Saturday, May 30, 2009

Roadside Shrines

Roadside Shrines are found throughout Farghoal. Some are even far off the road, in the middle of the wilderness. Wherever people have found a reason to note a piece of ground, shrines can be found.

These shrines have multiple uses:

* providing a location to worship while on the road
* providing a source of (holy) water for travelers
* consecrating an area that once was tainted
* memorializing an event, such as a successful battle or a treaty
* memorializing a hero, especially one of the traveling saints
* providing spiritual or holy defense of an area

Sample Roadside Shrines

In the Central Valley, shrines are common roadside reminders of times past. The rich histories of the people who live in the valley are woven together in detailed, sometimes cryptic poetry and prose.

Every mile or so (twenty minutes walk) between towns and inns there is some shrine serving as a reminder of the teamwork and sharing that keeps the valley thriving.

Some towns have markers in the form of shrines on every corner, telling some part of the story. Though these have mostly taken on a more secular meaning. Those that have not are homages to Farlagn, though others praise Pelor, Moradin, or Toddemere Wolfhaven, a minor god of travel.

Monday, May 25, 2009

Soup Stone

Dropped into a cauldron or pot filled with water, this knobby stone will leak the taste of onions, carrots, potatoes, and other root vegetables into the mix, proving a nutritious and tasty meal. The stone shrinks by a negligible margin with each use; a new soup stone lasts up to a year.

This meal will not cover all the nutritional needs of an adventurer, but will provide more than half, making soup stones a valuable, if not expensive item. Multiple soup stones add to the nutritious value of the meal, and make the meal tastier.

Unfortunately, if soup stones get wet (by rain or accidental dunking in a river), they wear away much quicker.

To make a soup stone, the caster must be able to create food through magical means and must be able to enchant objects. Price: 750 gp.

Drawing by Ben Dare.

Monday, May 18, 2009

Trangúll Dřevo Rumors

The following are quotes that various people who have heard of Trangúll Dřevo, or who are putting the party on, will say to them.

"It is said that southwest of Olde Bay is an ancient wood, wherein lives elf folk. Mischevious, kiniving they are, and will steal your pack if you don't keep it close you. Be careful traveling in those parts."

"I daresay, you should never head there. Only death and despair. 'Tis why the Olde Bay's been so haunted all these years. Foul beasts come form there, beasts half stone and half flesh. Carry you out to their island. Don't go into those woods."

"I never venture south of the Bay. Recommend you don't either. It is said there is a haunted wood down there. Filled with dark fey folk."

"In the heart of Trangúll Dřevo is a portal to another world -- on the other end is a dragon. Can't imagine anyone would ever want to find it."

"We have seen wandering patrols of armed men dressed in deep robes, with shiny armor sneaking out from under their adornment. Their faces have a slight green hue, and they are armed with impressive weapons. If you're heading there, be sure to be well armed, or you will face certain disaster."

Saturday, May 09, 2009

Byzozius

Byzozius is an ancient unicorn who lives in the Forest of Light on Solania, a subplane of Celestia, accessible from a portal in the center of Trangúll Dřevo, a giant elven forest in Farghoal full of fey creatures. It is by making connections with them, and serving them for a time, that he is able to be encountered.

Byzozius lives on, but has grown weak and withered without his horn. Byzozius' horn was carved by Kardâsuan, an elven carver who didn't know its origin.

Fully restored with his horn, Byzozius has the following stats. Without his horn, Byzozius is roughly as powerful as a heavy war horse. This makes his very vulnerable until restored with his horn.

Byzozius (Level 11 Celestial Charger)
Size/Type: Large Magical Beast (Extraplanar, Celestial)
Hit Dice: 8d10+11d8+75 (177 hp)
Initiative: +10
Speed: 60 ft. (12 squares)
Armor Class: 27 (-1 size, +5 Dex, +7 natural, +5 bracers of armor +6), touch 13, flat-footed 20
Base Attack/Grapple: +15/+26
Attack: Horn +24 melee (1d8+10)
Full Attack: Horn +24 melee (1d8+10) and 2 hooves +16 melee (1d4+3)
Space/Reach: 10 ft./5 ft.
Special Attacks: Turn undead 13/day, smite evil, ride-by attack, spells
Special Qualities: Damage reduction 10/magic, darkvision 60 ft., immunity to poison, charm, and compulsion, low-light vision, magic circle against evil, resistance to acid 10, cold 10, and electricity 10, scent, spell-like abilities, spell resistance 20, wild empathy
Saves: Fort +18, Ref +14, Will +20
Abilities: Str 24, Dex 20, Con 20, Int 13, Wis 29, Cha 22
Skills: Concentration +15, Knowledge (nature) +10, Knowledge (planes) +12, Knowledge (religion) +8, Listen +15, Move Silently +19, Spellcraft +12, Spot +17, Survival +15 (+17 aboveground)*
Feats: Alertness, Combat Casting, Extra Turning, Improved Initiative, Improved Turning, Run, Skill Focus (Survival)
Environment: Celestia
Organization: Unique, solitary
Challenge Rating: 17
Treasure: None
Alignment: Chaotic good
Advancement: 11 Cleric levels
Level Adjustment: +12 (cohort)

Byzozius is an 11 HD celestial unicorn with eleven levels of cleric.

A unicorn has deep sea-blue, violet, brown, or fiery gold eyes. Males sport a white beard.

A typical adult unicorn grows to 8 feet in length, stands 5 feet high at the shoulder, and weighs 1,200 pounds. Females are slightly smaller and slimmer than males.

Unicorns speak Sylvan and Common.

Skills

Unicorns have a +4 racial bonus on Move Silently checks. *Unicorns have a +3 competence bonus on Survival checks within the boundaries of their forest.

Combat

The save DC for this celestial charger’s neutralize poison ability (DC 20) is adjusted for its greater Hit Dice and altered Charisma score.

Byzozius’ natural weapons are treated as magic weapons for the purpose of overcoming damage reduction.

Smite Evil (Su): Three times per day, Byzozius can make a normal melee attack to deal 15 points of extra damage against an evil foe.

Magic Circle Against Evil (Su): Three times per day, Byzozius can create a 20' magic circle against evil, as the spell, with the larger area of effect.

Cleric Spells Prepared (6/7/6/5/4; save DC 18 + spell level)

0th: detect magic, detect poison (2), light, virtue (2)
1st: bless (2), calm animals*, obscuring mist, remove fear, sanctuary, shield of faith
2nd: aid* (2), animal messenger, lesser restoration, remove paralysis, shield other
3rd: prayer, protection from energy, remove curse, searing light (2)
4th: air walk, divine power, holy smite*, restoration
5th: atonement, flame strike, spell resistance
6th: blade barrier, wind walk

*Domain spell. Domains: Animal and Good.