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.

16 April 2013

[A to Z April] N is for Nalicon's Plague (spell)

Nalicon’s Plague

Necromancy
Level: Clr 2, Death 2, Sor/Wiz 2
Components: V,S,M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: one living creature; see text
Duration: 1d6 rounds; see text
Saving Throw: Fortitude partial
Spell Resistance: Yes

This spell, originally developed by an evil necromancer named Nalicon, inflicts upon its target a minor, but still debilitating, plague. Upon casting, the target must make a Fortitude Save. On a failed save, the target becomes nauseated for 1d6 rounds and merely sickened for one additional round. If a target’s Fortitude Save is successful, the target is sickened for one round.

The initial spell targets a single living creature; however, on the second round of contagion, any other living creature (other than the caster) within thirty feet of the original target must also make the same Fortitude Save or become infected with Nalicon’s plague. The same is true for the second round of contagion for any subsequent target.

The effects of this spell can be negated by a remove curse, remove disease, or heal spell.

Components: a small scrap of mummy’s linen wrappings through which the caster blows.

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Previous "N"s:
2012: N is for Noises in the Dark (table)
2011: N is for Nano-dice

15 April 2013

[A to Z April]M is for Middlemurk Church (map)

Middlemurk Church

Middlemurk Church is one of the oldest church buildings in Coldtreath. The central portion of the building was once used for religious services. In the later years, and after a large reduction in congregation and service attendance, a wing was added on which now contains the altar and relics as well as the worship areas.

Centuries of members of the Coldtreath noble family, the Middlemurks, are interred in the gated crypts. The Middlemurks are responsible for the financial upkeep of the church and represent the largest percentage of past and current members of the congregation. Recently a pack of ghouls have burrowed up from a set of subterranean warrens, destroying a sarcophagus in the process. They have only desecrated one set of remains...so far. The portcullis on the crypt kept the ghouls from entering the other areas of the church. It is only a matter of time, however, before other remains are desecrated and until they manage to burrow beyond the gates.

The warrens remain unexplored. It is likely that there is at least one hidden entrance from the ghoul warrens into deeper and more extensive subterranean caverns. The Middlemurk family as well as the resident priest are still searching for a suitably brave set of adventurers to enter the crypts, the caverns and the warrens.


Get the JPEG of the map here.
Get the PDF of the map here.

Feel free to use my maps in your home games. You can rename it, modify it, stock it, or abuse it in any manner legal in your particular jurisdiction. If you do use it, all I ask is that you let me know and tell me about it afterwards.

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

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13 April 2013

[A to Z April] L is for Ladder, Nature's (spell)

Nature’s Ladder, Lesser

Transmutation
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.

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Previous "L"s:
2012: L is for Lung Leech Swarm
2011: L is for Lehman Caves

12 April 2013

[A to Z April] K is for Kith, Sin (creature)


You see before you a nondescript, gender-neutral, featureless humanoid. Despite its odd appearance, you find yourself attracted to it on one of many levels. You begin to hear a voice in your head, prompting you to give in to your baser instincts. The voice is irresistible. You take one step toward the creature, and then a second. You feel weaker, but take another step. And another....

Sin Kith CR 13

CE Medium Outsider (chaotic, demon, evil, extraplanar)
Init: +2; Senses: darkvision 120 ft.; Listen +25; Search +17; Spot +25

DEFENSE


AC 20 (+4 Dex, +6 natural), touch 14, flat-footed 16
hp 102 (12d10+13)
Fort +12; Ref +10; Will +9
DR 10/cold iron or good; Immune electricity, enchantment spells;
Resist acid 10, cold 10, fire 10, SR 18

OFFENSE


Speed 30 ft.
Melee Mace, heavy +14/9/4 (1d8+4) or Slam attack (1d6+4 plus vampiric touch/energy drain)
Space/Reach: 5 ft./5 ft.
Spell-Like Abilities (CL 12)
At will--charm person (DC 16), command (DC 16), detect good (DC 16), protection from good, sleep (DC 16)
3/day--crushing despair (19); fear (DC 19)
1/day--hold person, mass (DC 22)

TACTICS


A sin kith attacks with weapons (preferring heavy maces) or with a slam attack to reduce a foe’s abilities or to heal itself. A sin kith will also mix in spell-like abilities to reduce threats and to sow discord among its enemies.

STATISTICS


Str 16, Dex 18, Con 17, Int 17, Wis 16, Chr 20
Base Attack 11, Grapple 14
Feats: Blind-Fight, Improved Overrun, Power Attack
Skills: Bluff 7, Climb 11, Concentration 11, Diplomacy 9, Disguise 7, Escape Artist 13, Hide 13, Intimidate 18, Jump 12, Know Arcana 12, Listen 25, Move Silently 13, Ride 4, Search 17, Spot 25, Survival 3, Swim 3, Use Rope 6
Languages: All, Telepathy 100 ft.

SPECIAL ABILITIES


Energy Drain (Su): A sin kith, as part of its regular, unarmed melee attack, drains attributes from its victims. Each attribute relates directly to one of the seven sins and will drain 1d2 points from the appropriate attribute, per a d8 roll on the following table. A sin kith can drain each attribute once per day (with the exception noted on the table).

d8
Sin
Attribute
Save (DC 18)
1
EnvyWisdomWill Save
2
GluttonyConstitutionFortitude Save
3
GreedCharisma Will Save
4
LustWisdomWill Save
5
PrideIntelligenceWill Save
6
SlothDexterityReflex Save
7
WrathStrengthFortitude Save
8
Re-rollApply even if sin used.

Tongues (Su):
A sin kith has the ability to speak and understand the language of any intelligent creature, whether it is a racial tongue or a regional dialect. The sin kith can speak only one language at a time, although it may be able to understand several languages. It does not enable the sin kith to speak with creatures who don’t speak. The sin kith can make itself understood as far as its voice carries. It does not predispose any creature addressed toward the sin kith in any way.

Vampiric Touch (Su):
A sin kith, as part of its regular, unarmed melee attack may employ its vampiric touch, per the spell. On a successful unarmed melee attack, it gains temporary hit points equal to the damage it deals. However, it cannot gain more than the subject’s current hit points +10, which is enough to kill the subject. The temporary hit point disappear 1 hour later. A sin kith may employ this 5 times/day.

ECOLOGY


Environment: Any (abyss)
Organization: Solitary
Treasure: Standard

The origins of sin kith are unknown. Some stories suggest they were born of fell magic. Others suggest that they were born of the rampant evils of the world taking flesh. Others believe they were formed from the stuff of the Abyss and are children of demons. Whatever their source, one thing is clear: they feed on the sins and negativity of all intelligent beings.


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Previous "A"s:
2012: K is for Kel, Scokin (npc)
2011: K is for Key, Skeleton

11 April 2013

[A to Z April] J is for Jade Skull (item)




Aura: Moderate divination; CL: 5th
Slot: None; Price: 30,000 gp; Weight: 11 lbs.

DESCRIPTION


This wondrous item is a replica of a human skull expertly carved from an exquisite piece of solid jade. The skull gives off a subtle glow, even when not in use. There is a slight depression in the top of the skull with a small hole in the very center.

Once per day, the wielder of the skull can apply a small amount of blood--a few drops at the most--into the depression and allow the blood to drip inside the skull. Thereafter, the wielder is able to see through the eyes of the individual from whom the blood was collected for two rounds per caster level. The blood-source is allowed a Will Save to resist the scrying; if the Save is successful, the scrying attempt fails and no scry attempt is allowed on that subject again for at least 24 hours.

The skull amplifies your visual and aural acuity and any magical effects so that your personal visual and aural acuity operates through the subject’s eyes and ears. In addition, the following spells have a 5% chance per caster level of operating through the skull: detect chaos, detect evil, detect good, detect law, detect magic, and message. The skull does not grant the wielder any insight or special knowledge into the thoughts or actions of the subject.

Per the Pathfinder rules for scrying: you can observe through a creature’s eyes at any distance. The difficulty of the save depends on how well your knowledge of the subject and what sort of physical connection (if any) you have to that creature.

Circumstance
Will Save Modifier

No knowledge of the subject
+10

Secondhand knowledge (you have heard of the subject)
+5
Firsthand knowledge (you have met the subject)
+0
Familiar (you know the subject well)

-5
Drop of blood
-10
Subject is on another plane
+5

CONSTRUCTION REQUIREMENTS


Craft Wondrous Item, clairaudience/clairvoyance, scrying; 11 lb. jade block (17,000 gp); Cost: 11,000 gp.

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Previous "J"s:
2012: J is for Jalbion’s Liquid Jewel (spell)
2011: J is for Juniper Ale

10 April 2013

[A to Z April] I is for Ice Quartz Caverns (map)

The Ice Quartz Caverns

The Ice Quartz Caverns are a fascinating oddity. The cavern complex itself is not too extensive or convoluted, yet they are not easily explored. Once an adventurer passes through the cavern entrance, down a narrow corridor, the ice quartz reveals itself. Every surface is composed of this unique crystal formation. There are no smooth surfaces upon which to walk, only areas where the crystal is "somewhat worn." Ice quartz is quite sharp; any creature that should trip and fall while walking will suffer lacerations. A fall of any substantial height is sure to be more dangerous, even fatal.

In addition, the crystals themselves have a dampening effect on magic and magic items. The deeper one goes in the caves, the stronger the effect. In the deepest portions, in fact, the caverns become an anti-magic zone.

Points of Interest:
Point A--The area marked as point "A" on the map is a sinkhole, which drops 300' straight down. The sides of the hole are covered in the same ice quartz that is found elsewhere in the cave.
Point B--Between the bottom of the sinkhole at Point A and the area marked as point "B" the elevation of the corridor drops a total of 100 feet. The corridor between those two points drops at an average 27ยบ slope.
Point C--The cliff at point "C" is a 200' drop-off. As with everything else in the caverns, the edge and face of the cliff is composed of the razor-sharp ice quartz crystals.

Rumor has it that somewhere deep in the caverns lives a race of giant spiders whose exoskeletons are composed of crystals similar to the ice quartz. Pieces of these exoskeletons could reasonably be fashioned into pieces of armor which would not only have offensive capabilities due to the razor-sharp nature of the crystals, but would also share the magic-dampening effects of the crystals.

Get the JPEG of the map here.
Get the PDF of the map here.

Feel free to use my maps in your home games. You can rename it, modify it, stock it, or abuse it in any manner legal in your particular jurisdiction. If you do use it, all I ask is that you let me know and tell me about it afterwards.

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Previous "I"s:
2012: I is for Iron Hide Zombie
2011: I is for Innkeeper

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09 April 2013

[A to Z April] H is for Heth's Jeacky Fleter (beverage)

No one is quite sure who “Heth” was or why he originally called his concoction a “jeacky fleter.” All who imbibe this uncommon elixir agree, however, that he was quite, quite mad. Although the beverage has been around for centuries, new bottles continue to appear at random taverns and inns across the continent. No one knows who distills the brew or where it is distilled. It is a mystery wrapped in a riddle and secured with a question mark.

Heth’s Jeacky Fleter is a clear beverage with a golden color. It has a lot of fizz to it and is usually served in a champagne glass. The drink smells like orc spit and has a taste reminiscent of honeyed mint. Drinking a serving of jeacky fleter causes hallucinations, the severity of which depend on the amounts imbibed. Because of this effect, it is rumored that one of the ingredients is a particular kind of spider venom.
  • After drinking one serving of jeacky fleter, the individual begins to have pleasant hallucinations. (These may include dancing lights, playful animals, music, floating bubbles, talking flowers, and so forth.) These hallucinations continue for one hour. The individual can tell at some level that these hallucinations are not real, but they are distracting, and cause a -2 to all Perception checks during that time. The effects of drinking any amount of Heth’s Jeacky Fleter can be counteracted with a heal spell.
  • If a second serving of jeacky fleter is consumed within an hour of the first glass, the severity of the hallucinations increase. The increased effects last as per the description; the more mundane effects then linger for a total of two hours. The individual must make a DC 15 Fortitude save or suffer the increased hallucinations. A successful save means the individual suffers only 1 hp of nonlethal damage.

    d8
    Effect
    1
    A secret door on the wall nearest you opens up to reveal a treasure hoard. For one round you run at your top speed toward the door, only to crash into the wall for 1d4 hp of nonlethal damage.
    2
    Your skin begins to bubble and melt away. You spend one round attempting to hold your body together and cannot take any other actions.
    3
    You see before you a horse-like creature with four arms and the head of an owl. For one round you attack it with your weapon or bare hands. You are actually attacking the creature or character nearest you at a -5 attack modifier.
    4

    You hear a terrifying ghostly sound that no one around you seems to hear. For two rounds you have the cowering condition, with the accompanying effects.
    5
    You are attacked by a swarm of vermin and spend one round attacking the floor around you with your weapon.
    6
    The ground beneath you has turned to quicksand. You spend one round flailing your limbs as if trying to swim to safety. During this round you cannot take any other action.
    7

    You believe that you have been surrounded by a cloud of some sort (dust, sand, insect husks, poison, etc.) and are suffocating. For two rounds you stand in one place, hold your breath, and clutch at your throat.
    8
    You believe that the ground beneath you has suddenly dropped away leaving open air beneath you, as if a chasm had opened up. For 1 round you flail your arms and make a 5-foot leap in any direction to try and reach “solid” ground.
  • If a third serving of jeacky fleter is consumed within an hour of the first glass, the severity of the hallucinations increase yet again. The increased effects last 6 rounds; the more mundane effects then linger for a total of three hours. The individual must make a DC 25 Fortitude save or suffer the increased hallucinations. A successful save means the individual suffers 5 hp of nonlethal damage. The specific effects cause the mind to experience vivid and horrific hallucinations, causing the afflicted creature to act unpredictably, as if confused (below).
  • A fourth serving (or more) of jeacky fleter, consumed within an hour of the first glass--while highly unlikely--is possible. If any additional servings are consumed the creature must make a DC 35 Fortitude save or suffer 4d20 hp of damage (save for 1/2 damage) and 1d3 Con damage for each serving above 3 within one hour. In addition, whether or not the Fortitude save is successful, the creature automatically becomes confused (as with serving #3).
Wherever it comes from, and whoever continues to distill and bottle Heth's Jeacky Fleter, the bottles in which the beverage is contained has remained the same. Jeacky Fleter comes in a multi-faceted glass bottle sealed with a black-and-red colored cork. A full bottle contains 12 servings of the liquid.

CONFUSED (courtesy of Paizo and Pathfinder)

A confused creature is mentally befuddled and cannot act normally. A confused creature cannot tell the difference between ally and foe, treating all creatures as as enemies. Allies wishing to cast a beneficial spell that requires a touch on a confused creature must succeed on a melee touch attack. If a confused creature is attacked, it attacks the creature that last attacked it until that creature is dead or out of sight. Roll on the following table at the beginning of each confused subject's turn each round to see what the subject does in that round.
d%
Behavior
01-25
Act normally.
26-50
Do nothing but babble incoherently.
51-75
Deal 1d8 points of damage + Str modifier to self with item in hand.
76-100

Attack nearest creature (for this purpose, a familiar counts as part of the subject’s self).
A confused creature who can't carry out the indicated action does nothing but babble incoherently. Attackers are not at any special advantage when attacking a confused creature. Any confused creature who is attacked automatically attacks its attackers on its next turn, as long as it is still confused when its turn comes. Note that a confused creature will not make attacks of opportunity against anything that it is not already devoted to attacking (either because of its most recent action or because it has just been attacked).
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Previous "H"s:
2012: H is for Happy Birthday
2011: H is for Hargrim, the Soulhammer

08 April 2013

Please HELP: Book Bomb for a Good Cause

I don't normally cut in on my A-Z April posts (for one thing, it's usually tough enough to post once a day for me) but today's is in a good cause.

You have probably heard of the author Dave Wolverton. He also writes under David Farland. Well, he's a friend of mine and last week his teenage son suffered a longboarding accident and is pretty badly injured. He has been in a coma since it happened; there's head trauma, lots of broken bones, internal bleeding, etc. He's currently stable, but a long way from "out of the woods."

David is a good guy; he's taught classes for years at the university level, and teaches a lot of private writing classes as well. He is a mentor to a lot of young, aspiring, and rising-star authors. He does a lot to help others. Well, now's our chance to give a little bit back to him.

The medical bills for his son are likely to be astronomical, so some of his students have arranged a book bomb, set for April 10, 2013. I would highly recommend his Runelords series, as well as his most recent book, the YA novel, Nightingale. Anything you can do to help out would be appreciated.
Ben Wolverton, age 16, was in a serious long-boarding accident on Wednesday the 4th, 2013. He suffers from severe brain trauma, a cracked skull, broken pelvis and tail bone, burnt knees, bruised lungs, broken ear drum, road rash, and is currently in a coma. His family has no insurance.

We are having a book bomb on behalf of Ben Wolverton, who is the son of author David Farland.

You can learn more about Ben’s condition, or simply donate to the Wolverton family here: http://www.gofundme.com/BensRecovery


WHAT IS A BOOK BOMB?

A Book Bomb is an event where participants purchase a book on a specific day to support the author, or, in this case, a young person in serious need: Ben Wolverton.


WHAT BOOK SHOULD I PURCHASE?

David Farland’s young adult fantasy thriller NIGHTINGALE has won SEVEN awards, including the Grand Prize at the Hollywood Book Festival--beating out ALL books in ALL categories. It is available as a hardcover ($24.99), ebook ($7.99), audio book ($24.99), and enhanced novel for the iPad ($9.99).

You can purchase it on Amazon: http://www.amazon.com/Nightingale-ebook/dp/B006P7SEBY/ref=tmm_kin_title_0?ie=UTF8&qid=1365432857&sr=8-2

Barnes and Noble: http://www.barnesandnoble.com/w/nightingale-david-farland/1107084747?ean=2940016100463

on the Nightingale website: http://www.nightingalenovel.com/

or, you can get the enhanced version complete with illustrations, interviews, animations, and its own soundtrack through iTunes: https://itunes.apple.com/us/book/nightingale/id560309064?mt=11


WHAT IS IT ABOUT?

Some people sing at night to drive back the darkness. Others sing to summon it. . . .

Bron Jones was abandoned at birth. Thrown into foster care, he was rejected by one family after another, until he met Olivia, a gifted and devoted high-school teacher who recognized him for what he really was--what her people call a "nightingale."

But Bron isn't ready to learn the truth. There are secrets that have been hidden from mankind for hundreds of thousands of years, secrets that should remain hidden. Some things are too dangerous to know. Bron's secret may be the most dangerous of all.


IS IT GOOD?

Authors such as James Dashner (The Maze Runner), Brandon Sanderson (Mistborn), and Paul Genesse (Iron Dragon series) all PRAISED it. Nightingale has 4 and a half stars on Amazon. Read what other people are saying here: http://www.amazon.com/Nightingale-ebook/dp/B006P7SEBY/ref=tmm_kin_title_0?ie=UTF8&qid=1365432857&sr=8-2 Or, purchase the novel and find out for yourself.


WHAT IF I ALREADY OWN NIGHTINGALE? OR I'M NOT INTERESTED IN IT?

If you are a writer, you may want to consider purchasing David Farland’s MILLION DOLLAR OUTLINES. It has been a bestseller on Amazon for over a month and is only $6.99.

As a bestselling author David Farland has taught dozens of writers who have gone on to staggering literary success, including such #1 New York Times Bestsellers as Brandon Mull (Fablehaven), Brandon Sanderson (Wheel of Time), James Dashner (The Maze Runner) and Stephenie Meyer (Twilight).

In Million Dollar Outlines, Dave teaches how to analyze an audience and outline a novel so that it can appeal to a wide readership, giving it the potential to become a bestseller. The secrets found in his unconventional approach will help you understand why so many of his authors go on to prominence.

Get it on Amazon: http://www.amazon.com/Million-Dollar-Outlines-ebook/dp/B00B9JYJ6W/ref=sr_1_1?ie=UTF8&qid=1365434120&sr=8-1&keywords=Million+Dollar+Outlines

Or on Barnes and Noble: http://www.barnesandnoble.com/w/million-dollar-outlines-david-farland/1114285069?ean=2940015965148
Read one of the 26 reviews here: http://www.amazon.com/Million-Dollar-Outlines-ebook/dp/B00B9JYJ6W/ref=sr_1_1?ie=UTF8&qid=1365434120&sr=8-1&keywords=Million+Dollar+Outlines


CAN I JUST DONATE MONEY?

You can donate money to Ben here: http://www.gofundme.com/BensRecovery

(Or you could purchase a book as a gift for someone else.)


I WANT TO HELP BUT I DON'T HAVE ANY MONEY!

The best way you can help is by spreading the word of Ben’s donation page, and/or this book bomb. Share it on facebook, twitter, pinterest, your blog—anywhere you can. Invite others to the event.


TELL ME MORE ABOUT BEN. WILL HE BE OKAY?

David Farland has been keeping everyone posted on facebook. Subscribe or friend him to get up-to-date information: https://www.facebook.com/david.farland1. At the moment, Ben is stable and appears to be improving.

Thank you!
Ben and his family greatly appreciate your support, and so do all who love and care about them.
As I said, anything you can give would be appreciated. And please, pass the word along, would you?

[A to Z April] G is for Grey Spirit Blade (item)




Aura: strong abjuration; CL: 10th
Slot: none; Weight: 1 lb.

DESCRIPTION

This +2 dagger must be used to take a life every day, or else the wielder suffers a negative level, with all the accompanying issues. These negative levels cannot be restored by any means, including restoration spells; the only way to restore the negative levels is through the taking of a life. Note that complying with the terms of the curse cannot increase the wielder’s levels past their regular level.

The weapon cannot be sold or given away, neither can it be simply stolen or obtained through the use of subterfuge; instead, in order to successfully break the curse upon the current wielder, the blade must be taken forcibly from the wielder in order to transfer ownership. In any other case, the “former” wielder will continue to suffer the curse until she recovers the blade from the new owner and an effective transfer of ownership occurs.

The hilt of this weapon is a grey metal, which appears to be constantly in motion, swirling around as if it were a mist or cloud of spirits. Unknown to most, it is currently owned by Lord Enik of Maltrai, residing in the city of Coldtreath.

CREATION

Magic Items: +2 dagger

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

06 April 2013

[A to Z April] F is for Frost Wound Patch (locale)

A two-day journey outside of Coldtreath will find a traveler at the foothills of the Elarrix Crags. The Elarrix Crags are a strange circular range of mountains with no seeming reason to be where they are located. In a secluded valley in the midst of the Elarrix Crags lies an open space that, under other circumstances, could be called a mountain meadow. This, however, is known as the Frost Wound Patch.

A dale approximately ten acres in size, this area is avoided by all who know of its existence. Strange things happen here and even stranger creatures inhabit the valley. The least of the creatures that call the Frost Wound Patch home are the frusenspรถke, a race of vicious, frozen undead.

Regardless of the time of year in the surrounding mountains, the weather at Frost Wound Patch is always well below freezing. Freezing mists and fogs are not uncommon although snow is rare. Occasionally the Patch will receive skiffs of snow; sizeable accumulation simply does not happen. It is truly a wounded patch of earth among the other small fertile valleys scattered among the Elarrix Crags.

No one knows why the Patch is the way it is. There has been no reason or underlying cause found; it is most likely a natural--albeit strange--phenomenon, although rumors persist of an ancient battle between an ancient white dragon and a group of fell necromancers and weather mages. It is nearly impossible to start a fire of any size within the Patch and fire-related magic simply does not work.

ADVENTURE HOOKS

  1. Recently there has been an outbreak of disease in the towns within the foothills of the Elarrix Crags. Rumor has it that dark, loathsome creatures have made their way down from the Frost Wound Patch to infect the citizens with a dreadful plague. This obviously has many locals concerned. The adventurers are hired to get to the bottom of the plague and do what they can to stop it. One of the characters has family that lives in one of the towns; a member of that family has contracted the disease and is dying.
  2. While traveling, the characters come upon a former mentor of one of the characters. A meal at the next town is offered in exchange for willing ears. He tells tales of funerary desecrations and missing bodies. Footprints and other evidence point to the Elarrix Crags. After a lengthy question-and-answer it’s learned that the body of the mentor’s teenage daughter is also missing.
  3. There have been rumors about wild magics and strange lights high in the Elarrix Crags. There are rumors about evil knights and dark summonings. There are also rumors of powerful magic items and treasure hoards.
  4. A city near to the Elarrix Crags was once peaceful and productive. Then a nobleman of questionable character arrived from the mountains and took up residence in the ruins of a town in the foothills. Since then, despite the best efforts of a rich guildmaster and others, seemingly random wildfires have claimed the local farms and forests. The city has promised a great reward of supplies and clothing to any who can stop the nobleman.
  5. While traveling along the foothills of the Elarrix Crags, the party comes upon a campsite tucked up in a thicket of woods. There are a half-dozen families here with their carts and possessions. It looks like they recently suffered an attack. Several of them are wounded: men, women, and children alike. The bodies of two men and a teenage boy are carefully laid out in the center of camp near a roaring fire. Monstrous tracks lead through the woods toward the Crags.
  6. The party is hired by one member's friend to provide security for the wedding of his only daughter in the small city of Elarrix at the north end of the Elarrix Crags range. The party must guard the family's keep--and the daughter's rooms in one tower particularly--against kidnapping attempts of a rival family. In the morning, after an uneventful night, the daughter is discovered missing; her rooms are sub-freezing and filled with a cold mist. Frost covers everything within the room. The party must find the girl or lose face, reputation, money, and a friend.


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Previous "F"s:

2012: F is for Flesh Alliance

2011: F is for Found Items

05 April 2013

[A to Z April] E is for Enik, Lord of Maltrai (npc)

Lord Enik was born and raised on an estate in the city of Maltrai, on the far side of Dran from Coldtreath. He currently lives in rooms on the top floor of the the Yellow Knight Tavern in Coldtreath.

Both of Lord Enik’s parents--the Duke and Duchess of Sharifon Wood--are still alive, although his father is in poor health. He has not spoken to any in his family for nearly three years. The youngest of seven children, Lord Enik is embarrassed by his parents and family; they have made efforts to contact Lord Enik, all of which have been rebuffed.

The Duke and Duchess of Sharifon, as they are called, have many powerful enemies because of their position and influence, as well as the love the people have for them. The Necktree Guild is a clandestine, criminal organization that has stretched its reach from one side of Dran to the other. Simply by being a member of the family, Lord Enik is constantly spied upon and assassination attempts are not uncommon.

Lord Enik carries with him a secret: he possesses a magic blade, but a blade that is cursed. The curse is a dread one, and one he dares not share with even his closest friends. This secret has caused deep rifts between himself and most of the friends he has in Coldtreath. It also keeps him constantly looking over his shoulder.

During his travels from Maltrai to Coldtreath, Lord Enik was arrested and jailed for a murder he did not commit. His guilt seemed certain, but before allowing a sentence to be placed upon Lord Enik’s head, the magistrate in the case was perceptive and sought out the truth, asking a local mage to utilize a rare spell to determine his guilt or innocence. Despite being found innocent, this experience colored his faith in the Courts and legal systems in general. He is convinced that were his secret to be known, he would not be so fortunate as to escape the headman’s axe again.

Lord Enik stands a gangly 6'11" tall, topped by an unruly shock of brown hair with green eyes peering from his gaunt face. Under no circumstances would he be called an attractive man by most people, mostly because of the gold ring that pierces the bridge of his nose--a mark of prestige and nobility in Maltrai, but a practice found distasteful and barbaric in Coldtreath.

He is motivated by curiosity and sloth, but tempers both with a healthy fear of his secret being discovered. He is far from satisfied with his current situation, but lives each day as best he can considering his curse.

Lord Enik of Maltrai CR 11

Human Aristocrat 10 / Fighter 2
CN Medium Humanoid
Init: +3
Languages: Common, Elven
____________________________________
AC 12, touch 10, Flat-footed 11
hp 6145
Fort 6, Ref 3, Will 7
________________________
Speed: 30
Melee: +12 Rapier 1d6+3 Crit (18-20)x2 or +12 Dagger +2 1d4+5 Crit(19-20)x2 or
Ranged: +9 Dart 1d4 +3 (range 20)
Full Attack: +12/+7 Rapier 1d6+3 Crit (18-20)x2 or +12/+7 Dagger +2 1d4+5 Crit (19-20)x2, or +9/+4 Dart 1d4+3 (range 20)
Space/Reach: 5/5
Base Atk 9; Grp 12
Combat Gear: Rapier MW, Dagger +2*, Dart (quantity 10), Leather MW Armor
________________________
Abilities: Str 16, Dex 8, Con 10, Int 12, Wis 10, Cha 11
Feats: Alertness, Armor Prof. Heavy, Armor Prof. Light, Armor Prof. Medium, Cleave, Great Cleave, Improved Initiative, Martial Weapon Prof., Power Attack, Quick Draw, Shield Prof., Simple Weapon Prof., Weapon Focus (dagger), Weapon Focus (rapier)
Skills: Appraise 14, Bluff 0, Diplomacy 4, Disguise 4, Gather Information 13, Intimidate 0, Knowledge (dungeon) 13, Knowledge (geography) 13, Knowledge (nature) 3, Knowledge (nobility) 1, Ride 1, Spot 5, Survival 6, Swim 6
Possessions: Combat gear plus Potion of Cure Light Wounds; Potion of Eagles Splendor, Potion of Cats Grace, Potion of Darkvision, 100 gp, 10 sp
________________________
*The dagger is actually called the Grey Spirit Blade. It is a cursed blade.

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


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Previous "E"s:
2012: E is for Elder Oath
2011: E is for Erol Otus




04 April 2013

[A to Z April] D is for Duk (npc)


Duk’s earliest memory was of a ferocious battle in which her parents were brutally killed by a band of filthy dwarves. The fact that her father was human did not deter the dwarves; the simple fact that he was living with elves was his crime. The marauding dwarves would likely have killed her too, but a more powerful being intervened: she insists to this day that her life was saved by an angel.

Above her in the air she saw a female elf of blinding beauty: bronzed skin, black hair, and eyes the color of the night sky. This figure towered over her, red and aquamarine robes fluttering in a non-existent breeze. The figure held out her hand to Duk and lifted her from the ground, encircling her in her arms, and before Duk knew it, she was alone in a glade of trees. The angel pointed and Duk saw a village. This village, a conglomerate of outcasts from various races, became Duk’s home.

The people of the village were considered barbarians by those in the nearby cities. It was a difficult existence; farming was nearly impossible and animals were nearly non-existent for hunting. It was a dirty, spare, hardscrabble existence. But they survived, largely by their worship of the dark elven goddess, V’rixus. In fact, although Duk has not yet realized it, it was V'rixus herself that saved Duk from the dwarves.

Duk’s talent with hunting and thievery has brought her great respect and trust within the small community. She has grown to love V’rixus and entered the service of the Goddess of Avarice, Strength, and War with great fervor. However, she is sought after--with a price on her head--by members of the Hammer and Shield guild. She finds protection within the arms of the village; her neighbors warn her, hide her, and lie for her when strangers come into town.

Her hatred for dwarves and extreme avarice drives Duk in her daily life. She fears all that is Good-oriented. Her cynicism has amplified that fear; she will now flee if confronted with too much Good. Despite her fear of good, her experience has made her an easy mark for individuals in distress.

She remembers a massive gemstone that belonged to her parents. Her mother would set it in the window and let Duk “chase” the rainbows cast by its prisms. She is convinced the gemstone contained magic; unfortunately, when she returned as a young woman to the ruins of her family home, the gemstone was nowhere to be found. She knows in her heart that the dwarves took the gemstone with them. More than anything else in her life, she wants that gemstone back; not only does she seek its magic, she seeks to recover that connection with her mother. She also believes that between that gemstone and her devotion, V’rixus will somehow restore her mother to her.

Duk is considered to be mildly attractive; she is nothing that would start a riot, but neither is she homely. Her brown eyes are deep pools of pain set off by her striking blonde hair. She is average height, thanks to her father, but stands out in a crowd because of her unusual thornbush-like tattoos that wind their way up both arms and up her neck turning into mystic shapes that appear as lines of power on her face.

Duk CR 7

Female Half-Elf Barbarian 5/Cleric 4
Chaotic Evil Medium Humanoid
Init: +1
Senses: Low-light Vision
Languages: Common, Elven
____________________________________
AC 15 (Dex +1, Hide +4), touch 11, Flat-footed 14
hp 68 hp
Immune: Sleep
Resistance: Enchantment +2 save
Fort
+10, Ref +3, Will +6
________________________
Speed: 40
Melee: +12 Scimitar 1d6+4 or
Ranged: +9 Sling 1d4
Full Attack: +12/7 Scimitar 1d6+4
or +9 Sling 1d4(range 50)
Space/Reach: 5/5
Base Atk 8; Grp 11
Atk Options: Rage (+4 Con, +4 Str, +2 Will save, -2 AC) 2 per day; Turn Undead (3 +Cha bonus / day)
Combat Gear: Scimitar, Sling, Hide Armor
Spells Known: (CL 4)
2nd — (DC 13): Bulls Strength*, Silence, Sound Burst
1st — (DC 12): Bane, Doom, Enlarge Person*, Entropic Shield
0 — (DC 11): Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light
*Domain Spell. Domains: Strength, War
_________________________
Abilities: Str 17, Dex 13, Con 14, Int 11, Wis 12, Cha 9
SQ: Fast movement, Illiteracy, Improved Uncanny Dodge, Trap Sense, Uncanny Dodge
Feats:
Blind-fight, Combat Reflexes, Dodge, Heavy Armor Prof., Light Armor Prof., Martial Weapon Prof., Read/Write Languages, Shield Prof., Simple Weapon Prof., Weapon Focus (Scimitar)
Skills: Climb 6, Concentration 4, Diplomacy 1, Gather Information 1, Heal 3, Intimidate 5, Jump 5, Know arcana 0, Know history 0, Know religion 2, Know the planes 0, Listen 6, Search 1, Sense Motive 3, Spellcraft 0, Spot 5, Survival 6, Swim -3
Possessions: Combat gear plus Acid (flask), Bag of Holding (1), Boots of Elvenkind, Flint and steel, Potion of Bull’s strength, Potion of Cure light wounds, Potion of Cure moderate wounds, Waterskin, Whetstone, 207 gp, 9 sp, 9 cp

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


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Previous "D"s:
2012: D is for D’leth Inemas
2011: D is for Drake, Carrion




03 April 2013

[A to Z April] C is for Cleft Helm (item)




Aura: Faint abjuration; CL: 12th
Slot: Head; Weight: 1 lb.

DESCRIPTION


When newly forged, this helm was a simple domed, steel helm including a nose guard. Bands of reinforcing mithral run around the base of the helm and from the top down on the cardinal positions. Heavy rivets appear around the mithral bands holding the bands to the steel. There is a crack that bisects the helm at the top with the right side of the crack bent slightly higher and away from the rest of the helm. The helm is crafted to fit tightly to a dwarven head and lacks any straps or fasteners, relying instead upon common dwarven physiological features to stay on the head.

When worn, the helm grants damage resistance (DR 5/piercing) to its wearer. If the wearer has damage resistance from another source, the amounts do not stack; instead, the source that grants the greater resistance applies.

If a creature other than a dwarf attempts to wear the helm the resistance applies. However, during combat such a wearer must make a Dexterity check (DL 12) every round after any successful attack(s) upon the wearer. On a failed check, the helm slips from the wearer's head to clatter upon the ground.

BACKGROUND


Centuries ago, this helm was owned by the great dwarf, Urthen Kilmalk, a paladin of the dwarven war goddess, Norlydd. During a great battle against an invasion of dark elves from the Undercity of Eryndaedrauth, Urthen led the dwarven forces in a spectacular defense of their home of Therduum. Eventually only the dark elves' champion remained, Berglin'inyon of House Everharn. He strode forward, stepping over the dead and dying bodies of his fellow dark elves, and lashed out at Urthen. The paladin valiantly blocked the elf's blows time after time, but was unable to bring his own waraxe to bear in more than defense. After a lengthy battle, the elf slipped; seeing his chance Urthen swung his mighty blade, slicing the elf's abdomen open. Holding his entrails in one hand, the dark elf retaliated and speared Urthen through the helm with his sword, piercing the dwarf's brain even as the elf slipped to the ground to die in a pool of his own blood.

With his dying breath, Urthen uttered a final prayer to Norlydd. In her mercy, and in recognition of his years of faithful service, Norlydd imbued the helm with a part of his still-living spirit. Urthen's brethren carried his remains behind the gates of Therduum, where he was entombed, still wearing his armor and bearing his axe. At some point, a thief or group of thieves were able to penetrate Therduum's defenses and made off with several sacred artifacts, including the cleft helm of Urthen Kilmalk. It is believed that the helm still glows with Urthen's spirit and that Norlyyd's boon will be granted to the wearer of the helm. However, it is also likely that the divine protection can be bypassed by an attack similar to that of Berglin'inyon's, as it would penetrate through the damaged helm.


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Previous "C"s:
2012: C is for Charred Brimstone Mist
2011: C is for Chiala Ereand

02 April 2013

[A to Z April] B is for Belt of Invulnerable Embrace (item)

Belt of Invulnerable Embrace

Slot: belt; Aura: strong abjuration; CL 15th; Weight: 1 lb.

Only a couple of these belts are known to exist. They are considered to be minor artifacts and are highly sought after by adventurers. No two are exactly alike, either in appearance, adornment, or materials used. The methods used for creating such artifacts are long-lost to history, although the legends of every major race boasts at least one of these belts.

These belts protect their wearers from damage from all types of energy and provide damage resistance against physical attacks. They may be activated only once every 24 hours. Specifically, these belts grants 20 points of resistance to all types of energy. These belts also grant damage resistance 20/-. In addition, unlike most forms of DR, these belts are effective against touch attacks, as well as inhalation, ingestion, or contact attacks. They form a nearly impenetrable magical shell around the wearer.

Unfortunately, they are also impermeable to air as well as other substances. As a result, after the first round of use, the wearer has no air to breathe and is thereafter subject to suffocation rules. The wearer can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The save must be repeated each round, with the DC increasing by +1 for each previous success. When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to -1 hit points and is dying. The wearer can dismiss the belt’s effect at any time up to the point that suffocation begins. If a character begins to suffocate, when the wearer drops to -1 hit points control over the belt is immediately canceled and the effect--and all granted protection--dissipates.

**Many thanks to my buddy Simonathi Starym for a bit of game testing, advice, and tweaking on this year's A to Z.

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Previous "B"s:
2012: B is for Beetle, Soul (monster)
2011: B is for Bulette

01 April 2013

[A to Z April] A is for Acktok's Violet Mark (Spell)

Acktok’s Violet Mark

Evocation [light]
Level: Sor/Wiz 2
Components: V,S,M
Casting Time: 1 standard action
Range: Touch
Target: One piece of chalk or other writing instrument
Duration: Permanent
Saving Throw: none
Spell Resistance: no

Developed primarily for use by delvers, this spell causes a pale magic glow to surround a single piece of chalk or other writing instrument used in the casting. The chalk may be used once every minute and is never consumed regardless of how many times it is used. The possessor of the chalk can inscribe a single message of up to ten characters every minute on any solid surface. The inscription is only visible to the one who possesses the chalk and it glows in a violet light. The chalk itself sheds light similar to a candle. The glow may be affected by a 2nd-level or higher magical darkness effect. The light is too dim to have any special effect on undead or dark-dwelling creatures vulnerable to light and does not cause any harm to any creature that comes into contact with the chalk. Each application on a target requires a standard action by the possessor. The inscription may also be visible by anyone under the effects of an arcane sight or true seeing spell, but is invisible to lesser detection spells such as detect magic, as the inscription also acts as a misdirection spell with the surface being the revealed nature.

The wizard Acktok frequently found himself a member of adventuring and delving parties. After spending a small fortune on chalk–which he used to mark the parties’ passages through the dungeons and caverns–Acktok decided to develop an inexpensive and easier way to mark cavern walls. What he developed was a way to mark individual blocks, bricks, or stones with a violet light only visible to himself so that a return pathway could be easily followed.

This spell is known only from a spellbook and notes found in Acktok’s rooms. He was reported lost and presumed dead by a lone surviving member of his final adventuring party. That individual-–a rogue by profession–-barely escaped with his life following an ambush set by a band of bugbears who found Acktok’s chalk after he errantly lost it in a battle. They followed Acktok's glowing lights and laid in wait for his party to pass by, while Acktok used an arcane sight spell to retrace his steps.

Components: a piece of chalk and a drop of purple ink.

**Many thanks to my buddy Simonathi Starym for game testing, advice, and tweaking on this year's A to Z.

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Previous "A"s:
2012: A is for Albert “Rat-tail” Gail
2011: A is for Adventure

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