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Tirana's Lair, Part 6 (Desnus (V) 1st, 4709 AR)

The heroes continued their exploration. Shambling Nightmare.  The thorny plants that cover this room are dangerous to most creatures. Anyone moving through this room at a fast speed automatically takes damage, as does anyone who falls prone. The room’s guardians were immune to this damage. In addition, the tangling roots make it impossible to charge and increase the difficulty of acrobatics, although they do not slow movement. The plants themselves are not the room’s only hazards. The faintly glowing magically treated water in the wall fountain and the central irrigation trench is highly acidic. Both the fountain and trench are 5 feet deep and filled more than halfway with the glowing, weed-choked water. Any non-plant creature touching it takes acid damage. A 20-pound stone chest containing treasure sat at the bottom of the wall pool. The chest sat on a pressure plate which, when disturbed, caused the fountainhead to spray acid on everyone within range.  Secured in the chest was a  bel

Elemental, Water

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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. A native outsider 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. Elemental:  An elemental is a being composed entirely from one of the four classical elements: air, earth, fire, or water. They have immunity to bleed, paralysis, poison, sleep

Mummies

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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

Shambling Mounds

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Plant: Plants are vegetable creatures. Note that regular plants, such as one finds growing in gardens and fields, are not creatures, but objects, even though they are alive. They have low-light vision. Plants have immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). They have immunity to paralysis, poison, polymorph, sleep effects, and stunning. Plants breathe and eat, but do not sleep.

Culling Goggles

Aura faint necromancy; CL 3rd Slot eyes; Price 9,000 gp DESCRIPTION These goggles have dark, almost black lenses bound in brown leather cured from the skin of a sentient humanoid. Wearing these goggles lets you view your surroundings as if under the constant effect of a deathwatch spell extending 30 feet. Additionally, three times per day, you may touch a creature and trigger a death knell  effect, as the spell. CONSTRUCTION Requirements Craft Wondrous Item, death knell, deathwatch ; Cost 4,500 gp

Tirana's Lair, Part 5 (Desnus (V) 1st, 4709 AR)

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The heroes continued their exploration. Recycler: This impressive piece of machinery is the complex’s recycling unit. When a creature dies and is placed inside the crucible, the machine breaks down the corpse and leaches any remaining life force from it. The machine then concentrates and extrudes the leached life force, via the spigot, in the form of cure potions. The process takes 1 hour, and the strength of the potion is proportional to the vitality of the creature processed. Corpses must remain mostly intact for this process to work, making divided bodies useless. There are obscure diagrams engraved on the machine’s carapace. To use this device, the heroes pulled the leftmost lever, forcing open the crucible door and revealing a steel-lined alcove big enough to hold a Large creature. Opening the door caused the light to glow red. Placing a corpse inside and pulling the lever again closed the door. When that happened, pulling the right lever initiated the extraction sequence and swit

Tirana's Lair, Part 4 (Gozran (IV) 30th-Desnus 1st (V), 4709 AR)

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In addition to the trap, a will-o’-wisp floated invisibly in the the room when the heroes arrived. It was quick to add its malicious shock attacks to the mix, particularly when the party seemed to be overcoming the trap with ease. Alchemy Lab.  The amount of liquid bubbling up through the blue skull is enough to fill up the cauldron at least twice. The red powdered reagent can only be used once. The paintings on the north wall are a cryptic primer on how the cauldron can be used, although not all the inferred results were desirable. Alchemical Mixtures.  When mixed, the powders and liquids created at least one powerful and dangerous concoction. Blue Liquid/Red Powder:  Alkahest. This fluid was a clear acid incapable of dissolving the cauldron. When the heroes placed the amber-encrusted key in the liquid, the alkahest dissolved the amber, leaving the unharmed key at the bottom of the empty cauldron. The alkahest evaporated as it dissolved the amber. This key activates the Scrying Pool.

Granule Construct Swarm

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Construct: A construct is an animated object or artificially created creature. They have low-light vision. They have darkvision. They have immunity to all mind-affecting effects (charms, compulsions, morale effects, patterns, and phantasms). They have immunity to bleed, disease, death effects, necromancy effects, paralysis, poison, sleep effects, and stunning. They cannot heal damage on their own, but often can be repaired via exposure to a certain kind of effect or through the use of the Craft Construct feat. Constructs can also be healed through spells such as make whole . A construct may have the fast healing special quality. They are not subject to ability damage, ability drain, fatigue, exhaustion, energy drain, or nonlethal damage. They have immunity to any effect that requires a Fortitude save (unless the effect also works on objects, or is harmless). A construct cannot be raised or resurrected. Constructs do not breathe, eat, or sleep. Swarm:  A swarm is a c

Dragons

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A dragon is a reptile-like creature, usually winged, with magical or unusual abilities. They have darkvision and low-light vision. They have immunity to magic sleep effects and paralysis effects. Dragons breathe, eat, and sleep. True dragons are divided into two broad categories: chromatic and metallic. Chromatic dragons are almost universally evil, seeking only to slake their endless lust for food, treasure, and bloodshed. Metallic dragons are generally good and often protect the lands under their care. Each dragon has a breath weapon. Their areas vary with the dragon’s size and type. A dragon can use its breath weapon when it is grappling or being grappled. Dragons have darkvision and blindsense. They see four times as well as a human in dim light and twice as well in normal light. They have spell-like abilities. A dragon knows and casts arcane spells as a sorcerer. Its power depends on its age. Dragons become resistant to weapons damage as they age, except for magi

Will o'Wisps

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Aberration: An aberration has a bizarre anatomy, strange abilities, an alien mindset, or any combination of the three. They have darkvision. Aberrations breathe, eat, and sleep. Air:  Air creatures are usually outsiders with a connection to the Elemental Plane of Air. Air creatures always fly and usually have perfect maneuverability.