Fashioned by the famed and venerable dwarven blacksmith Tibal, this shiny scale-like armor gives off a perpetual light when worn. It is not armor with a light spell cast upon it, but a rather strange force that is not understood by either mages nor clerics.
It gives off a faint glow of magic, but that is not due to what powers the light. Nobody is quite sure why this particular suit of ancient armor gives off such a glow.
Light armor is, in fact, a light armor, so it affects the abilities of spellcasters and rogues much like leather armor.
It turns out it is powered by the heart of a silver dragon named Saribet which once lived high in the mountains. As such, this armor affords a 50% damage reduction against all things draco.
Since this item is unique, its value is priceless. Its location is unknown.
Tuesday, January 22, 2008
Monday, January 21, 2008
Saribet's Heart
High in the mountains, this dragon once perched above the trees, serving the powers of good and protecting the land from his chromatic brethren. However, it is said that a sneaky dwarf mage posing as a lady dragon once stole his heart. His old home lies high in the mountains in a place where no dwarves dare return, lest they be haunted by his troubled spirit. They need someone else to investigate the matter.
Saribet has long-since passed, having literally died when he lost his figurative heart, but his spectre is said to haunt the alpine valleys of the Sarhumet Mountains, named for his father, a demi-god among dragons. The dwarves who live in the villages still shake and shudder along with their homes when they feel the cold winds of winter. Strong winds accompanied by the howl of a distant spirit is enough to keep anyone indoors during these months. However, this is exactly when the party arrives.
It is said that his enormous footsteps can still be found in snowbanks high in the passes. Saribet's heart has been taken somewhere outside of Sarhumet, and he cannot rest until it is returned, and thus, neither can the dwarves. They have taken to writing sad tales of love and loss, rather than fashioning high-end items to the rest of the land, so the effects of this situation are felt throughout Proppian.
News of this story travel throughout the land as the dwarven tales have found their way onto the playlists of many a Proppian bard. It is likely that the party has heard about this situation through just such a tale.
Saribet has long-since passed, having literally died when he lost his figurative heart, but his spectre is said to haunt the alpine valleys of the Sarhumet Mountains, named for his father, a demi-god among dragons. The dwarves who live in the villages still shake and shudder along with their homes when they feel the cold winds of winter. Strong winds accompanied by the howl of a distant spirit is enough to keep anyone indoors during these months. However, this is exactly when the party arrives.
It is said that his enormous footsteps can still be found in snowbanks high in the passes. Saribet's heart has been taken somewhere outside of Sarhumet, and he cannot rest until it is returned, and thus, neither can the dwarves. They have taken to writing sad tales of love and loss, rather than fashioning high-end items to the rest of the land, so the effects of this situation are felt throughout Proppian.
News of this story travel throughout the land as the dwarven tales have found their way onto the playlists of many a Proppian bard. It is likely that the party has heard about this situation through just such a tale.
Thursday, January 17, 2008
Aeol "Skinny" Schinne
Hailing from the Republic of Esrun, Aeol has traveled across the northwestern stretch of Farghoal, fighting creatures ranging from hobgoblins and gnolls, to the feared haunts of Torrid Wood. He spends a lot of time in and around Karthidn, and is looking for work as a mercenary, which, with his reputation will not be difficult. However, he chooses his contracts wisely, which is why he is still alive.Aeol "Skinny" Schinne CR 4
Male Human Fighter 4
CG Medium Humanoid
Init: +1 Senses: Listen +2, Spot +2
Languages: common;
AC: 15 touch 11, flatfooted 14
HP: 40 (HD 4d10+8)
Aura: None
Resist: None
Immune: None
Fort: +7 Ref: +3 Will: +4
Weakness / vulnerabilities: None
Speed: Walk 30 ft.
Attack: Masterwork Crossbow (Light) +7; *Trident +7; *Trident (Thrown) +6; (Masterwork Crossbow (Light) 1d8+2; *Trident 1d8+4; *Trident (Thrown) 1d8+2;)
Full Attack: weapon +? (damage / crit range)
Attack Options:
Space / Reach: 5 ft. / 5 ft.
Base Attack: +? Grapple: +?
SQ: None
SA: None
Feats: Armor Proficiency (Heavy), Armor Proficiency (Light), Armor Proficiency (Medium), Martial Weapon Proficiency, Rapid Reload (Crossbow (Light)), Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Finesse, Weapon Focus (Trident, Crossbow (Light)), Weapon Specialization (Trident, Crossbow (Light)),
Abilities Str 15 Dex 13 Con 14 Int 12 Wis 14 Cha 10
Face / Reach: 5 ft. / 5 ft.
Special Qualities:
Skills: Appraise: 1; Balance: 1; Bluff: 0; Climb: 7; Concentration: 2; Craft (Untrained): 1; Diplomacy: 0; Disguise: 0; Escape Artist: 0; Forgery: 1; Gather Information: 1; Handle Animal: 4; Heal: 2; Hide: 0; Intimidate: 1; Jump: 3; Listen: 2; Move Silently: 0; Ride: 7; Search: 1; Sense Motive: 3; Spot: 2; Survival: 2; Swim: 2; Tumble: 0;
Possessions: Belt (BELT); Bolts, Crossbow (10); Bolts +1 (Crossbow/10); Boots (Save Bonus (Luck) (+1)); Gauntlets (GAUNTLET); Masterwork Chain Shirt; Masterwork Crossbow (Light); Peasant's Outfit; Potion of Cure Light Wounds; Potion of Cure Moderate Wounds; Trident;
Labels:
character,
character level 4,
esrun,
fighter,
human
Wednesday, January 16, 2008
Alabaster
OverviewVillage: AL LN; 1,200gp limit; Assets 700,000gp; Population 520; Mixed (75% human, 15% half-orc, 5% dwarf, 5% other)
Alabaster rests along the western edge of a vast rocky plateau. Men and half-orcs have dug mines deep into the rock and have excavated alabaster from its core, hence the town's name.
The rocks are moved south to Junction and north to Trover and the other regions of the Jæruel. The merchants of Alabaster are also known for their stained glass.
Architecture
Due to the abundance of alabaster in the area, the wooden homes are all adorned with small walls and cornerstones of alabaster. The town hall in the center of the village is built entirely of alabaster, with tall spires and large arches that the large slabs of carved stone allow.
Layout
The town is completely built around the idea of mining the stone along the eastern edge of the village, and all the main roads run along its edge. Smaller roads that lead to the homes of miners and the small amount of services run west along Broadsword St. from this eastern edge. The rest of the town sprawls over the vast expanse of the plains from there, mostly along Jæruel Loop. A cluster of servant quarters provides the buffer from the main town to the wealthier homes. Some of the wealthier stone homes on the west edge of the village are an acre or more apart.
Two guard towers manned by 5 level 3 guards watch over the western plains, and a garrison of 25 Jæruel militiamen led by a level 7 fighter stands on a small hill in the north part of the village.
The dwarves which have chosen to live in the town, as they are well-paid consultants to the miners, live nestled in the rock near the mines.
Map

Persona
Edmund Van Riggle: a level 8 noble, mayor of Alabaster and local Jæruel minister. Edmund lives in the westernmost wealthy residence with his brother.
Tarn Snagfoot: a lvl 6 half-orc mining foreman that rules over the half-orcs in town. Tarn lives in the largest house in the Half-orc camp on the northern edge of town. He has two 4th level bodyguards who are always at his side.
Finn Van Riggle: a level 8 mage from the Phyloctæte.
The miners of Alabaster are a tough, yet on the whole a lawful bunch. They enjoy the long hours honing their craft, and are well compensated, since the alabaster fetches a hefty sum in the neighboring towns. They are also a devout group, the humans worshipping Kord and the orcs Luthic in two large cathedrals in the center of town. Though there is a slight divide between the groups, they each know each other's roles in their prosperity, so they limit their trash talking to their own social circles.
Plot Points
The intrigue in Alabaster stems from the displacement of the non-mining locals, as well as the distinct lack of women in the town. There are no families, and the only women are those who serve the men's carnal desires. This leads to occasional outbursts of violence over them, as certain miner feel under-compensated in the flesh department.
In addition, there are multiple shafts which are off limits to many of the miners. There are rumors that something other than alabaster has been found there, and there are certain miners which have been picked to work the night shift to extract whatever this substance is.
There are also rumors of mages visiting the mines under cover of darkness. Certain perceptive and superstitious miners have put he two together and fear the worst. A mage by the name on Finn Van Riggle (brother of the mayor) has recently moved to the village and is staying in his brother's large home on the west end of town. There are those who say he takes the form of a large black cat in order to explore the region at night.
Tuesday, January 15, 2008
Yoven, Poison Pixie
An evil offshoot of the forest-dwelling pixies, these fey delight in sewing lies and poisoning the minds of people.
Poison pixies are usually about the size of goblins, weighing around 60 pounds, and stand between 3 and 4 feet tall.
They tend to be attractive much like elves and normal pixies, although when they let their masks of deception fall their faces become hideous to behold as they twist with hatred and malice.
Poison Pixies possess the following racial characteristics:
* -2 Strength, +4 Dexterity, +2 Intelligence, +2 Wisdom, +6 Charisma.
* Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* Base land speed is 30 feet.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision
* Skills: Poison Pixies have a +2 racial bonus on Listen, Search, and Spot checks. In addition, bluff is always a class skill for Poison Pixies.
* Special Qualities: Damage reduction 5/cold iron, spell resistance equal to 15 + class levels.
* Special Abilities: 3 / day - disguise self, suggestion, command and charm person.
* Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
* Favored Class: Sorcerer.
* ECL +2
Presented below is an example of a Poison Pixie, Yoven. A fairly typical member of her race, she enjoys attending the fey dances near a old, inactive gateway to the abyss. There, she sets other fey against each other by whispering lies in their ears.
Yoven CR 5
poison pixie sorcerer 3
chaotic evil female small fey
Init: +2 Senses: Listen +?, Spot +?
Languages: Sylvan, Common
AC: 14 (+2 dex, +2 armor) touch 12, flatfooted 12
HP: 11 (HD 3d4)
Resist: +2 vs enchantment & charm, Spell Resistance 18, Damage Reduction 5 / cold iron
Immune: magical sleep
Fort: +1 Ref: +3 Will: +4
MV: 30 ft.
Attack: +3 dagger (1d4-1) or +3 shortbow (1d6)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +1 Grapple: +0
SA: sorcerer spells, spell-like abilities
Feats: weapon finesse, spell focus enchantment
Abilities Str 8 Dex 15 Con 11 Int 12 Wis 13 Cha 17
Skills: 18 skill points Bluff + 12, Concentration + 4, Knowledge (Arcana) + 5, Spellcraft +5.
Spells Available (DC 13 + spell level)
0th (6/day): guidance, ray of frost, prestidigitation, daze, ghost sound
1st (5/day): sleep, color spray, reduce person
Spell-Like Abilities: 3 / day - disguise self, suggestion, command and charm person. (DC 13 + spell level - saves are charisma based)
Possessions: leather armor, dagger, shortbow, 10 arrows.
Familiar: snake familiar.
Poison pixies are usually about the size of goblins, weighing around 60 pounds, and stand between 3 and 4 feet tall.
They tend to be attractive much like elves and normal pixies, although when they let their masks of deception fall their faces become hideous to behold as they twist with hatred and malice.
Poison Pixies possess the following racial characteristics:
* -2 Strength, +4 Dexterity, +2 Intelligence, +2 Wisdom, +6 Charisma.
* Small size. +1 bonus to Armor Class, +1 bonus on attack rolls, +4 bonus on Hide checks, -4 penalty on grapple checks, lifting and carrying limits ¾ those of Medium characters.
* Base land speed is 30 feet.
* Immunity to magic sleep effects, and a +2 racial saving throw bonus against enchantment spells or effects.
* Low-Light Vision
* Skills: Poison Pixies have a +2 racial bonus on Listen, Search, and Spot checks. In addition, bluff is always a class skill for Poison Pixies.
* Special Qualities: Damage reduction 5/cold iron, spell resistance equal to 15 + class levels.
* Special Abilities: 3 / day - disguise self, suggestion, command and charm person.
* Automatic Languages: Common, Sylvan. Bonus Languages: Elven, Gnome, Halfling.
* Favored Class: Sorcerer.
* ECL +2
Presented below is an example of a Poison Pixie, Yoven. A fairly typical member of her race, she enjoys attending the fey dances near a old, inactive gateway to the abyss. There, she sets other fey against each other by whispering lies in their ears.
Yoven CR 5
poison pixie sorcerer 3
chaotic evil female small fey
Init: +2 Senses: Listen +?, Spot +?
Languages: Sylvan, Common
AC: 14 (+2 dex, +2 armor) touch 12, flatfooted 12
HP: 11 (HD 3d4)
Resist: +2 vs enchantment & charm, Spell Resistance 18, Damage Reduction 5 / cold iron
Immune: magical sleep
Fort: +1 Ref: +3 Will: +4
MV: 30 ft.
Attack: +3 dagger (1d4-1) or +3 shortbow (1d6)
Space / Reach: 5 ft. / 5 ft.
Base Attack: +1 Grapple: +0
SA: sorcerer spells, spell-like abilities
Feats: weapon finesse, spell focus enchantment
Abilities Str 8 Dex 15 Con 11 Int 12 Wis 13 Cha 17
Skills: 18 skill points Bluff + 12, Concentration + 4, Knowledge (Arcana) + 5, Spellcraft +5.
Spells Available (DC 13 + spell level)
0th (6/day): guidance, ray of frost, prestidigitation, daze, ghost sound
1st (5/day): sleep, color spray, reduce person
Spell-Like Abilities: 3 / day - disguise self, suggestion, command and charm person. (DC 13 + spell level - saves are charisma based)
Possessions: leather armor, dagger, shortbow, 10 arrows.
Familiar: snake familiar.
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