Magical Marvels 7: The Son's Service

At long last, a return to my ongoing series of weapons which appeared in my Ascendant Crusade campaign. When this series left off in February, I posted about The Glare of Vecna. Prior to that I posted Gravewhisper’s Claw, Wallcraft’s Offerings and Kofek’s Tongue. All of those weapons, and now this one as well, were illustrated by my ladyfriend. You should check out more of her art on her DeviantArt page.

WARNING: This post covers material which is significantly darker than what normally appears on this blog. I’m not kidding, this gets very grim.

The Son’s Service
Artifact Kukri


PHYSICAL ATTACKS


(Kukri)(Attack) +5
(Kukri)(Damage) 1d4 + 5 (Slashing)(18-20/x3)


SPELLS GRANTED


4/Day – As a standard action, the wielder can ‘cut’ a door in the air with the blade, creating a Dimensional Door which allows the wielder to instantly travel up to 30ft.

1/Day – The caster can spend 1 minute scratching a door into a stone surface. When the door is completed, stepping through it will cause the effects of a Plane Shift spell for 1 minute. The plane the wielder wishes to travel to must be whispered to the blade before the creation of the door is begun. Anyone can step through the door, even enemies of the caster, so long as they do so within 1 minute of the door’s completion.

1/Week – If the hilt of the blade is held so the eyes of the skull meet the eyes of a helpless opponent, then the wielder may speak the trigger phrase “Love is weakness.” When this is done, a brief light will flash in the skull’s eyes. The victim’s dearest loved one must then succeed on a DC: 14 fortitude save against death. On a successful save, they still take 3d6 pain-based damage. When this happens, the victim will hear their loved one’s cries of pain, and suffers a -6 morale penalty to all rolls for the rest of the day. (This is based off of the Love’s Pain corrupt spell in the D&D 3.0 Book of Vile Darkness)

1/Week – If the hilt of the blade is held so that the skull is pressed against the heart of a victim, then the jaws of the skull will bite into the victim’s breast, tearing away a small bit of flesh. The victim will then immediately drop to -8 HP, and stabilize. No saving throw is allowed against this attack, however if the victim is wearing any kind of armor it is impossible. Making this attack in combat is extremely difficult, and works as a melee attack roll made with a -4 penalty. (No weapon bonuses are included in this attack roll, as the attack is not made with the weapon’s blade.) (This is based off of the Stop Heart spell in the D&D 3.0 Book of Vile Darkness)


SPECIAL ABILITIES


  • Anarchic Physical attacks against lawful creatures are made at a +2 bonus, and deal an additional 2d6 damage. (Cumulative effect with Goodbane)
  • Goodbane Physical attacks against good creatures are made at a +2 bonus, and deal an additional 2d6 damage. (Cumulative effect with Anarchic)
  • Ghost Touch Physical attacks deal normal damage against incorporeal creatures.
  • Stolen Youth The wielder’s aging is slowed to 1/3rd the normal rate. Any effects which would magically drain the user’s age are only 1/3rd as effective.
  • Gift of Agony The Intelligence of The Son’s Service suffers constant anguish over the tragedy of its creation. Once per day, it can transfer this pain to a victim through a touch attack, dealing 4d6 damage. If it has been lying dormant for awhile, it may choose to inflict this attack on the first person to pick it up.
  • Bodysnatcher If the blade is buried into the brain of a corpse, then The Son’s Service gains full control of that body, and any abilities it had in life. The blade’s first impulse will be to escape from its owner, and an ego check must be made to command the weapon to obey. Another ego check must be made if any attempt to remove the blade is made.

INTELLIGENT ITEM ABILITIES


EGO 32; INT 19 (+4) WIS 10 (+4) CHA 19 (+4)
Senses Darkvision 120ft, Blindsense, Hearing; Communication Speech, Telepathy
Languages Common, Abyssal, Vasharan
Alignment Chaotic Evil
Purpose The Son’s Service is a psychopath. It is constantly driven to perform vile, and harmful deeds. Most often directed towards lawful, or good characters. It loves nothing more than to be used as an implement of torture and slaughter.


APPEARANCE


The Son’s Service is a Kukri about 4 and 1/2 feet long from the end of the pommel to the tip of the blade. The entire thing appears to be made of bleached white bones. The hilt is made of a series of vertebrae, which end in a pointed pommel. The hilt of the weapon is a very small skull, and the blade protrudes from the crest of that skull. Upon close inspection, someone familiar with anatomy might recognize the blade as a warped rib-bone, which has been flattened and sharpened. Though normally dark, the eye sockets of the blade occasionally take on a faint glow when the weapon is focusing its attention.


HISTORY


The origins of the blade known as The Son’s Service are as dark and depraved as the master it was crafted to serve: Zalekios Gromar.

After the murder of his father, Zalekios was raised by the succubus, Setya. The demon knew how to feed young Zalekios’ psychopathy, and gleefully encouraged him in his childish pursuits of murder and mayhem. As he grew, Setya artfully crafted her Vasharan son into a weapon. A mortal man with all the rage and power of a demon. When he reached maturity, Setya bore for him twin children. One, a girl, she named Reizalla; destined to succeed Zalekios’ as Setya’s agent of chaos. The other, a boy, was sacrificed in a ritual so vile that it tainted the very air around it. Even centuries later, those who unwittingly stumble into the location where the ritual was performed find themselves choking and coughing as though breathing smoke.

The succubus then used powerful magics to twist and reshape the dead child’s fragile bones into a blade. One so strong it could crack steel. She dubbed the blade “The Son’s Service,” and gave it to Zalekios as a parting gift when he went forth into the world to spread chaos and death. Immediately upon accepting the blade, Zalekios could hear it cursing him in his mind. The weapon hated him with a pure malevolence, the like of which has never existed before or since. If it could, the weapon would destroy the father who cavalierly accepted the corpse of his own son as a gift. But it could not. In fact, the weapon could never take any action, or inaction, which would harm Zalekios. Nor could it even attempt to disobey him–such was the curse of the vile rituals Setya had performed.

Zalekios’ created a path of destruction throughout the world for decades. He murdered children or parents, he schemed to topple kingdoms, he did whatever would cause suffering. And always, The Son’s Service was by his side, opening the wounds which fed Zalekios’ blood soaked path. Were it not for the rancour the blade felt for its master, these would have been the happiest times of its psychopathic existence. Eventually, when Zalekios allied himself with The Whispered Queen, there was much less killing to do. She demanded a greater amount of subtlety from her companions than The Son’s Service would have liked.

Many years passed in the Whispered Queen’s service, and Zalekios grew restless. He chafed at taking orders from a woman he knew he could kill, and viewed her goals of bringing order to the world as perverse. But he could not stand against her. Powerful as he was, he knew how fiercely loyal the Queen’s other companions were. Even he would fall before their combined might. He brought to her a compromise: turn her forces on the Abyss. Let him lead her armies against the demon lord, Graz’zt. Zalekios would usurp the Demon Prince, and claim his throne for himself. Once he was a demon lord, Zalekios could spread chaos throughout the multiverse, and would have no desire to meddle in the affairs of the material plane. Besides–he argued–it couldn’t hurt to have a demon lord as a friend.

The Whispered Queen agreed, and began preparing her forces for a march into the abyss itself. The titanic army overran Graz’zt’s outer defenses, and penetrated deep into the demon lord’s Argent Palace. They reached the center of Graz’zt’s power, and with victory within his grasp, Zalekios charged the demon prince. But The Whispered Queen advanced no further. She and her forces stood in silence as Zalekios and those loyal to him were torn to pieces and devoured by demons.

The Queen had taken Zalekios’ advice to heart. It couldn’t hurt to have a demon lord as a friend.

After Zalekios’ demise, The Son’s Service was given to Reizalla for her part in the betrayal. But she found that the blade hated her for being the surviving twin almost as much as it hated Zalekios for being responsible for its existence. And the weapon was not magically compelled to obey her as it had been for their father. Reizalla traded the weapon to a balor, and ever since it has traded hands from one demon to another. Likely it now resides in the treasure vault of one mighty demon or another, yearning to draw blood once more.

May of the Dead: Undead Items

It’s Friday again, which means it’s time for another undead-themed post as part of the May of the Dead Blog Carnival! This week’s entry is a new type of magic item which I call an “Undead Item.”

An Undead Item is not simply a magic item with an undead theme. Plenty of magic items have skull or death motifs, and many have effects which are related to undead. But though these items have an obvious connection to undeath, they are not themselves undead items. An undead item has an un-life all its own. While not necessarily intelligent, undead items are created by taking dead matter (such as a limb from a corpse) and empowering it with negative energy through an evil crafting ritual which creates–in essence–a very simple undead creature. A creature which usually cannot move or act on its own, but which instead serves to bestow its powers upon whoever wields it.

It is important to note that while many undead items are named for more well recognized types of undead creatures, the item itself is not necessarily made from that creature. In fact, as with other forms of undead, an undead cannot normally be created from a corpse which has ever been animated before.

Zombie Juice This swirling red concoction comes in vials of about 6 ounces each. If it is imbibed, then unintelligent undead will view the user as ‘one of them’ for one hour per ounce which is consumed. Zombies, skeletons, and other such creatures will not attack the user unless specifically direct to do so by their master. And, in such a case, commands such as “destroy the human!” will not work. The undead creature’s master must very specifically indicate which creature is to be attacked.

If anyone wishes to consume more than 6 ounces at a time, they must succeed on a constitution check (DC: 12 + the number of ounces over 6 which are being consumed). Failure causes the user to be incapacitated for 10 minutes while they violently vomit. After 5 minutes of vomiting, the any effects gained by the Zombie Juice disappear, and the incapacitated user is subject to attacks from unintelligent undead.

Crafting Materials: Blood from an intelligent creature which was alive when the blood was taken but has since died, Unholy Water

Deadman’s Gaze A Deadman’s Gaze appears as an eyeball wrapped in flesh, with eyelids intact. It sleeps much of the time when it is not in use, but occasionally looks around on its own, taking in its surroundings. From the back of the orb protrudes a 20ft long ocular nerve, thick and tough like a rope. Anyone whose skin comes in contact with this ocular nerve will see whatever the Deadman’s Gaze sees so long as their own eyes are closed. Whoever holds the end of the ocular nerve will also be able to control the eye, opening and closing it, and looking in whatever direction they desire.

The eye’s primary use is to scout dangerous areas without putting the user in jeopardy. It has also occasionally been used as a torture device, since it can be used to force someone to watch something they wish to look away from, even when their eyes are closed. One of its most useful applications is as an impromptu nighttime guardian. Someone holding the ocular nerve and closing their eyes will not find it difficult to sleep. They will see what the eye sees as though it is a noiseless dream. The eye will attempt to observe everything it can from wherever it is positioned, and will focus on anything which visually seems threatening, but it cannot sense audio indicators of danger.

Crafting Materials: The eye of a humanoid creature, a sliver of brain tissue from a humanoid creature, an ounce of freshly shorn humanoid skin, 20ft of finely crafted rope.

Dead Messenger This simple skull and jawbone can record any message which is whispered into its “ear.” Once the message has been spoken, a set of necromatic command words are used to determine when the message should be activated. The parameters of its activation must be relatively simple, such as:

  • A command word, or phrase is uttered within “earshot” of the Dead Messenger.
  • A creature of a certain type comes within 20ft of the Dead Messenger.
  • When the area the skull is in becomes illuminated.

When the parameters are met, the Dead Messenger will then repeat the message in its own, guttural, clattering voice. It will continue to do this, repeating the message any time the parameters are met, until it is given a new message set of necromatic commands.

Crafting Materials: One skull and jawbone from the same creature, one silver piece placed between the skull and jawbone.

Food Taster This un-decomposing humanoid tongue is wet with saliva. Though it is not necessary, many are mounted on a handle, since it is unpleasant to hold them in your hand. When a Food Taster is touched to a substance, it will turn green if that substance would have a negative chemical or biological reaction to the user’s body. It can be used to detect any kind of poison, whether it is an ingested, inhaled, intravenous, or contact poison. It can also be used to locate dangerous diseases by touching it to an infected individual. Note that this item cannot be used to determine any information about a dangerous substance, only that the substance is dangerous to the user. Note also that if the user is immune to a substance which might be dangerous to others, the Food Taster will will not turn green in the presence of that substance.

Crafting Materials: One humanoid tongue from a creature who was killed by a poison, venom, or disease.

Grip of Despair Two skeletal hands connected by a single radius and ulna (the bones of the forearm). When not in use, the hands clasp and unclasp, or waggle their fingers, looking for something to grab hold of. When placed on the arms or legs of a small or medium creature, the Grip of Despair functions as a pair of masterwork manacles. In addition to binding a creature, the Grip of Despair cause any creature they grab hold of to act as though Shaken for as long as the manacles are on. No saving throw against this effect is allowed, though creatures which are immune to fear effects are not affected. In addition, any creature bound by a Grip of Despair takes a -2 on all will saves, with an additional -2 for any will save against fear.

Crafting Materials: Two skeletal hands (one left, one right), one skeletal forearm.

Spinal Column Scimitar This +1 scimitar, composed entirely of vertebrae, pulsates with negative energy. When not in use, it can occasionally be seen flexing back and forth with its limited mobility. On a successful hit, the victim must succeed on a fortitude save (DC: 18) or be paralyzed for 6 rounds. Even on a successful saving throw, the victim will be paralyzed for 1 round.

Crafting Materials: The spinal column of a paralyzed humanoid.

Funeral Procession Carriage The body of this carriage has a largely normal construction–though many are ornamented with depictions of skulls or other deathly imagery. It differs from a normal carriage in that it has no wheels, nor any harness for horses. Instead, the carriage is supported and propelled by row after row of skeletal legs which move in unison. Each pair of legs is mounted to a pelvic bone, which is mounted directly into the bottom of the carriage’s coach compartment. The legs are speedy and agile, which allows the Funeral Procession Carriage to move faster, and across more difficult terrain than most carriages could manage.The legs are also capable of shifting to a kneeling position to facilitate easy entry and exit from the carriage.

In order to function properly, the skulls associated with each pair of legs must be included in the construction of the coach. This is sometimes accomplished by mounting the skulls on the carriage, but more often the skulls are broken into smaller pieces, and their shards embedded in the wood used to construct the coach. The shards are spread evenly throughout all the wood of the carriage, and so long as one skull fragment from a given skull remains as part of the coach, the associated legs will continue to function. This prevents minor damage from disabling any of the legs.

Most necromancers are able to control a Funeral Procession Carriage using necromatic command words. Most of these carriages are also designed to accept any commands spoken by someone within the the cabin, though some are intended for use as prisoner transports, and do not include this function.

Crafting Materials: One carriage, at least twenty skeletons (four rows, five columns. Torsos are not required), the brain of a carriage driver.

Jabbering Prophet An un-decomposed head with emeralds embedded in each eye socket. The stump where the neck would normally connect to the head is capped with a metal plate which has been bolted in place. The jabbering prophet speaks constantly about things which seem to be of little or no importance. In fact, these nonsensical utterances are a constant stream of information about the past, present, or future of random creatures which exist throughout the multiverse. Were anyone able to record and catalog all of this information, it would no doubt reveal a great many secrets, but the task would be an impossibly monumental undertaking.

Once every hour, the jabbering prophet pauses for 30 seconds, then its emerald ‘eyes’ look towards someone within its field of vision, and it speaks a prophecy relevant to that individual. This effect can be controlled by facing the jabbering prophet towards a specific individual, and ensuring that no one else stands within the head’s field of vision. The prophecy which is spoken will most often relate to events which can take place within an hour’s time, but occasionally an event of great importance which may not happen for many years will be prophesied. Examples of such prophecies include:

  • If you travel south, you will be ambushed by orcs.
  • If you visit the elves, a blade in hand will be more deadly to you than to your enemies.
  • The Duke of Elloron will deceive you thrice when you meet.

Aside from the pause it takes each hour, the jabbering prophet never stops speaking, though it does know to whisper if its wielder is attempting to be quiet. This causes a -6 penalty on all stealth checks. The sound of the prophet’s speaking can be muffled by cloth, or magically silenced. However, if the jabbering prophet is ever physically forced not to speak (such as with a muzzle) then it will strain to speak until it destroys itself.

Crafting Materials: The head of a diviner 12th level or higher, two emeralds with a spell of True Seeing cast upon them.

More Goblins for 'We Be Goblins, You Be Food'

This coming weekend, more than half of my group is unavailable for our normal game. I don’t want to send the Rogue and the Barbarian on an adventure all by themselves, so I’m arranging something a little different for this session. Late last year–before the Rogue or the Barbarian joined my gaming group–I ran a free Pathfinder module called “We Be Goblins.” It was immense amounts of fun, and the whole group agrees that we’d like to return to those goblin characters and play some more, but we’ve yet to get around to that. However, since neither of the players attending this session were there when we played through the module the first time, I figure this will be a good opportunity to introduce them to goblin culture.

The adventure was pretty easy with four players, so I don’t imagine it will be overwhelming with only two, and I’m trying to rustle up a third. However, I don’t really want to let these players use three of the four pre-made characters which come with the module. Chuffy, Mogmurch, and Poog. Because if we ever do get around to playing the goblins as a full group, I don’t want more than one person in the group to feel attached to a given character. The guy who played Rita really didn’t like her and has already asked to change characters, but that still leaves two potential players who wouldn’t have characters of their own to play.

To that end I made two new goblins in the same style used in the module: Gork Stabslicer the Barbarian, and Yrt Gutmuncher the Ranger. I even filled both of their inventories with garbage, and wrote little songs for them to sing, like the four original characters had. And given that a lot of people find this site by searching for the module in question, I thought their sheets might be of interest to anyone who will be playing the module with a group of more than four players.

Gork Stabslicer
Male Goblin Barbarian 1
CE Small Goblinoid
Init 4; Senses Perception +5; Darkvision 60ft.


Defenses


AC 21, Flat Footed 16, Touch 16 [10 + Dex(4) + Hide Armor(4) + Size(1) + Dodge(1) + Shield(1)]
hp 14 (1d12 +2)
Fort +4 Ref +4 Will +1


Offense


Speed 40ft
Melee Warhammer + 5 (1d6 + 3 /20 x3)


Stats


Str 16 (+3) Dex 18 (+4) Con 15 (+2) Int 8 (-1) Wis 12 (+1) Cha 9 (-1)
Base Atk +1; CMB +3; CMD 17
Feats Dodge
Goblin Trait Advanced Distraction (1/day use a swift action to gain +2 AC for one round.)
Skills Ride (+8), Stealth (+12), Acrobatics (+8), Perception (+5), Survival (+5)
Languages Goblin
Gear Warhammer, Hide Armor, Light Wooden Shield (Old barrel top), 32 silver pieces, loaf of stale bread, Book with all the pages torn out, 3 iron ladels, pet toad in a birdcage named “lil’ Gork,” a wizard’s hat, a small jar of jelly beans.


Song


Gork like slicing, Gork like stab,
Cut up longshanks into ham!
Make the dogs and children flee,
On their faces I will pee!
 
 

Yrt Gutmuncher
Female Goblin Ranger 1
CE Small Goblinoid
Init 4; Senses Perception +6; Darkvision 60ft.


Defenses


AC 19, Flat Footed 15, Touch 15 [10 + Dex(4) + Hide Armor(4) + Size(1)]
hp 11 (1d10 +1)
Fort +3 Ref +6 Will +2


Offense


Speed 30ft
Melee Handaxe + 3 (1d4 + 1 /20 x3)
Ranged Shortbow + 5 (1d4 /20 x3)(60ft)


Stats


Str 13 (+1) Dex 19 (+4) Con 12 (+1) Int 11 (+0) Wis 15 (+2) Cha 7 (-2)
Base Atk +1; CMB +1; CMD 15
Feats Point Blank Shot
Goblin Trait Color Thief (+2 on Stealth checks)
Skills Ride (+8), Stealth (+18), Craft(Fletcher)(+4), Heal(+6), Perception(+6), Survival(+6), Knowledge(Dungeoneering)(+4)
Languages Goblin
Gear Handaxe, Shortbow, 24 arrows, Hide Armor, 40 silver pieces, small steel mirror, Pet Toad “Jog,” Jingle Bells, Dull Shaving Razor, Bundle  of 12 rat tails, Empty wine bottle, Wooden holy symbol of Kord


Song


Yrtie fire arrows sharp
Pointies pierce you in the heart!
Axe will rend and tear and bite,
Yrtie hurt all beasts in sight!

May of the Dead: Variant Zombies

I’ve always had a passion for the macabre. In particular, I am very fond of all things pertaining to undeath. My preference tends towards the unsettling majesty of gothic fantasy, but I’m not above enjoying a B horror movie or two. So when I was asked to participate in May of the Dead, I didn’t hesitate. I don’t exactly need an excuse to fill this site with my darker imaginings, but since I have one, I thought it would be a good opportunity to work on a number of undead-themed posts in a row. Each Friday during the month of May, I’ll be animating a new undead-themed post. And if you’d like to read more, there are many other websites participating in this little carnival.

For this first post, I’d like to discuss zombies. Though they lack the elegance of an animated skeleton, and are currently suffering from their severe overexposure in recent years, the zombie is none the less a fundamental fantasy foe. And while the classic shambling cadaver will never go out of style, it is diminished by its own omnipresence. What is a GM to do? How can we inject a sense of danger back into a creature which players have faced so many times that they know the creature’s statblock and abilities like the backs of their character sheets?

We reinvent it.

Part of the reason zombies are so enduring is because they are the most fundamental kind of undead we can imagine. They are dead bodies, which none the less are capable of moving on their own, and want to hurt the living.  You might say that a zombie is a blank slate, waiting to be given the kind of unique attributes which can turn it into a truly memorable monster. Pathfinder has already done this, somewhat. In the Bestiary, the zombie entry contains a small section titled “Variant Zombies” on page 289. Detailed therein are the “fast zombie,” and the “plague zombie,” both of which are pretty self explanatory. The former are faster than normal zombies, and the latter can infect victims with a zombifying disease.  Here are a few other ways I’ve come up with to reanimate your player’s fear of zombies:

Exploding Zombies These have become popular in zombie-centric video games which need a way to ramp up difficulty without straying too far from their core theme. The idea makes a certain kind of sense: when a person dies, their decomposing body creates a lot of gas. Normally this gas is expelled gradually, but if we can stretch our imaginations far enough to accept walking dead in the first place, then we can certainly imagine that all of these gasses somehow end up trapped inside the corpse. Perhaps inside a bloated and distended stomach. This state could be an accidental byproduct of the reanimation process, causing perhaps one in every ten or twenty zombies to become an exploding zombie. Particularly sinister necromancers might create these undead bombardiers intentionally, and unleash a horde of them on an unsuspecting adventuring party.

Pungent Cloud Zombies Speaking of gasses, why limit ourselves to something as ostentatious as an explosion? I find undead are always the most enticing when they’re a little mysterious, and subtle. Those same gasses produced by decomposition could form an oppressive miasma. A single zombie would only effect those standing in adjacent squares, but each zombie reinforces the cloud of fear and despair which surrounds them. A large enough horde might affect anyone standing within a mile of them. Those affected would have their intellects clouded, and their bodies made sluggish. Wizards would find they could not recall their most powerful (read: highest spell level) incantations, and fighters would seem to miss a lot more than they normally would (-5 to attack rolls).

 Slightly Intelligent Zombies Traditionally, zombies are mindless. That’s almost part-in-parcel of what it means to be a zombie. If a necromancer needs a servant which can think, they create a ghoul. A zombie is created when a necromancer needs a large force which will obey them without question. But lets say that a group of zombies is created by an erratic necromancer, or perhaps has no master, but has managed to avoid destruction for years or even decades. Why not give them an intelligence of 2? That’s not enough that they could learn speech, or form any kind of society. But it is enough that they could communicate on a very basic level, and even form simple tactics to better defeat their enemies with.

Somewhat-to-Highly Intelligent Zombies Zombies created by a downright insane necromancer, or who have lived for a century or more, might become as intelligent as you or I. It is unlikely that they would recall, or care to recall, anything about their life, but their intelligence would provide them with a unique advantage in their un-life. It is doubtful that any such zombie could ever be anything but evil, since their continued life depends on negative energy and consuming the flesh of the living. But as villains, they might be truly formidable.

Necrotic Bite Zombie The dangerous nature of a Zombie’s bite is an important element in most zombie fiction. For some reason it’s never really made the leap to game mechanics, leaving Pathfinder zombies to rely on their slam attack. Necrotic Bite Zombies gain a +0 bite attack which deals 1d6 damage. Anyone who is hit by the zombie’s Necrotic Bite must make a fortitude save (DC is equal to 10 +  half the zombie’s HD + the zombie’s cha modifier). If the fortitude save fails, roll 1d10 to determine where the victim has been bitten. A result of 1-2 is the right leg, a result of 3-4 is the left leg, a result of 5-6 is the right arm, a result of 7-8 is the left arm, a result of 9 is the torso, and a result of 10 is the head. The skin around the bite becomes black and flaky, like skin which has been severely burned. This effect slowly spreads throughout the day. After 24 hours, it grows enough to spread to an adjacent part of the body. The spread can be stopped either with magical healing, or by amputating all affected body parts. Aside from severe discomfort, the necrotic zombie bite has no negative mechanical effects until it has fully spread throughout both the torso and head of the victim, at which point the victim dies and rises as a necrotic bite zombie 1d6 minutes later.

Zombification Zone A particular dungeon could be enchanted in such a way that anything which died within it would be raised as a zombie within 1d6 minutes of death. This would include any creatures which the players slay, or any players which die within the dungeon. Just as the players leave a room after clearing it, they would be accosted from behind by the very creatures they thought they had just destroyed!

Boneblade Zombie Zombies are often covered with jutting bones. It can be an exposed ribcage, a broken femur, or just a forearm without a hand. Boneblade Zombies have been specifically crafted to maximize the number of jutting bones, and to sharpen those bones to razor points. The slam attacks of these zombies deal 1d8 +6 piercing damage, and they gain +2 natural armor bonus to AC.

Minion Zombies When I was first learning about 4th edition, the concept of minion NPCs was one of the first things to really turn me off to the game. As a rule, I don’t like the inclusion of enemies which functionally exist for the purpose of being defeated easily. As an option, however, I think it could be a flavorful alternative to the zombies presented in the bestiary. When a level one party is fighting a necromancer, and 5 zombies enter to assist him from the next room, the players are in pretty serious trouble. While zombies are not particularly difficult to hit, they are capable of doing a fair amount of damage. And since each one has 5 damage reduction on top of 12 HP, the party is going to need to devote at least a few turns to each one. If, on the other hand, you remove the damage reduction from each zombie, and reduce their HP to 1, the necromancer could call 30 zombies into the room to help him! Since Zombies are cannon fodder anyway, it makes sense for them to be easy to destroy. And since they don’t lose any of their ability to harm the players, they still pose a serious threat.

Plant Zombie Rather than being animated by negative energy, zombies could functionally be created by a flower which grows in the skulls of dead people. The roots weave throughout the brain, and stimulate it to produce movement. The blood and flesh of the living are used as fertilizer, allowing the plant to sustain itself, and a puff of pollen on the corpses of the dead would allow it to reproduce. Functionally this would be no different from a normal zombie, but don’t discount the value of fluff in making something old feel new again.

Parasitic Zombies Did you know that zombies are real? There are a variety of real life parasites which take control of their host creatures. One such parasite, the lancet liver fluke, was featured by The Oatmeal, and its life cycle serves as a good example of other similar parasites. Insofar as I’ve read, all of these parasites take control of a specific type of organism, then do their best to get that organism eaten by one of its natural predators. The parasite then reproduces in the colon of the new host, and its eggs are released into the world when the creature poops. In reality, I’ve never heard of these parasites taking control of anything larger than a small fish, but in fantasy such a parasite might be used to take control of humans. Once controlled, the brain-dead humans would function essentially as zombies. They would attack anything in their path, sustaining themselves on the flesh of others, with the ultimate goal of being devoured by a dragon, or other large human-eating creature.

Beloved Zombie These zombies are sometimes created by experienced necromancers with a particularly sadistic bent. Each zombie is under the effect of powerful illusion magic, which causes anyone who sees the zombie to believe it was created from the remains of a deceased loved one. Any attack roll made against such a zombie is made at a -1 penalty per HD of the zombie. Low level beloved zombies might simply appear to be the viewer’s long dead grandparent who was kind of a dick. Whereas a high level zombie would appear to be the recently deceased son of the viewer, crying while he plays with all of the viewer’s dead childhood pets.

Merciless Monsters 4: Telecanter's Three Spider Terrors

As the title notes, full credit for the creative parts of this post has to go to Telecanter, of Telecanter’s Receding Rules. To be frank, I’ve contributed nothing of value. I’m just taking care of the legwork that any halfway competent Pathfinder GM could handle on their own. If you don’t read TRR, then you’ve made some fundamental mistakes in your choice of which blogs deserve your attention. But hey, I won’t complain about the traffic.

Recently, Telecanter put up a post entitled “Three Spider Terrors,” where he created three types of deadly spiders which were meant to evoke the kind of terror giant spiders once instilled in us, before we became completely desensitized to fantasy creatures. All three connected with me, and I decided I would really like to use them in Pathfinder. And that’s exactly what I’ve done below: taken Telecanter’s spiders, and given them Pathfinder stats. Telecanter’s original descriptions of the spiders are also reproduced below as blockquotes, and all of this is done under Telecanter’s Creative Common’s License. The Pathfinder stats are based off of the Giant Spider and Spider Swarm stats on page 258 of the Pathfinder Bestiary.

Pale Spider

A skittering noise hovers around the edge of the torch’s flickering light.

Pale Spiders live in the dark, and they feed on those who don’t belong there. They are attracted to sources of light as a means of procuring food, but prefer to bide their time, waiting just outside the outside edge of the light source’s radius. A quick party might see, at most, a white leg just as it disappears back into the darkness. Pale spiders like to wait until one of their intended victims is rendered incapacitated before they venture into the light to feed on the creature’s soul using their Soul Drain attack.


Pale Spider; CR 1; [Vermin] [Underground / Dungeon] [Damp & Dark Climate] [Any Activity Cycle]


XP: 400
N Tiny Vermin (Cat sized)
Init +3; Senses darkvision 60ft, tremorsense 60 ft.,Perception +4


DEFENSE


AC 15, touch 14, flat-footed 12 [10 + Dex(3) + Size(2)]
HP 5 (1d8 + 0)
Fort +2 Ref +4 Will +1;
Immunities mind-affecting effects


OFFENSE


Speed 30 ft., Climb 30ft.
Melee bite +5 (1d6 – 2 plus Soul Drain)


STATISTICS


Str 6 Dex 17 Con 12 Int Wis 10 Cha 2
Base Attack +2; CMB -2; CMD 11 (15 vs. trip)
Skills Climb (+16), Perception +4 (+8 in webs), Stealth +11 (+27 in webs)
Feats Weapon Finesse (Bite Attack)


ECOLOGY


Environment Any
Organization Hunting Party (6-12), or Swarm (13-24)
Activity Cycle Any
Treasure Incidental


SPECIAL ABILITIES


Soul Drain(Ex) Bite–Injury; save Fort DC 14; frequency 1; effect 1d6 Charisma damage; Cha damage is maximized (6) on a character who is at -1 HP or lower. Any creature whose Charisma is reduced to 0 by this ability cannot be healed or resurrected.


TELECANTER’S ORIGINAL TEXT


These cat-sized spiders follow just at the edge of light, wait for a death, then swarm in.   Never fewer than six, they prod and clamber over a body in order to steal a soul.  They prove to be vicious fighters if an attempt is made to keep them from a body.  Corpses pale spiders have fed on can not be revived.

Grey Mugger

A brief glimpse of fleeing grey legs moves quickly out of sight.

A young Grey Mugger is most often just looking for a safe place to rest. Most end up under a rock, or in a fallen log. However, when travelers are not careful with their discarded boots or open bags, these can seem like a perfect place to rest for a Grey Mugger. And when the creature’s rest is interrupted, they strike with surprising lethality, and use their remarkable speed to escape.


Grey Mugger; CR 1; [Vermin] [Dry, Warm Places] [Temperate Climate] [Any Activity Cycle]


XP: 400
N Diminutive Vermin
Init +3; Senses darkvision 60ft, tremorsense 60 ft.,Perception +4


DEFENSE


AC 17, touch 17, flat-footed 14 [10 + Dex(3) + Size(4)]
HP 2 (1d8 + 0)
Fort +2 Ref +4 Will +1;
Immunities mind-affecting effects


OFFENSE


Speed 50 ft., Climb 50ft.
Melee Touch Attack bite +2 (1 damage, plus Life Link)


STATISTICS


Str 6 Dex 17 Con 12 IntWis 10 Cha 2
Base Attack +2; CMB -4; CMD 9 (11 vs. trip)
Skills Climb (+16), Perception +4 (+8 in webs), Stealth +11 (+27 in webs)
Feats Weapon Finesse (Bite Attack)


ECOLOGY


Environment Any
Organization Solitary, pair, or colony (3-8)
Activity Cycle Any
Treasure Incidental


SPECIAL ABILITIES


Life Link(Su) Bite–Injury; save Fort DC 22; effect the target of the life link receives no benefit from any form of healing, regardless of its source. Instead, all magical, divine, natural, and mundane healing goes to the Grey Mugger. Every 8 hit points gives the spider an additional HD, increasing its maximum HP. Every 3 HD gained, the Grey Mugger grows one size category, and with each size category the damage dealt by the creature’s bite attack increases (1d4, 1d6, 1d8, 1d10, 2d6, and so on). In order for the Life Link to be broken, the Grey Mugger must be hunted down and killed. Until then, the victim can receive no healing whatsoever. A single Grey Mugger may establish a Life Link with any number of victims. In some rare cases, Grey Muggers have been known to absorb enough energy to gain Intelligence, sending out “drone” Grey Muggers, and devouring them to gain their Life Links.


TELECANTER’S ORIGINAL TEXT


A tiny reclusive spider that often catches explorers unaware as they probe old bags and chests.  The bite of the grey mugger is but a sting (1 hit point) but thereafter the healing of the victim with serve to feed the spider (each hit point the victim heals, whether by magic, divine aid, or naturally, will go to the spider– every 8 hit points will grow the spider and give it an additional hit die making it more fierce).  The spider must be found and slain to sever the link.

Jerky Man

What appears to be a human man moves with jerky, sudden movements, as though he is controlled by an inexperienced puppeteer.

They were once human, or at least, their bodies once contained a human. Their internal organs have been replaced by a swarm of deadly spiders, and their nervous system and musculature has been replaced with an elaborate tangle of webs. The once-human creatures stagger about in a poor imitation of a human walk. They attempt to mime the desire for physical contact–and embrace or a kiss…


Jerky Man; CR 5; [Vermin] [Caves] [Temperate Climate] [Any Activity Cycle]


XP: 2,400
N Medium Vermin
Init -1; Senses darkvision 60ft.,Perception +0


DEFENSE


AC 11, touch 10, flat-footed 11 [10 + Natural(1)]
HP 14 (3d8 + 0)
Fort +0 Ref +0 Will +3;
Immunities mind-affecting effects


OFFENSE


Speed 20 ft.
Melee slam + 2 (1d6 plus infect)


STATISTICS


Str 12 Dex 10 Con 10 Int Wis 10 Cha 2
Base Attack +1; CMB +2; CMD 12


ECOLOGY


Environment Near Caves
Organization Solitary
Activity Cycle Any
Treasure Incidental


SPECIAL ABILITIES


Infect(Ex) Any touch from a Jerky Man requires a DC: 14 fortitude save. Failure indicates that the target has become infected by the spiders which control the Jerky man from within. The spiders immediately begin laying eggs and spreading themselves throughout the body of the host, dealing Con damage each day equal to the number of days which the host has been infected. (On the first day 1 Con damage is dealt, on the second day 2 Con damage is dealt, and so on) This ability damage cannot be healed unless the infection is cured. If the host reaches 0 Constitution, then the host dies, and their body becomes a new Jerky Man.

Cure It is exceedingly difficult to cure the Jerky Man Infection. Most who know its effects resort to self-amputation of the affected limb without hesitation. The clerical spell “Heal” can be used to cure the infection as well, if a cleric of sufficient level can be found.

Last Ditch Leap(Ex) Upon its destruction, the skin of a Jerky Man will rip open to reveal cobwebs roiling with spiders. The round following the creature’s destruction, the spiders will leap free from the ruined corpse in every direction, and quickly skitter towards the nearest viable host. Anyone standing within 5ft of the creature’s body must make a fortitude save as though they have been touched. Those with the evasion ability are entitled to a reflex save (DC: 16) to avoid the spiders altogether. The spiders will move about the battlefield as a Spider Swarm (Pathfinder Bestiary Pg. 258) for 3 rounds or until destroyed. After three rounds, spiders without a host die. Any who come in contact with the swarm during this juncture must make a fortitude save against infection.


TELECANTER’S ORIGINAL TEXT


They are said to come staggering out of caves or old mines and motion for passersby to come close.  An embrace and a kiss is all they wish.  But they are not men.  A kiss from a jerky man, or just a touch, will infect the victim and the flesh near the bite will begin turning to tiny spiders (an inch per day) unless something is done.

If a jerky man is killed in combat its thin skin will rip open to reveal cobwebs roiling with spiders.  The round after one dies, the person that killed them will be covered with spiders and begin taking one point of damage per round.  Upon death the victim will become a jerky man themselves.  (DMs can adjudicate how successful various means of removing the spiders are).

Behind the GM's Screen: ToKiTiMo 3

First thing is first: If you are one of the four people playing in my ToKiTiMo campaign, you should not read this post. It contains information from this past Saturday’s game, as well as information which may be used in future sessions. I believe at least two of the players in that game do check this blog occasionally, and reading this post will ruin some of the game’s upcoming surprises. Fortunately for me, I don’t play with any child-minded buffoons who would actually cheat at a tabletop RPG, so I can rely on the honor system for this kinda thing.

Moving on; I recently got around to doing what most other GMs did back in the 90s: I started preparing my game notes on a computer rather than by hand. It was a difficult decision. I’ve always loved the tactile feeling of a pencil scratching across paper. Plus, since I don’t own a printer, it saved me a trip to Office Max and a few dollars on prints. The downside, though, is that it can be difficult to make changes. Sometimes mistakes can force you to scrap an entire page and need to re-write it. And with the way I grip pencils, my hand tends to cramp up after a few minutes, which limited the progress I could make in a given evening.

Plus I type about four times as fast as I can write on paper, so there’s that.

Anyway, now that my games are neither trapped on sheets of paper, nor written in indecipherable chicken-scratch, it occurs to me that I can easily share them. The question is: should I share them? Is this something people would be interested in reading? I certainly have fun writing it, but whether anyone else is interested in them is something of a mystery to me. I think I would like to read other GM’s game notes. I could certainly learn a thing or two from GMs who are better than I. And, hell, if somebody wants, there’s no reason they couldn’t just run my adventure for their own group. That last part might just be my ego talking, but I like to pretend that people find my small contributions to gaming helpful.

So here’s the deal: below is act 1 of the third adventure in my ToKiTiMo campaign. Or, if you’d rather, you can download all three acts of the adventure as a PDF file. If you read it, leave a comment. Let me know if you enjoyed it, and if you’d like me to continue posting my adventures. And if you’d rather I not do this again, speak up! I can take criticism, and if nobody tells me they hate this, I’m going to keep doing it.


ACT 1: Journey to Overton

Part 1: Mahudar Kosopske’s Tower

When the previous adventure ended, the players had just returned from the goblin village with the special tree branch the gnomish wizard would need in order to ward the town of Honon against fire. He allowed them to stay the night, and to drink from his curative fountain to restore their health. The game will begin the following morning.

In the morning, Mahudar is eager to begin his journey to Honon. He ushers the players out of his tower. As he locks the tower, he asks the players if they have any pressing engagements. Assuming they say no, he asks them if they would like to do some work for him. If they agree, read the following text.

“There is an artifact–a small golden orb–which I would like you to retrieve. It’s an item of great importance to the gnomish peoples, but is hidden deep within an underground keep which is warded against our entry. Despite my best efforts, I was never able to dispel them. You lot seem to be trustworthy folk, and as humans the wards would have no effect on you. If you would retrieve this artifact for me, I would reward you handsomely.”

  • He intends to pay each party member 200 gold for their trouble, and will allow them to keep or sell anything they find. If the players Haggle, Mahudar offers only moderate resistance. We still want to encourage haggling. He will go no higher than 400 gold pieces.
  • If the players do not mention it themselves, Mahudar offers them 4 days rations, which he pulls from his bag of holding. In the future, rations should be up to the players, but I haven’t been strict about ration tracking in the past, so they should not be punished for not thinking of it this time.
  • Since Mahudar used “teleport” in the last game, they may ask for one. He has not prepared it that day, and he must begin his travels to Honon immediately, so unless they wish to accompany him that far, he cannot help them. If they press, he will require payment for the spell (8,000 gold).

When the players ask how to get there, read the following text.

“You will first need to travel to Overton. Two miles south of my tower is the river Bynt. Follow its northern bank through the forest. Overton is built where the Bynt meets the mighty River Yosregal. Your journey should take no more than four days time if you don’t stray. In Overton you can rest and resupply. Once you are ready, seek out the man known as Geary Therman, and ask him to direct you to Ursnol, a gnomish settlement a few days travel from Overton. In Ursnol, you will have no trouble finding a guide to lead you the rest of the way to the dungeon entrance. After that, you will be on your own.”

Part 2: Hex Crawl

The area between Mahudar Kosopske’s Tower and Overton has long been the domain of a tribe of Gnolls, known as The Spotted Bull tribe, which is led by a minotaur named Korakus. Recently, an evil Wizard named Dheef Gason moved into a nearby dungeon. He has been using unholy magics to merge captured Gnolls with his Ogre servants. He sets the twisted abominations free in the forest, and they have gathered into a loose society, directing their rage at anyone they find.

While winding through the hilly hexes, the river is at the bottom of steep hills on both sides. This makes it a great place for an ambush if combat is rolled. This first leg of the journey will work off one encounter table for the hills, forest, and plains hexes.

Remember to track the character’s food closely. Also track their movement (they should have 24 movement points if they do not attempt to acquire a mount.) Lastly, make sure Rosco (the ranger) rolls survival to avoid getting lost, in accordance with this table:

TerrainExamplesMovement CostBecoming Lost
Easyroad 4 No Check
Averageclear, city, grasslands, trail* 6 Survival DC: 10
Moderateforest, hills, desert, badlands 8 Survival DC: 15
Difficultmountains, jungle, swamp 12 Survival DC: 20

Weather: Day 1 is Cloudy and Windy, Day 2 is Rainy and Windy, Day 3 is Rainy, Day 4 is Sunny, Day 5 is Sunny, Day 6 is Cloudy, Day 7 is Sunny

Time Tracking: This is the first game in which we will be tracking time. For simplicity’s sake, the adventure will start on the first day, of the first month, of the 3999th year of the common era. Day, Week, and Month names can be determined at a later date, but start keeping track now of how many days have passed.

Kobold Adventuring Party: In the first adventure, the players attacked a Kobold encampment. Despite being given an opportunity to negotiate, they attacked. 6 survivors, separated from their clan, have vowed vengeance on the party. They are stalking them. They will not attack the players outright, as they have not yet become powerful enough. However, they do attempt to lay deadly traps along the party’s suspected paths.

Undead: A lich named Erstic Von Kolt lives not to terribly far from here, though he is not along the projected hex path. Years ago, while he was still alive, he passed through this area and created a number of undead goblins. He’s long since forgotten about them, and they roam aimlessly now. If the players investigate the undead, they might discover a distinctive mark on all of their chests. Showing that mark to anyone in a leadership role will get the players some basic information on the lich.

Part 2 Subsection A: Random Encounters

Each day, roll twice. Once for the morning, once for the evening. Roll a third time for the evening, but only accept results which have mobility (such as monsters). All other results for the nighttime roll should be considered “Nothing of particular interest occurs.”

 Monsters: When rolling a monster, use Trollsmyth’s purpose chart. 2d4 for bestial monsters, 1d10 for intelligent monsters:

1. Diplomacy
2. Patrolling Territory
3. Hurt
4. Horny
5. Hungry
6. Napping
7. Fighting (Roll again to see which creatures it is fighting.)
8. Home
9. Raiding
10. Art

Kobold Traps

1. 10ft deep pits. Perception DC: 16
2. Trip wires onto leaf-covered sharp sticks. Perception DC: 17, Attack +8, 1d6 damage.
3. Snare. Perception DC: 18. Failure causes characters to be pulled up 10ft off the ground.
4. Falling tree. Reflex save DC: 14 or be hit for 4d6 bludgeoning damage, and be trapped under the tree until you can be rescued.

Part 2 Subsection B: Fixed Locations

Garok Torar

This dungeon is represented by a dungeon icon in the center of the forest, one hex north of the river, and two hexes east of the large mountain. Parties entering this hex have a 10% chance to encounter this location.

Garok Torar is a collection of ruins in a large clearing. Made of blue-white stone, the ruins are heavily overgrown now, and no structure save one rises above the first floor–or even has a roof. In the center of the ruins, however, is a larger building. A stairway leads up to the large double-doored entrance–though the doors are long gone. Within appears to be some manner of courthouse, or other official building. In the large central room, an ornate staircase winds downwards.

The staircase leads to the first sub level of a 3-level dungeon. This is where the wizard Dheef Gason has taken up residence. His ogre minions can be commonly encountered throughout all of Garok Torar.

Mount Suvisar

The tallest mountain in the region is located near the western edge of the forest, next to the clearing where Overton can be found. The mountain is heavily forested. It is a little known fact that this is where the roost of Kolgoth’Ronnomaktar The Red can be found.

Castle Nalew

This mega dungeon extends 6 levels above ground level, and 15 levels underground, ending in entrances tot he underdark. However, it is currently sealed up tight, and none know how to enter it. It can be found on the southern edge of the Overton fields. Locals know of it, but none have ever been within its walls.

Part 3: Overton

CN Large Town (Population: 3k; 98% Human, 2% Half Elf, 1 Gnoll) Government: Mayor

Basic Info
Overton is built at the joining of two rivers. The town subsists primarily as a fishing village, but also serves as the central hub for the many frontiersmen who live and work in the nearby forest. It also trades with the gnoll and elvish tribes which live there. The people are generally friendly and honest, but hard from a life in the wilderness. The town’s official patron deity is Obad-Hai, but the town’s population is not particularly devout.

Services Available
Carpenter, Butcher, Blacksmith, Small temple (Obad-Hai), Brothel (“The Comely Castle”), Alchemist’s Shop (“The Crimson Elixer”), Stable (6 horses for sale, left by previous adventuring party who didn’t come back), General Store, river transport, tavern/Inn, leatherworker, tanner.
Town’s Total Purchasing: 4k gold

Notable NPCs
Geary Therman – The town’s mayor. A broad-shouldered huntsman with graying temples. Highly respected, always willing to do manual labor, and to help those in need, even outsiders. Tends to be anywhere he’s needed within the town. When the players ask for him, he’s on the docks talking to Ester Thomas about fur prices.
Hyerman Devon – Manager of the general store. One of the scrawniest men in Overton, but polite and willing to haggle. Sticker price is a few gold more than normal costs.
Old Berman – The high priest at the temple of Obad-Hai. Able to cast 4th level spells. Is not very friendly to those who do not follow his god. Will help for a hefty price, unless anyone offends him or his nature deity.
Melina Ayvon – Wizard in charge of the alchemist’s shop. Sells a variety of concoctions, and able to sell 2nd level spells for a fee. Acts more like a wheedling salesperson than a scholarly wizard. If the players seem capable, she might ask them if they want to find a rare herb for her
Anita Whyk – Half-elven Madam at the Comely Castle. Works as an information broker on the side. Advanced in age now, she still cuts a dashing figure, but does not work herself. She’s protective of the sex workers she employs. She’s a little distracted because one of her girls is missing. (Detective sidequest. she was taken by Gnolls. will be dead by day 7)
Ester Thomas – Ferry captain. A six-and-a-half foot tall woman with beefy arms and a bellowing laugh. She can be brutish and rude, but she’s much smarter than she lets on. She and her sailors are spending a week at rest in Overton whilst they wait for a delivery of animal furs to take south.
Bittereye – Geary Therman’s old hunting companion, a gnoll whose tribe is no more. He helps barter with the nearby gnoll tribes, and serves as an enforcer for the town guard when they need some extra muscle. Doesn’t want players help locating missing brothel girl.

When the players eventually seek out Geary Therman, he’s only too happy to direct them where they need to go. Read the following text:

“Well, easy way is ta cross th’ river here, and hoof it due west until you reach The Forest Queen–that’s a big hulkin’ statue of an elf lady. Can’t miss it. From her, ye can go north until ye reach th’ grasslands. Follow them nor-east. Iffun ye reach the forest’s edge, ye’ve gone too far.”


And that’s Act 1. If you’re interested enough that you’d like to read more, you can download the entire adventure. It’s 22 pages long if you include the three maps. And don’t forget to let me know if you would like for me to continue doing this!

Colorful Characters 16: Novre Homberk, Tailor Savant

Little Novre Homberk never really seemed to be paying attention to anything. It concerned his parents, Helen and Krastus, that he would rarely look anyone in the eye, and did not start to talk until he was four years old. The child spent much of his time staring into the distance, twisting his fingers together and untwisting them, or playing games no one around him really understood. The other children sensed something was different about Novre. At first they avoided him out of fear, but as time passed, they took to teasing him for his apparent disconnect from the material plane.

After Helen died, Krastus was left to raise his son alone. He started to drink heavily. Occasionally he would even beat his son whilst in a drunken rage, but he was not so much a monster that he didn’t regret it once he’d sobered up. His business as a small town’s clothier and tailor began to suffer. Orders were ignored, and the quality of his work began to drive people away. All Krastus could do was drink more and more heavily, decreasing the quality of his work further. Losing his livelihood seemed to be a foregone conclusion, until one day he stumbled in through his shop door to discover that he had accidentally locked 9 year old Novre in the night before; and that all of his tailoring work had been completed.

And not only was everything finished. Everything was done with a remarkable quality which Krastus could never have matched in his life. His customers were ecstatic, and congratulated him on sobering up. Seeing an opportunity to make a great deal of money, Krastus took the money he had been spending on booze and bought materials of higher quality than he had purchased in many months. He gave the materials to Novre, and watched in astonishment as the child created some of the most beautiful clothes the tailor had ever seen. Elaborately embroidered dresses, robes, shirts, pants, gloves, the child seemed possessed of some type of divine talent, and Krastus was not about to let it go to waste. He immediately began selling the boy’s work as his own, and his business grew at an exponential rate. Within a year nobles were traveling for days simply to buy the magnificent clothing which Novre was quietly creating in the back room.

A local wizard of small repute named Erlem, himself a member of the nobility, eventually came to investigate Krastus’ shop, and was very pleased by the elaborate and fashionable items sold there. He purchased a number of clothes for himself, and returned to his home. Erlem was proud of his new clothes, and wore them whenever he found an opportunity, but when he did he sensed something strange. The clothes felt somehow…off, to him. He began to study the clothing in earnest, and was surprised to discover that not only were the clothes very fine, they were magical. The pants he had purchased granted the wearer the ability to resist spells, and the gloves made his somatic gesturing somehow more precise. Erlem was pleased, but confused. He had paid a hefty price for the clothes, but the magical abilities of the clothes made them worth fifteen or twenty times more than what he had paid.

Erlem was not very skilled with divination, but spent the next few days observing Krastus and Novre via an expensive crystal ball. That told him everything he needed to know: Krastus didn’t understand the depth of his son’s talent. Somehow the boy was creating powerful magical clothing, and the father was selling it for a pittance because he thought its value was purely aesthetic. Erlem returned to Krastus shop the next morning, and placed an order so large that the fraudulent old tailor fainted. It cost him much of his fortune to do so, but in the months following the delivery of the goods, Erlem made his fortune back many times over by quietly selling the clothes to adventurers and other wizards.

That arrangement has existed now for a year or so. Erlem the wizard exploits Krastus the tailor by purchasing clothing well below market value, and reselling it at a fair price. Krastus, in turn, exploits his son by selling his son’s magnificent work as his own. And Novre, now a boy of 18, doesn’t care. He happily creates beautiful garment after beautiful garment, content in the act of creation.

Thoughts on Use

The players might encounter either Erlem, attempting to sell them magical items made of cloth. This encounter might end with the purchase of the clothing, or if the players have some reason to be suspicious, they might inquire as to how a low-level wizard of no great skill produced such fine garments. Erlem is terrible at keeping secrets, so it’s only a matter of time before he spills the beans to someone. Alternatively, the players might encounter Krastus as a purveyor of fine clothing.

Magical Garments

Novre can craft any magical item which is made from cloth within 1/8th the normal amount of time it would require, using materials which cost 1% of the normal cost for the item.

Novre Homberk (CR 2)
XP: 600
Male Human Expert 4
CN humanoid
Init +2; Senses Perception -3


Defenses


AC 16, Flat Footed 14, Touch 16 [10 + Dex(2) + Jerkin of Deflection(4)]
SR 19
hp 28 (4d8 + 8)
Fort +6 Ref +6 Will +11 (+2 to disbelieve Illusions)


Offense


Speed 30ft
Melee Unarmed +5 (1d3 + 2; 20/x2)


Stats


Str 15 (+2) Dex 14 (+2) Con 10 (+0) Int 6 (-2) Wis 4 (-3) Cha 18 (+4)
Base Atk +3; CMB +5; CMD 17
Feats Naturally Gifted, Skill Focus (Craft: Cloth), Skill Focus (Craft: Clothing)
Skills Craft(Cloth)(+10), Craft(Clothing)(+10), Spellcraft(+7), Use Magic Device(+7)
Languages Common
Gear Jerkin of Deflection +4, Sewing Kit


New Feat: Naturally Gifted


You are able to call upon extraordinary abilities without first gaining the usual prerequisites.
Prerequisites: Level 1, Character must be an NPC
Benefit: Damned near anything. A natural gift can take whatever form the GM wishes. For Novre, it is an uncanny ability to create magical items of cloth. But for other characters it might be the ability to unerringly see the future, or to solve complex magical formulas.
Drawback: While not strictly required, it is customary for characters who receive such marvelous gifts to suffer a corresponding drawbacks. Characters who can see the future may be blind, or they may be cursed to never be believed, or they may simply be unable to express themselves in a clear fashion. Novre has savantism as his drawback. While he excels in creating wondrous and magical clothing, he is disconnected from the real world, and will never be able to function as an adult.
Normal: You’ve gotta kill a bunch of shit and take their stuff and level up and it’s this whole thing.

Magical Marvels 6: Succubic Shield

Going through some old notes recently, I discovered the character sheet for a succubus named Setya. She’s the mother of the notorious Zalekios Gromar, and a former general in the Blood War under Malcanthet. After being taken as a prisoner of war, she was disgraced in her lady’s eyes, and ventured to the material plane to seek redemption. It was there that she sired Zalekios, and began shaping him into a paragon of chaos, which she hoped would please Malcanthet. On the character sheet I found a number of magical items I had created specifically for Setya, including this shield which I thought was interesting enough to share with all of you.

Succubic Shield
Heavy Reinforced-Silver Shield


PHYSICAL PROPERTIES


AC Bonus +4 [Shield(2) + Deflection Enchantment(2)]
Construction The shield is composed of silver, reinforced by mithril.
Weight
25lb
Arcane Spell Failure Chance 15%
Armor Check Penalty -1
(Shield Spike)(Attack) (Treat as one-handed, martial weapon)
(Shield Spike)(Damage)  1d6 (Piercing)(20/x2)


SPECIAL ABILITIES


  • Anyone who takes damage from the shield spike must make a DC 17 fortitude save. Failure indicates that the shield successfully inserts a tiny demonic parasite into the victim. This parasite immediately bestows one negative level on the victim. The parasite then remains dormant for 9 months before it awakens. The host is then entitled to another DC 17 fortitude save, or the parasite bestows another negative level on the host, before going dormant for another 9 months. This continues until either the host is dead, or the parasite is destroyed. The parasite cannot be discovered by divination magics. Removal of the parasite is difficult. The simplest method is to cast a spell of 6th level or higher with the [Good] descriptor on the host.  However, if the host is able to save against three of the parasite’s level drains in a row, the parasite dies of starvation.

APPEARANCE


The surface of the shield is deeply embossed with intricate imagery. The center of the shield is dominated by a man, depicted as helpless against a flock of succubi which surround him. Each entices him in different ways: power, wealth, numerous permutations of lust. The shield spike extends from between the man’s legs, and is engraved to resemble a phallus–though the conical spike shape is not significantly altered by these engravings.


WHERE IT CAN BE FOUND


A succubic shield is an item of exceeding rarity. They are only forged for those succubi who both participate in the blood war, and who choose to do so as members of the martial classes rather than as spellcasters. In all likelihood, the only way a party would encounter an item such as this would be to participate in the Blood War themselves. However, a handful of mortals, after doing just that, have managed to return to the material plane with a succubic shield. So in rare cases, it is possible to encounter these items in treasure hordes, or collections or rarities. It is also possible that one might encounter a succubus on the material plane who carries a succubic shield.


BACKGROUND


Mortals live and die. Empires rise and fall. Planets are born only to crumble again into nothingness. Even planes occasionally fold into themselves, or merge with other planes, reshaping the face of existence. And through it all, the Blood War rages on. The wild hordes of the abyss clash with the regiments of the nine hells without end. Sometimes one gains the advantage, sometimes the other, yet neither can ever hold it for long enough to claim victory. Neither side can relent, nor would either side ever want to. Only the gods remember when the conflict began, and not even they can guess what would happen if it ended. Some surmise that all war is merely a reflection of this one eternal conflict–others think that preoccupation with the Blood War is all that stops either side from completely overrunning the rest of the multiverse.

Every type of demonic and diabolic creature is represented in this conflict. From the mighty balors, to the lowly quaists, every vile creature has a role to play, including succubi. On this merciless battlefield, however, the seductive charms of a succubus are of little use. Most relegate themselves to supporting roles, serving as scouts and spies. Many others tap into their innate sorcerous abilities to serve as battlecasters. Some few succubi prefer to get their hands dirty. Those few train themselves in the skills of martial combat–often as anti-paladins–and wade into the thick of combat swinging a sword or flail. It was for these fearsome warriors that the succubic shield was first commissioned.

Designed by a succubus anti-paladin who had risen to the rank of general; the succubic shield pays homage to the succubus’ primary skillset–with a cruel twist. Oftentimes those injured by this shield’s wicked spike overhear a mumbled comment about “sticking it in,” or “just the tip.” The demonic creatures take great delight in inflicting a deadly ‘pregnancy’ in others, though they rarely speak about it in mixed company. Even with other demons they are cautious, hoping that the long gestation period of the parasite will prevent anyone from realizing that it is their shields which plants it. The secret of the shield’s construction is a closely guarded secret as well, known only to a handful of smiths on the 570th layer of the Abyss.

Note: This entire post is completely overshadowed by Tim Wright’s remarkable succubus art. Damn.

Colorful Characters 15: Mahudar Kosopske

The premature child which was left in the desert had no name. When he was born, he was tiny and weak, and could not easily draw breath on his own. The elders of the gnomish clan into which the child was born deemed him unfit to survive the harsh life of a desert nomad. As was their custom, they left the child in the desert to fend for itself, comforting themselves with the thought that if the gods wished the child to live, they would protect him. As they continued on their way, leaving the child behind them, they sang a grim song beseeching the gods protect the child, or grant him a painless entrance into their midst.

No one expected the gods to grant the former.

As it happened, a traveling adventuring party was crossing the desert in search of the entrance to an ancient dungeon. The party’s bard, a half elf named Arhood, heard the child’s cries in the wee hours of the morning, before the group began its daily march. He separated from his band to search for the source of the noise, and stumbled upon the nameless baby at the same time that a dire scorpion found it. The bard was still new to adventuring, and was not yet an experienced swordsman, but he leaped into battle against the scorpion just the same. The battle was brutal. By the time he thrust the broken hilt of his rapier into the scorpion’s belly, Arhood’s delicate half elven frame was covered in cuts and poisoned wounds. It was hours before his companions found him, legs trapped beneath the scorpion’s body, arms protectively around the young gnomish child.

Fortuitously, Arhood traveled with a paladin of Iomedae who was able to cure his wounds, and return him from the brink of death. But the bard’s once fair features were now crisscrossed with puckered scars, and splotches of discoloration from the dire scorpion’s poison. Arhood, a master of the seductive arts, grieved for his lost beauty. But he did not allow it to lessen his concern for the child he had found. He and his companions, hoping to find the child’s family, returned to the village from whence they had set out to inquire if anyone had lost the child. None recognized the child, but the party did learn that it was customary fro many desert nomads to abandon weak children.

An orphanage in the town offered to take the child in, but Arhood would not have it. Even his companions tried to convince him that the orphanage would be better than the life of an adventurer for the child. The bard replied:

“Perhaps it is foolish of me to think I can care for this child, but if we cannot find his family, then let my scars be an oath which binds me to him. I will raise him as my own.” Arhood purchased some milk from a wet nurse, and the party returned their attention to the desert, and the ancient dungeon they had been searching for. They found it, and plundered its depths. Arhood, who had previously preferred to participate more directly in battles, relegated himself to providing support to his compatriots with his magical songs. It took several days for the group to penetrate to the deepest levels of the dungeon, but when they did, Arhood made an amazing discovery: a book detailing the life of a hero who had long been forgotten. The bard penned a number of songs based on what he read of the heroes life, which would later bring him great fame. More importantly, however, he saw a connection between the life of the hero and the life of the child. Both had been forgotten, both had been found by him, and both–he decided–would be named Mahudar Kosopske.

Arhood raised Mahudar on the road, despite everyone’s objection that it was too dangerous. He none the less took the child’s safety seriously. There were a few close calls, but the group was strong, and took cares to protect the child. The entire group took on responsibility for the child’s education. The child’s first lessons of history and mathematics came during periods of rest in torchlit dungeon rooms, hastily barricaded against intruders so the party could get some much needed rest.They soon discovered that despite the young boy’s weak body, he had an almost unbelievably keen mind. He took particularly well to Daryl’s lessons on the nature of magic, and was even managing a few simple cantrips by the time he reached adolescence.

Everyone agreed that the young man should be given an opportunity to study the magical arts in greater detail. Daryl enjoyed her time teaching the boy, but he had his own research to pursue. That, in combination with the task of adventuring, and resting each day to recover his spellcasting energy, left him with precious little time. Certainly not enough time to turn the fledgling caster into a wizard. They consulted with Mahudar, and decided that the best course of action would be to let the boy remain in the town where the party kept its base of operations. There he could attend a wizard’s academy and receive the education his intellect demanded. It was a tearful parting–the group had spent many years living as closely as a family, but all knew that it was for the best.

Mahudar studied there for many years, and excelled amongst his classmates. But he never forgot the adventuring life of his early years. Staying in a single place, not being threatened by monsters daily, seemed entirely alien to him. His classmates often sought him out for tales of life on the road, and he was happy to relive some of his more exciting memories for them, but throughout this entire education he was restless. When Arhood and the other party members would return to town to rest from an adventure, he would stay with them, and inquire as to their exploits, eager even for second-hand adventure. Soon after he gained mastery over the basic tenants of the arcane, Mahudar left the academy, and returned tot he road with Arhood and the rest of the adventuring party.

The group continued adventuring for a number of years. Mahudar proved himself a valuable asset to the team, and advanced quickly, guided by Daryl. But Mahudar was reckless. His lifetime of experience had accustomed him to the danger, and as a child he’d never had to worry about defending himself. The others always took care of him. Now that he had power of his own, he felt invincible. The others tried to reign him in, and teach him caution, but each successful encounter only left Mahudar more cocky. It was only a matter of time until something dreadful befell him. Which, in this case, took the form of an axe-wielding troll lopping off the young gnome’s leg at the knee. The healing of his companions saved him from bleeding to death, but their magics were insufficient to restore his leg.

Mahudar, sobered by the loss of his leg, took his leave of the party. He traveled several days South East of the party’s stronghold within the city, and constructed a tower for himself where he could retire. Since that time he has devoted himself fully to the study of magic, breaking only to help those who seek him out for aid.

Personality

Mahudar is a cheerful fellow, but he prefers to be left alone these days. Which isn’t to say that he’s unfriendly, merely solitary. You can expect him to put up barriers to prevent people from dealing with him (hiding his tower behind an illusion, forcing those who visit to pass through a number of challenges, etc.) but it’s unlikely any of his tests would harm anyone, and if someone does reach him, he tries to be a courteous host. And he never turns down anyone in need, even if they don’t have the coin to pay him full market value for his spellcasting ability. He may not always help in the way one expects, however.

Tactics

Mahudar is a wizard, and prefers to lean on his spells if he is in danger. His preference is to avoid combat entirely, either by confusing his foes, or escaping from them. If he is trapped and forced to fight, however, he will attempt to confuse his foes, hide from them, and use damaging spells to attack without being noticed.

Thoughts on Use

I use Mahudar in one of my games as a low level quest objective/quest giver. The party needs a magical spell cast (either for themselves, or for another questgiver) and they go to Mahudar. Once Mahudar tests & helps them, he can give them a new quest, such as recovering a magic item for him. He’s a useful fixture for low-level characters to rely on, providing item crafting services, and spellcasting.

Mahudar Kosopske (CR 10)
XP: 9,600
Male Gnome Wizard 11
NG small humanoid
Init +3; Senses Low-Light Vision; Perception +6


Defenses


AC 14, Flat Footed 11, Touch 14 [10 + Dex(3) + Size(1)] (+4 Dodge v. Giants)
SR 19
hp 77 (11d6 +33)
Fort +6 Ref +6 Will +11 (+2 to disbelieve Illusions)


Offense


Speed 10ft (Due to Peg Leg)
Wizard Spells Prepared (CL 11th; Concentration +16; +1 save DC for Illusion spells)
5th– Baleful Polymorph, Polymorph, Cone of Cold
4th– Beast Shape II, Stoneskin, Dimensional Door, Phantasmal Killer
3rd– Gaseous Form, Dispel Magic, Slow, Fireball
2nd– Fox’s Cunning, Alter Self, Alter Self, Invisibility, Shatter
1st– Expeditious Retreat, Hold Portal, Mage Armor, Magic Missile, Magic Missile
0 (at will)– Mending, Read Magic, Message, Ray of Frost, Detect magic
Wizard Spells Available Mahudar has good library of spellbooks available to him in his tower, containing any spell from the Pathfinder Core Rulebook, level 5 and below. As well as a number of specialty spells which he has researched himself.
School Transmutation
Opposition Schools Necromancy, Divination
Transmuter Abilities
Physical Enhancement (Su)— +3 Bonus to one physical ability score (Str, Con, Dex) Can switch bonus to a different ability score every morning when spells are prepared. Currently applied to: DEXTERITY.
Telekinetic Fist (Sp)— 8/day, may attack a foe within 30 feet with a ranged touch attack. Fist deals 1d4+5 bludgeoning damage.
Change Shape(Sp)–For 11 rounds each day, Mahudar may change his shape as with the beast shape II or elemental body I spells. Rounds do not need to be consecutive.
Gnomish Spell-Like Abilities (Save DC: 14)
1/day–Dancing Lights, Ghost Sound, Prestidigitation, Speak with Animals


Stats


Str 5 (-3) Dex 17 (+3) Con 16 (+3) Int 20 (+5) Wis 18 (+4) Cha 17 (+3)
Base Atk +5; CMB +1; CMD 14
Feats Scribe Scroll, Metamagic: Heighten Spell, Metamagic: Extend Spell, Craft Magic Arms and Armor, Brew Potion, Forge Ring, Metamagic: Widen Spell,
Skills Acrobatics(+6), Bluff (+14), Craft(Bows)(+15), Disguise(+9), Knowledge(Arcana)(+19), Knowledge(Geography)(+13), Knowledge(History)(+14), Knowledge(Planes)(+15), Linguistics(+12), Perception(+6), Ride(+7), Sleight of Hand(+10), Spellcraft(+19), Stealth(+7)
Languages Common, Elven, Gnoll
Gear Robes of Spell Resistance 19, Ring of Friend Shield (Mated with Arhood’s), Figurine of Wondrous Power: Obsidian Steed


Familiar: Kochrin


Tiny Animal
Init +2; Senses low-light vision; Perception +5
AC 19, touch 14, flat footed 17 [10 + Dex(2) + natural(5) + size(2)]
hp 4 (1d8)
Fort +2; Ref +4; Will +1
Speed 30ft, Climb 30ft
Melee bite +4 (1d3 – 4 plus)
Space 2 and 1/2 ft.; Reach 0ft
Str 3 Dex 15 Con 10, Int 10, Wis 12, Cha 5
Base Atk +0; CMB +0; CMD 6
Feats Weapon Finesse
Skills Acrobatics +10, Climb +10, Perception +5
Familiar Special Abilities Share Spells, Empathic Link, Deliver Touch Spells, Speak with Master, Speak with animals of its kind,  Improved Evasion

Merciless Monsters 3: Draugr

For the first time in a long while now, I sat down to write today’s post without the foggiest idea of what it was going to be about. It’s Friday, so my choices were narrowed down to either Merciless Monster, a Colorful Character, or a Magical Marvel. Most of the time, when I wake up Friday morning, I start thinking about what I would like to create. While I’m taking care of the mundane tasks which make up our daily lives, I’m also fumbling through the details for the monster, character, or item I’ll be writing about once I can finally sit at my keyboard in the morning. Today I…just didn’t do that. Not quite sure why. By the time I got home I was so exhausted I went straight to bed after dinner. Couldn’t have been later than 7 o’clock. When I awoke at 3 in the morning on Saturday, I sat down to write without the foggiest idea of what I’d be writing about.

I had wanted to continue my Magical Marvels series on the artifact weapons found my my Ascendant Crusade campaign, but the artist who has been illustrating those is asleep, so that’s a no-go. And since I’m still a little tired of the Colorful Characters posts, I decided to write another Merciless Monsters post. But what to write about? If you’re not willing to randomly combine animals together and call it a ‘monster,’ coming up with a fearsome creature on the spot isn’t so easy. I was first inspired by my plushie of Jabba the Hutt to create a Pathfinder version of Hutts which hoarded gold and made Faustian bargains with those who sought their aid. Truth be told I think it’s a really great idea, and I may return to it, but the creature I imagine would be used for role playing encounters, rather than combat encounters, and that’s not what I wanted to write about tonight.

Out of ideas, I gave into my inner-zombie and googled “Undead in Folklore.” Unsurprisingly, wikipedia was the first result, but I opened a number of windows in anticipation of a lengthy search. I started with Wikipedia’s list of “Forms of Undead,” and clicked the first type which I wasn’t already intimately familiar with: the Draugr. At first they didn’t seem particularly interesting, just mummies without the wrappings. I almost clicked away, but continued reading long enough to learn that they could grow in size at will. That’s pretty interesting. I kept reading, and learned even more interesting things. This creature (which, incidentally, was the very first type of undead on that list) is surrounded by superstitions and rituals which I’ve never seen represented elsewhere.

Let this be a lesson to all game masters: Mythology will never let you down.

Particularly the shit that vikings came up with. Those people were fucking crazy.

Draugr

The imposing form of the corpse-blue creature stands before you, emanating a stench of decay which nearly makes you gag. It wears the garb–and the grin–of a fearsome warrior.


Draugr; CR 14; [Undead] [Crypt] [Cool Climate] [Nocturnal]


XP: 38,400
NE Medium Undead
Init +1; Senses Darkvision 60ft, Perception +0


DEFENSE


AC 23, touch 13, flat-footed 21 [10 + Dex(1) + Dodge(1) + Ring(1) +Armor(10)]
HP 85 (11d8 + 33)
DR 5/Iron
Regeneration 2 (See “Destruction”)
Fort +9 Ref +4 Will +5;
Immunities Undead Traits


OFFENSE


Speed 30 ft.
Melee +2 Greatsword +25/+20/+15 (2d6 + 17)


STATISTICS


Str 29 Dex 12 ConInt 3 Wis 10 Cha 16
Base Attack +11/6/1; CMB +20; CMD 33 (+8 vs. Bull Rush or Trip attempts.)
Feats Combat Expertise, Combat Reflexes, Disruptive, Dodge, Improved Vital Strike, Lunge, Mobility, Spellbreaker, Spring Attack, Vital Strike, Weapon Focus (Greatsword), Weapon Specialization (Greatsword), Whirlwind Attack
Skills Intimidate (+14)
Languages Common
SQ Gaseous Form, Stability, Armor Training 3; Weapon Training (Heavy Blades +2,Light Blades +1)
Gear +1 full plate, +2 Greatsword, Ring of Protection +1


ECOLOGY


Environment They guard their crypt unless disturbed, then they will attack nearby settlements.
Organization Solitary or in groups of up to ten.
Activity Cycle Primarily nocturnal, but do not tire, and can function even in daylight.
Diet None; Natural Enemies None
Treasure Standard


SPECIAL ABILITIES


Gaseous Form(Su) As a standard action, a draugr can assume gaseous form (Pathfinder Core Rulebook Pg. 287) at will. It can remain in this state indefinitely, and has a fly speed of 20 feet with perfect maneuverability.

Swim Through Earth(Su) As a standard action, a draugr may enter into earth or stone at will as though it were water. This state lasts indefinitely, and allows the dragur to travel at a speed of 10 through any surface made of these materials. A draugr may take a grappled creature with him when he uses this ability. This creature will not suffocate, but is considered to be under the effects of a Meld Into Stone spell (Pathfinder Core Rulebook Pg. 312). Non-casters may be unable to escape without assistance.

Enlarge Self(Su) As a standard action, a draugr can enlarge itself at will. This functions as the spell Enlarge Person (Pathfinder Core Rulebook Pg. 277) except the draugr can only cast it on itself, and its duration is indefinite. In addition, a draugr is able to grow up to four times its normal height. A medium creature would become a huge creature, gaining  a -2 penalty to attack rolls and AC, a -6 penalty to Dexterity and a +6 bonus to Strength. The creature also gains a +2 special size modifier to combat maneuver checks and defense due to its increased size, and has a reach of 15ft. A draugr’s speed also doubles while in this form. One of the draugr’s preferred methods of slaying its victims is to crush or devour them while increased in size.


CREATING A DRAUGR


Brutish Draugr lose nearly all their intelligence when they become undead, though they retain enough to be sentient and aware. They are also creatures of immense strength. When a draugr is created, its Intelligence is reduced to 3, and its Strength is raised by an amount equal to the amount its Intelligence was lowered. So if a creature has 10 STR and 10 INT, then upon becoming a draugr its INT becomes 3, and the STR becomes 17.

Forceful Presence Upon become a draugr, a creature gains 6 Charisma.

Weapon Resistance Draugr gain Damage Reduction 1/Iron for every 2 HD

Overweight Draugr are unnaturally heavy, and gain a +8 bonus to their Combat Maneuver Defense when resisting a bull rush or trip attempt.


ADDITIONAL INFORMATION


Background Draugr are crypt guardians, not unlike their distant undead cousins mummies. They rise to protect their tombs (or the tombs of powerful leaders they were interred with), from graver robbers and thieves who would defile them, and pilfer their riches. They are sometimes created intentionally,using simple burial rituals which are known to a number of warrior peoples. Most often, however, draugr simply rise from the corpses of those whose wealth was gained through violence and bloodshed. Warriors who valued gold more than they valued the lives of others.

Draugr are intelligent, though barely so. Most draugr know only two things for sure: they must protect their tomb, and they hate the living. Draugr are painfully jealous, and take great delight in killing. If they cannot have life, then why should anybody else? Often times after they encounter a living creature who has entered their tomb, they will become so enraged that killing only once is not enough. They will dare to leave their crypt for a few hours every night for a few days, searching for more living creatures to kill. If anything is actually taken from their tomb, then the draugr may not stop venturing out at night until it is slain.

Occasionally when a draugr kills someone, they will drag the body back to their crypt. The next night, that body will also rise as a draugr, and work with the first to protect the crypt. Some scholars speculate that the draugr who do this are slowly becoming more intelligent, and realize that additional draugr will allow them to spend more time away from their own crypt, killing the living.

Appearance Draugr are bloated and ugly. Their skin is a blue-black color, and they have a pungent stench of decay about them.

Emanations of Evil Animals which feed near a draugr’s tomb often become dire animals. They will attack anyone who approaches, and obey any command given them by the draugr.

Progression Sometimes, usually after a draugr has left its crypt and slain a number of interlopers, it begins to regain some of its Intelligence–though none of its memories. These draugr become even more intensely jealous of the living, and often become more concerned with tormenting them than they do with protecting their tomb. They also gain a number of powerful magical abilities, allowing them to enter dreams, spread magical diseases and plagues, bestow curses, control the weather, change their form to that of an animal, or even see the future. On occasion, extremely powerful draugr have been known to prevent the sun from shining anywhere within miles of their tombs. The goal of these draugr becomes to drive all living beings mad, so that they cannot enjoy the life which the creature so envies.

Destruction Destroying a draugr is difficult. Even when its damage reduction can be overcome, the creature’s bones knit back together of their own volition. Wounds will close, and even severed limbs may reattach themselves. Even a draugr reduced to 0 HP is not destroyed, as most undead creatures are. The only way to truly destroy a draugr is to cut off its head, incinerate it, and scatter the ashes into a sea or river. If this is not done within 6 days, the draugr will regenerate within two weeks.


REFERENCE