contrast for my old eyes. Here's a look at the result. I just realized that I probably killed resale value, but I don't plan on getting rid of these any time soon. And who knows, someone may actually pay more to be able to read the names. (Yeah, wishful thinking, but it's all I have.)

My final beef (for now) is kind of a mixed bag. There are dragons. New dragons. I love dragons. One thing that I can't get enough of is dragons. For example: I'm pretty sure I have most if not all of the dracolich pre-painted minis, and a good number of metal ones of all sizes. One thing I DON'T have is any red dragons. Mostly because they're so sought after and therefore expensive.

Well, in these two boxes, I pulled--would you believe it--a red dragon. (Oh, wait. You CAN believe it; a picture of its base is right up there.) This new mini is a red dragon in flight. It's executed quite well, to be honest. I'm glad to have it and I was excited when I saw it in the box. However, I have a complaint about size. In this picture I've included an elf and a halfling for scale. As you can see, it doesn't seem as daunting as the old Mages of the Beach dragons used to be. Now, I'm not expecting a colossal red dragon, but this is on--what used to be considered, anyway--a large base. Now that I mention it, maybe it is to scale. I haven't measured it against any of my others. It just seems small.

Whew. That's enough beefing for a while, I suppose. Gotta go work some more on Issue #1 of the Stronghold. More soon.



05 May 2014

[A to Z April] Z is for Zekri's Brain Wound (poison)

Zekri's Brain Wound is a vicious, powerful poison. Fortunately, the process of creating the poison is sufficiently difficult--and the ingredients involved rare enough--that it is not commonly available or widespread in use. The main ingredient in the poison is calcified brain dust made from the brain of an illithid.

In order to preserve the freshness and vitality of Brain Wound, it is stored and sold in small wax vials, each one topped with a small wax cap. The unmarked vial holds only a single dose. The innocent and simple wax cylinder belies the horror contained within.

Brain Wound itself is a bright scarlet powder that turns colorless when mixed with liquid, at which time it can be identified by its smell of wet dog. The smell quickly dissipates when it is thoroughly mixed. The taste of vinegar remains, however. As a result, those who now how to use it, know how to use it only with strong-flavored drink or food to mask its taste.

In addition to the powerful effect of the poison, Brain Wound has an immediate side effect. Within one round of ingesting the poison, the victim begins to hallucinate, believing that the ground is gently rumbling and trembling, as if there was a small earthquake in the vicinity. This effect lasts only until the onset of the more serious symptoms.


Zekri's Brain Wound
Type: poison (ingested); Save: Fortitude DC 18
Onset: 1 minute; Frequency: Once every 1/2 hour for 12 hours
Initial Effect: 1d2 Wis and Int damage
Secondary Effect: 1d4 Wis OR Int damage (alternating) Once every 1/2 hour for 12 hours

Cure: 2 consecutive saves

Cost: 1000 gp per dose (powder)


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Previous "Z"s:
2012: Z is for Zone of Terror (spell)
2011: Z is for Zero Dice Roleplaying

30 April 2014

[A to Z April] Y is for Yvus Toothsplinter (npc)


I spent an hour crafting a great back-story and description for this NPC only to have my laptop eat the entire entry.

Fortunately, I still had the stats, so I’m presenting this NPC as is. Let me be frank, though. This is no simple NPC. This is not a random merchant in a bazaar, it's no skulking thief in the alleyway.

To be blunt: he’s a villain. BAM.

There you have it. Plain and simple.


Without further ado, I give you: Yvus Toothsplinter, Good-bane Dwarf-slayer.

(Incidentally, he has about six more "titles" that all vanished with his back-story. Add in whatever you like and whatever fits.) Use him, plug him into your own campaign, give him whatever back-story fits your story. I imagine him to be a recurring villain that will harry and annoy your party.

Please note: All my NPCs are free for you to use. Please, feel free to use them. All I ask is a note to let me know if, where, when, and how it was used. Especially Yvus; I'd like to know player/character reaction, back-story, and especially a body count (if any).

Yvus Toothsplinter, BUGBEAR Fighter 10CR 12
XP 19, 200
CE Medium humanoid
Init +1; Senses Darkvision 60, Scent, Listen +4, Spot +2
DEFENSE
AC 24, touch 11, flat-footed 23 (+1 Dex, +3 natural, +10 armor)
hp 99 (3d8+10d10+26)
Fort +10, Ref +5, Will +4
OFFENSE
Speed 20 ft.
Melee +1 vicious greatsword +22 (2d6+13/19-20)
Ranged +1 good bane longbow, composite +14 (1d8+8 x3) range 110
Full attacks +1 vicious greatsword +22/17/12 (2d6+13/19-20) or +1 good bane longbow, composite +14/9/4 (1d8+8 x3) range 110
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 22 (+2 mag)=24, Dex 12, Con 14, Int 12, Wis 10, Cha 9
Base Atk +12; Grapple +19
Feats: Alertness, Armor Proficiency (Heavy, Light, Medium), Blind-Fight, Cleave, Combat Reflexes, Great Cleave, Greater Weapon Focus (greatsword), Improved Bull Rush, Improved Overrun, Improved Sunder, Martial Weapon Proficiency, Power Attack, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus (greatsword), Weapon Specialization (greatsword)
Skills: Climb +6, Hide +0, Intimidate +15, Jump +5, Listen +4, Move Silently +2, Spot +2, Swim +0
Languages Common, Goblin, Dwarven
EQUIPMENT
Full Plate (+2), Gauntlets of Ogre Power, +1 vicious greatsword, +1 good bane Longbow, Composite


**Many thanks to WotC's "PC Portraits" Archive for the image.

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Previous "Y"s:
2013: Y is for Ynx (creature)
2012: Ylder's Timid Divinity (spell)
2011: Y is for Yllseriad, The Shrine of (map)

28 April 2014

[A to Z April] W is for Weak Essence of Alcoholic Retreat (beverage)

This alcoholic beverage, often called "Speed Wine" by its users, is marketed in a large flask cunningly crafted from large reptilian scales of unknown origin. Each flask holds up to 12 doses, and costs 500 gp per dose. Due to some quality inherent to the scales, the labels quickly fade to near illegibility. The flasks are traditionally sealed with a plug of tree sap; unfortunately, this seal is imperfect and leads to reduced freshness in nearly 50% of all bottles, especially if one or more doses have already been used.

The liquid itself is watery and of a sparkling gold color. A hint of curry wafts up from the liquid, which actually tastes like sherbet. Within 1d2 rounds of drinking a dose, the drinker gains an additional 5' to her movement for 4d6 rounds. Reduced freshness reduces the duration of the effect to 1d6 rounds. Once the "speed" effect has worn off, the imbiber becomes sickened for 4d6 rounds, suffering a –2 penalty on all attack rolls, weapon damage rolls, saving throws, skill checks, and ability checks.


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Previous "W"s:
2013: W is for Wild Drip
Crater (locale)

2012: W is for Wyrm, Slimeclaw (monster)
2011:W is for Waulker (npc)

[A to Z April] V is for Vaena Shieldbadger (npc)

Vaena Shieldbadger is an orphan. She knows nothing of her parents or ancestry. She was found in a burned-out caravan by a human ranger named Tephye Wardsalt. Tephye took Vaena in, raised her as his own and taught her everything she knows. About six years ago, he was killed by a rampaging pack of ghouls, fostering in Vaena an undying hatred for all things undead. Tephye’s leather armor is the only thing she has to remember Tephye. Since her adoptive father’s death, Vaena’s experiences have taught her the horror of unnatural aberrations. Together with her riding dog companion named “Mel,” she travels the forests and byways across the length and breadth of Dran, although she currently calls the wooded foothills outside of Coldtreath "Home."

Vaena has straight blond hair and striking ice blue eyes. She stands average height for a halfling and is considered quite attractive. She has one shortfall: she is filled with pride. She believes she was trained by the best and is, therefore, the best now that Tephye is dead. She believes in no deity or higher power beyond that of luck. Besides her animal companion, Mel, she loves what others would call "creepy crawly things." Vermin, insects, and reptiles all have their place in nature, they are a part of nature and therefore revered by Vaena. She never keeps more money around than she needs for supplies and equipment; she hates shiny things that other female halflings of her age would swoon over. Other than honing her own skills, she loves teaching the odd woodcraft skills to others, just as she was taught by Tephye.

Vaena Shieldbadger, HALFLING Ranger 5CR 5
XP 1,600
CN Small humanoid
Init +4; Senses Listen +11; Spot +9
DEFENSE
AC 19, touch 15, flat-footed 15 (+4 Dex, +1 size, +3 armor, +1 shield)
hp 26 (5d8)
Fort +4, Ref +8, Will +2
Special: Fearless
OFFENSE
Speed 20 ft.
Melee Sword, short +7 (1d4+1/19-20)
Ranged Sling +12 (1d3+1) range 50
Full attacks Sword, short +7/2 (1d4+1/19-20) or sling +10/10 (1d3+1) range 50
Space 5 ft.; Reach 5 ft.
Special Attacks: Favored enemy (Undead; Aberrations)
Ranger Spells Prepared: (CL 5; concentration 6)
1st – alarm
STATISTICS
Str 12, Dex 18, Con 11, Int 13, Wis 12, Cha 9
Base Atk +5; Grapple +2
Feats: Armor Proficiency Light, Martial Weapon Proficiency, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Track, Weapon Focus (sling)
Skills: Climb +6, Handle Animal +1, Heal +4, Hide +15, Jump +5, Knowledge (Dungeoneering) +3, Knowledge (Geography) +4, Listen +11, Move Silently +5, Ride +6, Search +3, Spot +9, Survival +9, Swim +1, Use Rope +5
Languages Common, Halfling, Elvish
SQ animal companion (riding dog), track, wild empathy, endurance
EQUIPMENT
+1 deathless leather armor


**Many thanks to WotC's "PC Portraits" Archive for the image.

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Previous "V"s:
2013: V is for Varra Turnskull (npc)
2012: V is for Vapor Dwindle (spell)
2011: V is for Vesseth (npc)

27 April 2014

[A to Z April] U is for Undyrglade (item)

The origins of this hammer are lost to the mists of time.

When wielded in battle, Undyrglade appears to be a +2 hammer. However, if electricity is applied to the hammer, its true, cursed nature reveals itself to an especially watchful character. (DC 20 spot/perception check.)

On the round immediately following the application of electricity to the hammer (from any source), if Undyrglade lands a successful melee attack, 1d4 ghosts will appear (2d4 on a successful critical hit). Each spirit that appears does so within a 10'-foot radius from the wielder of Undyrglade. Each of these spirits takes the form of a character that was slain by Undyrglade. It is unclear whether the ghosts are the actual spirits of the creatures or simply spirits taking the form of those creatures.

The spirits will usually move to attack (eventually) any creature that is opposing Undyrglade’s wielder. However, there is a 25% chance that any spirit will immediately attack the wielder himself. These spirits act as ghosts in every way; however, attempts to communicate with these spirits (such as with speak with dead or similar spells will fail.


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Previous "U"s:
2013: U is for Ulah of Kaitus (npc)
2012: U is for Upper Snarl (locale)
2011: U is for Urosh, Temple of (map)

22 April 2014

[A to Z April] S if for Spark, Primordial (spell)

Primordial Spark

Transmutation [fire]
Level: Druid 4, Sun 4
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Area of Effect: 50-ft.-radius-circle
Duration: 1 round/level
Saving Throw: Will negates (object)
Spell Resistance: Yes (object)

Primordial spark allows the spell-caster to dip in to that fabled essence rumored to have been the cause of life throughout the galaxy in order to make all metal objects within the area of effect to become extremely warm.

This spell is essentially a "mass effect" version of the spell heat metal. The description is essentially the same as heat metal with the following differences:
  • The damage dealt during the second and next-to-last round is increased to 2d4 points. The damage dealt during the middle rounds is increased to 3d4 points.
  • If a creature is not wearing or wielding a metal item, it takes minimum damage (increased to 2 or 3 points).
  • Primordial spark counters and dispels flying frost.


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    Previous "S"s:
    2013: S is for Suffocation, Immediate (spell)
    2012: S is for Snake, Howler (monster)
    2011: S is for Sheriff (npc)
  • 15 April 2014

    [A to Z April] M is for Marsh Blade (item)

    Forged at the behest of the Venerable Tirai Derus II centuries ago, the blade now known as the Marsh Blade was a beautiful scimitar. Its entire surface–hilt and blade–was crusted with engraved designs and precious stones. Needless to say it was purchased for a small fortune.

    The blade itself was imbued with magic sufficient enough to be considered a +1 weapon. An error was made at the forge, however, and the magical infusion was never correctly concluded. As a result, when Tirai Derus II was killed in the Ghoulbourn Fen and the newly-forged scimitar sank into the disgusting marsh waters, it began to absorb the qualities of the swamp around it.

    Newly re-discovered and dubbed the Marsh Blade, the scimitar is now more deadly than Tirai Derus II ever considered. The centuries of submersion in the marsh has imbued the sword with diseases from the water. When wielded, the sword literally drips with filthy marsh water.

    On a successful critical hit, the blade attempts to infect the target with one of six diseases commonly found in the foul waters of Ghoulbourn Fen, as if it was a poisoned blade. On the roll of a natural 1, however, the wielder of the sword is targeted by the possible infection. (Note: despite the infection methods and incubation periods normally associated with these diseases, upon wounding with the Marsh Blade, the target must make a successful save against the disease’s DC. Upon an unsuccessful save, infection and damage occurs immediately.)

    Marsh Blade Effects

    d6 Roll
    Disease
    1
    Blinding Sickness
    2
    Cackle Fever
    3
    Filth Fever
    4
    Mindfire
    5
    Shakes
    6
    Slimy Doom


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    Previous "M"s:
    2013: M is for Middlemurk Church (map)
    2012: M is for Myth Voice (feat)
    2011: M is for Maerl Dardar (npc)

    14 April 2014

    [A to Z April] L is for Lell (npc)

    To all those who know her, she is known only as “Lell.” If she has a family name, she has hidden it well. In truth, she is the youngest child of a five-child-household. Her parents remain alive, last she knew, but both are in poor health. It has been a dozen years since Lell looked in on her family on anything more than a cursory manner. Her family feels the same way and avoids her whenever possible. Lell emigrated to Coldtreath to get further away from her family home in the village of Anazel, off the Coter Straits. She currently calls no one “family” and few creatures “friend.”

    At one time, Lell had a very comfortable, stable life at home. The Anazel Fire of 1312 ruined her happiness, however, taking her favorite grandparents from her.

    She was helpless to save them, despite having bragged only that morning about her survival and adventuring skills. Her family held her partially responsible; blaming herself as well, she reacted to the accusations poorly, losing her temper. The resulting rage completed the alienation of her entire family. Because of the loss of her grandparents, and the subsequent loss of the rest of her family’s love, Lell cannot feel at home or settle anywhere for long. She is jealous of those around her that seem to have the happiness she lost. Although she tries to keep her anger tightly in check, she will occasionally give in to mindless bouts of reckless anger. The "fits" last anywhere from minutes to hours; afterwards, she is spent physically and emotionally, with no knowledge of her actions during that time.


    She is considered of average beauty among halflings. She is average height for her race, standing just a titch under 3' tall. She has a skull-cap of black hair pulled into a braided ponytail, with the sides of her head shaved to the skin and long bangs framing her face. Her eye-color changes with her mood, although her most common mood is “annoyance.”

    Lell is ambitious, always trying to prove herself to others. She is a sucker for lost causes, feeling that she can somehow atone for her grandparents’ death by succeeding where others have failed. She worships no deity, but believes only in fate and luck.

    Lell, HALFLING Fighter 6CR 6
    XP 2,400
    LN Small humanoid
    Init +4; Senses listen +2; Spot +0
    DEFENSE
    AC 18, touch 15, flat-footed 14 (+4 Dex, +1 size, +2 armor, +1 shield)
    hp 43 (16d6+32)
    Fort +7, Ref +7, Will +3
    Special: Fearless
    OFFENSE
    Speed 20 ft.
    Melee Sword, short +9 (1d4+3/19-20)
    Ranged Blowgun +14 (1+4) range 20
    Full attacks Sword, short +7/2 (1d4+3/19-20) or blowgun +12/12 (1+4) range 20
    Space 5 ft.; Reach 5 ft.
    STATISTICS
    Str 12, Dex 18, Con 13, Int 12, Wis 11, Cha 9
    Base Atk +6; Grapple +3
    Feats: Armor Proficiency (Heavy, Light, Medium), Martial Weapon Proficiency, Point Blank Shot, Rapid Shot, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Two-Weapon Fighting, Weapon Focus (blowgun), Weapon Specialization (sword, short), Weapon Specialization (blowgun)
    Skills: Climb +10, Hide +7, Intimidate +6, Jump +9, Listen +2, Move Silently +5, Ride +4, Spot +0, Swim +4
    Languages Common, Halfling, Gnome
    EQUIPMENT
    Bracers of Armor (+1), Cloak of Resistance (+1), +1 Blowgun


    **Many thanks to WotC's "PC Portraits" Archive for the image.

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    Previous "L"s:
    2013: L is for Ladder, Nature’s (spell)
    2012: L is for Lung Leech Swarm (creature)
    2011: L is for Lehman Caves

    09 April 2014

    [A to Z April] H is for Heart Filth (poison)

    Heart Filth is typically found–at least when purchased from semi-reputable dealers–in a ceramic flask. The flask itself is traditionally stopped with a plug of tree sap/ the bottom third of the flask is wrapped from neck to base with a fine cord.

    The main ingredient in heart filth is filtered ocher oil, which lends the poison its signature orange color and its aftertaste of mint. The distillation process gives the liquid a faint burnt meat smell.

    This vicious poison quickly debilitates any creature that ingests it. Because of its strength and its relatively slow-acting effect, its use is favored by groups such as the Black Wolves of Halldale and the Assassin Monks of Wanbei Shi.
    Heart Filth Poison
    Type: poison (ingested); Save: Fortitude DC 15
    Onset: 1 minute; Frequency: 1/hour for 12 hours
    Initial Effect: 1d2 Con and Str damage
    Secondary Effect: 1d2 Con OR Str damage (alternating) 1/hour for 12 hours

    Cure: 2 consecutive saves

    Cost: 500 gp per dose (liquid)

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    Previous "H"s:
    2013: H is for Heths' Jeacky Fleter (beverage)
    2012: H is for Happy Birthday
    2011: H is for Hargrim, the Soulhammer (item)

    08 April 2014

    [A to Z April] G is for Ghostcall, Eroutoa (npc)

    Many know the elvish armorer called Eroutoa Ghostcall, but if anybody truly knows her, they’ve yet to be discovered. She is a tall, gangly elf with alabaster skin and long, straight, golden blonde hair. She’s attractive, despite missing her left eye; her right eye is a pretty honey color.

    Stories abound about her background; in the absence of the truth, any of those stories could be the truth. The most prevalent story is that she is on the run. From what? No on is quite sure. Even though she knows all of the gossip, she has neither related the true story to anyone, no has she let it affect her personality. She remains polite and helpful to all, especially her customers.

    The few people that have seen her hidden storerooms will attest to her nature as an inveterate packrat. She loves to tell stories and will often keep customers well past their transaction’s close, just to tell “one more story.” In spite of her loquaciousness, she lives a secret life. She has no close friends, only acquaintances and customers. No one is even sure where she sleeps; there’s no apparent living quarters attached to Eroutoa’s Arms and no one has ever seen her spend the night elsewhere.

    One thing that is for sure, any who know her know of her paranoia against the gnomish race. Her paranoia lends her a mild bias against the short folk. She doesn’t let it affect business; she’ll sell to them just as readily as any other individual. Finally, Those that consider her a friend are extremely loyal. No one wants to believe the worst of her and will fiercely protect her, her store, and her reputation.

    Eroutoa Ghostcall, ELF Expert (Armorer) 16CR 8
    XP 4,800
    CG Medium humanoid
    Init +1; Senses keen senses; low-light vision; listen +10; spot +1
    DEFENSE
    AC 15, touch 11, flat-footed 14 (+4 armor, +1 Dex)
    hp 88 (16d6+32)
    Fort +7, Ref +6, Will +9
    Immune: Sleep; Resistance: Enchantments (+2)
    OFFENSE
    Speed 30 ft.
    Melee longsword +17 (1d8+5/19-20)
    Ranged longbow +13 (1d8 x3) range 100
    Full attacks longsword +17/12/7 (1d8+5/19-20) or longbow +13/8/3 (1d8 x3) range 100
    Space 5 ft.; Reach 5 ft.
    STATISTICS
    Str 17, Dex 13, Con 10 (+4 = 14), Int 12, Wis 9, Cha 8
    Base Atk +12; Grapple +15
    Feats: Armor Proficiency (Heavy, Light, Medium), Combat Reflexes, Martial Weapon Proficiency, Persuasive, Simple Weapon Proficiency, Weapon Focus (longsword)
    Skills: Appraise +20, Bluff +20, Craft (Armorer) +20, Handle Animal +8, Hide +4, Intimidate +22, Knowledge (Nobility) +12, Listen +10, Profession (Merchant) +18, Ride +12, Search +3, Spot +1
    Languages Common, Elven, Sylvan
    EQUIPMENT
    Bracers of Armor (+2), Cloak of Elvenkind (+5), Longsword +1, Chain shirt (Mithral)
    Buffing Spells Pre-cast: Bears Endurance (CL 16)


    **Many thanks to Birosca Nerd for the image.

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    Previous "G"s:
    2013: G is for Grey Spirit Blade (item)
    2012: G is for Green, Mage (item)
    2011: G is for Grick
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