Anointing

shdwfriend's page

1 post. No reviews. No lists. No wishlists.


RSS


Description: This is not a Kobold at all, rather it is a golem that was created by the Archmage Idiah, as part of a non-aggression pact made with the Great Wyrm Hazaulthrilimaun. The golem along with 5,000 pieces of silver was to be delivered to the Great Wyrm, but alas never completed the journey. Hazaulthrilimaun believed that Idiah was withholding his portion of the pact, and the dragon immediately went on the offensive. The bards’ tales say that….

“…The night twas lit by fires of dragon and the arcane.
By morn, the Vellon Valley was merely a plain.
And neither was seen again, again,
And so it goes, and so it goes,
An Adventurer’s life is fraught with woes…”

-an except from the Tavern Song…Life is Fraught with Woes by D’manda Anthym

This, of course, is not the whole story. I will not belabor ye with all the details. Suffice to say, that a young rival of the great Hazaulthrilimaun had set the gears in motion that would result in the proud beasts passage. So confident was this young wyrm in its plan, even as the pitched battle between dragon and wizard was playing out, Gorenthosis, for that was the young wyrm’s name, began to penetrate the defenses of Hazaulthrilimaun , to keep him distracted from the combat that he was presently engaged in. This action gave the Archmage Idiah the edge which he so desperately needed to gain the upper hand to vanquish such a beast as Hazaulthrilimaun … but this advantage merely succeeded in eliminating both combatants…just as Gorenthosis had planned.

Gorenthosis not only “relocated” the great wyrm’s hoard, but also “anonymously donated” a sizable portion to a nearby kobold tribe, by placing it near the entrance to their lair. The young wyrm reasoned that the villages in the neighboring countryside would be driven mad with greed. More importantly that their mages would look magically for any sign of the hoard…which could, apparently, be easily be recovered by destroying the kobolds. The Kobolds soundly trounced the heroic bands of treasure seekers until one day, they were attacked no longer. One day stretched into a week, then a month, then a year. The generations passed. Many tales circulate to this day of darkness, draconic death curses, human sacrifices, local plagues, and betrayal in and around the caverns of the kobolds… yet the truth is simpler and more wicked than appearances you have you believe. For… “The Truth is in the Telling of the Tale.”

Story-
“The Telling of the Tale…”
The golem was merely defending its new home. The golem was one of the newly acquired arcane amusements in the hoard of Gorenthosis. Gorenthosis knew of the purpose that Hazaulthrilimaun had created it for. The young wyrm “possessed” the golem and cast spells through it, often annihilating a whole adventuring band with a single spell as they were ill prepared for the threat that lay hidden in the hoard of the kobolds.

Magic Item- Idiah’s Workbook (10 “unlimited pages”)
Appearance: This thin tome looks as if it is basely constructed. It is fashioned from two beaten panels of bronze cast with a series of 10 vertically aligned holes lashed together by a cord of ancient, yet still supple leather crisscrossed and tied at the bottom left side of the tome.

Page 1- “the Curse of the Archmage” scrawled on the first page…

Never start, nor never end
Or beyond this mortal shroud
You shall descend.
-Idiah, Archmage of Vellon Valley

Page 2- Booby Trapped!
Page 3- Pact of Vellon Valley
Page 3- Treatise on Draconic Magic
Page 4- Spell: Stone Shape
Page 5- The creation process of the Golden Golem
Page 6- Picture of a Vodril
Page 7- Description of a Vodril
Page 8- A treatise on how to collect the true name of a kobold king
Page 9- New Spell “Chaptered Page”
Page 10- Boobytrapped!

New Spell- “Chaptered Page”
Transmutation
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 10 minutes
Range: Touch
Target: Pages touched, up to 3 sq. ft. in size
Duration: Permanent
Saving Throw: None
Spell Resistance: No
Chaptered Page alters the contents of a page so that it can hold much more information. This spell is usually cast on very large spells books to lighten the load of carrying such tomes…normally by “binding” all of the pages of a single spell into a single page of knowledge
A detect magic spell reveals dim magic on the page in question. This reduces the physical number, and the weight of pages but does not alter the number of pages given book can hold, as this spell is cast after the book has been fabricated.
Material Component: Powdered snail shells and the essence of a lantern.

New Creature/ New Magic Item- Golem, Golden Kobold

GOLDEN KOBOLD GOLEM
Small Construct
Hit Dice: 11d4+10 (32 hp)
Initiative: +3
Speed: 20 ft. (4 squares)
Armor Class: 20 (+1 size, +3 Dex, +16 natural), touch 11, flat-footed +18
Base Attack/Grapple: +8/+19
Attack: Slam +9 melee (3d4+3 plus cursed wound)
Full Attack: 2 slams +9 melee (3d4+3 plus cursed wound)
Space/Reach: 10 ft./10 ft.
Special Attacks: Berserk, cursed wound
Special Qualities: Construct traits, damage reduction 10/adamantine and bludgeoning, darkvision 60 ft., haste, immunity to magic, low-light vision
Saves: Fort +3, Ref +5, Will +3
Abilities: Str 17, Dex 16, Con —, Int —, Wis 11, Cha 1
Skills: —
Feats: —
Environment: Any
Organization: Solitary
Challenge Rating: 7
Treasure: None
Alignment: Always neutral
Advancement: 10-12 HD (Small)
Level Adjustment: —

This golem has a kobold body made from gold. A golden kobold golem wears no clothing.
A golden kobold golem cannot speak or make any vocal noise. It walks and moves lithely, and quickly through all types of terrain. It weighs around 300 pounds.
Combat
Cursed Wound (Ex): The damage a golden kobold golem deals doesn’t heal naturally and resists healing spells. A character attempting to cast a conjuration (healing) spell on a creature damaged by a golden kobold golem must succeed on a DC 26 caster level check, or the spell has no effect on the injured character.
Immunity to Magic (Ex): A golden kobold golem is immune to any spell or spell-like ability that allows spell resistance, with the exception of any Magic cast by a dragon-blooded creature…. Up to and including kobolds. The golem may make an unadjusted saving throw to save versus the effects of the magic from these casters. In addition, certain spells and effects function differently against the creature, as noted below.
A golden kobald is controlled from any distance on the same plane by a helmet of beaten gold which must be worn to “awaken” the golden kobold.
A disintegrate spell slows the golem (as the slow spell) for 1d4 rounds and deals 1d12 points of damage.
A heat metal spell cast directly at a golden kobold golem stops it from moving on its next turn and deals 5d10 points of damage. The golem gets no saving throw against any of these effects.
Any magical attack against a golden kobold golem that deals acid damage heals 1 point of damage for every 3 points of damage it would otherwise deal. If the amount of healing would cause the golem to exceed its full normal hit points, it gains any excess as temporary hit points. For example, a golden kobold golem hit by the breath weapon of a black dragon heals 7 points of damage if the attack would have dealt 22 points of damage. A golden kobold golem gets no saving throw against magical attacks that deal acid damage.
Haste (Su): After it has engaged in at least 1 round of combat, a golden kobold golem can haste itself once per day as a free action. The effect lasts 3 rounds and is otherwise the same as the spell.
Construction
A golden kobold golem’s body must be sculpted from a single block of Gold weighing at least 100 pounds, treated with rare oils and powders worth 10,000 gp. Creating the body requires a DC 15 Craft (sculpting) check and a DC 15 Craft (blacksmithing) check.
CL 11th; Craft Construct, animate objects, commune, resurrection, caster must be at least 11th level; Price 20,000 gp; Cost 11,750 gp + 720 XP.

New Creature- Vodril

SNAKE (Vodril)
Snake, Tiny Viper
Tiny Animal
Hit Dice: 1/4 d8 (1 hp)
Initiative: +3
Speed: 15 ft. (3 squares), climb 15 ft., swim 15 ft.
Armor Class: 17 (+2 size, +3 Dex, +2 natural), touch 15, flat-footed 14
Base Attack/Grapple: +0/–11
Attack: Bite +5 melee (1 plus poison), DC 10
Full Attack: Bite +5 melee (1 plus poison), DC 10
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort +2, Ref +5, Will +1
Abilities: Str 4, Dex 17, Con 11, Int 1, Wis 12, Cha 2
Skills: Balance +11, Climb +11, Hide +15, Listen +6, Spot +6, Swim +5
Feats: Weapon Finesse
Environment: Temperate marshes
Organization: Solitary
Challenge Rating: 1/3
Advancement: —
Level Adjustment: —

These creatures dark in color and chitinous. They are not particularly aggressive, but will often lash out with a bite attack before attempting to retreat.
Combat
Viper snakes rely on their venomous bite to kill prey and defend themselves.
Poison (Ex): A viper snake has a poisonous bite that deals initial 1d6 Con and paralysis for 1d4 rounds and secondary damage of 1d6 Con. The save is DC 10.