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58 posts. Alias of Aberzombie.



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Scarab Sages

James Van Der Beek, ‘Dawson’s Creek’ and ‘Varsity Blues’ star, dead at 48

Sad to hear. I can't say I ever watched anything he was in, but I do recall my favorite sister-in-law being a Dawson's Creek fan. Rest in Peace.

F#@k Cancer.

Scarab Sages

3 Doors Down frontman Brad Arnold dead at 47

I enjoyed the band's music. Sad to see him pass at such a young age. F#@k cancer.

Scarab Sages

'Sanford and Son' star Grady Demond Wilson dead at 79

I remember the show from my youth, though I was probably too young to get some of the humor. He was great alongside Redd Foxx.

F@$# cancer.

Rest in Peace.

Scarab Sages

'Home Alone' star Catherine O'Hara dead at 71

Very sad to hear. She was magnificently funny, and a wonderful actress. Rest in Peace.

Scarab Sages

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I just heard about this. He passed away a few days ago. His 90th birthday would have been yesterday. It’s sad that he died, but his career was long and his work fantastic.

Rest in Peace.

Scarab Sages

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Peter Greene, actor known for 'Pulp Fiction' and 'The Mask,' dead at 60

Sad to hear. He was never a huge name, but he had some great roles. I always remember his brief appearance in The Usual Suspects. Rest in Peace.

Scarab Sages

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Sixties 'sex kitten', animal rights activist Brigitte Bardot dead at 91

She was a beautiful and did a lot to protect animals. Rest in Peace.

Scarab Sages

Trailer for Nolan's Odyssey.

It looks impressive, but I'm not all that up with the cast. Particularly, I just don't see Matt Damon as a good Odysseus, even though I like him as an actor. Nor do I think much of Zendaya as Athena. Although I do think Charlize Theron as Circe is really great casting.

I'm also a little iffy on trying to do the Odyssey as a single movie (as near as I know, he's only doing the one). To me, in order to do the story justice it'd have to be either a 2 or 3 part movie, or a TV series.

Scarab Sages

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Gil Gerard, actor best known for playing ‘Buck Rogers,’ dead at 82

So sad to hear. His Buck Rogers was an a big part of my youth. Rest in Peace.

Scarab Sages

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Hollywood director Rob Reiner and wife Michele found dead

Sad to hear. He used to make some great movies. Rest in Peace.

Scarab Sages

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Cary-Hiroyuki Tagawa, actor who performed in ‘Mortal Kombat,’ has died at 75

NOOOOOooooooo!!!!

Such a wonderful actor. One of my favorites. I think my favorite of his films are Mortal Kombat (of course) and Rising Sun, but he had many other great roles. I think he was one of the few things that made the godawful Tim Burton Planet of the Apes worth watching. And he was vastly underused (but still memorable) in The Phantom. And he was the voice of Sword Father in Blue Eye Samurai. I think that was his last role.

Scarab Sages

Steve Cropper, Blues Brothers guitarist and Stax Records legend, dies at 84

A brilliant guitarist. Rest in Peace.

Scarab Sages

A wonderful, but kind of sad documentary about the life and career of the great John Candy. He was an incredibly talented and funny man whom we lost way too soon. It's been out for awhile, but the wife and I finally got around to watching it last night.

I hadn't realized just how long it's been since he passed. 31 years now.

Surprisingly, this was directed by Colin Hanks (son of Tom Hansk), and put together by Ryan Reynolds. I heard a story about the making of the documentary - one of the most difficult parts was actually finding Dan Akroyd for an interview. Apparently, he's VERY private. Supposedly, Reynolds arrived at his house, spent the night, had breakfast the next morning, then they interviewed for several hours. After that, he had to leave.

Scarab Sages

Udo Kier, German Actor Who Appeared in ‘My Own Private Idaho,’ ‘Andy Warhol’s Frankenstein,’ Dies at 81

A wonderful actor. Of course, my favorite film with him is Blade. Rest in Peace.

Scarab Sages

Trailer

It's got a 12 Monkeys feel, but with way more humor. Maybe not a "see in theaters", but could be a good one to stream.

Scarab Sages

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This is a new show on Netflix. Chapter One, consisting of 6 episodes, just dropped last Thursday.

Think Squid Game meets The Last Samurai. Here's the synopsis:

During the Meiji era (late 19th century), 292 fighters came together at Tenryū-ji Temple in Kyoto after sunset, drawn by the chance to win a grand prize of ¥100,000. The challenge was clear: take each other's wooden tags and make it all the way to Tokyo. The winner would get the prize. One of the warriors, Shujiro Saga, joined the dangerous contest with a personal mission: to help his sick wife and child.

Some great characters. Fantastic fight choreography. And the story has more to it than just a bunch of folk fighting. It's got political intrigue and personal drama unfolding as well. Really entertaining.

Scarab Sages

Diane Ladd, Oscar-Nominated Actress and Mother to Laura Dern, Dies at 89

Sad to hear. She was a wonderful actress. And she gave us Laura Dern, who helped give us Jurassic Park. Rest in Peace.

Scarab Sages

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TEASER TRAILER!!!

Aw, yeah! Now we have the movie title, it seems. This is one the boy and I will definitely catch in theaters. HAPPY GODZILLA DAY!

Scarab Sages

I finally got around to watching this movie last night, after hearing so many good things about it. Great film. The story was solid. The acting was great. I think it lived up to the hype.

Amy Madigan (nearly unrecognizable) was delightfully creepy as Aunt Gladys. I thought Josh Brolin might be a bit too old to play the father of an elementary school student, but it's not unpossible. And he's such a great actor anyway.

It's reported financial success is pretty impressive as well. A box office of something like $267 million off a reported $38 million budget. Even factoring in marketing, that's impressive. I heard there was also a bidding war among studios for the movie. Julia Garner did well. As did Alden Ehrenreich and Benedict Wong.

Scarab Sages

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June Lockhart, warmhearted star of ‘Lassie’ and ‘Lost in Space,’ dies at 100

A legend from Hollywood’s golden age. Rest in Peace.

Scarab Sages

Diane Keaton, Oscar-winning star of ‘Annie Hall’ and ‘The Godfather,’ dies at 79, reports say

I've enjoyed her acting since I first saw The Godfather as a young lad (this was sometime back in the 80s). Rest in Peace.

Scarab Sages

Moody Blues singer John Lodge dead at 82 ‘suddenly and unexpectedly’

Scarab Sages

It's been 5,567 days since the release of A Dance with Dragons, and I thought the Game of Thrones TV series ended horribly. Nevertheless, I've enjoyed House of the Dragon, and am looking forward to this series as well (also enjoyed those stories).

Here's the Trailer.

It looks a bit more light-hearted than the other series. If I recall correctly, the stories were the same way.

Scarab Sages

Teaser Trailer

Frankenstein's Monster and his Bride meets Bonny and Clyde. Could be interesting. Though the movie premise also has me a bit leery.

I'm trying to recall any decent movies released in the last few years with the "classic" monsters, and I can't. Plus, this is only Maggie Gyllenhaal's third turn as a director (I think), and it might be her first turn at writing. Not to mention this has already been delayed twice it seems, which makes me wonder if the studio doesn't have a lot of confidence in it. So I shall be I shall be cautiously pessimistic.

I probably won't see it in a theater, but might give it a go when it drops to streaming.

Scarab Sages

I didn't see a thread for this, so....

Anyway, I heard about this series awhile back from some youtube personalities I watch. Several of them recommended it, but at the time I was busy with other things and didn't watch it. Finally got around to seasons 1 & 2 a few months back. And now season 3 dropped yesterday.

I love the characters. Ann is probably my favorite. Though all the main characters are very interesting. I didn't like Chishiya at first but warmed up to him by the end of the series.

The setting and story itself was intriguing. I'm toying with the idea of getting the manga to read, but that'd be a lot of effort. Plus, I'm not sure I have the shelf space.

Season One was pretty cool. Though I thought it could have been extended a bit and have the Beach only come in towards the end. Season two could have focused more on the Beach itself, culminating in the Witch Hunt (one of my favorite of all the games). As is, I loved the structure of first gathering all the number cards, then unlocking the face cards. The death matches against the citizens were cool. I wish we'd seen more of them. That King of Spades was a beast.

Anyway, now I'm four episodes in to Season 3. I'm enjoying it, especially the creativity of some of the games (despite how brutal they are), with mixing aspects of the different suites (Clubs & Hearts, Clubs & Diamonds, etc.). Still, it feels rushed. There hasn't been enough time to really build up a lot of the new characters. And with only two episodes to go, I worry they won't give a really good ending (like they did with Season 2).

Scarab Sages

Robert Redford dead at 89

He was a legend of Hollywood. Wonderful actor, with some great films in his long career. Rest in Peace.

Scarab Sages

Official Title Announcement

My family enjoyed the first movie back in 2023. And it made a good bit of money. So I guess this was inevitable. Hopefully, this sequel will be as fun,

Scarab Sages

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Polly Holliday, 'Alice' actress, dead at 88

Younger folk around here might not remember her, but I recall watching the show Alice with my parents as a young lad. I remember she was always pretty funny.

"Kiss my grits!"

Rest in Peace.

Scarab Sages

Trailer for the documentary

He was such an awesome comedic actor, with so many great movies. I remember being shocked and saddened when he passed.

Scarab Sages

Graham Greene Dies: Oscar-Nominated ‘Dances With Wolves’ Actor Was 73

Very sad to hear. I have two favorite movies he was in. Maverick, with Mel Gibson and James Garner. Greene was funny as hell in that. Then there was Thunderheart, with Val Kilmer.

Rest in Peace.

Scarab Sages

Trailer

I thought the first movie was great, so I was excited to hear they were doing a sequel. And it reminds me of an 80s action movie - good guy killing filthy commies.

Scarab Sages

Trailer

A supernatural horror movie from the perspective of the dog. It looks interesting.

From what I was reading, it took something like 3 years to film, mostly because this is the director's own dog. Not an animal trained for film work.

Scarab Sages

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Terence Stamp, General Zod in 'Superman' and 'Billy Budd,' dead at 87

Sad to hear. He was fawesome! Rest in Peace.

Scarab Sages

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Famed Apollo 13 moon mission commander Jim Lovell dead at 97

Wasn't sure where else to put this. I consider him an American hero, and a legend of space exploration. Rest in Peace.

Scarab Sages

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Loni Anderson of the hit TV series 'WKRP in Cincinnati' has died

Sad to hear. I liked her in WKRP.

Scarab Sages

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Hulk Hogan, WWE legend, dead at 71

Damn, that sucks. Hogan was weird, but entertaining. As I recall, he once lifted Andre the Giant off the mat in a match. Rest in Peace.

Scarab Sages

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Malcolm-Jamal Warner 'Cosby Show' Alum Dead at 54 ...Accidental Drowning

Very sad to hear. Far too young. Rest in Peace.

Scarab Sages

Another Robert Eggers film. From what I've read, it'll be set in 13th century England, and they're trying to use period language. Aaron Taylor-Johnson has been reportedly set to star. Willem Dafoe is said to also have joined the cast. Lily-Rose Depp is apparently in talks as well.

I've enjoyed several of his other films, including Nosferatu. I'm looking forward to this. We'll have to wait until Christmas of 2026, though.

Scarab Sages

Trailer

With Karl Urban as Johnny Cage. The other day they also released a fake trailer for a Johnny Cage movie.

Scarab Sages

‘Legend of Zelda’ Live-Action Movie Casts Bo Bragason and Benjamin Evan Ainsworth as Zelda and Link

Although I haven't played a Zelda game in a long time, I've been a fan since the original game. I'd heard they were coming out with a live action movie, but this is the first news I can recall seeing.

Seems like decent casting choices. I'm familiar with the dude. He was in Haunting of Bly Manor.

Scarab Sages

Julian McMahon Dies: ‘Nip/Tuck’, ‘Fantastic Four’, ‘FBI: Most Wanted’ Star Was 56

Many years ago, the TV show Charmed was kind of a guilty pleasure. I also liked his turn as Doctor Doom. F#@k cancer.

Rest in Peace.

Scarab Sages

'Reservoir Dogs' actor Michael Madsen dead at 67

Sad to hear. I liked a lot of the movies he was in. Rest in Peace.

Scarab Sages

1 person marked this as a favorite.

Jim Shooter, Former Marvel EIC, Dead At Age 73

He had his share of controversy, and was by no means perfect, but he certainly left a mark on the industry. F#@k cancer. Rest in Peace.

Scarab Sages

Here's the trailer

Sequel to the Norwegian film from a few years back. Looks interesting.

Scarab Sages

Here's the Trailer

I recall the book being entertaining. Though I didn't enjoy it as much as I did The Martian. The movie looks like it could be good as well, judging from the trailer.

Scarab Sages

I just learned this movie is being made, with the great John Astin returning as Professor Mortimer Gangreen. No trailer yet. I just thought it was too funny not to share.

Scarab Sages

‘Bad Company’ Guitarist Mick Ralphs Dead At 81

Great musician for one of the all-time great American rock bands. Rest in Peace.

Scarab Sages

I've yet to watch any other shows Jeremy Clarkson is part of, but I kept hearing good things about this one. Since it was only four seasons, with 8 episodes in each, the wife and I decided to give it a go.

It's been pretty entertaining. For a "reality" show, I was surprised to see it steer clear of a lot of personal drama and focus so much on the actual running of the farm, with all the insanity that entails. Clarkson himself is funny, although occasionally comes across as a stubborn jackass. He does genuinely seem to care for and enjoy the farming and want to make success of it.

I like all the other characters as well. My favorite is Gerald, mostly because I can barely understand a word he's saying. Cheerful Charlie comes across as really practical and highly intelligent.

I've heard that other farmers in the UK really like the show and the spotlight it shines on how difficult they have it. The go through a lot of crap (especially from the vagaries of weather and bureaucratic regulations).

Anyway, it's fun to watch. The scenery of that countryside isn't half bad either.

Scarab Sages

Teaser Trailer

The Schwartz will be with you….always.

Scarab Sages

1 person marked this as a favorite.

Beach Boys founder Brian Wilson dead at 82

Sad to hear, but he had a good, long life. Rest in Peace.


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Orsino; Ivid VIII wrote:

Yeah, the new ones:

Cenobite leader (working with Tisiphone)
Cenobite troops
Cenobite Familiar

Ay, yes, thanks.

Cenobyte leader is "The Flayed Orphan of Rustravage Gatehouse" (in the Inverted Obelisk District of the Fifth Tier of the Austral-Occidental Flying Buttress abutting the Iron Citadel of Dis), a LE cantor velstrac/kyton/cenobyte that looks like a completely skinned humanoid child of about 6 years of age, continually radiating an audible cacophony that sounds like young children weeping in abject misery and despair, mingled with the high-pitched whining shrieks of tortured domestic cats. No eyeballs are visible in the Flayed Orphan cantor's sunken black eye sockets, and none of the despondent childlike sobs or agonized feline screams seems to actually come from its perpetually gaping jaws and lipless mouth (rounded in a perpetually open O shape, as if locked in an endless and inaudible moan or scream). The Flayed Orphan is capable of verbally communicating in Common and Infernal, but usually communicates using telepathy instead.

Cenobyte troops consist of 6 chain devil velstracs/kytons/cenobytes: "The Rattling Maiden of the Abattoir of Neverending Slaughter" (located in Dis), "The Jangling Stepdaughter of Stepfather Dis" (regularly molested in a wine cellar under Dispater's rusted iron citadel), "The Clinking Slattern of the Blood-Clotted Brothel" (another fine establishment in the vast infernal metropolis of Dis), "Clattering Sister Discrucifaea of the Abbey of Antithetical Anathemas" (in--you guessed it--Dis), "The Jingling Waif of the Gibbets of Grimgallows Square" (in gloomy downtown Dis), and finally "The Clangoring Widow of the Serpentine Labyrinth" (a complex labyrinth of harbor channels wide enough for a war galley to navigate, but very confusing and inhabited by sentient infernal Charybdis whirlpools, fiendish scylla monsters, fiendish krakens, fiendish sahuagin tribes, fiendish megalodons, and tribal schools of fiendish Ixitxachitls, delved through the sea-cliff that separate the external Sea of Bile from the inner Harrowing Harbor adjacent and beneath the Querulous Quay of Bileward Dis)

And last, but....yeah, also least.... the Cenobyte familiar .... An augur velstrac/kyton/cenobyte called "The Sentinel Sphere of the Masochistic Monastery of San Sadismo de las Vísceras Rotas" (an infernal abbey of velstrac/kyton/cenobyte monks, oracles, and warpriests of "The Sadistic Saint" Pater Quadralgea, a martyred heretic burnt at the stake in the courtyard of The House of Scarlet Hooks, circa 1366 DR, by Whipmistress Shaleen "Talonkiss" Oomreen, high priestess of Loviatar in the city of Calaunt, in the Vast (on the Prime Material Plane world of Toril), for his sin of promulgating the heresy that the goddess Loviatar, the goddess Hel in the Gray Waste of Niflheim, the "Frost Maiden" goddess Auril, and the enigmatic Lady of Pain in Sigil are actually all aspects of one quadripartite goddess with a secret true name.


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The conversion and transformation of Bromgarn Trollgirth, from master stonemason and architect, to cleric of Stern Alia:
On Starday, 8th of Wealsun, renowned hill dwarf master stonemason and architect, Bromgarn Trollgirth of Clan Marbledelver in the Iron Hills completes the restoration of the Cathedral of Stern Alia in Nulbish. He spends a final night in the choir loft of the cathedral, admiring his handiwork before drifting off into a satisfied slumber, his loud snoring echoing off the cathedral walls.

That night, a shield maiden of Stern Alia appears to Sister Belit in a dream, and warns her that Bromgarn will be ambushed by agents of evil on the road west of Nulbish, and unless the sisters of Stern Alia intervene, the hill dwarf will be slain. The following dawn (on Sunday, 9th of Wealsun), Sister Belit shares the details of her dream with her fellow sisters of Stern Alia, who in turn pass on the warning to Bromgarn as he is breaking his fast.

Bromgarn is initially skeptical, suspecting that the sisters are trying to convince him to donate back to them a portion of his payment for the stonework completed in their cathedral, and he stubbornly insists on departing for his home in the Iron Hills without further delay. The sisters make no further attempt to detain or convince him, but soon after the hill dwarf saddles and mounts his Highlands pony, "Old Buckleback", and has departed Nulbish on the road westward toward the Iron Hills, the sisters (5 strong, led by Sister Belit) mount their light warhorses and follow the hill dwarf at a discreet distance.

About an hour-and-a-half's ride west of Nulbish, Bromgarn is ambushed by a trio of Wastrian monks clad in gray and yellow robes, led by the two Wastriggi Inquisitors, Cunoberak and Rhongorlois. The hill dwarf is taken by surprise and knocked out of the saddle. As "Old Buckleback" seizes the opportunity to flee west for the Iron Hills unencumbered by the grossly overweight Bromgarn Trollgirth, the Wastrians continue to assault the hapless hill dwarf, and would surely have slain him, had the sisters of Stern Alia not made a timely appearance, galloping hard from the east to succor the fallen Bromgarn.

After a harrowing skirmish, the sisters of Stern Alia prevailed, slaying Inquisitor Rhongorlois and two monks of the Hopping Prophet, and sending the rest fleeing on their own fast riding horses, galloping southward (toward the Glorioles Mountains). Bromgarn was badly wounded, and near death's door, but Sister Belit healed his wounds with her clerical magic. So grateful was Bromgarn to the sisters for saving his life, and so impressed was he by their bravery and by their faith in Stern Alia, he vowed to dedicate the rest of his life to serving as a cleric of the Shield Mother.

Bromgarn journeyed back to Nulbish with the sisters of Stern Alia, and thereafter, he would dwell among them at the Cathedral of the Shield Mother in Nulbish, where the sisters would guide his training and indoctrination into the mysteries and dogma of the Stern and Unalterable Way. That Sunday night of the 9th of Wealsun, as Bromgarn again slept in the choir loft of the cathedral in Nulbish, he was visited in a dream by an avatar of Stern Alia herself, who offered to exchange his current talents as a stonemason and architect for the spiritual gifts of one of her clerics. Without hesitating, Bromgarn accepted, and upon awakening at dawn the following day (Moonday 10th of Wealsun), he was no longer a master stonemason and architect, having traded those gifts for the new gifts and powers of a cleric of Stern Alia.

In game mechanics terms, Bromgarn was transformed overnight by the power of Stern Alia, from a 9th-level expert stonemason and architect, to a 9th-level cleric of Stern Alia.


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The Fragments of Vecna again for ease of reference:
THE FRAGMENTS OF VECNA
The following general information regarding the Fragments of Vecna is an excerpt from the Advanced Dungeons & Dragons (AD&D 2nd edition) adventure module Die, Vecna! Die!, written by Bruce R. Cordell and Steve Miller and released in 2000 by Wizards of the Coast, with some slight modifications to adapt the information for the Pathfinder 1st edition RPG.

Lesser Known Vecnan Relics
The notoriety of the Hand and Eye of Vecna extends across many lands and worlds. Other relics of Vecna survive, but because Vecna's rise as a demigod occurred long after his Hand and Eye gained major artifact status, other castoffs of his first physical body initially garnered no great distinction. Although mummified, most were lost, or destroyed outright when Kas brought Vecna low. Vecna returned as a demigod, manifesting an avatar from semi-divine energy. At this time, surviving fragments of his original body (not required or part of Vecna's newest incarnation) gained minor artifact status. Note that Vecna's physical avatar has no left hand or eye, but does possess all other portions of his body (the lesser relics are only minor artifacts, and thus do not resonate with the demigod to the degree of the Hand and Eye).
The relics of Vecna are activated like the Hand and Eye. If placed in a position of corresponding anatomy on an animate body, the relic grafts itself into position, and takes on the "normal" functions of the missing body part, despite appearing mummified
and dead.
Those who slice off or remove a portion of their own bodies to apply a Vecnan relic take damage normally; a finger, eye, or tooth is worth 2d6 hit points, while a whole limb or organ is worth 10d10 hit points. A vital organ, such as the heart or head, kills the hopeful recipient before the relic can be applied (and so compatriots must complete the grisly task). If the relic is authentic, the graft occurs, and the power of the relic returns life to the dead. Successful recipients who wish to remove a relic take damage from the removal as if severing their own flesh; however, their original flesh does not return, and the hit point loss is permanent until a suitable replacement can be found or a regeneration spell is used.
Aside from any innate abilities and/or curses transferred from the relic to the recipient, each relic also grants the recipient special abilities and protection should they ever come upon an avatar of Vecna. Those with relic grafts are immune to Vecna’s direct power (such as spells and spell-like abilities) and are invisible to any attempts by Vecna's avatar to scry them in any manner. However, Vecna can still indirectly affect recipients with physical weapons, followers, and indirect consequences of spells.
Recipients (including recipients of the Hand or Eye) are more capable of affecting Vecna, possessing as they do remnants of his original body. The avatar cannot heal any damage inflicted by relic recipients, and furthermore, should any recipient successfully grapple and pin Vecna, while the grip lasts the avatar cannot magically depart. Should recipients actually kill the avatar of Vecna, the god's essence is ejected from the Outer Planes, finally returning to the world that spawned it: Oerth.

Scalp of Vecna (Minor Artifact)
Slot head; CL 15th; Weight —; Aura strong transmutation
DESCRIPTION
The Scalp of Vecna appears as a mummified flap of scalp and hair. The hair is white but sparse, attaining a length of 3 inches. Once in place, it appears as a white streak in the recipient’s normal hair (if it has any hair).
Constant Powers: The Scalp grants the recipient spell resistance equal to 11 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 21) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 11 plus total hit dice, the Scalp instead increases the recipient’s normal SR by +1 (for example, if the recipient normally has SR 21, attaching the Scalp increases the recipient’s existing SR to 22).
Invoked Powers: Twice per day as a standard action, the recipient can animate the hair, causing it to grow up to 30 feet in length, for a duration of 15 rounds per use. The animated tendril can wield any melee weapon as if proficient with it (even if the recipient is not normally proficient with the weapon), using the recipient’s base attack bonus, modified by a +5 bonus to attack and damage, as if the tendril had a Strength score of 20; if the recipient has the Weapon Finesse feat, and the weapon is a finesse weapon with which the recipient can normally apply their Dexterity modifier to attacks (and damage, if the recipient is an unchained rogue or other character possessing the finesse training class feature) instead of their Strength modifier, the bonus to attacks (and damage, if applicable) is +5, as if the tendril had a Dexterity score of 20.
The animated tendril can make grapple attempts against size Large and smaller foes, using a CMB modifier equal to the recipient’s normal base attack bonus plus 5 (as if the tendril had a Strength score of 20).
The animated tendril can otherwise manipulate objects within its reach (up to 30 feet) at the recipient’s usual level of skill or proficiency, including actions that require fine motor skills (such as manipulating a tool, turning a key in a lock, writing, disabling a trap or other mechanism, etc.).
Each round during which the tendril is animated, the recipient can use it to attack with a melee weapon, make a single grapple attempt against a Large or smaller foe, or otherwise manipulate an object as described above, in addition to the recipient taking normal actions during the same round.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Scalp of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Scalp. In addition, someone using the Molars of Vecna can destroy the relic.

First Digit of Vecna (Minor Artifact)
Slot — (replaces first digit of recipient’s right hand); CL 15th; Weight —; Aura strong enchantment (compulsion) [mind-affecting] and strong necromancy [curse]
DESCRIPTION
The First Digit of Vecna is a mummified thumb from Vecna’s original right hand, complete with a blackened claw-like nail. Once attached, it functions as a normal thumb on the recipient’s right hand, if a bit overlarge and ugly.
Constant Powers: The First Digit grants the recipient spell resistance equal to 11 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 21) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 11 plus total hit dice, the First Digit instead increases the recipient’s normal SR by +1 (for example, if the recipient normally has SR 21, attaching the First Digit increases the recipient’s existing SR to 22).
Invoked Powers: With a thumbs-up or a thumbs-down, the recipient can bless (thumbs-up) or curse (thumbs-down) a creature as a standard action up to 4 times per day, as if the creature were affected by a bless or a bestow curse spell, respectively. A creature targeted by the thumbs-down curse effect can attempt a DC 20 Will saving throw to negate the effect. The caster level for either spell-like effect is CL 15th. Whatever combination of thumbs-up or thumbs-down, the power cannot be used more than 4 times in any 24-hour period.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the First Digit of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the First Digit. In addition, someone using the Molars of Vecna can destroy the relic.

Second Digit of Vecna (Minor Artifact)
Slot — (replaces second digit of recipient’s right hand); CL 15th; Weight —; Aura strong enchantment (compulsion) [mind-affecting]
DESCRIPTION
The Second Digit of Vecna is a mummified index finger from Vecna’s original right hand, complete with a blackened claw-like nail. Once attached, it functions as a normal forefinger on the recipient’s right hand, if a bit overlarge and ugly.
Constant Powers: The Second Digit grants the recipient spell resistance equal to 11 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 21) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 11 plus total hit dice, the Second Digit instead increases the recipient’s normal SR by +1 (for example, if the recipient normally has SR 21, attaching the Second Digit increases the recipient’s existing SR to 22).
Invoked Powers: Once per day as a standard action, the recipient can target a single creature within line of sight and effect, and within a maximum range of 60 feet, by pointing at the target with the Second Digit palm up, then crooking the finger upward in a beckoning gesture. The target must succeed on a DC 20 Will saving throw or be affected as if by the spell charm monster for a duration of 15 days.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Second Digit of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Second Digit. In addition, someone using the Molars of Vecna can destroy the relic.

Third Digit of Vecna (Minor Artifact)
Slot — (replaces third digit of recipient’s right hand); CL 15th; Weight —; Aura strong necromancy [poison]
DESCRIPTION
The Third Digit of Vecna is a mummified medial finger from Vecna’s original right hand. The nail is especially long, and resembles the blade of a small dagger. Once in place, it functions as a normal middle finger on the recipient’s right hand, if a bit clumsy due to the long nail.
Constant Powers: The Third Digit grants the recipient spell resistance equal to 11 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 21) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 11 plus total hit dice, the Second Digit instead increases the recipient’s normal SR by +1 (for example, if the recipient normally has SR 21, attaching the Third Digit increases the recipient’s existing SR to 22).
The recipient can make melee attacks with the elongated sharpened nail as if it was a +4 dagger with which the recipient is proficient. A victim struck and damaged by the finger blade is also poisoned by a magical necrotic venom:
Necrotic Venom
DETAILS
Type poison (injury); Save Fortitude DC 20; Frequency 1/round for 6 rounds; Cure 2 consecutive saves
EFFECT
1d3 Con damage
Invoked Powers: Once per day, the recipient can project the nail as a ranged attack as if firing a +4 hand crossbow with which the recipient is proficient. A victim struck and damaged by the projected nail is also poisoned by the necrotic venom as described above. After the nail is shot in this manner, it cannot be used to make further melee or ranged attacks until 24 hours have elapsed, during which time the nail regenerates. The nail shot from the finger rots into uselessness seconds after impact.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Third Digit of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Third Digit. In addition, someone using the Molars of Vecna can destroy the relic.

Right Eye of Vecna (Minor Artifact)
Slot — (replaces recipient’s right eye); CL 15th; Weight —; Aura strong evocation [darkness] and strong necromancy [curse]
DESCRIPTION
The Right Eye of Vecna is a mummified eyeball from Vecna’s original right eye socket. The eye resembles nothing so much as an albino prune, wrinkled and leathery. Once in place, it functions as a normal eye in the recipient’s right eye socket, though it appears hazed and milky as if blind.
Constant Powers: The Right Eye grants the recipient spell resistance equal to 13 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 23) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 13 plus total hit dice, the Right Eye instead increases the recipient’s normal SR by +3 (for example, if the recipient normally has SR 23, attaching the Right Eye increases the recipient’s existing SR to 26). If the recipient does not already possess darkvision, the Right Eye grants the recipient darkvison out to 120 feet; if the recipient already has darkvision, the Right Eye increases its range by 120 feet instead. The recipient gains the supernatural ability to see perfectly in darkness of any kind, including that created by a deeper darkness spell, as per the see in darkness supernatural ability.
Invoked Powers: Up to 3 times per day as a standard action, the recipient can fix their attention on a single target (within line of sight and line of effect, to a maximum range of 250 feet) and activate the Right Eye, forcing the victim to attempt a DC 23 Will saving throw; if the save is failed, a magical haze of darkness clouds the victim’s eyes, blinding them for the next 24 hours, but if the save succeeds, the victim is not affected.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Right Eye of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Right Eye. In addition, someone using the Molar of Vecna can destroy the relic.

Molar of Vecna (Minor Artifact)
Slot — (replaces recipient’s tooth); CL 15th; Weight —; Aura strong transmutation
DESCRIPTION
The Molar of Vecna is a petrified tooth from Vecna’s original body. Hard and blackened, the tooth appears flat and unexceptional. Once in place, it functions as a normal tooth.
Constant Powers: The Molar grants the recipient spell resistance equal to 14 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 24) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 14 plus total hit dice, the Molar instead increases the recipient’s normal SR by +4 (for example, if the recipient normally has SR 24, attaching the Molar increases the recipient’s existing SR to 28). The recipient gains a +4 resistance bonus to saving throws against poison.
Invoked Powers: Up to 3 times per day as a standard action, the recipient can activate this relic’s power, gaining the magical ability to eat and digest any nonmagical material in bite-sized but otherwise unlimited quantities, for a duration of 15 rounds per use. For the duration this power is active, the recipient gains a bite attack that acts as a natural weapon enhanced by a greater magic fang spell granting a +4 enhancement bonus on attack and damage rolls, and allowing the bite to overcome damage reduction as a magic weapon. While this power is active, the base weapon damage inflicted by a successful bite attack (including only the +4 enhancement bonus) is 2d6+4; this base weapon damage is further modified by the recipient’s full Strength modifier (if any) when the bite is made as a primary attack, or one-half the recipient’s Strength modifier (rounded down) if made as a secondary attack. The recipient could conceivably eat through any solid nonmagical material while activated (including earth, stone, or metal) at a rate of 1 square foot per 5 rounds (subject to the GM’s discretion). In addition, the Molar of Vecna can destroy all of the various relics of Vecna (excluding the major artifacts, the Eye and Hand of Vecna, which are far more difficult to destroy than the minor artifacts or relics).
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Molar of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Molar.

Incisors of Vecna (Minor Artifact)
Slot — (replaces recipient’s incisors); CL 15th; Weight —; Aura strong transmutation (polymorph)
DESCRIPTION
The Incisors of Vecna are from Vecna’s original body. Hard and blackened, the teeth have exceptionally long roots, and they come to natural razor-sharp points. Once in place, they function as normal teeth, although a recipient who doesn’t want to reveal their presence must always make a constant effort not to reveal the vampire-like fangs (which bestow a -4 racial penalty on Disguise skill checks made to conceal them).
Constant Powers: Both of the Incisors grant spell resistance to a recipient who doesn’t already have SR, or else they augment a recipient’s existing SR if they have any. A single Incisor grants SR equal to 11 plus total hit dice to a recipient who doesn’t already have SR, or increases the recipient’s existing SR by +1 (for example, a single Incisor grants SR 21 to a recipient without existing SR who has 10 total hit dice, or increases a recipient’s existing SR 21 to SR 22). If both Incisors are implanted by a recipient who doesn’t normally have SR, the first Incisor implanted will grant the recipient SR as described above (11 plus total hit dice), and the second one implanted will increase the SR granted by the first by +1 (for example, a recipient with 10 total hit dice but no existing SR will gain SR 21 upon implanting the first Incisor, and upon implanting the other, the SR 21 will increase to SR 22).
Invoked Powers: Both teeth must be in place to invoke this relic’s power. Only usable twice per month during any 8-hour period, the relic transforms the recipient into a vampire as if they were affected by the spell undead anatomy II, except that the duration is 8 hours (instead of the spell’s usual duration of 1 minute per caster level). The recipient’s size is not changed by the transformation (a Medium recipient is transformed into a Medium vampire, a Small recipient is transformed into a Small vampire, etc.), but the transformation acts as per the spell undead anatomy II in all other respects. Once the transformation is triggered, the full 8 hours must elapse before the recipient returns to their normal form.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Incisors of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion. In addition, recipients of good alignment who kill another neutral or good creature by blood drain while in vampire form are wracked with guilt (suffering a -5 morale penalty on all attack rolls, saving throws, and skill checks) for the following week, or until they willingly seek out and receive an atonement spell or similar magic. If this occurs three times, the recipient is permanently transformed into a true vampire of chaotic evil alignment (apply the vampire template), and may become an NPC at the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Incisors.

Foot of Vecna (Minor Artifact)
Slot — (replaces recipient’s left foot); CL 15th; Weight —; Aura strong transmutation (polymorph)
DESCRIPTION
The Foot of Vecna is from Vecna’s original body. Hard and blackened, the left foot is also attached to an attenuated ankle and lower calf — jagged, blackened bones protrude from the end. Once in place, it functions as a normal foot, although a recipient walks with a strange hitch to their stride.
Constant Powers: The Foot grants the recipient spell resistance equal to 11 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 21) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 11 plus total hit dice, the Foot instead increases the recipient’s normal SR by +1 (for example, if the recipient normally has SR 21, attaching the Foot increases the recipient’s existing SR to 22). The recipient gains a kick attack that acts as a natural weapon instead of an unarmed strike (unless the recipient has levels in the brawler or monk class, or has a feat or other feature that allows them to make improved unarmed strikes without provoking attacks of opportunity), and this kick attack is augmented with a magical +3 enhancement bonus as if affected by a greater magic fang spell. The base weapon damage dealt by this kick (including the +3 enhancement bonus) is 1d6+3 bludgeoning, unless the recipient normally deals superior damage (such as the improved unarmed damage rates granted by levels in the brawler or monk class, for example), in which case they deal their usual superior damage with the kick attack.
Invoked Powers: The recipient of the Foot gains access to several spell-like abilities, each of which can be activated as a standard action. The spell-like abilities can be activated up to 4 times per day in any combination, and all are as the spells cast by a 15th-level caster. These spell-like abilities are: feather fall, freedom of movement, jump, levitate, spider climb, and water walk.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Foot of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Foot.

Heart of Vecna (Minor Artifact)
Slot — (replaces recipient’s heart); CL 15th; Weight —; Aura strong conjuration (healing) and strong necromancy [death]
DESCRIPTION
The Heart of Vecna is from Vecna’s original body. Tough and leathery, it resembles a large heart-shaped hunk of jerky. More so than the other relics of Vecna, removal of a potential recipient’s heart is a deadly operation, almost certain to kill the recipient. If compatriots complete the operation by placing the Heart of Vecna in the recipient’s chest cavity, it resurrects the recipient as if by the casting of a true resurrection spell, and from that time forward functions as a normal heart, although a recipient’s chest bears horrible scar tissue that never heals.
Constant Powers: The Heart grants the recipient spell resistance equal to 11 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 21) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 11 plus total hit dice, the Heart instead increases the recipient’s normal SR by +1 (for example, if the recipient normally has SR 21, implanting the Heart increases the recipient’s existing SR to 22). The Heart grants the recipient the power to continually heal 1 point of damage per round and an equal amount of nonlethal damage. In addition, the recipient is immune to bleed damage while the Heart is implanted. If the recipient loses a limb, an organ, or any other body part, the Heart regenerates it as per the spell regenerate (unless the lost limb, organ, or body part is replaced with an appropriate relic). In either case, only damage taken while the Heart is implanted is regenerated.
Invoked Powers: The recipient of the Heart can invoke a supernatural necromantic power that acts as the quivering palm supernatural ability gained by monks of 15th and higher level, setting up vibrations within the body of another creature that can thereafter be fatal if the recipient so desires. The recipient can use this quivering palm attack once per day, and must announce their intent before making the attack roll. Creatures immune to critical hits cannot be affected. Otherwise, if the recipient strikes successfully and the target takes damage from the blow, the quivering palm attack succeeds. Thereafter, the recipient can try to slay the victim at any later time, as long as the attempt is made within a maximum of 15 days. To make such an attempt, the recipient merely wills the target to die (a free action), and unless the target succeeds on a DC 23 Fortitude saving throw, it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack, but it may still be affected by another one at a later time. The recipient can have no more than 1 quivering palm in effect at one time. If the recipient uses quivering palm while another is still in effect, the previous effect is negated.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Heart of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
To destroy the Heart of Vecna, it must be eaten by someone using the Molar of Vecna. Alternatively, the Heart can be destroyed by impaling it with a holy and epic slashing or piercing weapon.

Skin of Vecna (Minor Artifact)
Slot — (partially replaces recipient’s skin); CL 15th; Weight —; Aura strong abjuration (healing), strong illusion (figment), and strong transmutation (polymorph)
DESCRIPTION
The Skin of Vecna is from Vecna’s original body, and it once covered the left half of his face, neck, and upper chest. Tough and leathery, it is still flexible enough to be unrolled. Once in place, it functions like a normal skin; however, the left side of the recipient’s face, neck, and upper torso obviously doesn’t match the skin on right side, what with its darkly scabrous color and texture.
Constant Powers: The Skin grants the recipient spell resistance equal to 14 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 24) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 14 plus total hit dice, the Skin instead increases the recipient’s normal SR by +4 (for example, if the recipient normally has SR 24, attaching the Skin increases the recipient’s existing SR to 28). The Skin grants the recipient supernatural resistance to cold and fire as if permanently affected by resist energy spells for both kinds of energy by a 15th-level caster (gaining resist cold 30 and resist fire 30).
Invoked Powers: The Skin grants the recipient access to several spell-like abilities, each of which can be activated as a standard action. These spell-like abilities can be activated up to 4 times per day in any combination, each with a caster level of 15th. The spell-like abilities are: mirror image, polymorph (self only), protection from energy (electricity only, self only), and stoneskin (self only). All forms assumed with polymorph retain the telltale skin mismatch, as appropriate.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Skin of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion. Additionally, the Skin of Vecna permanently reduces the recipient’s Charisma score by 5 points, which cannot thereafter be restored by any means except by removal of the Skin followed by the casting of 5 consecutive wish or miracle spells on the afflicted character (1 wish or miracle restores 1 lost point of Charisma each), or else by the intervention of a lesser or greater deity.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Skin. In addition, someone using the Molar of Vecna can destroy the Skin by eating it.

Last Digit of Vecna (Minor Artifact)
Slot — (replaces recipient’s last digit on right hand); CL 15th; Weight —; Aura strong abjuration and strong transmutation
DESCRIPTION
The Last Digit of Vecna is from Vecna’s original right hand. The thin and bony pinkie retains a jagged, fungus-eaten nail. Once in place, it functions as a normal finger.
Constant Powers: The Last Digit grants the recipient spell resistance equal to 14 plus total hit dice (for example, a recipient with 10 total hit dice gains SR 24) if the recipient does not already possess superior spell resistance. If the recipient already possesses SR superior to 14 plus total hit dice, the Last Digit instead increases the recipient’s normal SR by +4 (for example, if the recipient normally has SR 24, attaching the Last Digit increases the recipient’s existing SR to 28). While the Last Digit is attached, the recipient gains Eschew Materials as a bonus feat.
Invoked Powers: Once per day, the recipient can invoke the power of the Last Digit, which allows the recipient to activate a spell-like ability that functions in every way as the wizard spell mnemonic enhancer, except that no material components or focuses are required (verbal and somatic components only). Like the wizard spell mnemonic enhancer, this spell-like ability has a 10 minute casting time, and only wizards (and other arcane casters who prepare their spells in advance) can benefit from the effects.
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Last Digit of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Last Digit. In addition, someone using the Molar of Vecna can destroy the Last Digit by eating it.

Left Ear of Vecna (Minor Artifact)
Slot — (replaces recipient’s left ear); CL 15th; Weight —; Aura strong divination, evocation [sonic], and necromancy [curse]
DESCRIPTION
The Left Ear of Vecna is a mummified left ear, originally belonging to Vecna. To be used, this artifact must be placed against the left side of a creature’s head after its ear has been removed. Once attached, it functions normally as the recipient’s left ear, albeit obviously mummified (unless disguised by magical means).
Constant Powers: The Left Ear of Vecna grants its host a +5 enhancement bonus on all Perception checks made to listen, and a +4 resistance bonus against sonic spells and spell-like abilities. The host can understand (but not necessarily speak) all spoken languages as per the spell tongues.
Invoked Powers: The host can use the following spell-like abilities, all at CL 15th, and without ever needing to succeed on concentration checks:
3/day each—blindness/deafness (deafness only, DC 20), clairaudience/clairvoyance (clairaudience only)
1/day—greater shout (DC 20)
Curse: After every month of attachment, the recipient must attempt a Will saving throw to resist the insidious influence of the Left Ear of Vecna. The DC after the first month of attachment is 15, increasing by 2 after each subsequent month of attachment (DC 17 after the 2nd month, DC 19 after the 3rd month, DC 21 after the 4th month, DC 23 after the 5th month, etc.), up to a maximum of DC 37 after a full year of attachment. If the recipient fails this Will saving throw, they become dominated as if they were affected by a dominate person spell cast on them by Vecna, for a duration of 4d4+4 hours. A dominated recipient acts according to Vecna’s will to the best of their ability, if applicable, subject to the GM’s discretion.
DESTRUCTION
Any force, natural or magical, that can inflict 33 points of damage from a single blow, spell, or other effect is sufficient to destroy the Left Ear of Vecna. In addition, someone using the Molars of Vecna can destroy the relic.


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Khardon Dourstone wrote:
SolomonDirge wrote:

Also thinking maybe a good old aasimar paladin, maybe.

I'd kind of like to play something new to me, but with the other submissions we have so far, a paladin seems like a good way to balance the party a little more....

Just me, personally, but I always say play what you want. Campaigns take years and nobody has a guaranteed slot. It’s most important to make a character that you enjoy, not one that you think the party needs.

If someone else, for example, wanted to play a dwarven magus with his custom made weapon? More power to them. I’m happy with my submission but I have no claim to the race or class combo.

True words. I do love paladins, anyway, but in a campaign that begins in "Ustalov", it seems like a prime opportunity to give shifter a go. I've played skin-changer before, but only to about 8th level. Bowrik dumped Intelligence... like, really low ... I RPed him accordingly. A little smarter than a pretty smart dog. He did some fun things, though. We were hired to dump a body in the water reservoir in Varisia, but how to transport a corpse across town without being noticed? Bowrik wouldn't have been smart enough to think of the solution, but as a guy who could turn into a constrictor, it was simple instinct (certainly not cunning) that led him to shift into a big snake, swallow the corpse whole, and then slowly slither through the sewer tunnels with a Medium sized "food baby" in his bloated midsection, and regurgitate the corpse into the water reservoir... fun times.


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Several paragraphs of prose narrating the doom of the hydradaemon:
In the northeastern corner of the dungeon below Duffgordon Manor, a hydrodaemon from the Stygian Swamps of Oinos (First Gray Waste of Hades) named Grōbloggrük, called through a gate formed by the Maure Dodecahedron, secured a lair for itself, equipped with a fountain with a large basin to serve as its personal "wallow-mire", warded by magical and mechanical traps of evocation, clockwork, and stonework, and further guarded by natural hazards (such as a black pudding in a deep trench, and the dangers previously hidden behind various doors by the doomed necromancer-priest who'd called the hydrodaemon and numerous other outsiders through the randomly-opened gates of the Dodecahedron).

Grōbloggrük, "The Crawler Through the Gray Slime", "The Death that Croaks in the Pestilent Mire", had become increasingly enamored of the idea of carving out a new daemonic fiefdom in this Prime Material Plane world it had become marooned on; after all, was this "Oerth" not a virtual paradise in contrast with the dismal, spirit-crushing, putrescent bogs and festering fens of Oinos? Here, the giant, batrachian yugoloth might as well have been one of the Arcanoloths, or so it had mistakenly thought. The hydrodaemon had sorely overestimated its position on the local food chain. It had not counted on the mighty antiheroes who were the alter egos of the Horned King's Men...

While exploring the rest of Duffgordon Manor (typically hidden in the impenetrable gloom radiated by its deeper darkness stones), Grōbloggrük discovered in the ground floor library a wealth of rare and valuable grimoires, treatises by famous and infamous archmages and other legendary beings, and tomes of great antiquity and value, some dating to before the Twin Cataclysms and Great Migrations, even to the time of the Ur-Flan necromancers of prehistoric Flanaess. The hydrodaemon took the 8 of these works that seemed of greatest interest and value to it, and locked them away in a brass coffer with an iron padlock, and then bound into service as wardens of this ill-gotten literary collection a quartet of guardian daemons (or ceustodaemons) summoned through other gates to the Three Gray Wastes of Hades. Grōbloggrük thought its treasure secure, and its primacy in the dungeon unrivaled. Even the mightiest other apex predators in the manor's dungeon and aboveground levels appeared to fall short of "The Doom That Swims in the Styx" (at least in its own estimation).

The Fury of Avernus? Its fine, raven-black, feathered wings would soon be Grōbloggrük's soft new blanket. The Wanton Harlot of Shendilavri? It would serve as Grōbloggrük's flesh-toy, until its wracked and ravaged body could provide no further sport or amusement to "The Swallower of Hordes". The Rattling Maidens of Dis? With their own barbed chains, Grōbloggrük would flay them skinless, strangle them, and hang their ichor-slick carcasses as pleasing ornaments to dangle over the "wallow-mire" of "The Creeping Death in the Black Fog"... These were the vain ambitions and daydreams of the hydrodaemon... Ambitions soon turned to naught, and daydreams shattered by those relentless and terrible three: Drannoch "The Devourer of Dreams", Herzog Tanar'ri, and especially Kinky the Clown, who bore Grōbloggrük's irrevocable doom into the hydrodaemon's meager fiefdom in the form of the vampiric Sword of Kas...

In a flurry of lightning-fast thrusts, "The Fatal Fool of Nulbish" (as future sages would one day entitle Kinky) plunged the jet-black blade nigh to its horned demon's face basket hilt into the giant frog-like yugoloth's flank, as Drannoch harried it from the other side, and Herzog bombarded both the hydrodaemon and its black pudding guardian with fireballs. It would have seemed to outsiders, unable to fathom the scope of Herzog Tanar'ri's calculating and brilliant intellect and his familiarity with Kinky's almost supernatural agility and reflex speed, that the cambion-visaged wizard hurled these evocations with reckless disregard for the fact that each of the fireballs he cast included Kinky in their blast radius as much as they targeted the hydrodaemon and the black puddings (one of their bearded devil minions had now unwittingly split the black pudding into two puddings with a blow of its glaive). In truth, Herzog Tanar'ri had accurately predicted that Kinky would manage to evade the incinerating flames with the relative ease of a fly evading the swat of a zombie, while the hydrodaemon's mottled green flesh blackened and blistered, and the twin puddings boiled, bubbled, popped, and withered in the flames.

Lest it fail to deal the killing blow and be cheated of the exotic and novel delicacy presented by the hydrodaemon's quintessence, the bloodthirsty Sword of Kas seemed more like a feral, living thing that more often guided Kinky's "dextra manus" more than it was guided thereby, lunging and stabbing with furious urgency, in a malevolent race with Kinky's formidable allies to deal the killing stroke and lap up the soul, spirit, quintessence, or divine spark with its night-black blade as a carnivorous predator laps up blood with its tongue. The Sword would not be denied, and the fourth time the blade plunged deep into the yugoloth's slimy spine, it freed the fiend's immortal quintessence--the very fabric of which the Three Gray Wastes of Hades were made--and the Sword greedily slaked its thirst on the unique bouquet of flavors that defined Stygian Hades vibrating with languid and palpable melancholy, ennui, and profound indifference through its inky-black skymetal blade... Emotions and psychic impressions that would crush the spirit of a mortal creature, but to the Sword, they were new and interesting tastes--some deliciously sweet, others exhilaratingly savory...

The 8 valuable and rare books the hydradaemon had sequestered in the brass coffer in the secret vault of the northeast dungeon level, now additions to Herzog Tanar'ri's/Ivid VIII's growing collection...:
Astrology, Divinity, and Mankind by Yestro Bilnigd: an illuminated manuscript in Common bound in red leather; resale value of 75 gp.
The Book of Inverted Darkness by Vecna: an ancient and worm-eaten folio inscribed in Ur-Flan hieroglyphs and bound in the scaly hide of a young umbral dragon, comprising a profane treatise on the vile practices of the primitive Ur-Flan, and a grimoire of necromancy and shadow magic; contains the following wizard spells: 0th-level cantrips—bleed, disrupt undead, ghost sound, haunted fey aspect, oath of anonymity, sotto voce, and touch of fatigue; 1st-level—cause fear, chill touch, cloak of secrets, decompose corpse, detect undead, ray of enfeeblement, ray of sickening, repair undead, shadow trap, shadow weapon, and shadowfade; 2nd-level—blindness/deafness, boneshaker, command undead, dark whispers, false life, ghostly disguise, searching shadows, shadow anchor, shadow claws, spectral hand, and stricken heart; 3rd-level—appearance of life, create soul gem, gentle repose, halt undead, lesser animate dead, necromantic burden, phantasmal reminder, ray of exhaustion, shadow enchantment, and vampiric touch; 4th-level—animate dead, bestow curse, contagion, enervation, fear, greater false life, masochistic shadow, phantasmal asphyxiation, phantasmal killer, shadow conjuration, shadow projection, shadow step, umbral infusion, and wall of bone; 5th-level—feast on fear, magic jar, phantasmal web, shadow evocation, and vampiric shadow shield; 6th-level—baleful shadow transformation, create undead, eyebite, flesh wall, greater shadow enchantment, major curse, shadow walk, and undeath to death; 7th-level—control undead, finger of death, greater shadow conjuration, plague storm, umbral strike, and waves of exhaustion; 8th-level—create greater undead, death clutch, greater shadow evocation, horrid wilting, and orb of the void; 9th-level—energy drain, greater shadow transmutation, shades, soul bind, wail of the banshee, and weird; resale value of 9,457 gp and 5 sp on the black market.
Cosmogony of Magnetic Fluids by Mordenkainen: a leather-bound octavo inscribed in Common, comprising a treatise on alchemy; resale value of 300 gp.
The Demonomicon of Iggwilv by Iggwilv: an aged folio scribed in Abyssal and bound in the red hide of a pit fiend, comprising a comprehensive treatise on a great variety of fiends native to the lower planes (e.g., daemons, demons, devils, qlippoths, etc.), including archdevils, demon princes, qlippoth lords, and ultraloths; resale value of 300 gp on the black market.
The Journal of Kevelli Mauk by Kevelli Mauk: an ancient and worm-eaten quarto inscribed in Ancient Suloise and bound in scarlet leather, comprising an early manifesto written by the Suel founder of the Scarlet Brotherhood; resale value of 225 gp to a member of the Scarlet Brotherhood.
—Loremasters of the Void by Zaryn Fallowfield: an illuminated manuscript in Common, bound in the scaly hide of a young radiant dragon, comprising a foundational treatise on the celestial bodies orbiting Oerth in Greyspace; resale value of 150 gp.
Metaphysics of Mathematics by Nystul: an octavo scribed in Flan runes and bound in bronzewood plates, comprising a treatise on occult mathematics, sacred geometry, and numerology (see the Path of Numbers in Occult Mysteries), and a grimoire of numerological magic; contains the following wizard spells: 2nd-level—mathematical curse; 3rd-level—collaborative thaumaturgy, fractions of heal and harm, numerological evocation, numerological resistance, and revelation; resale vale of 252 gp and 5 sp.
The Pyronomicon by Keraptis: an ancient and worm-eaten folio inscribed in Ur-Flan hieroglyphs and bound in the scaly hide of a young red dragon, comprising a grimoire of elemental fire magic; contains the following wizard spells: 1st-level—burning hands; 2nd-level—burning arc, burning gaze, fiery runes, fire breath, fire sneeze, flaming sphere, and resist energy; 3rd-level—elemental aura, fireball, fire stream, and protection from energy; 4th-level—firefall, fire trap, fire shield, greater flaming sphere, pyrotechnic eruption, volcanic storm, and wall of fire; 5th-level—chains of fire, and impossible angles; 8th-level—incendiary cloud; 9th-level—meteor swarm; resale value of 1,867 gp and 5 sp.
Science of Temporal Waves by Leuk-O: an ancient and worm-eaten quarto inscribed in Old Oeridian glyphs and bound between thin plates of adamantine, comprising a treatise on the nature of time and a grimoire of chronomancy; contains the following wizard spells: 1st-level—anticipate peril, mage’s perusal, skim, technomancy, deja vu, preserve, wizened appearance, and youthful appearance; 2nd-level—ally across time, anticipate thoughts, false age, and time shudder; 3rd-level—fortune’s path, gentle repose, haste, sands of time, slow, steal years, and threefold sight; 4th-level—Akashic communion; 5th-level—contingency, false future, flash forward, foretell failure, and permanency; 7th-level—retrocognition; 8th-level—moment of prescience, and temporal stasis; 9th-level—bilocation, foresight, and time stop; worth 3,255 gp resale.


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A list of 8 valuable works of literature discovered in the surprisingly eclectic and occult collection within the library of Duffgordon Manor:
1. — A Catalogue of the Land Flanaess, being the Eastern Portion of the Continent Oerik, of Oerth by the Savant-Sage (Vol. III published 576 CY): A comprehensive gazetteer of the Flanaess circa 576 CY by the Savant-Sage Iquander, currently a resident of the Free City of Greyhawk; resale value of 75 gp.
2 — Crosse Ways of Ulek by Andreas Wythe (4 Volumes; 1st Edition published 470 CY): The author, a particularly long-lived half-elven wizard, is said to yet live in retirement in Celene. The greatest of the petit histories, Crosse Ways of Ulek stands as the definitive history of the Ulek States. It also stands in stark contrast to the Chronicles of Keoland. The two works are best read together to gain the fullest understanding of the history of the Sheldomar Valley. Conflicts between the two works’ recounting of historic events and trends continues to spur cholarly debate. Both texts are required reading at the Royal University of Niole Dra. Not surprisingly, human and demi-human scholars take sharply different views of each volume’s relative merit. To the more casual reader, Crosse Ways of Ulek remains remarkably accessible, for it combines historic narrative with something of the style of a travelogue, cataloging specific sites of importance. Would-be treasure hunters have long fancied Crosse Ways of Ulek as an invaluable guide to the geography of the past within the Ulek States. Enough have followed references or clues in the volumes to wealth that this reputation for adventure and excitement continues to follow the volumes and contributes greatly to their general popularity outside purely academic circles; resale value of 150 gp.
3 — The Official History by Uhas of Neheli: A dry and heavily censored history of the nascent Suloise Kingdom of Keoland, focused on the coming of the Neheli family from the ancient Suel lands and their struggles against the previous lord, Vecna, and his lieutenant, Kas; resale value of 75 gp.
4 — The Chronicle of Secret Times by Uhas of Neheli: A large tome serving as a “semi-companion” to the Official History, it holds a great deal of hidden or forbidden knowledge, and chronicles the scandals, corruptions, crimes and cruelties not fit for Uhas' approved Official History. It reveals many details about the ancient organization known as the Silent Ones, as well as details about the Eye and Hand of Vecna; resale value of 175 gp.
“Some stories are well known, some others are forgotten, and some few are so dangerous that they must be hidden away. I, Uhas of Neheli, have spent my life collecting such knowledge as cannot be revealed, yet must not be forgotten, and thus with trembling hand, do I inscribe that knowledge into this Chronicle of Secret Times.” —Uhas of Neheli
5 — An Honest Traveler’s Strange Tales of the South by L. Marquel: By far thebest source on the Scarlet Brotherhood and its activities is L. Marquel's An Honest Traveler's Strange Tales of the South. Marquel, a paladin of Nyrond, accepted a commission from King Archbold III to investigate rumors coming from the Densac Peninsula. Traveling in disguise, Marquel wandered in his investigation into lands even farther south. Although unable to penetrate the forbidding ranks of the Scarlet Brotherhood, Marquel faithfully recorded every rumor, tale, and experience of his journey. The result is an odd admixture of petty details and grand impossibilities, but once again, it provides the best source of information on the Scarlet Brotherhood; resale value of 175 gp.
6 — The Magical Properties of Gemstones by Tenser: A comprehensive treatise by the Archmage Tenser detailing both the proven and the reputed magical properties of an extensive variety of gemstones found throughout the Oerth; resale value of 150 gp.
7 — The Thrice Damned Tome of Anashelaq by Anashelaq: An aged libram written in a phonetic transcription of a time-lost Flan tribal tongue, concerning the binding of spirits and the necromantic traditions of the primitive Ur-Flan who once inhabited the land that became the Duchy of Tenh. By order of the Duke of Tenh, the malevolent tome had been kept under constant guard by a contingent of sorcerers until those adepts were called to the futile defense of Calbut, where they were slain to a man. Dark rumors persist about mysterious disappearances of copies of the tome, as well as of mysterious disappearances of those who possess copies of the tome, or attempt to translate the passages that have as yet remained untranslated. Even darker rumors suggest that Anashelaq is merely a pseudonym under which the tome was actually authored by Vecna; resale value of 300 gp on the black market.
8 — Transcendental Impenetrabilities by Leomund (Vol. I, published 533 CY): Finishing by himself the work he began with Mordenkainen in Architecture, Doors and Passages of Parallel Worlds, Leomund more than demonstrates the mastery of his subject matter that drew Mordenkainen to him. More than the former work, Transcendental Impenetrabilities is Leomund’s signature work, his personal grimoire of the time. Now widely available in copied form, few can yet say that they have fully mastered the text. Contains the following spells: 3rd-level—Leomund’s tiny hut; 4th-level—lesser globe of invulnerability; 6th-level—globe of invulnerability; 9th-level—prismatic sphere; resale value of 717 gp and 5 sp.

There were, in addition to the books listed above, the following arcane and divine scrolls::
Arcane Scrolls, 3rd-Level Spells:
Dispel Magic (CL 8th), worth 600 gp
Gentle Repose (CL 8th), worth 600 gp
Unliving Rage (CL 5th), worth 375 gp
Arcane Scrolls, 2nd-Level Spells:
Carrion Compass (CL 3rd), worth 150 gp
Command Undead (CL 3rd), worth 150 gp
Resist Energy (CL 3rd), worth 150 gp
Rope Trick (CL 8th), worth 400 gp
Warding Weapon (CL 5th), worth 250 gp
Arcane Scrolls, 1st-Level Spells:
Disguise Weapon (CL 5th), worth 125 gp
Repair Undead (CL 5th), worth 125 gp
Shield (CL 1st), worth 25 gp
Summon Monster I (CL 5th), worth 125 gp
Sure Casting (CL 1st), worth 25 gp
True Skill (CL 8th), worth 200 gp
Divine Scrolls, 3rd-Level Spells:
Inflict Serious Wounds (CL 5th), worth 375 gp
Skeleton Crew (CL 7th), worth 525 gp
Divine Scrolls, 2nd-Level Spells:
Augury (CL 3rd), worth 150 gp
Cure Moderate Wounds (CL 3rd), worth 150 gp
Inflict Moderate Wounds (CL 3rd), worth 150 gp
Lesser Restoration (CL 3rd), worth 150 gp
Divine Scrolls, 1st-Level Spells:
Bane (CL 1st), worth 25 gp
Hide from Undead (CL 2nd), worth 50 gp
Inflict Light Wounds (CL 5th), worth 125 gp
Shield of Faith (CL 6th), worth 150 gp
Summon Monster I (CL 5th), worth 125 gp


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Fanfic about the Endless Death and the Screaming Column crafted by Xaene....


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Massive list of all nobles and rulers of the realms of the Flanaess referenced in the Living Greyhawk Gazetteer, per Ray's recent request....:
Ahlissa
Marchland of the Adri Forest
Prince Molil, (LN male human Ftr9), House Naelax Principality of Ahlissa
Prince Reydrich (NE male human Wiz20) House Naelax Marchold of Chathold
Marquis Karn Serrand (LG male human Clr13 of Rao) Marchland of the Grandwood Forest
Princess Bersheba (CE female human Rog9), House Darmen Principality of Innspa
Princess Kasarin (NE female human Wiz10), House Garasteth Principality of Jalpa
Prince Farland (LE male human Ftr 12), House Darmen Principality of Kalstrand
The Overking
Marchland of Medegia
Prince Gartrel (LE male humn Ftr 10), House Darmen Principality of Naerie
Prince Barzhaan (LN male human Ftr 11), House Haxx Principality of Nulbish
Prince Harnnad (NE male human Ftr 11), House Darmen Marchland of Rauxes
Baron Oswalden (NG male human Wiz 15), House Cranden Principality of Rel Deven
Prince Carwend (N male human Wiz 14), House Cranden Principality of Torrich
Prince Dilweg (LE male human Wiz 16), House Darmen

Bandit Kingdoms
Regions:
Abbarra: administrated from Hallorn. Kor (NE male human, Rog 12) leads assassins and other “terrorists” against Iuz as they resist Iuz’s rule.
Artonsomay: Mostly uninhabited and in ruins, but governed from Stoink. Duke Gellor (N male human Ftr12), former ruler of the land, may still be there, waiting for help from Urnst.
Grand Theocracy of Dimre: Technically independent but has signed a non-agression and alliance pact with Iuz. This land is reviled in the Pale for its heretical cult of Pholtus. The cult preaches that to understand the glory of light, one must first walk hand in hand with darkness. No ruler listed. (Possible leader, created by me: Archcleric Covil Feydun, LG (LN), male human, Clr 12 of Pholtus)
Fellands: Ruled by Xavendra (CE female human Clr 13 of Iuz). It is rumored she may rebel, though loyal to Iuz.
Mighty Freehold: Near the Fellreev Forest, it is ruled by Null (CE male human Wiz19) of Iuz’s Greater Boneheart.
Defenders of Greenkeep: In the Fellreecv forest. Ruled by a bandit/elf alliance resisting Iuz.
Grand Clans of Grosskopf: Part of Iuz’s empire, no ruler listed
Kingdom of Johrase: Ruled by a frequently-replaced (about annually) orc chieftain or ogre warlord loyal to Iuz
Stronghold of the Midlands: Ruled by Graf Demmel Tadurinal (CE male human Clr 8 of Iuz)
Principality of Redhand: A renegade Shield lander Prince: Zeech (LE male human Ftr 8/Clr 4 of Hextor), rules this land. He is allied to Iuz but rumored to be ready for rebellion.
Great Lands of Reyhu: Some resistance by former bandit lords, often based in Urnst. Largely unpopulated.
Men of the Rift: This territory is divided and there is resistance in Rift Canyon from Plar of the Rift Durand Grossman (NE male human Rog11). Iuz has forces here led by Cranzer (NE male human Wiz 15)
Free City of Rookrosost: Ruled by Lord Marshall Arus Mortoth (CE maale half-fiend Ftr 15/Assn 4).
Free City State of Stoink: Surrendered to Iuz, but still rulled by Boss Renfus the Mottled (M male human Rog12). They conduct raids into the Count of Urnst
Earldom of the Tangles: Ruled by the insane Earl Aundurach (CE male human cClr 13 of Iuz). He carries a magical scepter crafted from the bones of Reynard, the lands rebellious bandit chief killed in 589. Interestingly enough, a band of humans and half elves have acted since 585 CY as a force of resistance with the assistance of clerics of Trithereon based in Furyondy.
Unified Bands of the Warfields: Mostly in ruins, but ruled from the town of Hallorn. The former bandit lord, Guardian General Hok (CN male human Ftr 14) has not been heard from in years.
The Barony of Wormhall: Home of the town of Hallorn, its real attraction is Woermhall. Reportedly the three lords of Wormhall seem to be allied to Iuz. No one knows who they are, but they ar bewlieved to be fiends or undead. The structure known as the Wormhall has tenebrous worms crawling on it.

Bissel: Ruled by Larrangin, Margrave of Bissel (LG, male human, Ftr 9/Clr2 of Heironeous)

Blackmoor: Archbaron Bestmor of Blackmoor (NE male human Frt 1.Wiz 4) rules from Dantredun. However, an orc in service to the Egg of Coot ( a mysterious being who seems to create automata in the land.) The fabled City of the Gods is in the area, which seems to be a source of strange technology.
Teuod Fent (N, male human Wiz 2 (illusionist) has been acting against Iuz here. Iuz seems to avoid Blackmoor, possibly because of some power in ancient standing stones and hills.

Bone March: The former Lord, Clement, the Marquis of Bone March (LN male human Ftr 9 is presumed to be dead.)

Bright Lands: Ruled by Rary (NE male human Wiz 20+)

Celene: Queen Yolande (CG female elf, Wiz 13/Ftr 2) has traditionally been an isolationist, but seems to have changed of late.
Melf, Prince Brightflame of Celene (NG, male elf, Wiz 14/Ftr 4) leads the Knights of Luna. He encourages more involvement in the world.

Dyvers: The LGG lists the mayor as Larissa Hunter (NG female human, Ftr 12)

Ekbir: Ruled by Caliph Xargun (NG male human Clr 16 of Al’Akbar). In the LGG, he seeks unity with his fellow Baklunish.

Frost Barbarians: Led by King Hudgred Ralffson of the Frutzii (CN male human Bbn 13). This kingdom was allied with the Archbarony of Ratik, but received the agents of the Scarlet Sign with respect. (Note: In an adventure published in Dungeon magazine, King Hundgred dies of wounds suffered in battle against a red dragon, a la Beowulf, and his successor is Bowvar (LG male human paladin 9? So I've gone with that.)

Furyondy: Led by King Belvor IV (LG male human Pal 16 of Heironeous) is a staunch foe of Iuz. His son, Thrommel III disappeared many years ago. (Living Greyhawk Campaign advanced to the elderly Belvor naming Count of Crystalreach Artur Jakartai his successor before dying of old age, so in 600 CY, King Artur Jakartai rules Furyondy.)
County of Crystalreach
Count Artur Jakartai (LG male human Pal 17 of Heironeous)
Fairwain Province
Ruled by King Belvor
Gold County
Countess Kyaren Rhavelle (N female human Wiz4 (illusionist)
Barony of Kalinstreen
Baroness Jelleneth Kalinstren (CG femal human Ftr9)
Barony of Littleberg
Baron Jemain (LG male human Ftr11)
Duchy of the Reach
Duke Bennal Tyneman (CN male human Rog 12)
Viscounty of the March
Viscount Luther Derwent (N male human Ftr 4)
Barony of Willip
Baron Xanthan Butrain (LN male human Ftr 8) (Note: Not anymore! Its now Baron Monduel, Joe's gnome mesmerist 20!)

Geoff: Formerly ruled by the exiled Owen I, Grand Duke of Geoff (LG male human Wiz 15 (illusionist)/Ftr 5).

Gran March: Magnus Vrianian, Commandant of the Gran March (LG male human Wiz9 (evoker)/Clr 3 of Heironeous)

Greyhawk: Lord Mayor Nerof Gasgal (LN male human Rog 12) (Note: Deceased, assassinated recently by former Master of the Greyhawk Assassins Guild, Turin Deathstalker, who discovered Gasgal's clandestine meetings with Despot of Pomarj, Turrosh Mak, to broker a peace treaty. It's someone else now, a different oligarch. Turin Deathstalker has fled Greyhawk, and is currently being hunted by Org Nenshen, Master of GH Thieves' Guild, who regarded Nero Gasgal as his oldest and closest friend.)

High Folk: The Worthy Sir, Tavin Ersteader, Mayor of Highfolk Town (NG male human Wiz 11) and His Most Excellent Highness (Kashafen Tamarel Flameflower, Lord of the High Elves of Vesve (CG male elf Wiz 14/Ftr 4). They are aided by Philidor the Blue (NG male human? Wiz 20+). As I recall, Philidor’s skin is blue and he appeared in the Flanaess sometime between 581 and 591 CY.

Ice Barbarians: Lolgoff Bearhear, King of the Cruski, Fasstal of all the Suelii (CN male human Bbn 15) In the LGG, he is suspicious of the Scarlet Brotherhood – who murdered his uncle. (Note: hmmm.... THIS might be the barbarian king killed by the dragon in the Dungeon adventure....)

Irongate: His Resolute Honor Cobb Darg , Lord High Mayor of Irongate (apparently human, no other information available). The government is lawful neutral.

Empire of Iuz:
Delaquenn: this territory in the western horned land is ruled by Maskaleyne (CE male vampire W12) a formen noble of House Naelax in Aerdi
Dorakaa: Iuz’s capitol. The city is overcast in black clouds in a four mile radius.
Shieldlands: Iuz’s portion is ruled by Vayne (CE male human Wiz 17). (Note: As of very recently in our 600 CY campaign, the whole of the Shieldlands has been conquered by Iuz.)
Grossfort: This is on the barrens, and is rulled by the archmage Jumper (CE male human Wiz 19)
Molag: Former capitol of the Horned Lands: It is ruled by Iuz’s high Priesteess Althea (CE female human Clr20 of Iuz)
Resistance in tis area and the Fellreev Forest is led by former bandit lord Shannar Hendricks (CN male human Ftr 15), elves and Flan foresters, independent orc bands and a rogue liech Dahlvier (NE male human (undead) Wiz 18)who rules part of the Molag area

Keoland:
Barony of Axewood
Baron Anladon of Neheli (LG male half-elf Ftr8/Wiz 2)
County of Cryllor
Count Ignas Manz (LN male human Ftr 16)
Duch of Dorlin
Duke Cedrian III of Neheli (CN male human Wiz7/Ftr 2)
County of Flen
Countess Allita Elgarin (N female human Clr 5 of Xerbo)
Union of the Good Hills First Speaker Blaif Rinnar (NG male gnome Ftr 6/Rog 2)
Duchy of Gradsul
Duke Luschan VII of Rhola (LN male human Wiz9/Ftr 2)
Barony of Grayhill
Baron Markos Skotti (NG male human Ftr 7)
March of Middlemead
Margrave Kharn (LN male human Ftr 3)
Royal Capitol and District of Niole Dra
Lord Mayor Pugnace Dillip (LN male human Ari6)
County of Nimlee
Countess Lissen Rheyd (NG female human Clr 8 of Lydia/Ftr 2)
Viscounty of Salinmoor
Viscount Cronin Secunforth (LN male human Ftr4)

Ket
Nadaid, Beygraf of Ket, (LN male human Ftr 10/Wiz 5 (diviner))

Lendore Isles:
High Priest Anfaren Silverbrow (CG male elf Clr 20 of Sehanine)

Lordship of the Isles:
Prince Frolmar Ingerskatti of Duxchan (N male human Ftr 12), puppet ruler controlled by Scarlet Brotherhood.

North Kingdom:
Overking Grenell of House Naelax (LE male human Clr 19 of Hextor) . The besieged city of Rinloru has thousands of undead controlled by a mad undead priest of Nerull called Delgath the Undying (NE male animus CLr 17 of Nerull.)

Nyrond:
Almorian Protectorate:
Governor Younard (LG male human Ftr 13)
County of Brackenmoor:
Count Romdnen Beremen (N male human Clr 5 of Zilchus)
Viscounty of the Eventide:
Viscount Edward Ventrose (CN male human Rog 11/Ftr 3)
Duchy of Flinthill:
Duke Grevin Damar (LG male human Ftr 5)
Earldom of Gamboge
Earl Larapel Klendern (NG male human Rog2)
Justcrown Province
King Seth Rhynnon
Duchy of Korenflass:
Duke Regurd Korenflass (N male human Ftr 8)
County of Mowbrenn:
Count Cunal Huldane (NG male human Rgr9)
Duchy of Orberend
Duke Arnon Orberend (LG male human Pal 10 of Pelor)
Duchy of Womtham
Duke Finelann Boomgren (LN male human Ftr3)
March of Woodverge
Sir Weynoud Aspranth (LG male human Clr7 of Heironeous)
Barony of Woodwych
Baroness Verin Talnith (N female human Rgr 4)

Onnwal:
Jian Destron, Sezek of Free Onnwal (LN male human Ftr 8) and Rakevhell Chert , Comander of the free Onwall Army of Rebellion (N male human Rog18) versus Exalthed Sister Kuranyie (LE female human Mnk 10)

Pale:
Theocrate Ogon Tillit (LN male human Clr16 of Pholtus)

Plains of the Paynims:
Only the Mahdi of the Steppes and the Amir of Kanak are mentioned, but no stats are given.

Perrenland:
Karenin, Voorman of all Perrenland (LN male human Ftr 14)

Pomarj:
Turrosh Mak (NE male half-orc Ftr 6).

Ratik:
Archbaroness Evaleigh (CG female human Rog 9/Wiz3)

Rel Astra:
Drax the Indestructible (LE male animus Wiz 11/Ftr 3) (Currently leading expedition in Moil to acquire Hand of Vecna!)

Free City of Ountsy:
Princess Emamara of House Garasteth (NE female human Ftr 10), advised by the venerable Svenser, Court Mage of Ountsy (N Wiz 16).

Free City of Roland:
"The Five of Roland":
Admiral Lef Quaanser (LN male huan Ftr 11)
Master Ramshalak (NE female human Clr 12 of Pyremius)
Lady Barvern (LE female human Ftr 13)
Master Vornekern (N male human Rog 13) (Currently part of Drax's adventuring party in Moil!)
Magus Isrilhan of House Garasteth (LN male human Wiz 14) (Recently annihilated by the green devil's mouth in Tomb of Horrors, orchestrated by Drax and Master Vornekarn!)

Rovers of the Barren (Arapahhi in its native Flan tongue):
Durishi Great Hound (CN male human Ftr 9)

Scarlet Brootherhood:
Only a title is known: His Peeless Serenity, the Father of Obedience. (According to Greyhawk Adventures hardback, his name is Korenth Zan, actually....)

Sea Barons:
High Admiral Basmajian Arras (LE male human Ftr 13)

Sea Princes:
Brother Hammandaturian, Shepherd of the Sea Princes (LE male human Mnk 12)

Shieldlands:
Countess Katarina of Walworth (LG female human Pal 15 of Heironeous). Currently presumed either dead or a prisoner of Iuz in Dorakaa, following Iuz's conquest of the Shieldlands.

Snow Barbarians:
King Ingemar Hartensen of the Schnai (CN male human Bbn 16)

Sterich:
Resbin Dren Emondav, Marchioness of Sterich (LN female human Src 13). (But in MY Greyhawk, it's now Duke Killuah, advised by the Wizard of Witchfire Mountain, Grymalkyn the Awesome, and Paladin-Beloved-by-the-Goddesses Samhain Aqualung Tull!)

Stonehold:
Rhelt Sevvord I , Master of Shonehold (CE male human Ftr 20+) was a foe of Iuz.

Sunndi:
Overking Hazendel I (CG male elf (Wiz 8/Clr 4 of Trihereon/Ftr 1)

Tenh:
Duke Ehyeh II of Tenh (NG male human Rgr 12)

Tiger Nomads:
Ilkan Gajtak of the Chakyik Hordes (CE male human Ftr 19/Wiz2 (Illusionist))

Tusmit:
Pasha Muammar Qharan (LN male human Ftr14)

County of Ulek:
Count Palatine Lewenn of Ulek (N male human Drd 13 of Berei)

Duchy of Ulek:
Duke Grenowin of Ulek (NG male elf Wiz 11/Ftr 2)

Principality of Ulek:
Prince Olinstaad Corond (LG male dwarf Rog 12/Ftr 3)

Ull:
Orakhan Khazuron of Ull (CN male half-ogre Ftr 16).

County of Urnst:
Countess Belissica of Urnst (CG female human Wiz 14 of Urnst)

Duchy of Urnst:
Duke Karil Lorinar (CG male human Rgr 13)

Valley of the Mage:
Aran Krimeeah (N? male human? Wiz 20 +), rumored to be of House Rax-Nyrond?

Veluna:
Canon Hazen (LG male human, Clr 20+ of Rao)
In the LGG, his daughter Jolene was trying to weaken the influence of the Church. Now, in 600 CY, Canon Hazen has died of old age, and Veluna is a secular Principality ruled by Princess Jolene.

Verbobonc:
Viscount Langard of Vebobonc (CG male half-elf Rog 4) Bishop Haufren (LN male human Clr 14 of St. Cuthbert)

Wolf Nomads:
The Fearless Wolf Leadr, Tarknan of the Wegwiur, Bargru (CN male human Frt 14/Wiz 2 (illusionist))

Yeomanry:
Spokesman for the Yoromanry League Marius Lingon (NG male human Rgr 10)

Zeif:
Sultan Murad of Zeif (LN male human Ftr 15)

Former Pasha of Tusmit:
Jadhem(LN male human Ftr 15)

Natural features:
Iron Hills:
This dwarven hill kingdom is a member of the Iron League, lead by King Holgi Hirsute (LG, male hill dwarf, Ftr 15)


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The Dolorous Dodecahedron (minor artifact):

The Dolorous Dodecahedron is a dodecahedral puzzle with 12 pentagonal faces (3 meeting at each vertex), articulated along each of its 1-inch edges (with a total surface area of approximately 20.65 square inches), roughly the size of a large lemon. Each of the dozen pentagonal faces of the dodecahedron is crafted from gleaming black adamantine, and is roughly 0.05 millimeters thick. However, the Dolorous Dodecahedron is not hollow within, containing a diabolically complex system of mithral cogs, gears, wires, axles, springs, and other mechanisms that facilitate its articulation. Additionally, there are a number of diminutive spring-loaded needles, hooks, barbs, and blades crafted from blood crystal concealed within the interior of the Dolorous Dodecahedron.
When a creature manipulating the dodecahedron-shaped puzzle along its articulations succeeds in forming certain configurations (see below), the wickedly sharp blood crystal components will suddenly and swiftly project out from between the adamantine pentagonal faces with sufficient force to pierce or slash unprotected flesh (such as a humanoid’s bare hand) in contact with the dodecahedron, dealing 1d3 damage (either piercing or slashing), plus 1d3 bleed. Once one of these blood crystal needles, hooks, barbs, or blades has drawn blood from a creature, that creature becomes the intended victim of a fiend from one of the lower planes (the exact type of fiend and the particular lower plane are specific to the configuration of the puzzle activated by the victim, as described below).
One to four (1d4) rounds after a configuration of the Dolorous Dodecahedron has been activated and the user’s blood has been drawn by one of the blood crystal projections, a temporary two-way gate to the specified lower plane will open 10—60 (1d6x10) feet away from the victim; on the following round, the specified fiend comes through the gate, intent on dragging the victim back with it into the lower plane from which it came, where the victim will be tortured to death and become a petitioner trapped on that lower plane for the rest of eternity. Once the fiend has succeeded in dragging its victim back through the gate into the lower plane destination, the gate immediately closes.
In the event that an intended victim (and/or one or more allies of the intended victim) instead slays the summoned fiend, the gate immediately closes. Exactly 24 hours later, another gate opens 10—60 (1d6x10) feet away from the intended victim, this time to the lower plane destination of the next higher polyhedron configuration of the same color; on the following round, the fiend associated with that destination comes through the gate, determined to drag the victim back with it, etc. Should that fiend also be slain instead of dragging the intended victim back through the gate, another gate opens after another 24 hours have passed, this one connecting to the next higher polyhedron configuration of the same color, and so forth, until either a summoned fiend succeeds in dragging the intended victim through its gate to its lower plane of origin, or else the fiend associated with the highest possible polyhedron configuration is slain, at which point no further attempts will be made.
For example: a user of the Dolorous Dodecahedron activates the red tetrahedron configuration, triggering a blood crystal needle to stab her finger, drawing her blood; 2 rounds later, a gate to Pazunia (1st layer of the Abyss) opens 30 feet from the intended victim, and on the following round, a babau demon steps through and tries to drag her through the gate to Pazunia. The intended victim and her allies instead slay the babau demon, and the gate to Pazunia closes. At the same time on the following day, a gate to Malignebula (27th layer of the Abyss) opens near the intended victim, and a nabassu demon steps through, intent on dragging her off to eternal torment. If the nabassu demon is also slain, a gate to Gaping Maw opens in the intended victim’s vicinity 24 hours thereafter, disgorging a hezrou demon this time, and so on, until either a summoned demon succeeds in dragging the intended victim off to its native Abyssal layer, or else she and her allies slay the balor demon from Sixth Pyre, after which no further gates will open, and no further fiends will be summoned.
If the solver can successfully subdue a fiend summoned through a gate opened by solving its corresponding configuration (typically by reducing it to 25% or less of its maximum hit point total, and then offering to spare its life in exchange for service), the subdued fiend will serve as if it had been conjured by the solver casting a lesser planar ally spell (if it has 6 HD or less), a planar ally spell (if it has 7—12 HD), or a greater planar ally spell (if it has more than 12 HD), except that the fiend will not require any kind of payment for its service. There is no limit on the number of fiends a single solver can have subdued and serving at any given time.

Configurations of the Dolorous Dodecahedron:
Configuration: Check DC: Fiend Summoned: Gate Destination:
Black Tetrahedron Int-based DC 15 Amanusya Rakshasa Ocanthus, Acheron
Silver Tetrahedron Wis-based DC 15 Ceustodaemon Oinos, Hades
Red Tetrahedron Dex-based DC 15 Babau Demon Pazunia, Abyss
Gold Tetrahedron Cha-based DC 15 Evangelist Kyton Avernus, Baator
Black Cube Int-based DC 20 Marai Rakshasa Tintibulus, Acheron
Silver Cube Wis-based DC 20 Hydrodaemon Niflheim, Hades
Red Cube Dex-based DC 20 Nabassu Demon Malignebula, Abyss
Gold Cube Cha-based DC 20 Erinyes Devil Dis, Baator
Black Octahedron Int-based DC 25 Common Rakshasa Thuldanin, Acheron
Silver Octahedron Wis-based DC 25 Piscodaemon Pluton, Hades
Red Octahedron Dex-based DC 25 Hezrou Demon Gaping Maw, Abyss
Gold Octahedron Cha-based DC 25 Barbed Devil Minauros, Baator
Black Decahedron Int-based DC 30 Orsatka Rakshasa Avalas, Acheron
Silver Decahedron Wis-based DC 30 Tarry Demodand Othrys, Carceri
Red Decahedron Dex-based DC 30 Glabrezu Demon Hollow’s Heart, Abyss
Gold Decahedron Cha-based DC 30 Ice Devil Stygia, Baator
Black Dodecahedron* Any mental DC 10 None None
Silver Dodecahedron Wis-based DC 35 Stringy Demodand Cathrys, Carceri
Red Dodecahedron Dex-based DC 35 Seraptis Demon Sighing Cliffs, Abyss
Gold Dodecahedron Cha-based DC 35 Horned Devil Malbolge, Baator
Black Icosahedron Int-based DC 40 Maharaja Rakshasa Ocanthus, Acheron
Silver Icosahedron Wis-based DC 40 Squamous Demodand Colothys, Carceri
Red Icosahedron Dex-based DC 40 Balor Demon Sixth Pyre, Abyss
Gold Icosahedron Cha-based DC 40 Pit Fiend Devil Nessus, Baator

* The Black Dodecahedron is the default configuration of the Dolorous Dodecahedron, to which it can be returned with any kind of ability or skill check based on one of the three mental ability scores—Intelligence, Wisdom, or Charisma—at DC 10. Additionally, the Dolorous Dodecahedron will automatically reset itself to this configuration following the closing of any gate that was opened by solving any of its 23 other configurations.

Failed Attempts to Solve a Configuration: Each time an ability or skill check made to solve any one of the Dolorous Dodecahedron’s 24 configurations (including its default configuration, the Black Dodecahedron) fails to meet the target DC by 5 or less, a gate to a random plane or demiplane is opened for a duration of 1d4+2 rounds.
All creatures in the vicinity of a random gate should roll initiative; at the start of each round during which the gate remains open, there is a 25% chance (a result of 01—25 on a roll of d%) that one or more creatures come through it on their individual initiative result(s). If any creatures do come through the random gate, it will immediately close at the beginning of the following round (after any and all creatures have passed through), regardless of any remaining rounds originally determined for the duration of the random gate.
If a random gate is accidentally opened, roll d% and consult the table below to randomly determine the destination on the other side of the gate, as well as the creature or creatures (if any) that emerge from the gate (on a 25% chance, checked at the beginning of each round the gate remains open):

d%: Random Gate Opened To: Creature(s) Emerging (25% chance per round):
01—02 Regulus, Mechanus 1d6 modrons 1
03—04 Avalas, Acheron 1d10 fiendish humanoid petitioners 2
05—06 Avernus, Baator 1d6 lemure devils (50%) OR 1d6 imps (50%)
07—08 Pazunia, Abyss 1d6 dretch demons (50%) OR 1d6 quasits (50%)
09—10 Oinos, Hades 1d6 cacodaemons (50%) OR 1d6 shadows (50%)
11—12 Pandesmos, Pandemonium 1d8 windrazors (50%) OR 1d4 windscythes (50%) 3
13—14 Limbo 1d6 githzerai 4
15—16 Regulus, Mechanus 1d4 inevitables 5
17—18 Thuldanin, Acheron 1d4 duergar rangers (6th level) 6
19—20 Dis, Baator 1d4 achaierais (50%) OR 1d4 bearded devils (50%)
21—22 Molrat, Abyss 1d6 abrikandilu demons
23—24 Niflheim, Hades 1d6 lacridaemons
25—26 Cocytus, Pandemonium 1d6 hordlings 3
27—28 Limbo 1d4 proteans 7
29—30 Regulus, Mechanus 1d4 modrons 8
31—32 Tintibulus, Acheron 1d6 raktavarna rakshasas
33—34 Minauros, Baator 1d4 evangelist kytons
35—36 Ivory Labyrinth, Abyss 1d4 brimorak demons
37—38 Pluton, Hades 1d4 cuestodaemons
39—40 Phlegethon, Pandemonium 1d4 redcaps
41—42 Limbo 1d4 slaadi 9
43—44 Regulus, Mechanus 1d4 axiomites
45—46 Ocanthus, Acheron 1d6 bladelings 10
47—48 Phlegethos, Baator 1d4 magaav devils
49—50 Pazunia, Abyss 1d6 hala demons (50%) OR 1d4 vrock demons (50%)
51—52 Oinos, Hades 1d6 genthodaemons
53—54 Agathion, Pandemonium 1d4 neh-thalggus (50%) OR 1d4 seugathi (50%)
55—56 Khalas, Gehenna 1d6 barghests (50%) OR 1d4 greater barghests (50%)
57—58 Othrys, Carceri 1 nighthag mounted on a nightmare
59—60 Shadow Plane 1 shadow demon
61—62 Far Realm 1d4 intellect devourers
63—64 Feywild 1d4 fey creatures 11
65—66 Iron Wastes, Abyss 1 fiendish frost giant with 1d4 fiendish winter wolves
67—68 Chamada, Gehenna 1 fiendish fire giant with 1d4 hell hounds
69—70 Cathrys, Carceri 1d4 fiendish shambling mounds with 1d4 will-o’-wisps
71—72 Negative Energy Plane 1 greater shadow with 1d4 shadows
73—74 Astral Plane 1 githyanki gish with 1d6 githyanki 4
75—76 Ethereal Plane 1d6 phase spiders
77—78 Limbo 1 githzerai master with 1d6 githzerai 4
79—80 Krigala, Beastlands 1d6 awakened celestial animals 12
81—82 Far Realm 1d4 denizens of Leng
83—84 Arvandor, Arborea 1d4 azatas 13
85—86 Amoria, Elysium 1d4 agathions 14
87—88 Gaping Maw, Abyss 1 baregara (50%) or 1 hezrou demon (50%)
89—90 Stygia, Baator 1 ice devil
91—92 Colothys, Carceri 1 tarry demodand
93—94 Leng, Dreamlands 1d4 animate dreams with 1d4 nightgaunts
95—96 Pluton, Hades 1 thanadaemon
97—98 Astral Plane 1d4 aeons 15
99—00 Far Realm 1 random aberration 16

1 Roll a d4 for each modron that comes through the gate to determine its type: 1 = monodrone; 2 = duodrone; 3 = tridrone; 4 = quadrone; see World of Greyhawk Pathfinder (1e) Bestiary III for stats
2 Roll a d6 for the single type of all fiendish humanoid petitioners that come through the gate: 1 = kobolds of Kurtulmak; 2 = goblins of Maglubiyet; 3 = hobgoblins of Nomog-Gaea; 4 = orcs of Gruumsh; 5 = bugbears of Hruggek; 6 = humans (use bandit [warrior 2] stats from GameMastery Guide) of a lawful evil deity (Bane, Gilgeam, Hextor, Loviatar, Wee Jas, etc.)
3 See World of Greyhawk Pathfinder (1e) Bestiary I for stats
4 See World of Greyhawk Pathfinder (1e) Bestiary II for stats
5 Roll a d4 for each inevitable that comes through the gate to determine its type: 1 = arbiter; 2 = novenarut; 3 = kastamut; 4 = impariut
6 See Monster Codex pg. 46 for stats
7 Roll a d4 for each protean that comes through the gate to determine its type: 1 = voidworm; 2 = akizendri; 3 = ourdivar; 4 = azuretzi
8 Roll a d4 for each modron that comes through the gate to determine its type: 1 = pentadrone; 2 = decaton; 3 = nonaton; 4 = octon; see World of Greyhawk Pathfinder (1e) Bestiary III for stats
9 Roll a d4 for each slaad that comes through the gate to determine its color/type: 1 = red; 2 = orange; 3 = blue; 4 = green; see World of Greyhawk Pathfinder (1e) Bestiary I for stats
10 See appendix B: stat blocks below for stats
11 Roll a d10 for each fey creature that comes through the gate to determine its type: 1 = alp; 2 = bogeyman; 3 = cold rider; 4 = escorite; 5 = huldra; 6 = ijirag; 7 = korred; 8 = quickling; 9 = redcap; 10 = sangoi
12 Roll a d10 for the single type of all awakened celestial animals that come through the gate: 1 = dire bears; 2 = dire boars; 3 = dire wolves; 4 = mastodons; 5 = giant shrikes; 6 = hyenaedons; 7 = arsinoitheriums; 8 = glyptodons; 9 = emperor cobras; 10 = wollipeds
13 Roll a d6 for each azata that comes through the gate to determine its type: 1 = gancanagh; 2 = thyrlien; 3 = yamah; 4 = bralani; 5 = lillend; 6 = ghaele
14 Roll a d6 for each agathion that comes through the gate to determine its type: 1 = silvanshee; 2 = reptial; 3 = vulpinal; 4.= procyal; 5 = avoral; 6 = leonal
15 Roll a d6 for each aeon that comes through the gate to determine its type: 1 = synesis; 2 = othaos; 3 = theletos; 4 = akhana; 5 = agnoia; 6 = bythos
16 Roll a d6 to determine the type of random aberration that comes through the gate: 1 = moon-beast; 2 = dark young of Shub-Niggurath; 3 = froghemoth; 4 = ghorazagh; 5 = flying polyp; 6 = neothelid

Suggested Methods of Destruction: Although there are several methods by which the Dolorous Dodecahedron can be destroyed, all of them are extremely difficult to accomplish. The following methods are certain means of destroying the minor artifact:
— Steeping the artifact in the gastric juices of the tarrasque for 24 hours will cause the Dolorous Dodecahedron to dissolve completely.
— If Primus (the Supreme Modron, the One and the Prime), the only entity in the multiverse capable of reconfiguring all 24 configurations into their mystical corresponding “anticonfigurations” (i.e., reversing the configurations so that the puzzle is turned inside-out), will cause the Dolorous Dodecahedron to be utterly annihilated—exploding for 10d10 slashing and piercing damage from shrapnel to all targets in a 100-foot radius blast (DC 23 Reflex saving throw for half damage).
— The Dolorous Dodecahedron will disintegrate into fine black powder and blow away in the wind if each configuration is solved one at time at the top of each hour, beginning at either midnight or noon and completing in a 24-hour cycle, in the following order: 12:00 = black tetrahedron, 1:00 = silver tetrahedron, 2:00 = red tetrahedron, 3:00 = gold tetrahedron; 4:00 = black cube, 5:00 = silver cube, 6:00 = red cube, 7:00 = gold cube; 8:00 = black octahedron, 9:00 = silver octahedron, 10:00 = red octahedron, 11:00 = gold octahedron; 12:00 = black decahedron, 1:00 = silver decahedron, 2:00 = red decahedron, 3:00 = gold decahedron; 4:00 = black dodecahedron, 5:00 = silver dodecahedron, 6:00 = red dodecahedron, 7:00 = gold dodecahedron; 8:00 = black icosahedron, 9:00 = silver icosahedron, 10:00 = red icosahedron, and 11:00 = gold icosahedron. Additionally, each gate must remain open, and each fiend summoned must be subdued, and not killed; if a fiend is killed, its corresponding configuration must be solved again and its gate kept open to try another attempt at subduing the new fiend summoned. Once all 24 configurations have been solved in their proper order and at the proper hour, and all gates are simultaneously opened, the subdued fiends must then be coerced to collaborate in a combined ritual channeling of planar energies on the 12th hour (either noon or midnight, 24 hours after the first configuration was solved); once this is completed, the artifact disintegrates as described above.


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Continued from the previous post ....

.... A lean and nimble figure with snow-white hair and skin the hue of a deepening dusk sky, slightly pointed ears, and ruby eyes that betrayed his dubious heritage to the grey elf king .... Indeed, this Iggy the Golarionite (whatever on Oerth that might be) was clearly at least half drow and half human man! And, as Trithereon had said, he carried a trident as black as a moonless night, as if it were forged from shadowstuff .... But half drow or not, Trithereon had called him His champion, and His, um, Golarionite .... So Hazendel would exercise his faith in the words of his deity.

The Golarionite--Iggy of House Pop--hailed the Olvenking: "Hail to the Olvenking! 'Tis another suburban family morning! Grandmother screaming at the wall! We have to shout above the din of our Rice Krispies! We can't hear anything at all! Mother chants her litany of boredom and frustration, but we all know her suicides are fake! Daddy only stares into the distance .... There's only so much more that he can take .... Many miles away .... something crawls from the slime .... at the bottom of a dark Vast Swamp lake!" Iggy the Golarionite gestures broadly with his night-black trident as he recites this strange ballad, and bows courteously to the grey elf king ....


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Former Horned Society minions in the Ruins of the Cathedral of Stern Alia (city map letter P)

Several weeks ago, prior to the party's excursions to Darkenrift in the Grandwood and White Plume Mountain, as they were exploring various locations throughout Nulbish, they discovered that the ruined and abandoned Cathedral of Stern Alia was not as abandoned as it appeared. Hiding out among the wreckage within the cathedral were several individuals who claimed to be former residents of Molag when it was still the capital city of the now defunct Horned Society (instead of Iuz's "summer palace", as the Old One laughingly calls Molag these days).

(In hindsight, Orsino of the House of Naelax in particular is somewhat amazed and surprised that anyone would ever admit to being former minions of the "Dread and Awful Presences" of the Horned Society to a group of nosy adventurers they'd just met .... Could it be a deception? A trick? But if so, to what end?)

There were six altogether, listed below, starting with their de facto leader (by dint of her comparative power over the others).

Jocelle (LE female human [Oerid-Flannae] infernal bloodline sorceress 10): A beautiful and highly persuasive woman, Jocelle leads the others because she is the most powerful, as well as the most experienced, having been one of three comely female apprentices of one of the Hierarchs of the Horned Society (that Hierarch, and presumably the other two apprentices, were slain by powerful adventurers about a decade ago). Like her late master, Jocelle is a disciple of Asmodeus, greatest of the archdevils, and Lord of Nessus. When the party met her last month, she had been clad in a crimson robe with a high, flaring collar, cinched at the waist with a belt of gold medallions, and carried a bronze rod topped with a blood-red crystal.

Yeval Notna (LE male human [Suloise-Flannae] unchained rogue 5/assassin 3): A stout, bald, double-chinned man, not quite 5-1/2-ft. tall, with heavy-lidded grey eyes, a forked bead and mustache (light brown), and had been clad completely in black when the party first encountered him back in early Planting (about a month ago). Yeval had not spoken at all at the initial meeting, but he and the others had been introduced by Jocelle, who had done almost all of the talking for them. He had merely stared at the party (especially the "weird-looking jester"), his pudgy hands very close to the hilts of the pair of short swords hung in scabbards at his flabby waist.

Crauleister (NE male tiefling [hellspawn] two-handed fighter 6): A tall and lanky "devil-born" (or "hellspawn") tiefling warrior, with rust-red scaly hide, all-black eyes (no whites or pupils), needle-sharp yellowish teeth bared in a constant grin (or snarl?), shoulder-length mane of black hair that did not conceal the 3-inch yellowish horns protruding from his brow, and a rust-red tail like that of a lion, except longer, ending in a tuft of black fur. Crauleister also kept quiet during that first encounter, letting Jocelle do the talking, but he'd growled and cast an angry look at the bewitching sorceress when she'd introduced him by name to the three "snooping strangers" ....

Parson Jaax (NE male human [Flannae-Oerid] cleric 6 of Nerull): A dark-skinned and dark-eyed, pockmarked man of indeterminate age (he was likely younger than his physique made him appear), his posture twisted and stooped by a severe curvature of his spine, making him seem to be perpetually bowing, and his stringy wisps of sparse black hair clinging damply to his scabrous scalp. He'd been leaning on the black shaft of a scythe that was a crooked as he was, with a crescent blade the color of rust -- or dried blood? His ill-formed frame had been draped in a black robe during the initial encounter. Like the others, he'd deferred to Jocelle, merely nodding indifferently when she'd introduced him.

Blixx "Longfangs" (LE male hobgoblin polearm master fighter 5): One of two hobgoblins with the group, Blixx "Longfangs" wore a black scarf wrapped around the lower half of his blue-and-red mandrill-like visage, and a black cowl pulled over his head to conceal his long and pointed goblinoid ears, leaving only his feral yellow eyes exposed. He wore a black tunic under his scarlet-tinted breastplate, and black-and-red checkered hose, knee-high boots of black leather, black leather gloves, and a waist-length scarlet cloak hung over his broad shoulders. He was armed with a black fauchard-fork polearm, which might have been the origin of his nickname, "Longfangs", for the business end was not unlike a pair of long fangs at the end of a black wooden pole.

Snarrff Gobbledowner (LE male hobgoblin unchained rogue 5): The other hobgoblin was introduced by Jocelle as "Snarrff Gobbledowner", and had been clad in a similar manner to Blixx, with hobgoblin features all but hidden behind a black scarf and cowl, but with a black leather cuirass (instead of a red-tinted breastplate), and all-black hose (instead of red-and-black checkered). Snarrff had been armed with a blackened iron morningstar, and a leather bandolier of throwing daggers crossed his torso.


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Clergy of the Diabolical and Profane Temple of the Nine Hells:
Just as Baator has Nine Layers of Hell, so the Diabolical and Profane Temple of the Nine Hells has nine presiding priests, each of which venerates all nine of the Lords of Baator in a polytheistic fashion, but each also has pledged their lives and souls to one particular archdevil. These nine priests follow, along with the particular archdevil to which they are eternally bound:

— Archbishop Urizire Maleonidras (LE male tiefling [hellspawn] Asmodean advocate cleric 13 of Asmodeus) is a hellspawn tiefling man of indeterminate age, standing a full seven feet tall, with an athletic physique, devilishly handsome features that clearly mark him as the descendant of a devil — unblemished scarlet skin, small black horns protruding from his brow, straight jet-black hair that falls to just below his broad shoulders, a long prehensile tail ending in a two-tined fork shape, black cloven hooves instead of feet, and eyes as black as a starless void, with blood-red vertical slit-shaped pupils, reminiscent of a fiendish feline or reptile’s pupils. Seeming to possess an almost supernatural charm and guile, Archbishop Urizire Maleonidras’ background is a carefully-guarded secret that he alone fully knows. All that most of the townsfolk of Nulbish really know about him (including his eight subordinate priests and priestesses at the Diabolic and Profane Temple of the Nine Hells) is that he arrived in Nulbish in Fireseek of 597 CY, shortly before the city was captured by the Horned King, and that he rendered significant profane and tactical aid to the Horned King during his siege of Nulbish. In gratitude, the Horned King bestowed upon the powerful Asmodean advocate the title of “Archbishop,” and ordered the construction of the Diabolic and Profane Temple of the Nine Hells during the week of Growfest of 597 CY. The Temple is still being constructed nearly three years later, but great progress has been made, and Horned King Malvolio I bestowed upon Archbishop Urizire the position of commanding high priest, granting him authority over the other clergy of the Diabolic and Profane Temple of the Nine Hells.

— Bishop Kalpheni Delphilech (LE male half-fiend [infernal] human [Oeridian] infernal bloodline sorcerer 6/hidden priest cleric 5 of Mephistopheles) is the spawn of an evil Oeridian infernal bloodline sorceress named Delphilia, who was impregnated by a horned devil (a.k.a. cornugon) named Nulzestal circa 573 CY, giving birth to the half-fiend only 9 nights later. The sorceress Delphilia died an agonizing death birthing the unholy infant, but not before she named him Kalpheni Delphilech (“The Damnation of Delphilia” in Old Oeridian). The hideous orphan was raised by the coven of witches and warlocks Delphilia had been a member of prior to her self-inflicted “damnation,” growing to full maturity within 9 years (circa 582 CY). The coven were devil-worshipers who especially revered Mephistopheles, Lord of Cania “the Eighth,” and they indoctrinated Kalpheni into the occult mysteries of diabolism and the profane rites of Mephistopheles. Ordained as a diabolic priest of Mephistopheles in a hidden cavern-temple dedicated to the Lord of Cania on the next dark phase of Luna (on Midsummer’s Night in 585 CY), “Father” Kalpheni advanced quickly through the occulted hierarchy of the profane church, and was promoted to “Vicar” in Wealsun of 587 CY, and then “Bishop” by Coldeven of 591 CY (after murdering all of his rivals and his predecessor). In 597 CY, hearing of the “glorious” conquests of the Horned King of Medegia, Bishop Kalpheni Delphilech petitioned the Mephistophelean hierarchs for a “transfer” to the new capital city of the Horned Kingdom, Nulbish on the Thelly River, where the Horned King had recently decreed the construction of a new bastion of diabolism — The Diabolic and Profane Temple of the Nine Hells. His request to be transferred there was granted, and Bishop Kalpheni Delphilech has served as the high priest of Mephistopheles at the Temple for nearly three years now, second in power and command only to Archbishop Urizire Maleonidias.

— Pater Muscavolitrio (LE accuser devil [zebub] vexing dodger unchained rogue 5/hidden priest cleric 5 of Baalzebul) is an accuser devil (a.k.a. zebub), a hideous, childlike blasphemy that conjoins the features of a plump human infant and a gigantic, gore-fattened fly. Childlike souls tormented and scoured of innocence by the flames of Hell and then reshaped by the mad whims of the archdevil Baalzebul, accuser devils embody the foul, merciless, and pervasive corruptions of the infernal host. Accuser devils are almost exclusively formed amid the cesspits of frozen Cocytus, the seventh layer of Hell. Within the Pit they serve countless infernal lords as messengers and spies, with droves being unleashed upon myriad mortal worlds with a mandate to seek out souls ripe for corruption or those whose sins might lead to greater damnations. These lesser devils stand just over 2 feet tall and rarely weigh more than 25 pounds. Pater Muscavolitrio appears to be a typical accuser devil, but in fact, the little fiend is exceptional among its kind, having been selected by Baalzebul (the “Slug Archduke” and “Lord of Lies/Flies”) to serve in a special capacity on the Prime Material Plane world of Oerth. “Gifted” by the Lord of the Seventh with even more cunning than is usual for its kind, and with a heightened sense of self-preservation and ambition, Pater Muscavolitrio has been sent to serve as Baalzebul’s “little spy” in Nulbish. Aside from the zebub vexing dodger/hidden priest’s fellow priests and priestesses at the Diabolic and Profane Temple of the Nine Hells, and a small number of faithful worshipers of Baalzebul that regularly visit the Temple, Pater Muscavolitrio’s existence in Nulbish is virtually unknown, for it employs its greater teleport and invisibility spell-like abilities, as well as its natural stealthiness and cunning, to move about the city unseen, and otherwise remains cloistered within its lair in the Temple.

— Mother Cazzandria (LE female tiefling [hellspawn] infernal bloodline sorceress 6/possessed tongues flame oracle 4 of Zariel) is a hellspawn tiefling descended from a minor aristocratic Oeridian family with ties to House Darmen and an erinyes devil ancestor named Debacchatia (one of the furies serving as shield maidens in the court of Zariel, Archduchess of Avernus and Lord of the First). Mother Cazzandria (she has abandoned her surname, having severed all ties with her former family in Zelradton) stands 6-feet-6-inches tall, with an austere and fiery beauty that tends to intimidate rather than attract. Her unblemished complexion is a rusty red color, her eyes are an amber yellow without pupils, and her eyelashes and eyebrows are the color of burnished brass, but she is completely bald, with no other hair anywhere else on her body. Her ears are pointed like an elf’s, but longer and more severe, with multiple gold and hematite earrings and ornamental piercings, including studs in her long, aquiline nose, high cheeks, and her plump black lips and forked black tongue. Mother Cazzandria is stern and humorless, with a volcanic temper.

— Canon Jando (LE male human [Oeridian] cardinal cleric 8 of Dispater) is a middle-aged Oeridian man of average stature and build, with close-cropped salt-and-pepper hair, a neatly-groomed forked beard and mustache that have gone more gray than the hair on his head, upswept eyebrows that give him a wicked appearance, and steel-grey eyes. Canon Jando rarely wears armor, preferring a long black robe with a high collar, emblazoned on the chest and back with the unholy symbol of Dispater — an iron spike driven into a golden ring with a red and purple crown. He sometimes dons a silver skullcap, and a gold ring of many carats with a ruby setting adorns the middle finger of his left hand. If Canon Jando is expecting combat, he dons blood-red studded leather armor with bronze studs, straps a light steel shield emblazoned with the unholy symbol of Dispater onto his right arm (he is left-handed), and wields a blackened steel morningstar in his left hand. However, he much prefers guile and cunning manipulations over direct confrontation, being a shrewd politician and a skilled orator. Canon Jando is also a savvy businessman, with multiple ventures throughout Nulbish and elsewhere generating income and influence for the worldly cleric.

— Vicar Lucrumas Avaritius (LE male human [Oeridian] cutpurse unchained rogue 4/evangelist cleric 4 of Mammon) is a portly Oeridian man of middle age, with shoulder-length wavy light-brown hair, a well-groomed mustache and goatee of the same color, a slightly ruddy complexion, and heavy-lidded hazel-green eyes that give him an appearance of constant boredom or lethargy. Vicar Lucrumas eschews priestly robes and vestments for tailored finery in the latest courtly fashions, and is always bedecked with jewelry of fine gold or silver inlaid with precious gemstones. He usually carries a scepter of ornately-wrought scarlet-tinted iron with onyxes and jets inlaid along its length, topped with the gold-plated skull of an imp with a pair of glittering rubies set into the hollow eye sockets. The vain and pompous vicar often wears a cloak of black velvet trimmed with sable or ermine, or the fells of a fox, wolf, or bear draped over his neck and shoulders. His apparel is completed by red satin slippers or fine leather boots, and a vicar’s cap of black velvet, to which is pinned the oily black feather of a raven. Vicar Lucrumas Avaritius has traded his immortal soul to Mammon, Viscount of Minauros and Lord of the Third, in exchange for worldly wealth and prestige. Indeed, he is one of the wealthiest individuals in Nulbish, both in assets and monetary treasure, but he keeps this fact a carefully-guarded secret, lest he fall prey to robbers and thieves (or tempt the Horned King himself to “relieve” him of some of his excessive wealth).

— Domina Ardensia Flammifer (LE female ifrit cult leader warpriestess 7 of Belial and Fernia) is an ifrit woman of smoldering beauty and mercurial charm that serves to conceal her secret fanaticism. Standing 5-feet-4-inches tall, with the slim and nubile appearance of a young maiden, Domina Ardensia Flammifer is anything but a maiden, possessing a fiery passion and sensual nature not unlike Archduchess Fernia of Phlegethos herself, Lady of the Fourth, whom the warpriestess reveres in equal measure to her reverence for the Archdevil Belial (Lady Fernia’s father and the former Archduke of Phlegethos, who still rules from behind her throne). She is bisexual, with an insatiable appetite for carnal pleasures, and always has multiple infatuated lovers vying for her affections at any given time. Domina Ardensia is a capable battlefield healer, a clever tactician, and a formidable warrior, wielding a magical +1 flaming falchion named “Hellstar” in battle. If she expects combat, Domina Ardensia dons a chain shirt under her scarlet-and-yellow tunic and priestly vestments, and a winged bronze helmet with a visor shaped like a hawk’s beak.

— Prelate Daemien Cryophilaxtor (LE male tiefling [hellspawn] tyrant antipaladin 6 of Levistus) is a hellspawn tiefling man in his mid-twenties, scion of a nearly extinct minor Oeridian noble family with ties to House Naelax in Bellport, and an ancient gelugon (ice devil) ancestor named Cryophiliax (a.k.a. the “Glacial Reaper of Stygia”), who serves Levistus, Prince of Stygia and Lord of the Fifth, as an enforcer and executioner. Prelate Daemien towers to a height of nearly 7 feet tall, with a hulking, heavily-muscled physique, skin the color of a cloudless blue sky, midnight-blue multifaceted eyes like those of a praying mantis or a fly, serrated mantid-like mandibles flanking his otherwise humanoid mouth, slit-like nostrils in lieu of anything like a humanoid nose, and a wild shock of snow-white hair-like tendrils worn up in a topknot atop his otherwise humanoid head. His powerful arms end in six-fingered claw-like hands, and his tree-trunk-thick legs are triple-jointed like those of a giant praying mantis. Due to these deviations from “typical” humanoid anatomy, Prelate Daemien Cryophilaxtor was obliged to commission a master armorer to forge his customized suit of half-plate armor, including a fearsome-looking helmet with a visor that accommodates his mandibles. In battle, he wields a +1 frost scythe named “Rime-Razor” that glows with an eerie blue-green luminescence (like the “witch-fires” that dance across the heavens in the northernmost regions of the continent of Oerik).

— Dame Sarfirith “the Converted” (LE female noble drow heretic inquisitor 6 of Glasya) is a darkly beautiful noble drow woman, formerly an inquisitor of Lolth, and Third Daughter of the noble drow House of Kilsek in the Vault of the Drow beneath the Hellfurnaces. In the aftermath of the Priestess Wars that raged through Erelhei-Cinlu around the same time that the surface lands were ravaged by the Greyhawk Wars (circa 582—584 CY), House Eilservs reestablished dominance within the Vault of the Drow, and House Kilsek was exiled. Matron Venrit led the outcast noble house of Kilsek on a long and perilous exodus westward through the vast and uncharted depths of DeepOerth (a.k.a. the “Underdark” or “UnderOerth”), finally settling in the subterranean city of Kalan-G’eld (formerly a city of the illithids) and became embroiled in the Godwar against various other factions and realms of western Oerik, which commenced circa 586 CY. However, Sarfrith, embittered by Kilsek’s defeat and banishment at the hands of Matron Eclavdra of House Eilservs, and feeling betrayed by their capricious and ungrateful demoness-goddess, renounced Lolth and House Kilsek forever thereafter, fleeing eastward through unknown regions of DeepOerth. Although she traveled alone, she sensed that some powerful unseen entity was guiding and protecting her from the countless horrors and hazards of DeepOerth. By the time she emerged onto the surface at the southern border of the Adri Forest, she had become aware that her mysterious benefactor was none other than Glasya, Princess of the Nine Hells of Baator, Daughter of Asmodeus, and Lady of Malbolge “the Sixth.” She underwent a drastic change of ethos at that moment, denouncing Chaos in favor of Law, and converted at once to the worship of Glasya, becoming one of the Archdevil’s inquisitors thereafter. Her diabolical patroness led her to Nulbish, where she joined the clergy at the Diabolic and Profane Temple of the Nine Hells (taking the title “Dame,” and the nickname “the Converted”), circa Fireseek of 598 CY. Over the past two-and-a-half years, Dame Sarfirith “the Converted” has adapted to life on the surface of Oerth. During the hours of daylight, she dons a pair of specially-crafted magical penumbral goggles that surround her in shadow so that she isn’t blinded or seared by the light of Oerth’s sun. She also possesses a cloak of arachnida, an adamantine short sword, a masterwork scourge, and a masterwork hand crossbow.


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Herzog Tanar'ri wrote:
"Well met, Stranger. Um. Nice liripipe. Makes me want to play chess."

"But my dear Stranger," returns Mephistopheles, "you ARE playing chess at this very moment. Alas, you are but a pawn, moving step-by-step across a board crowded with enemy pieces .... Yet, if you somehow manage to make it to the furthest row behind enemy lines, you may transform yourself into a sovereign .... Only Lady Istus knows, and she is quintessentially tight-lipped. Best of luck to you, 'Pitspawn' playactor. Be careful which stages you play that role upon." Before the archdevil finishes smiling wickedly at Herzog Tanar'ri, he is gone, leaving the investigator/wizard alone in the warehouse.


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DM Ray wrote:
** spoiler omitted **

You're right, after I posted that ridiculous wall of text, I thought to myself, "You should've put all that in spoiler so it wouldn't take up a space both far and wide (as far as the eye can see) ..."

I'm calling it your just deserts for using your maxed out skill in "to blathe" to convince a CR 10 ghost to hand over his barrel of booty with a smile and go to his eternal rest. Orsino is a Naelax through and through, naturally gifted with cunning and guile.


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"One more thing you definitely should know about Darkenrift," adds the venerable druid Dunwellyn, "is that in one of its many caves lairs the rift drake Glaumrog, a foul-tempered and bloodthirsty apex predator, with a hunting territory that extends some ten leagues out from Darkenrift in every direction, reaching from almost the southern border of the Grandwood to just short of Garborren's Rift to the north, and from the easternmost ford of the Mikar River to almost as far west as the dens of Burrmuzzle and his kin. Glaumrog might be the most dangerous monster inhabiting the caves of Darkenrift, to be sure, but as for causing rural folk to fall under a weird spell and wander off into the forest and down into Darkenrift, never to be seen again .... that's no craft of old Glaumrog's -- of that, I am certain. Glaumrog may be cunning in his own brutish way, but he's no beguiler or worker of subtle plots. No, his way is to snatch up those unfortunate enough to catch his eye and gobble them on the spot before flying back to his lair in the rift to sleep off his meal. And what's more, the earliest sightings of the rift drake only date back to perhaps two decades ago, give or take a year or two, whereas queer tales of spellbound rural folk disappearing into the Darkenrift go back several hundred years, as I've said. No, I'm quite sure Glaumrog has nothing to do with the strange behaviors and vanishings of folk hereabouts. That must be the work of some other, more insidious and far more subtle force .... Something that more likely than not has no place in the natural order -- an abomination .... an aberration .... Something ancient, wicked, and ineffable to the minds of mortal folk ...." Having said all of this, the old druid says no more, but casts an apprehensive gaze northward toward the Grandwood Forest and Darkenrift, as if contemplating the unknown perils that must lurk therein.


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Dunwellyn also mentions that a friendly treant named Knobbyboughs has recently taken to watching over the Darkenrift, occasionally driving chaotic raiders that emerge from the caverns of the chasm walls back into their subterranean lairs, or at least chasing them away from the Grandwood's southern borders and deeper into the forest, rather than allowing them to raid the farms and hunters' lodges of northern Medegia. "It would behoove ye to make friends with Knobbyboughs," suggests Dunwellyn. "Approach him with respect and diplomacy, and tell him that I recommended him to ye .... He makes a good friend, but a terrible and dangerous enemy."


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Orsino; Ivid VIII wrote:

Orsino looks sideways at one of the Grandwood Druids-- "The Druids have known about this for six centuries and never investigated?"

Then looks to his allies, let's go."

Old Dunwellyn chuckles at Orsino and says, "It isn't that we haven't investigated these disappearances over the centuries.... The problem, young man, is that those who go investigating in person have never returned, until it became a problem we thought best to leave alone. You see, in nature, there are apex predators who cull the populations of other species. This is just the way it has been from the very beginning."


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Orsino; Ivid VIII wrote:

Orsino does some research after sporting with Gray Marsha regarding what specific kinds of rituals -- "during a new Moon of Luna"; with "nine chaotic sapient creatures" ; and in the theme or style of 'Belial' and 'desire' -- could be made. What can she do with such? (Keeping in mind that the results of which would likewise have to be more valuable than 90 gold.)

I'll tell her that after banging her my mind is cloudy and I have to think aout it. Then research it.

Using Malvolio's library -- and the new library of canon Jander of Dispator -- please feel free to add Circumstance Bonuses to my Roll.
** spoiler omitted **

It will definitely get the favorable attention of the archdevil Belial, manifesting as a temporary boon that can be spent like a hero point, expiring after 28 days if not spent before then.


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The quickling stole the other n