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Tieflings

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Outsider: An outsider is at least partially composed of the essence (but not necessarily the material) of some plane other than the Material Plane. Outsiders have darkvision. Unlike most living creatures, an outsider does not have a dual nature — its soul and body form one unit. When an outsider is slain, no soul is set loose. Spells that restore souls to their bodies, such as raise dead , reincarnate , and resurrection , don’t work on an outsider. A different magical effect, such as limited wish , wish , miracle , or true resurrection , is required to restore it to life. An outsider with the native subtype can be raised, reincarnated, or resurrected just as other living creatures can be. Outsiders breathe, but do not need to eat or sleep (although they can do so if they wish). Native outsiders breathe, eat, and sleep. Native:  Native outsiders have mortal ancestors or a strong connection to the Material Plane and can be raised, reincarnated, or resurrected just as other living

Shearphorus, Part 5 (Erastus (VII) 1st, 4710 AR)

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Entrance to the Guardian Hall. The heroes killed the ogre guard. Guardian Hall.  A 30-foot by 30-foot section of the chamber directly below the chute from the entrance to the guardian hall above has a null-gravity effect. Aranthor, who was flying, had to use a move action to reorient himself when passing through this area, but then proceeded as normal. Jules and Zemurin did not reach the ground, instead hanging 15 feet above the floor. Gryxxa, who was levitating, liberated them by pulling them outside the null-gravity area. This huge chamber, roughly carved and left with unfinished walls, is one hundred feet square. Continual flame spells nearly cover the flat ceiling thirty feet above, so the place is refreshingly well-lit. An iron boss ten feet in diameter protrudes from the stone in the center of each wall. Large iron tools of various function lie haphazardly across the floor, while one workbench features a more orderly set of fine human-sized tools and a bedroll below. An iron stat

Shearphorus, Part 4 (Sarenith (VI) 30th-Erastus (VII) 1st, 4710 AR)

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The Throat of Shearphorus.  The bellows heard by the heroes are mostly animalistic vents of rage, but there is some Draconic peppered throughout. They picked out a few phrases: “The name! Speak the name!” and “End the torture!” Against these screams, the heroes can determine that a different voice speaks Draconic in a steady tone, and must be very powerful itself to be heard at all at this distance. The heroes are not completely safe from these creatures even at this distance. In their rage, they are actually tearing apart the stone of the pillar above, albeit slowly. Now and then a piece of stone falls. Most of the heroes noticed the falling stones early enough to avoid any possibility of damage, while Zemurin was lucky enough to not be on the stone's path. The spiral path leading upward is similar to the one below. When the heroes took time to recuperate, wings of protection picked up the guardians the heroes had disabled and carried them to the entrance to the pillar. The wing

Shearphorus, Part 3 (Sarenith (VI) 30th, 4710 AR)

Tears of the Forest. The ritual continued:  The acid showers continued and the heroes were subjected to the effects of acid fumes. The acid showers ceased, although the heroes were still subject to the effect of acid fumes. The tendrils withered away, leaving Lephrelourge to fly on his own. Smaller tendrils snaked out of the root-holes and again attempted to wrap around   the heroes. The tendrils withered away soon. The plants supporting Lephrelourge during the ritual partially protected him from melee, and he attacked with his tongue.   Lephrelourge retreated through the plant-wall when gravely injured. He spoke the command word to open the plant-wall ("Witness the Forest Fall", spoken in Draconic), and used it to close the wall behind him. The heroes decided not to pursue and break through the door instead. During that effort, tendrils again appeared. The plant-wall separating this chambers from the Emerald Graveyard twisted open momentarily, and then closed again. The Spir

Shearphorus, Part 2 (Sarenith (VI) 30th, 4710 AR)

The Emerald Graveyard.  The mohrgs and zombies attacked until destroyed. The heroes noticed that the bones are all moving, albeit extremely slowly. A well-disguised section of the ceiling was actually a 20-foot-diameter plug of living plant material blocking access to the green dragons’ ceremony chambers above. The plug was 6 inches thick. Tears of the Forest.  This vast stone chamber is reminiscent of a canopied forest. Sturdy, irregularly spaced columns rise along the walls and branch out into interlocking arches to form the ceiling more than eighty feet above. Shadowy light speckles the damp, uneven floor and knotted walls. The chorus of rivulets cascading down the walls mimics the rustling of leaves. Inset in the far wall of the chamber, at least one hundred-twenty feet away, stand a pair of stone doors, thirty feet in height and twenty feet wide, engraved with a leaf-and-vine motif. The chamber’s walls and floors resemble petrified wood. The lighting in the chamber is equivalent t

Shearphorus, Part 1 (Sarenith (VI) 29th-30th, 4710 AR)

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One of the satyr opponents made sneak attacks.   He fled when seriously injured. The rest of the satyrs switched from foe to foe, swinging their battleaxes. When a foe was adjacent to the sneaky one, the other satyrs facilitated sneak attacks. The heroes killed the rest of the satyrs. The glow in the center of the Emerald Shrine emanates from a standing portal made from green flickering light. The entire area around the portal has an intense acrid stink. Those who pass through the portal were transported inside Shearphorus, into the maelstrom . Dragonfall The Maelstrom.  The heroes arrived here from the portal in the Emerald Shrine. They were greeted by total darkness and a corrosive lake full of bone shards. A mark appeared on the heroes’ faces (except for Jule) the moment they arrived in Dragonfall. The mark was  a red tattoo made up of Draconic runes around their eyes, branding them as Dragonfall trespassers. A frothy acidic lake, tormented by a shrieking cyclonic wind, fills this h

Mohrgs

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Undead: Undead are once-living creatures animated by spiritual or supernatural forces. They have darkvision. Undead have immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). They have immunity to bleed, death effects, disease, paralysis, poison, sleep effects, and stunning. Undead are not subject to nonlethal damage, ability drain, or energy drain. They are immune to damage to their physical ability scores, as well as to exhaustion and fatigue effects. Unintelligent undead cannot heal damage on their own, although they can be healed. Negative energy (such as an inflict spell) can heal undead creatures. Unintelligent undead can still have the fast healing special quality. They have immunity to any effect that requires a Fortitude save (unless the effect also works on objects or is harmless). Undead are not at risk of death from massive damage, but are immediately destroyed when reduced to 0 hit points. They are not affe