Magical Marvels 11: The Steedmaker Barding

4 x 5 original

In an age long past, when magic was young and humans did not yet understand the powers and limitations of the craft, there was a great queen named Austranar. She was a warrior, and a conqueror, who expanded her territory through ruthless campaigns. And, she never rode into battle without her beloved steed Kuruk. Though she was a queen, she forbade any to care for Kuruk but her. So much did Austranar love her horse, that her soldiers sometimes joked that despite her many consorts, the only true heir would be Kuruk’s. Austranar won countless battles astride Kuruk, and art depicting the pair is some of the more common pieces from that period of human history. But very little is known of Kuruk’s death.

During the a minor conquest of no great importance, a peasant with a dull sword made a lucky swing, and nearly severed Kuruk’s right foreleg at the knee. A crime for which he was promptly beheaded by the grief-stricken queen. Soaked in the peasant’s blood, Austranar clung to the horse’s neck and wailed in rage and agony. She called for her court magician, he was–a bit reluctantly–brought to her. The queen demanded that the magician preserve Kuruk’s life with his magic, and would hear none of his protestations.

Knowing that failure would mean his death, the magician worked furiously with his limited understanding of the magical arts. Many of those captured during the battle were put to death during his ritual. A few of their souls were used to strengthen the bond between Kuruk’s spirit and his body…though many more were killed simply to buy him time to think.

When Kuruk’s body shrived up and disappeared beneath his barding, the magician’s time was up. A furious Austranar, red faced with rage, demanded to know where her steed had gone. The magician fumbled, over his words before finally picking up the headpiece of the barding and presenting it to the queen. He explained that Kuruk’s essence was preserved within this piece of armor, and that any steed it was placed upon would be filled with Kuruk’s spirit.

This is not what Austranar had wanted.

In a rage, the queen took the armor in both hands and slammed it down atop the magician’s head, aiming to kill him. Instead, the magician disappeared entirely, leaving a horse which looked almost exactly like Kuruk in its place–save for its strangely human eyes. It didn’t take long to discover what a wondrous item the magician had created. And though she felt Kuruk’s loss deeply, the queen deigned to reward her magician for creating such an ingenious device–by allowing him to serve as her steed for the rest of his days.

Whenever The Steedmaker Barding is placed upon the head of a living creature, that creature is transformed into a warhorse, complete with a full set of barding to match the head piece, as well as a saddle, and other riding accoutrements. The magical steed is also well trained, and will serve as well as any warhorse can.

While, in many respects, the horse will resemble the long-dead Kuruk, it will also take on aspects of whatever creature it has been bonded with. For example, when placed upon a human, it will gain a human’s eyes, as well as that human’s mind and intelligence. It will not be able to override its training as a war horse because of this, but it will be able to follow commands more intelligently, or indicate its opinions when asked.

Other combinations might include:

Frog: The horse will have a green, wet appearance. It will be able to leap unusually high and far, and will have a frog’s long tongue.

Bird: The horse will gain wings, like a pegasus.

Shark: The resulting creature will look quite different from a horse, as it will not have legs, but rather, four large fins. It will also have a preternaturally large jaw of razor sharp teeth.

Bear: Its hooves are replaced with large claws, and its legs have a larger range of movement.

Spider: While in most respects it will appear to be a normal horse, it will have eight spider’s legs and be able to move silently along both walls and ceilings.

Colorful Characters 25: Sestronatara

NOTE: If you participate in my monthly ToKiMo Pathfinder campaign, I advise you against reading this post. It will be much more fun for you to encounter this information through play, than it will be fore you to read it here.

Six hundred years ago, she lived a peasant’s life, and knew herself by a peasant’s name. A name which does not matter, and which she has long since forgotten. Sestronatara was born from that peasant she once was, when her mistress drained her of human weakness and gifted to her a new existence as a fledgeling vampire. In that existence she has served her mistress, as fledgelings do. As she aged she grew in power, and independence. When she had been in her mistress service for roughly a century, she was given a task:

Travel to the Castle Nalew, ancient sanctum of the mad god who one walked the earth. There, locate the Blade of Boleshi, which the mad god crafted from the carapace of the mother of spiders. Retrieve it, and return.

Dutifully, Sestronatara crossed the oceans and deserts of the world, and entered the dread god’s labyrinth to begin her search. She wandered the dungeon’s halls, slaying or enslaving all she met there. Shortly after she arrived, she encountered a paladin; a dwarf named Elzhemer. He also sought the Blade of Boleshi, determined to destroy such an evil artifact. The two fought to a stalemate before retreating to continue their search with a renewed sense of urgency.

For thirty years the two searched, and fought, neither gaining the upper hand. Sestronatara became impatient, and plotted to end her game with the infuriating Elzhemer. In their next encounter, she ‘lost’ her journal while fleeing from her foe. Within, he found every note she’d made for 30 years, and combining her knowledge with his, he knew precisely where to find the long-sought blade.

But unbeknownst to the righteous Elzhemer, his nemesis had disguised herself as a spider on the ceiling. She followed his every step, through hundreds of rooms and countless deadly traps, until the two reached their prize. Before Elzhemer could move to claim the cursed blade, Sestronatara let fall her disguise and made to kill the dwarf. For a day, sparks from clashing weapons were the chamber’s only light, and howls of rage and pain were its only sound. When all seemed lost for him, Elzhemer smashed a glass vial of holy water against the vampire’s head, burning away her skin and hair, leaving her head forever bald. But Sestronatara recovered, and proved victorious. With the Blade of Boleshi, she cut her foe’s hands away, then chained him so she could drag the meat to her mistress.

But when Sestronatara reached the entrance of the dungeon, she found she could not leave. In the 30 years the two had been here, a group of powerful wizards and clerics had banded together and sealed Castle Nalew against any entrance or exit. The vampiress raged and beat against the barrier, but could not escape. And in her 30 years of exploration, she had never discovered another pathway out. The pair were trapped.

Five hundred years have passed since then. Sestronatara has claimed a small wing of Nalew for herself, and filled it with her own fledgelings and slaves. To occupy herself, she collects what objects of beauty can be found in the dungeon, and will offer a good price for any art piece. She has grown powerful, and independent. No longer does she wish to serve the mistress who created her–though she still keeps the Blade of Boleshi hidden away. She cannot disobey her mistress’ final command.

In her chambers, beard grey with age, the handless Elzhemer remains chained. A pedestal has been placed just out of his arm’s reach, and upon it is a hammer and wooden stake he could never hope to use without hands. The paladin’s anguish soothes her.

Sestonatara (CR 8)

XP: 4,800
Female Human Vampire, Sorceress 6
NE Undaed
Init +9; Senses Perception +14, Darkvision (60ft)


Defenses


AC 23, Flat Footed 17, Touch 17 [10 + Dex(6) + Natural(6) + Dodge(1)]
hp 67 (6d8 + 36)
Fast Healing 5
Fort +3 (Immune unless effect can target objects, or is harmless) Ref +8 Will +6
DR 15/Magic & Silver
Resist Fire 20, Channel 4, Cold 15, Electricity 10
Immunities Mind affecting effects, Bleed, Death effects, Disease, Paralysis, Poison, Sleep effects, Stunning, Nonlethal Damage, Ability Drain, Energy Drain, Physical Ability Score Damage, Exhaustion, Fatigue effects, Death from massive damage, effects which require a fortitude save


Offense


Speed 30ft
Melee Staff + 8 (1d4 + 5, 20/x2)(Reflex save DC: 11 v. being knocked flat)
Melee Slam +6 (1d4 + 3, 20/x2)(Magic Weapon)(Energy Drain)
Sorcerer Spells (CL 6th; Concentration +11; +2 save DC for Evocation spells)
3rd (4/day) — Lightning Bolt
2nd (7/day) — False Life, Scorching Ray, Shatter
1st (6/day) — Chill Touch, Burning Hands, Magic Missile, Mage Armor, True Strike
0 (at will) — Dancing Lights, Flare, Light, Ray of Frost, Blood, Message, Daze
Bloodline Undead
Bloodline Arcana Corporeal undead are susceptible to your mind-affecting spells.
Bloodline Powers
Grave Touch — Able to summon a familiar.
Death’s Gift — Resist cold 5, and DR 5/Magic & Silver


Stats


Str 16 (+3) Dex 20 (+5) Con — (–) Int 13 (+1) Wis 6 (-2) Cha 21 (+5)
Base Atk +3; CMB +6; CMD 21
Feats Iron Will, Spell Focus/Greater Spell Focus (Evocation), Dominate Focus (+1 Dominate DC), Alertness, Combat Reflexes, Dodge, Improved Initiative, Lightning Reflexes, Toughness, Eschew Materials,
Skills Perception(+12), Spellcraft (+10), Use Magic Device (+14),
Languages Common, The Gravespeech, Draconic, Goblin
SQ
–Blood Drain: If an opponent is pinned, may deal 1d4 Con damage per round. Gains +5 HP (or +5 temporary HP) for each round blood is drained.
Children of the Night: 1/day, summon 1d6+1 rat swarms, 1d4+1 bat swarms, or 2d6 wolves as a standard action. Creatures arrive in 2d6 rounds, and remain for 1 hour.
–Create Spawn: Creatures slain by blood drain or energy drain rise as subservient vampires within 1d4 days.
–Dominate: Target must succeed on a will save (DC 19) or fall under the effects of a Dominate spell.
–Energy Drain: Creatures hit by slam attacks gain two negative levels.
–Change Shape: May assume the form of a dire bat or wolf, as Beast Shape II
–Gaseous Form:
As a standard action, or upon reaching 0 HP, the vampire can assume Gaseous Form indefinitely. Has a fly speed of 20ft with perfect maneuverability.
–Shadowless: Casts no shadows, nor is he reflected in a mirror
–Spider Climb: May climb surfaces as though under the effects of the Spider Climb spell.
–Combat Reflexes: May make up to 5 attacks of opportunity per round. Even while flat footed.

Weaknesses
–Aversion: Cannot tolerate the strong odor of garlic, mirrors, nor strongly presented holy symbols. Must succeed on a DC 25 will save each round, or stay at least 5ft away from these objects.
Entrance: Cannot enter any private home or dwelling unless invited by someone with the authority to do so.
–Sunlight: Exposure to direct sunlight causes the staggered condition in the first round, and utter destruction in the second round.
–Running Water: Being submerged in running water deals damage equal to 1/3rd of max hit points per round. Upon reaching 0HP, the character cannot escape using gaseous form as normal.
–Wooden Stake: If a wooden stake is driven through the heart while Sestronatara is helpless, she is instantly slain. However, if the stake is ever removed, she returns to life unless her head is also severed and burned.

Gear Staff of Impact (+2, Knockdown), Key Ring (Opens her secret treasure room), Wand of Fireball (8 charges), Close-Call-Cloak (+1 to all saves)

Magical Marvels 10: Glasstouch Dagger

The origin of Glasstouch Daggers is unclear. Though several have been found over the centuries, hidden in dark dungeons and deep caves, none have borne the identifying mark of any known craftsperson. Study of the magics used in their creation show that they must have been crafted by a powerful mortal illusionist, rather than coming from any otherworldly source. Regardless of their origin these daggers are a boon to any who find them.

Though they are made of glass, these weapons are not fragile. In fact they are very nearly impossible to damage without going to extreme lengths to do so. Even the edge of the blade does not dull. Aside from this small boon, however, the Glasstouch Dagger functions in combat just as any other dagger would. The true magical value of the dagger lies in the magical feats it can perform.

When the tip of the blade is tapped against any non-living surface, that surface becomes completely transparent. This effect functions on an area of up to 10 cubic feet, though if the object touched is smaller (such as a door) then only that object will be affected. The surface does not become fragile, nor does it lose any of its other properties. The dagger can affect an unlimited number of objects, and those objects will remain transparent for as long as the dagger (or the dagger wielder) is within line-of-sight of the affected object. Remember that transparency works both ways. If you use the dagger to look through a door, then whatever is on the other side of that door can see you too!

If the pommel is used instead of the tip, then the surface tapped will become mirrored rather than transparent. This effect is subject to the same limitations as the transparency effect, though it only affects a single side of the object. If the pommel is tapped against a door, then the side it was tapped against will become mirrored, while the opposite side of the door will retain its normal appearance.

Any sage with basic knowledge of magical items will likely know the above information. However, few sages know that Glasstouch Daggers actually possess even greater magics which only those who are attuned to them can access. After a character gains 1 level with the Glasstouch Dagger in their possession, it will become attuned to that character. The next time they handle the weapon, it will feel vaguely warm to the touch for a moment, and they will have an indistinct sense that something about the dagger is different. A sage with detailed knowledge of magic weapons may be able to inform the character of what has occurred. Otherwise the below must be learned through experimentation, or divination spells such as Identify.

If the tip of the blade is touched to a surface, and used to trace a shape, then only the space within that shape will become transparent. This still only functions to a maximum of 10ft in any direction. Tracing a shape with the hilt produces mirrored surfaces in the same way.

Additionally, if an attuned wielder can stab the dagger into a non-living object, then that object will become as brittle as glass for as long as the dagger is embedded in it. Note that embedding the dagger in an object does not make it mirrored or transparent. It retains its normal appearance, but becomes brittle and easily broken. Note also that this ability does not allow the wielder to stab the dagger into an object which they normally could not. A stone, or suit of armor, or shield cannot be affected by this ability. However, a wooden tree could be.

Deadly Dungeons 10: The Fleeing Golem

The players encounter an archway, and beyond it a long hallway with many doors. The hall extends beyond the furthest edges of their light source–no matter how far that light extends. About 60ft from the archway is a very strange statue. It appears to be carved in the rough shape of a man’s torso and legs, with no arms or head. The construction is very bulky, with flat surfaces and sharp corners. The body is turned away from the hallway entrance, but a large face has been carved on the statue’s back. Its eyes are deep cavities which appear black and dark. The mouth is large, and open. Upon the strange face’s tongue is a marvelous treasure, to be determined by the GM.

If the players pass through the archway, the statue will eerily come to life. The face and the expression on it will remain still, but the legs will walk further down the hallway, away from the players. Within this hallway, the statue will always match the lead player’s movement, step for step. No matter how fast the characters run the statue will match their pace, even moving at speeds which might seem impossible for a stiff creature made of stone. This strange golem is also able to detect magical travel, and has been equipped with the ability to use dimensional door at will. If the players attempt to get close to the creature using spells such as teleport, ethereal jaunt, or even dimensional door, the golem will sense their magic use, and activate its own dimensional door nearly simultaneously, keeping itself well out of reach.

In truth, this hallway is not very long at all. A few feet before the end of the hall, a powerful illusion makes it appear as though the hallway extends beyond sight. This illusion is nearly perfect. The hallway it displays will react correctly to any light sources the players may bring, or to any objects they may throw into it. Only inches in front of this illusion is a one-way teleportation portal, which warps anything that moves through it back towards the start of the hallway, near the arches. Like the illusion, this portal was crafted by a true master of the magical arts. It is completely invisible, without any light or sound to give away its position. Furthermore, those who pass through the portal do not feel any of the physical sensations which normally accompany magical travel.

The portal does not function in the opposite direction, however. Nor is there any illusion near the hallway’s entrance. If the characters look behind them, they will be able to accurately see their current distance from the archway, and they can easily leave at any time.

It’s important to note that the golem’s movements are always in reaction to whoever appears to be closest to it, but the golem can only detect creatures with the eyes of its face. As such, if one player remains still while another player pursues the golem, the teleportation will eventually cause the character who is remaining still to be behind the golem, where they cannot be seen. Additionally, the golem is not intelligent. It has only a very simple set of instructions which it will follow strictly. As such, it will not use dimensional door to escape unless it detects magical travel being used. And despite its fearsome appearance, the stone creature has no means with which to defend itself from an attack.

Once the treasure is removed from the golem’s mouth, all spells in the hallway are broken. The golem turns into a simple statue, the illusion disappears and the teleportation effect ends. Replacing the treasure within the golem’s mouth will not restore these effects. The treasure is not necessarily magical, but it served as the switch which kept the magical circuit active. Once the switch is removed, it would take a wizard of untold skill to reactivate it.

Deadly Dungeons 9: Staircase of Hunger

Somewhere, perhaps beneath the false bottom of a mysterious sarcophagus, the adventurers discover a twisting staircase. It’s width of 7ft would seem safe, if not for the dizzying drop to the ground below, and the complete lack of a railing. The steps are broad, and wind lazily around the edge of the massive cylindrical chamber. The outside edge of the staircase, where it drops off into open air, has become strangely worn. The stone slopes downward sharply, almost as though the stone had been eroded by decades of flowing water. The rest of the stairs show no sign of such wear, only the edge.

In the center of the chamber is a tall pillar which rises roughly half as high as the staircase does. Atop the pillar is a statue of a man, twice life sized. He is depicted as emaciated, starving, and in great pain. His arms are spread wide as if beseeching the gods to end his suffering, and his head is tilted back in a silent, eternal moan. At his feet is a stone feast: a roast bird, a cask of wine, numerous styles of fruit and fish which are so masterfully carved that they actually look appetizing. Like the stairway, the outside edge of the pillar is worn around the edges, sloping sharply down in a way which appears as though it might be erosion.

If the players position themselves on the stairs so they can look within the statue’s mouth, they will be able to see a glint of gold. Closer inspection will reveal that the statue has a tongue of gold within its mouth.

If an amount of gold equal to at least one gold piece is placed within the statues mouth, it will immediately melt and fuse with the golden tongue. When this happens, a click will be heard from the stone bird. If the players pull on the roast bird’s leg after they feed the statue, they will find that it twists off, revealing the fowl to be hollow. Within are are twenty brilliantly green emeralds, each worth no less than 50 gold pieces.

Unfortunately, the tasks of feeding the starving statue and reaching its pillar, are not so simple. The room is under a strange enchantment. With the exception of the stairs and the pillar of the starving statue, the chamber is affected by ten times the normal force of gravity. Any item tossed or held over the edge of the stairs will suddenly become ten times heavier, and any character who falls from the stairs will suffer damage as though they had fallen ten times further than they had. (ex. In Pathfinder every 10ft fallen results in 1d6 damage, thus in this room, 10ft fallen would result in 10d6 damage). Note that the floor at the base of the chamber is not affected by this enchantment, and characters can walk on the floor there normally.

Deadly Dungeons 8: Shockfloor Crypt

Beyond the archway is a short stone staircase descending 4ft into a large room filled with water. The water is three and a half feet deep, and all but the first step are submerged beneath its surface. The water does not flow, and a thorough examination of the room will not reveal any point at which fresh water comes into the room. Yet strangely, the water lacks any of the stagnant murkiness one would expect to find in still dungeon water. It is crisp and clear, allowing anyone standing at the stairs an easy view of the stone floor beneath the water’s surface. There are no deadly creatures lurking in this water, it appears to be nominally safe.

The main features of the room are the four large sarcophagi. spaced roughly 12ft from both the walls, and from each other. The lid of each sarcophagus is level with the water, such that it is obvious water will not pour into them the moment they are opened; but even slight movement would cause ripples large enough to splash the bodies within. Each of the sarcophagi is adorned with a large stone depiction of an object. Atop one is a large stone book which lies open. The writing on the exposed pages of the book is magical, and can only be read by casting Read Magic. The stones function as a Scroll of Knock which can be used unlimited times. Any attempt to remove the book from the top of the sarcophagus will cause the runes to crack, and become unusable.

Another sarcophagus bears a large stone depiction of a sword, while a third is topped with a massive stone rat who appears feral and hungry. The final sarcophagus is topped with an elaborate feast of stone. It depicts a roast bird, several piles of fruits, a large of wine, and a large fish on a tray.

The room is constructed of simple stone, and the ceiling is 15ft above the floor. The only other obvious feature of the room are three metal rods–one of gold, one of silver, and one of copper. Each is 3ft in length, and they hang down from the center of the ceiling in a triangle pattern.

Anytime one of the sarcophagi is opened, the copper rod in the ceiling will send a lightning bolt down into the water. Anyone standing within the water or who is anywhere near the rods is subject to this damage. [In pathfinder, 10d6 damage, Reflex save DC: 20 for half; in OD&D 6d6 damage, save v. wands for half].

Within the sarcophagus with the book on top of it, there is the dessicated body of a woman. On the underside of the lid is a fist-sized dial. When it is turned, a previously unseeable seam will appear amongst the pages on the stone book. The page will turn, revealing a blank page with three very thin strips of metal embedded into it. The first is silver, the second is copper, and the last is gold.  If, for some reason, the stone book’s pages are up against the wall or another hard surface, and cannot turn, then the player will also be unable to turn the dial on the lid’s underside.

Within the sarcophagus adorned with a statue of a feral rat, there is the dessicated body of a man. Immediately upon being opened, a blast of blue-grey smoke will be released. The  cloud will force anyone within 5ft to make a saving throw. (Pathfinder: Fortitude, DC 16; OD&D: Save v. Poison) Failure causes the victim’s muscles to become limp and unresponsive for a turn (10 minutes). If they fall into the water, they may drown if they are not rescued.

The sarcophagus with a sword atop it is deeper than the others, and packed tightly with bones. They have been neatly stacked according to their type (femurs with femurs, ribs with ribs, skulls with skulls…). There are exactly enough bones here for 8 human bodies. The bones are not undead. They do not have any aura, and will not react to turn undead. However, if the lightning bolt is ever activated while this crypt is open, the bolt will angle off to the side, striking these bones rather than the water. At this point, the bones will leap from the sarcophagus and form into 8 undead skeletons, where each bone is bound to the others with a tiny arc of electrical static. These skeletons fight as standard skeletons do, but have an additional 2 HD, and deal additional electricity damage in addition to their normal damage (Pathfinder: 2d6; OD&D: 1d6).

The sarcophagus with the feast atop it contains the dessicated remains of a woman. If the players choose to search for a false bottom, they will discover that beneath the body is a stairway which leads to the next level of the dungeon.

The rods on the ceiling can be removed easily enough. Once they are gripped, a simple quarter turn will release them, and allow them to be pulled easily from the holes they’re mounted in. However, the lightning will activate if the rods are not removed in the proper order. The proper order is silver first, followed by copper, followed by gold. Once removed from the ceiling, the rods have no magical properties. However, the copper rod is worth 50gp, the silver rod is worth 200gp, and the golden rod is worth 800gp!

Deadly Dungeons 7: Skeletal Assembly Line

Note that the below describes a single instance of a Skeletal Assembly Line room. It functions on its own, but if one of these rooms exists, then there are likely more of them. Hidden behind stone walls and false book shelves, producing the tools of war and sending them to who-knows-where for who-knows-what purpose. If this room is used, the GM is encouraged to hide several similar rooms. And don’t forget to add material gatherers to the random encounter table!

The secret door was more difficult to find than most; just a sliding section of wall in the middle of a corridor. The players never would have found it if they hadn’t seen a skeleton run by with an armful of old chains, then be gone from sight too quickly to have used any of the visible exits. Even with that to go on, it took the characters an hour to finally find the loose stone which, when turned, unlatched the hidden door and allowed it to swing open freely, revealing a short corridor leading to a room filled with the red glow of a fire.

Within the room was like nothing the players had ever seen. The soundproofing on that door must have been remarkably, because the characters were suddenly assaulted by a cacophony of sound once they stepped through it. Flames roared, hammers clanged, and the omnipresent clacking of bones against steel and stone. The room was filled with skeletons, dozens upon dozens of them, each repeating some mundane task over and over again. And not a one of them paid the intruders any mind.

Right in front of the players as they entered the room was the pile of refuse; dead adventurer’s armor,  a thousand goblin spear heads, countless belt buckles and chains and other detritus. All of it steel. Skeletons swarmed over the pile, disassembling each piece, discarding anything that wasn’t steel. Leather, cotton, twine, even gold and gems were tossed into a wheelbarrow held by another skeleton. When it was full, the skeleton would wheel it away down another corridor, out another secret door, to dispose of it. Another skeleton with another wheelbarrow was already there to take the place of the first.

The steel that was left over was piled into another cart on a small rail. Whenever it was full, it was rolled up a ramp and dumped into a boiling vat of liquid metal. When the steel was ready, the skeletons at the vat would tip it forward, spilling the steel into a mold where it was shaped into the component parts of blades. A half dozen skeletal smiths cooled these parts in a communal pool of water, and hammered each piece into the proper shape before other skeletons take them to sharpen on a whetstone, before finally dropping them onto the conveyor belt.

Still more skeletons standing on either side of the belt deftly assemble the swords component pieces into usable weapons. Leather strips for the sword handle is periodically carried in by a blood-covered skeleton who probably comes from a similar room elsewhere in the dungeon. Given the denizens the players have encountered in the dungeon so far, they can only imagine the leather comes from goblins, orcs, or human adventurers like themselves.

The belt is turned by a skeleton with crank in hand, who moves it at a perfectly efficient speed to allow all of the work to be finished before it reaches the end of the belt, where the completed swords are dropped into a mysterious chute. The swords can be heard sliding against the stone for a long while, descending to some unknown depth for some unknown purpose. Who, the players wonder, could possibly need so many swords?

At least they have one clue to that riddle. The final step before the swords are dropped into the chute is for a strange symbol to be engraved on each blade. The players don’t recognize it, but perhaps someone else will? At least it’s something to look out for as they delve deeper into the dungeon.

The skeletons will continue to ignore the players indefinitely. Even if the players attack one of the skeletons, it will do whatever it can to continue working at its task for as long as possible. A disruption in the production chain will be noticed, however. The skeletal assembly line is a well oiled machine. And the moment any given skeleton no longer has a task to perform, they will immediately attack any living thing in the room, whether it’s a rat, or an adventurer.

Deadly Dungeons 6: The Fallback Corridor

Each of the three “Against The Giants” modules, which I recently picked up as pdfs, serve the player with a similar task. Assault the fortress of some giants–be they of hill, frost, or fire variety. This presents an odd problem if the GM is attempting to portray the giants intelligently. What’s to stop every giant in the place from descending on top of the players, swarming them with more foes than they can handle? And if the players need to retreat to tend their wounds, why wouldn’t the giants fortify their positions against further invasion, thus making it difficult or impossible for the adventurers to return?

After all, a fortress isn’t like a dungeon. A dungeon is simply filled with monsters, who may or may not be working in conjunction with other creatures in the dungeon. But at best a given creature will control only part of a dungeon. A fortress is a different matter entirely. The nature of a fortress is that everyone within is working together to mount a singular defense against outside intrusion. Gygax recommends that, once the players have the giants on the defensive, the giants will set up ambushes and traps. I can’t help but wonder why the Giants don’t use their time to, ya know, lock the door. Maybe bar it from the inside.

Perhaps an analysis of NPC “A.I.” is in order, but that’s for another post. Lets imagine that the players never left the fortress in the first place Or they did, but they’re very skilled at scaling walls and shuffling through air ducts. The giants can’t keep them out for whatever reason, so they’re forced to come up with a trap which will be effective, and can be ready to go before the PCs get back.

I came up with the fallback corridor, which doesn’t require much. The most important element is a hallway with pillars, or anything a sizable number of folks could hide behind. Everything else the trap requires should be easy to locate in any local: a large, thick tarp or blanket, weights, and rope.

The blanket, with as much weight attached to its edges as possible, is suspended from the ceiling. Ropes are used to form a crude trip line mechanism which will release the tarp from its suspension, dropping it on whatever unsuspecting interlopers are snooping about below.

Once the blanket falls, the adventurers will be blinded to anything around them, while remaining highly visible (as big lumps) to attackers. I would say that disorientation & the weights on the tarp will prevent the players from acting for at least 1 round. After that, they’re entitled to a dexterity check (In Pathfinder, DC: 14) to escape on the 2nd round. If that is failed, the players can automatically free themselves by the third round.

While the players fumble to escape from the ridiculous prison, the giants hiding behind the pillars will have ample time to step out, fire a round from their crossbows or hurl a boulder, then flee down the corridor and around the corner. Of course, there ought to be some chance for them to miss, but I don’t think it should be too high. Perhaps 30% concealment at most. The trapped adventurers should probably not receive a dexterity bonus to their armor class either.

The trap is stupidly simple, but should be an effective way of waging guerrilla war against the guerrillas who invaded your fortress.

Some options to make the trap more interesting or deadly:

  • Secret doors behind the pillars allow the giants to escape quickly.
  • Instead of using a tripwire, one of the giants has mounted a mirror high on the wall where it is unlikely to be noticed. It allows him to spy on the corridor without poking his head out, and if enemies wander by, he can manually release the tarp by tugging on the rope.
  • Even if the players have a difficult time getting out from under the tarp, they will likely see the giants flee (assuming there are no secret doors). The giants would recognize this, and assuming the players give chase, they could be led directly into a second trap.

Deadly Dungeons 5: Sepulchre of Order of The Gavel

A long forgotten order of paladins used this circular room to inter their dead. For whatever reason it has remained largely undisturbed by monsters. Perhaps it can only be accessed through a secret door, or maybe the sanctity of the site has held monsters at bay.

The walls and ceiling of the room are simple, unadorned stone. The ceiling is 7ft high at the edges of the room, and rises in a shallow cone to a height of 9ft at the room’s center. The obvious focus of the room is a large terraced pit which dominates most of the floor. The pit has four levels, including the bottom. Each level is about three and a half feet lower than the one above it, and there are no stairs, forcing anyone who wishes to descend to climb awkwardly down the steep steps. Each of the three upper levels is roughly 7ft wide, with urns evenly spaced around them. The bottom level is bare, save for a 3ft diameter circular hatch of iron, with four bold red lines painted across its surface.

The urns are simple grey ceramic, and stand two feet tall. Each one is banded by 1-3 horizontal red stripes, similar to those on the hatch at the bottom. While there is no immediate way for the players to determine the function of the stripes, the GM should be aware that urns with 3 stripes contain the ashes of a great hero of the Order of the Gavel, urns with 2 stripes contain the ashes of those who led the order, and urns with a single stripe contain the ashes of a great evil doer whom the order brought to justice. Each of the urns contains 2 copper pieces, used in the burial rituals of the order.

Behind each urn, on the wall of the steppes, is an engraving memorializing the individual whose ashes are contained within. A hasty inspection will reveal that the urns on the lowest tier are the oldest, and the urns on the upper tier are the most recent. The dates cover a range of 150 years, ending about 300 years ago. I’ve included dates on the list below, though obviously, these will need to be modified to suit your campaign setting.  For players who inspect these inscriptions more carefully, they read:

  1. [Three Bands] Senjar Okin / Fell in the year 702 / “None stood at The Citadel’s Gates more proudly than he. Fell to Orcs during the Seige of Lawund”
  2. [Three Bands] Yendew Nidaa / Fell between the years 688 and 690 / “We know not why she chose to venture so far afield, nor what it is that she fought. But the monstrous remains found near her body say all that must be said of her boundless courage.”
  3. [Three Bands] Custis Garret / Fell in the year 682 / “He stood before the sea and demanded it obey the laws of righteousness.”
  4. [Two Bands] Mahraha of the Mithril Fist / Fell in the year 672 / “Taken from us even as she led us to victory over the prowlers of the southern lands. By her request, she is interred with the dagger of her assassin, that she may return it to him in the next life.” [Burried in the ashes is a +2 Keen Dagger, or other dagger appropriate to your campaign.]
  5. [One Band] Revet Taroggaram / Slain in the year 660 / “There can be no quarter given to the unjust. No thief, no murderer, no inhuman beast can be allowed to profit from their evil.”
  6. [Two Bands] Murraha Slevali / Fell in the year 654 / “Unjustly taken from us while held as a captive of the Okarum. Justice will be done in her name.”
  7. [Two Bands] Torvil Brinebeard / Went to Rest in the year 653 / “The last to stand beside He Who Was First. The first to stand amongst the compassionate, the charitable, and the just.”
  8. [Three Bands] Hukatee Bularus / Went to Rest in the year 644 / “Those who speak the words of peace must be recognized. They are heroes as much as any who wield a blade.”
  9. [One Band] [Faint runes surround the edges of the urn’s lid] Erosm Muck / Slain in the year 643 / “Not all evil can be ended with fire and steel.” [If the runes current positioning is disturbed, Erosm Muck, a vampire, will become reconstituted.]
  10. [One Band] [Top of this urn is sealed with flaking wax.] Donnorel Thinn, Wizard of the Black Gaze / Slain in the year 636 / “It is unjust that one who took the life from so many, only has one life to give in payment for his crimes.” [If opened, an ash monster, ghost, or other appropriate creature is released. It is hostile towards the party.]
  11. [Two Bands] Shenwa Evacord / Went to Rest in the Year 628 / “When those who brought us peace were toppled, she steadied their triumphs. Interred with her is the Opal of Unariac, a gift from those who died in the wars she prevented.” [Burried in the ashes is a large opal mounted in a golden disk, surrounded with emeralds. Worth 3,000gp]
  12. [Three Bands] Edinea Kodas / Fell in the year 619 / “Charge forth always, in battle, and in parley.”
  13. [One Band] Uma Thistledown / Slain in the year 616 / “Let the east wall of the citadel remain forever cracked, as a reminder of the price required by faltering vigilance.”
  14. [Three Bands] Vinn Drekos / Fell in the year 611 / “Even as the gnoll’s javellins pierced her body, she did not falter in her defense of those innocents she had sworn to protect. Interred with her are the ashes of, Gerek Haverock, whom she loved.”
  15. [Three Bands] Hedsig Agham / Fell in the Year 591 / “Through the lens of Justice, truth can be found, and the good of all served.” [Urn contains a finely crafted monocle. Looking through it allows the wearer to see Good, Evil, and Untruth, as though they had cast Detect Good, Detect Evil, and Detect Lies.]
  16. [One Band] “Let none speak the name of the one who was slain in the year 591; for it is they who to he who was first from us.”
  17. [Two Bands] Karkis, Lady of the Hunt / Fell in the year 580 / “Justice is done by her grace alone.”
  18. [Three Bands] Mmij Hippamus / Fell in the year 568 / “The Titan Slayer.”
  19. [Two Bands] Amee The Bold / Fell in the year 555 / “Without her guiding wisdom and swift action, the order would never passed through those turbulent years after the fall of He Who Was First.”
  20. [Three Bands] Horace the Watchman / Fell in the year 549 / “By the side of He who was First did he fight, and by His side did he fall. May we all know the courage of the Watchman.”

If the players inspect the hatch at the bottom, they will see an inscription in the iron which reads simply: “He who was first.” There is a heavy clamp holding the hatch closed, but it is not locked and can be removed with a bit of effort. When it is opened, the hatch reveals a mumified corpse standing upright. These are the remains of the founder of the Order of The Gavel; a human man named Hassid Gurtoch, The Clear Speaker. The body is still wrapped quite tightly, and seems well preserved. It can be fished out with minimal difficulty. Nothing else is apparent within this small tomb.

If removed from his tomb, Hassid will be temporarily reanimated by positive energy. If there are any non-good being present, Hassid will tear his wrappings off, revealing that he was burried with a sanctified longsword which glows a brilliant yellow. He attacks as though he were a mummy (though he is not of evil alignment, and lacks the Mummy Rot special attack). If only good characters are present, Hassid will question them thoroughly about why they have chosen to loot the tomb of his order. If the players cite sufficient need, Hassid will tell them of the false bottom to his tomb. If they cannot convince him that their need for treasure is mandated by a goodly quest, then he will ask them to leave. If they refuse, or if the characters are caught lying, Hassid will attack them as vigorously as he would attack non-good characters.

The bottom of Hassid’s tomb is false, and can be lifted to reveal an assortment of coins, gems, and at least 2 good-aligned magic items.

Merciless Monsters 12: Rotocula (Female)

The Rotocula is a sexually dimorphic creature which makes its home in mud flats. The adult forms of the male and female are so different that they have often been confused for completely different species. As such, they warrant separate monster entries. The male was posted last week.

Like her male counterpart, the bulk of the female rotocula appears to be a large pile of sagging mud. The female also shares the male’s unique rolling-orb appendages, which serve as organic wheels that provide the rotocula with mobility. The similarities between the two do not go far beyond that, however.

The female of the species has no legs. Nor does it share the male’s tough skull structure. Nor does it spend most of its time at rest while camouflaged. Quite the opposite! From the moment a female rotocula rises in the morning, to the moment it digs a small muddy pit to sleep in, the creature howls across the plains. The female’s constant screeching is meant to terrify its prey into running, as the female actually finds it more difficult to attack creatures at rest.

The beast’s mouth completely separates the left and right halves of its head, and can potentially open so wide that the tips of the teeth are behind the esophagus. This, in conjunction with the rotocula’s long prehensile tongue, allows prey to be consumed without subduing it first. The female merely positions itself being a running creature. Then, using her immense speed, she surges forward, trapping the fleeing meat within her jowls.

While there is a skull-like bone mass on each side of the female’s head, only one side contains a brain. And, curiously, which side of the head the brain is on varies between individual specimens. The only noticeable effect of this is that one of the rotocula’s eyes (due to the long path the optic nerve must travel) is often much weaker than the other. It sees only vague blurs of color and motion. There is no simple way to determine which eye is weaker, but if it is discovered, it could give those wishing to fight the beast an advantage.

Female rotocula have a distinctive patch on their back which is a smooth brown and tan. When they wish to mate, they raise their tail to display its underside (as shown). The sight of this long patch of smooth skin–in conjunction with a differently pitched howling the female emits–entices males to approach. The female then opens her mouth as wide as possible, and the male inserts his snout into her throat. Once the act is complete, the female’s jaws snap closed, killing their mate.

Female Rotocula

A loud screeching howl alerts you to the presence of a mud colored mass with razor teeth speeding towards you.


Rotocula; CR 14; [Aberration] [Mud Flats] [Diurnal]


XP: 38,400
N Huge Aberration
Init +10; Senses Perception +8


DEFENSE


AC 11, touch 11, flat-footed 6 [10 + Dex(-2) + Size(-2) + Natural(5)]
HP 217 (16 HD, 16d8 + 176)
Fort +21 Ref +3 Will +2;


OFFENSE


Speed 120ft (1ft on non-flat ground, cannot climb even simple structures)
Melee Slam + 24 (2d8 + 10)
Melee Bite + 28 (6d10 + 12) [A bitten creature may be grappled as a free action]


STATISTICS


Str 35 Dex 6 Con 33 Int 2 Wis 3 Cha 4
BAB +16/11/6/1; CMB 28; CMD 36
Languages None
SQ Running Start, Swallow Whole, Attract Male


SPECIAL ABILITIES


Biting Charge(Ex) Like her male counterpart, the female Rotocula’s slam attack is greatly enhanced if it has enough space to build momentum. The effect can be even more devastating for the female, given that her powerful jaws are positioned at the front of her mass. If the female Rotocula makes a 50ft charge in a straight line prior to a bite attack, then she is granted an additional +6 to her attack roll.

Swallow Whole(Ex) If the female Rotocula begins a turn with an opponent grappled in its mouth, it can attempt a combat maneuver check. If the check succeeds, the grappled character takes bite damage, and is swallowed. Character must be of large size or smaller to be swallowed whole. Swallowed creatures are considered grappled, and take 5d6 acid damage each turn until they die, or escape. The armor class of the inside of a Rotocula is 12. A hole can be cut in the Rotocula from the inside by dealing 20 hit points of damage.

Attract Male(Ex) If in dire need, a female Rotocula may raise her tail and issue a mating roar. If the creature is encountered in its natural environment, there is a one-time chance that there is a male Rotocula nearby who will respond to the call and come defend its potential mate. Roll 1d20:

  • 1-13; No male Rotocula are nearby.
  • 14-17; a single male Rotocula comes to assist. (Will arrive in 1d6 rounds)
  • 18-19; two male Rotocula come to assist. (Each will arrive in 1d6 rounds)
  • 20; three male Rotocula come to assist. (Each will arrive in 1d6 rounds)

ECOLOGY


Environment Mudflats. Very occasionally found in areas of plains.
Organization Solitary
Activity Cycle Diurnal
Diet Any living creature of small large or smaller; Natural Enemies Dragons
Treasure None